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<blockquote data-quote="Sucros" data-source="post: 3693885" data-attributes="member: 49245"><p>First of all, I'm going to echo the call for a FCIII. The book will have to be slightly different than the previous two, covering three planes in less detail (although still nine layers), and will require republishing a number of the classic yugoloths yet again. Ultraloth, arcanaloth, marreanoloth (perhaps with actual combat abilities beyond dumping the PCs in the styx), mezzoloth, nycaloth and cannoloth are all required, and should be stretched out over a 1-20 level range. Other new daemons should expand on the mercenary aspect of the yugoloth culture.</p><p></p><p>Sons of Gith: Should be modeled off of drow of the underdark. This book will go into the culture and society of the githzerai and githyanki to the greatest extent yet. The first two chapters should spend ample time exploring the culture, society, history, and territory of each race. Crunchy chapters should include some psionic content, including mind-flayer themed rules.</p><p></p><p>Lands of eras: This eberron location supplement will go into details about the nations of q'barra, the demon wastes, and the shadow marches, three relatively unknown locations on the eberron map. Besides covering the society today and the powerful organizations involved, room will be given to delve into ancient pasts of all three nations, giving dms and pcs access to information from the earliest eras of eberron's history.</p><p></p><p>Sigil, city of doors: along the same lines as waterdeep and sharn, Sigil will be a city sourcebook intended for D&D core, but drawing fully on the history and lore of planescape. To make this gripping and interesting, an ideal situation would be to reintroduce the absent factions and sects back to sigil, creating an open situation where the big fifteen and numerous upstarts vie for a fresh piece of the centre of the multiverse.</p><p></p><p>Planes of Eberron: This book should endeavor to make the planes more accessible to PCs in eberron. Plots, adventure seeds, and locations should be the center focus of the book, with a large stress on "getting there". By no means should this be a "manual of the eberron planes", encompassing everything, but rather a "secrets of xendrik" set on the planes.</p><p></p><p>Another campaign setting: Perhaps somewhere in between the scope of eberron and the scope of ghostwalk, either a sourcebook on a dead setting, or a campaign setting for something radically different but still D&D, much in the way dark sun and spelljammer were massive diversions from existing D&D.</p><p></p><p>The remaining two are pending editing sir.</p></blockquote><p></p>
[QUOTE="Sucros, post: 3693885, member: 49245"] First of all, I'm going to echo the call for a FCIII. The book will have to be slightly different than the previous two, covering three planes in less detail (although still nine layers), and will require republishing a number of the classic yugoloths yet again. Ultraloth, arcanaloth, marreanoloth (perhaps with actual combat abilities beyond dumping the PCs in the styx), mezzoloth, nycaloth and cannoloth are all required, and should be stretched out over a 1-20 level range. Other new daemons should expand on the mercenary aspect of the yugoloth culture. Sons of Gith: Should be modeled off of drow of the underdark. This book will go into the culture and society of the githzerai and githyanki to the greatest extent yet. The first two chapters should spend ample time exploring the culture, society, history, and territory of each race. Crunchy chapters should include some psionic content, including mind-flayer themed rules. Lands of eras: This eberron location supplement will go into details about the nations of q'barra, the demon wastes, and the shadow marches, three relatively unknown locations on the eberron map. Besides covering the society today and the powerful organizations involved, room will be given to delve into ancient pasts of all three nations, giving dms and pcs access to information from the earliest eras of eberron's history. Sigil, city of doors: along the same lines as waterdeep and sharn, Sigil will be a city sourcebook intended for D&D core, but drawing fully on the history and lore of planescape. To make this gripping and interesting, an ideal situation would be to reintroduce the absent factions and sects back to sigil, creating an open situation where the big fifteen and numerous upstarts vie for a fresh piece of the centre of the multiverse. Planes of Eberron: This book should endeavor to make the planes more accessible to PCs in eberron. Plots, adventure seeds, and locations should be the center focus of the book, with a large stress on "getting there". By no means should this be a "manual of the eberron planes", encompassing everything, but rather a "secrets of xendrik" set on the planes. Another campaign setting: Perhaps somewhere in between the scope of eberron and the scope of ghostwalk, either a sourcebook on a dead setting, or a campaign setting for something radically different but still D&D, much in the way dark sun and spelljammer were massive diversions from existing D&D. The remaining two are pending editing sir. [/QUOTE]
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