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Eberron in the Great Wheel cosmology AND Eberronspace
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<blockquote data-quote="MoogleEmpMog" data-source="post: 1734629" data-attributes="member: 22882"><p>Eberron is actually great to stick into a Spelljammer game, because it has such a great/flavorful Eberrspace to adventure in! I can certainly imagine some fun times with 'jammer ships flitting about the Ring of Siberys... and I can also imagine a swarm of scro and elves collecting the incredibly powerful shards therein to fuel a second Unhuman War! Of course, the powerful industrial nations of Khorvaire might have something to say about that, and they may possess the capacity to mass-produce 'jammers of their own once given the design...</p><p></p><p>The gods/planes problem shouldn't be too much of one: decide whether you want the Eberron gods (I'm talking about the Six and the Host here) to be real or not, stick them on the appropriate planes of your choice, and use the outer planes as in normal D&D. The near/remote effects could be due to the moons alone, rather than actual planar conjunctions, especially if you're playing a Spelljammer-centric campaign (and whyever wouldn't you be? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /> )</p><p></p><p>The warforged, incidentally, make perfect spelljammer crew. Intelligent, flexible, non-breathers with a natural affinity for magic and artifice? Sounds like the Lord of Blades, Eberron's iconic warforged villain, may want to take his crusade for Construct Supremacy to the stars.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 1734629, member: 22882"] Eberron is actually great to stick into a Spelljammer game, because it has such a great/flavorful Eberrspace to adventure in! I can certainly imagine some fun times with 'jammer ships flitting about the Ring of Siberys... and I can also imagine a swarm of scro and elves collecting the incredibly powerful shards therein to fuel a second Unhuman War! Of course, the powerful industrial nations of Khorvaire might have something to say about that, and they may possess the capacity to mass-produce 'jammers of their own once given the design... The gods/planes problem shouldn't be too much of one: decide whether you want the Eberron gods (I'm talking about the Six and the Host here) to be real or not, stick them on the appropriate planes of your choice, and use the outer planes as in normal D&D. The near/remote effects could be due to the moons alone, rather than actual planar conjunctions, especially if you're playing a Spelljammer-centric campaign (and whyever wouldn't you be? :cool: ) The warforged, incidentally, make perfect spelljammer crew. Intelligent, flexible, non-breathers with a natural affinity for magic and artifice? Sounds like the Lord of Blades, Eberron's iconic warforged villain, may want to take his crusade for Construct Supremacy to the stars. [/QUOTE]
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