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<blockquote data-quote="Staffan" data-source="post: 6774925" data-attributes="member: 907"><p>The adventures published for Eberron were:</p><p></p><p>1. Shadows of the Last War, where the (low-level) PCs get hired by an agent of a dragonmarked House go to the Mournlands and explore parts of a ruined House Cannith research facility, trying to keep ahead of agents of both the Lord of Blades and the Emerald Claw (the latter being lead by a vampire-wannabe changeling). It starts in Sharn, and moves to Darguun before entering the Mournlands. This is a super-Eberron-y adventure, full of elements that do not fit in any other setting. My only beef with the adventure is that almost all the foes in it happen to be immune/resistant to crits/sneak attack, and many have DR, making rogues feel useless in large parts of the adventure - but that's a game design problem, not one that has to do with how Eberron-y it is.</p><p></p><p>2. Whispers of the Vampire's Blade. I'm not as familiar with this adventure, but it has the PCs following a villain all over the continent of Khorvaire in order to re-acquire a powerful magical blade he stole. Set-pieces include a masquerade ball, a chase/battle on an air ship, and a three-way battle on a lightning rail train, the latter of which includes pterosaur-riding halflings.</p><p></p><p>3. Grasp of the Emerald Claw. Again, the Emerald Claw are involved (probably lead by the villain from Shadows of the Last War, unless the PCs killed him). PCs travel to the continent of Xen'drik in an elemental-powered submarine. There they meet an elf associated with the Chamber, a secretive organization of effin' dragons who study and try to manipulate the Draconic Prophecy. They travel into a ruined giant temple in order to locate a creation pattern that may have had something to do with the creation of warforged.</p><p></p><p>4. Voyage of the Golden Dragon. I know little of this since I don't have it, but it features the PCs protecting a highly symbolic airship from pirates, thieves, and saboteurs.</p><p></p><p>5. Eyes of the Lich Queen. The PCs get some form of artificial dragonmarks, which should be impossible, which drags them into all sorts of weird places - such as making a jail-break in Thronehold where they have to free a man-in-the-iron-mask style prisoner, and getting involved with the dragons of the Chamber, among other things.</p><p></p><p>All these adventures are <em>highly</em> thematic, and would be very hard to work into other settings without serious overhaul to the point where it would probably be easier just to write your own.</p><p></p><p></p><p>The "homeland" nations are fairly dominated by their respective races, though certainly not exclusively so. The setting book has the Mror Holds as being about 65% dwarven, Zilargo as 60% gnomish, and the Talenta Plains as 80% halfling. But the "human" nations are highly integrated - they're generally about 40-50% human, with Thrane topping out at 70%.</p><p></p><p>The thing is that since pretty much the whole continent was a single empire for almost a thousand years, and much of the commerce of that empire depended on dragon-marked houses, that lead to the different races spreading out a lot. And eventually, large portions of them integrated into the nation of Galifar, or at least its five constituent nations.</p><p></p><p></p><p>You're generally not going to fight people with marks - or at least, not ones that have the dragonmarks as their primary source of power. While some dragonmarks can be used offensively, they are primarily forces of creation and support. Of course, there's nothing stopping someone with a dragonmark from exploring alternate avenues of power - for example, one of the main characters in some of the Eberron novels is an artificer with a Cannith dragonmark. She's dangerous because she's a powerful artificer with a lot of magic tricks up her sleeve - but the mark itself doesn't do much.</p><p></p><p></p><p></p><p>You might want to base your opinion of the setting on more than some pictures you've seen and a pair of computer games that had some Eberron names glued on, rather than actually being based on the setting. Basing your opinion on Eberron on Dragonshards is like basing your opinion of Forgotten Realms on <a href="https://en.wikipedia.org/wiki/Blood_%26_Magic" target="_blank">Blood & Magic</a>.</p><p></p><p></p><p></p><p>Shifters are obviously a different race, just like elves are. They're not humans who sometimes wolf out - they look really feral to start with, and occasionally grow even more feral. In most places, they are an underclass, but they're mostly not considered to be werewolves-in-hiding. It's even fairly likely that lycanthropes came from shifters, not the other way around.</p><p></p><p></p><p>Now, that would actually be cool.</p></blockquote><p></p>
[QUOTE="Staffan, post: 6774925, member: 907"] The adventures published for Eberron were: 1. Shadows of the Last War, where the (low-level) PCs get hired by an agent of a dragonmarked House go to the Mournlands and explore parts of a ruined House Cannith research facility, trying to keep ahead of agents of both the Lord of Blades and the Emerald Claw (the latter being lead by a vampire-wannabe changeling). It starts in Sharn, and moves to Darguun before entering the Mournlands. This is a super-Eberron-y adventure, full of elements that do not fit in any other setting. My only beef with the adventure is that almost all the foes in it happen to be immune/resistant to crits/sneak attack, and many have DR, making rogues feel useless in large parts of the adventure - but that's a game design problem, not one that has to do with how Eberron-y it is. 2. Whispers of the Vampire's Blade. I'm not as familiar with this adventure, but it has the PCs following a villain all over the continent of Khorvaire in order to re-acquire a powerful magical blade he stole. Set-pieces include a masquerade ball, a chase/battle on an air ship, and a three-way battle on a lightning rail train, the latter of which includes pterosaur-riding halflings. 3. Grasp of the Emerald Claw. Again, the Emerald Claw are involved (probably lead by the villain from Shadows of the Last War, unless the PCs killed him). PCs travel to the continent of Xen'drik in an elemental-powered submarine. There they meet an elf associated with the Chamber, a secretive organization of effin' dragons who study and try to manipulate the Draconic Prophecy. They travel into a ruined giant temple in order to locate a creation pattern that may have had something to do with the creation of warforged. 4. Voyage of the Golden Dragon. I know little of this since I don't have it, but it features the PCs protecting a highly symbolic airship from pirates, thieves, and saboteurs. 5. Eyes of the Lich Queen. The PCs get some form of artificial dragonmarks, which should be impossible, which drags them into all sorts of weird places - such as making a jail-break in Thronehold where they have to free a man-in-the-iron-mask style prisoner, and getting involved with the dragons of the Chamber, among other things. All these adventures are [I]highly[/I] thematic, and would be very hard to work into other settings without serious overhaul to the point where it would probably be easier just to write your own. The "homeland" nations are fairly dominated by their respective races, though certainly not exclusively so. The setting book has the Mror Holds as being about 65% dwarven, Zilargo as 60% gnomish, and the Talenta Plains as 80% halfling. But the "human" nations are highly integrated - they're generally about 40-50% human, with Thrane topping out at 70%. The thing is that since pretty much the whole continent was a single empire for almost a thousand years, and much of the commerce of that empire depended on dragon-marked houses, that lead to the different races spreading out a lot. And eventually, large portions of them integrated into the nation of Galifar, or at least its five constituent nations. You're generally not going to fight people with marks - or at least, not ones that have the dragonmarks as their primary source of power. While some dragonmarks can be used offensively, they are primarily forces of creation and support. Of course, there's nothing stopping someone with a dragonmark from exploring alternate avenues of power - for example, one of the main characters in some of the Eberron novels is an artificer with a Cannith dragonmark. She's dangerous because she's a powerful artificer with a lot of magic tricks up her sleeve - but the mark itself doesn't do much. You might want to base your opinion of the setting on more than some pictures you've seen and a pair of computer games that had some Eberron names glued on, rather than actually being based on the setting. Basing your opinion on Eberron on Dragonshards is like basing your opinion of Forgotten Realms on [url=https://en.wikipedia.org/wiki/Blood_%26_Magic]Blood & Magic[/url]. Shifters are obviously a different race, just like elves are. They're not humans who sometimes wolf out - they look really feral to start with, and occasionally grow even more feral. In most places, they are an underclass, but they're mostly not considered to be werewolves-in-hiding. It's even fairly likely that lycanthropes came from shifters, not the other way around. Now, that would actually be cool. [/QUOTE]
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