Eberron: The Metaphor

When WotC described this setting as D&D pulp adventure, they weren't kidding. :)

Ahem...

It is the first few years after World War I/The Last War, a battle that many people believe will be the last major war, even though the wise know that another great war is inevitable some years or decades into the future. In the interim, the shattered nations of Europe/Khorvaire struggle to rebuild, making and breaking alliances, engaging in all manner of espionage and sabotage. Trade and travel are conducted primarily by ship and train/lightning rail, but airplanes/air ships are becoming ever more prevalent as time goes by. The nations engage in substantial trade, each trying to build itself up to its former glory. Resentments and hatreds from World War I/The Last War still linger, feeding into themselves and becoming enmeshed in the various cultures.

Exploration of the lesser known portion of the world increases, as the various nations, and many private individuals, seek to expand their resources and horizons. Africa/Xen'drik is of particular focus, as explorers seek the secrets of ancient civilizations and even the origins of mankind/modern civilization. Newspapers/news sheets have become extremely popular, as they provided folks everywhere news during the war, and reporters/chroniclers spread over the globe in search of new stories. Secret societies born decades before, such as the Order of the Golden Dawn/Aurum, spread their tendrils through high society. Major business conglomerates and trading consortiums/Dragonmarked Houses make substantial profits in the wake of the war, crossing nation/kingdom borders and often becoming wealthier and more powerful than governments. The world sees a boom in technology/magic, as inventions/spells that were once minor conveniences become more and more essential to the functioning of modern life.

There are plenty more parallels, but you get the idea. Eberron really is pulp adventure in the truest sense of the word. Make Indiana Jones into a half-elf, he'd fit right in here. Almost every one of the Eberron tropes--the ships, the lightning rail, the world's history--fits 100% into the 1920s and 30s, if viewed through a fantasy lens. I love this idea.

I'm really quite impressed. The thought that must have gone into making this work is truly staggering. Three months ago, given everything I knew, I was disappointed that this world had won the setting search. As of now, it's swiftly becoming one of my favorite published campaigns from any edition. Now I just need to figure out which nation's operatives make the best Nazi-analogs for my upcoming game... :D

(Hell, I may even try to introduce some form of Prohibition at some point. :))
 
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Mouseferatu said:
(Hell, I may even try to introduce some form of Prohibition at some point. :))

See the plots stolen from songs thread and add the Steve Earl song Copperhead Road to this Idea.

Chris
 

Mouseferatu said:
Now I just need to figure out which nation's operatives make the best Nazi-analogs for my upcoming game... :D
The Mournland's "Lord of Blades" isn't too far off from being a Warforged Hitler....
 

Well put, Mouseferatu. I've been flipping through the setting book and haven't read that much but as I continue, the parallels really stand out. I really hope my group is up for giving this setting a shot. :)
 


Mouseferatu said:
Now I just need to figure out which nation's operatives make the best Nazi-analogs for my upcoming game... :D
Well, looking to "Nazis" in the sense of "the evil army of uniformed bad guys who are always up against Indiana Jones" (as opposed to drawing in specific political parallels), my personal favorites are the Order of the Emerald Claw. In a world where many of the bad guys are subtle schemers, the Emerald Claw are straight-up "Look at us! We're EVIL!" villains (not to be confused with the general masses of the Blood of Vol, who may believe in necromancy but can actually be decent folks). They've got goons, uniforms, undead, mad necromancers, and ties to both Khorvaire and Aerenal, as well as possibly Xen'drik (through the elven connection). They're tailor-made for the "Here's our insane scheme of the month" club. So they make a good default "Curses! Demise again?" group.

By comparison, the Cults of the Dragon Below are also good "We're Evil!" pulp villains (if often evil by virtue of insanity) but lack the level of organization that makes the Emerald Claw work well for the Indy theme.

Another possibility would be the Kech Sharaat goblinoids (p. 154). The Kech Sharaat are one of the most disciplined & dangerous military forces on Eberron. They believe that their culture is superior to all others and intend to impose it on Khorvaire. They aren't necessarily evil, but they are certainly merciless to their enemies. Of course, this gives you goblinoids as bad guys (even if they are bad ass goblinoids), which may not be as much fun as a human foe.

And of course, you do have the Lord of Blades. But while you might make the LoB/Hitler comparison, the problem is that the Warforged themselves are relatively few in number, and they certainly have a lot of valid grievances; they're not quite as straightforward bad guys, especially if you have warforged PCs in your group. Personally -- your mileage may vary -- I see the Lord of Blades as the John Byrne-era Doctor Doom, where he's a terrible villain to the world as a whole, but cares about his 'people' and is a true hero to them. Humanity made the warforged to fight and die for them; the LoB is simply turning that weapon back against the masters.

Thanks for the thoughtful post, and I'm glad you're enjoying the world!
 



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