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Freeport and Eberron
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<blockquote data-quote="Henry" data-source="post: 1720687" data-attributes="member: 158"><p>Thanks for the info - I'm afraid I only read the first three modules, and the Freeport Hardcover; Black Sails escaped me for the active deific intervention, and I assumed incorrectly that the rest of the material kept the same flavor as set by the original materials in regards to divine intervention. That said, with the kind of power the Daelkyr ran around with, it's not too difficult to rationalize those two gods are merely horribly powerful outsiders with their own cults. If it's good enough for Beholders, Mind Flayers, and Daelkyr... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I was mainly drawing on the Eberron Design team's philosophy of using magic instead of firearms and technology to accomplish effects, as well as Green Ronin's devoting a whole chapter to Firearms in their core Freeport book. Those, as well as the hidden city defenses of Freeport, strike me as too far from Eberron's flavor, though mechanically as you say there's nothing overpowering about Freeport's firearms; they're basically one-shot wonders that occasionally have the bigger models blow up on you, if I recall correctly.</p><p></p><p>You're right, of course; trying to focus on both will skew one or the other flavor-wise, but it's probably easier to remove the firearms than introduce them to Eberron, ESPECIALLY if the campaign moves outside of Freeport in the future.</p></blockquote><p></p>
[QUOTE="Henry, post: 1720687, member: 158"] Thanks for the info - I'm afraid I only read the first three modules, and the Freeport Hardcover; Black Sails escaped me for the active deific intervention, and I assumed incorrectly that the rest of the material kept the same flavor as set by the original materials in regards to divine intervention. That said, with the kind of power the Daelkyr ran around with, it's not too difficult to rationalize those two gods are merely horribly powerful outsiders with their own cults. If it's good enough for Beholders, Mind Flayers, and Daelkyr... :) I was mainly drawing on the Eberron Design team's philosophy of using magic instead of firearms and technology to accomplish effects, as well as Green Ronin's devoting a whole chapter to Firearms in their core Freeport book. Those, as well as the hidden city defenses of Freeport, strike me as too far from Eberron's flavor, though mechanically as you say there's nothing overpowering about Freeport's firearms; they're basically one-shot wonders that occasionally have the bigger models blow up on you, if I recall correctly. You're right, of course; trying to focus on both will skew one or the other flavor-wise, but it's probably easier to remove the firearms than introduce them to Eberron, ESPECIALLY if the campaign moves outside of Freeport in the future. [/QUOTE]
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