How do Shifters and Changelings fit in Eberron?

Honestly, Shifters are something I like, but it took me quite a while to... must resist the urge to say 'shift'... change my viewpoint to that. For a while, I really liked Changelings, liked Warforged, and had problems with Kalashtar and Shifters. Still dislike the Kalashtar, but Shifters have gotten to where I like them mechanically and can certainly see a place for them in the setting.

I'll admit that you could probably lose shifters and not really be hurting all that much - replace any instance of a shifter with, say, a half-orc and you're mostly ok (even including the Purge by the Silver Flame). I think this is actually the big weakness - how similar they are to half-orcs. Good physical ability, limited mental ability. Often found in wilderness areas. Great trackers (which steps on House Tharashk's toes). They're very similar races, altogether, and there isn't all that much to distinguish them, other than how folks react... and even there, it tends to be similar (ie... frightened or hostile if they're unfamiliar with shifters and half-orcs, or normally if they are). It would be nice if there was some way that they were important, rather than a neat add-on. But I still like using them as NPCs and could certainly see playing one.

When you're looking at them as they relate to the setting... no, they don't have a real nation. Yeah, the Eldeen, sort of, but there are lots of humans and half-orcs and the like there, too. Really, shifters have the chance to be important on a more local level - you could certainly have villages of shifters, or individual ones roaming about. They're likely to be the best trackers around, short of Tharashk (which means some folks like, say, House Deneith probably favor shifter trackers), and they're excellent scouts. If a shifter isn't in a shifter village (or somewhere like Sharn, where very few races draw extra glances)... how and why did he get there? Shifters who are outside shifter villages likely travel a lot... how has that affected them?

I think shifters make a really fun PC race, even if they're unlikely to be movers and shakers as NPCs. As NPCs go, they're certainly usable - bodyguards and trackers for a big bad or another organization, assassins or competing adventurers. Heck, even a big bad shifter, looking to carve out a shifter nation in much the same manner as the Lord of Blades, though quite possibly more sympathetic.

As far as changelings go... as I said above, its a race I sort of fell in love with when I first got Eberron, and, while that's been tempered quite a bit (I'd still play one, but only in the right campaign; I do use them as NPCs, though), they're still a great addition.

The one thing to remember when looking at changelings and trying to figure out how they have impacted history or what their influence is is that you *cannot know*, short of things like true seeing. If you're DMing, and you want to say that folks in the Brelish Court have staged a silent coup, imprisoned the king (or killed him) and placed a changeling on the throne... you can. If you want to say that some great half-elf hero of the Last War was actually a changeling mercenary... go ahead. The big bad your PCs have been tracking down for months, who they have tangled with a couple times, and could draw his face in their sleep? Changeling, who just took on the guise of a serving girl and walked right past the PCs.

I think changelings honestly work *better* as an NPC race than as a PC race, though, as I said, I'd still love to play one in the right game - intrigue heavy, something where being able to take on various guises is important to my character rather than a neat parlor trick. But if you think that they don't have a real place in Eberron... well, you've just made a number of changelings very, very happy, because that makes their job much easier.
 

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Shifters: I like the concept of Shifters, but I really hate the mechanics behind them. I don't think they should be thier own race, rather something more like a template or PrC with low reqs or...

In my Homebrew, I've adopted Shifters (kinda) as a 3-level Paragon Class that any race can take in lue of thier normal Paragon Class (alternately, you might be able to take both... haven't fully decided yet). It might be worth noting here that my Homebrew is always Gestalt for Heroes and major NPCs.

My version of shifters look like mostly normal versions of thier race, just abit more feral... Like say Logan. When they use Shift they take on animalistic traits depending on the Line they are from.

Changelings: I'm completely neutral to changelings.
 

The various Eberron novels do a great job of highlighting each race, though shifters really are not explored in depth until you read Legacy of Wolves. The newest book, Storm Dragon, has a Changeling in it who is a novel-focus character.

Our current Eberron game has one shifter (who is the major damage dealer), and two changelings (though one was pretending to be human until fairly recently).
 

1} Shifters are mechanically a serious sign of what 4th edition will bring us. I figure that the way Shifters can take feats to increase their utility, that's what races will be like, only we'll get those improvements automatically.

2} Shifters are what we fear. Where warforged are the sins of our fathers, shifters are what goes bump in the night. Eberron's inclusion of warforged gives us the outsider. The thing we don't understand. Does it have a soul? Does it feel? Should it be a citizen? Is it alive? Warforged let players and DMs explore that rich emotional soil. Shifters are one of literature's great monsters, in a playable form. What's it like to be so closely related to a race of monsters that were hunted down and made almost extinct? What's it like to play something nearly beastial, that civilized folk don't entirely trust? Are you SURE your bite doesn't make me a wereweasel? Shifters are sort of like orcs are in most settings, only not evil. More like half-orcs. You can play one, and NPCs you meet will be nervous. Only it's one of our real-world big baddies. It'd be like being able to play a low-LA vampire. How bloody cool would that be? "I only drink from volunteers, who are paid well, and only to survive. Meanwhile, by day and night, I struggle to help the world we all share. Think of this, before you hammer home that wooden stake." Shifters have a place. A strong place.

3} Psysically shifters have a home in the Eldeen and Sarlona, as has been pointed out earlier. The Eldeen, they're primarily used as a group of folk that are hiding from most of society, because they're outcasts. But they had a strong role in The Last War, helping form an actual nation, since Aundair seemed to not care enough about it's western lands. They're culturally rebels, not unlike Luke Skywalker. On Sarlona, it's a bit more complicated, but they fit into the mash of trouble that the entire continent represents. Their involvement doesn't spill out into the rest of the world, so if you're interested in that stuff, you'd best pick up Secrets of Sarlona.

4} Racial roles are slid around and broadened in Eberron. Half-orcs and orcs are semi-civilized, mostly druids, who revere and honour the land, like elves traditionally were portrayed. Elves are spiritual warriors... war-princes who revel in the battle arts as they simultaneously give honour to their ancestors' spirits. Think something like Japanese Samurai are commonly portrayed, perhaps. This is a new-ish racial identity. Gnomes are tinkerers, but in a real, involved and vibrant way, not a comical way. Dwarves aren't much changed, I find. Shifters fill the untrusted savage role formerly that of orcs and half orcs. Warforged fill another brand new niche, of a racial guilt-trip. Changelings obviously are the living intrigue race. The point being that there's been a dramatic shuffle of racial identities and roles, and several new ones have been added. Shifters very much have a place amongst that reorganization.

Just my $.02 Not that I really play many shifters, but that's mostly because I have so much else to spend my feats on. Though I had a shifter psychic warrior that I think could've ended up a pretty fun character.
 

I like shifters, not so keen on changelings and warforged.

What I love are kalashtar. I didn't think much of them until I got Races of Eberron, but the background information in there really brought them to life for me.

Its well worth a look.
 

Even removing warforged wouldn't have much impact on the setting. No Lord Of Blades. That's it.

In fact you could remove the whole 1920s bit fairly easily and be left with a generic D&D world, which is what Eberron is, at heart. No lightning rail, airships or sending stones - replace with flying carpets, overland flight, teleport and sending. Sharn's still the city of towers but they're 200ft high instead of half a mile. And so forth.
 


I've played a Changeling before and really enjoyed it. Haven't tried a Warforged or Shifter yet though. The great thing about the Changelings is that they can infiltrate nearly everywhere.
 

Doug McCrae said:
Only 16% of the population of the Eldeen Reaches are shifters. You could replace them with fey and no one would notice.

That goes triple for Half-orcs:

Race, region, pop, % of Region, Race %, World
half-orcs,Shadow Marches,"35,000",7%,74.5%,0.2%
half-orcs,Demon Wastes,"12,000",2%,25.5%,0.1%
half-orcs,total,"47,000",,,0.3%

Compared to Shifters:

shifters,Eldeen Reaches,"80,000",16%,48.5%,0.5%
Shifters,Aundair,"60,000",3%,36.4%,0.4%
shifters,Droaam,"25,000",5%,15.2%,0.2%
shifters,total,"165,000",,,1.1%
 
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Doug McCrae said:
Only 16% of the population of the Eldeen Reaches are shifters. You could replace them with fey and no one would notice.

Ya, people would. Just because they don't have a high population (and we can thank the Silver Flame for that) doesn't mean people wouldn't notice them if they left. But they are what you do with them and in your game if you just write them off and never make use of them then they will feel like extra baggage.
 

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