Doug McCrae
Legend
Key elements of Eberron:
1) Pulp D&D. The world is a medieval fantasy version of the 1920s/30s. The Last War is WWI. Sharn is New York. Breeland is the USA. The Order of the Emerald Claw are nazis. Xendrik is Africa, the dark continent. There are magical versions of trains, airships and the telegraph. The Cults of the Dragon Below are Cthulhu cultists.
2) Cinematic. Raiders of the Lost Ark is a major influence, to a lesser extent The Mummy and Pirates of the Caribbean. There's one fight on board an airship or on top of a train per adventure.
3) Noir. Private detectives, secret agents. There's at least one NPC with a hidden agenda per adventure. Often they work for one (or more) secret organisation. Shapechangers are common.
Here's a typical Eberron scenario:
PCs start off investigating a murder in Sharn. The clues lead to Xendrik. On the way, there's a fight on board an airship. In Xendrik there is a typical wilderness trek and dungeon bash, though with more emphasis on traps. When the PCs leave the dungeon they're jumped by the Order of the Emerald Claw.
1) Pulp D&D. The world is a medieval fantasy version of the 1920s/30s. The Last War is WWI. Sharn is New York. Breeland is the USA. The Order of the Emerald Claw are nazis. Xendrik is Africa, the dark continent. There are magical versions of trains, airships and the telegraph. The Cults of the Dragon Below are Cthulhu cultists.
2) Cinematic. Raiders of the Lost Ark is a major influence, to a lesser extent The Mummy and Pirates of the Caribbean. There's one fight on board an airship or on top of a train per adventure.
3) Noir. Private detectives, secret agents. There's at least one NPC with a hidden agenda per adventure. Often they work for one (or more) secret organisation. Shapechangers are common.
Here's a typical Eberron scenario:
PCs start off investigating a murder in Sharn. The clues lead to Xendrik. On the way, there's a fight on board an airship. In Xendrik there is a typical wilderness trek and dungeon bash, though with more emphasis on traps. When the PCs leave the dungeon they're jumped by the Order of the Emerald Claw.
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