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So..tell me about Eberron
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<blockquote data-quote="Kesh" data-source="post: 3841028" data-attributes="member: 1308"><p>I love the overall feel of the setting. It's just after a major war, people still distrust one another for what side they (supposedly) were on, and another war could break out at any time. There's ancient grudges and ancient societies, with plenty of places to explore. There's the constant threat of extra-planar invasion from the plane of Dreams or the plane of Insanity (which means I can get plenty of use from <em>Call of Cthulhu d20</em>!). And it's not too hard to get from where you are to where the adventure is.</p><p></p><p>My biggest gripe is that the new races really don't get much treatment in the books, aside from the warforged. Changelings are kinda handwaved into the background, and shifters don't get any love. Kalashtar are kinda odd, and are only really relevant if you want to pull in the psionics/Dal'quor/Riedra story.</p><p></p><p></p><p></p><p>I strongly recommend <em>Sharn: City of Towers</em> and the <em>Player's Guide to Eberron</em>. The former is a great place to set a whole campaign, or just to visit for an adventure. The latter integrates a lot of 3e/3.5e monsters & classes into the setting, as well as providing a ton of plot hooks. I've also heard good things about <em>Five Nations</em> and <em>Secrets of Sarlona</em> if you want more location options.</p><p></p><p>I was rather disappointed with <em>Races of Eberron</em> and <em>Magic of Eberron</em> though. <em>Secrets of Xen'drik</em> got a lot of "meh" from me, though it does have some neat plot hooks.</p><p></p><p></p><p></p><p>Not really. Most of it fits very well with my own vision of how a setting works. The only real changes I made are local in scope (a particular cult religion, a rift to another plane in this forest, etc).</p><p></p><p></p><p></p><p>That's because it's mostly like religion in the real world. The gods never visit Eberron and, in fact, may not exist at all. No one really knows if any divine beings are out there, but <em>something</em> answers when clerics seek their powers or use a spell to ask questions.</p><p></p><p>The only tangible sources of the divine are the Araneal Undying Court and the Silver Flame.* The Court is a bunch of good-aligned undead which the elves of Araneal revere in an ancestor-worship kinda way, while the Silver Flame is a merging of two powerful beings (one good and one evil) which has chosen a spokesman in the form of a young girl.</p><p></p><p>* One more is Vol, a mysterious undead that founded a blood-cult which is popular in certain parts, but most people who follow the religion don't even know she exists.</p></blockquote><p></p>
[QUOTE="Kesh, post: 3841028, member: 1308"] I love the overall feel of the setting. It's just after a major war, people still distrust one another for what side they (supposedly) were on, and another war could break out at any time. There's ancient grudges and ancient societies, with plenty of places to explore. There's the constant threat of extra-planar invasion from the plane of Dreams or the plane of Insanity (which means I can get plenty of use from [i]Call of Cthulhu d20[/i]!). And it's not too hard to get from where you are to where the adventure is. My biggest gripe is that the new races really don't get much treatment in the books, aside from the warforged. Changelings are kinda handwaved into the background, and shifters don't get any love. Kalashtar are kinda odd, and are only really relevant if you want to pull in the psionics/Dal'quor/Riedra story. I strongly recommend [i]Sharn: City of Towers[/i] and the [i]Player's Guide to Eberron[/i]. The former is a great place to set a whole campaign, or just to visit for an adventure. The latter integrates a lot of 3e/3.5e monsters & classes into the setting, as well as providing a ton of plot hooks. I've also heard good things about [i]Five Nations[/i] and [i]Secrets of Sarlona[/i] if you want more location options. I was rather disappointed with [i]Races of Eberron[/i] and [i]Magic of Eberron[/i] though. [i]Secrets of Xen'drik[/i] got a lot of "meh" from me, though it does have some neat plot hooks. Not really. Most of it fits very well with my own vision of how a setting works. The only real changes I made are local in scope (a particular cult religion, a rift to another plane in this forest, etc). That's because it's mostly like religion in the real world. The gods never visit Eberron and, in fact, may not exist at all. No one really knows if any divine beings are out there, but [i]something[/i] answers when clerics seek their powers or use a spell to ask questions. The only tangible sources of the divine are the Araneal Undying Court and the Silver Flame.* The Court is a bunch of good-aligned undead which the elves of Araneal revere in an ancestor-worship kinda way, while the Silver Flame is a merging of two powerful beings (one good and one evil) which has chosen a spokesman in the form of a young girl. * One more is Vol, a mysterious undead that founded a blood-cult which is popular in certain parts, but most people who follow the religion don't even know she exists. [/QUOTE]
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