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So..tell me about Eberron
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<blockquote data-quote="LonePaladin" data-source="post: 3842201" data-attributes="member: 6963"><p>Here are the two primary reasons I'm running my next campaign in Eberron.</p><p></p><p>First is the issue of alignments. Nothing in Eberron is fixed to a specific alignment (except paladins and perhaps animals, vermin, and mindless undead). Dragons can be of any alignment, as can medusae, mind flayers, goblins, everything. Essentially, change every Alignment entry in the <em>Monster Manual</em> that says "Always" to "Usually". In addition, clerics are not restricted to their deity's alignment, and do not lose spell access based on it. Good clerics can cast <em>animate dead</em> if the need arises (or they're just feeling malicious), and not every clergyman of the Church of the Silver Flame is lawful and good — heck, some are downright nasty. Churches can be corrupt, which makes a place for prestige classes like the gray guard and the shadowbane inquisitor.</p><p></p><p>Faiths in Eberron are just that: faith. With the exceptions mentioned earlier, the primary force in a cleric's beliefs are his <strong>beliefs,</strong> not the idea that he must follow his deity's dictates because said deity just might be around the corner.</p><p></p><p>Second is the long-term view of magic. They basically asked, "What if the magic system existed in this form for thousands of years, with all the human ingenuity, dwarven and gnomish craftsmanship, elven artistry, to work with it?" Combining that with a fairly readily-available means of enhancing magical effects (via dragonshards), and you get things like <em>eternal wands, everbright lanterns,</em> and skyships. (There was a thread once on WotC's message boards regarding the effects of casting <em>continual flame</em> on food. Good for laughs, but it gives you an idea of what people will think of.)</p></blockquote><p></p>
[QUOTE="LonePaladin, post: 3842201, member: 6963"] Here are the two primary reasons I'm running my next campaign in Eberron. First is the issue of alignments. Nothing in Eberron is fixed to a specific alignment (except paladins and perhaps animals, vermin, and mindless undead). Dragons can be of any alignment, as can medusae, mind flayers, goblins, everything. Essentially, change every Alignment entry in the [I]Monster Manual[/I] that says "Always" to "Usually". In addition, clerics are not restricted to their deity's alignment, and do not lose spell access based on it. Good clerics can cast [I]animate dead[/I] if the need arises (or they're just feeling malicious), and not every clergyman of the Church of the Silver Flame is lawful and good — heck, some are downright nasty. Churches can be corrupt, which makes a place for prestige classes like the gray guard and the shadowbane inquisitor. Faiths in Eberron are just that: faith. With the exceptions mentioned earlier, the primary force in a cleric's beliefs are his [B]beliefs,[/B] not the idea that he must follow his deity's dictates because said deity just might be around the corner. Second is the long-term view of magic. They basically asked, "What if the magic system existed in this form for thousands of years, with all the human ingenuity, dwarven and gnomish craftsmanship, elven artistry, to work with it?" Combining that with a fairly readily-available means of enhancing magical effects (via dragonshards), and you get things like [I]eternal wands, everbright lanterns,[/I] and skyships. (There was a thread once on WotC's message boards regarding the effects of casting [I]continual flame[/I] on food. Good for laughs, but it gives you an idea of what people will think of.) [/QUOTE]
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