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Some questions about Eberron
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<blockquote data-quote="Remathilis" data-source="post: 3239008" data-attributes="member: 7635"><p>1.) Eberron (as others have mentioned) is the name of the planet proper, named after one of the mythic "creator dragons" that made the world. The others are Sybris (the sky) and Khyber (the Underdark). The continents are Khorvaire (main one), Salona (psionic), Argonnessen (dragon), and Xen'drik (lost/ruined)</p><p></p><p>2.) The planes basic rotate around the prime in orbits, coming closer and growing farther as time passes. Each plane has one specific trait it emulates and creatures that live there. There is a fire plane (home of elementals, but also balors), an ice plane, a law plane, a chaos plane, a faerie plane, a sky plane, etc. Most are generally discussed, but three get alot of attention: Xorait (realm of madness, home of abberations), Dal'Quor (dreams, home of psionics), and Dorruh (realm of the dead, where all souls go regardless of faith or alignment).</p><p></p><p>3.) The gods do not have avatars, send divine minions to speak for them, or have any "voice" in the world as a whole. Mostly, they are a matter of "faith". The Faithful believe they exist, but they cannot wander to the planes and "prove" they exist. This also allows for clerics to draw power from non-deity sources like the Silver Flame (the embodiment of purity) or the Undying Court (the sorta-undead rulers of the elves).</p><p></p><p>4.) Eberron tries to be "Swashbuckling pulp action with a help of noir". In english, it tries to focus on exploration, seeking lost artifacts, evil masterminds, political intrigue and grand adventure. An adventure in Eberron could resemble the Maltese Falcon (gumshoes in Sharn), Indiana Jones (fighting evildoers on a globe-spanning treasure hunt), or Doc Savage novels (exploring the ruins of Xen'drik) all effortlessly.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 3239008, member: 7635"] 1.) Eberron (as others have mentioned) is the name of the planet proper, named after one of the mythic "creator dragons" that made the world. The others are Sybris (the sky) and Khyber (the Underdark). The continents are Khorvaire (main one), Salona (psionic), Argonnessen (dragon), and Xen'drik (lost/ruined) 2.) The planes basic rotate around the prime in orbits, coming closer and growing farther as time passes. Each plane has one specific trait it emulates and creatures that live there. There is a fire plane (home of elementals, but also balors), an ice plane, a law plane, a chaos plane, a faerie plane, a sky plane, etc. Most are generally discussed, but three get alot of attention: Xorait (realm of madness, home of abberations), Dal'Quor (dreams, home of psionics), and Dorruh (realm of the dead, where all souls go regardless of faith or alignment). 3.) The gods do not have avatars, send divine minions to speak for them, or have any "voice" in the world as a whole. Mostly, they are a matter of "faith". The Faithful believe they exist, but they cannot wander to the planes and "prove" they exist. This also allows for clerics to draw power from non-deity sources like the Silver Flame (the embodiment of purity) or the Undying Court (the sorta-undead rulers of the elves). 4.) Eberron tries to be "Swashbuckling pulp action with a help of noir". In english, it tries to focus on exploration, seeking lost artifacts, evil masterminds, political intrigue and grand adventure. An adventure in Eberron could resemble the Maltese Falcon (gumshoes in Sharn), Indiana Jones (fighting evildoers on a globe-spanning treasure hunt), or Doc Savage novels (exploring the ruins of Xen'drik) all effortlessly. [/QUOTE]
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