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Straight Dope on Eberron . . .
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<blockquote data-quote="Jürgen Hubert" data-source="post: 1274745" data-attributes="member: 7177"><p>As someone who has also sent a submission to the Setting Search, I found some of the parallels to <a href="http://juergen.the-huberts.net/dnd/urbis/index.html" target="_blank">Urbis</a> interesting:</p><p></p><p><em>1. If it exists in D&D, then it has a place in Eberron. A monster or spell or magic item from the core rulebooks might feature a twist or two to account for Eberron's tone and attitude, but otherwise everything in the Player's Handbook, Dungeon Master's Guide, and Monster Manual has a place somewhere in Eberron.</em></p><p></p><p>Same with Urbis. I didn't want to re-invent the wheel, but simply take all the basics of D&D and convert them into a world that really hangs together without discarding suspension of disbelief (such as the societal implications of spells like <em>ressurection</em>, the applications of <em>fireball</em> and <em>teleport</em>, and the question just where all those magic items come from...). I wanted to keep everything from the rules, and also keep the rules <em>additions</em> to a new minimum.</p><p></p><p><em>3. A world of magic. The setting supposes a world that has developed not through the advances of science, but by the mastery of arcane magic. This allows for certain conveniences that were never imagined in other medieval timeframes. Through the binding and harnessing of elemental creatures, airships and land rails become possible. By creating a working class of minor mages, spells provide energy and other necessities in towns and cities. And advances in magic item creation have led to everything from farming implements to sentient, free-willed constructs.</em></p><p></p><p>Also similar to Urbis. I wanted to create a high-magic world, and I did. Magic keeps cities of more than a million people functioning, and allows for conveniences unheard of in other worlds.</p><p></p><p><em>4. A world of adventure. From the steaming jungles of Argonnessen to the colossal ruins of Xen'drik, from the towering keeps of Sharn to the blasted hills and valleys of the Demon Wastes, Eberron is a world of action and adventure. Adventures can and should draw heroes from one exotic location to another, across nations, continents, and the entire world. The quest for the Mirror of the Seventh Moon may take the heroes from a hidden desert shrine to a ruined castle in the Shadow Marches and finally to a dungeon deep below the Library of Korranberg. Through the use of magical transportation, heroes can reach a wider range of environments over the course of an adventure, and thus deal with a diverse assortment of monsters and challenges.</em></p><p></p><p>Same here. I've striven to make each and every location (and especially every <em>city</em>) of Urbis truely unique and memorable...</p><p></p><p>Well, what lesson can I learn from this? That I have to keep working on my salesman's skills... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 1274745, member: 7177"] As someone who has also sent a submission to the Setting Search, I found some of the parallels to [URL=http://juergen.the-huberts.net/dnd/urbis/index.html]Urbis[/URL] interesting: [i]1. If it exists in D&D, then it has a place in Eberron. A monster or spell or magic item from the core rulebooks might feature a twist or two to account for Eberron's tone and attitude, but otherwise everything in the Player's Handbook, Dungeon Master's Guide, and Monster Manual has a place somewhere in Eberron.[/i] Same with Urbis. I didn't want to re-invent the wheel, but simply take all the basics of D&D and convert them into a world that really hangs together without discarding suspension of disbelief (such as the societal implications of spells like [i]ressurection[/i], the applications of [i]fireball[/i] and [i]teleport[/i], and the question just where all those magic items come from...). I wanted to keep everything from the rules, and also keep the rules [i]additions[/i] to a new minimum. [i]3. A world of magic. The setting supposes a world that has developed not through the advances of science, but by the mastery of arcane magic. This allows for certain conveniences that were never imagined in other medieval timeframes. Through the binding and harnessing of elemental creatures, airships and land rails become possible. By creating a working class of minor mages, spells provide energy and other necessities in towns and cities. And advances in magic item creation have led to everything from farming implements to sentient, free-willed constructs.[/i] Also similar to Urbis. I wanted to create a high-magic world, and I did. Magic keeps cities of more than a million people functioning, and allows for conveniences unheard of in other worlds. [i]4. A world of adventure. From the steaming jungles of Argonnessen to the colossal ruins of Xen'drik, from the towering keeps of Sharn to the blasted hills and valleys of the Demon Wastes, Eberron is a world of action and adventure. Adventures can and should draw heroes from one exotic location to another, across nations, continents, and the entire world. The quest for the Mirror of the Seventh Moon may take the heroes from a hidden desert shrine to a ruined castle in the Shadow Marches and finally to a dungeon deep below the Library of Korranberg. Through the use of magical transportation, heroes can reach a wider range of environments over the course of an adventure, and thus deal with a diverse assortment of monsters and challenges.[/i] Same here. I've striven to make each and every location (and especially every [i]city[/i]) of Urbis truely unique and memorable... Well, what lesson can I learn from this? That I have to keep working on my salesman's skills... :p [/QUOTE]
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