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Tomb of Annihilation Is Here - What Do You Think?
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<blockquote data-quote="Jester David" data-source="post: 7723723" data-attributes="member: 37579"><p>Lammania works too. As you say, it's more savage and less magical/ fey than Thelanis. </p><p>There's a few weretigers and tabaxi in the book that could be replaced by shifters. And Port Nyanzaru could be presented less as a sea port and more of a planar port where people from Khorvaire enter that realm through a coterminous location. </p><p></p><p>For me, the Feywild is also a neat way to explain dinosaurs if they're uncommon in your setting. And it makes it easier to use the names of the unusual gods and just describe them as "archfey". And the Realms elements that slip in (like Thay) are explained as people from the Realms actually going to the Feywild as well for the same reasons as the party.</p><p>(Plus... no oceans in my setting. It's that or I try and pull out all the locations and associate them with places in a mountain ringed lizardfolk infested swamp area of my world...)</p><p></p><p>And I like the epic feel of having Acererak's plan span multiple worlds and effecting the ressurected everywhere. </p><p></p><p></p><p>It references a lot of Chult. Much like how SKT referenced bits of pieces of the lore of the North. But more so as there are characters from novels set in Chult, references to what happened in Chult during the Spellplague, lots of Chult gods, and the like. Bits of it might be tricky to entirely work into Eberron. Even Acererak's tomb, which - spoilers - the gods of Chult are involved with.</p><p></p><p>It's somewhat nice in that it actually feels more like a Realms adventure rather than just an adventure that just so happens to be set in the Realms (albeit with a Greyhawk villain), but harder to file the serial numbers off. </p><p>But not impossible mind you...</p></blockquote><p></p>
[QUOTE="Jester David, post: 7723723, member: 37579"] Lammania works too. As you say, it's more savage and less magical/ fey than Thelanis. There's a few weretigers and tabaxi in the book that could be replaced by shifters. And Port Nyanzaru could be presented less as a sea port and more of a planar port where people from Khorvaire enter that realm through a coterminous location. For me, the Feywild is also a neat way to explain dinosaurs if they're uncommon in your setting. And it makes it easier to use the names of the unusual gods and just describe them as "archfey". And the Realms elements that slip in (like Thay) are explained as people from the Realms actually going to the Feywild as well for the same reasons as the party. (Plus... no oceans in my setting. It's that or I try and pull out all the locations and associate them with places in a mountain ringed lizardfolk infested swamp area of my world...) And I like the epic feel of having Acererak's plan span multiple worlds and effecting the ressurected everywhere. It references a lot of Chult. Much like how SKT referenced bits of pieces of the lore of the North. But more so as there are characters from novels set in Chult, references to what happened in Chult during the Spellplague, lots of Chult gods, and the like. Bits of it might be tricky to entirely work into Eberron. Even Acererak's tomb, which - spoilers - the gods of Chult are involved with. It's somewhat nice in that it actually feels more like a Realms adventure rather than just an adventure that just so happens to be set in the Realms (albeit with a Greyhawk villain), but harder to file the serial numbers off. But not impossible mind you... [/QUOTE]
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