Customizing Eberron [Archive] - Wizards Community

Post/Author/DateTimePost
Sir Elton

06-17-06, 09:16 AM
Hello everyone!

I thought I'd start a thread on the customizing of Eberron. The thread is about customizing Eberron to your tastes or needs. Each little book for Eberron is a tool box for doing this same thing.

So, lets see. Lets forget the forming metaplot for a while and lets say that all Eberron campaigns start where the DM says they start. Secondly, lets say that rule zero totally applies to a C-Eberron. Here are some ideas for my customization.


King Kiaus III is kidnapped by the Emerald Claw and taken aboard a Ghost Ship bound for the Lhazar Principalities. He's been captured by a figurehead Grandmaster of the Order of the Emerald Claw. With the help of a Wraith Lord, the PCs must rescue the King. Why was he captured, because the Blood of Vol figured out that Kiaus III is Kiaus the First, and Erandis wants to reforge their association.
2. Erandis Vol has figured out how to make a new body for herself. Her inner circle of Necromancers has effectively created an Eldritch Machine that is capable of growing a new body for her and transfering her spirit to the new body. Erandis Vol is "born" with the Greater Mark of Death. Mortal again, she leaves the Blood of Vol and starts her new campaign of reestablishing her heritage.
I'm altering the Soulknife Class to become a fighter variant (I've succeeded once). I figured that the Soulknife Class is too limiting to take into account several martial arts that the Kalashtar have created over the years. Instead of just shadowblades and the atavists, there are other kalashtar soulknife orders that act differently.
The Lord of Blades is a figurehead, a pawn. When one is killed, another takes his place. Who is doing it, and why?
I'm thinking of doing a few ecological changes to Eberron. My big gripe is that since Dragonlance, there are glaring ecological errors in every D&D campaign world. To make the Eldeen Marches lush and verdant, I figure that it's geologically active, hiding two super volcanoes. This means cold water springs and warm springs give a steady output of water to make the Eldeen Marches thrive (it should be a Cold Desert!).


I have more ideas. But I i'd like to see ideas on how you can customize Eberron to your tastes. You bought a copy of the World, now make it your own.
Rocksa

06-17-06, 07:15 PM
I just tossed in a lot of extra first and even some third party material.

1. I've put in every core class from every book I've got, pretty much. All the ones from the Complete series, Expanded Psionics, Magic of Incarnum, the ones from the PHII, ECS, and even some from the Dragonmech campaign setting.

2. I've included all the races from all the books I have. All the Races of books races have a place in the world, the new races from the environmental books (sandstorm, frostburn, stormwrack), the ones from MoI, Magic of Eberron (all one of them, psiforged don't count), Expanded Psionics, even some from Races of Faerun, and more.

3. Various forms of firearms are included, but for the most part they're either, A, prohibitively expensive, or B, the materials to make them are not common to an area. Basically you'll only find them in the hands of dedicated firearm makers. Bullets are hard to come by for the most part, and are exceedingly fragile compared to arrows and bolts, I mean, a little water and the bullets are useless. Just think of pre-Meiji(sp?) era Japan, firearms are there, they're just really rare, expensive, hard to come by, and even a little illegal.

4.I've used Goodman games, DragonMech setting to add in mechs. For the most part the mechs are all steampunk in nature, with their power source deriving from either a steam boiler, some type of clockwork mechanism, magic, necromantic force (huge pilotable zombies), or manpower. I've also used quite a bit of the steam powered devices from that setting in this one. It's really a bit like Eberron undergoing a sort of industrial revolution. Steam powered devices are generally cheaper to make than magical ones, and can be operated by most everyone, however building and maintaining these devices is still pretty difficult, and so magic and steam are pretty even in strength. I've also used some stuff from the D20 Mecha Compendium, the Golemsuits in particular, which are basically golems that you pilot, neat stuff. Anyway, the various forms of mechs were introduced during the last 20 years of the war, and now House Cannith is still making them, albeit now they're focus is on utilitarian models that can be used for mining, logging, building, and the like. Still, there are roving bands of bandits with a mech or two on their hands, as well as groups of adventurers who've gotten their hands on a few and now hunt down giants, wyverns, dragons, and the like using their newfound metal muscle.

5. Lhazzar(sp?) pirates cannot crossclass as ninjas, and vice versa.

6. Lhazzar pirates usually end their sentences with "Arrrr"

7. There's a subsect of the Blood of Vol, consisting of a great number of rogue House Vidalis dragonmarked members, who focus on the Blood's power of blood, using their dragonmarks to basically make magebred humans, elves, and the like. Also, they're obsessed with creating a god of their own, believing that by combining just the right genetics and just the right lineage, that eventually they'll create a deity who'll not only usher in a new era of unbelievable bliss and prosperity, but also be completely under their control. So far this group has been focusing on combining Celestial, Fiendish, and Draconic essence into a single being, seeing it as a combination of Siberys, Khyber, and Eberron.

8. All indoor areas in civilization now have bathrooms.

9. Inclusion of the Riskbreaker orginization. Pretty much Brelands version of a S.W.A.T. team. Main focus on taking down magical bad guys, abberations, psionic menaces, huge beasts, and incarnum wielding foes that the Watch just can't handle.

10. Incarnum is a part of the world. Creation forges are actually powered by incarnum, areas around them spawn Lost creatures as well as Azurins, the forges themselves have to be built on planar nexuses where incarnum would normally bleed into the world in a greater amount. The forges themselves actually work to rip open these fonts of incarnum and draw out far greater amounts of it.

11. Drow can never be Chaotic Good, nor can they ever gain Weapon Proficiency: Scimitar.

And I'm just going to stop there. So what's everybody else got?