Eberron’s Ruffians [Archive] - Wizards Community

Post/Author/DateTimePost
edveal

12-20-05, 03:54 PM
FR and Greyhawk have goblins and orcs to fill the slot of generic bad guys causing trouble. Who fills this role in Eberron?
ieattrollsforbreakfast

12-20-05, 04:04 PM
Bandits still exist in Eberron, so you may still find goblins, kobolds and orcs causing trouble, but more often than not they will probably be humans in the Five Nations.
Really, it all depends on where you campaign takes place. Southern Khorvaire will have kobold, elf and goblinoid trouble. Western Khorvaire will have druid, orc, ogre, troll, gnoll (pretty much anything from Droaam) and aberration trouble. Eastern Khorvaire will have halfling, lizardfolk and elf trouble. North-western Khorvaire will have orc and orge trouble.
But that's just making generalisations, most of the monsters listed above will keep to their own regions unless provoked. The real danger in Eberron is from organisations. The Emerald Claw and the Cults of the Dragon Below make excellent one off antagonists (though they make just as good enemies for long campaigns).
aelryinth

12-20-05, 04:44 PM
Um, did you mean Ruffians for the title?

==Aelryinth
Rocksa

12-21-05, 02:00 AM
Well, if you mean the burning and pillaging for no good reason except the one only they know, then the Valenar elves would probably fit the bill. Then of course you've got your Blood of Vol baddies, your Jungle Boys, and then your Emerald Claw. Course that's only a few of many, pretty much every nation has their own form of the Jungle Boys and Emerald Claw, you know, crazy nationalists and the like.
MarkB

12-21-05, 10:04 AM
FR and Greyhawk have goblins and orcs to fill the slot of generic bad guys causing trouble. Who fills this role in Eberron?
Nobody - or everybody.

A shift away from "bad guys being bad guys just because they are" towards almost all groups having well-defined - or at least broadly sketched - motivations is a fundamental part of Eberron's "shades of grey" attitude to alignment. There is also a general - though not universal - tendency - to differentiate groups along cultural rather than racial lines, which makes it harder to find any one race in Eberron that is truly pigeon-holed.

There are groups who fulfill the role of "generic bad guys", but they'll change depending upon where you set your adventure and what's involved. Cultists of the Dragon Below, terrorists of the Order of the Emerald Claw, followers of the Lord of Blades, and maybe half a dozen more such groups could cause trouble almost anywhere you need them to, but they'll usually have some goal in mind. And there are certainly generic bands of brigands out there, but they're not predisposed to be drawn from any particular race.
Brastan

12-22-05, 04:12 AM
Your typical highway bandits are going to be composed of mixed race groups. Allegiance to country (or lack there of) is often more important than race. I would guess that you would see more humans, goblinoids, halflings, shifters, and possibly half-elves as bandits as they have shorter life spans than the other races. I would think this would make them more likely to commit robberies for short-term gains. Eberron affords you a unique opportunity to have different humanoids in the same encounter. Throw in an odd ball or two like lizard folk troglodytes or even a Drow. Giving one an Aberrant Dragonmark would also qualify.

The Last War was devastating and clamed many lives but still left veterans with weaponry and no jobs. Ex-military and mercenaries are good candidates for trouble. I guess you make the 'generic' Putties that fit your game.