From Forgotten Realms to Eberron [Archive] - Wizards Community

Post/Author/DateTimePost
Charles Phipps

02-03-05, 02:17 PM
As usual with these sort of things, my players want to play in Eberron. However, they've decided they want to do the stranger in a strange land bit and go there with their existing characters.

I was curious if anyone could give me a rundown on what they think might be important factors to consider in the cultural adjustment from The Forgotten Realms of Toril to Eberron.

I already know...

* The players will lose immediately all contact with their deities
* They won't speak the language of the land
* Their magic will also cease functioning

But I'd love personally to hear any sorts of adventure ideas or factors to be considered in this sort of campaign.
Kid SixXx

02-03-05, 02:37 PM
What's the racial make-up of the party?

For starters, the Elves in the party will probably be in line for the most culture shock, especially if you have any Drow in the party. For general factors concerning the world and it's factions, check out Keith's Dragonshard articles, as they will provide a great deal of fluffy insight.

Out of curiosity, as interesting as the idea sounds, why are your players keeping their FR PC's? I don't think there's anything wrong with it, but there's something about not having a Warforged, Shifter, or a Changeling in the initial party that seems very strange.
Charles Phipps

02-03-05, 02:54 PM
What's the racial make-up of the party?

For starters, the Elves in the party will probably be in line for the most culture shock, especially if you have any Drow in the party. For general factors concerning the world and it's factions, check out Keith's Dragonshard articles, as they will provide a great deal of fluffy insight.

Out of curiosity, as interesting as the idea sounds, why are your players keeping their FR PC's? I don't think there's anything wrong with it, but there's something about not having a Warforged, Shifter, or a Changeling in the initial party that seems very strange.

A Rokuganese Naga, a Rashemi Barbarian, A half-elf magician, and a Calisham harem girl

Largely, they don't want to give up the experience and the character development of two and a half years of gaming. The characters largely consider this no different than my taking them to Rokugan (it replaces Wa on my FR) or visiting foreign areas of Faerun.

I'm personally hoping I can induce one or two to take up a new character sometime.
Puppy

02-03-05, 03:08 PM
* The players will lose immediately all contact with their deities

Just a note on this: Religion in Eberron is quite different from religion in Faerun. According to Keith Baker, it's quite possible for an atheist, or someone who has fallen from grace within the church, to keep using divine spells.

As for transfers to Eberron PCs; do what I do, don't pull punches in combat. Maybe a character or two falls that way. :evillaugh
Kid SixXx

02-03-05, 03:09 PM
ALargely, they don't want to give up the experience and the character development of two and a half years of gaming. The characters largely consider this no different than my taking them to Rokugan (it replaces Wa on my FR) or visiting foreign areas of Faerun.

Well, it's not like they're wrong. The mechanics of basic society will still be there, and the only thing that really changes are the factions that run society.

Language won't really be a problem as magic heals all communication barriers, and somehow they will find a way to learn the way the road weaves.

As far as the character building goes argument goes, I think it's a bit of a crutch as certainly they could come up with just as much development for new Eberron PC's as they would their old FR PC's. OTOH, familiarty is important when dealing with transition, so I think most people here would say that anything that promotes the Eberron experience is a good thing.
Nedlum

02-03-05, 04:33 PM
I'd say that one of the biggest thing that they'd need to square with is that while they are just as big, the pond has suddenly gotten much, much smaller.
Charles Phipps

02-03-05, 05:15 PM
Largely its the age old argument.

"I could make a character as enduring as Superman!"

"Why not simply use Superman?"

One of the reasons I'm inclined honestly to let the PCs use their old characters is because there's a way to look at the wonder's of the world without taking them for granted. A warforged is something pretty damn bizzare to look upon and the idea of their closest analogues given citizenship must strike them as very bizzare.
Sharn Inquisitor

02-03-05, 05:37 PM
You're going to needs to read the Dragonshards and have a good idea on the cultures of Eberron. A dwarf isn't just a dwarf, he's either a dwarf from the Mror Holds or from Sharn, etc. Culture drives the world, not race. I made my players make new characters from my homegrown campaign. I like the take the bandaid off in one swift motion attitude. They resisted at first, but now that they are familiar with Eberron, I've promised to allow them to bring their previous PC's over and adapt them.
Brastan

02-03-05, 05:37 PM
Don't explain anything to them out of game. Their characters need to discover everything for themselves. Now the default hoping plane is the Plane of Shadows. Now it doesn't say anywhere that portals connecting different Shadow Zones have to common or easy to access. If they want to go back home their going to need to really work for it. A quick to hop shadow spell shifting bit won't do it.

Likely anything that does not look humanoid or vaguely human is going to be an oddity and possibly bring out the army. As outsiders there would be many groups interested in using them.

Explain everything like it was still in Forgotten Realms. Warforged would be Golems to their eyes not intelligent creatures. The won't necessarily loss contact with their gods. They just won't be able to 'talk' with them. They keep everything else. The only other Planes that Eberron people know of are the ones that circle the Prime. This would likely cause them to be viewed as Outsiders from one of them.

Also their Knowledge checks for monster info should be negated until they've spent some time in one of the university.

For starters don't even make it Eberron. Pick a place on Eberron that has similar terrain to the on there in now. This will future confuse them. The clerics won't know what happened until they try to get spells or draw on there domain powers. At that point they will feel that their beloved deity is very very very far removed but still granting them power. Even create a town that will be exactly the same except for the culture shift and the language barrier, which should be cleared my a visit to one of University with out the need for skill point expenditure.

Uh... hope you find something useful in that. Don't forget the LotB. ;)
Gez

02-03-05, 06:18 PM
Explain everything like it was still in Forgotten Realms. Warforged would be Golems to their eyes not intelligent creatures.

Actually, there are Realmsian precedent for intelligent, self-aware golems. First there are the gemstone golems (see Monsters of Faerūn), who are all intelligent and gifted with free will. Then you have the Tomb Tappers (see same book), an actual race of intelligent, self-replicating constructs, initially created to ward ancient tombs. Last but not least, a little known fact is that you have perfect androids in the Realms -- Alias, the heroin from the Azure Bonds books, discovers that she isn't really human, but she was built, along with an impressive number of "sisters" and given false memories.

The clerics won't know what happened until they try to get spells or draw on there domain powers.

Another point of disagreement: While the Realms are very strict on divine magic and religion, Eberron is much more lax, and it is possible to have in Eberron, just like in the default D&D setting, clerics of a philosophy. Realmsian clerics getting transported to Eberron would still have their spells and domains, now powered by their own unshakable faith. (They could have surprises, though, if they try spells like contact other planes or commune.)
WarlockDa

02-03-05, 06:44 PM
A suggestion for getting them there that personally I think would be more fun for all and easier to Dm than plane hopping in the typical fashion,.....run one small Ravenloft adventure. White Wolf took over the publishing for Ravenloft 3rd Ed but it's still basically the same, and their site has plenty of info about it.

The basics, PCs are off to whereever as a think fog rolls in, after several hours them emerge into the Dread Realm. Basic theme in Ravenloft is your simple old fashion gothic horror with a little D&D twist. Most of the modules for it in 2nd Ed were set so even groups not in the Dread Realm could be snagged by it, complete one as many adventures as the DM wanted, then end up either back in their homeland or any other "Prime" plane.

This could really set them up for a few surprises too :) First their in a very low tech typical gothic village with everyone terrorified of everything 'unknown' then they end up in 'downtown' Sharn.
Ch@pel

02-03-05, 06:51 PM
Oh Oh Oh! Since they'll probably be much higher in level than other Eberron PCs, hit them with a Daelkyr! That should scare the bejesus out of them. Remember that the Daelkyr are reknown for destroying worlds. It would be pretty cool to tell them that unless they defeat the lords of madness, poor Toril will be wiped from the cosmos.
Montycat

02-03-05, 09:45 PM
Oh Oh Oh! Since they'll probably be much higher in level than other Eberron PCs, hit them with a Daelkyr! That should scare the bejesus out of them. Remember that the Daelkyr are reknown for destroying worlds. It would be pretty cool to tell them that unless they defeat the lords of madness, poor Toril will be wiped from the cosmos.
You mean this? (http://www.wizards.com/default.asp?x=products/dndacc/177410000)
Jayj

02-07-05, 01:55 AM
I came up with a couple of ideas for how you can get them there, depending on how much you want to frell with their heads.

Option A is to have them wake up in Eberron. In Sarlona. They're restrained to tables, almost naked, with strange devices attached to their heads, and the building is under magical attack. They manage to get free and they run, both from Kalashtar/Adaran freedom fighters and some Inspired guards/caretakers. They reach a mysterious portal and run through just as a fireball takes out half the room behind them; they end up in a small room in Sharn. The premise would be that the Forgotten Realms was all a dream (or, so it seems) and they were being held by the Quori for reasons unknown. Maybe the raid and their escape was even staged for some reason, to get them into Khorvaire. Was Toril real? Was it all an illusion from Dal Quor? What was being done to them, and why? Does anyone know they've escaped, and is the Dreaming Dark hunting them even now? Of course, they won't have any equipment or spellbooks, so they're partially screwed over. They need a patron and jobs.

Option B is the one I prefer. Mysterious cultists (prob. of Tharizdun) are preparing an incantation (non-spellcaster-castable ritual spell from Unearthed Arcana) to send a small number of beings to another star, through the Shadow and/or Astral plane, borne by utterly strange beings. Being the noble heroes they are, they'll try to break it up, only for the incantation to backlash. The beings summoned seize them up, taking them through a journey through the spheres that takes but a second or several years, they cannot say which. When they arrive at their destination, a strange world of ash and eye-watering vistas filled with ruins and non-euclidian geometry, they are deposited in a ruined city populated by aberrations, some of which they recognize, most they do not. They gather, and stare at the PCs, and speak in strange tongues, and then the crowd of nightmarish creatures parts and the PCs see -something- approach. Make them attempt Wis rolls (or even SAN rolls :) to keep their senses together to even get a solid description; anyone who fails passes out immediately from the shock, anyone who succeeds manages to see something seriously disturbing, then the air around them starts to crackle and several bits of the ruins around them begin to glow with power, at which point -they- pass out. When they are awake, they are on Eberron, perhaps laying at one of the entrances to Khyber. Their paranoia and pucker factor should be WAY up, especially if you relieve them of any non-trademark equipment (Kensai/ancestral swords, spellbooks, and other such key items being 'soulbound' to them or something). What were those creatures? What does it mean that they're now on a different but 'normal' world? Were they placed here by the creatures? Did something else tear them away, rescue them? Why do they sometimes run across people (from one of the Cults of the Dragon Below) who already -know- about them, but only mention 'the Khatagogh Prophecy' when asked why? They must have been to one of the worlds the Daelkyr (and their masters) had already been to and destroyed, and if the Tharizdun cultists succeeded, Toril might be next on their list.

Additional idea: Freak out the cleric by declaring that they immediately sense their connection with their god has been -severed-. Depending on how evil you want to play it, you could declare additionally that they have no access to divine power of any sort. Then have a priest explain to them that no-one has ever seen or spoken with the gods... the faith to channel their power comes from inside one's heart, not as a casual gift such as the cleric from Toril might describe. That'll give them extra RP meat.

- Jayj

"I could pretend to be someone else. I have a wide selection of personalities to choose from. ...they all make the same typos, though." - Phasmus
Tmpst2Prphsy

02-07-05, 02:17 AM
What levels are they? I've never been in a campaign for 1 year let alone 2 1/2, so I have no idea.
Just another user

02-07-05, 03:47 AM
Eh, eh, eh! Think to their faces when they'll meet their first good red dragon. (or even better, a evil gold one :devil: )

Also, there was this rule in AD&D than, if you were the only worshipper of your god on a sphere (i.e. planet) then you could only access 1st and 2nd level spells.) I know that in Eberron things works differentl but it could be fun if they aģhad to start a cult of their god if they want to have their high level spells back, expecially for some of the gods ("Korrlion? The god of the elves? Which god of the elves?").

Also let their keep their magic , I'm sure that the dragonmarked houses, the daelikr, the inspired, Vol, etc, etc will be very interested in it very soon.
Hellcow

02-07-05, 01:10 PM
Another point of disagreement: While the Realms are very strict on divine magic and religion, Eberron is much more lax, and it is possible to have in Eberron, just like in the default D&D setting, clerics of a philosophy. Realmsian clerics getting transported to Eberron would still have their spells and domains, now powered by their own unshakable faith.
If they HAVE unshakeable faith. Remember that a lot of priests in Eberron are just experts - specifically because it takes a remarkable person to draw on divine powers. The priests of the Realms don't NEED much faith because the gods are right there. If the DM wants to leave the clerics with their powers intact, there's a basis for doing so - but if he wants to take their powers away, I think it's perfectly reasonable. How has the character acted? Is he truly devout? The experts believe in the doctrine of their fiath, but just don't have the level of devotion and force of will to cause miracles, and a Realms priest may never have been put to such a test. I think that it would be quite intesting to make them strengthen their resolve in order to bring their faith to this world.
Naudachu

02-07-05, 02:40 PM
I think if you go with the disappearing into the mist idea, wherever you put it (maybe even in the Astral Plane), it would be interesting to appear on Eberron in the Mournland. For high level PCs, suddenly not being able to heal will definitely get their attention. Plus it puts them face to face with the history of Eberrron.

I agree the cleric should lose touch with their god. A day or two, a week, or even better has to go on a personal quest to reclaim their faith. Its truly a test of faith. It could be as simple as a Will roll or as complex as reaching the summit of a mountain with a manifest zone to a plane similar to their god...spend some time in a monastery...the possibilities are endless, but I think something is in order.
Brastan

02-07-05, 02:57 PM
The Mourland is a great starting location. It is quite different from any other aspect of Eberron and might even be confused for some aspect of the Far Realm (possibly). It will be unclear were they are until they find a way out. Here's an idea, they get drawn there (as a result of the ritual) on the day of Mourning. They arrive just after that event and now have to wander the nightmarish land. Evil, Evil, Weevil.