Love/hate Q'Barra [Archive] - Wizards Community

Post/Author/DateTimePost
Sharn Ders

07-25-04, 11:17 AM
:bigeyes: This isn't working!

I really don't know what to do with it and i'm starting to hate this place.

To me Q'Barra has everything I need. It's a remote, exotic location with big forest, ruins, dragonshards, mysteries and primal communities. Monsters? Black Dragons, Lizardfolks, Wemics, Couatl, Rakshasa, Tiger aspected Shifters and Lycanthrope. Organizations? The Lords of Dust and the Dreaming Dark. Classes? Barbarians, Bards, Druids, Psions, Rangers and Sorcerers. It connect with the Lhazaare Principalities, Valenar, the Talenta Plains and even Xen'Drik

Only one thing is missing: a civilization!

In my mind when the first human landed in Khorvaire from Sarlona it was in Q'Barra and what became later known as the Lhazaare Principalities. That was 3000 years ago! How is it that there's nothing left! Logicaly this small part of the world would be most ancien nation in Khorvaire. It would be the... the... I don't know... the Q'Barran Republic! :rolleyes:

Only that's not how it is. It's remote, forsaken and forgotten.

Refuge from Cyre and the Last War? Great idea! But they should have meet something more than just Lizardman.

Really... I don't know what to do with it.
MarkB

07-25-04, 11:31 AM
Originally posted by Sharn Ders
Only one thing is missing: a civilization!

In my mind when the first human landed in Khorvaire from Sarlona it was in Q'Barra and what became later known as the Lhazaare Principalities. That was 3000 years ago! How is it that there's nothing left! Logicaly this small part of the world would be most ancien nation in Khorvaire. It would be the... the... I don't know... the Q'Barran Republic! :rolleyes: Well, there are two obvious explanations: First, the Sarlonan refugees who came this way saw a land of nothing but swamp and jungle, and quite sensibly headed back for those comfortable-looking islands north and east. Or second, some of them did land, and were eaten by lizardmen.
Refuge from Cyre and the Last War? Great idea! But they should have meet something more than just Lizardman. Well, it's not as though you have to use it as-is - if you want to put some ancient human civilisation there, go ahead. But there are already the remnants of ancient civilisations there - they just predate the human ones. There are ancient citadels of brass, the strongholds of fiends from the Age of Demons. And the lizardmen don't need to be 'just' lizardmen - they have their own long history, large settlements, maybe even ancient ruins hinting of a more civilised past. It's up to you.
Sharn Ders

07-25-04, 12:20 PM
Thanks for the output but I have to disagree.

If I wan't to run a campaign in Q'Barra I will need more than just refugees, pre-human ruins and settlements and (un)civilized Lizardman.

Beside the obvious connection with Sarlona (from a historical perspective), Q'Barra offer the possibility to add psi to Eberron outside the usual magic-heavy setting. A Dark Sun-esque environnement if you will.

Unfortunately my players cup of tea is not adventure and dungeon crawl. At least not in the way the current Q'Barra is presented.

A couple of city-states, an ancient nation, intrigues and mysteries with over-the-top adventure is what they like.

How to implement it is my biggest problem.
MarkB

07-25-04, 01:07 PM
Well, you do realise you've got an entire continent to play with, right? One of the main features of Eberron is reasonably fast travel to get you around the place conveniently. In this case, if you want your city-states, take a ship or airship to Zilargo or the Lhazaar Principalities. The Principalities, in particular, have been settled longest of all parts of Khorvaire, and they're just off the coast of Q'barra.

As for adding a psi element, if you're looking to add that via Sarlonan influence, bear in mind that the Quori breeding programme to create perfect vessels largely postdates the Sarlonans who settled Khorvaire, so an ancient Sarlonan civilisation won't give you this anyway.

If you want to do it this way, you could postulate a much later, very secret exodus of disaffected Inspired empty-vessels, who made a small settlement either on an island just off Q'barra or in an as-yet unexplored part of the jungle, and have developed their psychic abilities to help keep them hidden, both from the locals and from the Sarlonan forces who would inevitably be looking for them.

Perhaps you could have them start infiltrating human Q'barran settlements, using physical disguises and their powers to hide their true appearance, with the goal of infiltrating the local political structures and establishing a power-base.
Sharn Ders

07-25-04, 01:44 PM
Mmm... I like this one...

:whatsthis: think think think...
Dauntless

07-26-04, 02:10 AM
I think I speak on behalf of all lizardfolk when I say I am personally offended that you don't consider us a civilization. We're just as civilized as anyone else!

Now take it back before I rip your face off and put your head on a spear as a warning to others.

Please. (see? Civilized!)




Seriously though, we have nations of hobgoblins, one of monsters led by hags, one of druidic orcs and barbaric humans...

Why can't us poor lizardfolk have a section of the world to ourselves? Why must you despoil our verdant jungles and swamps with human infestation? :(
lugnut71

07-26-04, 12:20 PM
Cause you dang lizardfolk get algae on all our stuff. Always hanging out in swamps. Thats not right. And don't think we don't know what your doing out there. Finding all those empty bottles the next day.
Sharn Ders

07-26-04, 06:01 PM
Mmm... I don't mind the Lizardfolk. They're nice... in their own way.

It's just that social interaction is a bit limited. Beside they make such good primitive good/bad guys (heir to an ancient and glorious civilization of bla bla bla).

Nah... I need something a bit more... Amnish or Thetyrian (I know I know this is not the Realms...).

You see that's the problem with new settings. Lots of good stuff, lots of great concepts and ideas but it's always a gamble. How long is it going to take before an accessory comes out detailing an area on which you've been working for the last six months.

Again I know I know... it's my game and I can do whatever I wan't with it. Problem is i'm not a game designer. I don't work full time on design and playtesting. I don't know the big picture and I don't know where the setting is going.

The fact of the matter is most of us don't have the time or the energy to develop a great setting. We have just enough time between work, friends and family to built a story or two and even then most of us will need help with that once in a while.

So... I know it's my game but when an official product comes out I usually heed the call.

Anyway... that's just me...
okaynowa

07-27-04, 01:17 AM
If you're looking to put a city state or two in Q'barra, find a city you like from another campaign and drop it in. Example: I'm running an Arcana Unearthed campaign, and the players have headed south to the Free Cities. Lots of hooks on the free cities, but no official information. Solution? I transplant Shelzarr (from the Scarred Lands setting) into AU, change a few references here and there, and voila!

For Q'barra, you might look around on line and see if you can download any of the old Maztica setting info. It's all old 2nd edition stuff, but all you really need are names and places, anyways, right? The Maztica stuff seems to fit right in-- ancient cultures lurking in the jungle, etc.

Or, transplant any of the info about Chult (Forgotten Realms) or Hepmonaland and the Amedio Jungle (Greyhawk), and there you have it. Loads of info-- just needs a name change.