| Post/Author/DateTime | Post |
|---|---|
| Smiley04-11-05, 08:49 AM | A quick note first: This is a "What I think, and what it does for my group"-thread, if you have some ideas to improve my game or the like, please tell. If you think my opinion sucks, then keep it to yourself please, or vent it out in a PM, those are easily discarded. I'm continuing as a DM, since I lost my other group, and while I dislike being the DM, I do like spending time with my friends, and see them have fun, and from that I get my share of fun. So, in the years I've spent DM'ing, I've used Forgotten Realms mainly, because I can relate to the setting, after reading just about everything R.A. has written, and I've spent countless days studying the FR books, but then Eberron came along... In my DM-experimental age I used bound elementals for transportation in ships mainly, and I thought it was a unique idea(As every other DM with elemental ideas think...), but I never got to exploit those ideas like I wanted to. Eberron, at first, seemed to me like a steam-punk version, but when I finally decided to buy the book and have a real look-see, I found the continent of Khorvaine very appealing. Hooray for evil bronze dragons! Hooray for Orc guardians! Hooray for finally putting some atypical themes into my D&D games...! (I know most DM's have tried and done this, but I'm still young DM-wise, so bear with me...) Khorvaine is an easy place to get to know, and there are tons of places which are somewhat easy to start in. (Although I dislike Sharn, because it's not very well described imo, and it's hard for me to make a map of it, since it's two thirds vertical!). The lightning trains and airships are in my opinion a relief regarding travel. Sure, traveling can be fun, and adventures are stacked around every corner of the world... but that's when the quick transports come in, when you want your adventurers to get somewhere quick and painless, these come in as a handy relief. The way they're described is good, imo, and it's frankly pretty obvious, to use these beings for something else than letting them roam around. And it creates a possibility for freak organizations in favor of letting the elementals roam free. Dragonmarks are interesting, but not sometihng you go "ooooo" and "aaaah" over.. poorly executed imo... Besides, my group deals poorly with "special" individuals, because it usually revolves around them. Vampires, lycanthropes etc. are a problem for us =/ Here's where the shifter and Changeling races come in, because they're not *that* special in comparison, and make good and interesting choices. Warforged are *very* interesting, and I love using them in my campaigns, all ranging from brutal hulks to miniature spies and familiar-kind of warforged. Golems with a soul is a + for me, and an interesting humor/terror-ability in my game. Telling your group that a hulking ogre is comming your way, has an interesting effect on them, but if you tell them that a hulking metal warrior is comming, they actually fear for their characters. I guess it only works while it's new, but it's one more thing they wont forget in a while, and that's worth more than gold. Now, about dragons... I've never actually thought about shifting alignments on them, and I rarely even use dragons because in the games I've been in, they're an overused monster, so I keep mine very important for the story, and usually very powerful (as they should rightly be!). I'm going to use a neutral good Black Dragon, with a high sense of style, and a craving for cigars (acid usually doesn't work well with cigars so he's in dire need of someone able to actually light the things, without singing the whole thing!), just for the humorous part(which we use a lot, and while it might seem disrespectful of the old D&D days, it works very well in my group.). His high and mighty purpose isn't to find a random person with flint & tinder, or a handy prestidigation spell ready, but to see an adventuring-groups reaction, and check them out a little, before sending them out for the more important tasks... I know this seems extremely quirky and weird, but I have an opposite dragon later which is in a near primal-state, in very close resemblance to the ones people usually encounter (hoards of riches, etc.). Good orcs seem to be a new "thing", like the good drow was, a while ago, but this time it suits me well. While not being directly "good", they're honourable like the orcs in "WarCraft", which I hold in much higher regard than any previous D&D orc. While not exactly welcoming they are respectful of strength, be it even mechanical strength, and good comebacks are also important in my game. (Which usually isn't hard for them, since I'm terrible with comebacks...) Drow are very exotic and cunning in my campaign. I've only planned one meeting with these blackskinned elves, which is a caravan with goods, and they cheat and steal everything they can. If they feel the group is easily dispatched, they will hunt them down later on. This will be the only encounter with Drow, unless my group specifically wants to meet more, in that case they're going to Xen'Drik, but not without an extremely good reason, which I might hand them if the time is right... I dislike the psychic side. I find it out of place, like some feel some types of magic are out of place... So the eastern continent is out of the game, until I find a use for it. The elves are an interesting people, while there is a single elf in my party, he is connected to the typical forest-elves(moon-elves), which have secluded themselves otherwise. He doesn't know about the death-praising elves south-east of Khorvaire, and he will be surprised what his heritage holds for him... Halflings annoy me greatly, and gnomes even more so, unless they're very well played.. The halfling riders I like though, they put a bit of barbarism into them, and one of them in my group, are looking for one to ride.. He plays a Warlock, and thinks it'll give him a little mean streak. Warlocks suit well in Eberron imo, because of the previous demonic infestation. As my campaign progresses I'll try to put some more in here. Until then I'll read comments with pleasure =) |
| Crimsonsun04-11-05, 09:05 AM | Halflings annoy me greatly I normally think this too, but three words will change your opinion on Talenta halfings They Ride Raptors That is all :D |
| ParanoidWarforged04-11-05, 09:26 AM | ... and gnomes even more so, unless they're very well played ... Like nearly everyone else who takes their game seriously... but i for one am absolutely amazed at how simply, and how effectively, KB has made them easily playable. |
| fizzbang04-11-05, 09:40 AM | Like nearly everyone else who takes their game seriously... but i for one am absolutely amazed at how simply, and how effectively, KB has made them easily playable. I used to find Gnomes to be an annoyingly one-dimensional race of comic relief, until Eberron recreated them as a wonderfully complex race full of deception, contradiction, intrigue and uncertainty. Where you'll usually find them as tinkerers with silly names in other settings, a Gnome in Eberron could be anything from a curious investigator with a drive to report the truth to a charming diplomat with a dozen secret agendas to a ruthless and utterly dedicated enforcer for a secret police force. Give 'em a shot! |
| Gez04-11-05, 10:43 AM | Where you'll usually find them as tinkerers with silly names in other settings These other settings do not exist in my own reality. In my Eberron, you'll never even find an artificer of the gnome race. Humans, dwarves, warforged, yes. Changeling, elves, shifters, kalashtars, goblins, yes. Heck, you'd have an easier time finding a friendly celestial half-gold dragon daelkyr artificer raised by an awakened swarm of horrid rats that is, itself, a paladin of the silver flame, than a gnome artificer. The quantity of gnome artificers in my Eberron is the absolute zero. It's a zero so unyielding, so relentlessly zero, that if there even were one gnome artificer to exist, the universe would be destroyed instantly, and the Eberron setting books would spontaneously combust. There. Gnomes are anything but artificer. They never tinker with anything remotely mechanical. Alchemy, yes. Magic items, yes. But things that could look like something out of Mount Nevermind? No way, never. |
| anthrorob04-11-05, 02:06 PM | Being a dinosaur of a gamer (started in 1981.) I remember a time when gnomes were NOT tinkerers and gadget freaks. That abomination happened with Dragonlance. It then infected the game as a whole. Indeed, look at how classic Greyhawk treats various races to get an understanding of the earlier races. I have played gnomes since first edition and have been shocked to find the direction they continue to be taken. This attempt to "re-make" them is nothing new. On of the worst things 3.0 did was to make the Gnome's favored class the bard. Stick the red-headed stepchild of the races with the class of the same appellation. This Denigration of Gnomish-kind must stop and it must stop now. Lift up your arms Gnomish brethren! Unite! Overthrow our WoTC overlords! Anthrorob (currently playing a 7th lvl Gnomish diviner in Eberron) |
| ParanoidWarforged04-11-05, 02:19 PM | To be honest it was never the tinkering thing that bothered me, it was the fact that i couldn't find any use for them that wasn't already covered by another archetypal race in a less comical fashion (and i fully admit that that was mainly from a lack of imagination). |
| fizzbang04-11-05, 02:30 PM | There. Gnomes are anything but artificer. They never tinker with anything remotely mechanical. Alchemy, yes. Magic items, yes. But things that could look like something out of Mount Nevermind? No way, never. Now, to be fair, Gnomes are the ones who hold the secret to Elemental Binding. And Artificers don't make technological items. In fact, Artificer is sort of a counterpart to Bard: both classes focus on a wide variety of creativity and cleverness, both classes enhance the power of their allies (one on the fly with their performance, the other in downtime with items), and both are decently capable of taking care of themselves in a variety of situations. On of the worst things 3.0 did was to make the Gnome's favored class the bard. Stick the red-headed stepchild of the races with the class of the same appellation. Really? Apart from the fact that their favored class wasn't Bard until 3.5, I'd argue with this statement. Really, I considered their 3.0 favored class of Illusionist to be significantly less useful or varied (they didn't even get a whole class!) than a bard. Meanwhile, the bard's focus on illusion and cleverness still fit the traditional gnome feel quite well. The Bard class is much more useful than you seem to think. There are very few classes that offer the same wealth of options and versatility as it. Certainly, it doesn't shine in the same way that a buffed out barbarian or a high level wizard does, but then again, so much of its power is in the creativity and cleverness of the player, and requires a good DM who doesn't devalue roleplaying and trickery in favor of hard-and-fast combat. Then agian, how else can you have a first level character who wields a whip, casts a few spells, can use a wand of cure light wounds, improves the power of the entire party, and can talk their way out of the trouble they inevitably get into? |
| zambuka04-11-05, 09:40 PM | Being a dinosaur of a gamer (started in 1981.) I remember a time when gnomes were NOT tinkerers and gadget freaks. That abomination happened with Dragonlance. It then infected the game as a whole. Indeed, look at how classic Greyhawk treats various races to get an understanding of the earlier races. Not to mention what they did with halflings. I cringe and punish immediately anyone who mistakes a halfling with a kender. I have played gnomes since first edition and have been shocked to find the direction they continue to be taken. This attempt to "re-make" them is nothing new. On of the worst things 3.0 did was to make the Gnome's favored class the bard. Stick the red-headed stepchild of the races with the class of the same appellation. This Denigration of Gnomish-kind must stop and it must stop now. Lift up your arms Gnomish brethren! Unite! Overthrow our WoTC overlords! Anthrorob (currently playing a 7th lvl Gnomish diviner in Eberron) The bard is such a maligned class. Sure it doesn't have much combat or magic capabilities but it does have some supreme social manipulation abilities. Jack of all trades and master of manipulation. In a game of intrigue and mystery the bard tends to come out shining and Eberron has more than enough to make the bard worthwhile. But yes you are right, it is well past time to shrug of that nasty image of the gnome tinker. |
| Edymnion04-11-05, 10:50 PM | (Although I dislike Sharn, because it's not very well described imo, and it's hard for me to make a map of it, since it's two thirds vertical!).Actually, Sharn is the MOST detailed city in the game. It has it's own book even, Sharn: City of Towers. Its a mini-campaign setting in it's own right. I dislike the psychic side. I find it out of place, like some feel some types of magic are out of place... So the eastern continent is out of the game, until I find a use for it.It depends on how you look at it, actually. Psionics fit in perfectly when you drop the science fiction baggage that the word carries. Arcane casters manipulate the magic present in the world. Divine casters manipulate the magic of the gods. Artificers manipulate the magic inherent in the very structure of objects. Psionic casters manipulate the power inside themselves. And really, seeing how much of real world mysticism centers around the use of crystals, it should fit in just fine. Halflings annoy me greatly, and gnomes even more so, unless they're very well played..Heh, dude, you haven't read the Zilargo Gnomes dragonshard yet, have you? |
| Doctor X04-12-05, 12:01 AM | These other settings do not exist in my own reality. In my Eberron, you'll never even find an artificer of the gnome race. Humans, dwarves, warforged, yes. Changeling, elves, shifters, kalashtars, goblins, yes. Heck, you'd have an easier time finding a friendly celestial half-gold dragon daelkyr artificer raised by an awakened swarm of horrid rats that is, itself, a paladin of the silver flame, than a gnome artificer. The quantity of gnome artificers in my Eberron is the absolute zero. It's a zero so unyielding, so relentlessly zero, that if there even were one gnome artificer to exist, the universe would be destroyed instantly, and the Eberron setting books would spontaneously combust. There. Gnomes are anything but artificer. They never tinker with anything remotely mechanical. Alchemy, yes. Magic items, yes. But things that could look like something out of Mount Nevermind? No way, never. Maybe it your game that's the case, but by standard Eberron canon... Gnome Artificers are actually kind of prominent. They primarily build ships and other elemental-bound modes of travel. They also design mining equipment. And no, the goofy tinker crap doesn't really fit what Artificers do... They're more important to the world than some jerk who makes alchemical pistols that fire joke bullets that come apart and tickle people into submission. They take powerful magical forces and bind them into items. There are no crazy spring-loaded gadgets or mechanical breakthroughs. Look into the pulp genre of the early 20th century, and you might understand exactly what role Artificers play in the world of Eberron. They are extraordinarily gifted engineers, capable of building superweapons and doomsday devices. They're quite a bit more serious than your average gnome tinker stereotype. |
| Doctor X04-12-05, 12:08 AM | These other settings do not exist in my own reality. In my Eberron, you'll never even find an artificer of the gnome race. Humans, dwarves, warforged, yes. Changeling, elves, shifters, kalashtars, goblins, yes. Heck, you'd have an easier time finding a friendly celestial half-gold dragon daelkyr artificer raised by an awakened swarm of horrid rats that is, itself, a paladin of the silver flame, than a gnome artificer. The quantity of gnome artificers in my Eberron is the absolute zero. It's a zero so unyielding, so relentlessly zero, that if there even were one gnome artificer to exist, the universe would be destroyed instantly, and the Eberron setting books would spontaneously combust. There. Gnomes are anything but artificer. They never tinker with anything remotely mechanical. Alchemy, yes. Magic items, yes. But things that could look like something out of Mount Nevermind? No way, never. Maybe it your game that's the case, but by standard Eberron canon... Gnome Artificers are actually kind of prominent. They primarily build ships and other elemental-bound modes of travel. They also design mining equipment. And no, the goofy tinker crap doesn't really fit what Artificers do... They're more important to the world than some jerk who makes alchemical pistols that fire joke bullets that come apart and tickle people into submission. They take powerful magical forces and bind them into items. There are no crazy spring-loaded gadgets or mechanical breakthroughs. Look into the pulp genre of the early 20th century, and you might understand exactly what role Artificers play in the world of Eberron. They are extraordinarily gifted engineers, capable of building superweapons and doomsday devices. They're quite a bit more serious than your average gnome tinker stereotype. |
| Edymnion04-12-05, 12:15 AM | Gnomes are anything but artificer. They never tinker with anything remotely mechanical. Alchemy, yes. Magic items, yes. But things that could look like something out of Mount Nevermind? No way, never.Um, so who exactly made all of those gnomish airships then? Artificers are not tinkerers, they're the PHD engineers and construction experts in the setting. If you want a tinkerer, then you go with a Magewright. The differance between Magewright and Artificer is essentially the same differance as between the grease monkey that changes your oil at the service station and the guy that designs and builds high end military fighter jets. Any serious item maker in Eberron is basically going to be an Artificer. |
| Euangelion04-12-05, 12:21 AM | At least halflings have LOTR to counter the kender thing, but what do gnomes have to counter the tinker thing? Those creepy, evil gnomes in the Shannarra (sp?) series? No thanks. Um, what else? Really, nothing until Eberron. Sure, they're also creepy and evil in that "shake your hand with their right hand enthusiastically while slipping the stilleto into your lung with the other hand" kind of evil, but at least it's cool. Creepy little feylings, but still cool. Of course, the gnomes of Greyhawk aren't bad, they're just uninteresting "not-quite-halflings, not-quite-dwarves" kind of beings. Though, I must say that I am much less interested in playing a gnome in Eberron than a half-orc, and I thought I'd never feel that way about half-orcs, the other race that Eberron redeemed. |
| Gnome_Dragon_Disciple04-12-05, 01:14 AM | I actually thanked Keith Baker in a silent prayer when I saw psionics so prominantly presented in the setting. For once I won't have to struggle to integrate psionics in a campaign setting that I haven't homebrewed. Indeed, both of the Eberron novels not only include psions, but both have prominant psionic characters and creatures, and portray it as something almost as common as arcane or divine magic. For once, it takes more work to take psionics OUT of a campaign setting than it does to leave it in. And as far as good reasons to bring in Sarlona, the Dreaming Dark has agents all over Khorvaire, including three powerful people who have been mentally replaced by the Dreaming Dark in Sharn (a member of the City Council and the leader of the city's House Deneith enclave, plus a surprise). Any party that does anything publicly great would draw as much attention from the Dreaming Dark as the Order of the Emerald Claw, if not more. The Empire of Reidra is probably as powerful as the Dragons of Argonessen if amassed, and hangs as a GREAT stand-in for the Sword of Damoclese if you want a time restraint, or a greater fake ally against the Dragons of Argonessen in a world-spanning campaign that pits the Dragons against the world... Only the deals made in desparation with Riedra come to have the steep price of sovreignty over Khorvaire in the end... Give a good look at any info on Sarlona you can. Regardless of general party allignment, the Dreaming Dark and the Inspired can make great foes, as their goals are mysterious enough that they can be rivals in any quest. |
| The White Sorcerer04-12-05, 01:17 AM | Gnomes are anything but artificer.Which is a bit odd, considering how they are, by canon, the 2nd best artificers on Khorvaire.Magic items, yes.Which is exactly what artificers do. Make magic items. Have you completely missed the point of the class? |
| Beleriphon04-12-05, 03:05 AM | No kidding there TWS. The only better Artificers are House Cannith. Besides Artificers aren't idle tinkerers, they are the guys at NASA, the big brains behind every major advance in magical engineering in Khorvaire, or the guy who will come up a practical way to create a cold fusion reaction in your basement. |
| Crimsonsun04-12-05, 07:53 AM | The only better Artificers are House Cannith. My gnome Dana would like to dispute this claim. Its a biased comment just because they happen to have the Mark of Making! They just copy old patterns lost in the junlge! We create NEW things! :D |
| Edymnion04-12-05, 09:49 AM | My gnome Dana would like to dispute this claim. Its a biased comment just because they happen to have the Mark of Making! They just copy old patterns lost in the junlge! We create NEW things! :DHeh, well will everybody thats ever built a Warforged please raise your hands :P |
| Sean Et Cetera04-12-05, 10:19 AM | I actually thanked Keith Baker in a silent prayer when I saw psionics so prominantly presented in the setting. I concur with that. |
| Euangelion04-12-05, 09:34 PM | Heh, well will everybody thats ever built a Warforged please raise your hands :P But they didn't design them! In fact, House Phiarlan has determined that Merrix Sr. found the schema in a box of Xen'Drix breakfast cereal. |
| Crimsonsun04-12-05, 09:52 PM | But they didn't design them! In fact, House Phiarlan has determined that Merrix Sr. found the schema in a box of Xen'Drix breakfast cereal. Permission to steal this, with a small tweak? |
| Euangelion04-13-05, 02:43 PM | Sure! |
| Dex The King04-14-05, 10:32 AM | I also love what they did with the gnomes. The way I used to see gnomes was just like how others have described. Weird, tinkering pranksters that should've been conquered, exploited, or enslaved long ago but somehow miraculously survive. Eberron's gnomes are gangsters, nasty, ruthless, cunning, and even deadly. Keith Baker has managed to put strength and power into gnomes; they deserve respect now. My favorite new take on a race is the Valenar though. The normally druidic, haughty elves are militaristic, honorable, and even a bit violent. Plus, when was the last time anyone was confronted by bands of marauding elves? They almost act like the orcs of other settings, which is excellent. |
| Euangelion04-14-05, 02:35 PM | About the only other thing that could have been done with Eberron to shake up the traditonal role and flavor of the races in D&D would have been to have given the dwarves a strong tradition of wizardry! |
| Smiley04-15-05, 04:28 AM | Actually, Sharn is the MOST detailed city in the game. It has it's own book even, Sharn: City of Towers. Its a mini-campaign setting in it's own right. It depends on how you look at it, actually. Psionics fit in perfectly when you drop the science fiction baggage that the word carries. Arcane casters manipulate the magic present in the world. Divine casters manipulate the magic of the gods. Artificers manipulate the magic inherent in the very structure of objects. Psionic casters manipulate the power inside themselves. And really, seeing how much of real world mysticism centers around the use of crystals, it should fit in just fine. Heh, dude, you haven't read the Zilargo Gnomes dragonshard yet, have you? Regarding Sharn, it is detailed yes I agree... But in comparison, let's say some "normal" city, like Amn(FR), is pretty easy to describe... It has a market, a harbour, a bridge across the town, religious sector etc... Sharn has these also I guess, but in 3D if you catch my drift =/ Which makes mapping of it way too hard.. For me at least. I haven't seen the book any place here in Denmark, I hope to see it soon. Regarding psionics... Not my style. Some people don't like Drow, some people dislike warlocks, and some people can't stand psionics and thinks it has no place in D&D... I'm of the latter I guess =) I do understand you though, and I guess it would or could be fun if you liked psionics. I don't remember the houses in Zilargo as such, though I do remember the new description of the gnomes. Good idea, but it still needs a good player imo, so that doesn't change so much =/ My group will be playing next weekend (22nd and 23rd), after that I'll give a briefing on how it went =D |
| KP9104-15-05, 04:57 PM | I think you have a good idea of the setting, except this part. I'm going to use a neutral good Black Dragon, Most dragons in Eberron stay on their continent because they are jealous that the "lesser races" got dragonmark and they didn't. The ones that do are in the Chamber, and most only wish to further the prophesy. So having one as an employer is a bad thing unless the campaign is going to have something to do with the prophesy. |
| polt04-15-05, 05:08 PM | I think you have a good idea of the setting, except this part. Most dragons in Eberron stay on their continent because they are jealous that the "lesser races" got dragonmark and they didn't. The ones that do are in the Chamber, and most only wish to further the prophesy. So having one as an employer is a bad thing unless the campaign is going to have something to do with the prophesy. That's wrong. They don't stay on their island because the lesser race got dragonmarks. The dragons lived on that island before the human arrived on Khovaire and any of the core races knew anything about Dragonmarks. They stay on the island because they just want to study and live the prophecy. Some dragons saw the marks appearing among humans with interest and awe. While other saw it as a terrible thing. |
| KP9104-15-05, 09:58 PM | That's wrong. They don't stay on their island because the lesser race got dragonmarks. The dragons lived on that island before the human arrived on Khovaire and any of the core races knew anything about Dragonmarks. They stay on the island because they just want to study and live the prophecy. Some dragons saw the marks appearing among humans with interest and awe. While other saw it as a terrible thing. I say they are jealous they just didn't want to make it that obvious and boring in the ECS. You can't tell me that they are expecting awsome power to come to them and instead things they can step on get it and they arn't jealous Well, um...the dragons are jealous so they just decided, we just won't talk to the lesser races. Either way they don't take much of an active role unless they join the Chamber. |
| Gnome_Dragon_Disciple04-16-05, 01:13 AM | The dragonmarks aren't "awesome power" compared to the sort of magic that keeps Xoriat eternally remote, conquered the world from demons, and repelled the Quori from Xen'Drik... |
| polt04-16-05, 04:38 AM | I say they are jealous they just didn't want to make it that obvious and boring in the ECS. You can't tell me that they are expecting awsome power to come to them and instead things they can step on get it and they arn't jealous Well, um...the dragons are jealous so they just decided, we just won't talk to the lesser races. Either way they don't take much of an active role unless they join the Chamber. Dude, have you read the ECS? The dragons have magical power enough to destroy continents and throw planes out of orbit. Dragonmarks are kid-magic compared to what they are able to do. Know, i don't think they are jealous at all. |
| Dex The King04-16-05, 09:42 AM | A Chamber dragon can be an employer, but the PCs will likely never even come close to realizing that their employer is a dragon. Dragons in Eberon generally work behind the scenes, and don't reveal their true nature unless absolutely necessarry. |
| DarkWarriorKarg04-16-05, 10:04 AM | A Chamber dragon can be an employer, but the PCs will likely never even come close to realizing that their employer is a dragon. Dragons in Eberon generally work behind the scenes, and don't reveal their true nature unless absolutely necessarry. That's one of my problems with GotEC... |
| polt04-16-05, 10:31 AM | That's one of my problems with GotEC... What happens there? |
| DarkWarriorKarg04-16-05, 02:12 PM | What happens there? Spoiler alert! A representative of a dragon blithely walks up to the group and introduces herself AS a representative of the chamber and the dragon that she serves. AND she wants to follow the group around because of "phophecy". Seems that the author assumed this would be common knowledge. The previous modules have nothing to do with the Chamber, so it's the first time it ever comes up. You can see my problem with it. I just add it to the list of things I need to do to make the adventures playable. The other thing is that the authors rely on "adventurer greed" way too much. Won't work with my guys. Paladins tend to spoil that. |
| polt04-16-05, 02:15 PM | Yeah that doesn't make a lot of sense. And it's something that would NEVER happen in my campaign. |
| The White Sorcerer04-16-05, 02:35 PM | A representative of a dragon blithely walks up to the group and introduces herself AS a representative of the chamber and the dragon that she serves. AND she wants to follow the group around because of "phophecy". Seems that the author assumed this would be common knowledge. The previous modules have nothing to do with the Chamber, so it's the first time it ever comes up.Eh. I have no problem with that. The party knowing about Muroni's affiliation doesn't make it common knowledge. |
| Smiley04-18-05, 05:25 AM | A Chamber dragon can be an employer, but the PCs will likely never even come close to realizing that their employer is a dragon. Dragons in Eberon generally work behind the scenes, and don't reveal their true nature unless absolutely necessarry. Changing that in my setting, for even though they may be "jealous" of the marks, it wont have much impact on my group. I'm keeping them out of the prophecy until things turn Epic. No dragonmarks allowed until then, and I might twist the stories so the players might actually *get* dragonmarks, or something similiar, through their actions. (Not get them, as one might get a tattoo, but dormant dragonmarks in all of them might awaken, and explain their past to them), but that's a lot of sessions from now..! Going back to the dragon part, my twist is that not all dragons are occupied with studying the prophecy, but a good amount of them are even oblivious, due to either a small amount of impurity in their heritage, their type, alignments or other things that made the xenophobic dragons cast out some of these aeons ago.. If dragons are in the least(very least), like any other race on the material plane, then they're not all bent on their own prophecy, just like not all orcs are bent on war, or all halflings bent on their comfort, all dwarves on their mines or forges, all elves on their trees etc... There are exceptions, and those can be some of the greatest pleasures of roleplaying. |