| Post/Author/DateTime | Post |
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| hawkinsthedm07-06-07, 01:25 PM | Hi! Over in the SpellJammer section we were discussing this thread (http://boards1.wizards.com/showthread.php?t=876123) on spelljamming in Eberron. I am currently reading through the ECS for ideas and I was wondering if any of you Eberron gurus knew of any other planets that might be found in Eberron's crystal sphere (which we call Shardspace). Thanks for you time and help, Hawkins |
| Revvecor07-06-07, 02:27 PM | The only other worlds I remember being referenced were the ones it is said the Daelkyr are said to have destroyed. AKA transformed into there ideal of perfection. |
| korcheck07-06-07, 03:36 PM | The only other worlds I remember being referenced were the ones it is said the Daelkyr are said to have destroyed. AKA transformed into there ideal of perfection. Where was that mentioned at? Considering the referenced dragon constellations and the fact that the dragon gods are the same name as those in other sources if there is a portion of space that correlates with a world ruled by dragons it may not be a bad idea to place eberron near there. As for spelljammer in Eberron.... not sure where to go further with that idea as I've never played it. |
| Revvecor07-06-07, 04:00 PM | Where was that mentioned at? pg 278 of the ECS, second paragraph, second sentence under the description |
| hiryuu07-07-07, 08:28 AM | I've said it before; you don't want to mix Spelljammer and Eberron. Once any Eberronian gets wind of spelljamming, they'll be running the place inside a year, what with superior organizational skills (and tight-knit organizational groups), the way they look at and use magic, and easy, instant access to all the Syberis shards they will ever need. Expect Eberronians to come up with things like telekinetic prows for mining and weaponry, no need for casters on jammers, and the ability to ignore the need to transfer between phlogiston to get to other spheres within months. Barring that, expect the dragons of Argonessen to get really ****** at people interfering with the Prophecy in a base manner. |
| ArcTan07-08-07, 01:55 AM | Where was that mentioned at? The ECS. However, the "other worlds" they've traveled to are worlds presumably traveled to the same way the Daeklyr got to Eberron -- planar travel, not spelljamming. Which means those worlds could be anywhere. Considering the referenced dragon constellations and the fact that the dragon gods are the same name as those in other sources if there is a portion of space that correlates with a world ruled by dragons it may not be a bad idea to place eberron near there. As for spelljammer in Eberron.... not sure where to go further with that idea as I've never played it. Eberron's creation myth says that it was made as the result of a clash between three enormous dragon siblings -- one became Eberron's ring (Siberys), one became the planet Eberron itself, and one became Eberron's Underdark (Khyber). You might want to work that in there somehow. |
| ArcTan07-08-07, 01:56 AM | FWIW, I myself would find it very hard to play Eberron as an established spelljamming culture. If spelljamming exists in the greater multiverse of Eberron, then in Eberron itself it's an unknown technology that our PCs will only discover by finding a way off-course and crashed spelljamming helm, or through a sudden invasion by an inscrutable and totally hostile race (the Neogi are great for this), or whatever. |
| Manyfist07-08-07, 04:05 AM | I say like Athas the sphere of Eberron is closed off. I think Siberys/Eberron/Kyber could be thankful for that, since I think the Siberys halo acts like a veil for the world of Eberron. It doesn't appear in any star map, its in the "Unknown" space. I am sure Eberron has had a few spell-jammers that visited but I doubt they lived long. After all nothing happens with out the Lords of Dust, Dragons of Argonessen, or the Dreaming Dark knowing. I think many of the spell casters would find themselves powerless, especially Clerics and Wizards/Sorcerers. However I think Clerics would be less likely to be effected because the fact if they believe the gods are granting them spells even if they aren't then they'd still gain their spells. Arcane spell casters on the other hand, those from FR are going to find no weave, those from Greyhawk aren't going to have gods give them their magic, and those from DL might have a shock when they see 12 moons...etc. |
| ArcTan07-08-07, 04:18 AM | I don't know if it was mentioned on the other thread, but Keith has specifically mentioned that one of the functions of the Ring of Siberys is that, whether or not space travel exists in Eberron, the Ring shields the planet from the sky above and would make any air travel through its perimeter incredibly hazardous (which is why the much-slower-than-spelljamming-vessels-but-still-magically-flying-anywhere-you-want-to-go Elemental Airships haven't yet landed on the moons or anything). BTW, the interaction between divine-magic-by-Eberron-rules and divine-magic-by-D&D-rules is probably the biggest single reason I don't think Eberron should interface with other settings. |
| korcheck07-08-07, 11:13 AM | I don't know if it was mentioned on the other thread, but Keith has specifically mentioned that one of the functions of the Ring of Siberys is that, whether or not space travel exists in Eberron, the Ring shields the planet from the sky above and would make any air travel through its perimeter incredibly hazardous (which is why the much-slower-than-spelljamming-vessels-but-still-magically-flying-anywhere-you-want-to-go Elemental Airships haven't yet landed on the moons or anything). BTW, the interaction between divine-magic-by-Eberron-rules and divine-magic-by-D&D-rules is probably the biggest single reason I don't think Eberron should interface with other settings. But there isn't that much of a difference he basically took one line out of the PHB and went to town. It says "You may also choose for you cleric to have no deity." from this it went one step further into If you have faith in something you can cast devine magic. |
| ArcTan07-08-07, 08:52 PM | But there isn't that much of a difference he basically took one line out of the PHB and went to town. It says "You may also choose for you cleric to have no deity." from this it went one step further into If you have faith in something you can cast devine magic. But that's not the difference. The difference is spelled out in the ECS -- in the ECS, divine casters not only can worship a "cause" instead of a deity, they can also have a different *alignment* from their deity (or cause), and pick and choose whatever spells they want regardless of their or their deity's alignment. This is a *huge* difference from core D&D, and Clerics who could do this completely overturn the theological basis of worlds like, for instance, Krynn. By the same token, any Cleric who comes from a world where the gods are visible and tangible and Divine Rank is a knowable, measurable thing will totally smash up the current understanding of creation Eberronians have. |
| okaynowa07-09-07, 02:22 PM | Some fun things to export from Eberron to Spelljammer: Warforged, because a crew that doesn't eat or breathe wins in the provisions game. Dragonshards, the new dilithium! Elemental galleons and their system of control, because helms that don't suck up a spellcaster's time and energy make players happy. Daelkyr, because they make the illithids look like a rational group of potential allies. Some fun things to import from Spelljammer to Eberron: Ship designs, because the shipwrights of Zilargo and House Cannith must have their "concept cars" once in a while. Shipborne crews of antagonists, because they bring the dungeon to the party. Some of the wackier monsters (like the multi-stage Scro biological weapons), because the Daelkyr must have "concept cars" that leak out once in a while. Ooh, I miss the xixchil. Adventure-friendly space physics, because if my artificer really wants to build a balloon that flies to Zarantyr, why waste our time discussing air pressure? Some things I wouldn't import from Spelljammer to my Eberron: Entire spaceborne societies. Things are complex enough on Khorvaire and Sarlona-- I don't need to introduce politics from the moons. The Aereni can have ships without the existence of an Elven Armada. The cosmology of spheres and phlogiston. Eberron's the real world, I've got 13 planes worth of exotic shot locales, and that's enough for my campaign. The idea that all campaign worlds connect. Interesting idea sometimes, but it does nothing for my campaign. I say all this as a fan of both settings. I like steak, and I like pizza, but I don't generally want both at the same time. :) |
| korcheck07-09-07, 03:33 PM | But that's not the difference. The difference is spelled out in the ECS -- in the ECS, divine casters not only can worship a "cause" instead of a deity, they can also have a different *alignment* from their deity (or cause), and pick and choose whatever spells they want regardless of their or their deity's alignment. This is a *huge* difference from core D&D, and Clerics who could do this completely overturn the theological basis of worlds like, for instance, Krynn. By the same token, any Cleric who comes from a world where the gods are visible and tangible and Divine Rank is a knowable, measurable thing will totally smash up the current understanding of creation Eberronians have. HHMM it's been so long between now and reading the main book in detail I had forgotten that part.... you are correct sir, my apologies. |
| ArcTan07-09-07, 10:18 PM | Some things I wouldn't import from Spelljammer to my Eberron: Entire spaceborne societies. Things are complex enough on Khorvaire and Sarlona-- I don't need to introduce politics from the moons. The Aereni can have ships without the existence of an Elven Armada. The cosmology of spheres and phlogiston. Eberron's the real world, I've got 13 planes worth of exotic shot locales, and that's enough for my campaign. The idea that all campaign worlds connect. Interesting idea sometimes, but it does nothing for my campaign. I say all this as a fan of both settings. I like steak, and I like pizza, but I don't generally want both at the same time. :) So how would you have Spelljammer elements without a Spelljammer cosmology? Have the game take place in a near-future Eberron where spelljamming helms were a recently invented technology and the moons were starting to be colonized? That might indeed be cool. |
| okaynowa07-10-07, 09:19 AM | So how would you have Spelljammer elements without a Spelljammer cosmology?The same way I highjack elements from other campaigns: I just determine an appropriate Eberronian source or explanation. It helps that I'm a believer in-- what should I call it? --anomalous inclusion. That is to say, if I include one mindspider ship full of neogi with their umber hulk servitors, that doesn't mean there has to be a whole fleet of them out there. There's just this one, the result of a great old master slipping through a planar barrier and unleashing its spawn on a (now unrecognizable) Lhazaar ship. After the player characters encounter it and resolve the threat, they'll never see another one. Likewise a xixchil could be a thri-kreen that Mordain the Fleshweaver has purposefully twisted into a confused but eager tool. The party discovers this anasthetic-dripping, scalpel-fingered Igor while trying to infiltrate (or escape) Mordain's tower-- if they can convince it that there's life beyond the lab, they may have a useful new ally. Igor's lonely, after all, being the only one of its new kind. The fish-and-insect ships that I like could be the Red October-ish prototypes of House Cannith, or Zilargo, or the Twelve. The fish-type hulls wouldn't even have to fly: I can see a Nemo-esque Lhazaar pirate being quite happy with a hammerhead or illithid nautilus that went under the waves instead. The insect-like hulls, like the warforged, could be something very new, or very old reintroduced. To me there's something vaguely Inspired about the wasp and dragonfly-- perhaps the private indulgence of some quori manipulator, bent on reaching the moons. As for what's on the moons... I'd describe them to my players as something part Méliès, part Edgar Rice Burroughs. For adventure purposes, they'd be "theme jungles." Nice places to adventure, but you wouldn't want to colonize them (though the warring Buomanns and Illumians of Rhaan are very accomodating once you've united them under your banner as Supreme Scribe). The player characters would be the first Eberronians to reach those places, except of course for those ancient Giant stellarnauts (some of whom may still be floating around). Beyond the moons are the constellations, but what are they? Can they be reached? If you get close enough, do they animate and start talking to you? What's beyond the constellations? Haven't quite answered that one, and given the direction of my campaign I probably won't have to, but there's no reason it has to be a crystal sphere. It could be something stranger. :D But, that's just brainstorming. When I say "Spelljammer elements," I'm usually referring to a very particular object or creature, rather than themes or motifs. |
| hawkinsthedm07-10-07, 12:07 PM | This may be very 2e of me, but I liked how via Spelljammer or Planescape you could visit the different campaign settings. Anyways, in the email in which Keith Baker replied (see my other Eberron/Spelljammer thread (http://boards1.wizards.com/showthread.php?t=876123)), and in the Manual of the Planes, it is stated that the shadow plane connects all of the worlds (i.e. campaign settings). |
| okaynowa07-10-07, 01:04 PM | ... it is stated that the shadow plane connects all of the worlds (i.e. campaign settings).Which is a really good path to take, if one decides that the other campaign worlds exist at all. In my game, they simply don't. Doesn't stop me from stealing the parts I like. ;) |
| Yakman07-11-07, 11:26 AM | I could see a great deal of Spelljammer style action occurring between Eberron's numerous moons. |
| jesterjeff07-12-07, 12:03 AM | I've added a form of spelljammer in Eberron in a game I ran once, my idea was Our cosmology.... Eberron orbits it's sun and has 12 moons. Atmosphere from eberron reaches the moons but past them the void.....farther past is an asteroid belt and farther on 2 other planets- occupied by a few of the more alien-like D&D races and a cloud and Air atmosphere gas giant with floating mountainous islands...then the final 3. 2 oceanous worlds and an iceworld.....closer to the Sun is a cindered world closer to the firey planes than any kind of world or plane..... beyond that it'll take massive scifi to get to another star....... Even with shard powered, atmosphere sealed elemental airships it takes months to get from Eberron to the icey farthest reaches of their solar system... It felt more logical. a D&D setting with magic and tech, religions like ours that run on faith instead of scheduled tea-time with you chosen gods...to give em a sort of Edger Rice Burroughs solar system..... a firey mars world, occupied moons similiar to the worlds of Ming the Merciless from Flash Gordon and outer planets that are adventurous and alien but fantasy based....past that you'd need such unknown powers-like stuff we don't have yet...that there's no way of leaving. no phlog...no spheres...just space. |