Eberron 4e focus switch?

Post/Author/DateTimePost
#1

xenoss

May 05, 2009 10:12:53
In the recent articles I read these descriptions:

Player's Guide:
Continuing our exploration of Eberron, we'll next present our Player's Guide filled with race and class information for running a character in this fantasy noir setting.

Interested in becoming a self-forged and using warforged components . . . even if you're not a warforged? Purchasing a clockwork bomb? Perhaps learn feats tied to your dragonmark? It's all in the Player's Guide, so look for detailed previews and excerpts in the coming months!

Campaign Setting:
If you haven't played in this setting before, Eberron takes all the cinematic action and swashbuckling adventure of traditional D&D games and adds in a strong dose of mystery and scheming.

Remember the original hook of Eberron? (if you don't, you only need to read the description of this "Eberron Lore" forum). It was Pulp first, noir second. But 4e's design direction is Pulp, in other words D&D is now Pulp by default; so now EB as a setting is D&D Noir. In effect, perhaps nothing changed. But in principle, EB was marketed as Pulp fantasy with noir elements. Now EB, if the preview taglines are of any indication, seem to be marketed as Noir fantasy.

Also, in my experience with EB, I hadnt come across using warforged parts on non-warforged characters; though I seem to recall rules for that exists. I am however under the impression that it was a side option and far from a main feature. But here we see this mentioned in the preview tagline of the player's guide. Does this mean such practice will become center stage? What do you think?

As for clockwork bombs... I might have missed it but I can honestly say I never came across it in my experience (however little that it). I dont seem to recall seeing something like that from EB of old. In fact, my memory isn't serving me very well here but were there many clockwork things in EB? Because I can't remember anything like it. EB was never -really- steampunk; it was magical fantasy with obvious steampunk feel; steampunkish things were usually explained by arcane magic and artifice; never outright "clockwork". Or am I remembering wrong?
#2

Alex_

May 05, 2009 10:48:45
If you haven't played in this setting before, Eberron takes all the cinematic action and swashbuckling adventure of traditional D&D games and adds in a strong dose of mystery and scheming.

Remember the original hook of Eberron? (if you don't, you only need to read the description of this "Eberron Lore" forum). It was Pulp first, noir second. But 4e's design direction is Pulp, in other words D&D is now Pulp by default; so now EB as a setting is D&D Noir. In effect, perhaps nothing changed. But in principle, EB was marketed as Pulp fantasy with noir elements. Now EB, if the preview taglines are of any indication, seem to be marketed as Noir fantasy.

Back in 3.5, Eberron was already indicative of the style of game WOTC was aiming to make D&D. PCs as the heroes, many places left unexplored and wrongs to right with the PCs being the only ones who can do so, dramatic action, exotic creatures, etc.

As you mentioned, 4E is a much closer fit to what Eberron always was. Using pulp to describe it was a way of differentiating it from 3.5 games. Now that the default 4E is more "pulpish", such explicit differentiation is needless.

Now they can add on the noir trappings. They don't have to spend so much time drilling into players' and DMs' heads that they are the heroes and can do heroic things.

That's all I think it means though. I'm sure they're not going to start downplaying the pulp elements of the game like the Talenta Halflings, Emerald Claw, Morgrave University, Xen'drik, etc. Or focus unduly on the personal lives and conflicts of nobility or social issues in Sharn or Flamekeep.


Also, in my experience with EB, I hadnt come across using warforged parts on non-warforged characters; though I seem to recall rules for that exists. I am however under the impression that it was a side option and far from a main feature. But here we see this mentioned in the preview tagline of the player's guide. Does this mean such practice will become center stage? What do you think?

Grafts and the Renegade Mastermaker class. They were in a couple of books. It was actually a rather popular character concept, as I do remember many threads on the old forums asking for a way to accomplish this very thing.

As for clockwork bombs... I might have missed it but I can honestly say I never came across it in my experience (however little that it). I dont seem to recall seeing something like that from EB of old. In fact, my memory isn't serving me very well here but were there many clockwork things in EB? Because I can't remember anything like it. EB was never -really- steampunk; it was magical fantasy with obvious steampunk feel; steampunkish things were usually explained by arcane magic and artifice; never outright "clockwork". Or am I remembering wrong?

There is very little, if any clockwork in Eberron, with the Cogs below sharn being the only prominent example I can think of. Of course, core D&D isn't much of a steampunk or clockwork setting either, but some clockwork mechanisms do exist. A few objects with gears and springs does not steampunk make.
#3

rauric

May 05, 2009 11:30:27
Something could be called clockwork but still run by magic.
#4

AvonRekaes

May 05, 2009 13:13:16
Something could be called clockwork but still run by magic.

This. It could just be a magic item that uses clockwork as a timing mechanism. Some golems, like Iron Golems, might have some clockwork parts in their joins, but ultimately they're powered and run by magic.
#5

salla

May 05, 2009 13:52:48
Alternately, clockwork bomb = bomb with a mechanical timer, possibly?

"Somebody set up us the Bob-omb."
#6

RedRider

May 05, 2009 14:35:43
A few little pieces of Clockwork in the setting didn't bother me too much.

Big clock towers for Castle of Cagliostro style climax fights and dramatic "You have five hours to save Fairhaven" scenes. Pocket watches, yes.
Hopefully not those ghastly magic rollerskates we'll pretend never existed.

If you need justification, look to Daavani, the Perfect Order, and the clockwork Zelekhut and Kolyarut warriors.

If you need a bomb to go off exactly when you want it and can't rely on clumsy fuses, fuse your magic-alchemical creation to the still-ticking heart of a Marut for utterly precise death and destruction.
#7

wymarc

May 05, 2009 15:02:04
I've always got the impression that the author (of the article) would flip through the book and mention what he saw that caught his eye. I would not take it as a trend.

And you want pg. 81-85 in Magic of Eberron for the Renegade Mastermaker Prestige class. You too can be a mad inventor with an urge to become a warforged. Rough prerequisites though - you have to chop off your arm.

Also, pg. 156-178 in Faiths of Eberron of all places are construct grafts. For slightly less insane artificers.
#8

Arcane_Guyver

May 06, 2009 0:59:05
Also, pg. 156-178 in Faiths of Eberron of all places are construct grafts. For slightly less insane artificers.

Oh, 3e, we loved your scatter-brained approach to book content.

The part of this that really caught my attention was the focus on noir. I honestly didn't get much of the noir feel from the 3e content; hopefully it'll be a much stronger focus for the campaign setting this time around.
#9

papa_duval

May 07, 2009 9:29:22
Isn't there some reference in 3.5 to the Charge of the Clockwork Cavalry (referencing the first use of construct soldiers in the war)
#10

ellorin

May 07, 2009 10:39:49
It's in the Forge of War.Thrane vs Cyre I think.
#11

Hellcow

May 07, 2009 14:10:10
I didn't work on the EPG, but I did work on the ECG, and I don't feel that there's been a dramatic shift in the focus of the setting. If anything, we got to focus in more detail on aspects of the setting I feel have been glossed over - specifically the ongoing impact of the Last War.
#12

Talae

May 07, 2009 14:14:55
Keith, do you run your games with the rules found in the EPG? If not, did you alter them or make up your own and why?
#13

lyran

May 07, 2009 14:23:08
I didn't work on the EPG, but I did work on the ECG, and I don't feel that there's been a dramatic shift in the focus of the setting. If anything, we got to focus in more detail on aspects of the setting I feel have been glossed over - specifically the ongoing impact of the Last War.

Well that's okay. One can have someone else work on the rules while they themself work on the lore.

I am Ecstatic about the EGC containing more lore. I am happy that you are going to make Eberron more rich than it already is.

When I heard that some other guys were going to be desinging the rules I was worried. But then I remembered that as long as the history is done by the that same old trio, everything will be fine.

EDIT:
Keith, do you run your games with the rules found in the EPG? If not, did you alter them or make up your own and why?

Posted that while was working on typing mine did you?
But that is a good question Talae.

Well Keith? Did you use those rules or did you alter them?


And now, I wait.
#14

vigilant1

May 14, 2009 19:17:25
Hopefully not those ghastly magic rollerskates we'll pretend never existed.

Huh? Where were there magic roller skates?
#15

Nived

May 14, 2009 19:48:44
The magic roller skates in question.
#16

nthdegree256

May 14, 2009 20:08:22
I think Keith has said somewhere else that he didn't work on the EPG personally, just the ECG, so he might not have seen any EPG rules at all.

And yeah, that whole "clockwork" article series bothered me because I didn't really feel like they fit into the rest of Eberron. They're a fine and interesting set of items, but they're good for some other setting, not this one.
#17

rauric

May 14, 2009 21:30:24
I was never bothered by clockwork stuff. This is an odd setting where different genres merge. This is a game where traps can be fueled by clockwork machinery that make them tick. Clockwork stuff can fit as long as the "magitech" is also there. IMO ;) .
#18

AvonRekaes

May 15, 2009 12:19:18
Yeah. Remember that picture of an Encounter Trap in Secrets of Xen'drik? With a warforged dodging spears being shot out of holes in the walls and floor?

I imagine a crapton of clockwork mechanisms lying just beneath the walls and floor.

#19

halfslime

May 15, 2009 20:51:12
Huh? Where were there magic roller skates?

They'd look classy on a warforged.

IMAGE(http://media.giantbomb.com/uploads/0/125/197038-mm5napalmman_large.jpg)

I've always imagined Eberron as magical steampunk: lots of gears, pistons, and steam engines powered by magic and elementals. In the 4E Eberron-esque campaign I've been running this year (mostly based on 3.5 Eberron), I've included things such as Dwarven steam tanks, trans-continental lightning rails, bomb-smithing kobolds usually using a mix of clockwork and magic to power them. But there's still a great deal of non-clockwork items and traditional magic used in the campaign as well. Usually, I've had gadget-like items and high-tech armor/weapons crafted by artificers while more magic-heavy items such as staffs, orbs, and other magical items that don't use much engineering are produced by traditional spellcasting. Occasionally, some things such as floating islands, and massive sand-storming summoning wind turbines are built from the collaboration of artificers and traditional spellcasters.

Cinematic action is also commonplace, but I don't really do much with fantasy noir in my campaign.
#20

Nived

May 15, 2009 20:54:46
See I always saw not as magic powered technology, but magic completely surplanting technology.

Its not a bound elemental powering a train. Its a bound elemental physically pulling along the lightning rail carts (they don't call em reins for kicks).

There aren't gears, cogs, pistons, pulleys, levels, or whatever else, a few dragonshards and some runes take the place of that.

Its a sutble but profound difference.
#21

Alex_

May 15, 2009 23:18:56
See I always saw not as magic powered technology, but magic completely surplanting technology.

Its not a bound elemental powering a train. Its a bound elemental physically pulling along the lightning rail carts (they don't call em reins for kicks).

There aren't gears, cogs, pistons, pulleys, levels, or whatever else, a few dragonshards and some runes take the place of that.

Its a sutble but profound difference.

I do this.

It's like the Flintstones. They use stones and dinosaurs to do everything. It's not supplementing or competing with technology, it IS the technology. Eberron uses magic and mysticism instead of extinct animals and rocks.

Iron Kingdoms is more of a combination of steampunk and magic that also focuses greatly on pulp and intrigue, but when you really begin to compare its style and aesthetic to Eberron, the differences begin to stand out. Eberron is much more deeply rooted in classic fantasy and less about nuts, bolts, and smoke.

#22

lord_tirian

May 16, 2009 15:07:10
In effect, perhaps nothing changed. But in principle, EB was marketed as Pulp fantasy with noir elements. Now EB, if the preview taglines are of any indication, seem to be marketed as Noir fantasy.

By the way, something I observed with the Eberron line was that it was much closer to noir at the beginning than the end of 3.5.

The first big Eberron book after the CS was the Sharn book - and a lot in their basically screamed noir and mystery (just check the random weird corpse table). The later continent books, i.e. Sarlona, Xen'drik, pushed the pulp-esque adventure quite a bit more than the noir elements.

If anything, this "new" direction is rather a return in direction.

Cheers, LT.
#23

Amaril

May 16, 2009 17:02:27
The first big Eberron book after the CS was the Sharn book - and a lot in their basically screamed noir and mystery (just check the random weird corpse table).
...
If anything, this "new" direction is rather a return in direction.

The noir elements are also explored in several of the novels.
#24

rauric

May 16, 2009 19:06:31
Tech will still pop up. Why? Because not everyone can do magic, but they might come up with a nifty tech idea that can keep them on par with the magic doodads that those magically talented peoplecan produce. People might not have a lick of magic in them but they have incredible ideas to make ships faster and wagons speedier (without magic). Creativity and evolution will not just stop because of magic IMO. Slowed yes, but not stopped.
#25

androkguz

May 16, 2009 20:58:03
It might, however, stop because of the destructive effect of the Last War. People where probably very concerned about surviving to invent something that wasn't designed for war. And even then, they might not have get the resources or the life span to invent anything (many Edissons would have probably died in the battlefield). Plus, I doubt that engieneering gets much attention. So far, it hasn't produced anything good, so the idea of creating a nonmagical item that can serve better than magical ones is probably so revolutionary that it gets discarded easily.
#26

Hellcow

May 17, 2009 1:24:35
The later continent books, i.e. Sarlona, Xen'drik, pushed the pulp-esque adventure quite a bit more than the noir elements.

Perhaps... though I think City of Stormreach is brimming with noir potential.
#27

JohnLynch

May 17, 2009 3:06:44
See I always saw not as magic powered technology, but magic completely surplanting technology.

Its not a bound elemental powering a train. Its a bound elemental physically pulling along the lightning rail carts (they don't call em reins for kicks).

There aren't gears, cogs, pistons, pulleys, levels, or whatever else, a few dragonshards and some runes take the place of that.

Its a sutble but profound difference.

That's my preferred vision of Eberron. Although if the EPG completely plays up steam-punk and clockwork items and such, I'll go along with that. The reason I first got into Eberron was because I thought it was steam-punk. So if 4th ed brings it back, I won't be devastated, but given a choice I would prefer a non-steampunk Eberron. I quite like the "imagine the real world if magic existed since the beginning of creation" premise.

Tech will still pop up. Why? Because not everyone can do magic, but they might come up with a nifty tech idea that can keep them on par with the magic doodads that those magically talented peoplecan produce. People might not have a lick of magic in them but they have incredible ideas to make ships faster and wagons speedier (without magic). Creativity and evolution will not just stop because of magic IMO. Slowed yes, but not stopped.

The way I see it (and this is my opinion rather then a direct quote of canon so its just as valid as anyone else's opinion) is anyone can learn magic. So anyone that can invent stuff, can also learn magic.

Also where in our world technology is everywhere so we're inspired to create more technology. I imagine magic also being everywhere in Eberron (any town can have a House Jorasco heir, a ritual-user could be in any temple, library or maybe even tavern, a self-taught wizard could likewise be anywhere). So people are inspired by the magic and similarly also make magic. Although sure there'd definitely be advances (doors still have metal hinges after all), but I imagine most of them can be reproduced through magic in a way that's superior. So anything that isn't trivial (i.e. most clockwork items including clocks) eventually gets replaced by a magical version.
#28

kage_no_neko

May 17, 2009 5:26:56
That's my preferred vision of Eberron. Although if the EPG completely plays up steam-punk and clockwork items and such, I'll go along with that. The reason I first got into Eberron was because I thought it was steam-punk. So if 4th ed brings it back, I won't be devastated, but given a choice I would prefer a non-steampunk Eberron. I quite like the "imagine the real world if magic existed since the beginning of creation" premise.

I agree. I like the Eberron presented as magic supplanting technology. That said, if they ever update Iron Kingdoms to 4e I would buy it in a heartbeat; I like Eberron, but I loved the feel and background of Iron Kingdoms.

Unlike in Eberron magic in Iron Kingdoms was relatively rare, especially higher level spells. Technology was at the forefront because it was easier to acquire the materials and labor that could create technology than find them to create magic. That said, some of the most powerful creations were a combination of both. Steamjacks were a combination of engineering design and power source with a magical brain. Basically magic was used where technology was insufficient, sure a mage could create a golem but that took lots of time and exotic components; on the other hand any competent engineer can create a steamjack out of iron/steel with perhaps some copper or brass pistons, then all you need is the exotic components for a cortex which is much smaller than the steamjack and socketable into any available steamjack body.
#29

rauric

May 17, 2009 7:02:52
Since Cyre was destroyed by a magical event I would also assume that people are a bit wary of magic in there day to day lives.
#30

RedRider

May 17, 2009 7:32:25
Since Cyre was destroyed by a magical event I would also assume that people are a bit wary of magic in there day to day lives.

I doubt that. For Khorvaire, magic is a fact of life. From the Eternal Flame streetlamps to the Lightning Rail.

What you may see is people becoming wary of certain kinds of magic. People worrying about how many undead Karrnath have running around, the possible corruptive effects magic that may have created the Mournland, Cannith playing god by breathing life into the warforged.

Bringing up the Science/Magic analogy, today a lot of people are concerned about polluting chemicals, radioactive material and cloning technology, even if all can be used responsibly for the advancement of mankind if care is taken and we are guarded against greed and short-sightedness.

Just as society at large knows we must re-exaimine our gasoline-driven economies and societies, Karrnath is probably examining the role of Necromancy and people at large are concerned about what Cannith may bring upon us after the Mourning with their new fangled devices and techniques.
At the same time, few are going to demand we stop building smoke detectors (They're radioactive!) and few in Khorvaire are going to question the wisdom of having a Jorasco mage magic closed your sucking chest wound.
#31

JohnLynch

May 17, 2009 8:30:34
Since Cyre was destroyed by a magical event I would also assume that people are a bit wary of magic in there day to day lives.

Technology created Chernobyl, did people start throwing their toasters in the bin? ;)

That's a pretty good point you raise though. And I could definitely see an anti-magic cult/movement gaining momentum. Although they'd be pretty much doomed unless they had some PCs to help them.
#32

RedRider

May 17, 2009 8:38:38
That's a pretty good point you raise though. And I could definitely see an anti-magic cult/movement gaining momentum.

I had considered menitoning the Ashbound druids and even if membership doesn't rise you can bet some members have been galvanised by the Morning.
#33

Gurv

May 17, 2009 10:46:11
The Ashbound frequently encountered by PCs are the radical opponents of arcane magic. But what about more sedate believers? They could be more like a real-world Amish culture, seeking to isolate themselves from the advancements of the larger world. Unlike the druid cult, they don't strike out and seek to destroy magic. But they don't allow such things into their communities.

I see such a group as devout followers of the Sovereign Host, leaning heavily on the "tight-knit community" doctrine. Lots of "old-school" thinking. Imagine running a game in which the PCs find it necessary to spend time in that community, following the rules if they wish to remain. Classic big-city-boy-stuck-in-Amish-country scenerios.
#34

salla

May 17, 2009 11:22:51
That's my preferred vision of Eberron. Although if the EPG completely plays up steam-punk and clockwork items and such, I'll go along with that. The reason I first got into Eberron was because I thought it was steam-punk. So if 4th ed brings it back, I won't be devastated, but given a choice I would prefer a non-steampunk Eberron. I quite like the "imagine the real world if magic existed since the beginning of creation" premise.

I never saw Eberron as steampunk in the first place; I saw it as looking at a word where magic has been harnessed and used logically rather than some mysterious art or nonsense like that. If 4Eberron gets steampunky (which I find ludicrous in both appearance and concept), I'll have to do some alterations.
#35

skrapsan

May 17, 2009 14:37:02
I have always explained Eberron as magi-punk to my friends when I try to get them hooked on the setting. Its a generalization of course, but most of the time it gets the message across.

"A setting where magic IS the technology and where crazy stuff happens."

Most of the time I run it that way, but I would love to incorporate more of the noir feel in my games. The only problem is that I have little experience with the noir genre and with creating intruiges in general. So a guide in how to use this aspect would be greatly welcomed on my part.
#36

rauric

May 17, 2009 18:35:27
Technology created Chernobyl, did people start throwing their toasters in the bin? ;)

That's a pretty good point you raise though. And I could definitely see an anti-magic cult/movement gaining momentum. Although they'd be pretty much doomed unless they had some PCs to help them.

A small region being messed with is different than a whole country. A whole country was wiped out and turned into a hellzone. I can see why magic would be looked at differently after that.
#37

Gurv

May 17, 2009 19:11:21
Magic With Moving Parts is how I described Eberron's magitech to my players. Gears, springs, pistons, etc. are are there, but its all window dressing. Fluff rather than crunch.
#38

Hellcow

May 18, 2009 0:33:56
A small region being messed with is different than a whole country. A whole country was wiped out and turned into a hellzone. I can see why magic would be looked at differently after that.

But who says the Mourning was caused by magic? Perhaps it was. Or perhaps it was the wrath of an overlord of the Age of Demons... or Aureon punishing the Cyrans (a comforting theory for the soldiers of nations who were at war with Cyre at the time of the Mourning). Perhaps it was a planar conjunction of unprecedented proportions. Or set aside Chernobyl and look at Hiroshima, Nagasaki, and the potential for nuclear armageddon that we currently have. Because there are certainly many who believe that the Mourning wasn't an accident at all, but rather a weapon. Rather than fearing magic, they wish to learn how to harness and replicate the effect, whether to craft a defense against it or use it against their enemies. Turn away from magic, and you leave yourself completely at the mercy of the Aundairians when THEY learn to replicate the effect; far from abandoning magic, the Mourning can easily be a catalyst for expanding magical research, creating a race to solve this mystery before someone else does.

The Mourning was a terrifying event. And to be sure, the ASHBOUND attribute it to the proliferation of arcane magic, and there are those across Eberron who will agree with them. But overall, magic is simply part of life and has been for thousands of years. People are more likely to turn on WAR, because the war was a far more recent development than magic as a fundamental force.

At least, that's my take on it. ;)
#39

JohnLynch

May 18, 2009 3:30:13
the Mourning can easily be a catalyst for expanding magical research, creating a race to solve this mystery before someone else does.

Now that's an interesting take on it that I hadn't considered. I considered the Mourning to be something that scared everyone straight. And that on the surface, everyone would be appearing to not be interested in generating new weapons.

And by everyone I mean the governments of the Five Nations and the Dragonmarked Houses.

At least, that's my take on it. ;)

And that's what I like about the Eberron forums. The atmosphere that even the creator of Eberron isn't necessarily right. That his opinion is simply that, an opinion
#40

Hellcow

May 18, 2009 17:06:23
I considered the Mourning to be something that scared everyone straight.

In my opinion, one of the flaws of 3.5E Eberron is that many books don't really give a sense of just how deep the wounds of the war are - that it's not something people can just set aside in a few years, no matter how great the disaster. No one's grievances were settled. No one feels justice was done. They are afraid to fight until they know if the war was somehow responsible for the Mourning, if it's a weapon that may be used again, or if it was just a fluke occurance. There are those who truly want peace... and those who hated the war since its inception. But there are many who still want revenge or justice, who still believe their nation could lead a restored Galifar to a brighter future, for whom the Mourning is simply a temporary obstacle - a puzzle to be solved, but one that will be overcome.

Beyond that, it is an obvious display of immense power. It's clear to everyone that any nation - or for that matter, any individual - that can harness that power would be unstoppable. Certainly, there are many who will say that people would be fools to tamper with such forces. But the lure of power will draw many - or the simple fear that others cannot be allowed to master it first, that WE are the only ones that could be trusted with it. And even if you don't want it as a weapon, imagine what positive things could be acheived with such a potent force of energy? (Maybe none... but there are certainly those who WANT to believe it can be done.)

In my opinion, City of Stormreach does the best job of suggesting the level of tension that still exists... in part because it's outside the Treaty of Thronehold, and people are more free to pursue vendettas.

And that on the surface, everyone would be appearing to not be interested in generating new weapons.

Oh, ON THE SURFACE they may not be. Because they don't want the other nations to know whether they are having any success. And again, I feel that there are many who are sick of war and truly want peace... but even there, perhaps the best way to secure that peace is to be the one to claim the unbeatable weapon.

So there's room for hawks and doves. It's just that both have lots of work to do. The Mourning wasn't a magical wand that made everything flowers and light. It may have left people too scared to fight. It's provided an vital opening for those who want peace. But for the soldier whose children were butchered by Karrnathi undead, the Thrane who still sees darkness across the land, the Cyran who has lost everything despite coming from the land that had the rightful claim to it all - the Mourning is simply a maddening point of frustration, a barrier between them and what they know to be right.

But...

And that's what I like about the Eberron forums. The atmosphere that even the creator of Eberron isn't necessarily right. That his opinion is simply that, an opinion

... Indeed it is!
#41

jim_darkmagic_fanboy_dup

May 18, 2009 19:01:11
Interested in becoming a self-forged and using warforged components . . . even if you're not a warforged?

You can already do that. Their called Warforged Grafts and they are in the Faiths of Eberron book. So it really isn't anything brand new to 4E Eberron and certainly doesn't point at a new noir feel for Eberron.
#42

AvonRekaes

May 18, 2009 19:02:29
Welcome to last edition.
#43

rauric

May 19, 2009 7:10:51
That is true Hellcow. The Mourning was never truely explained there might not be a hard on hate for magic. I think the effects of the Mourning and how some nations might use it as a political tool is rather an interesting concept.

I do think that any large new magic "device" that comes out in the years after will be heavily scrutinized by the governments and Houses and by citizens. If someone comes up with a device that creates a protective, magical field that can surround a city well the citizens might not be too thrilled about it. "Maybe that type of magic doodad is the thing that killed Cyre!" they might be thinking. So recently discovered (or crafted) Eldritch Devices might scare the populace if they learn about its existance.

The anti-magic scare is something I think EB work into the setting in many places. I just think the Ashbound are the only group that is bothered by arcane stuff nowadays.
#44

Gurv

May 19, 2009 10:59:06
One of the most dangerous secrets in the setting is the cause of the Mourning. Most people suppose that finding out would a good thing. But nothing could be further from the truth. It is a secret that needs to be kept at all costs. Should the truth be made known, Khorvaire would be plunged back into warfare instantly.
#45

Alex_

May 19, 2009 18:46:03
If the Mournland is analogous to the use of new horrible weapons of war, then the result in history is very rarely, if ever, abandoning those weapons.

Ottoman Empire busts out machineguns and chemical weapons in WWI. Stuff is still around and deadlier than ever. US drops nukes in WWII. Yeah there's mutually assured destruction, but there are now more nuclear weapons ever than at any other point in history, and more ways to deliver them.
#46

jim_darkmagic_fanboy_dup

May 20, 2009 2:30:13
If the Mournland is analogous to the use of new horrible weapons of war, then the result in history is very rarely, if ever, abandoning those weapons.

Ottoman Empire busts out machineguns and chemical weapons in WWI. Stuff is still around and deadlier than ever. US drops nukes in WWII. Yeah there's mutually assured destruction, but there are now more nuclear weapons ever than at any other point in history, and more ways to deliver them.

There is a bright side though - There hasn't been a World War III yet, and that's most likely due to widespread proliferation of Nukes.

Thus if each of the 4 Nations had hundreds of Mournland Bombs, then no one would dare use them as it would mean the complete destruction of your entire country.
#47

Alex_

May 20, 2009 9:55:02
There is a bright side though - There hasn't been a World War III yet, and that's most likely due to widespread proliferation of Nukes.

Thus if each of the 4 Nations had hundreds of Mournland Bombs, then no one would dare use them as it would mean the complete destruction of your entire country.

Well no administration of any of the nations at least.

I'm sure that followers of the Lord of Blades would use them in a heart beat. Lords of Dust, Children of Winter, and other organizations that aren't to adverse to creating apocalyptic wastelands and simultaneously have no real nation of their own, could also be interested in using them.

"Suitcase Mournings" enshrouding Flamekeep, Sharn, or Stormhome in a magical mist as delivered by irregulars.