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| #1davesaundersSep 21, 2008 17:27:36 | I am going to be starting a new D&D campaign soon. It is using the edition 4 rules, but is going to be set in the edition 3 Forgotten Realms. Most of the people in our group dont like the edition 4 FR. Me and a couple of other guys in my group ordered a few edition 3 FR books. One of the people that the probable DM in our group has a friend who has a bunch of Eberron books. I know that they are in edition 3 also. My question is, how much stuff in the Eberron books can be easily used in a FR game. Not rules since we are using edition 4 rules, but things like places, people, gods, plots, stuff like that? |
| #2jiggawha_dupSep 22, 2008 3:32:35 | depends how much you want to ''stray'' from canon, this is how I have parts of Eberron in Faerun (1370 DR): Darguun - remnant of great hobgoblin land of Haeekkrukha, Impiltur, in the mountains, increased size, named after the great warlord Dargrath Demon Wastes - southern Raurin/Durpar, our Durpar has an Indian feel, there is the sixth chakra of the planet, the masters of ''maya'', the illusion are rakshasas. Minor Imaskari tradition also. Droaam - trio of despotic hags that rule monster/goblinoid realm, mostly replaces Veldorn (never been detailed, and I don't like the 4e version), the Land of Monsters The Eldeen Reaches - shifters and druid sects, Rawlinswood, also cause I don't like how the Great Dale was so poor in detail Lhazaar Principalities - turned this into a seafaring and pirate undead realm in Mordrune (homebrew undead continent, altered Zakhara) Mror Holds - part of Orsraun mountains, east of Hlondeth, gold dwarves, Ironfang Keep is not in the realm Q'barra - in Malatra/Kara-Tur Shadow Marches - eastern Shaar/western Veldorn Talenta Plains - parts incorporated into southern Lurien (I moved it to Sespech, Shire-like), but they don't ride dinosaurs, I also use Mystaran the Five Shires for it, halfling lands around Nagawater are more like Middlearth's Buckland Valenar - small parts adjusted into Xalenar (hero worship, after the destruction of Jhaamdath, sun elves of Chondalwood conquered the lands where is Chondath and established Xalenar), I needed Chondath more exotic, ruled by greedy, Venetian-like sun elven houses Zilargo - not so big, gnomes of Tethyr, elemental binding (Calimshan is close, and Candlekeep) Xen'drik - smaller, closer to the pole, less jungles, borders Katashaka and Mordrune. Includes Stormreach. Giants in the far south. Qabalrin is similar to Attornash (the city of dark elves that got destroyed by the Sundering). Riedra - not that big, 5 mil., geography rearranged, in Utter East. Quori are replaced by fey, the type of fey known as quori (inhabitants of the nightmare part of Dreamscape/Spiritworld - homebrew cosmology plane between planes). Adar - Utter East, in Yehimal mountains bordering Riedra Tashana Tundra - high plateau of Yehimal Syrkarn - Durpar, less on yuan-ti, Sarlonian ruins are Imaskari or of their subjects Organizations: Aurum - this organization has more dwarves, gold dwarves of Mror (though the Shadow Cabinet also consists of Xalenar nobles and a Mulhorandi aurumach, Aurum Concordian) Blood of Vol - also in Lhazaar Principalities in Mordrune, more like Planescape's Preservers, possibly connected to them Dragonmarked houses aren't dragonmarked, the marks are manifestations of religions or other beliefs, they don't have a large influence, local, Twelve isn't established, though there have been attempts of contacts, it's is unknown that they are connected through the prophecy (non-draconic tough) Mark of Death - unknown, believed by some it's tied to Jergal (thri-kreen mummies) and the undead continent Clan Cannith - Lantan, less business-like, less magical, more mechanical, the tradition of the gnome Netherese slaves, golmoids not warforged, restricted to the island, Mark of Making is connected to Gond House Deneith - based in Erlkazar, Mark of Sentinel, three religions, Helm, Defenders of Nobanion, Red Knight's mercenaries House Ghallanda - Mark of Hospitality, based in Luiren (Sespech), influential in Vilhon Reach Jorasco Family - Mark of Healing, more charitable, less profitable, they aren't halflings but a specific vampire-like race from Castlemourn (the other Ed's setting) Clan Kundarak - Mark of Warding, influential, Mror Holds, the Great Rift, and elswhere in the South. Banking and security. Blessed of Gorm Gulthyn and Vergadain, their darker aspects, at the secret top Abbathor's servants. House Lyrandar - Mark of Storm (Jhaamdathan destruction), Lyrandrar origin (sun elven realm in Chondalwood from Dragon 267), sun elves, the airships look more like those from the Elven Imperial Navy, based in Xalenar. House Medani - Mark of Detection, changeling house (Batrachi blood), based in Chessenta (more swamplands) Orien Coster - Mark of Passage, no lightning rails, Westgate's noble family House Phiarlan - Mark of Shadow, wandering jester moon elves, particuarly popular in Silver Marches, Waterdeep, Western Heartlands, Nidal (the realm I imported from Pathfinder's Golarion, Talfiric tradition), followers of Sehanine Moonbow, Erevan Ilesere, Araleth Letheranil and Melira Taralen, secret intelligence network, unknown agenda. Clan Tharashk - Mark of Finding, originally of Thar, based in Bloodstone Lands, searching for dragonshards (rare bloodstone of Asgorath/Io, remnants of it's death), Odonti orcs and half-orcs House Thuranni - Mark of Shadow, Shadow Network, Phiarlan's offshoot, exiles of Cormanthyr, behind Lyrandrar destruction of Jhaamdath, Xalenar sun elves Vadalis Family - Mark of Handling, north of Moonsea, prodvides animals for the Knights of the Flying Hunt, Zhentarim, Aglarond, Vaasan remorhazes ... and for the books, I found Secrets of Sarlona and ECS the most useful |
| #3davesaundersSep 23, 2008 13:35:15 | Thank you. Anybody else? |