| Post/Author/DateTime | Post |
|---|---|
| #1amulanNov 22, 2009 21:17:27 | A recent discussion got me thinking about what Eberron elements I feel compeled to have in my campaign. By "Eberron elements" I mean things that are unique to Eberron that you feel the PC's MUST encounter at some point during a campaign. For example, my top five include: - Travel on and a battle on top of the Lightning Rail; - A visit to Sharn; - Travel/battle on an airship; - Dealings with each of the Five Nations and the Twelve Houses (dragonmarks); and - Run-ins with at least one of The Aurum, The Chamber and The Lords of Dust (I prefer all). Ok, maybe that's more than five, but I had way more that I had to leave out (i.e., the Prophecy, the Mournland, etc). My main reasons for dropping those below the top 5 is because I don't think the prophecy is 100% unique to Eberron and while the Mournland is way cool it is a bit more limited to higher level play. So what's in your top 5? |
| #2durskutNov 22, 2009 22:52:44 | Top 5 things I want to happen in MY Eberron game: 1. Trip to Mournlands, the lower level the better! 2. Party makes a friend out of an important setting NPC. 3. Have the Emerald Claw lackeying it up. (More specifically the Leviathan Plot.) 4. A Warforged PC. 5. A trip to Sharn. Top 5 things which have appeared in previous games: 1. Emerald Claw agents/lackeys. 2. Trip/Base in Sharn. 3. Darguun Goblins. 4. Airship Travel. 5. Lord of Blades' strike team. |
| #3PJammaGodNov 22, 2009 22:55:15 | 1) The Quori - For originality and just plain coolness. They're like the Cylons, you can "kill them" (think banish their spirit back to Dal Quor), but they keep coming back with full memories and angst 2) Xen'Drik - It's an entire continent of limitless possibilities and unrelenting adventure! 3) Sharn - Everybody needs to hit up Hareth's Folly at least once. Flaming towers and frosty halls are awesome 4) Rakshasa - When you've been alive quite possibly for millions of years you can't help but exude an aura of calm, cool and absolute fear. Think Chili Palmer (Getting Shorty, Be cool) meets Luicifer (Constantine) 5) Mobile combat - This is a catch-all concept. With so many vehicles (Land-carts, Airships, sky-sleds etc etc) throughout Eberron you'd be doing a disservice to not have a fast-paced combat involving vehicles, high-speed and hard earth beneath you |
| #4amulanNov 22, 2009 23:11:03 | These responses are making me questioning my own. Hmmmmmmmmm. |
| #5OgiwanNov 23, 2009 8:36:21 | Hmmmm. 1.) Fight on the top of the Lightning Rail. It's way too pulpy awesome to not do. 2.) Labyrinthine plots. I just want to see the expression on my player's face when they finally comprehend the byzantine scheme of the villian. 3.) Experiencing the conveniences of Eberron. Kundarak banks, Messenger stations, travel on the Lightning Rail or Airship, and the other trappings of a high-magic society. 4.) Reading an issue of the Korranberg Chronicle, Korth Sentinal, Sharn Inquisitive, or other paper. Having one of the stories be the actions of your characters is optional; my PCs love the fact that there are newspapers at all. 5.) The Order of the Emerald Claw. They're like Nazis. My players hate them. Especially their battlecry: "Karrnath Triumphant!" They've told me that they will perpetually have an action readied to punch someone who says that, and then joked about punching out some random merchant or something. With my five thusly given, I feel as if I have to mention the things that my players just found awesome anyways. They all loved Kundarak banks, the Lightning Rail, and the airship. One of my players loves Karrnath, not only for its exports (paper, lumber, ale, cheese, tobacco) but also for the fact that they use undead units (which I designated "Risen Patriots", according to whatever book it was, to the vast approval of my players.) I tried to bring in the nationalistic elements of Eberron via a play, but my players evidently didn't care much for it. At my next session, I'll pass out something asking what in game elements they like, what themes, etc. |
| #6Alex_Nov 23, 2009 12:17:29 | 1) An NPC Goblin, Orc, Gnoll, or member of some monstrous race that the party has to deal with in a legitimate and legal fashion. There's also got to be a couple of warforged who are being treated badly, but don't mind. 2) A trip to some business run by a Dragonmarked house and all the cool stuff they have. Usually occurs when the party needs to travel. 3) An NPC follower of the church of the Silver Flame who is a really nice person and doesn't wear their faith on their sleeve. 4) A Shadowy organization sending assassins. Whether the King's Lanterns, House Phialarn, the Trust, Sharat Khesh, the Chamber. There is going to be cool mystical killers hired out to take down the PCs or their allies at one point. 5) And finally... although I suppose this could be related to the above instances; if the player tends to have any biases towards or against something, I like to flip that on them. The player that seems to think Valenar are brave honor bound warriors will have their character encounter ruthless Valenar who only care about proving themselves to their ancestors and fight dirty. The player that thinks Gnomes are all cute and funny will find themselves regularly manipulated by them. The player who expects the Changeling to betray them will find them innocent. If the player is savvy enough to know the stereotype and play against it, I'll play it straight, since all the stereotypes have some element of truth to them. Mostly I do this to facilitate conflict and help illustrate that things are different than the characters (and players) think. |
| #7soyimNov 23, 2009 13:57:12 | 1) Dragonmarked House Intrigue: Nothing like entire families of magically powered super merchants all trying to get as economically and politically powerful as possible (tie in the Aurum for extra fun). 2) The Lightning Rail Adventure: Doesn't matter if there's a battle on top of it; a murder inside of it; or a series of train jumps through the yard surrounded by lightning. I just love it. 3) Inquisitives: What other setting lets your players play as professional detectives instead of wandering monster killers. 4) Changelings: Shape Shifters; they **** everything up. 5) Talenta Halflings: I love the "Other" halfling options. Whether its cannibals in Darksun; Native American/Australian Pastiches in Eberron; or anything else- the farther it gets from Hobbits the better. The Talenta Halflings are the most fun because they ride Dinosaurs, throw boomerangs, and are still utterly fearless- without loosing any of their original spark as tricksters, wanderers, sneaks, and the like. |
| #8amulanNov 23, 2009 14:19:59 | Looks like I'm gonna have to start compiling these lists. Some elements I forgot about, some I hadn't considered and some overlap, but I love the different twists on things. I'm surprised no one has mentioned Dreadhold? |
| #9Alex_Nov 24, 2009 1:09:34 | I've done a Dreadhold prison escape before, but the place is so out of the way that it's hard to fit it in as a common theme in every Eberron campaign. Unless all your BBEG's end up going to Dreadhold at the end of the campaign ala Batman's Arkham. Oh, an Arkham Asylum style Dreadhold campaign... |
| #10Plaguescarred1Nov 24, 2009 3:25:14 | 1) The Prophecy that is whyrling around some close or distant event the PC triggers or are involved in...Dragonshards will appear in some form to record it... 2) A sudden stop of the Lightning Train for Brelands Forces to check everyone's Identification and Travelling papers. One or more clandestine passengers in the PC's wagon is a must.... 3) Dragonmarked House intrigue. They control Eberron, so conflict of interests will happen in one way or another with some of them... 4) Various Powergroups scorching the PC such the Emerald Claw, The Dark Six etc... 5) Xendrik is a destination the PC will go....The lawlessness of Stormreach, Lost civilisations and ruins, Giant-sized Dungeons, Drow hunting parties in the Jungle, bigger-than-normal creatures such as Large or Huge Stirges...Perhaps a guargantua animal such as an ape is on top of the food chain in a part of the jungle... 6) Forays in the Mournland, you have to see it to believe it they say, so inhospitable.... 7) The various newspapers reporting here and there adventures or shall i say misadventures of the PC throughout the Kingdoms....It has been and it will be in the days to come. Some adventurers attract more attentions than others, this wanted or not..... 8) Sharn, they have been and they will keep going back, Flying ships, suspended bridges, the Morgrave University and the Kings Citadel secret agents organization dealing intelligence with the PC ... And many more things ....many things of greatness that will make them distinct Eberron. |
| #11amulanNov 24, 2009 8:37:41 | Plaguescarred, are your items in priority order? In other words, are your first five your top five? |
| #12Plaguescarred1Nov 24, 2009 17:30:52 | Oops sorry ! See, Eberron has to so much to offer....LOL Here's the shorter version Top 5: 1) The Prophecy that is whyrling around some close or distant event the PC triggers or are involved in...Dragonshards will appear in some form to record it... 2) Dragonmarked House intrigue. They control Eberron, so conflict of interests will happen in one way or another with some of them... 3) Xendrik is a destination the PC will go....The lawlessness of Stormreach, Lost civilisations and ruins, Giant-sized Dungeons, Drow hunting parties in the Jungle, bigger-than-normal creatures such as Large or Huge Stirges...Perhaps a guargantua animal such as an ape is on top of the food chain in a part of the jungle... 4) Sharn - there to stay, they have been and they will keep going back. Flying ships, suspended bridges, The Sharn Inquitive, the Morgrave University and the Kings Citadel secret agents organization dealing intelligence with the PC ... 5) Various Powergroups scorching the PC such the Emerald Claw, The Dark Six etc... EDIT or The Fynch Family ! |
| #13Madfox11Nov 27, 2009 3:47:41 | In no particular order of priority: - The convenience of travel through things like the lightning rail, teleportation rituals, elemental wagons and airships. Not only does this allow the DM to use countrywide adventures at low levels, but it is also a great way to showcase the prevelance of magic in the setting in a very visible way to the PCs. - Non-traditional monstrous NPCs (such as orcs and goblins) as intelligent and reliable allies. - Some adventure that involves ancient ruins and artifacts that really showcase the rich history of the setting. - The Dragonmarked Houses and their control over commerce, including traditional religious things such as healing (in fact, House Jarasco is the easiest way to use in this fashion). - Few things are truly evil. Todays enemey, can be tomorrows ally. Note that I was a bit hesitent about the last point. While I personally love the Byzantine plotting, and the greyness of the setting, those two things are not liked by all players and groups and the setting will still feel the same even if you remove them. |
| #14OgiwanNov 29, 2009 8:02:37 | I put this on a questionnaire for my players. Here they are. Assume they are not in order: Half-Elf Shaman Airship Pilot: 1.) Exploration of new + strange places 2.) Roleplaying your character + not the player 3.) Halfling barbarians from the plains riding dinosaurs 4.) Magetech 5.) Airships, &@$!#es. (Also sky pirates). Warforged Artificer: 1.) Magic/Tech 2.) Halfling Barbarians from the plains riding dinosaurs 3.) Country division over racial division Golaith Barbarian: 1.) @&%#ing Karrnath 2.) Sky pirates/Airships 3.) Xen'Drik Q'Barra/Talenta 4.) Dinosaur-riding 5.) Nationalism over racism Dwarf Fighter: 1.) KARRNATH 2.) Pulpy, flim noir-style mysteries 3.) Political intrigue 4.) HALFLING BARBARIANS RIDING &@#$ING DINOSAURS HOLY @#$% 5.) "technological magic" (lightning rail, streetlights, etc). I have two more questionnaires that I'll be getting back next week. Still, everybody seems to absolutely LOVE the dinosaur-riding halflings, the magitech, and the focus on nationalism rather than race. The country of Karrnath, specifically, seems to be popular because of their exports (ale, tobacco, lumber, paper, sausages) and because of the strong undead theme of the nation. The "Risen Patriots" designation for undead units in the Karrnathi army was very well-recieved, and spawned the idea of the "Risen Grenadiers" and the sort. Still, awesome halflings aside, I'm really noticing that the draw is magitech and nationalism. The question is, why? Anybody care to comment? |
| #15amulanDec 02, 2009 10:33:22 | Lots of great lists, keep ‘em coming… …everybody seems to absolutely LOVE the dinosaur-riding halflings… I was also drawn to this in my early introduction to Eberron, but I was surprised to not find very much more information on them. Are there any books or adventures written about them (not counting the very brief mention in the ECG)? The country of Karrnath, specifically, seems to be popular because of their exports (ale, tobacco, lumber, paper, sausages) and because of the strong undead theme of the nation. The "Risen Patriots" designation for undead units in the Karrnathi army was very well-recieved, and spawned the idea of the "Risen Grenadiers" and the sort. Ogiwan, I love the exports. Also, I’m curious about the military themed aspect your players enjoy so much about Karrnath. I’ve seen your other posts in this regard and didn’t respond mainly because of my very limited knowledge with regard to military structure (infantry, cavalry, etc.). It seems your emphasis is on the military nature of the groups, more than their undead nature (but I realize that may not in fact be the case – the names do include an undead reference -- Risen). Although my group includes several power-gamers and tacticians, none of them are very much into military history, tactics and the like, so I’m hesitant to build that up very much. Are all or a good many of your players into that or is it something else that has given them this love for all things Karrnath? Someone else commented on another post and I think I agree, I like “magetech” and I also agree it is a must in Eberron (although I still have internal struggles about what amount of magic is commonplace – I’m starting another thread in this regard). Why...well because it is one of the basic canon’s of the world…the use of low level magic is not uncommon. |
| #16SacramentDec 09, 2009 17:06:14 | Still, awesome halflings aside, I'm really noticing that the draw is magitech and nationalism. The question is, why? Anybody care to comment? I think it has to do with one thing: Something new and exciting. For years DnD was stuck with old stereotypes and high fantasy that made little sense (FR, I'm looking at you!) and had too much of a tolkienesque feel to it (to me, anyways). Eberron changed a lot of things. It was something new and more importantly, different. Instead of (role)playing by stereotypes (I'm a dwarf, so I hate elves or All goblins and orcs are evil!!!), we are presented with a much more subtle and complex level of social interactions where your national allegiance, religion and class (as in social class, not character class) matter the most. Which makes sense, considering when you live with elves, halflings dwarves, half orcs, goblins and even ogres and gnolls, races do not matter that much but their nation of origin, religion and wealth or lack of thereof are much more important. It leads to a much more interesting gaming opportunities. The same is true for the dinosaur riding halflings, instead of having hobbit halfling or kender clones (although I must admit I do miss kenders) we get a new and exciting iteration of the halfling race. The same is true of the death worshiping elves or the "in touch with nature" orcs. As for magitech it's the same thing: It makes sense. If people could really use magic powers and if magic was a part of the world, it would be used for something else than prismatic wall or fireballs (although they, too, have their use) and would see some use in everyday life: communication, transportation, cleaning, sanitation, etc... It's not just about dinosaurs or nationalism, it's about something that is new, different, exciting and most importantly: coherent. To me it's really what makes Eberron, it makes sense, it requires less of a suspension of disbelief. It seems like everything is like it is for a reason, not just because "that's how it is in fantasy". So yeah, that's my take on it, what do you think of this interpretation? |
| #17amulanDec 09, 2009 17:15:06 | So yeah, that's my take on it, what do you think of this interpretation? Well said, I think you hit it on the nosey. |
| #18Nibelung_ajrDec 12, 2009 21:14:15 | 1) A warforged pirate with a zombie dinosaur as his mount (Internal joke with my group) 2) The Mournlands. It stay on the middle of Khorvaire, and influenced every other action that happens today, even millenarian ones, like the Draconic Prophecy. Be sure that the mournlands are pointed in your group frequently. 3) Lightning rail and other "magic as tech" things. Just to show how eberron uses its magic efficiently to casual things. Airships, sendind stones, spellshards... everything is viable. 4) Warforgeds. Specially the hate and harassment. Sometimes i made then find a jerk wf, who will be the one hated by the group. Other times, they find a poor lawful good wf that try to help and is throw to the dogs all the time. 5) The Five nations. Or the eberron politics, to be more precise. They need to know that every country is a world of it own. If you're Aundarian, you believe more on an aundarian tiefling than an human thrane. If you ignore the khorvarian patriotism (except, maybe, in Sharn), youre ignoring 60% of eberron hooks. |