Welcome Guest [Log In] [Register]
Add Reply
Eberron
Topic Started: Nov 20 2010, 03:49 PM (70 Views)
Joel
Member Avatar
Administrator
Eberron- 10 things you need to know

1. If it exists in D&D, then it has a place in Eberron. A monster, spell, or magic item from the core rulebooks might feature a twist or two to account for Eberron’s tone and attitude, but otherwise everything in the player’s handbook, DMG, and MM has a place in Eberron.
2. Tone and attitude- This setting combines traditional medieval fantasy with swashbuckling action and dark adventure. Alignments are relative gauges of a character or creature’s viewpoint, not absolute barometers of affiliation and action; nothing is as it seems. Alignments are blurred, so that it’s possible to encounter an evil silver dragon or a good vampire. Traditionally good creatures may wind up opposed to you, while well-known agents of evil might provide assistance when it’s least expected. To help capture the cinematic nature of swordplay and spellcasting, they have added action points to the mix. This spendable, limited resource allows you to alter the outcome of dramatic situations and have your character accomplish the seemingly impossible.
3. Magic- Eberron is a world developed not trough the advance of science, but through the mastery of arcane magic. This allows certain conveniences unimagined in other medieval timeframes. The binding of elemental creatures makes airships and rail transport possible. A working class of minor mages uses spells to provide energy and other necessities to towns and cities. Advances in magic item creation have led to everything from self-propelled farming equipment to sentient, free-willed constructs.
4. A world of adventure- From the steaming jungles of Aerenal to the colossal ruins of Xen’drik, from the towering keeps of Sharn to the blasted hills and valleys of the Demon wastes, Eberron is a world of action and adventure.
5. The last war has ended…sort of- The Last War, which plunged the continent of Khovaire into civil war more than a century ago, ended with the signing of the Treaty of Thronehold and the establishment of twelve recognized nations occupying what was once the kingdom of Galifar. At least overtly, the peace has held for almost two years. The conflicts, the anger, and the pain of a long war remain, however, and the new nations seek every advantage as they prepare for the possibility of another war.
6. The Five Nations- the human-dominated civilizations on the continent of Khorvaire trace their linage to the ancient kingdom of Galifar, which was made up of five distinct regions, or nations
7. A world of intrigue- The war is over, and the nations now try to build a new age of peace and prosperity. Ancient threats linger, however, and the world desperately needs heroes to take up the cause. Nations compete on many levels- economic, political influence, territory, magical power-each looking to maintain or improve it's current status by any means short of all-out war. Espionage and sabotage services create big business in certain circles.
8. Dragonmarkd dynasties. The great dragonmarked families are the barons of industry and commerce throughout Khorvaire and beyond. Their influence transcends political boundaries, and they remained mostly neutral during the last war. While not technically citizens of any nation, the leaders of each house line in splendor within their enclaves and emporiums located throughout Khorvaire. These dynastic houses of commerce derive their power from the dragonmarks-unique, hereditary arcane sigils that manifest on certain individuals within the family, granting them limited but very useful magical abilities associated with the trade guilds the family controls.
9. Dragonshards. Ancient legends and creation myths describe Eberron as the world in three parts: the ring above, the subterranean realm below, and the land between. Each of these world sections is tied to a great dragon of leagend-Siberys, Khyber, and Eberron. Each section of the world produces stones and crystals imbued with the arcane power-dragonshards. With dragonshards, dragonmarks can be made more powerful, elementals can be controlled and harnessed, and magic items of all sorts can be crafted and shaped. These shards, however, are rare and difficult to come by, making them expensive and often the goals of great quests and adventures.
10. New races. In addition to the common player character races found in the Player’s handbook. You can choose to play changelings, kalashtar, shifters, and warforged. Changelings are a race that evolved from the crossing of doppelgangers and humans, giving them minor shapechanging abilities. Kalashtar are planar entities merged with human hosts. Shifters developed from the mixing of humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are sentient constructs created during the Last War who developed free will and a desire to improve their position in the world.


Racial mods adjusted for pathfinder:
Shifters- +2 Dex, +2 Wis, -2 Cha: Shifters are lithe and agile and always on the lookout, but their fundamental bestial nature detracts them from social interaction.
Warforged- +2 to any ability due to various construction methods
Changelings- +2 to any ability due to their varied nature
Kalashtar- +2 Dex,+2 Cha,-2 Con: Kalashtar have both a grace and otherworldly elegance about them, but are more frail then other races
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Adventure Awaits · Next Topic »
Add Reply