Because, unlike your average fantasy setting with Elves being protectors of Nature and Orcs being marauding invaders, in Eberron Orcs are protectors of Nature anr Elves are marauding invaders.
Wow, that stupid on two levels now.
first:
some weird “old ways” gremlin forest creature being forest protectors and some vaguely humanish bandits is absolutely bog standard fantasy. literally smurfs, Avatar, lizardmen, Furngully.
second, which didnt even come to mind because of how common the above is, so thanks for informing me its even stupider: >the intent is to do x and y, but opposite.
literally “im not like the other girls” the image.
>far more interesting than Greenwood's jerk-off fantasy >5% the size, 5% the market share >lives in relative obscurity because it isn't played on Le Critckle Rolley or posted on /r/TheDungeons
It was big in the 3.5 days but 5e can't even have psionics because it's for tards who get scared and confused if they see anything that isn't in every banalshitboring generic fantasy setting, I don't see why they even bothered bringing it back.
bruh 5e can't even differentiate appropriately between types of arcane spellcasters like wizard and sorcerer and arcane tricksters and eldritch knights, etc.
expecting psionics in any way shape or form is just lol lmao
i always felt like the 5e version was watered way down, with nothing to even compare with
Well the setting was specifically designed for 3.5e - I remember reading some article from Baker when Eberron first came out and he talked about how the rules of the game influenced the design process - so I'm not surprised the 5e version turned out worse.
eberron is hyper-high magic. magic is industry and the setting itself relies a lot on the very flexible 3.x crafting system because that's the whole point of the setting, industry. you can do all kinds of shit.
5e has a less flexible build for characters with subclasses, fewer feats and a completely flat and optional crafting system. 5e refuses to expand and grow the system from the core rulebooks by making not only feats but also magic items (to a point) completely optional
I recently wrapped up a mini-campaign of Eberron 4e.
I also played in an Eberron Pathfinder 2e game that lasted for 18 months and went all the way up to "21st level":
https://archive.4plebs.org/tg/thread/91089566/#91131236
What is the worst thing you've ever had to endure when it comes to an Eberron campaign?
I always dislike it whenever I run into dragons in the campaign - they're different on Eberron you can't just have one here on the border of Karrnath and the Halfling Plains.
No, you can't have one at the godsforsaken wizard school as a teacher.
No half dragons either.
The power levels of the dragons of Argonnessen are a major can of metaphorical worms and one of my greatest grievances with the setting, but there is nothing stopping you from having a rogue dragon doing their own thing in Khorvaire.
That said, yes, there is an underlying expectation that Eberron's dragons are galaxy-brained conspirators who compose the world's single most powerful faction. And I hate it.
The dragons striving to keep their involvement lowkey and working through proxies and prodigious use of shapeshifting is what makes Eberron Eberron.
Every other setting has big stupid wyrms living in caves doing nothing. At least here they are up to something at all times.
Yes, I like that about Eberron's dragons. It is their sheer power level as a faction that I have a distaste for.
what about the lords of dust? i thought they were on par with dragonkind
The rajahs are definitely very, very strong. But the Lords of Dust are not, themselves, the overlords. The Lords of Dust have been gradually lowballed and downgraded in the shift from 3.5 to 4e and then 5e.
https://keith-baker.com/patreon-hektula/
5e Hektula is just a challenge 20 fiend with Arcana +12, Deception +11, History +12, Insight +9, Religion +12. This is, according to Exploring Eberron, p. 73, "perhaps the most knowledgeable sage in existence."
https://keith-baker.com/dm-arcane-arts/
https://keith-baker.com/dm-arcane-arts/#comment-227642
Meanwhile, challenge 24 dragons from the 5e Monster Manual are merely the "wild dragons either not raised in Argonnessen, or who have consciously refused to develop their powers."
Keith seemingly wants dragons to be über-powerful.
Except, you know, side bars in the books explaining that the "normal" dnd dragons do exist in Khorvaire and Xindrik, especially after the war.
Yes, those are the rogue dragons doing their own thing, as I said myself. You can use them in your Eberron games if you want, and I have used such dragons multiple times myself.
This does not stop the wider, "mainstream" draconic society from being galaxy-brained masterminds fluffed up to an enormous degree.
>Keith seemingly wants dragons to be über-powerful.
Ok but the powerlevel in 5e is inferior to 3.5e, I don't understand why it's annoying him that much. It's not like any party of adventurers in 5e could take on a nation of "weaker" Dragons.
5e enemies have a lower power level but player characters are much stronger than their 3.5 counterparts defensively. It's an easy fricking game if you use it RAW. In fact, there were more than a few times where I straight up lifted a monster from 3.5 with no math adaptation at all (except SR, usually) of a higher CR than the party and they face it just fine.
>That said, yes, there is an underlying expectation that Eberron's dragons are galaxy-brained conspirators who compose the world's single most powerful faction. And I hate it.
So change it?
Keith Baker isn't going to send the Pinkertons around to break your kneecaps if you alter the setting to better suit your group's preferences.
Apparently the contient was 10% of it's final size and it's hsitory was 10% as long. Which is why we have 100,000 year old Lod sof Dust and a contient where you get charged a silver a mile for the Lightning Rail but it's going to take a week of travel to get to another capital city.
Warforged as a concept are just amazing, am I right? Other than them, what’s your favorite thing about Eberron and why? What about something that you wish they’d add to Eberron to make it even better, something it’s lacking?
Literally the Seekers from Karrnath reject all deities. They believe in "the divinity of self". Death is oblivion, but enjoy the time you have here, not jacking off to gods that don't exist.
Consider a Sulatar drow who wound up in Khorvaire and now serves as an airship pilot.
3.5 Secrets of Xen'drik, p. 52: >The firebinders tattoo patterns of flames across their skin, believing that these grant mystical protection. Although the tattoos do not actually confer any benefit, a combination of mystical heritage and long training allows the Sulatar to exercise great control over bound fire elementals. When dealing with an elemental item that normally responds only to characters possessing a dragonmark, a Sulatar can control the item as if she had the required mark.
The Aberrant Dragonmark, because it combos best with the Dragonmarked Sorcerer feat that gives you all of the Mark's spells as bonus spells known, and also opens up a really interesting interaction with Catacylsm Mage, a class that's normally not interesting enough to use.
If it's only True Marks, then Storm, because it gives you the power to control the weather and licenses you to be a sky pirate, for a two-in-one combo of awesome character concepts.
My Paladin in my dad's campaign has the mark of death because he is the living phylactery of Erandis Vol. He has the full Syberis mark on his back, though he's not really in control of it perse.
More notable than his dragonmark status is that I have ended up getting teleported away from the party due to magical energy field bullshit not once but twice. He also has a Skeleton minion who's a T-shirt dealer (He's Karnathi.)
IIRC, Keith speculated about it on his blog, but it was in the article where he was examining gem dragons, so the concept was wildly overshadowed by that. If there's a more concrete reference to it, then I don't know what he's on about either.
Gith survivors had their own prophecy and their own marks that float around their heads like Illumians.
I don't think they should have the exact same marks as the houses do in this reality though.
I like Eberron. I ran a campaign a while back but it fell apart because of scheduling problems (as usual). The players were fricking around in the Demon Wastes.
Here's a question about one of the Dragonmarked Houses.
Orien.
Why is it so... bland? No great evils, no grand hidden plots. They just do nice things like public transport, a shade of corporate bureaucracy, run the trains on time, your merchant caravan here and there, and there doesn't seem to be much of anything to grasp on plot wise for them.
Well, besides their conflict with Lyrandar over Lyrandar now being the better travel House because airships >> trains. Plus, why did Orien not work to try and develop airships of their own? Their Mark has shit like overland flight in it for 3e, so they CAN use flying magic. They should be able to develop something that lets them design a parallel-design airship to take back their control of travel rather than let the Mary-Sue half-elf Lyrandar get it.
Orien does not have much in terms of villains, canonically. They are one of the most honest, straight-laced houses out there.
They still have problems, of course. Right beneath their home city, Passage, lies a major base of the Lords of Dust (Five Nations, p. 20). One rakshasa there is posing as an Orien scion to screw with Jorlanna d'Cannith, over in Fairhaven. Meanwhile, in the Xen'drik teleportation circuit (City of Stormreach, p. 67), an extremely powerful rakshasa sorcerer is posing as a Siberys-marked scion.
Beyond that, Orien is desperate to reclaim the influence it lost to House Lyrandar. Its First Step program (Eberron Campaign Guide, pp. 224-225) works hard to polish its teleportation magic, and has even enlisted a great eladrin wizard to help out. Some claim that Orien is even sabotaging its competition in this field, the Guild of Endless Doors (https://keith-baker.com/ifaq-wizard-circles/).
Orien is also experimenting with Khyber-based travel (Exploring Eberron, p. 148). Orien could easily wind up opening a passage to some overlord's heart demiplane, or a daelkyr's prison demiplane. A handful of Orien scions could have already been compromised this way.
There is also a low-level plot hook for a vaguely Orien-affiliated villain here:
https://5e.tools/book.html#erlw,9,dragonmarked%20houses >A disgraced caravan leader turns to banditry, hoping to win back House Orien's favor by disrupting non-Orien trade along a busy route.
I've been playing DDO recently, and understood prior that it was set in Eberron. What I did not know was how meaningless the plot happens to be despite being based off of a game where shit usually is allowed to happen. I am currently level 8 or 9 and so far have raided numerous tombs, but not much forward plot really happens. Does anything ever happen in the background lore for Eberron like what happens with FR?
Love this setting, that's why.
wtf is the purpose of this image macro?
This is the most mundane kind of fantasy interaction there is.
why would someone bother making it?
Because, unlike your average fantasy setting with Elves being protectors of Nature and Orcs being marauding invaders, in Eberron Orcs are protectors of Nature anr Elves are marauding invaders.
Wow, that stupid on two levels now.
first:
some weird “old ways” gremlin forest creature being forest protectors and some vaguely humanish bandits is absolutely bog standard fantasy. literally smurfs, Avatar, lizardmen, Furngully.
second, which didnt even come to mind because of how common the above is, so thanks for informing me its even stupider:
>the intent is to do x and y, but opposite.
literally “im not like the other girls” the image.
How are elves the marauding invaders?
>far more interesting than Greenwood's jerk-off fantasy
>5% the size, 5% the market share
>lives in relative obscurity because it isn't played on Le Critckle Rolley or posted on /r/TheDungeons
It was mega popular for a bit, people tired of it quickly
Bro it has an entire wildly successful MMO dedicated to it that features Gygax's last professional work before he died.
It was big in the 3.5 days but 5e can't even have psionics because it's for tards who get scared and confused if they see anything that isn't in every banalshitboring generic fantasy setting, I don't see why they even bothered bringing it back.
bruh 5e can't even differentiate appropriately between types of arcane spellcasters like wizard and sorcerer and arcane tricksters and eldritch knights, etc.
expecting psionics in any way shape or form is just lol lmao
Well the setting was specifically designed for 3.5e - I remember reading some article from Baker when Eberron first came out and he talked about how the rules of the game influenced the design process - so I'm not surprised the 5e version turned out worse.
Why doesn't Breland, biggest of the kingdoms in the southwest, simply not eat Zilargo and Darguun?
Zilargo's its ally, Darguun is kind of. But they're going to kill Droaam soon, trust the plan.
In that case why doesn't Maenya, the largest of the Daughters of Sora Kell, simply not eat the other two?
Hag taste bad. Plus, it would allow that mindflayer frick to attempt to polotic more and the Medusa senate go unchecked.
Mine is due to civil strife; the proletariat is rising up against the nobles stopping outside expansion. (Swords of liberty)
While Darguun is being invaded by New Cyre backed by House Denieth, as revenge for the goblin uprising.
Isn't New Cyre just a ghetto outside of Brenlands capital?
Yes, and backed by Kaius solely to give Boranel a headache
i always felt like the 5e version was watered way down, with nothing to even compare with
What do you mean by watered down? I haven't read the 5e book yet, just the 3.5 books
eberron is hyper-high magic. magic is industry and the setting itself relies a lot on the very flexible 3.x crafting system because that's the whole point of the setting, industry. you can do all kinds of shit.
5e has a less flexible build for characters with subclasses, fewer feats and a completely flat and optional crafting system. 5e refuses to expand and grow the system from the core rulebooks by making not only feats but also magic items (to a point) completely optional
>e-girl pope
Sorry op, eberron is cancelled from the new 1d6chan so not /tg/ relevant anymore.
Has Keith ever been confronted about his love of brown e-girl feet?
How old is she, anyway?
11.
I recently wrapped up a mini-campaign of Eberron 4e.
I also played in an Eberron Pathfinder 2e game that lasted for 18 months and went all the way up to "21st level":
https://archive.4plebs.org/tg/thread/91089566/#91131236
Eberron is my favorite tabletop RPG setting.
Best dragonmarked house
>tfw no racial supremacist lyrandar gf
Why is it the best, in your own words?
What is the worst thing you've ever had to endure when it comes to an Eberron campaign?
I always dislike it whenever I run into dragons in the campaign - they're different on Eberron you can't just have one here on the border of Karrnath and the Halfling Plains.
No, you can't have one at the godsforsaken wizard school as a teacher.
No half dragons either.
The power levels of the dragons of Argonnessen are a major can of metaphorical worms and one of my greatest grievances with the setting, but there is nothing stopping you from having a rogue dragon doing their own thing in Khorvaire.
That said, yes, there is an underlying expectation that Eberron's dragons are galaxy-brained conspirators who compose the world's single most powerful faction. And I hate it.
The dragons striving to keep their involvement lowkey and working through proxies and prodigious use of shapeshifting is what makes Eberron Eberron.
Every other setting has big stupid wyrms living in caves doing nothing. At least here they are up to something at all times.
Yes, I like that about Eberron's dragons. It is their sheer power level as a faction that I have a distaste for.
The rajahs are definitely very, very strong. But the Lords of Dust are not, themselves, the overlords. The Lords of Dust have been gradually lowballed and downgraded in the shift from 3.5 to 4e and then 5e.
https://keith-baker.com/patreon-hektula/
5e Hektula is just a challenge 20 fiend with Arcana +12, Deception +11, History +12, Insight +9, Religion +12. This is, according to Exploring Eberron, p. 73, "perhaps the most knowledgeable sage in existence."
https://keith-baker.com/dm-arcane-arts/
https://keith-baker.com/dm-arcane-arts/#comment-227642
Meanwhile, challenge 24 dragons from the 5e Monster Manual are merely the "wild dragons either not raised in Argonnessen, or who have consciously refused to develop their powers."
Keith seemingly wants dragons to be über-powerful.
Yes, those are the rogue dragons doing their own thing, as I said myself. You can use them in your Eberron games if you want, and I have used such dragons multiple times myself.
This does not stop the wider, "mainstream" draconic society from being galaxy-brained masterminds fluffed up to an enormous degree.
>Keith seemingly wants dragons to be über-powerful.
Ok but the powerlevel in 5e is inferior to 3.5e, I don't understand why it's annoying him that much. It's not like any party of adventurers in 5e could take on a nation of "weaker" Dragons.
5e enemies have a lower power level but player characters are much stronger than their 3.5 counterparts defensively. It's an easy fricking game if you use it RAW. In fact, there were more than a few times where I straight up lifted a monster from 3.5 with no math adaptation at all (except SR, usually) of a higher CR than the party and they face it just fine.
What kind of dragon power level do you think would work better then?
I like the dragon power levels in D&D 4e and Pathfinder 2e.
What about those dragon power levels do you like?
what about the lords of dust? i thought they were on par with dragonkind
Except, you know, side bars in the books explaining that the "normal" dnd dragons do exist in Khorvaire and Xindrik, especially after the war.
>That said, yes, there is an underlying expectation that Eberron's dragons are galaxy-brained conspirators who compose the world's single most powerful faction. And I hate it.
So change it?
Keith Baker isn't going to send the Pinkertons around to break your kneecaps if you alter the setting to better suit your group's preferences.
Apparently the contient was 10% of it's final size and it's hsitory was 10% as long. Which is why we have 100,000 year old Lod sof Dust and a contient where you get charged a silver a mile for the Lightning Rail but it's going to take a week of travel to get to another capital city.
What is going on in Mournlands? Why it was glassed?
Everyone had enough of Cyre's smug superior attitude. Cyre included.
Warforged as a concept are just amazing, am I right? Other than them, what’s your favorite thing about Eberron and why? What about something that you wish they’d add to Eberron to make it even better, something it’s lacking?
I wish there was a militant atheist group or nation - there are no gods in Eberron.
There's the Blood of Vol
Literally the Seekers from Karrnath reject all deities. They believe in "the divinity of self". Death is oblivion, but enjoy the time you have here, not jacking off to gods that don't exist.
Why do you want there to be a militant atheist group to begin with, what about that appeals to you?
>Sup /tg/, it's time for an Eberron thread.
Greetings from Talenta Plains.
Czy jesteś polakiem?
You, pitch me an Eberron drow character concept.
Consider a Sulatar drow who wound up in Khorvaire and now serves as an airship pilot.
3.5 Secrets of Xen'drik, p. 52:
>The firebinders tattoo patterns of flames across their skin, believing that these grant mystical protection. Although the tattoos do not actually confer any benefit, a combination of mystical heritage and long training allows the Sulatar to exercise great control over bound fire elementals. When dealing with an elemental item that normally responds only to characters possessing a dragonmark, a Sulatar can control the item as if she had the required mark.
What's your favorite Dragonmark and why?
Also, have you ever used the Mark of Death in campaigns, and if so, what did you do with it?
The Aberrant Dragonmark, because it combos best with the Dragonmarked Sorcerer feat that gives you all of the Mark's spells as bonus spells known, and also opens up a really interesting interaction with Catacylsm Mage, a class that's normally not interesting enough to use.
If it's only True Marks, then Storm, because it gives you the power to control the weather and licenses you to be a sky pirate, for a two-in-one combo of awesome character concepts.
My Paladin in my dad's campaign has the mark of death because he is the living phylactery of Erandis Vol. He has the full Syberis mark on his back, though he's not really in control of it perse.
More notable than his dragonmark status is that I have ended up getting teleported away from the party due to magical energy field bullshit not once but twice. He also has a Skeleton minion who's a T-shirt dealer (He's Karnathi.)
>Mark of Death
The Githyanki are able to manifest their own mark from a world that no longer exists.
Okay, I have to know more about this, since I don't see any details about it in the Eberron wiki.
IIRC, Keith speculated about it on his blog, but it was in the article where he was examining gem dragons, so the concept was wildly overshadowed by that. If there's a more concrete reference to it, then I don't know what he's on about either.
Okay, unless I completely missed it, it was a different article.
Gith survivors had their own prophecy and their own marks that float around their heads like Illumians.
I don't think they should have the exact same marks as the houses do in this reality though.
I like Eberron. I ran a campaign a while back but it fell apart because of scheduling problems (as usual). The players were fricking around in the Demon Wastes.
Please post your favorite pieces of Eberron art.
Why do you keep bumping dead thread?
(Goblin nation.)
It always looked too edgy what's the qrd on the main factions
What can you possibly mean by "edgy" in this context?
Maybe it’s the whole “no gods as far as anyone can tell” thing?
What’s your favorite region for campaigns on Eberron and why?
Sarlona is really cool, never actually played there but if I was going to run an Eberron game I'd consider setting it there.
Here's a question about one of the Dragonmarked Houses.
Orien.
Why is it so... bland? No great evils, no grand hidden plots. They just do nice things like public transport, a shade of corporate bureaucracy, run the trains on time, your merchant caravan here and there, and there doesn't seem to be much of anything to grasp on plot wise for them.
Well, besides their conflict with Lyrandar over Lyrandar now being the better travel House because airships >> trains. Plus, why did Orien not work to try and develop airships of their own? Their Mark has shit like overland flight in it for 3e, so they CAN use flying magic. They should be able to develop something that lets them design a parallel-design airship to take back their control of travel rather than let the Mary-Sue half-elf Lyrandar get it.
Orien does not have much in terms of villains, canonically. They are one of the most honest, straight-laced houses out there.
They still have problems, of course. Right beneath their home city, Passage, lies a major base of the Lords of Dust (Five Nations, p. 20). One rakshasa there is posing as an Orien scion to screw with Jorlanna d'Cannith, over in Fairhaven. Meanwhile, in the Xen'drik teleportation circuit (City of Stormreach, p. 67), an extremely powerful rakshasa sorcerer is posing as a Siberys-marked scion.
Beyond that, Orien is desperate to reclaim the influence it lost to House Lyrandar. Its First Step program (Eberron Campaign Guide, pp. 224-225) works hard to polish its teleportation magic, and has even enlisted a great eladrin wizard to help out. Some claim that Orien is even sabotaging its competition in this field, the Guild of Endless Doors (https://keith-baker.com/ifaq-wizard-circles/).
Orien is also experimenting with Khyber-based travel (Exploring Eberron, p. 148). Orien could easily wind up opening a passage to some overlord's heart demiplane, or a daelkyr's prison demiplane. A handful of Orien scions could have already been compromised this way.
There is also a low-level plot hook for a vaguely Orien-affiliated villain here:
https://5e.tools/book.html#erlw,9,dragonmarked%20houses
>A disgraced caravan leader turns to banditry, hoping to win back House Orien's favor by disrupting non-Orien trade along a busy route.
I've been playing DDO recently, and understood prior that it was set in Eberron. What I did not know was how meaningless the plot happens to be despite being based off of a game where shit usually is allowed to happen. I am currently level 8 or 9 and so far have raided numerous tombs, but not much forward plot really happens. Does anything ever happen in the background lore for Eberron like what happens with FR?
There's a ton of hooks, but the campaign setting never receives "updates" the way FR does. By design.
Well, probably for the best all things considered.
If someone homebrewed a biological equivalent of Warforged, would you be interested in playing as one?
Arent they already trees?
God I hate the hair lip