Edit: Alternate Title "If it Keeps on Raining"
Where were you when the world shook?
People still ask strangers that, as if to asses their worth. I was preparing for a long march. The warforged, those who were to be the first of the officer core, were striking camp. We had 20 miles to cover that day, our horses were tired, and we were still 15 days out.
It came as a slow tremor, and then a foul smell; not rancid, not stomach turning, but wrong. It was like smelling the concept of wrongness. The earth showing its disgust at what man had wrought. Then there was a crack, like a club striking stone. You know what I am talking about, you heard it too. The same sound; the same volume; everywhere.
We got word mid-day. A little bird told me a note "destination no longer exists, wait further instructions". The war stopped for a full two weeks. No battles, no skirmishes, no movement. Not even the undead stirred. When the war did start again only the warforged and skeletons fought with any zeal, it was just not the same
Nothing has been the same since. The war is over but peace has not brought bounty, the empire cannot protect the countryside. Men who have been hardened by war have no war to fight and no practice to keep them busy. And no one does anything about it, they're too tired. The age is tired. And I too am tired.
When i related the news to the troop the warforged didn't react. I asked my lieutenant, a warforged I had known since his birth in my forge, how he could be unmoved. He told me "it was just like any other day, it is only the numbers that are different". It is only now I realize I did that to him. I did that to all of them.
I have but one request to whomever reads this. Tell them I am sorry. Tell them all that I am sorry.
So. I am thinking I am going to start up a 5e Eberron game(mainly scheduled, but potentially some PBP for non-combat) sometime in January. I've got what I think is an interesting plot that will take characters all throughout the world, meeting lots of interesting characters in interesting situations with plenty of skulduggery and intrigue, plenty of fighting(i can fit roughly all non-good aligned creatures into this campaign), and exploring and all the good bits(I have travel planned to roughly 60% of the world by region name). Its not perfectly fleshed out but its enough that I like the direction and can build the major points as I go.
At the moment I am heading out of town for the next week(back on the fifth). But wanted to drop a thread which people can talk amongst themselves and plan if they want to play/make characters/talk about the world and how to handle things for which there are not rules/complain about my rule edits/suggest other rule edits/yadda yadda yadda. My ideal start time is around the end of January, once we have a set of players who want to play and a schedule people can make it to.
General Structure of the game:
- 5 Players
- Online Session with Roll 20: Once Per Week. Scheduled as necessary
- 27 Point Buy (16 highest pre-race stats): Level 1
- Alternate Racial Options allowed
- Multiclassing Strongly discouraged
- Race Fluff via Eberron 3.5 ECS: If you don't have this don't worry i can get you the info you need
- Class fluff is however you want to do it with one exception: Monk's can't actually be monks. They can be physical adepts though. I am on the fence about warlocks. If you make one i will be less inclined to pick your character due to potential plot reasons.
- Rangers are heavily discouraged: Re-fluff a fighter or a Bard. This is only because rangers are kind of bad.
- You may not be an artificer, dragonmarked, changling, khalistar, or dragonborn. This is partially for plot reasons. Partially for lack of rule reasons and partially because dragonborn do not exist in 3.5 ECS.
- Shifters and Warforged, Goblin, and Hobgoblin are OK*
- Backgrounds are malleable. Feel free to invent new ones or riff off old ones.
- Please do not tie yourself to an organization. Contacts are fine, former ties are fine. Current ties can be problematic.
- @Aegeri might be able to play depending on how things work out and if he wants to. But he already knows the plot and would have to be super careful about being meta
You may choose any background you wish. Though you should have a reason to adventure. You will have received a hand Sivis delivered letter which bears the mark of the Wayfarers
Dear Sir or Madam _____(insert your name here)
It has come to my attention that you possess a certain set of skills of which the wayfarers are in need. Three days ago, a one Professor Arnagall of Morgrave University contacted us about putting together a team for an expedition of confidential nature. It is the opinion the supervising committee that you possess one aspect of the necessary skills to complete the request in a satisfactory manner. Please consider this an official invitation to the guild, contingent on completing the aforementioned assignment.
Enclosed is a letter of credit sufficient to procure transportation to Sharn and lodging for one week. Please meet Professor Arnagall at 3:00 PM on 23 Olarune in conference room A of Cubdral hall. If the professor would like to make use of your services she will furnish supplies of no less than 1000 gold for the expedition. If not you will receive a reasonable compensation for your time. Payment is expected to be 5,000 gold for the completion of the mission, subject to the guilds usual 5% finders fee.
Current Edits to 5e which will exist in this game:
- Proficiency Bonuses are +2 and do not change. When you would otherwise gain +1 Proficiency you will instead gain +1 everything.
- Advantage is +2/-2. Flanking confers advantage(for now). Cover confers disadvantage
- There will be escalation die
- Shields are +1 AC. Shields are otherwise way too strong
- Sharpshooter/Spell Sniper no longer has any effect on cover
- The alert initiative bonus is now +3
- The dual wielder feat only allows the primary weapon to not be light.
- You may not take the Elemental Adept feat
- There will be no mounted combat: son don't take it
- Crossbow Expert does not negate disadvantage from adjacency
- Observant's bonus to passive perception is now +2
- Archery Combat Style is disallowed.
- Ally defensive abilities which require a shield no longer require a shield.
I reserve the right to change this as I see fit
A Descriptor of the world as I see it:
The way I see Eberron in 5e is that individual magic items are super rare while services, scrolls, and potions are reasonably priced and available, so long as you have a sponsor. Almost all magic items production is state or house run and owned. All of the normal stuff you see and can buy in the 3.5 ECS is all there with the exception of personal magic items. Artificers exclusively work for the houses or the state. Dragonmarked are more or less bonded by the houses, dragonshards are more or less confiscated by the houses. Etc etc. Basically any group of wizards which might be able to produce individual magic items are all working on big collective projects. This reconciles rare magic items with Eberron's magicpunk world. Players are free to make a wizard or warlock or sorcerer and flavor them as an gadgeteer. But there won't really be any permanent magic item creation. Because magic items tend to be property of the government or great houses this gives me a lot of leeway with how to
Additionally I treat artificiers, dragonmarked, Changlings(I might back off on this), Khalistar, Dragonborn, and true monks like Gandalf. These characters will always be central to something, in a way which excludes them from being PC's. And, just like you can't roll a vampire and be like "oh yea he is the legit Son of Cain, second generation" you similarly cannot play artificers et al. This might seem restrictive but I think that resolving the issue of "why you're adventuring" when you have properties which should put you in positions of authority is more important. Additionally such authority or assumptions means its harder for me to reasonably tranche information and plot points for the party, being unattached(doesn't mean you can't have contacts) to plot central organizations makes it a lot easier to make the story flow.
The other big thing with Eberron is that i hate almost all of the lore that isn't from the 3.5 ECS/core lore books. Most of the reason for this is because the 3.5 core lore books set Eberron up as this ambiguous world. Where evil wasn't necessarily evil and good wasn't necessarily good. And then the books and 4e core came along and were like "oh yea all these things are unambiguously evil for the sake of being evil" and it pulled a lot of the mystery out of the world. What are the motives of the dreaming dark? Well i don't know but i bet they're just super evil evil because goddamn everything else is just boring old evil, the gods are just like every other DnD God and the Lord of Blades might as well be wearing a snidely whiplash mustache. Part of this probably has to do with the "if it exists in DnD then it exists in Eberron".
I don't like that. It removes the mystery for players since they do not know what might not be. So I am rolling the lore back to 3.5 ECS/Core lore books and I am removing the idea that if it exists in DnD then it must exist in Eberron. Anything which is even slightly a mystery in the core lore books is similarly a mystery in my world. Players don't know about the Aurum. Players don't know about the Dreaming Dark. Players(generally) think that the Lords of Dust are a fairy tale. No one knows about the Chamber. The worldview of the 5 nations is an observation based one. The 5 nations generally hold that the more mystical Dhakaani are superstitious and tribal and that the Daughters of Sora Kell are merely smooth political operators they are seen as a threat because anything which acts in its own interests can be a threat. So and and so forth.
*I haven't decided how to handle shifter PC's. I am thinking that they can choose three of Str,Dex,Con (max +2) and then choose a shift ability more or less directly out of the 3.5 ECS, modified as necessary for 5e. It doesn't look like that should be too hard.
Similarly I am not sure how to handle warforged PC's but I am thinking that they choose two of Str, Dex, Con, Int(max +1) and one feat. When they create their character they may choose an armor type to wear permanently(but do not gain proficiency in that armor automatically). Doesn't sleep, and is immune to some poisons/gasses/breathing
I am thinking of statting Goblin's like Half-lings and Hobgoblin's like Half-Orcs.