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The World of EberronEberron is a world that's been crafted from the ground up to be deep, rich and complex. It's a world strongly influenced by different planes of existence, where extraplanar incursions are a dangerous fact of life. Humans in Eberron are relative newcomers, but they have developed diverse cultures as different from one another as dwarves and elves. Emerging from a devastating war, Eberron is a world full of intrigue and different factions vying for power. Its nations are built on the ruins of past civilizations, filled with dungeons, and strongly influenced by powerful dragons. Weaving these elements together into a setting full of possibilities, Eberron combines the D&D of yesterday with modern fantasy influences. For more on the setting, read Keith's comments below. Eberron It's the name of the planet. And it's something else. People
are saying "It's Shadowrun!" It's not. "It's steampunk!"
It's not. Looking
back, I do wish that we hadn't shown the lightning rail in [Across
Eberron], just because everyone latched onto that as if it was the
center of the world. If you look at all the art that's been shown, you'll
see that the lightning rail is an unusual element of the world and not
an example of the general tone. I will note that the name is purely derived from the appearance of the force that suspends the train. It's certainly not "powered by electricity." As for the source of that energy or the origin of the Lightning Rail, that's one of those things that hasn't been revealed yet; as I've said in other threads, there are still a few important elements of the setting that haven't been discussed yet (although there are certainly hints in the existing material). The
lightning rail is a special case, and there is a story behind who created
it, repairs it, and maintains it. All will become clear in time. [Horseless]
carriages that you drive around on the road like cars [are not a part
of Eberron]. As noted before, it's not a blanket "everything technological
exists as magic." Despite
the presence of airships and what appears to be a train, there is little
similarity between Eberron and [steampunk PC game] Arcanum. Unlike Final
Fantasy, which I have never played, I do own Arcanum and enjoyed playing
it. However, one of the central themes of that game was the conflict between
technology and magic; as Eberron does not use technology [that involves
electricity, gunpowder or steam power] there is no such conflict. "Technological" elements are actually a fairly rare part of the world, with things like the lightning rail being the exception as opposed to the rule. Magic items are still reasonably rare, simply because even a cheap magic item usually still runs in the hundreds of gold pieces, which is a lot of gold for a normal person. It's more likely that a farming community would tithe to a druidic sect in exchange for seasonal plant growth spells than that each farmer would have a personal magic item. But if you want a magic broom that sweeps the whole house in the blink of an eye or a washbasin that instantly cleans your clothes, take a look at prestidigitation -- it's a zero-level spell with a tremendous amount of everyday applications. ...Actually, you can make a dishwasher pretty cheaply using
prestidigitation. Make it a large command word item that can only be used, say, twice per day, throw in the limitation that it can only be used to clean (reducing the normal range of effects, since a soiling machine isn't much use), and you can probably bring home a combination dishwasher/washing machine for under 300 gp. The same technique can get you a microwave or a refrigerator, though the refrigerator would need to be continuous and thus would be considerably more expensive. The lightning rail remains problematic because it is the most anachronistic in appearance. I don't think that there's anything else in Eberron that comes close on that account. At this point, I feel that I can say that it's not just a random magic item; it uses elemental binding like the airships, and requires the powers of the Mark of Passage to control the bound elemental. Horseless Carriages? With that said, in the Eberron Campaign Setting book (or, for that matter, the Sharn sourcebook) you'll find no mention of such horseless carriages. As I say in that thread, while I could see them being made in the world, they would be expensive and not much more useful than a normal carriage. I can certainly imagine such things existing, and there are one or two places where they would be most likely to be found. But it's more a matter of the "there's a place in Eberron for most things in D&D" - like juggernauts - than "This is a world where everyone drives magic cars." With constructs having a clear place in the world as shown by the warforged, it is logical to assume that juggernauts would also have been used in the war. If juggernauts exist in the world, someone could obviously create a lightly armored juggernaut and use it as a form of
(semi-sentient) transportation. As I said before, it might not make SENSE to do this from any sort of financial or functional standpoint, and we're not going to say "They have magical horseless carriages here" in the campaign setting book. The point is that the level of magical advancement is different across the world. If you wanted to put horseless carriages in the world, there are one or two places that would make the most sense -- though even there, only the richest and most powerful people would be able to afford such a thing. No guns in Eberron -- what I was trying to say is that "Indiana Jones" refers to the overall feel of the action more than to the literal look and play action in the world. No guns. No "magic guns." Wands exist, and we are doing some new things with wands, but wands remain spell trigger items and are very expensive in comparison to, say, crossbows. So an army may have a magewright with a wand of fireballs instead of a cannon, but the average city guard or soldier will be using a crossbow, not an Uzi of magic missiles. ...You could do things with Craft Wondrous Item. The Last War has been a focus for all sorts of magical innovations in war, and there are certain to be magical weapons beyond wands. However, bows, crossbows, etc remain the prevalent form of ranged weaponry.
As for cannons, well, any old shlub can fire an arbalest or a catapult, too. Without going into a big essay -- which I'd love to do if I only had the time -- "not in the vocabulary" is the basic idea. All of the traditional pre-gunpowder tools of war are still seen on the battlefield, possibly enhanced by magic (so get that flaming arbalest loaded). There are a few new options for wands that I can't go into at this point, but comparing the
wand of fireballs to the cannon -- it's true that it can't be used by any old
schlub, but assuming you have someone who can use it, it has the advantage of being far more mobile, extremely accurate, and more difficult for the enemy to spot; if you add flight into the mix, a flying character with a wand becomes a very versatile and dangerous opponent. Though with that said, not everyone can use wands (let alone fly). This is still a world where the common soldiers use crossbows; you don't have magic missile blasters all over the place. "Travel anywhere on the planet" is a bit of an exaggeration. The now infamous lightning rail allows transportation between major cities, but it is basically a train -- faster than most horses, but certainly limited in where it can go. Airships exist, but airship travel is considerably more expensive and also limited in where you can get to. There are some other limitations to both forms of transport that I can't really go into right now. And you have boats with elemental-bound sails and riding beasts (horses, dinosaurs, and other critters). The red line is the key example in that Indy can quickly cross over the world, but that when he arrives at his destination he still may have to take a few days to trek into the jungle from the nearest major city. It is possible to see multiple areas of the world in a single adventure, but you aren't going to ride the lightning rail right to the dungeon door. Eberron
is a world in which magic has been incorporated into the evolution of
society. However, it is also a world where truly powerful wizards are
rare; one of the goals is to make sure that the player characters have
the potential to have a serious impact on the world, and as a result there
aren't 30th-level archmages running around. So, lower-level magic is going
to be more common than in FR -- but you won't be teleporting around the
world on a regular basis. And yes, the high cost of magic items is being
taken into account. You
won't have everyone blasting each other with wands of magic missile.
First off, wands are spell trigger items, and second, they are fairly
expensive. They may be slightly more common and we may have done a few
new things with them, but the typical soldier will still have a crossbow
instead of a wand. [However,]
war often drives
scientific innovation, so it would be logical to assume the same would
hold true with magic... Low
level arcane magic has been incorporated into society. [Magic is] more
common in the larger cities while being relatively rare in the smaller
communities; use of magic also varies by culture. Powerful magic items,
such as airships, exist, but this does not mean that they are commonplace.
Truly powerful magic, such as teleportation or resurrection, is considerably
less common that in many other settings. Magic serves some of the functions
of technology, but this is not a simple cut-and-paste; it is a matter
of looking at the existing spells and seeing how they could be adapted
to serve civilization. Continual light creates a permanent light
source that requires no fuel; that's useful to any civilization. A
3rd-level evoker with a 14 Intelligence can cast continual flame
three times a day, which means that over the course of a year that one
individual can produce 1,080 permanent magical light sources. With that
coming from a single low-level character, to my mind it again becomes
a question of why continual flame lamps aren't a standard part
of any large fantasy city, unless magic is so rare that a 3rd-level wizard
is a miracle. *shrug* In Eberron, high-level magic -- teleportation, disintegration,
resurrection -- is rare and wondrous; lower-level, practical magic like
continual flame has been put to the obvious, practical use. [Magewrights
are not] as common as blacksmiths; it's just that they are more common
than wizards or sorcerers, who are both fairly rare. Full spell-casters are relatively rare in Eberron. You've got [the magewright NPC class], but it's the same principle as the adept to the cleric or the warrior to the fighter. Arcane magic is a force that obeys rules and rituals, and has thus been tapped to serve society. But that doesn't mean that everyone has the skill to become a full wizard, or the innate talents of the sorcerer. Magic has an impact on everyday life. The point with Sharn -- the city in the pictures -- is that it has extremely tall towers that would have been very difficult to build or maintain without the use of magic. Likewise, the flying ships are pure fantasy; it's simply the idea that "If magic is a force that could be quantified and controlled -- as arcane magic can be -- it will eventually be used for communication, transportation, and warfare." With that said, it is first and foremost a fantasy world, not some bizarre science fiction world disguised as D&D. Magic may affect everyday life in the big cities, but that doesn't mean that everyone is a wizard. There are flying ships, but it's not as if the sky is filled with flying ships, and you're still going to do most of your fighting with sword and bow. People don't have magic cellphones or magic cars. Astrology may have a role to play, but I'll leave it at that. Eberron adds new spells, but it also tries to look at the existing spells and to consider the affect they would have in the world. Magecraft [a new 1st-level spell that speeds crafting] is the biggest example of how magic affects daily life. You don't have magic telephones or TVs, and construct "cars" would be a bizarre luxury (if they exist at all). But you do have the smith, the mason, and for that matter the alchemist using magic to enhance and improve the work they do every day, allowing them to produce higher quality items in a shorter period of time. So you'll have a fair number of commoners and experts with one level of magewright -- they don't have a lot of magical ability, but they have learned to weave magic into their mundane skills. Spells with a solid use in every day life are more common: prestidigitation. Augury. Mending. But frankly, are these really the spells you see as evoking awe and wonder in any case? And bear in mind that a magewright's spell selection is very limited, as he gains all his spells through Spell Mastery -- the typical magewright knows a few cantrips, and that's all. True wizards and sorcerers are rare, and even in the greatest city in the world you'll have a hard time finding someone who can cast stone to flesh. Teleportation, summoning, and other spells that are either the sole purview of the true arcane caster or high level will still be rare and impressive -- and given the relative scarcity of wizards, considerably rarer than in Forgotten Realms. Sharn, which has been built through the use of magic, is one of the wonders of the world; people don't see it and say "*yawn* Look, skyscrapers", they say "The towers touch the sky!" (and there are reasons why that magic can't be used across the world, tied to the planar cosmology). The powers of the sorcerer are drawn from the same primal force that a wizard manipulates through the application of formula and knowledge, but a sorcerer has an innate instinctual bond to this power -- as does a dragon. This is still different from divine magic, as the sorcerer does not need to follow any sort of system of faith or belief to draw on his abilities (and can only manipulate the power in a limited set of ways). One theory on the source of magic is that it comes from the progenitor dragons: Siberys, Eberron, and Khyber, who now comprise the world and the ring above. This ties into the mystical power of dragonshards and the powers of the "lesser" dragons. But this is, of course, only a theory. Use
of any high level spell will remain a remarkable thing. The
highest-level friendly NPC cleric in the setting [Jaela Daran, the head
of the Church of the Silver Flame] is 16th level... I see Jaela as having
more in common with the Dalai Lama than Alia from Dune… As for possessing
so much power at such a young age, Jaela's power is largely derived from
the Flame itself; hence the note that "she is bound to the flame
and cannot venture far from it." At 16th level, even she can't perform a true resurrection, and you can't just show up, toss a few thousand gold pieces at her, and expect her to raise your buddy, any more than you could expect the Pope to perform your wedding (especially if you are, say, a Zoroastrian). Raising people from the dead is a major divine miracle, and not something as simple as buying a nice suit of platemail. And since most priests are adepts -- if not experts -- finding someone who can perform major clerical magic can be a challenge. With that said, there may be other sources for simple, low-level healing... Arcane
magic is, so to speak, a science, and as a result people who can perform
arcane magic sell their services as in other settings. Divine magic is
a miracle of faith... So you usually won't go to a temple for healing
unless you are acting in the service of the The mechanics are the same. Eberron does not change the mechanics of the core rules, it just adds some things over the top. However, we are trying to change the way divine magic is perceived. Arcane magic is in some ways a science. But divine magic is about faith and miracles, and people are a little less blase about it... Raise dead is uncommon, and resurrection rarer still. I'm not going to discuss cosmology or death right now, but the short form is that there are few priests of sufficient level to cast these spells, and doing so is a serious religious decision -- it would be rare to find a priest with this level of power who would be willing to perform such a miracle for a mere purse of gold. [The campaign setting will introduce new spell domains, but not new schools of magic.] Eberron actually attempts to strengthen the arcane/divine division. The fact that divine magic is based on faith does not mean that everyone who has faith can perform miracles. In the religions of our world, a handful of holy people are thought to have performed miracles. Personally, I don't think this means that these are the only people who ever had true faith; it just means that in addition to their faith, they have a closer bond to the spiritual world. Perhaps they've been touched by a higher power or chosen for a greater destiny. Perhaps they simply see the universe in a way others cannot. Divine magic is far more mysterious than it is in many settings. Most priests are at best adepts if not simply experts, and the temple isn't just a marketplace for healing. A true cleric is a miracle worker, and people should be impressed by her powers. The world does have its own cosmology and approach to the gods... both where the planes and religions are concerned. One of the religions - the Church of the Silver Flame - can be seen in the [January] Gearing up for Eberron web article. There are other religions, but as always I can't say anything until more information is released. I will note that we've given druids a little more backstory and variety that they've had in most settings -- they aren't just generic park rangers. Religion is an important part of the setting. Druids have a well-developed place in the world, and groups like the Church of the Silver Flame are a major force within the world. Depending where you go there may be corruption within the church, but it also has many devoted followers. Not every priest is a cleric, or even an adept. You can be deeply spiritual and still not have access to divine spells. Most of the pantheons either directly relate to one another or are self-contained/primal forces, so you don't have the "My god created the world" "No, MY god created the world!" arguments you can sometimes get with too many pantheons that cover the same ground. The Traveler is not part of the Sovereign Host, and is in fact one of the Dark Six. As a general rule, name = Sovereign, nameless = Dark (you could in this way see "dark" as "mysterious"). However, the two pantheons are connected, and thus one could say that followers of the Sovereign Host and the Dark Six are all part of the same overall religious community. It's worth noting that all of the gods are very distant in Eberron; thus a skeptic could claim that most of the commonly accepted gods are imaginary. With the exception of the Undying Court, the gods do not live on the (known) planes. Maybe they do exist; maybe they are manifestations of the faith of their believers. There's no question that a follower of the Fury can gain divine power -- but whether this is the gift of a god or purely the strength of inner faith is a mystery. You may be able to commune with the Fury, but you can't find her and try to beat her up; if she exists, it's on a truly different level of reality. The Path of Light is not restricted to kalashtar. In Adar, quite a few humans follow the Path of Light. It is a racial religion only in that the vast majority of the kalashtar follow it. The followers of the Host are open to the idea that there are many powers in the world. Remember, the Silver Flame does not claim to have created the world (neither, for that matter, do the Sovereigns). The followers of the Host are happy to accept that there is a Silver Flame, and that it is a force with power in the world. But it's a strange impersonal force. While the gods don't physically manifest in the world, their followers still *think* of them in anthropomorphic terms, and the smith believes that Onatar may hear his prayer and guide his hand; thus the inhuman, abstract nature of the Silver Flame is something that most followers of the Host find difficult to identify with. I think this is clear if you read the ["Organizations in Eberron"] article, but people have been confused, so:
Of course, that's all just taken from the article. The Silver Flame is a primal force that has existed for eons. However, it was not something the human mind could interact with. Through her sacrifice, Tira formed a bridge between the Flame and humanity (and
demihumanity). When you use commune, Jaela serves as the conduit that makes that communication possible. Even then, when you use commune, you're not speaking to Tira -- you're speaking to the force that once was
Tira, but is now part of the Flame. And to use commune in the first place, you have to be a 9th level cleric, and they aren't around in droves... Jaela is the most trusted and respected of these. Her amazing level of power is the direct result of her effectively being chosen by the Flame (though that's not exactly like FR's Chosen). The Keeper of the Flame is in a sense carrying on the tradition begun by Tira back in the day. [The knights of Thrane] are exceptional warriors, both on foot and cavalry.
[An Aristocrat 1/Warrior 1 would] certainly serve for a basic Thrane
cavalry soldier (and Thrane does certainly field heavy cavalry). The honest-to-goodness Knights of Thrane are the elite warriors of the land, and would be
more like Ari 2/Ftr 2, give or take a few levels; the more devout knights could replace either side with a few levels of paladin, although only exceptional individuals would advance beyond 2-3 levels; the captain of the order is an 8th level paladin. The Silver Flame accepts the freedom of people to worship as they see fit, with the understanding that a) the church is actively spreading the faith of the Flame and b) the worship of evil powers -- the Cults of the Dragon Below, the Dark Six, etc -- will be met with hostility. The church of the Silver Flame is not so much dedicated to the spiritual conquest of the world as to the
eradication of evil, both supernatural and mundane. The smith who says a prayer to Onatar isn't hurting anyone; a friar might try to sway him to the Flame, but he won't strike him down as a blasphemer or anything like that. A paladin of Dol Arrah and a paladin of the Flame would see eye to eye on many things, even if the follower of the Flame sought to win the faith of his comrade. Most of the powers of Eberron cannot be seen. We believe in the Mockery, but he's not going to come down and personally skin us
(thats what his monks are for). But the three dragons: I'm standing on Eberron. I can descend into Khyber, if I dare. And I can see Siberys when I look up at the sky. Khyber is a place of danger, of unnatural creatures. Eberron is the world as we know it. Siberys is unknowable. Is there life up there? Who can say? Just to throw out a few more attributes, Khyber is confined; Eberron surrounds and contains Khyber; and while Siberys surrounds Eberron, it's worth noting that it is a ring of shards... which is to say, it's broken. Eberron is the surface of the world, and Khyber the world within. Thus I'd say Siberys is the world above, and all above. But again, I'm just answering off the top of my head; it's not something that much thought has gone into, because currently there is no space travel. An hour later I might have an entirely different answer. [While clerics in Eberron can worship concepts or primal forces rather than gods,] there's no such thing as a cleric who doesn't believe in anything but happens to get spells. If a cleric wants a particular set of domains, he's going to have to be able to justify his personal beliefs and how these domains apply to them... and the DM can always reject the concept or penalize the cleric for failing to live up to his beliefs. I would agree that reincarnation as a warforged or kalashtar doesn't make sense. A kalashtar has to inherit the spirit bond from another kalashtar; it couldn't just be manufactured. And despite the "living" nature of a warforged, having warforged on the reincarnation list would make no more sense than having iron golems or toasters on the list -- regardless of soul, the body is a manufactured component. Psionics
It's not that there is some weird radiation in Sarlona that grants psionic abilities; instead, the presence of the Inspired and the kalashtar has made psionic powers a part of the central culture, so if a player character wants to be a psion, Sarlona is his logical point of origin (though he could be a Talenta halfling trained by a renegade kalashtar monk or something like that). In the campaign setting book, psionics are focused around the kalashtar and the Inspired, along with existing psionic iconics like the
illithids. As has been said before, you don't have to have the XPH to play in Eberron; if you hate
psionics, change the psions to sorcerers or stay away from Sarlona. Magic is not present equally throughout the civilized world. Those halflings with the dinosaurs do not make use of any of the "industrial magic" advances, for example. Even in the civilized nations, there are large rural areas where magic is only used in simple ways: a traveling augur, a tinker with mending and make whole, a blacksmith who can use a minor incantation to guide his hands and improve his work. More information on this may be revealed in the next issue of Dragon. Eberron is a world where low-level arcane magic is a little more prevalent and better understood, but again, it is not by any means a mirror of the
modern world with magic in place of technology. A
lot of things in Eberron are geographically linked. Referring back to
the web article, psionics are a part of the culture of the continent of
Sarlona, which is not the continent DMs are encouraged to use as the base
of operations. If you don't like them, avoid trips to Sarlona and downplay
the use of Kalashtar or Sarlonan NPCs and you're home free. Same goes
for halflings on dinosaurs or the warforged. You may have to adjust some
NPCs, and you'll certainly lose some of the unique flavor of the world
-- but I don't imagine that it would make the setting unusuable. Khorvaire
has been divided into 12 regions -- Sarlona is an entirely separate continent,
and thus somewhat easier to ignore. And you could remove any of the 4
new races without requiring you to lose part of Khorvaire. [However, dinosaurs
belong to] one of those 12 regions [on Khorvaire]... Just for the big picture, I'll note that the main land mass is Khorvaire, the smaller mass in the southeast is called Aerenal, and the bit to the southwest is the projection of the continent of Xen'drik. Though that is an early map -- don't necessarily expect it to match up perfectly with what you find in the campaign book! I'll note
that Aerenal did not actively participate in the Last War and is not one
of the 12 nations; like Riedra and Adar, it is a sovereign nation with
no ties to the old kingdom. It is also the case that not all of the nations
are "new"; it is simply the case that the balance of power has been dramatically
altered with the dissolution of Galifar. And "Mror" is properly "the Mror
Holds." Argonnessen [is] another continent I don't think I've seen mentioned yet on any of the discussion boards, for those of you keeping score of the size of the world... There are a number of regions that for various reasons are dark and mysterious, providing the... um, extreme... explorers and would-be dungeon crawlers with mysteries to unravel and ruins to explore. Each area does have a clear history and place in the world, and there are logical reasons why they are are still dark and mysterious. There is another landmass beyond [Khorvaire, Sarlona, Xen'drik and Argonnessen]. However, those 4 are the most important ones for purposes of adventuring. You can reach Sarlona by sailing west from Khorvaire across the Barren Sea. The [setting's] focus is on the continent of
Khorvaire. However, information is provided about all of the different continents from the get-go. If we had the space, we'd have gone into even more detail about Sarlona and
Xen'drik, but you can only squeeze so much into 320 pages. A DM can choose to keep the campaign within a small area, but the setting is intended to support global adventuring. I'm afraid the bard in Across Eberron wasn't the best cartographer. Sharn is located along the river [in the southern part of Breland] -- thus making it accessible by air, land, and water. And yes, that island [at the center of the rivers that extend through northern Khorvaire] is an important location -- it's just not Sharn. As for Sharn vs. Wroat, just because a city is impressive doesn't necessarily mean it will be the capital. New York City has Wall Street, the UN, a major tourist trade, and 20 times the population of Albany... but Albany is the state capital. Among other things, Wroat predates the current incarnation of Sharn... but all this will be covered in more detail in the upcoming books (notably the Sharn sourcebook). Sharn is sometimes called "the gateway to Xen'drik". [Sharn's]
manifest zone is stable, but towers have fallen in the past (for those playing along at home, see the last paragraph of the Sharn description on page 147). Of course, if someone did find a way to destabilize the manifest zone, yes, you'd have a good disaster movie ready to go... Sarlona The critical elements of life in Adar are that it's a nation under siege, where you live under constant threat of Inspired attack. Life is ascetic and driven by tradition -- it has to be, both to deal with the war footing and the limited resources of the mountain realm. The kalashtar of Khoravire are somewhat more innovative and less traditional than their Adaran counterparts, because they can be; they still have to worry about Dreaming Dark assassins, but they are not fighting off the forces of Sarlona on a daily basis. Xen'drik Khyber The war was a civil war that shattered a strong unified kingdom, so there are actually more monarchies now that there were before. Twelve nations participated in the Treaty of Thronehold, which ended the war -- but there are others that either chose not to participate or weren't invited. Monarchy remains the most common form of government, but not the only one. There are certainly groups that, without being neutral, may not always be clear whether they are acting for the greater good or evil. Some things are clear cut... other times it's all shades of grey. Prior to the last war, the human kingdom of Galifar dominated Khorvaire. Following the laws of succession, the crown of Galifar should have fallen to Mishann of Cyre, but the lords of Thrane, Breland, and Karrnath rejected her claim. The fifth nation, Aundair, supported Cyre -- at least at the start of the war. The war was fought between the five primary provinces of Galifar itself, all of which are now separate countries under the Treaty of Thronehold (with the exception of
Cyre, which was destroyed). While the Last War has drained resources, these four nations are the largest and most advanced human nations on
Khorvaire, and are the primary powers of the land. The Dragonmarked houses are very large entities; in Sharn alone, there are 176 people who possess some level of the Mark of Making (concentrated on the least mark, of course). Furthermore, the Dragonmark Houses are not nobility in the sense of being princes and kings; their power is based on the economic & industrial applications of their marks. It's been noted before that clerics aren't the primary source of healing in this world: that's what House Jorasco does, and there's gold to be made in keeping people healthy. There are some fairly detailed cultures, and I don't think a few sentences [in Dragon magazine] are going to be able to get across many of those details. Take, for example, the mention of barbarians in this month's Dragon, which basically says "There are barbarians in this world." However, if you look at the feat (Dragon Rage, with the prerequisite of Dragon Totem), and take a good look at the sketch of the barbarian, you can see that there's actually something unique and interesting going on with barbarians. And that's just barbarians from Argonnessen. Asian
Influences Language Orcs are always called orcs, just as humans are always called humans and dogs are always called dogs. However, *cultures* may have different names. A hobgoblin is a hobgoblin is a hobgoblin, but is he from the Ghaal'dar, Dhakaani, or Lhesh Marguul? This will make a major difference in his behavior and abilities, and what PCs should expect in dealing with him. There
are a few place on Khorvaire where monstrous races have actually established
powerful civilizations, providing a strong backstory for a PC from one
of these species. Then there are other places throughout the world that
would be well-suited to whatever the player or DM comes up with -- just
as you describe. That's part of the whole "everything in D&D
is in Eberron" thing that some people don't get. We've tried to give
everything in the MM a logical place in the world. In some cases this
means a place in history, a significant civilization, or like the dinosaurs,
a place in one of the other cultures. But for other creatures, it's a
matter of providing a logical place where they *could* be, if the DM decides
to use them. Take the aranea. Right now, the campaign setting doesn't
mention aranea at all. But if the DM wanted to add in a culture of
aranea,
it's completely clear where they belong, and it wouldn't seem at all out
of place or forced (IE, "Why haven't the aranea had greater impact
on human civilization?"). All will become clear in time. [Dragon issue] #317 will cover all of the new races *except* the warforged. I know it's also going to discuss the role of the old races, and I'm slightly concerned that this will provide deceptively little information (just as the blurb about the druids in #316 is only the tip of the druidic iceberg), so bear that in mind. While you may have to wait a little long for your warforged info, hopefully you'll enjoy the other races; I myself really like shifters, and if I had the chance to play a game it would be very hard to decide which race to play. (Warforged fighter or artificer? Shifter monk or druid? Decisions, decisions...) We are also trying to leave things open for the players who don't want to be tied to a cultural tradition. The elvish nations are very different from one another and from many of the traditional elven stereotypes. However, the player who picks it up and says "I hate these Aerenal elves! I just want to run around in the woods!" can simply be an elf raised in one of the druid communities. The major cities of Khorvaire include people of all races, so if you don't want to be a Talenta dinosaur-riding halfling, you can be a halfling whose family has lived in the city of Sharn for six generations, and who thus has adopted a fairly metropolitan outlook. With that said, we've also tried to present human nations with distinct cultures as well. In addition, the world is just emerging from a major war. So the question of homeland is an important one. Were your people involved in the war? Were you involved, and in what capacity? There's much more to be revealed about the war and the effect it can have on storylines, but it will come out in time. Personally, I'm very pleased with the gnomes of Eberron. It seems to me that gnomes usually end up being comic relief -- not so here. Many works of fantasy fiction focus primarily on human characters. On the other hand, racial diversity has always been a part of D&D. Our goal in Eberron was to give the non-human races distinct enough cultures that it means something to be an elf, a shifter, or a halfling -- that if you're a Valenar or a Aerenal elf you have some foundation to build your story, instead of just "Well, I've got pointy ears and I'm good with magic." At the same time, if you don't like the cultures we've created -- you love halflings but hate dinosaurs -- you can always be from one of the multiracial metropolitan communities of the Five Nations, and choose to play your character like a small human with hairy feet ...or say that you were raised in Zilargo and developed your rogue skills serving as one of the eyes of the Trust. Humans were the dominant force behind the Kingdom of Galifar, and they are currently the most common race. However, most of the major cities of Khorvaire (including those of the nations that once comprised Galifar) have fairly diverse populations. As for relative levels of power, that's not a question I can easily answer at this time. [Question: "Will dwarven women have beards?"] Nope. [Their rarity] varies by region. Most half-elves are descended from those elves who have abandoned the main elvish cultures, but there have been alliances between noble houses that have been sealed by marriage, so half-elves can be found at all levels of society. If there were dinosaurs in Mongolia and they ate all the horses,
well, what would have happened? Within
this world, there is a nation of halflings who ride dinosaurs. Hate the
idea? Stay away from that nation and pretend they don't exist. It's not
like you'll find dinosaurs on every street corner. Some people like it,
some people don't. I happen to like them, and there's a lot more to the
culture than riding dinosaurs. But they are hardly a cornerstone of the
world, and just because you like playing halflings doesn't mean you have
to saddle up your trusty clawfoot. …It's no Dinotopia -- dinosaurs are only common in a particular part of the world. In fact, in all the games I've run, no one has ever even seen a dinosaur (although I'm fairly sure there is a dino-riding halfling in James Wyatt's game). Local names are provided for all existing dinosaurs (i.e., the quetzalcoatlus is known as either a soarwing or shovath'ien, depending if you're speaking common or Draconic). "How would it be possible for a small halfling to capture and tame a dangerous medium-sized creature"? For a start, they'd most likely use the same methods medium sized humans have used to capture and tame larger and more powerful creatures (such as horses and, say, elephants). Now, the clawfoot has the element of being a predator, unlike a horse. But if you started with the fastieth, you could use the fastieth to help capture clawfoot mounts. Likewise, you could get your rangers, druids, and Animal clerics to use charm animal, calm animal, animal trance and similar spells to help you capture and control the beasts, making your physical prowess less critical. So if it's a question of "could it be done?" personally, I don't see why not -- though I am of course biased. Again, people have used elephants in battle, and those are dangerous creatures two size categories larger, as opposed to the Small-to-Medium ratio of the halflings and their mounts. If you're coming from the direction of "I just hate the idea of using dinosaurs in D&D" or "I like traditional Tolkeinesque halflings and don't like bizarre halfling cultures", well, fair enough. Artificers are effectively the clerics for the Warforged, but it's not simply the case that "artificers build warforged". The precise history of the warforged and their current place in the world was not discussed in detail during the demo, and there's a little more to it than that. Also, somewhere I saw someone say that most warforged are 1-5 years old. This is clearly the result of a misunderstanding. What I said was that Warforged actually have the opposite starting age progression from other races; the complex classes (like wizard) actually start out younger than the simple classes, because the first warforged made were fighters, warriors, and scouts, while the more complex classes represent later refinements of the design. (I rather like the idea of the warforged sorcerer, with the concept that its magical powers are effectively enchantments woven into its body). The Warforged were developed for use in the Last War. They are no longer being created... with a few notable exceptions. As for who created them and why it can't be done by any old artificer, that's one of those things you'll have to wait for. They have a favored class and multiclass just like most demihuman races. They have certain drawbacks to balance the many cool things they have going on, but this isn't one of them. The warforged are sentient creatures (and hey, on the average smarter than half-orcs) and are therefore capable of learning new skills. The warforged are sentient creatures and can therefore learn any skill a human could. On the other hand, for a warforged class may represent its initial design -- the combat specialty it was built to perform. A good example of this is barbarian. In my mind, a warforged barbarian is not simply a primitive fighter, but rather a warforged built as a skirmisher -- capable of swift movement and an occasional burst of hyperactivity. Such a warforged's "Rage" might not manifest as fury, but rather as a cold and relentless burst of offensive power. Likewise, a sorcerer may be an unusual warforged designed to act as a living wand. A monk could be a warforged who has chosen to follow this path after its military career, but it could also have been built as an assassin (swift, skilled with stealth and hand-to-hand combat); in this case, its "wholeness of body" could be seen more as a capacity for self-repair as opposed to a spiritual discipline. Warforged already have a lot of good things going for them, so they don't get the bonus of a flexible favored class. None of the nations of Khorvaire (or Sarlona, to cut off one obvious
conclusion) built warforged. Make of that what you will. Playing the stoic fighter who doesn't breathe, doesn't eat, doesn't sleep, who was made for war alone and now has no war to fight... well, I know a number of folks who have had fun with that (myself included) and that's just one of the simpler directions you can take a warforged.
Where do you belong in the world? What are your origins? Who created you, who did you fight for, how did you get where you are today? This also plays into the idea of a character who has either been created for a specific purpose -- the barbarian warforged representing a 'forged built for speed and skirmish combat, with the rage "overdrive" option -- or the warforged who has advanced beyond its original function to follow a new calling, as in the case of a cleric or paladin (sure, the stat mods make these somewhat questionable choices, but from a roleplaying perspective they can be fun). Because the warforged were built as weapons of war, I have always seen them as being "born" with the inherent skill set they need to accomplish their designated task. It would be fairly frustrating if a warforged had to be taught to speak, for example. What makes them unique among constructs is the ability to learn and adapt. So a warforged may come into existence with the skills of a 1st-level fighter, but it has the ability to gain experience just like a person. Sighting a warforged should be a rare event. At a quick guess, I'd say that there are around 10,000-25,000 warforged spread throughout Khorvaire, with a significant number of those still concentrated in the Mournland or in a few major cities. That gives you 2,000-5,000 per nation, with a stronger focus put on
Cyre. As things stand, there is no set warforged naming convention. Some use military designations, others nicknames they've been given by comrades in arms, purely descriptive names, or names that they just like the sounds of. Some might name themselves after military tools -- weapons, shields, etc, reflecting the role that they believe they fill. I'd tend to stay away from [names like] "Manifold" or "Gear", since the warforged are not actually mechanical in nature. Warforged look like warforged. If you want to add some sort of custom carytid-style warforged to your Eberron, no-one's going to stop you, but as it stands there are not "male" and "female" models of warforged. Warforged haven't been around that long, and with the average joe's tendancy to anthropomorphosize things it seems more likely to me that the typical soldier would assign a gender to his big metal buddy as opposed to coming up with a new word or saying "it". Heck, in our world even ships have a gender. It's certainly possible that the *warforged* will come up with a gender-neutral term for their race. However, there is no uniform warforged culture or civilization, so such a word would not necessarily spread throughout Khorvaire. The person most capable of getting such a word into common usage would be the Lord of Blades, since most warforged have some interest in LoB's activities; even those who disagree with his extreme agenda might pick up warforged-specific vocabulary terms. The original titans are sentient (though not by much), but are not in fact living constructs. Of course, having developed the techniques for creating living constructs, House Cannith presumably could have created a living titan; while it's is a change from the stats in the CSB, it would certainly be an interesting NPC you could create for a story. I may have to use one in my game! [Warforged titans] cannot be raised [from the dead]. As for sentience, they have an Intelligence score, which golems do not. I would say that a titan does not have a personality. It won't make decisions on its own. However, it can respond to instructions or to evolving tactical situations in a creative manner. According to the Monster Manual, a normal golem is "incapable of any strategy or tactics." A warforged titan won't paint a picture, but it is capable of evaluating threats and making basic tactical decisions (though it won't be as clever as the smaller warforged). It can speak, it just doesn't have much to say. And yes, I'd be inclined to say that a standard titan couldn't gain class levels (or if it could, it would gain XP at a minimal rate). The ability to learn and mentally evolve is a trait of the smaller warforged. A titan works with the information it's been given, but it can't acquire new skills. The warforged have only been around for 30 years, and they were created by human hands, so there's no question of creation myths... Their creation was not divinely inspired. Onatar and the Traveler are both gods of artifice, which could be seen as having a resonance for religious-minded warforged... on the other hand, it seems just as likely that a warforged soldier would turn to a war god, just like a human soldier. A noble warforged might be determined to see his soul merge with the Silver Flame. Many warforged follow the Lord of Blades with the same zeal a human cleric would devote to a deity, and the idea of a warforged cleric drawing divine magic from this devotion is certainly an interesting one. The concept on the changelings is that they are the offspring of doppelgangers and demihuman races. Thus for the parent, you have much the same experience as if your child had been stolen and replaced; you believe that you will give birth to a normal child, but you end up with a disturbing half-human (or half-dwarven, as in the picture you have seen) thing. Hence the name "changeling". The human parent, not realizing that the other parent is a doppelganger, expects to have a normal child, and thus it's easy for the superstitious to believe that the inhuman child they end up with is not actually theirs. But while that's the origin of the species -- and still a way they can be born -- at this point, the changelings are a true-breeding species in their own right. Originally, the idea was that a changeling could be born to any human/demihuman race. Currently, they are defined as the offspring of humans and doppelgangers, which makes sense since the changeling does not possess racial traits (i.e. you'd expect a dwarf changeling to have darkvision). That might be something that gets developed further using feats or traits to represent ancestry; Mark Tedin did an interesting series of sketches -- of which the dwarf is one -- that shows parents of different races with their changeling children. I've always liked doppelgangers myself (I even wrote a small book on them for Goodman Games, though Eberron takes them in a different direction), and always been intrigued by the possibilities of doppelganger culture. I won't say more about the changelings because nothing has been said and I'd like to see what people expect to see, but from a design perspective... the changelings are a way to bring some of the mystique (so to speak) of the doppelganger into the foreground while avoiding difficult issues like having a PC race with natural detect thoughts (a real downer when you're dealing with mystery plots). In the case of a changeling, how do you find an identity when you are born with the ability to shift your own at will? Changelings have no nation, no cultural heritage, and most humanoids distrust or fear them; how do you rise from that background to become a hero (or villain)? What drives you to stand out instead of choosing to fade into the background? Shifters do always look like [this], though I certainly feel that a player can choose to "customize" the appearance of his shifter slightly if he wants a closer bond to a specific animal. This would also come out even more when the character shifts -- a longtooth shifter (with the bite attack) will most likely grow an extended snout or jaw to facilitate the attack. In the case of the shifter, you have the character who partially wears his inner nature on the outside. In most cases, your choice of shifter trait should have some reflection on your personality, giving you something to immediately think about and build on. If you're a longstride shifter, running is part of who you are. Are you a hunter, who lives for the chase? Or is your natural instinct to flee from battle? How do your primal and bestial instincts gel with trying to live among a civilized nation (which you presumably are if you're with a party of adventurers)? How do you deal with the unnatural aspects of city life? The concept behind the kalashtar is more or less that they have a second soul, being the descendants of humans bonded with exiled outsiders. If you've got a kalashtar in your party, you can always have psionics in your game. Though for reasons that will hopefully soon become obvious, your kalashtar probably won't be Riedran-born. But wait, isn't Riedra supposed to be a psionic culture? And aren't the kalashtar the naturally psionic race? There is a big difference between the kalashtar and the Inspired.
The kalashtar are spirits who fled from Dal Quor by bonding with human souls, severing their connection to Dal Quor in the process; their innate psionic power comes from the remnants of the natural power of the quori spirit itself, diluted through the generations. The Inspired are vessels for fully-empowered quori spirits and thus have a direct connection to Dal Quor. Short form -- the Inspired are a little scarier than the kalashtar. What kalashtar would deign to fight his foe with something so crude as a lump of steel? ...I'd expect most militant kalashtar to be soulknives or monks. Having thought it over, I settled on the spiritual inheritance being bound to the gender of child and parent. As for [the children of kalashtar and elves or orcs], it would come down to genetics: the basic question is what sort of racial dominance you have when a human breeds with one of these races. Can you ever get a pure human or pure elf from a human-elf crossing, or is it always a half-elf? If you go with the latter, the child will be a half-elf or half-orc with no kalashtar traits. If you go with the former, than if genetics would produce a human child and that child is the same gender as the kalashtar parent, he will inherit the bond and be a kalashtar. There are slight physiological differences between a pure human and a kalashtar, but they are close enough to be considered human for genetic purposes, and if you inherit the spirit you inherit the differences. But the quori spirits were originally bound to human vessels, and if you move too far from that, the spirit can't form a proper bond. An Inspired is a humanoid vessel that may be possessed by a quori spirit. If the host dies or is rendered unconscious, the spirit returns to Dal Quor. Fighting it on Dal Quor is the only way to permanently destroy it.
And yes, you can encounter an
unpossessed Inspired, and this is covered in the Campaign Setting book. |