![]() ![]() With that said, colonization and exploration are themes I’ll be exploring in Codex. Sarlona and Argonnessen are already taken, the Frostfell is hardly appealing, and Xen’drik is a cursed, twisted land full of dangerous things. Beyond that, there’s not a lot of appealing land to colonize. By the numbers, the Five Nations aren’t even fully utilizing the land they currently claim there’s no desperate need for new land. I like to think about monsters-what are their cultures and drives? If I took another ten minutes, I’d likely come up with ten more answers, but I’ll get to those in the future.ĭo the Five Nations have or seek to have colonies?Ĭolonization isn’t a strong theme in Eberron. I like conspiracies and intrigue, so you can be sure you’ll see a lot of schemes going on. But as a noir fan, I want the world as a whole to be less black and white. There’s always a place for the cut-and-dried pulp villain when you fight the Emerald Claw, you generally know you’re doing the right thing. But it is still a world in which faith matters, where the absolute nature of the divine remains a mystery to mortals. Codex takes a very different approach to the divine than Eberron does. Divine Mysteries and the Importance of Faith.Codex is going in a different direction, but dreams have a role in the world. Eberron plays with the Dreaming Dark and the Kalashtar. I wrote Oneiromancy rules for Atlas Games’ Occult Lore. The very first RPG piece I had published was essentially Inception rules for Over The Edge. ![]() Codex will do something different… but war and its impact on the people caught up in it is certainly a theme that will be present. Eberron dealt with a civil war shattering a major kingdom. There are many different ways in which war can generate stories. But the basic idea-if magic exists and is reliable, how will it change the world-is definitely there. Codex is at a different point in the history of magic than Eberron, and there’s more of a breakdown of different cultures employing different forms/schools of magic. Any time I’m working on a world or system that involves magic, I want to seriously consider its impact on the world around it, and how it could be incorporated into a culture. There are lots of other little details like this, but they’re more for my peace of mind than because they interfere with people’s ability to enjoy the world.Īs you progress in future RPGs/settings/etc, are there themes you tried exploring in Eberron that you’ll try to explore more? I’d like more restrictions on resurrection and more of an exploration of its impact on society. I’d like the history of Galifar to have been shorter and a little more dramatic. There’s other changes that are more about what I want in a world, but don’t necessarily serve anyone else’s needs. Most of these are practical things that I believe would improve the setting for other players & DMs. I wish we’d gotten the scale right on the original map of Khorvaire. I wish we’d been able to provide more support for goblins as PCs. I’d like more information about the spells and weapons used during the Last War, and more information about what war in Eberron actually looks like (and how these things could affect a post-war story). I wish we’d had more space to talk about the planes and undersea nations. If there were anything you’d change about as-published Eberron, what would it be? What would you add or expand? As always, my answers are just my opinion and may contradict canon sources: it’s up to you to decide what to use! But I don’t want to neglect Eberron, and a few of these questions segue into my upcoming Codex post. It’s been awhile since I’ve done an Eberron Q&A, largely because I’ve been spending most of my spare time working on my new setting, codenamed Codex (working title only – it’s my Blue Harvest). ![]()
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