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A
Source of Inspiration
Disclaimer: Eberron is property of Wizards of the Coast. I am
not an employee of Wizards of the Coast, and any answers given
here are in no way sanctioned by Wizards of the Coast. This is
NOT official material, and may be contradicted in future Eberron
sourcebooks or articles. My answers are in this forum my
opinions and reflect how I might run a situation in MY personal
campaign – nothing more.
August 30, 2006
Today we're going to look at
questions about some of my previous work – specifically
Occult
Lore and
The Ebon
Mirror.
While The Ebon Mirror is out of print, both
books are still available in PDF form.
QUESTION: How would you incorporate Oneiromancy
into Eberron?
The Oneiromancy chapter of Occult Lore
addresses the subject of adventuring in dreams. It explores various
issues related to using dreams in RPGs, and presents an assortment of
rules, including the Lucid Dreaming skill, the Oneiromancer PrC, spells
and domains related to dreams, and the idea of transient objects – items
that can slip between dreams and reality with the consciousness of a
dreamer.
In Eberron, sentient creatures travel to
the plane of Dal Quor when they dream. Dal Quor is, among other things,
the home of the Dreaming Dark. Thus, if the Dreaming Dark has its
rightful place of prominence in your campaign, there is a great deal of
room for Oneiromancy and the use of dreams. Consider the following
ideas:
·
The
kalashtar believe that the quori are building a doomsday machine in Dal
Quor. But kalashtar cannot dream. Can you investigate the rumors? And if
they turn out to be true, can you destroy the nightmare crystal before
it is completed?
·
A
legend speaks of a powerful transient artifact that was captured by the
Dreaming Dark ages ago. This artifact is the only key to stopping a
terrible disaster in the waking world. Can you find the hidden vault in
Dal Quor and bring the item back to the waking world?
·
A
member of your group is receiving valuable information about enemy
activities in her dreams. But is this information coming from a rebel
quori – a spirit who is sympathetic to the cause of the kalashtar – or
is your party being used as pawns in a larger game?
Q: Would you make it secrets of the previous age's
Quor, the ones who invaded Xen'drik, or something else?
No… I'd just say that it's something most
people know nothing about. But I think the kalashtar and quori would be
quite familiar with it; it comes naturally to those who inhabit the
world of dreams.
Q: Are there any other sorts of conversion or
changes you'd make to the ruleset for Eberron, or do you think it'd work
as-is?
I'd consider the following:
Host Dreamers vs. Dal Quor
Occult Lore
assumes the existence of a "host dreamer" – that you inhabit the dreams
of another individual when you sleep. In Eberron, all dreams take place
in Dal Quor. Mortal dreams occur in the fringes of the realm, while the
quori inhabit the stable inner region. For purposes of travel, assume
that a dreamer normally inhabits the same region of Dal Quor when he
dreams; effects that target a specific host will take you to the
location of the dreamer or to the region in which he normally dreams.
Study Dream Host can either be set aside as meaningless, or it could be an
ability that can be used on any dreamer. Modify Reality can be
used normally in the outer fringes; in the domain of the quori, you can
only make personal changes. No mortal mind is powerful enough to reshape
the reality defined by the Dreaming Dark.
The Kalashtar
The kalashtar cannot dream, having
permanently severed their connection to Dal Quor. However, it makes a
great deal of sense for the kalashtar to create transient items or other
magic items presented in this chapter, and to be the source of the new
dream-related spells. The great libraries of Adar would be a likely
place for a wizard to learn the circle of dreams spell, and a
kalashtar patron could provide the party with tonic of wondrous
dreams.
The Dream domain should be added to the
domain list for the Path of Light. While the Kalashtar cannot dream
naturally, they are still attuned to the dream world.
A kalashtar character drawn back into the
world of dreams should receive an extra dream point for each character
level he possesses.
The Quori
As natives of the plane of dreams, all
quori receive dream points. A tsucora quori receives (2 + Wisdom
modifier) points per hit die. More powerful quori receive (4 + Wisdom
modifier) per hit die, while the kalaraq quori receive (6 + Wisdom
modifier) points per hit die. For every hour spent in Dal Quor, a quori
regains a number of dream points equal to its level.
Lucid Dreaming should be considered a
class skill for all quori.
Typically, a quori cannot be permanently
killed by a mortal dreamer. If the quori is reduced below zero hit
points, its essence is dissipated, and it reforms after 24 hours.
However, a DM may rule that the spell oneiric bolt can inflict
permanent damage on quori – in which case oneiromancers may become the
key to victory in a battle against the Dreaming Dark!
Those who do not Dream
In the
Eberron campaign setting, elves, kalashtar, and warforged do not
dream naturally. The character can travel to Dal Quor using
dreamwalking, circle of dreams, or a similar effect – so you can be
a kalashtar oneiromancer, if you wish. While artificially dreaming, an
elf or warforged will enter a state of deep trance, as described in
Occult Lore.
Psionic Dreamers
In Eberron, psionic powers are
closely linked to the realm of dreams. If a DM wishes to strengthen this
bond, he could choose to eliminate the Dream domain from the clerical
list and remove any arcane spells relating to dreams, and instead add
the Dream domain as a psionic discipline. A psion (dreamer) gains access
to the nine spells listed in the Dream Domain as psionic powers of the
same level. He receives (8 + Wisdom modifier) dream points at 1st level,
and (4 + Wisdom modifier) points at each additional level. The class
skills unique to the discipline are: Bluff (Cha), Intimidate (Cha),
Lucid Dreaming (Wis), and Sense Motive (Wis). Psions of other
disciplines would gain 4 dream points at 1st level and 2 with each
additional level.
Dream Warriors and the Forgotten
As long as you're here, don't forget to
check out this bonus material in the Features
section!
QUESTION: How would you adapt your earlier
adventure, 'The Ebon Mirror', to fit in Eberron? It's a great concept,
but a lot of the twists in it are status quo in Eberron!
That is a very interesting question… and
for those of you who haven't played in the adventure, now would be a
very good time to bug off.
In The Ebon Mirror, the
adventurers are shunted into a parallel universe in which many of the
major prejudices of standard D&D – orcs and undead are stupid and evil,
halfings are adorable good guys, etc – are turned upside down. To a
certain degree, it anticipates the party jumping to conclusions based on
archetypes; when they see a goblin with a spear, they assume he's a bad
guy.
But in Eberron, orcs aren't
generally evil. Halflings can be barbarian warriors. In fact, one big
surprise is when you have an orc as a powerful druid, which in Eberron
is actually normal.
So. The Ebon Mirror takes a black
and white universe and swaps white and black. What do you do when the
world is painted in shades of gray?
Ultimately, my suggestion is to base the
changes on events in your campaign. If your party has spent the whole
campaign to this point fighting the Lords of Dust, make the Lords of
Dust the good guys trying to save the world from the oppressive tyranny
of the Silver Flame! But while I think you should base it on your
campaign, let me give you two general scenarios you could use.
THE LAST WAR IS OVER!
The village of Shareth-en-La is in
Karrnath. It is a village of Cyran refugees, formed in the wake of the
Last War. The Crucible is a Cyran organization that seeks to destroy all
malevolent magic in the belief that this may help prevent an event such
as the Mourning from happening again. Charra Lyn is a Renegade
Mastermaker who now fears she has taken the wrong path and cannot
return; she is torn between her desire to be human and warforged. So,
she's not a half-orc; when the PCs find her, they see a half-human,
half-warforged figure. Cue the mirror world.
What's different? Cyre won the Last War.
There was no Mourning, and Cyre controls Galifar… or, at least, the
warforged do. In this world, the dragonmarked have always been slaves of
the kings. Aaren d'Cannith created the warforged as a weapon for Cyre,
which kept them from any other nation… creating a dependence that left
them even more helpless when the warforged finally turned on them. So
today the glorious Lord of Blades is King of Galifar, and much-hated
House Cannith serve as their regents and slave overseers. The dark
warriors of the Silver Flame have joined with the warforged, believing
that the order imposed by the warforged will help the Flame hold the
vile couatl at bay. Only one force has managed to hold out against Cyre:
the brave soldiers of the Order of the Emerald Claw, who fight along the
deathless to defend the principles of life.
So, the farmhouse encounter should be
grizzled human carrying a rusty spear and wearing a tabard emblazoned
with the Emerald Claw; he's mad as hell and he's not afraid of showing
his allegiance! He'll direct his aggression towards warforged, clerics,
or paladins. Meanwhile, the attackers should be blackguards of the
Silver Flame; Cannith artificers; and warforged.
Moving on, the party will encounter the
sacred undead, who can stay as they are, likely also wearing Emerald
Claw symbols. Just to keep things odd, I'd make Jeseth a warforged
(dressed as a champion of the Emerald Claw). But she's a vampire! That's
right… in this world, warforged can become sacred vampires! I'd make the
seer a warforged as well; he's also turned against his brethren. That
way, it's still odd when he turns up as a warforged at the end!
ABERRATIONS AREN'T SO BAD!
In this option, the game is in the Eldeen
Reaches, and the Crucible is a moderate variation on the Ashbound; they
are only trying to destroy harmful magic, but believe magic can also be
used for good. Charra Lyn is a daelkyr half-breed. In the mirror world,
replace goblins with dolgrims; orcs and hobgoblins with dolgrims, and
bugbears with medium-sized dolgrims. The seer could then be a beholder
or mind flayer (and remain, as a good beholder or mind flayer, at the
end). In this scenario, the daelkyr saw the sociopathic evil in the
humanoid soul and sought to create races capable of compassion. And the
bad guys? It depends on what the party has gotten used to. Wardens of
the Wood and Gatekeepers are the obvious choice, but you could still
bring in cruel blackguards of the Silver Flame! You could also choose to
reverse the dragonmarks… as such, it would be the feral halflings of the
Jorasco Tribe who carry the fearsome mark of death, while House Cannith
bears the mark of UNmaking!
In either example magic would remain
reversed, as would the general alignment of divine forces. The
Sovereigns would be the cruel overlords the Blood of Vol has always said
they are; the Silver Flame an oppressive force that seeks to impose
order at the price of freedom; and so on. Have fun!
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