Eberron-Ravnica mash up idea
6 years ago
General
I'm starting to get some more ideas for a custom Eberron/Ravnica mash-up homebrew campaign. The mystery of the Mournlands has been a point of fascination with me since the setting debuted as the newest setting for D&D to coincide with 3rd Edition. This has not changed and while for this version I am crafting I know what happened on the day of mourning I am not even going to propose this as cannon.
No, I am not going to say what happened but the ramifications of it have not been resolved in campaign I am working on are still being felt and is a mystery to the general populace of Eberron. I am thinking of making this somewhere between a thousand to ten thousand years after the day of mourning at the start and as I said before beyond theories nobody knows exactly what happened to cause the day of mourning. But a few key things happened that changed the landscape forever.
First and foremost, one of the races from the core of Eberron, the shifters, are no more. All shifters permanently shifted and became humanoid animal creatures henceforth regarded as Beast Folk by the rest of Eberron. Which basically means you have lupin, tabaxi, rat folk, bear folk, Erina and pretty much every other kind of humanoid animal race out there running around and nobody gives them a second look because this is part and parcel to the new normal.
Dragon marks and their houses were obliterated. All those that had them are now dead or undead as the case may be and nobody has been born with a dragon mark in a thousand years. In their place have risen the guilds of Ravnica, changed in some ways but the basics is still there. There is more intrigue than ever as the guilds are now doing their best to subvert governments all over the world and turning them into puppets of the guild with mixed results as one might imagine.
Another weird thing that has happened is in regards to the Mournland itself. The Gatekeeper faction of the druids has gotten a lot stronger and more vibrant now as things have gone on and they have managed to build a kind of mystical wall to contain those accursed lands. The fence, as it come to be known, is a series of standing stones carved with runes, think stonehenge with glowing runes carved into the rock, and now very particular as to whom they allow in and out of the area.
One more thing, the tech level is roughly that of standard steampunk which means the airships are basically zeppelins, firearms are freely available with enchanted firearms the latest weapon craze. Not as common but there are also submarines running around and underwater arcologies that are largely unknown out of certain circles although all factions of druids are well aware of them since they're the ones that built the places and use them more often than not. Now with all of that said, how far off the deep end have I gone this time?
No, I am not going to say what happened but the ramifications of it have not been resolved in campaign I am working on are still being felt and is a mystery to the general populace of Eberron. I am thinking of making this somewhere between a thousand to ten thousand years after the day of mourning at the start and as I said before beyond theories nobody knows exactly what happened to cause the day of mourning. But a few key things happened that changed the landscape forever.
First and foremost, one of the races from the core of Eberron, the shifters, are no more. All shifters permanently shifted and became humanoid animal creatures henceforth regarded as Beast Folk by the rest of Eberron. Which basically means you have lupin, tabaxi, rat folk, bear folk, Erina and pretty much every other kind of humanoid animal race out there running around and nobody gives them a second look because this is part and parcel to the new normal.
Dragon marks and their houses were obliterated. All those that had them are now dead or undead as the case may be and nobody has been born with a dragon mark in a thousand years. In their place have risen the guilds of Ravnica, changed in some ways but the basics is still there. There is more intrigue than ever as the guilds are now doing their best to subvert governments all over the world and turning them into puppets of the guild with mixed results as one might imagine.
Another weird thing that has happened is in regards to the Mournland itself. The Gatekeeper faction of the druids has gotten a lot stronger and more vibrant now as things have gone on and they have managed to build a kind of mystical wall to contain those accursed lands. The fence, as it come to be known, is a series of standing stones carved with runes, think stonehenge with glowing runes carved into the rock, and now very particular as to whom they allow in and out of the area.
One more thing, the tech level is roughly that of standard steampunk which means the airships are basically zeppelins, firearms are freely available with enchanted firearms the latest weapon craze. Not as common but there are also submarines running around and underwater arcologies that are largely unknown out of certain circles although all factions of druids are well aware of them since they're the ones that built the places and use them more often than not. Now with all of that said, how far off the deep end have I gone this time?
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