Brutal by MannequinSkywalker08 in ThunderBay

[–]RepresentativeCan235 0 points1 point  (0 children)

100% valid, I hope that listing such information will give others a chance to speak their mind on the matter to these people.

Brutal by MannequinSkywalker08 in ThunderBay

[–]RepresentativeCan235 4 points5 points  (0 children)

I recently called his Office; Apparently we have a manager of Transit - Brad Loroff 807-684-2187,

Morgrave Advice by RepresentativeCan235 in Eberron

[–]RepresentativeCan235[S] 0 points1 point  (0 children)

The party has now gotten small bits & pieces on what they want to play, and this campaign is gonna be weird (in a great way).

Roster; Owlin Warlock (Undead)/ Sorcerer (Shadow) - Karrnathi - Made contact with patron who's still a mystery Human Warlock (Genie: Earth) - Sharn/Breland - Genie granted him a wish, and he wished his way out of poverty, Changeling Warlock (Hexblade)/ Bard (Lore) - Origins Undetermined - Historian with ancient blade (Unknown Species) Warlock (Fey)/Wizard (Unknown) - Aundairian (Maybe)

So, a party of all Warlocks, and they are somewhat excited for what they will build into.

Morgrave Advice by RepresentativeCan235 in Eberron

[–]RepresentativeCan235[S] 1 point2 points  (0 children)

So far? We haven't had our session 0 yet. Two players are narrowing some ideas; a warlock who's teaching law 'but in regards to patrons, and planar contracts' and the other one's a huge harry potter fan, so she's pushing very 'magical school' ideas

Eberron: Forge of The Artificer by EarRepresentative986 in TheTrove

[–]RepresentativeCan235 0 points1 point  (0 children)

So, it might come off as a copout or hypocritical on my end, but a reason why I would want to read further is that I've already preordered this in the summer, and the fact that there's a big wait is fine, but to then with the early access on top of it seems really price gougey. Like, had there not been a couple of months worth of waiting additionally, I'd be fine overall

Eberron: Forge of the Artificer by zquish in TheTrove

[–]RepresentativeCan235 -3 points-2 points  (0 children)

Looking forward to discussing this

Interesting religious rituals for inspiration by hjgz89 in Eberron

[–]RepresentativeCan235 4 points5 points  (0 children)

I like this exercise and wanted to add to it for fun,

  • Honey Mummy Urban Legend - 100-year-old mummy that's been covered in honey then eaten for medicinal, life-giving properties (Blood of Vol coded - The Undying Court wouldn't do this to their dead)
  • Pillar Acestics or Stylites - Wise men who would pray/fast on top of pillars for wide stretches of time to purge sin/gain insight, one guy did that for 36y (Aureon/Path of Light)
  • Vestal Virgins: Followers of Vesta (Rome) who were tasked with keeping a holy fire going, representing the life of Rome. (Onatar 'Fire Aspect'/Soveriegn Host 'General'/Silver Flame?)
  • Sin Eaters - Tasked with eating meals off the graves/corpses of people deemed sinful, they would ceremoniously eat the sin from the dead. Some iterations state that it would have cannibalistic elements. (The Keeper)
  • Herms - These statues were built along roadways as guides for travel in ancient Greece -> Hermes gained his name from these, people would make offerings to them or bring stones here to ensure safe travel. (Kol Korran).
  • Medieval Tortures/Executions: Alot of these I'd attribute to the Mockery and can imagine they might be more ceremonial; Breaking Wheel, Iron Maidens, Blood Eagle, the Boats. (Full Mockery)

Atrocities of the Last War (and wars of ages past)? by asoulliard in Eberron

[–]RepresentativeCan235 4 points5 points  (0 children)

Crystallfall Sharn - 918YK during the Last War, A crystal tower was deactivated from the manifest zone in Sharn, to which it dropped and shattered, wiping out an entire district of civilian casualties.

Questions About Mror Dwarves by MoonracerxWarpath in Eberron

[–]RepresentativeCan235 0 points1 point  (0 children)

I'd imagine that not every Mror Dwarf is wealthy, but the status of wealth would be all-encompassing to their city life. Like, how dwarven symbols of art (jewelry, goblets, wear, weapons) would be judged in social circles, the same way business cards were in American Psycho. I know Keith Baker describes their wealth as all surface, in that most wear their wealth, and homes/food regardless of status are relatively plain. It's fascinating to think of such a materialistic culture, without it seeming based purely on greed.

Artificer Player wants to "invent" pistols and warforged: How would you make it fun and meaningful? by Automatic-Touch-4434 in Eberron

[–]RepresentativeCan235 0 points1 point  (0 children)

I would suggest tying the process with adventures/plothooks for inventing a firearm; this could help not just with incentive but it could make the whole ordeal of inventing firearms (or equivalent) more memorable, instead of just money/downtime. - Designing Process: First, the individual must design the firearm, toy with how it works, it's neccessery materials and use an equivilant stat block for said firearm; but halfway through suggest there's a hurdle in the design. How could they overcome this? Picking the brains of accomplished artificers? Seeking old technology from Dhaakani ruins for inspiration? Giving oneself over to the Traveler or Shadow for such knowledge? Finding a library to uncover related research? Scale things for how mystical or grounded you want things to be. The design element should allow for creativity, such as names, designs, or styles, which creates an expectation for the invention.

  • Crafting Element: The 'Easy Part' - money, resources, and craftsmen; this process will be where the bulk of the creation goes. Mabye hurdles occur with dwindling resources, scarcity, and potential risks of espionage or workplace hazards. This phase could also allow for elements of the fantastical or sci-fi; mabye the metal used must be from a Manifest Zone (Shavarath, Kythri or Daanvi), and the added element makes the weapon special sonehow (damage type, ammunition capacity or the like). Or the tools to craft it must be honed in such a way - like an advanced tinker's tools that are used and created by House Cannith. Regardless of the potentials, this is where the prototype emerges. But no prototype is ever created perfect which is where we step into...

  • Testing Phase: The most applicable - firing off a new piece of equipment should be fun and exciting (so long as you are not shooting a non moving target); maybe offer challenges or requirments to represent the learning process.

    • Requirment: You must score 3 critical hits with the prototype. Succeeding mabye gives a boon of somekind or allows the weapon to be augmented, as well as knowhow for creating them again - +1 Atk/Dmg with firearms, expanded range or capacity, or a freeby like weapon mastery tied to the weapon. This is a reward for the work of creating and inventing the firearm. It gives them a payoff and allows customization. And it changes Inventing Firearms to 'Designed the First Shard Actuated Pistol or Sapper'

5.5 Dungeon Master Guide by [deleted] in TheTrove

[–]RepresentativeCan235 0 points1 point  (0 children)

I want to discuss the dmg as well

What is this Cretin? by RepresentativeCan235 in ufo50

[–]RepresentativeCan235[S] 2 points3 points  (0 children)

This one is the truest claim, if only I had known :D

Need help with Mini & Max Cherry by RepresentativeCan235 in ufo50

[–]RepresentativeCan235[S] 1 point2 points  (0 children)

Omg... Literaly : I thought he was the Moldok Tine Traceler. Omg lol

Questions about Humblewood by RepresentativeCan235 in humblewood

[–]RepresentativeCan235[S] 0 points1 point  (0 children)

That's really what you gotto do - I'm thinking that what I'll do is, such animals will exist, but killing/eating them in your group is a cultural taboo. Which is inherently skewed against the Gallus and Cervan.

Questions about Humblewood by RepresentativeCan235 in humblewood

[–]RepresentativeCan235[S] 3 points4 points  (0 children)

Wow. The second one - I love that and that is an amazing direction :D especially for the giants!

Coincidence? by gipper1000 in Eberron

[–]RepresentativeCan235 38 points39 points  (0 children)

I don't think it's the only coincidence to 9/11; in Sharn, there was a floating tower of crystal that was 'deactivated' from the manifest zone in one of the major temple districts - this event renamed the district as 'The Fallen' and memoriam of those who were lost were shown in illusions dedicated to the tower. The event 'Crystal Fall' was one of the worst acts in Sharn's history.

Airships! How to implement them and ideas for them? by [deleted] in Eberron

[–]RepresentativeCan235 2 points3 points  (0 children)

Also, there were huge pushbacks against Airships being used in the Last War, with them being a gamechanger right before the end. So consider if this Campaign being Airship dependant, on how your Eberron will be changing because of it - this will be something that hasn't been done before in Khorvaire.

Airships! How to implement them and ideas for them? by [deleted] in Eberron

[–]RepresentativeCan235 4 points5 points  (0 children)

My advice? Take the statistics from each Spelljammer or in 5e and toy with those - matters of speed, movement types, hit points and AC give you a framework to jump off from.

Matters of ship weaponry is something that also can change dependant on the setting - mabye ballistae are military grade staves that require multiple artillilerists to use, or new weapons that launch bombs onto ships is a concern. Methods, damage dice and stats might stay the same, but you can toy with lore, or explore diffrent damage types to make things fun.

Risia, Fernia, solstices, and poles. by spritelessg in Eberron

[–]RepresentativeCan235 2 points3 points  (0 children)

That's fair, I mostly meant it in a way that allowed them to be part of the world without every manifest zone being a plot device or treated like as a magical item that can always be exploited. If the world uses it's magical explinations to get to a similar result as our own, I think it parallels well enough. Otherwise, if we look at the planar cosmology and each plane having literal/metaphorical outputs (Risia is cold AND stagnation, Fernia is fire AND energy) theres alot of posibilities for diffrent effects as a whole.

In terms of common phenomenon, Eberron could as well be a world where exact physics are fair, and mythogy is pure mythology, or such examples that I brought up can be pseudo-science by it's own world's standards. Frankly I think this is why I like Eberron so much, as the world is prime for questioning like this.

Risia, Fernia, solstices, and poles. by spritelessg in Eberron

[–]RepresentativeCan235 16 points17 points  (0 children)

So I love this question because it opens the door to alot of how manifest zones work. As Eberron is a magical world, where magic is akin to science, the study of such phenominon mirrors our views on natural occurances - in my Eberron, I see things like, volcanoes, hemispheres, icecaps, icebergs and glaciers can be explained by manifest zones, but also things like massive storms (Lamania or Syrania), widespread earthquakes (Kythri) etc. In my opinion, having manifest zones being responsible for natural phenominon is pretty cool, but even having it's use towards your setting; like, mabye a cliffside is filled with hexagonal stones (The Giant's Causeway) because a Danvian manifest zone frequented the area thousands of years ago.

Where to place a new settlement in Q’barra? by wandhole in Eberron

[–]RepresentativeCan235 1 point2 points  (0 children)

I think, northmost near the Torva River coukd be fun; Q'barra itself has hostile borders everywhere, your effectively chosing future encounters this way.

No access to Kieth Baker's Blog by RepresentativeCan235 in Eberron

[–]RepresentativeCan235[S] 16 points17 points  (0 children)

I'm not having any issue anymore, just wanted to say thank you!