EBERRON FOR RUNEQUEST/LEGEND Credits Contents AUTHOR Introduction 2 Dan True Chapter 1 – The World 3 Chapter 2 – Races 6 CO-AUTHOR Malte Lund Adamsen Chapter 3 – Cultures 15 Chapter 4 – Handling classes 27 who has written the Psionics chapter and have provided countless useful comments and Chapter 5 – Skills 31 suggestions along the way. Chapter 6 – Religions 38 EDITING & LAYOUT Chapter 7 – Heroic Abilities 54 Dan True Chapter 8 – Equipment 55 Chapter 9 – Magic Items 65 TEST PLAY Nickie Kühnel, Chapter 10 – Magic 79 Malte Lund Adamsen Chapter 11 – Psionics 95 Nikolaj Foli Nielsen Emilie Poulsen Chapter 12 – Friends, Foes and Perils 102 Chapter 13 – Conversions on the fly 145 ILLUSTRATIONS Index 146 Nickie Kühnel In addition to various free art pieces found on the internet under permission for use non-commercially. SPECIAL THANKS TO Keith Baker, Pete Nash, Lawrence Whitaker All the creators of the original RuneQuest. DISCLAIMER This book contains material converted from Intellectual Property of Wizards of The Coast®. No material in this book seeks to acquire ownership of copyrighted material. Eberron® and anything associated are owned purely by Wizards of The Coast®. This work is strictly non-commercial and may not be sold. It is freely available online. The content of this book has been made purely for gaming purposes and any affiliation to real-world persons, places or viewpoints are unintentional and coincidental. 1 INTRODUCTION This book introduces the Eberron setting of HOW TO USE D&D to RuneQuest 2. It is a focus throughout To use this book effectively, you should have a the book to make it easy for players to make good understanding of Eberron – or gain it the transition between systems and also for through play. If you know nothing of Eberron, I experienced RuneQuest players to use a would advise using The Forgotten Forge from settings differing from the standard medieval the Eberron Campaign Guide and use it as a fantasy. starting point for playing Shadows of The Last War, Whispers of The Vampire’s Blade and This book is under constant change and update Grasp of The Emerald Claw – which are all and if you have ideas or corrections, feel free to published adventures made to introduce the make contact. I am especially interested in world to newcomers. Sadly they have gone out people having used this book for gaming and of print, but some game stores still have them having found faults, balance issues or the like – as leftovers. I am planning on including a or just their general experience. If nothing else, starting adventure in this book later. I’d like to hear what you think of it, and whether you use it. You can contact the Author Throughout the book there will be several through the Official RuneQuest 2 forum, mentions of spells. To be able to discern accessed through Mongoose Publishing’s between them where necessary, they will be homepage. marked with a superscripted letter. Spells bearing an (E) are new spells introduced in But for now, delve into the magnificent world Chapter 10 – Magic. Spells bearing an (C), (D) or of Eberron – Happy Gaming! (S) are common, divine and sorcery WHAT IS THIS BOOK? respectively, from the Core Rulebook. Spells (N) (P) This book is not an exhaustive guide to the bearing an are from Necromantic Arts, are (W) Eberron universe. The book contains next to from RuneQuest Compendium 1, from Wraith (SC) none history, information or ‘fluff’ about what Recon and from SpellCom. Eberron is and how it’s used. This book is merely a collection of rules on how to use the material found in the original books on Eberron, for use in RuneQuest 2. So you can find a culture for Breland in this book, but almost none of the information on how the WHAT BOOKS DO I NEED? country is run or its geography. The fluff that is To use the Eberron for RuneQuest, you need in this book has been included to give setting- access to the Core Rulebook of RuneQuest 2, newcomers a feel of the setting. as well as the Eberron Campaign Setting of The focus of the book is to give stats & rules for D&D 3.x/4e. central parts of Eberron. This book introduces Arms and Equipment, Necromantic Arts, the races, cultures, new types of magic, Wraith Recon and SpellCom are all equipment and monsters that Eberron should recommended, but are not strictly not be without. necessary for using this book. 2 CHAPTER 1 – THE WORLD The world of Eberron is one of swashbuckling adventure, exploration, mysteries and dark heroic fantasy, a world where magic is harnessed in the form of fantastic technology and conspiracies and intrigue abound. The features that set Eberron apart from many other worlds, is that it combines traditional medieval fantasy with pulp action and dark, intrigue-laden adventure. In the towns of Eberron life is more alike to a gritty 1930’s gangster town than to a medieval city; in Xen’Drik adventures remind one more of Indiana Jones than of medieval heroes. Yet still, in the countryside monsters still roam and old tombs lay forgotten, ready to be investigated and plundered by the next band of classical adventurers. The world of Eberron builds on a rich history inhabitants live in apartments, with shifting stretching back for millennia, built on the jobs and opportunities. Now, when the dust of deeds of daring heroes, powerful magic and The Last War is settling, people find that there ancient secrets and the horrors of The Last is a world ripe with opportunity waiting in the War. Unlike in a more traditional fantasy cities: in trade and in industry. setting, The Last War has left a world, where The coinage is, with one addition presented life cannot be painted in the monochromatic here, the same as in RuneQuest 2. Most people shades of black and white but only in a use the slang however, instead of the usual thousand shades of gray. RuneQuest names. Use the table below. CURRENCY & ECONOMY The coinage is standard over most of There is a huge gap in lifestyle and economic Khorvaire, as most regions were introduced means between the countryside and the large into the economy by the unity of Galifar. cities. On the country, the economy is agricultural and people tend to stay in the same Other areas of Eberron, such as Sarlona, of areas as they were born. In the cities however, course use other currencies. the economy is almost industrialised and the Name of Coin Slang Abbreviation Worth Copper Pennies Copper Crowns CP 5 LB Silver Pieces Silver Sovereigns SP 10 CP / 50 LB Gold Crowns Golden Galifars GC 20 SP / 200 CP Platinum Pieces Platinum Dragons PP 5 GC / 100 SP 3 MAGIC SPIRITS Eberron is steeped in Magic. Magic penetrates, Spirits serve a much different, and much lesser, influences and forms everything – from the role than in ordinary RuneQuest. Spirits do Draconic Prophecy that penetrates the world, exists, such as Ghosts for example, but the to the Warforged of The Last War. Magic drives classical nature spirits are practically non- society of Khorvaire: it guides the artisans, it existent - Spirit Magic does not exist on transports the people, it cools the food and it Eberron – although some people worship keeps the Mile-High towers of Sharn from spirits, that are either distant or non-existent. falling. One thing in Eberron that might pass as the As such, there are some differences as to how Spirit Plane, is the Ethereal plane, a shadowy Magic works in Eberron. These will be outlined version or out own world with its own spirit- here. like denizens. However the details of the planes and of spirits, have been left for you to decide First of all, enchanted items are much, much yourself. more common in Eberron than in a standard RuneQuest setting. Everburning lanterns MORALITY provide street illumination, arcane marks Eberron is a world drawn in a thousand shades proves identity, officers of town guards carry of grey. When dealing with NPCs and wands of dispelling and mighty Wizards carry adventures DMs should be just as careful to use staffs of arcane power. The details are outlined the word evil or good as one should in the in Chapter 9 – Magic Items, but know for now modern world. that Magic Items are central to the setting, and so are the Artificers who create them. However, good and evil will be used scarcely in this book. They refer to primal forces that has Common Magic is used intensively in Eberron. been at large in the world since its creation, in It is the magic system used to model one form or another, symbolised in the struggle magewrights, magic using artisans, bardic between Siberys & Eberron versus Khyber. Evil magic and low-key wizard magic. refers to the demons of Khyber, the madness of Xoriat or the negative energy from the plane of Divine magic exists as always, with proper Mabar, as found in undead. Good refers to the cults provided in Chapter 6 – Religions. forces trying to stop evil, such as the force of However, the gods are distant or (some say) the Silver Flame or positive energy of the plane non-existing. Service to the gods is a matter of of Syrania. faith, not certainty. Remember though, that these are not moral In Eberron there exist both Sorcerers and viewpoints, but primal forces of nature. That Wizards. Rules wise these are treated almost the dragons fought the demons, doesn't mean identically, with both being learned in the art of all dragons are good - that a man is a murderer, Sorcery as presented in the Core Rulebook.
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