#eberron express
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I'm going to be running the Murder on the Eberron Express D&D oneshot for the third time soon and getting the old man in the red vest murdered again, instead of getting him into a polyamorous relationship with his wife and valet
Pretty messed up tbh smh
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I played Murder on the Eberron Express recently, and my brilliant DM customised it into one hell of a murder mystery drama! so naturally I had to do fake screenshots like some sorta movie guy
#drarins#eberron express#EE#armas#I am not tagging anyone else goodness gracious. too many characters#train murder mystery ttrpg brainworms are Real and they live in my mason jar
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My character for Murder on the Eberron Express.
Aymon is the Loyal Retainer archetype and I'll probably build him as a half-elf paladin, even if the build does not matter much in this murder mystery.
#Murder on the Eberron Express#dnd#dnd character#dnd art#original art#original character#art#erli art#character: aymon#idk if he needs his own character tag#but now he has one
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my favorite npc i've run in a dnd oneshot was in a clue-style locked room murder mystery with all the classical archetypes of characters. she was the seductress having an affair with the murder victim, one of the ones last seen with the victim, disliked by nearly everyone in part because the victim's wife was a beloved cleric war hero who saved untold lives in a recent war. In addition, she was also sleeping with ANOTHER man on the train who hated the murder victim. She was also a tiefling in an area with deep-running anti-devilish sentiments.
however, my players ADORED her because where everyone else was stuffed to the gills with secrets and hidden intel and hurt feelings, I ran her as deeply frank with the information she had and candid about her ambitions. she basically told them "yeah lmao I don't care about either of these men, the world fucking sucks for tieflings and I am here to get paid. sucks he died but he kinda sucked anyway. anyway everyone here no doubt thinks I did it so I am just going to be straight up with you about what I know"
At the end after the murderer was caught, she was seen offering comfort to the murder victim's wife with the implication she was gonna tap that next, and my players lost their minds
#shaynanigans#dnd#murder on the eberron express#dnd tag#this doesn't really get across the Vibe but it was really quite fun lol
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vesta d'ghallanda · half-drow · enchantment wizard
for @hauntedtrait’s murder on the eberron express one-shot
#i get to play her tmr 👀#mine#cas#cas portraits#*vesta d'ghallanda#*murder on the eberron express#dnd
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Consequences of Karrnath Drabble 3
A Letter of Encompassing Love
18 Nymm 999 YK
My brilliant bonfire, Nux,
It took me many attempts to put this down to writing. I find it hard to write, as I’ve written nearly nothing in a long time. In fact, I found it necessary to enlist Vakaris to scribe for me, in order to make it legible. I will work on my own writing more, so that my next letter to you might be in my own hand. I hope the Orien courier finds you soon, as I only have a vague idea of where to send this.
I must confess that I have wanted to go to the Mror Holds myself, to find you and help you with your battle. But I know you would hate me for it. This is your own fight, not mine. It makes me worried that I cannot be there to keep you safe. Not because you are incapable, but because I love you and I want to aid you. If you invite me, I will leave everything behind to be by your side. If you want me to, I will help you remove this pact, just as I aided you in the past. But if you still want to find your own path, I will allow you to. I cannot promise I will not fear for you, in that case, so please tell me of the War Below to relieve some small part of my anxieties.
In exchange, I shall tell you of my own circumstances.
With the money the king granted me, Vaeren and I were able to open up a shop, Bone Brew, in the Commerce Ward. The building is built of strong black stone, and has living spaces on the second floor. We’re currently using the main floor to sell tea as we wait for our first brew of ale. Vaeren thinks that perhaps we need to change our business model, that we’ll likely not make a profit off our initial plan. Truly, it was more a fantasy than a plan, and now we dwell in reality.
The people of the city seem split on my presence. As my identity as an undead was already thoroughly revealed, I saw no possibility of concealing it once again, and so I walk openly. Many seem distrustful of me, and I cannot blame them for this. Even the Crimson Covenant keep themselves sequestered away from public view, and so I am uniquely visible.
Still, some others, especially secret Seekers, have expressed appreciation of me and my efforts. I have made no effort to publicize my defeat of the Shadow Sword, and yet the news has still somehow slipped out. Most believe it a ridiculous rumor. I say let them believe what they may, I do not want followers.
Also, beyond simple mistrust and derision, I have encountered hostility. Just one month ago, I was attacked within the Bone Brew by a Tairnidal named Jhalira. They came in vengeance for the Valas Tairn that are dead because of me. Fortunately, I was able to defeat them without killing them, and I let them go free. I’m sure you just scoffed at the idea, and if you were here you would’ve told me that I ought to have dealt the killing blow, or at least turned them over to the wolves. I understand your opinion, it would certainly be the easier path, but I do not think it would be effective. If I killed them, another would come to avenge Jhalira, and then the warrior after them, and I would never be free from Tairnidal vengeance. If I turned them over to the wolves, they would stew in their anger while in confinement. I had to let Jhalira loose, a deliberate act of mercy meant to allow them to determine their own path. My hope is that they will take the opportunity.
There are also still Red Watchers within the city, though the lions are set to rooting them out. I have been ambushed in the streets by those terrorists and their sympathizers on two occasions. On the first, I was within the Low District, and The Wall came to my aid midway through the battle. A dozen Red Watchers were apprehended in the aftermath. On the second occasion, I was alone, beset by twenty-some assailants, and I had to flee. It is frustrating, to be so strong and yet to still be vulnerable against numbered foes.
Vaeren and I have thus continued training, in order to keep our skills sharp and continue to grow in strength. I had hoped to never fight again, but that was also fantasy. Though stabilized for now, following the scattering of the Red Watchers and the decimation of the Ministry of Dead, Karrnath remains a dangerous place with many rogue elements. Especially now, these forces feel backed against a wall, and that makes them all the more unpredictable and deadly. The king has thus far kept his promise not to call on me again, but I am sure he will not ignore me as an asset if his power begins to wane again.
You must be wondering why I chose to remain in Karrnath, and in fact in Korth, so close to Kaius, then. It is a matter of pride, I must admit. Karrnath is my home, and I wish to see matters here improve. Even if I am not actively fighting, I hope my presence can be a positive and stabilizing force. I have been offering my magic, especially my healing, to those in need of it. Also, there is some pragmatism in it. I stay near Kaius, and I shall be in a better position to hear of events which might affect me and my community.
That is the most important reason of all, community. My brothers by blood and by allegiance have chosen to remain in Korth as well. Continuing to see and speak with Andrev, Seven, and Vakaris brings me joy. Andrev has a simpler perspective on the world than I, yet this simplicity leads to honest judgments unmarred by anxiety or prejudice. Seven, despite being forged and part of a strange religion, is the one I can relate most to. And Vakaris, my lost brother, has begun to rekindle that bond of sibling affection which we had lost when I went to war and died. For too long, I had no companionship in this world, and now I have those whom I truly love. I would not leave them, especially not now. Andrev and Vakaris have become close confidants, and they have both expressed romantic affection toward the other. Perhaps they will decide to build this relationship further, and then wish to be joined. I would love to perform the ceremony, if they would allow me. Having these beloved people living so near me allows me to face my grief and step past it.
I have been confronting my emotions more, lately. Andrev encouraged me to go to House Jorasco as he did, but I do not trust some house shrink to go through my thoughts and keep them a secret, even with their oaths of secrecy. Instead, I have been writing, in my scrawl of a hand, and I have been having honest discussions with Vaeren, Andrev, Seven, and Vakaris. I’m telling you this because I know I hurt you in the past, with my stubbornness, anger, and paternalism. I hurt Vaeren too, I know, and Syv. I have truly been an overbearing and damaging force in your lives as I attempted to change you.
I apologize.
I cannot excuse my behavior, but I can work to improve myself. I want to be a kinder, more gentle person. I want to be a stronger person. I want to inspire, not through coercion, but through uplifting others. It has been difficult to confront my shortcomings, and I often fall back into bad habits, but I have true confidants who inform me on my progress and advise continued improvement. I am so glad to have them.
It has not been easy for me to quit adventuring. I keep expecting threats around every corner, and I am unfortunately not always incorrect. I have few skills, other than my capacity for violence. I am trying to learn how to be a person, a real person, like I was before Almante ever went off to war. She used to write, not just letters or journals, but prose, poetry, and philosophy. I have no idea where to start with writing again, but I have started to read. I am currently reading the Analects of War. It seems I am not yet able to leave violence behind.
Sometimes I still think about what I am. I do not know for sure, and that can be frightening. However, I do not think I actually need to know right now. It is enough to just be a person, not a soldier, or a martyr, or a Bone Lord, or an infant god. I have been something for so long but now I just want to be.
I’ve been recalling our time spent together, from the beginning to our parting. You have grown so much since you were a scared but audacious kid who stole my helmet right off my head. I am filled with incredible pride when I remember when you stood in defiance against the formidable Great Icefang, when you reached into my mind to save me from the Bone King, and even when you made your pact with the Killing Cold because you did it to keep us all safe. You burn strong and with brilliant confidence. Your mind is sharp, your tongue is sharper, and I have no doubt that you will defeat all those demonic abominations you have gone to slay. You are also kind, humorous, and lovable, and I have no doubt that you will find new companions in the Mror to fight alongside you, new companions that you’ll protect and who will protect you in turn.
My light, I hope always for your safety. Come home to me soon.
Your boney bastard,
Dagne
#I wanted to write something directly in Dagne's own voice#in order to express how much they've grown over the course of the campaign#they've become increasingly reflective and more honest#it's so gratifying to have Dagne in a place where they no longer feel the need to lie to themselves or their loved ones#also the surrogate parent and child relationship Dagne and Nux have is just so cute#dnd#d&d#dnd campaign#d&d campaign#dnd story#d&d story#dungeons and dragons#my post#my writing#consequences of karrnath#eberron#dagne#nux#vaeren#syv#drabble 3
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Eberron Remastered
A whole bunch of different factors have led to one of my favourite settings rising, phoenix-like from the ashes of the OGL disaster. The long and short of it is that I’m not only able to enjoy Eberron again, but I want to play and write it. Do I have any interest in playing the game the setting was made for anymore? Absolutely not. Does that matter? No, because I have Pathfinder.
Enter Eberron Remastered.
This is my crack at using Pathfinder 2e’s mechanics as the foundation for the Eberron setting. I’m far from the first person to do this, but I’m hoping to bring something unique to the table. Even if I don’t, it will be something I do for fun, because there is zero way to monetize this. I’m very aware that a lot of RPG work these days is with at least half an eye towards publication. That’s fine — but I think carving out some hobby space that is explicitly about just having fun is healthy too.
Because I like to lay these things out ahead of time, here are the guiding principles I’m using for Eberron Remastered.
Agree to disagree: there are a whole bunch of people working on different ways of running Eberron using Pathfinder. Sometimes I agree with their design choices and sometimes I do not. Likewise, they may not always agree with mine. I want this upfront as a reminder to myself and my audience that those disagreements are OK. The best practice is whatever works at a given table, so if someone wants to use some of my ideas and ignore others, I'm not bothered.
Do not reinvent the wheel: wherever possible, I am going to try and avoid making brand new mechanics and instead use what already exists in Pathfinder. That doesn't mean I'll never do it, but I recognize I have limitations on my time and energy and I want to keep this fun. Especially because I know my reach is already going to exceed my grasp in other places.
No singular solutions: this is a philosophy I've picked up over the years from Keith's own writing. Mechanics are tools that can represent many things and sometimes a single concept can be approached with multiple sets of mechanics. Using one set of mechanics (particularly ancestries) to express an idea doesn't mean that mechanics can be used exclusively that way.
A different Eberron: If it has a place in Pathfinder, there can be a place for it in Eberron. That means that I am going to diverge from some of Eberron's canon and kanon lore because I am working with different monsters and mechanics. In some places, I will homebrew things across games (hello beholders), but in others I will branch off in different directions.
Hopefully this is fun for me and fun for you. There's plenty of tools available in Pathfinder, which I think makes it ideal to use with Eberron. Not everything exists yet, but it is pretty dang close. This plan is both a throwback and a new path forward. We all could use a bit of that in these crazy times.
Oh and guess what? That custom map of Eberron I’ve been working on for years is looking nice!
All aboard the Lightning Rail. Next stop is Sharn!
#Eberron#Pathfinder#Pathfinder 2e#Pathfinder Remastered#Worldbuilding#5e#RPG map#Procreate#Eberron Remastered
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I started my D&D campaign back in April of 2020 shortly after the COVID Lockdown hit. I was bored out of my skull and stressed, and a friend had expressed his frustration with his own D&D group and I just went "Fuck it."
I hadn't played DnD since college. I had never GM'd a tabletop game. But I had nothing better to do. So I went on to Discord into, like, the three channels I'm active in and rounded up a gaggle of friends from FFXIV and from my old City of Heroes group. For my starter campaign I used the very first Eberron campaign ever published for I think 3e or 3.5e, converted to 5e, "The Forgotten Forge."
And three and a half years, multiple cases of COVID, two rounds of cancer and chemotherapy, four or five moves, three kidney stones, multiple bouts of depression, and a half dozen job changes, we finally finished the campaign at level 16, having convinced the Lord of Blades to devote his talents to building the new Warforged nation and healing the Mournlands using the unique techno-organic warforged plants and animals we'd discovered, instead of his original plan which was to absorb the power of a Creation Engine and a Demon Overlord into himself, achieve apotheosis, and drown the world in a tide of blood.
My original plan for the final battle has in large underlined letters the phrase "Biblically Accurate Chainsaw Angel" and included a speech with lines like "LET THE SEAS BOIL AND THE SKIES FALL! LET THE WORLD BURN!"
Also probably ending up with the players picking the Red, Blue or Green endings from the End-o-Matic 9000.
But that didn't happen.
So instead, the campaign that started with our little group of heroes stumbling onto the murder of a professor with the clues to a hidden workshop, ended with the wedding of Seeker the Warforged Artificer, the man who'd talked the Lord of Blades down (despite having a Charisma of 8) and now holds the title of Maestro Seeker, is an advisor to the national leadership, and is the teacher of a whole new batch of warforged, and the warforged medic Solace, an NPC whose existence began as a joke about Seeker having a whirlwind romance with a medic in the space of about 23 minutes while the rest of the party were running errands.
Hot damn was that a lot of work. Three and a half years, and despite it starting in modules by the second I'd decided I didn't like the story as it was written, threw it out, and told my own story. Featuring friendly little fire elementals named Phil, packs of extremely patriotic and laddish mimics named Jimmy, an eight foot robotic sweetheart named Friend whose primary weapon was an equally massive tower shield and her totally-not-boyfriend warforged druid/allosaurus/swearasaurus Din, a wrestling match with a hobgoblin that nearly turned lethal when an 18 foot tall warforged titan came in with the steel chair, an alligator with a gun, and banishing the elemental dragon powering a flying battleship while A) the team was still on the battleship and B) it was still several hundred feet in the air and C) it was the only thing keeping it there... it's done.
And it was all worth it. God I love these guys. So here's to you, Katie, Jacquie, Mike, Stan, and Will. I'll see you all next week for our next adventure.
#dnd#dungeons & dragons#dnd 5e#forever DM#eberron#i want a fucking medal#anyone who runs a full campaign from 1 to high levels and herds a half dozen people into regular games should get a certificate or somethin#and for SOME REASON I'm running the next campaign too!#I mean I love GMing but still
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3e: The Halflings of Races of the Wild
There has always been a relentless need for the business of Dungeons & Dragons to publish, to publish, to keep publishing. It is a hungry beast, an endless maw that wants new things, new ideas, new constant iteration and it turns these words into products that you can buy, from season to season, edition to edition. This is a nihilistic and eerie way to be as a game but also, counterpoint to that, it is a wealthy buffet of new books to get to look at and enjoy. Basically, wow, this is a bad way to do things but also the results are kinda fun.
Relentless growth, capitalism bad, you know all this, but this isn’t about the ridiculous way that Dungeons & Dragons gets made. Well, not really, it kind of is but it’s actually about the way that 3rd edition’s love of structured sets of book hash-tag-content filling led to the strange attempt to rebrand Halflings midway through the life of 3.5th edition as one of the Races of the Wild.
Glossary Note: Conventionally, the term used in D&D for this mechanical package is race. This is the typical term, and in most conversations about this game system, the term you’re going to wind up using is race. For backwards compatibility and searchability, I am including this passage here. The term I use for this player option is heritage.
An addendum to that block I use above: This is a book called Races of and it’s part of a series of books called Races of. I’m not about to pretend that’s not its name or the name of the related books from that grouping. I just don’t like using the word for the mechanical package.
As for where Races of the Wild came from, well, it’s a bit of a story and it’s a story we can only look at in hindsight. All of what you’re going to read here is extrapolation from the books that were released, but it is a story that makes a lot of sense when you understand the mechanical systems underneath. It’s entirely possible that this story is just wrong, though, and instead every thing put in these books is the result of someone with a sincere want that this let them express, and they just also were, uh, incoherent and bad at this. The story starts with the release of 3rd edition. It’s out, and it’s time to monetise that audience, meaning we get splatbooks (expansion material) around themes in Dungeons & Dragons. The first ones were based around the things classes did, broad categories of like, sword-doer, god-botherer, actually-powerful and miscellaneous. I’ve written about the Complete Books and their problems, it’s a good article, you should check it out, it’s funny!
Another set we got were the Races of group. There was Races of Eberron, which is its own thing, it can sit over there and just a way to address the four core heritages that set Eberron apart (Warforged, Changelings, Shifters, and the Kalashtar). Then there are three books meant to accommodate the Player’s Handbook heritages, which were, at launch:
Humans, the 0,0 of all race graphs in D&D
Dwarves, like in Lord of the Rings
Elves, like in Lord of the Rings
Gnomes, the annoying humans
Half-Elves, the worst worse humans
Half-Orcs, the better worse humans, and
Halflings, the some of a humans
This is seven heritages, and they were going to be spread across three books which is a great number because you can see it immediately doesn’t work.
The first of those books was Races of Destiny, which focused on the Humans, Half-Elves and Half-Orcs, and that was pretty novel and acceptable because those were all, ultimately, humans and their cover bands. Plus, the half-Elf and half-Orc needed the help, good grief. There was a really broken option for the half-Elf here, but don’t worry, it still wasn’t enough to make them good. In addition to this they threw in an extra humanlike culture, the Illumians, who, oh hey, I’ve written about the one (1) cool thing they can do, too.
Then there’s Races of Stone, which takes the Dwarf as its central point, and then attach them to the Gnomes, who have some of the same underground history. It’s not a strong relationship, but with the 2e culture of the Svirfneblin and gnomes as their relationship to stories of mines and knockers, like, there’s not nothing there. Especially since, as you know, gnomes are made out of plaster. Gnomes are an orphan culture in terms of having an actual identity that doesn’t start from ‘small and annoying,’ though, so it’s always going to have be backfilled. Then, to fill out that book, they gave them the Goliath, a third ‘of stone’ culture that got to do something the other two weren’t. By the way, this means this book gets to represent Critical Role’s headwaters for the worst character (Scanlon) and best (Pike) and also is the first appearance of Grog’s culture (Goliaths), and Grog is… also in Critical Role.
Finally, then there’s Races of the Wild, and you might think this book gets to be easy with the ‘nature’ premise since, y’know, most things are from nature. That’s what nature is. Problem comes if you want the second thing to put in this book, and that’s where the editor doing this divvying then has to look awkwardly at the cultures left in the bin. See, Elves are huge at this point. You can guarantee if you open any sourcebook about any new setting, it has some subtype of elves. Elves have three different variants that are all really good in the Monster Manual! They start with the mechanically decent and overstuffed Elf and then replaces each feature with something that’s not much better but is better, until you wind up with something five steps away from wherever the poor half-Elf has to live. Elves are one of the most unnecessarily beloved cultures of 3rd edition and I feel like it kind of pre-drafted the easiest portion of Races of the Wild. Even just the pantheon of elves had already been given a full formal writeup in the Forgotten Realms sourcebook Faiths and Pantheons.
As far as filling out with a new heritage, that can’t be hard. What’s something that elves don’t do? Oh, have wings and be birds. Easy. We’ve got that, we add in the Raptorans and then we conspicuously avoid mentioning the Avariel. Who are elves. That fly. With their wings. Because they are bird elves.
Alright, with a huge chunk of work pre-written for you with the bit that people would care about, and a new culture that’s just going to take the Avariel and scrub the serial numbers off, what’s the other heritage that needs to fit in this book?
This book got the Halflings. Not like, a prize or a treasure, but like the crumbs of the crisps packet, all shaken to the corner of the bag. They didn’t get to be people of the cities like the stouthearted adventurers were in Races of Destiny. They didn’t get to be people who explored caves and lived in burrows in Races of Stone. They didn’t even get to grow wings and somehow sneak into Races of the Dragon, which can sit in the corner with Races of Eberron. Halflings were declared to be one of the ‘Races of the Wild.’ One of the people with a deep, abiding connection to nature, one of the people who have for some reason, the same kind of status in the forests and woods that Elves do.
Now, I think it’s very silly that Halflings wound up here in the first place but it also gets to be an example of how misbegotten Halflings are as a culture in the first place when the book tries to justify their presence here. See, Halflings travel around. They are always being driven by a want to be on the move. That’s why they have their carts and their performances and their caravans. Halflings are ‘of the wild’ because they are uh, on the highway a lot? They like food and drink. They need to keep moving what with all the stealing they do (wait are we making them caravan-dwelling naturally connected thieves abort abort abort abort).
How then, does this book build out the idea of the ‘Halfling as Race of the Wild’ though? There’s a bunch of flavour, effectively saying ‘here is the life of one Halfling and that Halfling likes nature, so we can extrapolate that out as a normal, please forget everything you know about an extensive history of Halflings as bucolic town dwellers.’ The place this explication gets its teeth in, the thing that has the best chance of anchoring player characters to the idea of a wild heritage is the mechanics.
What are the Halfling mechanics?
Well, there’s a Halfling prestige class here, the Luckstealer. It is a spellcaster who has powers to influence luck. There is no reason for this to be a heritage-locked prestige class, it does not relate to anything innate to Halflings beyond the general vibe that ‘they are lucky,’ but you gotta rack those numbers up. Don’t worry, it’s also trash. There’s also the Whisperknife, which are um, they’re a Halfling-limited prestige class because they, uh. They … they’re small. They’re a melee and ranged throwing weapon Prestige Class that only Halflings can become because… the rule says so. It also gets to be one of many prestige classes of its type that is not meaningfully better than just playing a Rogue, which to be fair is a very well-peopled category in 3rd edition, because a lot of the people making material for the game had no idea how to express power or what was powerful. Still: two prestige classes, one for ‘sneaking and throwing things’ and one for ‘stealing luck.’ Not very wild based, but also, both are very thiefy.
You know, like all the pickpockets you encounter in the woods.
By contrast, Elves get the Champion of Corellon Larethian (basically a woodlands paladin), the Ruathar (which is a class for anyone who really likes Elves), and Wildrunner (which is forgettable, but you know, whatever). They’re all elfy, they relate to elves doing things, and the Elf is already well served by some total nonsense in other books, so whatever. Raptorans get the Skypledged and Stormatlon, two prestige classes about being a cool flying Raptoran with different kinds of abilities, but they’re a new heritage, you don’t want to make any new heritage come with a prestige class so powerful you don’t want to do anything else.
Mixed in with these, by the way, is the Arcane Hierophant, which may be busto but it may not depending on how your DM interprets its requirements. Another wonderful thing of 3.5 editing, the very complicated game sometimes had rules in it that didn’t work. Easily the best thing to do with this book’s prestige class options, because, again, the people making this game didn’t know what ‘powerful’ was, or if they did, they didn’t want to do anything with it that didn’t involve blowing the wizard.
There’s also the Racial Substitution levels, which are ways you can take a member of one class and make it work more appropriately for the heritage you picked. Racial Substition levels are really cool, since they let you refine the way that a class fit with a heritage. Like, Half-Orc Paladins, with their charisma penalty, kind of have to handle Paladinning differently, so how do they work? What’s different? That kinda thing.
For Races of the Wild and their Halfling options, they get the Monk, the Rogue, and the Druid. Now, not to rush through it given the size of this treatment already, but the way a Halfling Rogue is different from an ordinary Rogue is that a Halfling Rogue is worse. Rogues are a great class for 3.5 Halflings to take, because the Rogue has a source of damage that doesn’t care about the size of the Halfling and cares more about hitting – which Halflings are better at because they live in a world of bigger targets. Also, social skills don’t care about how big your ears are, though Hiding does care about how small your whole body is, which means the everything the Rogue wants the Halfling has and nothing they want is missing. Which means if you want to specialise the Rogue as a Halfling, somehow, you probably want to do something that just ditches something a Halfling doesn’t need. Like, say, give up rapier and shortsword proficiencies in exchange for just dagger use, maybe change the skill list up a bit to add some nature skills away from the magical skills. You know, something like that.
Instead the Halfling Rogue Racial Substitution is just the Rogue, but worse. It even takes one of the excellent Rogue abilities and… turns it off. You’re better off not taking that level of Halfling Rogue Racial Substitution.
The Monk, then? This, in Races of the Wild, is a chance to take the Halfling Monk and then root it in the way that a Halfling is a Race of the Wild. Which this book doesn’t do, at all. Oh, it’s a strong mechanical package, that gives a player character something interesting and different to do. Instead of getting flurries of blows the Halfling Monk Racial Substitution Levels (god what a mouthful this is) gets to use Skirmish, and move and hit harder. That means the Halfling Monk suddenly benefits from the Monk’s movement, their increased armour class (to get around attacks of opportunity), and the lower damage dice of the Halfling Monk (because of its tiny, tiny fists) isn’t as important because Skirmish is the majority of your damage, and you can now hit-and-run stun-and-skirmish. You’re still putting out most of the damage of someone full-attacking every turn, but instead you’re much more mobile and more of a controlling force. That’s very cool and it gives an obvious fatnasy for the player to work into when they start to build a character.
What it completely fails to do is express in any way a relationship to nature and the wild, since this is the 3e Monk, which is, well, pretty orientalist and explicitly derived from a western audience’s dad’s memories of a TV show called Kung Fu that may have accidentally included something from actual Eastern Kung Fu mysticism. In much the same way that the iconic Halfling source text depicts them as town-dwelling bucolic nobodies who like to sit in nice cottages and get stoned, Kung Fu monasteries may be in the wilderness but they aren’t integrated with it. They are, in many cases, all about transcending a relationship to nature, because, you know, nature is just an illusion and there’s a greater infinite we’re all part of on the cycle to Samsara, or whatever.
Could have done something cool here, like crow or rat style Kung Fu vibes. Could have twisted ‘Monk’ to be something like a Friar. Could have used this chance to extol the ways that the Monks of the Halfling communities are wanderers and travellers to represent their association with being Of The Wild, but instead…
nope.
They also altered the Druid, to make it so that a Halfling who takes the Druid, and I cannot underscore this enough, is worse. See, druids have this ability, wild shape. If you’re small heritage, the ability to use magic to transform into something larger, like a wolf or a bear, seems to me to be a natural kind of magical effect you would always want. After all, you are able to do that, if you take a druid. If you play a druid, I cannot understate this, if you just take a Halfling, a heritage that has no reason to play a Druid beyond its raw power, and level up as a Druid, you will be a much more powerful melee combatant and a perfectly good spellcaster, and if you take the Halfling substitution levels that are meant to make you ‘a more Halflingy druid’, you become a worse druid. Because the Halfling Druid’s wild shape can’t make itself into larger creatures until level 15, where other Druids get it at level 8.
The thing that drove me to do this, like, the way this article started is I walked into the garage, grabbed a random 3e book I haven’t looked at in a while, pulled it open and flipped to a random page. What I found was the page which explained the origin story of the Halflings, the creation myth of them. This myth was that the Halfling Goddess looked at every one of the other heritages, and found something about them to pull together to make the Halflings. The other Gods, duly annoyed that she had stolen from their handiwork, demanded she give up her thieving ways. She cut out that part of herself, resulting in a secret Halfling god of thieves, that the Halflings also worship and pretend they don’t.
This story is… it’s fine, it’s a mythologising of a self, a new heritage that stands in the cultural space and says ‘well, we don’t have anything of our own, sure, but we just have the best idea from everyone.’ It’s a generalist story, it’s the sort of self-gratifying historiography and mythologising that real cultures do. It’s a fine story. The thing is, the story that explains why Halflings are Halflings and then does nothing to explain why Halflings call themselves Halflings. And with the idea of a goddess who made them being split into two halves, the story drives right up to the window —
— and then doesn’t place an order.
Look, Halflings are hard to concept. It took me listening to one of the best game writers I know to find a way to treat Halflings in Cobrin’Seil in a way that made them make sense to me. They are ultimately a thing that exists in the world from an end point back. You know Halflings exist, you know they’re called Halflings, but things like where they came from or how they exist or what that means, that’s just vague, that’s in the category of ‘I guess.’ They are not people with their own iconography, their own aesthetic, their own value, except as defined by being ‘half’ of a Human.
This book’s attempt to make them into nature-loving wanderers, seemingly because they couldn’t find a better place for them was done in a real half-assed way. Not that the people weren’t trying! They might have been trying! If they were trying, the natural conclusion is they were incompetent, which even if you don’t mean to be, still looks a lot like half an ass.
The Halflings deserve a Whole Ass.
Check it out on PRESS.exe to see it with images and links!
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Rhumbha, Warforged Cleric


Xe-NO! Corp., LLC was a successful but short-lived startup through the end of Eberron's Last War. Capitalizing on the paranoia caused by the Mourning, the organization began playing on the unknown nature of the cataclysm. Publicly chalking the incident up to extraplanar creatures, denizens of the 13 moons, or even more sinister somethings from among the stars, Xe-NO! was happy to sell premium protection at a premium price: warforged with the express desire to hunt anything thought of as an aberration.
Unfortunately, the company folded shortly after ceasefire had been called and their stock was all liquidated. This gave the intrepid sky-pirate Captain Axebeak a chance to hire some steely muscle for their crew, taking a chance at making a few tweaks to Rhumbha's directives...

This was a delight to make! The body is a Megatron figurine from the dollar store and everything else was from my ample bits box. I have to say I am beyond proud of how the Xe-NO! Corp. logo turned out. I'm pretty sure it is the finest detail work I've ever managed so far 🎨
#miniatures game#painting miniatures#dungeons and dragons#eberron#warforged#paladin#kitbash#scratch build
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Didn't think about it at the time but it was pretty self-indulgent of me to make half of my NPCs in this D&D oneshot cool women over 40
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misc Eberron Express sketches that didn't quite deserve their own post but I kinda like anyway
#drarins#EE#armas#desideria#egan#vincent#tim#prikka#there are many interpretations of this but I felt like valet is a very paladin type job#so that's what I went for re: armas' character class#lay on hands is good. handy for using all daily charges on your accident prone artificer master
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character for a Murder at Eberron Express Oneshot.
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Cinders: An Eberron Adventure - A Primer
It is the year 1024 in the world of Eberron, 20 years after the Lord of Blades was defeated by a group of adventurers called The Wayfarers. One scholar who had been traveling with the Wayfarers, a half-dragon named Xarrash, left the continent of Khorvaire to explore the continent of Xen’drik in search of information about their draconic heritage. After discovering a large, crimson arch buried in Xen'drik, Xarrash launched an expedition to discover more about this mysterious "dragon gate" in hopes of finding Argonnessen, the ancient home of the dragons, who have all but disappeared from the land. The Xen'drik expedition is well established by now, and the third wave of airships are leaving from Sharn to arrive in the Xen'drik port of Stormreach. Unfortunately, before they can arrive, the airship the Owlbear is attacked by a group of Sahuagin, as well as a massive tentacled monster, which tore the ship asunder. After frantically scrambling to the lifeboats, six adventurers were swept away by the waves, only to be thrown into the midst of an ancient Draconic Prophecy...
Party below the cut! Character art will be credited as it appears.
The Party
art by PlagueCleric/RollforAlis
Aysel: a human storm Cleric who was, apparently, a pirate before joining the Xen'drik expedition. Upbeat and cocky on the outside, she is also a deeply spiritual person who believe her god, the Storm Lord, sent her to Xen'drik. She also has some hidden anxieties about being trapped or held back. Her Draconic Relic is a blue quarterstaff that crackles with lightning.
Art by puggaccino on discord, with colors by Changeling-Kisser/Al
Brân: a changeling (race currently not known by the party) barblock who wears a massive cloak and large hat over a sparkly bodysuit. They always keep one eye closed, hiding a false eye. They are outwardly stoic with a quiet intensity that shines through in certain moments. Since washing up in Xen'drik, they have been followed by a strange creature in their shadow, who called itself Ffrindllen. Their Draconic Relic is a bronze, double-bladed axe.
art by puggaccino on Discord (sorry Osc do you have more socmed)
Gawain: a goblin Artificer with a number of prosthetic limbs, which are intricately carved to resemble tattoos. She is very cryptic and hard to read, but she has a deep love of tinkering, and will express great (unexpected) enthusiasm when watching people smith or craft. Probably bit all of the party members while on the Owlbear. Her Draconic Relic is a set of solid gold earrings.
art by PlagueCleric/RollforAlis
Haze: a Kalashtar monk from Aundair. He was part of a Kalashtar monastery that followed the Path of Light, a spiritual philosophy of the Kalashtar that promotes the destruction of il-Lashtavar, the Dreaming Dark. He also worked closely with House Jorasco, the halfling dragonmarked house of healing. He is responsible and level-headed, but easily flustered by his party's teasing. His Draconic Relic is a set of ice-laced gauntlets.
art by PlagueCleric/RollforAlis
Harth: a half-elf forge Cleric who used to be a house agent for House Lyrandar, the dragonmarked house of shipping and transportation. She apparently suffered some kind of injury to her eye recently, which has rattled her significantly. She is somewhat shy and meek, but she can be quite forceful when backed into a corner. Her Draconic Relic is an imposing black Quarterstaff with a large red fang on it.
art by Changeling-Kisser/Al
Ishtar: a Minotaur rogue, the daughter of two enemy warlords who fell in love. She is very well-educated and polite, with a love of strategy games like Conqueror. She joined the Xen'drik expedition because she wanted to experience the kind of adventures she read about in her favorite books, a series written by the author Django d’Tharashk, who uh. Never exaggerated anything in his entire life. Her Draconic Relic is a green-scaled lantern.
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I just recently started bg3, and sometimes it makes me feel like I’m playing da origins with all those bizarre pretty mods installed. you also get like all your companions At Once Very Easily and it feels like I don’t know ANY of them whereas dao has some iconic intros and honestly it just makes me want to replay origins lmao (dragon age is the only other crpg I’ve played if it counts?) on the other hand I was playing inquisition right before this and can’t express how nice it is to hear companions talk CONSTANTLY. nobody fucking talks in dai. anyway I just met faerun like 3 days ago but I respect your lack of respect since everybody’s being fantasy racist 2 me
damn that's crazy I guess larian must not have gotten the memo that fantasy racism has been #canceled in hasbro's forgotten realms. aren't the population demographics of baldur's gate like 90% lil freak of nature? my condolences. 😔 eberron solves this problem.
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Changeling Ranking and Features (5e)
Guide
1=do not play this class as this race
2=Can play but not recommended
3=decent choice
4=perfect
Eberron- Rising from the last war
A changeling can shift its face and form with a thought. Many changelings use this gift as a form of artistic and emotional expression, but it’s an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat known changelings with fear and suspicion.
Ability Score Increase. Your Charisma score increases by 2. In addition, one other ability score of your choice increases by 1.
Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.
Alignment. Changelings tend toward pragmatic neutrality, and few changelings embrace evil.
Size. In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
Languages. You can speak, read, and write Common and two other languages of your choice.
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul.
The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today — even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the Feywild. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or delight the downtrodden.
In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape — one created on the spur of the moment, with no depth or history — is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.
Personas can be shared by multiple changelings; a community might be home to three healer changelings, with whoever is on duty adopting the persona of Andrea, the gentle physician. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Fey.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.
Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Eberron Changeling
Artificer 2 you can get the crucial Intelligence increase but nothing else about Changeling complements Artificer’s capabilities
Barbarian 2 same as Artificer except replace Intelligence with Strength
Bard 4 18 Charisma at level 1 2 Face skills and Shapechanger. Thematically perfect for College of Whispers but you can make Changeling work very well for any Bard
Cleric 3 you can get the crucial Wisdom increase and with Changeling’s free additional proficiencies and Cleric’s class skill list you can easily play a Face with minimal investment in Charisma
Druid 2 you can get the crucial Wisdom increase but Druid has nearly no use for Charisma and if you don’t want to be yourself Druid typically turns into an animal rather than turning into another humanoid
Fighter 2 you can get the crucial Strength/Dexterity increase and the Charisma increase and addition skills work great for Purple Dragon Knight but you can get that from Half-Elf. Shapechanger has little use for most Fighters
Monk 1 as in 1 free increase isn’t enough
Paladin 3 +1 to either Strength or Dexterity an increase to Charisma and additional skills so that you don’t need to put every single one of your skills into Face skills. Shapechanger is unusual for Paladins but if you use it more like a fun character quirk than like a tool for tricking people it could be a lot of run
Ranger 2 you can get the crucial Dexterity increase and with the additional skills you can almost keep up with Rogue
Rogue 4 the obvious options for Changelings Rogue is better-suited to tricking people and general skulduggery than any other class. If anyone can capitalize on Shapechanger it’s Rogue. 2 additional skills piles on top of Rogue’s already spectacular advantage with skills and Dexterity and Charisma increases work great for a Face
Sorcerer 4 18 Charisma at level 1
Warlock 4 same as Sorcerer but Mask of Many Faces is partially-redundant with Shapechanger so I recommend avoiding it
Wizard 1 same as Artificer
Mordenkainen Changeling
Artificer 2 Artificers have few capabilities that support Changeling’s subterfuge-heavy capabilities. Perhaps most notable is that Artificer adds double their proficiency bonus with tools which includes the Disguise Kit
Barbarian 1 Barbarians don’t have capabilities that support Changeling’s subterfuge-heavy capabilities
Bard 4 likely Changeling’s best spellcaster option the combination of abundant skills Expertise and Charisma-based spellcaster synergize well with Changeing’s skill options and Shapechanger. College of Whispers feels like a natural choice thematically
Cleric 3 Trickery Domain might work and Changeling’s additional skills help bring you closer to Rogue’s capabilities but you’ll need to balance your need for Dexterity and Charisma with the class’s need for Wisdom
Druid 2 as useful as turning into an animal is when you need to be sneaky that simply isn’t enough. Druids can’t afford the Charisma to make skills like Deception work. They typically need decent Dexterity since Druid’s AC is terrible so at least you can manage Stealth
Fighter 1 same as Barbarian
Monk 2 Monks do well with Stealth but they can’t afford the Charisma to make Deception work so it’s not a great choice for Changeling
Paladin 3 Changeling’s best martial option Paladins have enough Charisma to back up skills like Deception and a Dexterity-based build works fine to support Stealth
Ranger 2 Rangers do well with Stealth but they can’t afford the Charisma to make Deception work so it’s not a great choice for Changeling
Rogue 4 the go-to option for Changelings. Abundant skills and expertise work very well alongside Shapechanger to support any sort of infiltration or other shenanigans that you want to get into
Sorcerer 3 while they don’t have as many skills as Bard Sorcerer is still Charisma-based making it easy to use skills like Deception and with a bit of Dexterity you can easily manage Stealth
Warlock 2 while they don’t have as many skills as Bard Warlock is still Charisma-based making it easy to use skills like Deception and with a bit of Dexterity you can easily manage Stealth. Mask of Many faces is partially redundant with Shapechanger so avoid it
Wizard 1 if you are going to play Wizard cast Disguise Self
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