Dragonmarks 11/14: Warforged and More

It’s been a very busy month, from wonderful events such as Extra Life and ChariD20 to unexpected tragedies like the loss of my friend Mr. Pants. I’m also hard at work on Phoenix: Dawn Command and I hope to talk more about that soon. However, it’s been a long time since I’ve done a Dragonmark, and I don’t want to get rusty.

At the moment, I have no news about 5E Eberron support, though I am still optimistic that there will be news soon. As always, everything I write here is entirely unofficial and may contradict material in canon sources.

How would you emulate a warforged character using the 5E PHB?

I came up with one possible 5E interpretation of the Warforged with Rodney Thompson of WotC for Extra Life; you can find the stats I used here. There are other things I might try – one being the ongoing question of whether warforged should have inherent armor similar to the 3E feat-based armor or follow the 4E hermit crab approach where armor is a shell they attach. The version on my site takes the hermit crab approach; all I’ll say is that I had a fine time with Smith when I played him in Extra Life. Personally, I will continue to experiment with different approaches to the warforged as I continue to evaluate 5E – but I think the current model is a reasonable approach and definitely not overpowered.

What sort of culture is there among warforged? Also, now that the war’s over, how might one warforged from one nation behave around a warforged of a different nation?

Both good questions, but I think the answer is that there’s no clear answer. The warforged have only been free citizens for two years, and they are still creating their culture. The followers of the Becoming God and the Lord of Blades represent two hubs for warforged culture to build around, but any center for warforged population – such as the Cogs in Sharn – could be the genesis of a warforged culture. As for how warforged of different nations behave around each other, it’s the same issue: it’s going to depend on the cultural path they are following. Followers of the Lord of Blades have no loyalty to any human nation, and consider all warforged to be part of one family… while other warforged cling rigidly to national loyalty and military discipline as the only things that have given their lives any sense of meaning. Such a warforged could be very hostile to a ‘forged from an enemy nation. The interesting question is if the ‘forged would act the same way towards a human soldier of that nation, or if he holds greater emnity for rival ‘forged because he still sees them as essentially weapons.

But the ultimate answer is “there is no absolute answer.”

Have you ever used the Lord of Blades in a game? What backstory did you use, if so?

I originally planned for the Lord of Blades to play a significant role in The Dreaming Dark trilogy. WotC decided they didn’t want him to appear in fiction so early in the cycle of the setting, so Harmattan took his place. I developed the Lord of Blades during the original cycle, and he originally had stats in the 3.5 ECS in the same section as Demise and Halas Martain – and like both of them, he had multiple sets of statistics to allow him to evolve as PCs rose in level. He ended up being cut for space, and I think it was just as well as it let DMs take him in different directions. The only time I’ve personally used him in a session it actually ended with the idea that he wasn’t an individual warforged – rather, he was a shared identity created by a cabal of warforged at the end of the war. So in that storyline, it would have been possible for people to fight and defeat a Lord of Blades in one scenario and discover that he was simultaneously doing something elsewhere. It’s a little like saying that Doctor Doom always was a bunch of Doombots working together, who made up the story of “Doctor Doom.”

I suggest a number of other ideas in this Dragonshard – among others, the idea that he could just be Aaren d’Cannith wearing a suit of warforged armor – but I haven’t personally used any of those ideas in games I’ve run.

What pacts do you think work best for warforged warlocks? With pacts made before or after rolling off the creation forge.

That depends how you define a “warforged warlock” and “pact.” For example, in a number of games I have used warforged warlocks who draw their powers from the Mourning. But the idea of this wasn’t that these warforged had made a concrete bargain with a sentient aspect of the Mourning, like a traditional Infernal or Fey warlock; rather it was that they had been touched and twisted by the Mourning. If you are actually playing with the idea of a warforged bargaining with a supernatural entity in exchange for power, I think you could make a case for any pact. I think you could have a very interesting Infernal Warlock based on the idea that a human warlock died and made a bargain that resulted in his soul being inserted into a warforged body… with the underlying threat that the body could be taken away if he fails to live up to the terms of his pact.

Are there mindflayers who support Riedra or the inspired -or that are even inspired themselves? Given their psionic abilities?

As I first discussed in this Dragonshard article, Dal Quor and Xoriat are both common sources of psionic power. However, they reflect very different approaches to reality and the mind, and I don’t see the fact that they both channel psionics as being any sort of bridge between them; if anything, I’d argue that psions inspired by these two different sources are fundamentally as different from each other as clerics and wizards are when it comes to manipulating “magic.” This can be reflected by having Wilders be more commonly tied to Xoriat, but I think that you can have people from both paths use the same class and still have a very different flavor for it. I feel that the denizens of Dal Quor and Xoriat are equally far apart and would generally find very little common ground.

While the Quori are undeniably alien creatures, there is a very close bond between them and mortal dreams. Mortal dreams have an impact on Dal Quor, and the Quori themselves inspire and draw strength from mortal emotions. Tsucora draw on fear, Duurlora are spirits of aggression, and so on. Among other things, this means that emotions as we understand them are relevant to the Quori. It means that we can generally understand their motivations and outlook on the world. You then have the secondary aspect that the modern Quori are very strongly aligned behind a common cause – the perceived survival of their reality. The Quori are an innately Lawful force. They have a strict hierarchy amongst themselves, and in many ways they are fundamentally defined by the fact that they are enforcing order upon chaos. They SHAPE dreams and use them as tools. They create specific emotions and use them to accomplish their goals.

By contrast, the denizens of Xoriat are utterly alien… as alien to the Quori as they are to humanity. I’ll point you to this Dragonmark article on the subject for further exploration of this fact. But the short form is that Quori understand humans, which is what allows them to manipulate humanity; they don’t understand the Daelkyr or their servants. There is no order that can easily be imposed upon them, and they don’t even necessarily experience the same emotions that we do.

All of this is my personal preference, and you’re certainly welcome to take a less extreme position. But for me, what makes the Daelkyr, the Cults of the Dragon Below, and aberrations in general INTERESTING in a world that also includes Quori, Rakshasa, evil dragons, and more is the fact that the creatures of Xoriat are the most completely alien of any of these. A mind flayer such as Xorchyllic might appear to have motivations we understand, but when you delve deeper you may find that there’s things going on there that don’t make sense at all. The logic, emotions and schemes of Xoriat should be hard for us to understand, because their logic is our madness. It is inherently at odds with our vision of order, reason and reality.

So I might have an ALLIANCE between a mind flayer and the Inspired, but I would certainly expect it to be temporary… and I would emphasize that even the Quori don’t understand what the mind flayer is up to.

 How would you make Thrane sympathetic in a game set in Thaliost?

Interesting question. They are the occupying force, which is always a hard position to justify. One of the first things I’d do is to emphasize that the brutal governor of the city, Archbishop Dariznu, is actually Aundairian; he represents the extremist Pure Flame movement rooted in Aundair. The Thrane templars and priests in the city are under his authority, but I’d emphasize their disgust at Dariznu’s actions and have some of them doing what they can to mitigate them or to help people in need. Compassion is a core virtue of the Silver Flame, and I’d incorporate a number of Thranes – whether part of the occupying force or independent agents – who are providing compassionate assistance to the needy. I could even see a group of Thrane templars considering if they should defy the hierarchy and remove Dariznu from power. The essential point to make is that this isn’t a simple black and white Thrane vs Aundair conflict; you are also dealing with an ideological schism within the Church of the Silver Flame. There are Aundairians and Thranes on both sides of that schism, and definitely Thranes who believe in the validity of Thrane’s claim to the region while still despising the actions of the Governor. This is something I touch on in this Dragonmark.

How do you handle airships being damaged without making it feel like you’re punishing the players or taking away their stuff?

To me, the key issue here is the difference between punishing players and taking away their stuff. In my campaign, everything outside of the players themselves is fair game to suffer consequences player action. I want players to develop attachments to people, places and things precisely so I CAN threaten their airship, spouse, or home village – because all of these are ways to add a sense of tension and consequence to player action. But that also requires a level of trust on the part of my players that the actions I take aren’t simply malicious or capricious. One of the points on things is that they can always get replaced. If I destroy their airship as part of a Lost-like scenario that drives a campaign arc, they can always get a NEW airship when they get back to civilization… and if it’s not exactly the same as the old one, like I said, that’s part of what actually drives the story: things change, events have consequences, and heroes CAN suffer loss.

But I think the key point here – as with many things about good GMing – is about clear communication between player and GM, and about an understanding of the type of story that will play out. If the PLAYERS have a clear vision of the campaign as them flying around saving the universe in the Millennium Falcon and you randomly have it destroyed by an asteroid in the first session, just saying “But you get another ship later!” isn’t going to make that all better. Basically, I would never, say, make a PC lose a limb without having some form of consent that the PC is OK with that sort of story. If the airship truly is as integral to the concept of the PC as a limb, then I’m not going to casually remove it. But overall, my GOAL is for people to be able to develop attachments to people, places and things with the understanding that these things CAN be lost, and can even potentially be lost in seemingly senseless ways; it’s this understanding that helps people feel that their actions matter and that loss is a possibility.

The game I’m currently developing – Phoenix: Dawn Command – approaches loss in a very different manner, as death and loss are fundamental parts of character growth. But that’s a subject for a future post.

OK: That’s all I have time to discuss in detail. Which means it’s time for another lightning round for the remaining questions…

Did elements from Final Fantasy VI (opera, airships…) inspire some features of Eberron even slightly?

I’m somewhat embarrassed to admit that I have never actually played a Final Fantasy game or seen any of the movies. So any similarities are simply parallel evolution.

How common are wands among non-magical inhabitants of Eberron?

Not at all. Using a wand requires magical talent; even eternal wands require you to be SOME sort of spellcaster, even if you don’t have to be a caster with access to the spell in the wand.

Eberron suddenly becomes “mundane” -no divine/arcane power, no connection to planes. What happens instantly, a year, 10 years?

I explored this concept in the Children of Winter article in Dragon 418. One thing to bear in mind is that a lot of Eberron’s major cities take advantages of manifest zones or magic; remove those things and Sharn will immediately collapse, for example.

Can criminals avoid being convicted in spite of items as the eye of Aureon and pendants of mystic warning (from SharnCoT)?

Sure. FIrst of all, an Eye of Aureon won’t help you CATCH a criminal; it only helps you prove his guilt or innocence once he’s been captured. Eyes of Aureon are rare and “only found in the greatest cities of Khorvaire.” Beyond that, an Eye of Aureon is simply a zone of truth, and there’s lots of ways to get around those… from effects that shield you from divination to simply finding ways to mislead while speaking the literal truth. Meanwhile, a Pendant of Mystical Warning is an expensive item that can only be used by someone with arcane talent, and has all the same limitations as detect magic. So yes, I think there are definitely ways for criminals to avoid conviction. This sort of thing is a subject I delve into in considerable depth in the 3E sourcebook Crime and Punishment from Atlas Games.

If the worlds-traveling crone Baba Yaga were to visit Eberron, where would her hut reside?

Personally, if I were to use Baba Yaga in Eberron I would say that when she passes through Eberron she tends to use another name, and either make her Sora Katra or Sora Kell herself.

How evil are the daughters of Sora Kell? Do they have legitimate plans for Droam? Would you ever write a story focused there?

I have written stories focused there; I think Sheshka is actually the most popular character in The Queen of Stone. Beyond that, it’s a topic I’ve discussed in some detail in this Dragonmark, so I suggest you take a look at that and see if it answers your questions.

Does Flamewind have an androsphinx counterpart/sibling/mate?

Not in Sharn, and we’ve never detailed her private life before Sharn. Of course, if you’re referring to Flamewind as depicted in The Dreaming Dark, you have to ask yourself if she’s really a sphinx at all – or if she is some sort of manifestation of the Queen of Dusk. And speaking of which…

Will the new edition be advancing the timeline at all? Anything in the works for Daine, Lei, and Pierce?

I still have no concrete details on the plans for future Eberron support and whether it will include novels. Personally I would rather focus on the past or on regions of the world (or planes) that have been underdeveloped as opposed to pushing the timeline forward.

If a “Super Hero” team appeared in Sharn, how would Breland react to it? Would the local Dragonmark houses do anything?

Sharn’s a big place. The first draft of the setting actually included a pulp vigilante in Sharn – a kalashtar known as “The Beholder.” I’d only expect Breland to get involved if the group was somehow seen as a serious threat to royal authority; after all, it’s not as though Breland has stepped in to interfere with House Tarkanan or the Boromar Clan. Likewise, I’d only expect this houses to act if their personal interests were threatened. If anything, I could see the Twelve CREATING a superhero team as a PR exercise. Get your Cannith Iron Man, Vadalis super-soldier, Orien speedster, etc…

Are any of the moons inhabited?

They COULD be. We’ve intentionally left details on the moons scarce so that YOU can decide if you want to have a Moon Race game, an invasion from the moons, or even to just say that the moons are in fact simply portals to other planes.

Why did the Eldeen Reaches declare independence from Aundair? I can see why places like Mror or Zilargo got independent, but Eldeen?

For a brief exploration of this topic, look at this previous post. The short form is that the schism between Aundair and the Eldeen reflected significant cultural and economic troubles between the regions, and that the leadership of Aundair was focusing on the war with the other nations to the detriment of the Eldeen.

What were your plans for the undersea kingdoms of Eberron?

Someday I hope to explore this in more depth (get it?) but it won’t be today. One detail I will throw out is that Sharn originally had an undersea district with a section with a permanent Airy Water enchantment so people could make deals with merfolk emissaries.


5 thoughts on “Dragonmarks 11/14: Warforged and More

      • I see no link to a post in your comment 🙁
        I can imagine many reasons for a split, a more divotional thinking of the farmers and woodworkers, dislike for the nobility, their behaviour, their duells and arrogance, their arcane way, the war (which peasant cares who sits on the throne? But they have to pay and feed the army), the high(er) taxes (to pay the war) and last but not least no disgrace of the ancient wood (otherwise the druids won’t help them any more). Perhaps the need for ships cost to many holy trees or so…

Leave a Reply

Your email address will not be published. Required fields are marked *