Setting the RotRL within Eberron


Rise of the Runelords


Hi,

I've just purchased the full set of this AP, and I have to say I'm so impressed with the quality of it, from the writing and artwork right through to the production values - it's very very impressive.

However, for historical reasons relating to our group, I'm going to set it within Eberron, a world I'm not overly familiar with. Most of the AP can just be run as it is, but I'm not sure the overall theme of the seven sins fits quite so well within that world. If anyone has experience of that setting, I'd love to hear their opinion, and any possible alternatives I might consider instead.

Many thanks


Since Sin magic is a dead form of magic anyway, you could probably use that in the adventures normally... it would just be a form of magic "lost" to the world of Eberron when the Runelords fell, just like it is in Golarion.

As for where to set it, I'm not an expert on Eberron (I only own the campaign setting book), but I'd probably say that you could rewrite some of the history of Xen'Drik. I think that the continent is already lined with ruins, and you could pose Sandpoint as being a recent colony from Khorvaire. Magnimar could be switched out for Stormreach, and the other small towns could be a few additional colonies just recently formed.

I hope that helps!

EDIT: If you really don't think that Sin magic would work well in Eberron, you could try replacing it with something relating to the Dragonmarked Houses... if I come up with any other ideas, I'll let you know.

The Exchange

There has been a bit of discussion regarding an Eberron-Conversion in the past. Maybe you'll find something interesting for your own campaign:

general Discussion of changes made to RotRl invluding some thoughts regarding a conversion to Eberron
RotRL in Eberron
Can this Path be run in Eberron?


Thanks to you both for your thoughts. However, it turned out the solution was staring me in the face the whole time.

Spoiler:
Due to events in our previous campaign, it was important for me to link Eberron's plane of Madness, Xoriat, into the mix. The obvious answer is therefore to make the Runelords either some Daelkyr or *the* Daelkyr that are currently locked on the material plane. This sits very well, given their historical significance, their ability to manipulate other races, and their penchant for evil deeds. Each Daelkyr can favour one of the sins, and this keeps the whole 'sin' thing in place while ringfencing it to these guys only. Plus the whole level thing works out too, as a Daelkyr are a similar level to the Runelords.

Liberty's Edge

I personally have the runelords as part of an orc civilization that just pre dates and was absorbed by the hobgoblin empire in the far past. I have an npc professor from the university at sharn who is obsessed with proving his theory about a pre cursor civilization that has been confused with remains from the hobgoblin empire. i used a different early adventure that involved a group of hobgoblin soldiers who were convinced the ruins the pcs were exploring were hobgoblin ruins. I have consistantly played up the academic validation motive in order to have this npc stand out, and he will serve as a way for move the pcs back on track if needed. As a side note, i had one of my pcs scouting the hook nountain castle, decide to get all of the ogres and naga after the party all at the same time :)

Ebberon is a good fit for the AP i think

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