Many fans of Critical Role and Dungeons & Dragons, have bought the new(ish) campaign setting book by Wizards of the Coast and Critical Role's Matthew Mercer, Explorer's Guide to Wildemount. In many ways, this book has taken the forefront in many homebrew campaigns, especially because it adds the element of war, featured so prominently in the Eberron setting. I have fallen in love with this book for several reasons, but I had some thoughts on what I, as a DM who likes to homebrew, would like to add.
Most fans know that the Eberron campaign has some of the most interesting races created by Wizards of the Coast. These races are the Changelings, Kalashtar, Shifters and Warforged. Taking a look at these races one night, I decided that I would want to adapt them to the Wildemount setting. After a few minutes of thought, I realized this is really easy to do! Here is how you can adapt them into your Wildemount campaign.
First off, the Changelings. These are pretty easy to adapt to Wildemount as the Aeorian Ruins give the perfect opportunity! The Changelings can have first come from the Ruins of Aeor in Eiselcross, and were created during the Age of Arcanum by the Aeorian scientists to spy on the humanoids. Instead of understanding Common and 2 languages of your choice, they can speak Common, Draconic, and Zemnian. I choose Draconic because that is the language that Aeorian Hunters understand and make sense to be able to speak it.
Next, the Kalatashar. Kalatashar are also easily able to be fit into Wildemount as beings born from the thoughts of the Luxon. Kalatashar are born of two humanoid parents that are followers of the Luxon and the baby is born within 10 miles of a Luxon beacon. Kalatashar, since they come from the Luxon, are highly revered by the Kryn Dynasty and a few can be found living as Nobles in Rosohna. Once again, everything besides the languages is once again fine and can be used as is. Since Quori is not a language in Wildemount, I would just say that a Kalatashar knows Common and 2 other languages of their choice.
Third, is the Shifters. Since Shifters are abnormal humans that have the strange ability to shift into a bestial appearance, Shifters come from Blightshore, on the Miskath Strand. They are found in large quantities in Rotthold, making up 5% of the population, other races goes to 15%. All of the stats fit and do not require any tampering with.
Finally, the Warforged. These humanoid constructs are hot of the lines from Hupperdook. They are animated using the power's of the Luxon beacons fragment of possibility, with the beacon being touched to the inanimate warforged, and bringing them to life. Of every legion of warforged created, three are released to wander, to be seen by people as the might of the Dwendalian Empire. The stats are once again perfect as is.
I do hope you all like this idea, and I certainly will be incorporating this into my home-games. Please comment on any further ideas you may have on these ideas! Thanks for reading!
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Many fans of Critical Role and Dungeons & Dragons, have bought the new(ish) campaign setting book by Wizards of the Coast and Critical Role's Matthew Mercer, Explorer's Guide to Wildemount. In many ways, this book has taken the forefront in many homebrew campaigns, especially because it adds the element of war, featured so prominently in the Eberron setting. I have fallen in love with this book for several reasons, but I had some thoughts on what I, as a DM who likes to homebrew, would like to add.
Most fans know that the Eberron campaign has some of the most interesting races created by Wizards of the Coast. These races are the Changelings, Kalashtar, Shifters and Warforged. Taking a look at these races one night, I decided that I would want to adapt them to the Wildemount setting. After a few minutes of thought, I realized this is really easy to do! Here is how you can adapt them into your Wildemount campaign.
First off, the Changelings. These are pretty easy to adapt to Wildemount as the Aeorian Ruins give the perfect opportunity! The Changelings can have first come from the Ruins of Aeor in Eiselcross, and were created during the Age of Arcanum by the Aeorian scientists to spy on the humanoids. Instead of understanding Common and 2 languages of your choice, they can speak Common, Draconic, and Zemnian. I choose Draconic because that is the language that Aeorian Hunters understand and make sense to be able to speak it.
Next, the Kalatashar. Kalatashar are also easily able to be fit into Wildemount as beings born from the thoughts of the Luxon. Kalatashar are born of two humanoid parents that are followers of the Luxon and the baby is born within 10 miles of a Luxon beacon. Kalatashar, since they come from the Luxon, are highly revered by the Kryn Dynasty and a few can be found living as Nobles in Rosohna. Once again, everything besides the languages is once again fine and can be used as is. Since Quori is not a language in Wildemount, I would just say that a Kalatashar knows Common and 2 other languages of their choice.
Third, is the Shifters. Since Shifters are abnormal humans that have the strange ability to shift into a bestial appearance, Shifters come from Blightshore, on the Miskath Strand. They are found in large quantities in Rotthold, making up 5% of the population, other races goes to 15%. All of the stats fit and do not require any tampering with.
Finally, the Warforged. These humanoid constructs are hot of the lines from Hupperdook. They are animated using the power's of the Luxon beacons fragment of possibility, with the beacon being touched to the inanimate warforged, and bringing them to life. Of every legion of warforged created, three are released to wander, to be seen by people as the might of the Dwendalian Empire. The stats are once again perfect as is.
I do hope you all like this idea, and I certainly will be incorporating this into my home-games. Please comment on any further ideas you may have on these ideas! Thanks for reading!