Thanks for the reply, I will surely look into these things and focus on finding the answers. There is a possibility I will only run Act 1 and 2 if it will diverge too much from Eberron in Act 3.
In my experience doing the same thing, and currently underway, I'd advise you to take into account the amount of knowledge the players have of the Eberron setting. If your group has a great deal of familiarity with it, they will assume things and it might be rewarding for them to have their guesses right. The Zeitgeist setting is designed around the campaign path, and therefore everything is closely knit. Integrating "Eberronisms" is possible and rewarding for the player and will make up for the loss of some of the zeitgeist-specific parts that wouldn't port over very well.
I'll echo the general advice of reading everything through not to miss some important details or to keep foreshadowings of things you won't keep in the end, but you're already aware of that. The main points is making your mind on the ritual of the Ob. The 13 planes are integral to the Eberron cosmology, so you may want to determine how extensively you'll port the Zeitgeist cosmoology or keep in compliance with the Eberron one. I'd advise reading the Planes of Eberron section in Exploring Eberron to mine ideas. KB explains there a "thematic" organization of the planes that can be used to imagine the effect of replacing a plane by another, new ones. It's easy to integrate where they come from since the ring of Syberis was designed to seal Eberron and its plane, so probably was the target of the Ob ritual... probably attempted twice in the past, when the giants removed the Quori (and sealed Dal Quor, prompting draconic intervention to wipe out civilization), and then when the gatekeeper sealed Xoriat off (due to draconic intervention by Vvarak). So if you don't know how to fit the Titan threat... [in my version, Galifar unified Khorvaire by making a pact with the Fey after subduing them, and it passed through the bloodline among the five nations, but the assassination of the king voided the pact in Breland, prompting intervention by the players... I have yet to play it this far to tell you how it will work in play].
If you want to develop threats to security, use the dragons, they were involved in the precedent attempt to meddle with planes, they are studying the Prophecy and could know that something is about to happen, they are mostly unknown in Khorvaire (people know dragons exist but contacts with their land is nearly inexistant) and don't mind mass slaughtering civilization when they feel they need to remove a problem. Having two dragons in disguise is a bit much, I think. Pemberton as a draconic observer doesn't fit very well imho with his proactive involvement with high-tech arms and his active involvement in book 6, but YMMV. Having him be a Cannith heir might fit better: the dragonmarked house are prohibited to hold land by the Thronehold Treaty, but it only applies among the signatory nations. Technically, Droaam wasn't an independant nation and didn't sign, so they could very well use it as a legitimate stronghold, so you could maybe consider having the Pemberton part played by Merrix. It also would make the alliance with him easier later in the campaign (especially if you have a Cannix heir among your players).
The endgame features high-level character with world changing players. I don't expect any campaign of this sort to follow an expected script as high level magic, combined with the resource of a kingdom to back the player, will give them a lot of liberty to take the matter in their own hands.
Are you dead set on having the Ob linked to Errandis d'Vol ? It might set them clearly in the camp of the bad guys (OK, technically there is nothing wrong with the BoV but the Emerald Claw and Errandis herself are not nice... If you want the Ob to be "shade of grey", it might not be the best placeholder. The Aurum's Shadow Cabinet might work better. Plus, it is a way for the players to access information about the Ob (something my players are actively trying to get to expose the Ob), because the Aurum itself isn't secret, only the Shadow Cabinet. The Zeitgeist campaign considers the potential alliance between the players and Nicodemus -- I don't know if it happened in a lot of campaigns run to their conclusions but I suspect it easier for this outcome to be remotely possible to have the Ob presented as rallying genuinely good-willed, if slightly misguided, people among its factions.Let the PC's be the saviors of the world is one of the most important parts of running a campaign in the world of Eberron. They need to be in the spotlight, not some NPC.
At the moment I'm not really converting by just making notes of which could be which. Some factions have multiple options and I will decide when I've read the whole campaign.
That's the reason I kept them as an acceptable power group and didn't make them controlled by the Quori (who would LOVE the Watchmakers faction).
I'm using Passage for Flint, because I think Aundair has a much bigger connection to the Fey compared to Breland. So putting the Fey Titans in Aundair and Eldeen Reaches is much more logical. As such I can use Breland for Danor which is indeed much further developed in industry especially if you take Zilargo into account. As the city of Flint and it's map is quite important for a couple of adventures, I wanted to use the map of Flint for a different city so setting it in Sharn or one of the other capitals was not an option.
The headquarters of House Orien are located in Flint as such it's a logical location for a lot of factories for Lightning rail and other industry for this House. After the Mourning I increased the use of Passage by House Cannith West which gave a big impulse to the industrialisation of Passage. Passage will also be the first city in Korvaire to have a subwaysystem, logical for the seat of House Orien.
Excellent idea. I wish I had had it. Starting in Sharn was a pain, retrospectively.
I've seen the threat you mentioned, but the amount of conversion was unfortunately not very detailed.
I didn't figure there was a lot of interest to elaborate (and since English isn't my first language, it's time-consuming for me to put my ideas in an understable form), but I am happy to discuss it.
There is a canonical overlord within the Silver Flame. And some faction of the SF would be very happy to prove the Sovereign Host isn't made up of gods but just regular humans by making avatar of them, killing them, and then proving the SF is superior by doing the exact same thing on it... only to snuff it as well and release Bel Shalor who was just "suggesting" this course of action to the SF cardinals.I'll have to think about the 3 cities to obliterate. I want the Daelkyr and the plane of Xoriat have a big connection to the AP. So it would be logical to exterminate another clan of the Mror Holds as they have connections with the Daelkyr in Khyber. Unfortunately Thrane has no Volcano, but I could let an overlord come out of the quenching of the silver flame in Flamekeep. The armies of Dyrrn the Daelkyr could overrun Graywall the only "respectable" city of Droaam. Details will follow in the future.
Be careful when choosing the action of book 11: I think threats of destruction work better when the players feel connected to the place that are soon to be obliterated. The worse reaction possible would be "So, Thrane is going to commit suicide? I never liked these goody two shoes anyway..." Maybe a random Mror Hold clan the PCs never interacted with beforehand will end up being sacrificed on the sake of priorities : "listen, we're saving the world of the Ob right now, we can't spare a day dealing with some subterranean illithids at the other end of Khorvaire." Weave reasons for the players to have a connection with the places. Graywall will work as the heroes will have visited Droaam in book 6, possibly have friends there going back from book 4 on board the lightning rail, and I'd suggest intertwining some Mror love in the story if you want to meaningfully threaten the Holds in book 11.
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