EBERRON - FORGE OF THE ARTIFICER 2: Mobile Bastions and Divorced-Dad Energy
Release Date: 01/12/2026
The RPGBOT.Podcast
Welcome back to RPGBOT.Podcast, where Ash is a Top GM™, Tyler is still emotionally processing Bastions, and Randall has discovered that Eberron finally lets you live your best divorced-dad-with-a-houseboat fantasy. In Part 2 of our review of Eberron: Forge of the Artificer, we leave the artificer workshop behind and dive headfirst into dragonmarked intrigue, mobile bastions, noir detectives, political backstabbing, and the deeply dangerous question: “What if my base could walk?” This episode contains airships, crime fiction, economic monopolies, and at least one moment where we...
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info_outlineWelcome back to RPGBOT.Podcast, where Ash is a Top GM™, Tyler is still emotionally processing Bastions, and Randall has discovered that Eberron finally lets you live your best divorced-dad-with-a-houseboat fantasy.
In Part 2 of our review of Eberron: Forge of the Artificer, we leave the artificer workshop behind and dive headfirst into dragonmarked intrigue, mobile bastions, noir detectives, political backstabbing, and the deeply dangerous question: “What if my base could walk?” This episode contains airships, crime fiction, economic monopolies, and at least one moment where we realize the answer to most Eberron problems is “build a bigger construct.”
Show Notes
In RPGBOT.Podcast – Eberron: Forge of the Artificer (Part 2), the hosts continue their in-depth review of the book by shifting focus away from the artificer class and into the broader Eberron ecosystem.
This episode examines the character options beyond artificers, including dragonmarked feats, reworked species, and the lore implications of opening dragonmarks to wider character concepts. From there, the discussion moves into Bastions, including mobile bases like airships, lightning rail trains, and ships—raising important questions about gameplay practicality, narrative freedom, and whether your party should legally be allowed to own a war machine.
The back half of the episode explores Eberron’s storytelling frameworks, including noir-inspired Sharn inquisitives, dragonmarked house intrigue, and campaign structures built around politics, monopolies, and inevitable wars.
- Key Takeaways
- Dragonmarks are the backbone of this book. If you like dragonmarked houses, intrigue, and economic power struggles, this chapter delivers in spades.
- New species updates are a big win. Warforged as constructs, kalashtar as aberrations, and revamped korovar (half-elves) meaningfully impact gameplay and spell interactions.
- Dragonmark feats heavily favor spellcasters. Martials should be cautious—many benefits scale best with spellcasting.
- Mobile Bastions are conceptually excellent and mechanically… messy. Airships, trains, and ships are cool, but DMs will need to smooth the edges.
- Eberron leans hard into genre play. Noir detective stories, Renaissance-style intrigue, and political drama are clearly supported.
- High-level play quietly breaks old Eberron assumptions. The book embraces higher-level NPCs and epic conflicts, even if it bends earlier canon.
- Everything eventually leads to war. Political intrigue, dragonmarked monopolies, and bastions all point toward large-scale conflict—and that’s very on-brand for Eberron.
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Meet the Hosts
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Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.
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Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.
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Ash Ely – Resident cynic, chaos agent, and AI’s worst nightmare, bringing pure table-flipping RPG podcast energy.
Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
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