Hi,<br/>I've made some updated version of the system document, which I'll post below. It includes elements of both systems and hopefully addresses some concerns. I'm wide open to comment and make changes.<br/><br/>I'm probably going to restart outside of Eberron frankly, with a new plot. Though you can port your character if you wish, and if they don't conflict with any of the below. The module I'm intending basing this off seems to be broadly following the Forgotten Realms view of drow – i.e. classic drow. From context I'm expecting that AC would quite like to play a drow and Sansuki would like to play a dridder (spider-taur).<br/><br/>I'm thinking of a framing where the surface world is quite feudalistic. Clerical healing is cheap and common, but devouring is responsible for a medieval death rate especial amongst attractively tasty twentysomething adults who are insufficiently cautious for their own good. Monsterous creatures, wild animals, dangerous bandits, and small scale fey, diabolic, demonic or undead incursions are common.<br/><br/>Lordly knights hold lands, which it is their duty to protect, and their perogative to raise taxes and tithes from peasants on their lands, though the details vary from region to region and lord to lord. A centauress-knight's village may tithe – in addition to good and some small amount of currency – three or four attractive young maidens or strapping young men a year. Typically they will be gradually separated from their old lives over a period of years whilst serving her in some capacity, before she eventually devours them. Vore is a widely accepted and powerful technique on the battlefield. Criminals are usually devoured.<br/><br/>There is little in the way of a middle class, and guilds guard their secrets jealously. I'm imagining a 'Worshipful Society of Squirmeisters' or similar – a guild training and certifying those who are willing to be devoured for payment. In principle, they'd then squirm their way out in one direction or the other, hopefully without being digested. At a high level, they might serve the private desires of wealthy merchants or curious nobles, or be contracted to accompany such notable personages in case of vorish attack (so the attacker can eat them whilst the noble escapes). They often survive and have expensive resurrection methods available. At low-levels, they might receive their certification via correspondence or brief in-person training from a travelling Squirmeister. Inns and so forth might employ such poorly-trained Squirmeisters at a small premium to feed to a guest who might desire it. Often, such a low-level Squirmeister will not survive the experience, nor have a means of resurrection in place.<br/><br/>In this context, the underdark is a strange place inhabited by powerful creatures, rich in gold and other valuables rare on the surface, and lacking in resources such as furs and wood. Drow raid or trade (variously tacticitly encouraged or suppressed by the surface authorities) for what they desire, but there is little enough interaction with the surface world, though a few drow ambassadors, traders or refugees make their home there.<br/>The expectation is that you are members of an existing adventuring group, who have already undertaken some adventures of various forms together and are on good terms.<br/><br/>Mechanically it looks like we will be starting at level ten. You will receive a stat-boost (strength, dexterity, constitution, wisdom, intelligence, charisma) every other level, and a feat every level. If you chose a preyish or switch feat, you may also chose a general feat from the core game. You will have 62,000gp to spend on equipment. As usual stat-boosting items are banned. Two vorish traits are allowed, plus an additional vorish trait for every vorish drawback. At these levels non-vorish traits are pretty ineffective, so please choose just one to help solidify your character background. This should let you port your Hungry Eyes characters pretty directly should you so desire.<br/><br/>I'm going to heavily restrict (bar, really) companions, trained animals, raised undead and so forth, except for a single animal mount, and class features like the druid's animal companion. Both fighting companions and highly-trained crafting companions represent game-balance issues I'm simply not confident of being able to parse. As usual we will not be using initiative but rather play-in-post-order.<br/><br/>Races should be built with 16RP. If you choose a pre-existing race worth fewer RP (the default is 10RP, if not listed on its entry), add additional features to bring yourself up to specification. Some good suggestions include a +2 boost to any statistic worth 4RP, a freely-chosen feat worth 4RP, or a fixed static feat worth 2RP (this feat must in-principle make sense for all members of your race).<br/><br/>Languages that will be amongst the most useful include Common, Undercommon, Elven, Drow and Abyssal. Giant, Deep speech, Supernal, Goblin and Draconic are second-tier but still useful. If you have an in-character reason to know the secret Drow Sign Language, that could be good, although it costs two languages to learn it since it is a secret language.<br/><br/>Similarly, the most useful favoured enemies would be Humanoid (elf), Demons, and Undead. Aberrations, Humanoid (giant), Monstrous Humanoid, Magical Beast, Construct, Humanoid (goblin) or Dragon would also not go to waste<br/><br/>...I wrote a lot.