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Eberron: Campaign Seeting
 
 

Eberron: Campaign Seeting (Hardcover)

by Keith Baker (Author), Bill Slavicsek (Author), James Wyatt (Author) "The people of Eberron make up a rich tapestry of races, including all the common races detailed in the Player's Handbook and four new common..." (more)
4.2 out of 5 stars  See all reviews (16 customer reviews)

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Product Details


Product Description

Product Description

An entirely new campaign setting for the Dungeons & Dragons® roleplaying game.

During the spring and summer of 2002, Wizards of the Coast, Inc., put out a request to the gaming community for proposals for a new D&D game setting. 11,000 proposals and two years of development later, the Eberron Campaign Setting is the result of that search. This brand-new setting for the Dungeons & Dragons roleplaying game is an avenue for any D&D fan to experience swashbuckling adventure and explore mysterious new territories.

Designed to introduce a new, fresh world with unlimited possibilities for exploration, the Eberron Campaign Setting includes everything needed to develop characters and run campaigns in this exciting new arena. It includes new character races, monsters, prestige classes, feats, organizations, and equipment unique to the world, and it introduces a new base class to the D&D game. It contains substantial information on new elements of magic, including spells, domains, items, artifacts, and more. Also included are historical and cultural details of the world, along with extensive illustrations and a wealth of maps that put the setting into vivid context. This title will also include both adventure hooks and a full adventure so that players and Dungeon Masters can immediately begin enjoying everything this rich new setting has to offer.


About the Author

Lead author and setting creator Keith Baker is a computer game developer whose setting was chosen out of 11,000 submissions. He has done previous roleplaying work for Atlas Games and is also writing Shadows of the Last War™, the first RPG adventure for the Eberron™ setting.

Bill Slavicsek is the director of roleplaying game development at Wizards of the Coast, Inc. His most recent credits include the d20 Modern Roleplaying Game™, the Star Wars Roleplaying Game Revised Core Rulebook™, and the Urbana Arcana Campaign Setting™.

James Wyatt is currently an Origins award-winning RPG game designer for Wizards of the Coast, Inc. His most recent credits include authoring Oriental Adventures™ and City of the Spider Queen™ and contributing to Fiend Folio™, Draconomicon™, and Player's Guide to Faerûn™.

Inside This Book (Learn More)
First Sentence
The people of Eberron make up a rich tapestry of races, including all the common races detailed in the Player's Handbook and four new common races unique to this world that can be used in any D&D campaign. Read the first page
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Front Cover | Table of Contents | Excerpt | Index | Back Cover
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16 Reviews
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4.2 out of 5 stars (16 customer reviews)
 
 
 
 
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3 of 3 people found the following review helpful:
5.0 out of 5 stars Brilliance in a Bound Cover, Jul 9 2004
By "zuoken" (NY, USA) - See all my reviews
I should start by saying that Eberron did not save D&D for me, but it rather breathed a new, healthy interest into the hobby for myself. I waited for months like many others, listening to the naysayers who were so convinced that it was going to bomb royally, and picked up the book without reading any reviews by others who bought it.

It was everything that I expected, and more. Ranking in at 320 pages, the book is not going to set any records, but the existing detail that was packed into the space is amazing.

The Introduction sets the tone of Eberron nicely, and gives a list of 'Ten Things That You Need To Know About Eberron'. It also gives a list of pulp and film-noir movies like the Maltese Falcon that fit the mood of Eberron nicely.

Chapter One deals with character races, introducing the Changeling (human with a doppelganger ancestor that has the ability to alter her appearence at will), Kalashtar (psionic race, long backgound that I'll have to skip here), Shifter (humans with lycanthrope ancestors, extremely well done), and the Warforged (constructs powered by magic that have souls and intelligence, they were built as elite units during the Last War). The chapter also gives descriptions of the existing races and how they fit into Eberron. Some, like the elves and gnomes, go through a major reenvisioning that I think is definetely for the better.

Chapter Two deals with Character Classes, introducing the Artificer (a type of mage who infuses items with magic, kind of like limited use staves or scrolls, and is very big with crafting items) and giving example characters and backgrounds for each of the other classes. The Artificer is very unique and well-thought out, and fits in well with a party that has a warforged 'tank'.

Chapter Three deals with Heroic Characteristics, describing Action Points (a similar system is found in the SW RPG with Force Points and d20 Modern) and the 70-odd new feats.

Chapter Four introduces us to 8 new prestige classes, actually 12, because one, the Eldeen Ranger is actually five-in-one (its' abilities are adjusted depending on which druidic sect you choose). My personal favorite is the Master Inquisitive, a 5 level prestige class perfectly suited for pulp detectives and some bounty hunters.

Chapter Five deals with Magic and the Planes of Eberron. The beginning of the chapter summarizes nicely what role the magewrights (a new working NPC class of mages, fulfill the low-level industrial uses of magic, like lighting continual flame lanterns in the streets) and the Dragonmarked houses fulfill in everyday life. It also introduces a new concept of 'manifest zones' for the planes. Every so often, one of the planes will stray close to Eberron (all of them are on an 'orbit', remiscent of the planets of our solar system around the sun) and in the area that is affected, certain spells may be extended or maximized for example, and others may be impeded. The chapter ends with numerous new domains and spells, many devoted to aiding or injuring constucts.

Chapter Six details Adventuring Equipment, mainly exotic weapons, weapon/armor materials, and identification documents that most of the upper-class uses while traveling.

Chapter Seven, Life in the World, in easily the longest section at 96 pages. It describes each of the nations of Khorvaire in detail, as well as Aerrnal and the other continents in Ebberon (Xen'Drik, Argonnessen, and Sarlona in case you were wondering). It ends with a timeline of the World, the first dated entry being a whopping 10,000,000 years ago!

Chapter Eight describes the various Organizations of Eberron, along with example characters. I can't say too much without giving some brilliant stuff away, but many of the evil forces in the world have their sticky hands in some high places, to say the least.

Chapter Nine gives you advice on how to Run an Eberron Campaign, ranging from how to get the party together to pulp-noir mission types.

Chapter Ten deals with Magic Items, the most notable being the three types of Dragonshards that make late 1800's-eque technology available in a pulp-fantasy setting. Two new concepts include elemental bound items (which are exactly what they sound like, items that have an elemental bound inside them, giving various bonuses) and warforged components, items that specifically take up slots meant only for the warforged. A mystery surrounds some, since some are tens of thousands of years old and function only on the warforged (who were first produced 30-odd years ago).

Chapter Eleven gives statistics and decriptions for new types of monsters in Eberron, as well as information on how to fit existing ones into your campaign.

The book ends with an example adventure meant for four 1st level characters in the city of Sharn. I don't plan on running it myself, but the overall tone of it looks quite suited for a pulp campaign.

The artwork in the book IMO is well-done, although not all may approve of the new comic book style of some pieces, mainly traditionalists. Some of the artwork, like the overview of the Aundairian countyside on page 140 is awe inspiring, while others like the warforged wizard on 112 I could live without.

I believe that this is best setting sourcebook that I have ever bought for D&D, and would recommend it to anyone that wants to try out a different style of campaign then the straight out genocide of the orcs and goblinoids.

My only drawback about the book is that there is no fold out map. Fortunately, some resourceful people online made one of their own, complete with towns and places of interest.

Keep an open mind while reading this friends, this is brilliance in a bound cover here.

Au revoir

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4.0 out of 5 stars I love it, Jul 6 2004
By "patrick_little" (Clarkrange, TN United States) - See all my reviews
This book is great, it is everything I wanted it to be. There was one fellow that said that it wasn't as polished and didn't have good legendary characters, and this is because it was designed to make the Player Characters stand out even more.

The only gripe that I have is the maps lack much detail. They give good generalizations, but don't really carry through on them.

Overall, this is a great book about a great world that the PC's can shape with their actions. If you love D&D and would like a fresh look at things, then pick this up...NOW!!

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3.0 out of 5 stars Decent, Jul 3 2004
By MDS "odyssasthai" (Renton, WA United States) - See all my reviews
While this book isn't as good as the Forgoten Realm Setting, it's interesting. It has some compeling concepts for new races and character types. Also, it throws in some new angles on old races.

However, even though this book has some new ideas, it's main problem is that is lacks real depth. It is not as polished as Forgoten Realms, and doesn't provide the same background (such as lengendary characters, detailed history or a real flavor for the various lands.)

One of the more disappointing aspects of the book is it's maps. They aren't nearly detailed enough, especially the larger maps.

Bottom line: I'd give this book 3.5 stars. Fresh concepts, decent art, good layout, but mediocre maps and limited depth.

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Most recent customer reviews

4.0 out of 5 stars Stylish, but not exactly original.
I like the Eberron setting a lot. It does have a few problems, most notably some of the art isn't particularly well drawn, and there's no poster map of the entire continent... Read more
Published on Jul 3 2004 by Ryan M. Cape

4.0 out of 5 stars Eberron is a gust of fresh air into a stale fantasy genre
Eberron brings a much needed venue for new and old DM's and players alike to explore interesting a strange new lands. Read more
Published on Jul 3 2004

5.0 out of 5 stars A new begining.
This book has given me a new life as a gm. I have been dm'ing now for over 15 years and my ideas were becoming stale and reused. Read more
Published on Jun 28 2004 by lewsthieranx

5.0 out of 5 stars worth it
Eberron, when advertised, claimed it would bring something new to the D&D world. Surprisingly, it has delivered and done so with style and grace. Read more
Published on Jun 26 2004 by S. Patel

5.0 out of 5 stars A good choice for gaming
I'm not much with words, so I'll be brief. Eberron is a grade A book, full of good ideas and great settings. Read more
Published on Jun 25 2004 by S. M. Murphy

5.0 out of 5 stars Great Product! Refreshingly New
I bought this book with great trepidation, all I can say is that I am glad that I did. From the chapter layout to campaign pointers this book is above and beyond what I expected... Read more
Published on Jun 24 2004

3.0 out of 5 stars An acquired taste
Eberron is a finely-crafted fantasy milieu, with lots of evocative settings, races, and potential for mystery. (The artificer, for example, may well find a way into 3. Read more
Published on Jun 23 2004 by Kent D. Kelly

4.0 out of 5 stars Excellent
This book is excellent overall. The artificer class is brilliant; a totally new class that fits perfectly with D&D; it's almost like it should have been there all along. Read more
Published on Jun 23 2004 by Justin Crockett

5.0 out of 5 stars Much better than expected
I wanted to hate it, I really did. In general, I have been so dissapointed with WOTC sanctioned work on world development, I was expecting this to be complete Chaff. Read more
Published on Jun 22 2004 by Dave Nadig

3.0 out of 5 stars Eberron an honest take
I don't know, maybe I have seen the Pulp/noir setting too much recently for me to think of Eberron as a fresh or original idea, since there are a number of comic books and novels... Read more
Published on Jun 22 2004

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