Above
this review we have the blurb on the back of
the book, which if we're honest is really is
a bit boring. Which is a shame as Eberron is
one of the better D&D settings I have seen.
Part of the reason behind this is that it's
a new setting and it hasn’t had a multitude
of sourcebooks, novels and computer games based
on it, that the designers expect you to have
read or seen (a problem I had with the new edition
of Dragonlance CS).
Rather than just run through each chapter in
the book I will try and give a sense of the
system.
The main focus of the world is the continent
of Khorvaire, a land of diverse cultures and
terrain. It is a land recovering from a one
hundred year war that started over succession
rites to the throne of the Five Nations, which
once controlled the continent. During this war
regions fractured, so now there are sixteen
very distinctly flavored areas.
We have the Talenta Plains with the dinosaur
mounted Halfling nomads (…so cool) roaming
over the rugged grasslands. Then there’s
Zilargo, the homeland of the Gnomes who are
masters of elemental binding. Allowing them
to create some seriously cool devices like the
Lightning Rail (a magical version of trains)
or airships powered by bond Air elementals.
These two forms of transport along with a few
other details draw me back to the Final Fantasy
series of computer games. It’s the blend
of traditional magic and technology created
by magic, which I find so cool. There are several
human dominated kingdoms, some nice and cosmopolitan,
others strict theocracies and even one which
uses undead in its army along side its human
troops.
This setting differs from most D&D settings
on a few major points one being the availability
of magic. It’s not that every other inn
keeper is a 20th level wizard, but there is
a NPC class of Mage Wrights who have very limited
magic that can be used to help create better
versions of mundane items. There is also the
new Player Character Class: The Artificer who
gains all the item creation feats as bonus feats
and a strange ability that allows them to mimic
the required spell during item creation, so
they can create any magic item they like. But
don’t worry, they also have a few very
useful abilities alongside the above skills
that help stop them just being seen as magic
item factories.
We also have the Dragonmarked Houses, a highly
powerful merchant-caste with mystical tattoos
that allow for a wide range of powers, ranging
from Cure Light Wounds and Mage Armor to Teleport
and Globe of Invulnerability. These marks are
inherited from the family blood but do not always
appear in every family member, so the unmarked
family members work on behalf of the house in
more mundane roles. For example House Jorasco
bears the Mark of Healing and is made up entirely
of Halflings. The marked ones have spell like
abilities that let them cast Cure Light Wounds,
Lesser Restoration or a few others but the rest
of the house is trained in the Heal skill. So
as a house they can treat anyone who comes to
one of their compounds, and due to this have
replaced the Temples in first choice of where
to go when injured.
The other key point where this system differs
is alignment, both for creatures and clerics.
No longer can you think it’s an Orc he
must be evil (EDIT: as it should be, all hail
Games Workshop – Jon), in Eberron they
have as differing alignments as Humans. In fact
it was Orc Druids (I know very strange) that
saved the world from an interdimensional invasion,
but that’s another story. The other is
for Clerics as the gods are more distant in
this setting, so the Lawful Good deity can be
served by a Lawful Evil high priest who covets
the power his position gives. This gives a very
nice sense of grayness, to all things ethical.
But even without the very well constructed
world and its rich history, Eberron scores a
massive high in my books on the new races, prestige
classes and feats too.
One of the biggest new additions are the Warforged,
an intelligent construct created for the Last
War. They have some wicked abilities like immunity
to various effects and a natural armor class.
But to balance this they have no natural healing,
are prohibited from wearing armor (but can have
self enchanted stuff) and receive a general
mistrust from normal folk.
At first level the player of a Warforged must
decide what level of natural armor he wants,
at the cost of his first level feat he can have
Full Plate with damage reduction 2/adamantine
(… very useful). They have put a lot of
thought into this new race and I feel it is
tragic sense of not belonging which is particularly
interesting for these constructs.
The Warforged also have their very own prestige
class, the Juggernaut. A class that lets your
character become more construct-like, at the
expense of the living characteristics. By the
time your character completes these five levels
he is no longer susceptible to Mind effects,
death effects or non-lethal and extra damage.
Which could make you ultimate Undead or Aberration
hunter, but this comes at the cost of your empathy,
as you turn into the mindless hulk the masses
already think you are.
The other very cool new race are the Shifters,
descended from humans and natural Lycanthropes.
While they are unable to change form they can
tap into their bestial nature which depending
on tribe could mean growing large claws or fangs,
gaining a thick hide or increased speed. The
other races also look down on this race. A position
that the Shifters don’t really mind, as
they prefer a more outdoor life style, leading
them to make excellent Barbarians, Rangers and
Druids
Along with all of the above newness is the
introduction of Action Points, something I think
has been missing from D&D for a long time.
These Action Points allow you to do several
things, such as adding a d6 to any d20 check
you make, automatically passing a stabilization
check, extra uses of class abilities, swapping
of prepared spells and lots of other handy things.
All round a good addition in my opinion.
Only the players really have action points,
as they are really aimed at giving them a little
something to help the rise above the ‘normal’
people. Which neatly brings me back to another
point, this is a world with out a cast of epic
level good guys. No longer do you need to ask
why are we fighting this villain who is causing
us problems, when Elminster could come deal
with him in one round, or Drist and his gang
ending every major threat. But don’t think
there aren’t some really nasty villains
out there. There are several groups you could
be fighting from 1st level all the way up to
20th, as the major players are very well thought
out and a lot of design has gone into them and
how they can antagonicze your players.
So, all in all this is a 320-page book packed
with a well-designed world, some great options
for characters and hundreds of ideas for adventures.
One final thing that also needs to be praised
is the fabulous artwork. Right from the front
pages it is all top notch and goes straight
in with an adventuring group being attacked
by some construct as they flee with the hard
won treasure. Some of my favorite pieces of
artwork are the starts of each chapter, which
are done in the format of a comic, with a few
frames and text blocks.
Eberron scores high with both me and my group.
A winner for D20 and RPG in general.
Reviewed By Martin Dye |