Here
we have a book about the role and methods available
to explorers in the Eberron world, the chapters
in this book are set out in fashion that follows
the steps involved in traveling.
To begin with is an introduction (no surprise)
with an extremely comical prologue by a half-orc
bard, trying to inspire everyone to get out
there and explore, explore, explore. In his
attempts to inspire we have appeals to a sense
of adventure, appeals to greed (my groups preferred
incentive), appeals to vanity and down right
taunting.
The first chapter of the book discusses why
your group would want to head into possibly
hostile territory in the first place, with options
being exploration, assault or numerous others.
Then it goes on to discuss mode of transport
in a general fashion, giving the pro’s
and con’s of the most common methods.
With the biggest decider most likely being cost,
definitely true of lower level party’s.
This chapter is very short but does manage to
get across a good deal of information, if in
a slightly dull way (to the point where we get
a Lightning Rail time table).
The second chapter contains some of best parts
of the book. We are treated to a more in depth
guide to the various elemental vessels seen
in use. In this portion we have some very useful
information about such things as controlling
a vessel without proper powers and disabling
other people’s vessels, both topics that
I’ve found useful in the past.
Then the section that’s always first
read by buyers of new D&D books, the Prestige
Classes. Here we only get three but each is
flavored with the correct style for this book.
The Cataclysm Mage unlocks arcane secrets by
studying the events which ended each era, such
as the Couatls sacrifice at end of Age of Demon.
Some of powers are amazing, without the loss
in extra spells seen in some magic prestige
classes. Next is the Thunder Guide, the ultimate
expedition leader who has learnt secret techniques
from the inhabitants of the farther reaches.
More importantly though is the fact that these
heroes are the role models for every child in
Khorvaire, so with this comes money and invites
to all the best parties whenever your party
ventures back to civilization.
The last one could be a real pain for a DM
if taken by a player, as a Windwright Captain,
the pride of House Lyrandar, you gain an elemental
vessel at second level (with a small tithe payable,
unless you buy it outright). This also means
a crew that the player is responsible for and
could need to pay if their Leadership Feat not
high enough. This class in particular could
be the center of a very cool campaign perhaps
based on Terry Brooks’ “Voyage of
the Jerle Shannara” trilogy, but I can
see all sorts of really nice adventure ideas
flowing from all three of these.
The next chapter covers some “points
of origin” which on the whole are fairly
mundane, apart from the very cool Crimson Ship.
The Crimson Ship is the ultimate method of moving
the party, the extraplaner captain of this ship
mysteriously appears and offers to take the
party wherever it wants to go in exchange for
them fighting a single combat. In addition to
the transport they are paid, which just seems
a little unfair (may not give my own players
anything if this idea used) (EDIT: damn you
Martin… you’re nearly as stingy
as Gareth – Jon). This gives you the chance
to throw in a creature you’ve found that
is uber cool, but that just wont fit your campaign.
Next we move onto “Midpoints” which
are several locations that would be used as
stepping stone destinations, such as the ‘serene
village’ on route to Argonesse or to Shae
Mordal, Elven city of the dead, in search of
answer to ancient enigmas. This section is generally
interesting, but slightly lacking any real meaty
content.
The penultimate chapter covers “Destinations”
which gives a brief view of ten locations scattered
across Khorvaire, and it’s all laid our
in a really good format for adventure intro
ideas. But, and it is a big but, a lot of the
information in this section seems to be there
to keep us busy while WOTC are writing the proper
sourcebooks, however even this doesn’t
detract from what is still a very good book.
The art work is once again top notch with nice
full pagers at the start of each of chapter,
and the layout is better than many of the sourcebooks
I own for Eberron.
In closing this is a book that provides a lot
of nice information on the Eberron setting,
but much of this information has since been
expanded on by the sourcebooks that followed.
This won’t stop me recommending this book
though, and if you like Eberron I’d buy
it… in fact, I did.
Reviewed By Martin Dye
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