As
the second sourcebook for Eberron, following
Sharn: City of Towers, this book had a lot to
live up to. Luckily it does and I love it. This
is a great book, full of really useful information
and hundreds of adventure ideas.
The book is set out in five chapters, each
one detailing one of the Five Kingdoms (clever
coincidence or shrewd planning I wonder…).
In each chapter an interesting picture is painted
of these five very different places. We become
privy to details on the culture of each country
with information about their art, architecture
and cuisine. Facts, which allow you to add a
little extra flavor (quite literally with the
cuisine) to any political or espionage adventure.
For example when the party is investigating
who is responsible for poisoning the noble,
how much better does ‘Dragon Salmon in
butter with dark wine sauce’ sound than
‘food’ as final, fateful meal.
After this we move into information about the
political factions and plots currently active
in these countries. Here we have details of
the high ranking rulers, including their objectives
and enemies. While some of the information was
hinted at in the Campaign Setting book this
book expands on them in much greater detail
and we also find out how each country feels
about the other four nations.
To end these mini sections we are given statistics
for some of the major characters, a move I don’t
agree with. Why do we need to know the hit points
of the Queen of Aundair? Even if a group decided
they wanted to fight her, at low levels they
couldn’t get passed the royal security
and once they are experienced enough to get
at her she is only so many pounds of shark bait.
In the words of the brilliant writers of Deadlands
- if you stat it they will kill it.
Each chapter apart from Mournlands/Cyre has
information about the country’s spy network
be it the Dark Lanterns of Breland or the Royal
Eyes of Aundair. They each have a nice distinct
flavor to them and also the important information
on how to join each said group. In the case
of the Dark Lanterns we get a new Prestige class
too, very good for Rogues with a less selfish
streak (EDIT: they exist? – Jon).
Next up we get some information on locations
in each country both cities and mystic sites
as well as some country specific Prestige Classes
and some nasty monsters. The five prestige classes
are the Knight Phantom (Aundair), the Dark Lantern
(Breland), the Cyran Avenger (Cyre), the Bone
Knight (Karrnath) and the Silver Pyromancer
(Thrane.)
Of these the strongest and most appealing are
the Bone Knight and Knight Phantom. The Bone
Knight would have been a paladin or fighter/cleric,
who now serves Karrnath as officers to this
countries undead force. They are required to
make their own armor using bones, which at higher
levels begin granting Bone Knight immunities
similar to Undead. All this and no requirement
to be of an evil alignment? Just the thing for
player who likes their character dark and broody,
but not really evil.
The Knight Phantom is an absolutely wicked
fighter/wizard choice with spell progression
nearly every level, good attack bonus and a
very useful Good Fortitude save. If that wasn’t
enough how about the ability to wear light armor
and have no chance of spell failure (which for
the crafty out there could mean your mage running
around in a suit of mithral chain mail…
fear me!).
In closing, this is a good little sourcebook
with the high standard of very impressive artwork
that is continuing throughout all of these books.
My only questions would be leveled at the format
of the book. Why can’t WOTC learn a great
lesson from some other companies such as AEG
and split the books up into DM sections and
player sections? The Five Kingdoms is about
the worst example of this poor design I’ve
seen, as even the Monster and Prestige Classes
are scattered throughout the book.
This leaves us with details the players are
going to want to check a mere two pages away
from information that could blow your next plot
twist right out of the water. This is a shame
really as some reshuffling of the book would
have saved DM’s everywhere having to hope
players don’t read something not meant
for their eyes accidentally or even deliberately
in the case of sneaky players who claim it was
an ‘accident’ (I must confess in
the past a worrying temptation to pluck out
one of the offending eyes as punishment, but
given my lack of a seriously good lawyer I’ll
just have to stick to in game punishments).
A very good product that will thoroughly enrich
your Eberron gaming world, it’s just a
shame about the format.
Reviewed By Martin Dye |