This
was the first sourcebook for Eberron and it
wasn’t a let down.
This city of over two hundred thousand people
is well presented, well organized and very well
illustrated (something I have now come to expect
as standard for all the Eberron books).
To give you a quick overview, encase you haven’t
read the Eberron Campaign Setting… Sharn
is a city that rather than expand outwards,
went upwards, so now in places the towers reach
up to a mile in the air. While the dominant
race is human, it is possible to meet anyone
of any race here and as in any city there are
rich people, poor people and good and bad people.
All in all it is a major city and a great setting
for your adventures.
The book is comprised of eight chapters. The
first two are about the city and its districts,
then we move on to a view of the major power
groups in the next three, and the last three
chapters concentrate on how the players fit
into this complex environment. As a DM I must
say that this really is a book for DM eyes only,
if you are only going to play - don’t
read it. Or if you want a quick look stay out
of areas your DM forbids you from, it’s
not worth spoiling a good story with a foreknowledge
of twists.
Chapter One: A visitors guide, I think this
is one the best chapters in the book as it discusses
the city in very broad terms. It also covers
reasons why players may be in the city and includes
examples of where to find services players will
want. Without this section you would have to
go flicking through chapter two, which could
be a little like looking for a needle in a haystack.
There are some demographics for the people
who like that kind of things but basically all
you need to know is that Sharn’s population
is 50% human with rest made up of the other
races. One very nice portion of this chapter
is a set of festivals and holidays to add a
little color to any visit and they can also
prove very useful for story ideas. For example
one holiday The Hunt allows people being sent
to capture some creatures, so the players could
either take part or it could be back drop to
some other event like a kidnapping or robbery.
Chapter two is a description of city by ward
and district. Unfortunately these can go on
a little bit too much. Some of the regions are
very interesting and could have perhaps been
given more space at the expense of some more
common ones. Also, the map showing the relationships
between districts on each level are spread out
in this chapter so you have to keep flicking
backwards and forwards when trying to find which
join together. This could and in fact should,
have been easily sorted with a fold out map.
Chapter three is where we start to get the
information on the various powerful groups within
the city. We are given information on the ruling
council and some of its internal politics and
we are also provided with information on the
influence of other nations and the Dragonhouses
with power here. As you read this you will come
across many nice story hooks and there are a
veritable army of potential sponsors.
Next we move onto Chapter four which has information
on Law & Order, and how to run it so players
don’t feel cheated of there role. Also
we see a copy of the Galifar Code of Justice,
as used by most of the Five nations. We also
get some stats for the various groups that make
up the Law. From the lowly City Watch up to
the Redcloak Battalion, who are there to deal
with major menaces, a convenient group who like
deputizing heroes when needs be. The other organizations
such as Crime Families, adventurers and mages
guilds are also covered here and again have
some very nice potential sponsors or even opponents.
Then we get the chapter that most players will
want to be looking through. Here we have new
feats and prestige classes. I would have preferred
this chapter to have been earlier in the book
so you could tell the players who want to look
at it, not to go past it and risk gazing upon
the storylines that I may want to use. The feats
are mostly Sharn specific and don’t work
well outside of the city so are generally not
that useful to take. There are three new Prestige
classes: the Cannith Wand Adept, who focus on
the use and creation of wands. The Citadel Elite
a combined Spy, Warrior and Inquisitive whose
main task is service to the Breland Throne.
The last class is the Sharn Sky Mage, a mage
class that improves flight based abilities and
spells, but only in Sharn so it’s of very
limited use. There are also a few spells and
magic items, but nothing too amazing.
At the back we have the Monster section, which
combines new monsters with a nice Sharn feel
to them and examples on how to use some creatures
from previous books. Finally we have some advice
on how best to use this book and how to work
Sharn into a campaign. For me it is the best
home base for the group to set out from and
a great setting for full blown adventures as
well.
Another high quality offering for the Eberron
setting and as far as city sourcebooks go this
one is well above average.
Reviewed By Martin Dye |