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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
Even thou I am not that excited about the pulp/noir setting, I still feel this is a great campaign world to have fun adventures in. It is really set up to go exploring... sorta of reminds me of the Earthdawn game form FASA awhile back. While Greyhawk and Forgotten Realms are very involved settings, with lots of detail, (Greyhawk less now then it use to be) I find that they are hard to place a campaign into easily. Greyhawk as it stands now doesn't really have much information for new DMs to really entertain. The Realms is a little overwhelming, placing a game in FR normal stomps on the feet of historians who read all the books, and are quick to point out inconsistency. While I feel Mr. Baker has made Eberron an easy fit to start up a game for new and old players a like, I worry that it may start becoming stale after awhile. Will the flashy new races and spell technology hold its luster overtime?
My only real issue with the book is that it does seem very balanced at times. The Weretouched are not balanced at all, the bearform is just overpowering. There are some races that seem like they should have ECLs added to them, and in general it seems like it's a land for the power gamer. Oh I take that back I have one more issue. The editing is horrid, no fault to Mr. Baker and the other writers (your editors should catch this stuff) as it is a rather large book, but tons of errors and just wrong information (also a bad batch of books was sent out with bad page numbering and a number of major goofs). An Errata will soon follow I am sure, but I have noticed in recent releases that WotC is not doing a very good job of editing and proof reading their books.
The art is decent and at times amazing, but also not up to par in a lot of cases. Not a big fan of Walker and his Mignola Hellboy rips, but some of the comic books stuff works (Ted Beargeon). This book has much better art then their last book, Complete Divine. I also like the fact that comic books and pulp sort of go hand in hand, so I like the art direction.
For people looking to just add new rules and ideas to their campaigns this books is great. The Action Point rules (which other 3rd party games have been using for some time (Mutants and Masterminds for one) is a great addition to a D&D game. The Warforged (not something I care for and to me is a rip from Battlechasers and any Final Fantasy game) is an interesting idea and seems to be there to excite the fans of Japanese rpg games (I am guessing this comes from Mr. Bakers video game background), and the Dragonmarks are an interesting idea to spice up characters (even thou they remind me of Bloodlines from Birthright).
I think if you are new to D&D this is a great starter campaign setting and if you are bored of traditional settings this might spark your interest.
I still prefer the originality of Darksun and Planescape over Eberron, but those two campaigns haven't made the 3rd edition, so it looks like Eberron is the alternative for something different but still maintains what is D&D. In time we will see if Eberron is just a fade campaign world or if it has some staying power. I am sure their will be a lot of diehard fans that will keep it alive.
I gave it 3 stars based on the Editing... I think the content and production value is almost 4 stars and may have concidered it a 4 star book if the bad taste of getting one of those bad books wasnt still in my mouth.
I don't think I will run a campaign in Eberron, but I know I will use some of the ideas from it. But who knows if the support material that comes out is good, maybe my campaign will be based in Eberron someday.
Disclaimer: I did not submit a campaign idea to WotC, so my review is non biased. A lot of reviews you will read are either from fanboys ( wotc can do no wrong) or bitter designers who didn't get their world picked. Read between the lines on any review you read for Eberron or go to your local book or gaming store and flip through it before purchasing.
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