Picture of author.

Keith Baker (1) (1969–)

Author of Eberron: Rising from The Last War

For other authors named Keith Baker, see the disambiguation page.

54+ Works 3,037 Members 14 Reviews 2 Favorited

About the Author

Image credit: Keith Baker in 2005 By User:Broxmeyer2, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=38790429

Series

Works by Keith Baker

Eberron: Rising from The Last War (2019) — Author — 530 copies, 2 reviews
Eberron Campaign Setting (2004) — Author — 421 copies, 4 reviews
The City of Towers (2005) 303 copies, 2 reviews
The Shattered Land (2006) 215 copies
Sharn: City of Towers (2004) 177 copies
The Gates of Night (2007) 169 copies
Shadows of the Last War (2004) 103 copies
Dragons: Worlds Afire (2006) 94 copies
The Queen of Stone (2008) 91 copies, 1 review
Dragonmarked (2006) 89 copies
Secrets of Xen'drik (2006) 83 copies
Eberron Campaign Guide: A 4th Edition D&D Supplement (2009) — Author — 81 copies, 1 review
Son of Khyber (2009) 68 copies
Secrets of Sarlona (2007) 66 copies
The Fading Dream (2010) 64 copies
Touched by the Gods (2001) — Author — 59 copies
Dragons of Eberron (2007) 49 copies
City of Stormreach (2008) 39 copies
Occult Lore (2002) — Author — 29 copies
Crime and Punishment (2003) 21 copies
Gloom (2009) 20 copies
Titansgrave The Ashes of Valkana (2017) 20 copies, 1 review
The Ebon Mirror (2002) 14 copies
Seven Civilizations (2004) — Author — 11 copies, 1 review
Cthulhu Fluxx (2012) 7 copies
Munchkin Gloom (1656) 4 copies
Phoenix: Dawn Command 3 copies, 1 review
Cthulhu Gloom: Unpleasant Dreams (2012) — Author — 3 copies
Fairytale Gloom (2015) 3 copies
Gloom in Space (2017) 2 copies
Eberron: Eye of the Wolf (2006) 2 copies
Unquiet Dead (Gloom Second Edition expansion) (1700) — Author — 1 copy
Gloom Cthulhu 1 copy, 1 review
Dread Metrol 1 copy

Associated Works

Player's Handbook (2014) — Contributor — 2,840 copies, 7 reviews
Dungeon Master's Guide (2014) — Contributor — 2,169 copies, 6 reviews
Monster Manual (2014) — Contributor — 1,877 copies, 6 reviews
Monster Manual III (3rd edition) (2004) — Author, some editions — 325 copies
Pathfinder Campaign Setting: The Inner Sea World Guide (2011) — Contributor — 140 copies
Kobold Guide to Worldbuilding (2012) — Author, some editions — 105 copies
Complete Kobold Guide to Game Design (2012) — Contributor — 54 copies
Family Games: The 100 Best (2010) — Contributor — 39 copies, 1 review
The Bones: Us and Our Dice (2010) — Contributor — 33 copies, 1 review
Forgotten Lives (1997) — Contributor — 14 copies
Tales of the Lost Citadel Anthology (2019) — Contributor — 14 copies
True20 Freeport Companion (2007) — Contributor, some editions — 8 copies

Tagged

21st century (15) 3E (20) 5e (16) adventure (22) Board Game (16) D&D (416) D&D 3 (27) D&D 3.5 (74) d20 (120) DnD Eberron (20) Eberron (394) fantasy (302) fiction (61) Forgotten Realms (17) games (21) gaming (94) hardcover (18) mmpb (15) non-fiction (13) Pathfinder (13) Penumbra (13) read (33) reference (13) role-playing games (50) roleplaying (63) RPG (297) sourcebook (20) to-read (35) TTRPG (28) Wizards of the Coast (31)

Common Knowledge

Birthdate
1969-07-07
Gender
male
Education
Bates College
Occupations
game designer
author
Short biography
Keith Baker is a game designer and fantasy novel author. In addition to working with Wizards of the Coast on the creation of Eberron, he has also contributed material for Goodman Games, Paizo Publishing and Green Ronin Publishing. In 2014, Baker and Jennifer Ellis co-founded the indie tabletop game company Twogether Studios.
Nationality
USA
Places of residence
Lewiston, Maine, USA
College Park, Maryland, USA
Boulder, Colorado, USA
Portland, Oregon, USA
Associated Place (for map)
USA

Members

Reviews

14 reviews
This is a very detailed guide to the world of Eberron, a possible campaign setting for Dungeons & Dragons. It has a very different feel to the Forgotten Realms: more steampunk, more noir, more grittiness. I liked the little excerpts from newspapers of the various cities covered by the book, and there are some great ideas for adventures. It was rather a lot for me to take in, though, and I skimmed rather a lot of the last two chapters. I also find it mildly upsetting that the lightning rail show more trains are powered by binding elementals, and the overall gritty noir atmosphere is not something I want to be reading about these days. That said, this book did give me ideas for a possible character (yes, I am perpetually stuck on the Character Creation screen for D&D), so it was worth reading. Definitely felt it was worth borrowing from the library! show less
As the most recent campaign setting for Dungeons & Dragons adventures, Eberron has the advantage of having been written entirely under and for a single edition of the rules (in this case, d20 3.5). That fact alone would make it an attractive purchase for most players, as it makes the setting highly compatible with other popular supplements.

Eberron's real strength lies in providing enough information to hook players, but leaving enough blanks that adventure becomes necessary. With the show more conclusion of the Last War, the golem-like warforged race built to fight in it have been emancipated-- but to what fate? The fractured remnants of the Empire of Galifar have achieved a delicate peace-- but who or what caused the terrible Day of Mourning that shocked them into a ceasefire? Trade routes to the continent of Xen'drik have reopened-- but what secrets hide in its jungles and deserts? Every group of players will have the motivation and the license to answer such questions on their own.

In addition to the setting's new races (the warforged, the bestial shifters, the dream-touched kalashtar, and the master-of-disguise changelings), several old favorites from the Player's Handbook get a makeover. Implicit in the radical changes (halflings are dino-riding barbarians, while orcs are religious recluses) is the idea that nationality matters more than genetics. An elven mage raised in the nation of Breland will have more in common with a human compatriot than with the equestrian warriors of the Valenar elves, or the ancestor-worshipping necromancers of the Aerenal elves. The character classes (including the crafty new artificer) are assumed to be relatively rare in Eberron, practically assuring that the player characters' actions have real impact once they start rising in level and power.

The organization of the book is excellent-- players at the table will be able refer to it quickly for maps, rules, and information. The artwork is attractive and evocative, the tone of the text eager and intriguing. Eberron is worthy of a spot on the shelf with other favorites like Forgotten Realms and Planescape.
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This is a review of the game book, not the game itself, since I haven't actually had a chance to play or run it yet. A very interesting and original game concept here, with I think a lot of opportunities for interesting roleplay: Player characters are are phoenixes, humans reborn with special abilities that vary depending on how/why they died, and who can be reborn again if they die, but only seven times. But each time they die, they come back stronger, and in dying, they can accomplish show more tasks that would otherwise be beyond them. The world setting, its history, the mechanics, and the introductory story arc provided in the book are all tightly woven together, so it's not clear to me at this point whether the game how well work with a different or variant setting.

As for the book itself, it is, like the rest of the game's components, beautiful and well made. It's generally clearly written, although I think the final readers must have already been familiar with the game, because as you read through the text, there are a number of references to things that haven't been mentioned yet, but without forward page or section numbers. Like most gaming books, it would have been improved by the employment of a reasonably skilled proofreader; typos are common enough that they're worth mentioning, although in most (all?) cases they don't obscure the meaning as long as one is thinking just a little bit.

I'm looking forward to running this game and finding out whether it actually plays as well as it reads.
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An interesting and fun-to-read setting, though I'm not sure I'll ever get to play it. Also not sure I would give up my beloved Planescape to play in this world. Lots of neat ideas in here, though, and lots of world info to get into and muck about it.

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Statistics

Works
54
Also by
12
Members
3,037
Popularity
#8,405
Rating
4.1
Reviews
14
ISBNs
373
Languages
6
Favorited
2

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