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Eberron Campaign Setting

by Keith Baker

Series: D&D, Eberron RPG (WTC 864000000), Dungeons and Dragons 3.5 Edition (WTC 864000000)

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320458,971 (4.17)7
An entirely new campaign setting for the Dungeons & Dragonsreg; roleplaying game. During the spring and summer of 2002, Wizards of the Coast, Inc., put out a request to the gaming community for proposals for a new D&D game setting. 11,000 proposals and two years of development later, the Eberron Campaign Setting is the result of that search. This brand-new setting for the Dungeons & Dragons roleplaying game is an avenue for any D&D fan to experience swashbuckling adventure and explore mysterious new territories. Designed to introduce a new, fresh world with unlimited possibilities for exploration, the Eberron Campaign Setting includes everything needed to develop characters and run campaigns in this exciting new arena. It includes new character races, monsters, prestige classes, feats, organizations, and equipment unique to the world, and it introduces a new base class to the D&D game. It contains substantial information on new elements of magic, including spells, domains, items, artifacts, and more. Also included are historical and cultural details of the world, along with extensive illustrations and a wealth of maps that put the setting into vivid context. This title will also include both adventure hooks and a full adventure so that players and Dungeon Masters can immediately begin enjoying everything this rich new setting has to offer.… (more)

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» See also 7 mentions

Showing 4 of 4
An interesting and pretty well-done setting book, I would say. It felt well-organised (though a more extensive index would have been nice given all the new terminology), characterful and clearly an awful lot of work went into it. It's very hard to evaluate it playwise from just a reading, but it feels like fun. ( )
  Shimmin | Oct 19, 2013 |
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 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. ( )
1 vote okaynowa | May 9, 2007 |
This is a really interesting d&d setting and can be a lot of fun. Nice illustrations and lots of new stuff. Highly recommended! ( )
  EvilJohn | Sep 30, 2006 |
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. ( )
  danbarrett | Mar 11, 2006 |
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An entirely new campaign setting for the Dungeons & Dragonsreg; roleplaying game. During the spring and summer of 2002, Wizards of the Coast, Inc., put out a request to the gaming community for proposals for a new D&D game setting. 11,000 proposals and two years of development later, the Eberron Campaign Setting is the result of that search. This brand-new setting for the Dungeons & Dragons roleplaying game is an avenue for any D&D fan to experience swashbuckling adventure and explore mysterious new territories. Designed to introduce a new, fresh world with unlimited possibilities for exploration, the Eberron Campaign Setting includes everything needed to develop characters and run campaigns in this exciting new arena. It includes new character races, monsters, prestige classes, feats, organizations, and equipment unique to the world, and it introduces a new base class to the D&D game. It contains substantial information on new elements of magic, including spells, domains, items, artifacts, and more. Also included are historical and cultural details of the world, along with extensive illustrations and a wealth of maps that put the setting into vivid context. This title will also include both adventure hooks and a full adventure so that players and Dungeon Masters can immediately begin enjoying everything this rich new setting has to offer.

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