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Review: The Eberron Campaign Setting | ![]() |
I’ve been talking about the new Eberron Campaign Setting an aweful lot lately. Most of this is because it’s what I’ve been reading, and I tend to think a lot about what I’m currently reading. It is also because I have a fairly high opinion of Eberron, though. I suppose you could take that statement as a disclaimer of sorts, though you should also know (and probably do know, if you’ve read my rant on Eberron, Unearthed Arcana, and WotC) that I didn’t always have such a high opinion of Keith Baker’s new setting. When it was first announced, I disliked it quite a lot. Most of this was probably pure jealousy (my setting ideas, after all, did not get chosen in WotC’s setting search), though a lot of it was also because the information that WotC released initially didn’t exactly make it seem all that original or necessary.
At any rate, I’ve now read the book cover to cover and, as promised, I’m going to give you a review of the setting. I’m breaking this review down to a chapter-by-chapter analysis, and I’ll be picking out my favorite and least favorite parts of each chapter. I’ll follow this up with my general opinion on the work as a whole, including the quality of the artwork and editing, and the general feel of the entire setting. Anyway, on to it.
Introduction
The first part of the Eberron Campaign Setting does a pretty good job of giving you a quick overview of what the setting is all about. There is a discussion on the tone of Eberron, as well as a list of ten “Things You Need to Know”. The list is probably the most useful part of this mini-chapter, as it makes for a good introduction for players who aren’t familiar with the world. I very much like the idea that “If it exists in D&D, then it has a place in Eberron”. This doesn’t necessarily mean that everything in the core rules is explicitly placed in Eberron; instead, it means that it’s not hard to find a logical place for just about anything you want to drop in (if you don’t believe me, look at my article on using Arcana Unearthed in Eberron; this was not a difficult article to write). Also of note is the fact that there is a brief list of “Movies to Inspire You”, including titles like Brotherhood of the Wolf, Casablanca, and Raiders of the Lost Ark.
Chapter One: Character Races
The chapter on races includes quite a lot of crunch, as well as a good dose of flavor. Each of the core races is described in this chapter, giving details on such things as their specific place in Eberron and how they interact with each other. Also included are four new races, the changeling, shifter, kalashtar, and warforged.
This chapter does a very good job of taking the standard D&D races and making them different. While it’s easy to play the old tropes, there is also plenty of room for new archetypes, such as the dwarven banker, the gnomish spy, or the dinosaur-riding halfling barbarain. My favorite change is that of the elves. Two distinct elven cultures are detailed, the Valenar and the Aereni. Valenar elves are fierce horse-warriors, and largely ignore the Treaty of Thronehold that ended the devastating Last War. The Aereni, on the other hand, are a strange and somewhat alien culture of semi-benevolant necromancers, ruled over by their positively-charged undead ancestors.
The new races are similarly interesting, though some seem to get less attention than others throughout the book (more on this later). Changelings are the descendants of humans and doppelgangers, and are capable of changing their appearance at will. Kalashtar are the product of a spiritual union between the extra-dimensional quori and their human hosts, and are a good way to integrate psionics seemlessly into your Eberron campaign, should you desire. Shifters are the descendants of humans and natural lycanthropes; though they cannot assume a full-on animal or hybrid form (at least, not initially), they do have the ability to shift into a slightly more bestial form once per day. Finally the warforged–quite possibly the most controversial of the Eberronian races–are a race of living constructs created as soldiers during the Last War. They have some fairly potent abilities and immunities, but there are also significant drawbacks to playing a warforged character.
Also included in the chapter on races is a section on Regions of Origin. While these regions have little mechanical impact, the choice of character region can significantly impact the way a character is role-played. For example, a human barbarian from Argonnessen is likely to be very different from a human barbarian from the Eldeen Reaches.
Chapter Two: Classes
The second chapter is similar in structure to the first, in that it details the roles of the various core classes in an Eberron campaign. Each class has a brief to long description, and each description points out new options available to that class. Also included is a short bit of fiction involving an “iconic” character of that class, followed by a descriptio of the specific character. A few small changes have been made to some of the core classes. For example, clerics no longer have to be of a similar alignment to their deities, allowing for corrupt clerics that still have spellcasting ability (and thus do not stick out like sore thumbs). Also of note is the fact that druids and rangers have region-specific lists of animal companions to choose from, so a druid of Aerenal will likely have a different animal companion than one from the Shadow Marches. Even the psionic classes are given a place in Eberron, though all four are lumped into a single entry.
The most significant part of this chapter, however, is the addition of a new core class: the artificer. Artificers are magical mechanics, capable of crafting magical items and creating short-term magical items with ease. They are an extraordinarily flexible class, giving the bard a run for his money as the quintessential fifth party member. Like all of the classes in the Player’s Handbook and the Expanded Psionics Handbook, the artificer is firmly grounded in the mythos of Eberron.
Chapter Three: Heroic Characteristics
This chapter is something of a hodge-podge, including rules for using Action Points, new uses for skills, a slew of new feats, and some more story-oriented stuff. The action point rules are well done (a step up from those presented in d20 Modern, in my opinion). For those unfamiliar with this mechanic, action points are a limited resource that is replenished (and increased) at every level. Points can be spent to improve die rolls, but they can also be spent to activate limited-use class abilities after these abilities have been used up for the day. Worth noting is the fact that NPCs do not gain action points unless they have a specific feat, Heroic Spirit, and even then they gain fewer than PCs do.
The feats are, on the whole, quite good. There are some warforged- and shifter-specific feats, as well as feats specific to certain druidic sects or monastic orders. There are some very intersting ones (like Favored in House or Right of Councel, both of which provide ample opportunity to role-play) and some that aren’t that good (Monastic Training and Knight Training, both of which lift multiclassing restrictions on Monks or Paladins; in my opinion, these restrictions shouldn’t even be there in the first place, and this is a somewhat sloppy fix). I was particularly pleased with the inclusion of Urban Tracking, as I’ve liked that feat a lot ever since I saw it in Unearthed Arcana.
After the feats comes a section on dragonmarks, unique magical “tatoos” that grant spell-like abilities to their bearers. Dragonmarks are gained by purchasing the appropriate feat, and are generally held by the various dragonmarked houses. These houses control trade and commerce on Khorvaire (the main continent of the game) through the edge that the marks give them.
The last section of Chapter Three is on religion in Eberron. Each deity and pantheon is given a brief description; I would have liked to see more information, however. The fact that this section is so short is probably the biggest shortcoming of this chapter, though it does provide enough informatio to whet your appetite.
Chapter Four: Prestige Classes
There are fewer prestige classes in the Eberron Campaign Setting than one might expect (only eight), but each is firmly grounded in the setting, and none of them seem superfluous. Classes range from the Dragonmark Heir, who makes greater use of her dragonmark and position in her House than most others, to the Weretouched Master, a shifter-specific class that allows a shifter to become more akin to his lycanthropic ancestors. Many of the prestige classes make use of action points, though only one of them specifically requires their use in order to activate class abilities. The Extreme Explorer is an Indiana Jones-esque class built around the use of action points, its philosophy seeming to be that it’s better to be lucky than good. While I have no specific problem with the class, itself, the name irritates me.
Most of the prestige classes seem well-balanced. However, there are a couple that should send up warning flags to DMs. The Heir of Syberis, while fine for the most part, has a problem when it comes to the Mark of Making. Upon actually gaining access to the Syberis Mark of Making, the character gains the ability to use true creation once per day as a spell-like ability (this spell allows the character to create matter permanently). While true creation normally requires an experience point cost, the Syberis Mark of Making (being a spell-like ability) does not. Some PCs might interpret this as a free ticket to create as much gold as they want from thin air.
The other major warning flag comes from the Weretouched Master. Upon attaining 5th level in this class, a shifter gains the ability to shift into the animal or hybrid form of his chosen lycanthrope. The problem is that, while the ability modifiers given do reflect those of the animals they represent, they are in no way balanced with one and other. The poor wererat gains a +6 to Dexterity and a +2 to Constitution, while the mighty werebear gains a +16 to Strength, a +2 to Dexterity, and a +8 to Constitution. DM beware.
Chapter Five: Magic
This chapter starts off by detailing the role of magic in the world of Eberron. Eberron is a decidedly high-magic setting, but not in the same way that, say, Toril is. Low-level working-class spellcasters are somewhat common, as are low-level spells. However, high-level magic (high-level being anything above 2nd level, generally) is considerably rarer and more wonderous. In addition, practitioners of divine magic are somewhat rare, particularly clerics. Most priests are adepts or experts; thus, it is uncommon to be able to go into the local temple and buy healing services. Most magical services are instead handled by the dragonmarked houses; for example, house Jorasco (which possesses the Mark of Healing) handles magical healing in Khorvaire. There are also a number of optional costly material components detailed, each of wich has a percent chance of enhancing a spell cast using it.
Next, Eberron’s cosmology is discussed, including descriptions of each of the planes. Eberron does not use the standard “Great Wheel” cosmology, opting instead for a sort of “orbital cosmology” in which the various outer planes orbit around the material plane, occasionally becoming coterminous or remote. Rules are also presented for demonic possession, as well as its celestial counterpart, channeling.
Finally, there are the spells. A list of infusions for artificers is given (infusions are like spells, but they are neither arcane nore divine and they can only be cast on objects or constructs), as well as new domain lists and a number of new spells for the core classes. They all seem quite good, and do a good job of integrating themselves into the flavor of Eberron.
Chapter Six: Adventuring Equipment
Eberron’s equipment chapter presents a few new exotic weapons, as well as some new alchemical items and specialty items. It also lists a number of magical services that one can purchase from the dragonmarked houses, including the price of a ride on the lightning rail (sort of like a magical train) or the use of a message station (sort of like a magical telegraph). There are also a number of new special materials, such as byeshk, soarwood, and flametouched iron.
Chapter Seven: Life in the World
If you’re a DM, you should probably keep your players from reading past this point. This chapter is really where the setting is defined, and it’s chocked full of a lot of good stuff. It’s also chocked full of a lot of secrets and adventure hooks that would ruin a lot of Eberron’s big mysteries, should a player read through it. It is also (deservedly) the longest chapter in the book, coming in at just under one hundred pages in length. There are notes on languages, education, the role of adventurers, and other general topics; however, the meat of the chapter is a series of segments (ranging from two to six pages each) on each of the various nations of Khorvaire. The chapter goes on to detail lands beyond Khorvaire, though they aren’t given quite as thorough a treatment. I guess that’s what sourcebooks are for. Finally, there’s a two-page timeline, starting in the distant past and ending at the start of the campaign. This entire chapter was, without a doubt, my favorite part of the book.
Of note is the fact that there are very few NPCs of high level in the world. Most rulers of nations are between levels 5 and 12, and the most powerful characters in the world tend to be severely restricted in some way or another. This reinforces the idea that the PCs are special, and that they will truly shape the world once they start to accumulate power.
Chapter Eight: Organizations
If Chapter Seven contained spoilers, then Chapter Eight contains even more. All of the major organizations–both public and clandestine–of Eberron are detailed in this chapter, including their secret masters and goals. This includes each of the dragonmarked houses, as well as more sinister organizations like the Aurum and the Dreaming Dark. Each of these organizations could be used potentially as an ally or an enemy, though some lend themselves more to one role than another.
Chapter Nine: An Eberron Campaign
Most of this chapter is simply advice on running an Eberron campaign, pointing out how it might be different from standard D&D. There are notes on Creating a Party, Styles of Play, and Story and Pacing. More useful to an experienced DM, however, is the inclusion of two recurring villains, each with stat blocks at two different levels. Demise is a low-ranking necromancer of the Order of the Emerald Claw, and makes a fairly clear-cut villain of the mastermind variety. Halas Martain, on the other hand, as an adventurer and treasure hunter, and could make a good thorn in the sides of the PCs, but could also be an ally under the right circumstances. There is also a section on Plot Themes, such as Exploration, Scavenger Hunt, and Evil Mastermind.
Also mentioned are the NPC classes, and the changes that have been made. The only change made to the core NPC classes is the adepts now get to choose a cleric domain. While they don’t get any of the domain’s spells, they do get its granted power. More significant, however, is the inclusion of a new NPC class, the magewright. The magewright is a sort of working-class mage. He has a very limited selection of spells, and mainly uses them for enhancing his more mundane profession.
Chapter Ten: Magic Items
Eberron introduces a few new types of magic items to the mix. Dragonshard items utilize the magical gems known as dragonshards to create potent magical items. They can be used to enhance the powers of a dragonmark, bind elementals for the creation of airships or lightning rail cars, or create the common magic items found throughout Eberron. Warforged components are magic items meant to be integrated into the body of a warforged character in some way. Wondrous locations are “items” that are far too large to move, and exist primarily as plot devices. Eberron also has its share of traditional magic items and potent artifacts.
Chapter Eleven: Monsters
Like any good campaign setting, Eberron has its share of unique monsters. Some are fairly weak and make good low-level threats, such as the dolgrim, while some are extraordinarily powerful, like the daelkyr (which can have as many as 50 hit dice). Each of the monsters if firmly grounded in the world of Eberron, and has a specific place and backstory. One of the more interesting creatures is the Living Spell, a template that can be added to a spell rather than another monster in order to create a unique creature.
The chapter goes on to detail specific places for various iconic D&D monsters, such as giants, goblinoids, orcs, rakshasas, and mind flayers. Each of these creatures has a specific place, and it might not be exactly the place you would expect. Furthermore, Eberron’s tendancy to muddy the waters of alignment means that it’s entirely possible for you to meet monsters that “play against type”. For example, it is entirely possible to meet an evil, scheming gold dragon, while one of the oldest and most benevolent of the druidic sects is made up primarily of orcs.
Chapter Twelve: The Forgotten Forge: A 1st-Level Adventure
The Eberron Campaign Setting even goes so far as to include a sample adventure, and the adventure itself is even quite good. It’s part mystery and part dungeon crawl, and does a good job of introducing player characters to the various elements of an Eberron campaign.
Final Word
I like Eberron. A lot. It has its share of problems; it has a few seemingly unbalanced rules (noted above), and it lacks a full-size, full-detail map of Khorvaire (you have to make do with maps of the individual countries, which are both small and somewhat inaccurate in terms of distance). However, aside from these few small problems, I have an overwhelmingly positive opinion of the setting. The writing is top-notch, the editing is very good, and the artwork is original and full of flavor. It does a very good job of creating a setting that is “D&D, but different”, and I, for one, can’t wait to start up a campaign.










