Product Review
Above this review we have the blurb
on the back of the book, which if we're honest is
really is a bit boring. Which is a shame as Eberron
is one of the better D&D settings I have seen.
Part of the reason behind this is that it's a new
setting and it hasn’t had a multitude of sourcebooks,
novels and computer games based on it, that the designers
expect you to have read or seen (a problem I had with
the new edition of Dragonlance CS).
Rather than just run through each
chapter in the book I will try and give a sense of
the system.
The main focus of the world is the
continent of Khorvaire, a land of diverse cultures
and terrain. It is a land recovering from a one hundred
year war that started over succession rites to the
throne of the Five Nations, which once controlled
the continent. During this war regions fractured,
so now there are sixteen very distinctly flavored
areas.
We have the Talenta Plains with
the dinosaur mounted Halfling nomads (…so cool)
roaming over the rugged grasslands. Then there’s
Zilargo, the homeland of the Gnomes who are masters
of elemental binding. Allowing them to create some
seriously cool devices like the Lightning Rail (a
magical version of trains) or airships powered by
bond Air elementals.
These two forms of transport along
with a few other details draw me back to the Final
Fantasy series of computer games. It’s the blend
of traditional magic and technology created by magic,
which I find so cool. There are several human dominated
kingdoms, some nice and cosmopolitan, others strict
theocracies and even one which uses undead in its
army along side its human troops.
This setting differs from most D&D
settings on a few major points one being the availability
of magic. It’s not that every other inn keeper
is a 20th level wizard, but there is a NPC class of
Mage Wrights who have very limited magic that can
be used to help create better versions of mundane
items. There is also the new Player Character Class:
The Artificer who gains all the item creation feats
as bonus feats and a strange ability that allows them
to mimic the required spell during item creation,
so they can create any magic item they like. But don’t
worry, they also have a few very useful abilities
alongside the above skills that help stop them just
being seen as magic item factories.
We also have the Dragonmarked Houses,
a highly powerful merchant-caste with mystical tattoos
that allow for a wide range of powers, ranging from
Cure Light Wounds and Mage Armor to Teleport and Globe
of Invulnerability. These marks are inherited from
the family blood but do not always appear in every
family member, so the unmarked family members work
on behalf of the house in more mundane roles. For
example House Jorasco bears the Mark of Healing and
is made up entirely of Halflings. The marked ones
have spell like abilities that let them cast Cure
Light Wounds, Lesser Restoration or a few others but
the rest of the house is trained in the Heal skill.
So as a house they can treat anyone who comes to one
of their compounds, and due to this have replaced
the Temples in first choice of where to go when injured.
The other key point where this system
differs is alignment, both for creatures and clerics.
No longer can you think it’s an Orc he must
be evil (EDIT: as it should be, all hail Games Workshop
– Jon), in Eberron they have as differing alignments
as Humans. In fact it was Orc Druids (I know very
strange) that saved the world from an interdimensional
invasion, but that’s another story. The other
is for Clerics as the gods are more distant in this
setting, so the Lawful Good deity can be served by
a Lawful Evil high priest who covets the power his
position gives. This gives a very nice sense of grayness,
to all things ethical.
But even without the very well constructed
world and its rich history, Eberron scores a massive
high in my books on the new races, prestige classes
and feats too.
One of the biggest new additions
are the Warforged, an intelligent construct created
for the Last War. They have some wicked abilities
like immunity to various effects and a natural armor
class. But to balance this they have no natural healing,
are prohibited from wearing armor (but can have self
enchanted stuff) and receive a general mistrust from
normal folk.
At first level the player of a Warforged
must decide what level of natural armor he wants,
at the cost of his first level feat he can have Full
Plate with damage reduction 2/adamantine (…
very useful). They have put a lot of thought into
this new race and I feel it is tragic sense of not
belonging which is particularly interesting for these
constructs.
The Warforged also have their very
own prestige class, the Juggernaut. A class that lets
your character become more construct-like, at the
expense of the living characteristics. By the time
your character completes these five levels he is no
longer susceptible to Mind effects, death effects
or non-lethal and extra damage. Which could make you
ultimate Undead or Aberration hunter, but this comes
at the cost of your empathy, as you turn into the
mindless hulk the masses already think you are.
The other very cool new race are
the Shifters, descended from humans and natural Lycanthropes.
While they are unable to change form they can tap
into their bestial nature which depending on tribe
could mean growing large claws or fangs, gaining a
thick hide or increased speed. The other races also
look down on this race. A position that the Shifters
don’t really mind, as they prefer a more outdoor
life style, leading them to make excellent Barbarians,
Rangers and Druids
Along with all of the above newness
is the introduction of Action Points, something I
think has been missing from D&D for a long time.
These Action Points allow you to do several things,
such as adding a d6 to any d20 check you make, automatically
passing a stabilization check, extra uses of class
abilities, swapping of prepared spells and lots of
other handy things. All round a good addition in my
opinion.
Only the players really have action
points, as they are really aimed at giving them a
little something to help the rise above the ‘normal’
people. Which neatly brings me back to another point,
this is a world with out a cast of epic level good
guys. No longer do you need to ask why are we fighting
this villain who is causing us problems, when Elminster
could come deal with him in one round, or Drist and
his gang ending every major threat. But don’t
think there aren’t some really nasty villains
out there. There are several groups you could be fighting
from 1st level all the way up to 20th, as the major
players are very well thought out and a lot of design
has gone into them and how they can antagonicze your
players.
So, all in all this is a 320-page
book packed with a well-designed world, some great
options for characters and hundreds of ideas for adventures.
One final thing that also needs to be praised is the
fabulous artwork. Right from the front pages it is
all top notch and goes straight in with an adventuring
group being attacked by some construct as they flee
with the hard won treasure. Some of my favorite pieces
of artwork are the starts of each chapter, which are
done in the format of a comic, with a few frames and
text blocks.
Eberron scores high with both me
and my group. A winner for D20 and RPG in general.
Reviewed By Martin Dye |