Product Review
This was the first sourcebook for
Eberron and it wasn’t a let down.
This city of over two hundred thousand
people is well presented, well organized and very
well illustrated (something I have now come to expect
as standard for all the Eberron books).
To give you a quick overview, encase
you haven’t read the Eberron Campaign Setting…
Sharn is a city that rather than expand outwards,
went upwards, so now in places the towers reach up
to a mile in the air. While the dominant race is human,
it is possible to meet anyone of any race here and
as in any city there are rich people, poor people
and good and bad people. All in all it is a major
city and a great setting for your adventures.
The book is comprised of eight chapters.
The first two are about the city and its districts,
then we move on to a view of the major power groups
in the next three, and the last three chapters concentrate
on how the players fit into this complex environment.
As a DM I must say that this really is a book for
DM eyes only, if you are only going to play - don’t
read it. Or if you want a quick look stay out of areas
your DM forbids you from, it’s not worth spoiling
a good story with a foreknowledge of twists.
Chapter One: A visitors guide, I
think this is one the best chapters in the book as
it discusses the city in very broad terms. It also
covers reasons why players may be in the city and
includes examples of where to find services players
will want. Without this section you would have to
go flicking through chapter two, which could be a
little like looking for a needle in a haystack.
There are some demographics for
the people who like that kind of things but basically
all you need to know is that Sharn’s population
is 50% human with rest made up of the other races.
One very nice portion of this chapter is a set of
festivals and holidays to add a little color to any
visit and they can also prove very useful for story
ideas. For example one holiday The Hunt allows people
being sent to capture some creatures, so the players
could either take part or it could be back drop to
some other event like a kidnapping or robbery.
Chapter two is a description of
city by ward and district. Unfortunately these can
go on a little bit too much. Some of the regions are
very interesting and could have perhaps been given
more space at the expense of some more common ones.
Also, the map showing the relationships between districts
on each level are spread out in this chapter so you
have to keep flicking backwards and forwards when
trying to find which join together. This could and
in fact should, have been easily sorted with a fold
out map.
Chapter three is where we start
to get the information on the various powerful groups
within the city. We are given information on the ruling
council and some of its internal politics and we are
also provided with information on the influence of
other nations and the Dragonhouses with power here.
As you read this you will come across many nice story
hooks and there are a veritable army of potential
sponsors.
Next we move onto Chapter four which
has information on Law & Order, and how to run
it so players don’t feel cheated of there role.
Also we see a copy of the Galifar Code of Justice,
as used by most of the Five nations. We also get some
stats for the various groups that make up the Law.
From the lowly City Watch up to the Redcloak Battalion,
who are there to deal with major menaces, a convenient
group who like deputizing heroes when needs be. The
other organizations such as Crime Families, adventurers
and mages guilds are also covered here and again have
some very nice potential sponsors or even opponents.
Then we get the chapter that most players will want
to be looking through. Here we have new feats and
prestige classes. I would have preferred this chapter
to have been earlier in the book so you could tell
the players who want to look at it, not to go past
it and risk gazing upon the storylines that I may
want to use. The feats are mostly Sharn specific and
don’t work well outside of the city so are generally
not that useful to take. There are three new Prestige
classes: the Cannith Wand Adept, who focus on the
use and creation of wands. The Citadel Elite a combined
Spy, Warrior and Inquisitive whose main task is service
to the Breland Throne. The last class is the Sharn
Sky Mage, a mage class that improves flight based
abilities and spells, but only in Sharn so it’s
of very limited use. There are also a few spells and
magic items, but nothing too amazing.
At the back we have the Monster
section, which combines new monsters with a nice Sharn
feel to them and examples on how to use some creatures
from previous books. Finally we have some advice on
how best to use this book and how to work Sharn into
a campaign. For me it is the best home base for the
group to set out from and a great setting for full
blown adventures as well.
Another high quality offering for
the Eberron setting and as far as city sourcebooks
go this one is well above average.
Reviewed By Martin Dye |