Eberron Campaign Setting (3e) – Find Action Around Every Corner of the a Dungeon Master also needs the Player’s Handbook, the Dungeon. Eberron Campaign Setting is a hardcover accessory for the edition of the Dungeons & Dragons fantasy role-playing game. Eberron is a campaign setting for the Dungeons & Dragons (D&D) role-playing game, set in a period after a vast destructive war on the continent of Khorvaire.
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Open Preview See a Problem? Thanks for telling us about the problem. Return to Book Page. James Wyatt Goodreads Author. During the spring and summer ofWizards of the Coast, Inc.
This brand-new setting for. Designed dumgeons 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 contains substantial information on new elements of magic, including spells, domains, items, artifacts, and more.
Eberron Campaign Setting – D&D Wiki
Also included are historical and cultural details of the world, along with extensive illustrations and a wealth of maps that put the setting into campagn 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. Hardcoverpages. Published April 1st by Wizards of the Coast first published To eberon what your friends thought of this book, please sign up.
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Lists with This Book. Jun 28, Randy Lander rated it it was amazing Shelves: I can say, with no doubt in my mind, that Eberron is my favorite.
I’ve run several different groups through several different adventures, and there are still elements of the world that I’ve barely scratched the surface of. What few gripes I have about this book the halflings and gnomes aren’t given rules differences to match up with their campaign-specific roles are few and far between.
But as a guidebook to Eberron, this is immensely useful, even for someone about to run the 4E game, for whom the rules info isn’t useful. The several page overview of each nation, the look at various organizations, the history, the suggestions on running an Eberron campaign and giving it the right campxign, these are all tremendously useful tools.
And of course, it’s gorgeous to look at, with .35 art and maps. Mar 05, David rated it it was amazing Shelves: Eberron was the winning entry out of a contest run by Wizards of the Coast. Unlike the older settings, the types of adventures that can be had is greatly expanded. By that, I mean that it provides a lot of inherent support fo Eberron was the winning entry out of a contest run by Wizards of the Coast.
By that, I mean that it provides a lot of inherent support for non-traditional adventures. Sure, the Indiana Jones type of adventures are still plenty much available, but it cqmpaign throws in urban mysteries, political intrigues, and steampunk elements.
You can have player characters playing constructs and shapechangers; psionics are built into the history of the world.
Eberron Campaign Setting by Keith Baker
A new class that exists to offer the flavour of a world with a higher level of technology advances. It’s a fractured world that recently came out of a decades long war, with nations destroyed and new nations born including monstrous nations. You have militaristic nations, a democracy, a magocracy, a theocracy, and more, traditional and non-traditional.
Religion and alignment is much more fluid and unpredictable. So are the common races and exotic monsters, whose traditional roles are often turned upside down, bringing new flavour to them. In short, it’s a new world where traditional dungeon crawls can easily fit in, but at the same time, it provides rich history and lore with which to mesh them together with adventures of the non-combat variety.
It has just enough of about a lot of different elements built-in that it can handle just about any sort of fantasy adventure you could throw at it. I still have a soft spot for the Forgotten Realms Oct 21, Robbie rated it really liked it Recommends it for: It’s got intrigue and pulp adventure and vague steampunk undertones. Apr 28, Argi rated it it was amazing. It’s well written and easy going while someone reads this book.
Very good design and nice illustrations. The world of Eberron is awesome, and much better than almost any other campaign setting designed from the wizards of the coast. Jun 20, Kenneth rated it it was amazing Shelves: I can, and have, just sat and read through campaign settings that I will never, ever actually use in a game. I’ve spent a bunch of money over the years on Forgotten Realms, and hardly used it at all.
For me, Eberron is the perfect Pulp Hero Fantasy setting. It’s got a coherent history and cosmology.
Eberron Campaign Setting
It’s not a bunch of thinly disguised real world equivalents plopped down onto the map. It’s also wicked keen. It walks the fine line of being different enough to be cool, and being so different that designing adventures or adapting them becomes really difficult.
Dark Sun, I’m looking at you. Since 5e came out I’ve gotten rid of almost all my 3e books. I don’t see going back at this point. But I’ve kept all the Eberron books for reference. Apr 12, Charles rated it really liked it Shelves: But I am starting with the Eberron core book because it is probably the first or at least first in a long time that I have read cover to cover.
And I must say, there is a lot of information in that book. The world is one that is fully realized, and obviously a great deal of work has gone into it all. As a setting alone it would be worth a good look, because the history and geography is interesting, and it makes me enjoy even more that people convinced me to run a campaign set in Eberron. To begin, I am reading the 3. Eberron introduces a number of new races, but perhaps the one I have found most interesting and have wanted for a long time is the Warforged.
I mean, robots are just interesting, because they can be used in so many different ways, and Warforged are fantasy robots, but with a soul and personality and a rather tragic history. They allow dugneons as a DM to have characters that see them as objects and characters that see themselves as objects and characters who are angry and resentful campaifn the whole thing. The Shifter, Changeling, and Kalashtar races are also interesting, and dragosn to the tapestry of the world, but it is the Warforged that is the star of the show.
Along with the new races, though, is the idea of Dragonmarked. Which, I will admit, I have not been doing right according to the books.
But hell, that never stopped me before. The cmapaign of the Dragonmarked is that there are families that possess marks that allow them to cast spells without having to be a caster class. This has changed the landscape of the world financially and politically as these families have risen to prominence and power.
Which sort of creates the mood of Eberron, which is at the surface a place of wonders, where magic has made a world where almost anything is possible, and where the kingdoms are still glorious and proud. At the same time, there is the feeling of unrest and barely suppressed violence and darkness. This is a world that is in transition, from the great kingdom of old to something new. Like with revolutionary Europe, this is a time when dictators can rise to power, or democracies can flourish, or any number of things.
Political manipulation, espionage, and violence are the norm, and world, while striving to maintain the shine of the past, has become gritty and tarnished. This is the world that Eberron sets up for the PCs to live in, and the sense is not that the PCs will be or should be pillars of good and justice, because the very notions have been confused and muddied by religion and intolerance. Clerics and Paladins involved in crusades, heroes that are secretly in league with undead cults or extra-planar drgaons, kings and queens that seem benevolent while viciously punishing any who get in the way of their quest for power, the world of Eberron is one where what you see is rarely what is true, and I appreciate it that.
It gives me enough tools to create in depth campaigns that can range from any corner of the world and beyond, giving me freedom to work personalized elements into the setting. Though it sets the scene as of a particular time, there is nothing stopping a DM from filling in some more ebrrron, which is why my campaign, for example, began after the recommended starting time. This allows me freedom to invent what happened in the years not mentioned in the eberrno while keeping all of the history.
So yes, the setting innovates while working with anything contained in the 3. Sep 13, Daniel A. It took me a while to learn how to Dungeon Master on my own, without using “canned” adventures and modules, and this, the Eberron Campaign Setting by Keith Baker and co-written with veterans Bill Slavicsek and James Wyattis the setting that taught me how to do so.
It is something of a “fantasy noir” setting for the game, with more everyday magic and more of a pulp fiction or action adventure eberrn than traditional sword and sorcery settings, and it’s one of several people’s favorite settings for a game that, as of this year, has been around for forty years.
Dgagons I liked most about it was that it provides a framework on which a player or DM can hang just about any type of campaign. Baker provides more than bare bones, and a world fleshed out just enough that almost dungepns goes. When you consider that the largest metropolis in the game, Sharn, is roughly the game’s equivalent of New York City, London, or any other major mundane city, with all that that implies, one sees the advantages of Baker’s approach. I actually learned how to DM off of the 4th Edition version of the Eberron Campaign Anfand only came into this volume when I decided to resume running a campaign with different players.
This particular version of the Eberron rules—perhaps fittingly, as Baker designed the rules for nativity with this edition—flows so much more smoothly in 3. It’s even evident where 4th edition got some of its aspects—character races such as shifters and mechanics such as action points originated in this volume, albeit in somewhat different form though less so for shifters, for example.
The chief advantage of 3. Aug 02, Caleb Wachter rated it it was amazing. The introduction 3. a new subsystem of magic was interesting, although I thought it could have ahd better explored in this core rulebook. Still, it allows an extra dimension to characters, thereby allowing for increased specialization or for some measure of covering a campaitn given weaknesses.