Alignment
Before you read this, it’s important to know a few things about me. I do some freelance editing for Wizards of the Coast. I had no involvement with the making of the
Eberron Campaign Setting, nor do I have any true stake in its success or failure (though I hear it's doing very well). If you think this biases my review, please ignore.
Initiative Round
Eberron Campaign Setting is the long-awaited publication of the winner of Wizards of the Coast’s campaign setting search contest. It is a 320-page, hardcover tome with a full-color interior. Created by Keith Baker, Eberron was developed by game design veterans like Bill Slavicsek, Jesse Decker, and James Wyatt. The book retails for $39.95.
As one might expect, the
Eberron Campaign Setting book is largely a beautiful one. The cover, depicting in color a warforged fighter battling restless spirits (other frames show the warforged’s companions in black and white), captures one of the core differences between this and other worlds. While it might have been better, from a graphic designer’s point of view, to vignette this scene without the others on the front of the book, so as not to repeat the image of the shifter wizard, the graphic work inside the book is nearly impeccable. The art is also great, including work by industry bad-asses, such as Wayne Reynolds and Sam Wood, mixed with good stuff from relative newcomers, such as Steve Prescott, David Bircham, and Kalman Andrasofszky. The maps, while serviceable, are not as excellent as the world map included with
Forgotten Realms Campaign Setting. No poster map is included with the book. This is unfortunate, because the maps included in Chapter 7: Life in the World are hard to visualize as a whole, making the physical relationship of geographical borders sketchy and the charting of lightning rail an mundane thoroughfares a difficult task.
The races of the main continent of Eberron are the usual fare for
D&D with a few alterations and additions. Humans are much as always, and there has been no real change made to dwarves, gnomes, half-orcs, and half-elves (besides the latter’s status as a “true-breeding” race). Halflings, raised in their land of origin, resemble a cross between dinosaur-riding nomads and cave-dwelling Native Americans, but more traditional
D&D halflings are certainly possible. The biggest (and most exciting) change comes with the elves, who in their homelands are either fierce and bloodthirsty warriors or members of an ancient and magical society ruled by good and neutral undead.
Four new races inhabit the world of Eberron. Much like a creature found in the
Palladium Role Playing Game, changelings are humanoids descended from doppelgangers and humans, which have minor powers of shapechanging (really no more powerful than
disguise self). Changelings are distrusted for obvious reasons. More original are the kalashtar, a race of spirits born in the plane of dreams who have bonded with humans and thereby become a true race. These humanoids are psionic in nature and seek to block the machinations of a more sinister force that also comes from Dal Quor, the Region of Dreams. Shifters come next. These beings are the descendants of lycanthropes and retain a small portion of shapechanging ability and animal savagery. Finally, there are the warforged—artificial, sentient beings or living constructs. The warforged are intriguing, and they open up storylines that are more often seen in science fiction. The only problem with the warforged is that the designers took too much care in trying to balance them so they have no level adjustment (LA), making them less believable as artificial soldiers while probably leaving them a bit too powerful for a LA +0 race. (Feats tend to mitigate the former problem [most veteran warforged were probably warriors or fighters that had the Adamantine Body or Mithral Body feats], but the latter quandary still sticks.)
Speaking of fighters, the core classes of
D&D all have a home in Eberron. There’s a place for everyone, and a few classes get special treatment (usually via feats, see below) that makes them great choices for this magic-is-technology world. Clerics are a specific example of a new twist without any sort of feat. A cleric need not have an alignment that is related to his or her deity’s alignment. These “knights of the churches of Khorvaire” can follow a specific god, a whole pantheon, or a spiritual ideal. New domains fill in some special niches, and punishment for transgression (if any) is in the hands of the church, not the gods. Monks are built into the
Eberron Campaign Setting as well (unlike more Eurocentric fantasy settings), with a specific evil sect of monastic warriors that flay the flesh from their enemies. Every class is explored in a fashion that reveals more and more about how Eberron works, including an out-of-the-ordinary twist. One of the sample characters is a shifter wizard, and while shifters aren’t necessarily suited for arcane spellcasting (they get –2 to both Int and Cha), their physical abilities can make up for some of an arcane spellcaster’s shortcomings—especially at low level.
Unfortunately (or fortunately, depending on your tastes) psionic classes are still largely marginalized in Eberron. Though they are given a nod with the kalashtar, that race’s homeland (a continent across the sea from Khorvaire, the focus of the setting), and their enemies, psionic powers are neatly and artificially compartmentalized “off screen” from the campaign’s central locale. More marginalized is the sorcerer, whose general weakness in core
D&D is exacerbated by the fact that the class gains no special treatment in Eberron. The power of the sorcerer is further dampened by the inclusion of another spellcaster-like class.
This new class is the artificer. Along with the magewright (a new NPC class), artificers are the backbone of Eberron insofar as magic equals technology. The class itself is balanced, resembling in many ways the bard, but centered on item creation instead of music. The artificer appears powerful at first glance, with a middle base attack bonus progression, good Will saves, access to a number of bonus item-creation feats, and access to “infusions” (magical, item enhancing powers like spells). Really, though, the artificer works (in mechanics terms) and one reason is the fact that many infusions take a while to apply and the artificer has a limited number of them. The only thing unsatisfactory about the new class is the lack of any good explanation of the metaphysics that provide for the artificer’s abilities, beyond the ubiquitous and nameless magical ointment used as a material component.
Also new in the
Eberron Campaign Setting are action points (like
d20 Modern). Heroes (only PCs or very unique NPCs) use action points to positively affect the outcome of d20 rolls. Such an addition really punches home the pulp aspect of the setting, and it allows the DM to push the envelope a bit when it comes to challenges. Certain dramatic instances allow the player characters to really shine or, at least, appear exceptionally lucky or blessed. Several also feats alter how action points are accumulated or work.
In general, the feats in the
Eberron Campaign Setting excellently serve to flesh out the world and give substance to the setting’s unique points. So good are most that you should read
Critical Hit below for more on them. Only a few leave something to be desired, and these include: Knight Training, Investigate, Monastic Training, Research, and Urban Tracking. The two training feats are poor choices (from a play standpoint), because they really offer a player no benefit other than circumventing multiclassing restrictions in the Player’s Handbook that were bad ideas to begin with. Certainly, there are orders of paladins and monks in any world that need to combine skills or do so based upon specific teachings. Neither situation should call into question a character’s devotion to a way of life, nor should they require a player to take a feat with a class already starved for such options. It was a poor choice to so hamstring the paladin and monk classes on multiclassing to begin with, and the 3.5 designers had access to material that suggested a change, such as
Oriental Adventures and “Class Combos” in Dragon 289. Investigate, Research, and Urban Tracking are explored more fully in
Critical Fumble below.
Prestige classes serve to accentuate some distinctive elements of the
Eberron Campaign Setting. Two work with dragonmarks (bodily marks that impart spell-like abilities in varyin degrees of power) and the power they offer—the dragonmark heir, an influential dragonmarked person, and the heir of Siberys, a character that manifests the most powerful of dragonmarks. Two others focus on the divine—one, the Eldeen ranger, on nature’s power, and the other, the exorcist of the Silver Flame, on the powers of a devotee of the Silver Flame. (The Church of the Silver Flame is a lawful good religion. It stands apart from typical
D&D religions as one without an actual god. Other religions of this type exist in other parts of Eberron, such as the Undying Court of the elves or the wicked death cult The Blood of Vol.) Another pair centers on the pulp action of the setting—the extreme explorer, an Indiana Jones type that centers on luck and daring (action points), and the master inquisitive, a detective extraordinaire. The final two put the spotlight on narrowing racial powers—the warforged juggernaut becomes an unstoppable adamantine warrior at the expense of his “living” nature, while the weretouched master is a shifter that has gotten in touch with her ancestral birthright to shapechange into animal and hybrid form. All of these classes serve the setting well.
The cosmology works similarly. Eberron has a fascinating planar structure where the planes orbit around the Material Plane. Each of these planes is unusual when compared to those found in Greyhawk’s Great Wheel. Further, each plane can have some effect on Eberron itself, depending on where that plane is in its orbit of the world—though some planes touch the Material Plane at all times in certain regions called manifest zones. Evil outsiders can possess mortals, while good ones may honor a creature by channeling through it. Problematic, though, is the fact that all mortals’ souls go to a realm of apathy and despair after death. Perhaps this part of the cosmology is to give impetus for powerful mortals to seek immortality and a reason for many spirits to linger on the Material Plane, but it seems lame for a virtuous person to suffer pseudo-oblivion right alongside his evil counterpart. Of course, the game is really about the world of the living.
Life in the world of Eberron is, in some ways, like that of other
D&D worlds. Time is marked much the way it is on Earth, albeit with different names for days and months. Common (and uncommon) races clash with monstrous foes, wealthy aristocrats and merchants rule over a middle and lower class, and cities are centers of trade and underworld activities. The majority of persons in the world are simple folk who farm the land—but in Eberron those folk usually have at least some education and their lands are generally safer.
Other differences include the proliferation of industry and magical travel. The binding of elementals has allowed many wonders, including trains that travel on currents of energy, boats that provide their own wind, and flying ships powered by fire. Those with a comfortable amount of wealth can afford to use such conveyances regularly, allowing the adventuresome to cover a lot of territory in a single quest. The only thing that prevents this from being truly viable is the fact that all of the modes of transport are well beyond the financial means of all but the richest citizens. This error makes things like the lightning rail out of any low-level character’s reach without a wealthy patron, and it calls into question the economic viability of the mage-tech transportation (despite the lightning rail’s original government subsidies).
The lands themselves are unified in the remembrance of that old government (the continent-spanning kingdom of Galifar) that was shattered with the death of its last king and the beginning of a succession war (the Last War) that lasted over one hundred years. During this war, the human nations clashed to decide who would rule the continent of Khorvaire. Nonhumans of various types, though originally ruled by Galifar’s king, took various opportunities during the Last War to form nations of their own. In the end, sixteen territories, two of which are mostly barren, emerged from the Last War—seven predominantly human, one dwarf, one gnome, one elf, one halfling, one hobgoblin, one orc, and one monster (ruled by hags). Of the desolate lands, one was destroyed by a mysterious arcane disaster during the final battle of the Last War, and the other is an ash-covered, volcanic wasteland that is the remnant of an ancient empire once ruled by rakshasas. (Here is one of the good examples of how epic play is built into Eberron, for the rakshasa rajas are imprisoned in this blasted terrain, awaiting their release.)
The descriptions of these expanses hold many interesting facts and more than a few great plot hooks for adventure (along with a some dull ones). Regions beyond Khorvaire, for there are three other continents on Eberron (not including the frozen land of Frostfell) and an underworld of darkness (called Khyber), are also defined. None of them is as richly described as Aerenal, the land of the Undying Court.
Yet, many of the descriptions of the realms of Eberron seem shallow. The workings of the nations of Khorvaire and the world beyond are at once interesting and hard to believe. Everything seems a little too tidy. Just about every major race has a homeland (or a conquered or usurped region) and the way of the world is currently that all of these forces at least tolerate one another. Dragonmarked houses neatly control all trade, remaining neutral in conflagrations between nations (including the Last War). Dragons are carefully sequestered on their own continent of Argonessen, and giants and drow on Xen’Drik. Humans and the other common races exist predominantly on or near Khorvaire, while Sarlona (once the “cradle of human civilization”) is the domain of the kalashtar and their quori enemies (though the quori and kalashtar have humans among them). After a while, the exposition on the setting starts to feel like a “top down” creation instead a truly living world, meaning it seems like an effort to fit this or that
D&D element into the world rather than an attempt to make the world a dynamic entity into which
D&D elements naturally flow. Evidence for this point includes things like the almost complete lack of clear ethnicity in any race, besides the elves and despite the illustration of Caucasians with various shades of skin on the first page of the races chapter. Minor blunders in consistency don’t help, like the fact that Karrnath exports ale, grain, livestock, and dairy products yet is also said to have to import food or regularly face the threat of famine.
This slight failing doesn’t really mar the setting that much. It’s just a vague, uneasy, and pervading feeling one gets when reading about Khorvaire and its contents. The
Eberron Campaign Setting has plenty to offer, and there’s bound to be more to come than can be squeezed into 320 pages. Certainly, future Eberron products may prove this feeling wrong.
The information on the lands of the world is supplemented by concise but useful material on organizations, such as the dragonmarked houses, institutions of learning and religion, and more conspiratorial groups. Possibility for villainy, mystery and conspiracy abound—unfettered by normal alignment restrictions. Some of these institutions make great patrons for adventurers, fledgling and master alike. This type of material is wonderful for any DM who needs a quick idea or campaign theme.
The DM is also given a set of great tools on how Eberron is supposed to work. Tips on action, history, and the use of magic help a referee get into the feel of Eberron’s pulp style. The importance of story pacing and theme is explored, as well as the satisfying recurring villain. Finally, to couple with the myriad plot hooks in the description of each and every kingdom of Khorvaire, some plot themes are given a show. All of this stuff compares favorably to the GMing section of
d20 Modern—it’s useful stuff, especially for the newer DMs, but even a tired old hand like me can get some inspirations and help.
Beyond the aforementioned devices given the DM, the
Eberron Campaign Setting’s mini DM guide continues with unique and fantastic magic items, monsters, and even a short adventure. In these sections, one finds the magnificent powers of the dragonshards and the bound-elemental items one form of shards allow to be built. Warforged components are pretty remarkable, being items that are inserted into or attached to the anatomy of a warforged, but more remarkable still are wondrous locations (which are almost always tied to manifest zones). Monsters include extremely powerful outsiders (another epic possibility), dinosaurs, unique templates like the living spell or horrid animal, and even a new type—a form of positive-energy undead called the deathless (also found in
Book of Exalted Deeds). The deathless add a whole new dimension to the
D&D environment, though one has to wonder why the Undead type couldn’t have included the option for good undead all along (they exist in folklore).
The short adventure adds still more dimension to Eberron and its most prominent city setting, Sharn, The City of Towers. While the scenario itself relies too much on serendipity, contrived player motivations, and one-dimensional villains, it does one thing well. It reveals to the reader how Eberron works. Allies and patrons with mixed agendas, villains with sympathetic goals, police stretched too thin, the mysterious motivations of living constructs, cosmopolitan settings, racial integration, financial segregation, the power of money and information, underworld economics, long-lost secrets buried beneath one’s nose, magic as technology, and swarming vermin that consume flesh all find their place in this action-packed world.
Critical Hit
Options, options, options! Choices are said to be one of the core principles of the
D&D system, and the system even allows a player to make bad choices (that’s life). Eberron is full of selections that not only make the idea of playing in this world captivating, but also make the campaign setting tome a treasure trove of ideas for home-brew worlds. It is clear Eberron was built to support most, if not all, modes of
D&D play.
Each new race has it’s own exclusive place in the Eberron milieu, adding new possibilities to the traditional fantasy worldview. The warforged, for example, allow the exploration of artificial life and the desire such beings have to fit in, find their own natures, or prove their superiority over their creators (
ala Blade Runner). Further, the idea of monstrous heroes is not a tertiary one in Eberron; it’s built in. Since there are entire nations ruled by monsters, monster mercenaries and adventurers have real solid footing in the cosmopolitan continent of Khorvaire.
The presence of such unusual characters is further supported by an alignment system that is more flexible than the core
D&D ideals on the same subject. Monsters may still be evil, but there seems to be a lot more exceptions in Eberron, such as the lawful neutral king of the hobgoblins (in fact, most of the hobgoblin leaders are some form of neutral). Clerics need not be of an alignment anywhere close to the faith they profess, allowing for stories of intrigue and corruption in church halls. (
Ladyhawke, anyone?) A paladin’s
detect evil ability may work well, but evil races are still protected by law unless they cross the line, and many have neither the strength nor the courage to engage in anything but the pettiest of evil acts.
Feats in the
Eberron Campaign Setting allow for exceptional customization and bring to life many options that
D&D has long needed. A warforged can have a body plated with adamantine or mithral, and druids can summon and wild shape into vermin (so long as they belong to the proper druid sect, one of five). Bards can expand their performance capabilities, while shifters can delve into their lycanthropic heritage, becoming more potent and more bestial. Item creation, so essential to the core ethos of Eberron, is expanded to include many new feats, while the equally indispensable dragonmark feats add a whole new level to character development.
Eberron’s broad options don’t leave the DM out in the cold either. Despite s few minor problems mentioned earlier, there’s plenty of adventure to find in this complex setting. With inspiration from great stories like
Raiders of the Lost Ark, The Mummy, and
The Maltese Falcon, how can it miss? There’s no iconic evil in Eberron either, but plenty of wickedness to go around, from the infernal Lords of Dust to the dream-born Inspired. Good power groups may have reason to oppose other good forces, whether as a result of corruption or simply differing goals. Good may find itself aligned with evil as well.
Critical Fumble
Investigate, Research, and Urban Tracking are particularly poor feats (from a design standpoint), because all three restrict the ease with which play progresses in a similar way, even though the three also introduce necessary subsystems to the Eberron world. (Two of these systems are part of
d20 Modern, but as skills and as part of a rule-set that offers a PC not only more skill points, but also more feats.)
The Investigate feat can be held up as an example, with the understanding that both Research and Urban Tracking create similar problems. Investigate actually serves to thwart simple (and entertaining) gameplay by suggesting that someone should need a feat to successfully examine a crime or mystery scene, instead of creating a good subsystem that acknowledges the value and use of existing skills and is usable in all such situations. With the feat, a character can use the Search skill to uncover “clues” and make an analysis of such hints. Without the feat, one presumes, a character cannot search for these clues. There’s a gaming table logjam in the making, as well as a problem for an adventure designer.
Three other reasons show why the choice to make this type of activity a feat thwarts gameplay. First, anyone with the appropriate skills (presumably Search, a few relevant Knowledge skills, and perhaps even Heal) should be able to use this skill-set to investigate a crime scene and recover clues—the level of proficiency in the suitable skills determines the character’s expertise in so doing. With the Investigate feat, this obvious fact of skill application is longer true if one wishes to follow the official rules. Secondly, the Investigate feat creates a useable subsystem for itself, but that subsystem is accessible only by virtue of the feat. This type of “specialized subsystem” may make sense for Track (and some piloting feats in
d20 Modern), because it represents the particular way of using Survival that not every survivalist can pull off. Tracking, however, is not a necessarily an essential part of most roleplaying game campaigns, while investigation almost always is. It doesn’t make sense for such an integral part of a roleplaying game to be relegated to a feat, particularly when, unlike
d20 Modern, feats are in relatively short supply. This is especially true when one considers the aforementioned fact that investigation is really the use of multiple skills in a clever way, rather than a specialized use of one skill. Investigate, however, deigns to focus on one skill (Search), creating a gross oversimplification that is another problem in and of itself. (Urban Tracking has similar but lesser problems, while the subsystem for Research is pretty good.)
The subsystem for Investigate is inferior for a few reasons. First of all, the designer’s choice to focus on a single skill is inappropriate for what it really takes to study a crime scene, as mentioned above. Appropriate Knowledge skills only offer a +2 synergy bonus on a Search check to analyze a clue, when the Knowledge check itself is what should be required. The DC to find a clue is only modified by whether or not someone or something disturbed the scene. (This may be an effect of the fact that the Search skill itself offers no real clarity on whether the DC increases to find small or hidden items [other than traps and secret doors]. One presumes it does.) Further, a character can’t make a roll to determine the authenticity of a clue; the player has to figure that one out.
As a DM, when I referee Eberron at home, I’m throwing all three feats out the window, but I’m keeping the subsystems as options available to those with the proper skills. Of course, I’ll have to shore up the holes in the Investigate subsystem. What truly breaks my heart (really) is the fact that this faulty design is now part of the official Eberron environment, and future game developers must conform. In fact, the master inquisitive class requires Investigate and the sample master inquisitive, Creilath Movanek, on page 83 of the
Eberron Campaign Setting, is the earliest victim of this sad course.
Coup de Grace
The
Eberron Campaign Setting is a solid and exciting product that is made for 3.5e
D&D. The game mechanics are sound, except for the serious failing of a few feats, and the product honestly succeeds at making some of the old seem new again. Other parts are, unfortunately or not, simply just the same old stuff, different place. The core campaign setting for Eberron is essential for anyone who wants to play in that world, of course, but it is also a trove of material that can be looted for one’s personal campaign. The book is handsome and worth its price even for just a read. I will not only play a game in Eberron, but I’m happy to own the campaign setting and I may just end up as one of those abovementioned looters. Unlike Forgotten Realms, which has evolved into the fine setting it is today from, in this reviewer’s opinion, a rough start, Eberron sprouts anew and presents wonderful choices and elements that make
D&D’s reality more vibrant and cohesive. If you have the desire to get a copy of this book, don’t fight it. You’ll enjoy the ride.
Review originally appeared at
d20 Magazine Rack.