Glyfair
Explorer
I posted this on the official forums, but I thought some here might appreciate this.
Throughout the book are numerous "Wayfinder Foundation Tips" on things like "How not to be remembered by other passengers" (tip 2: don't be a shifter, warforged or goblinoid), "How to survive slavery in Darguun", etc.
Chapter 1: Travel
It presents a brief overview of travel in Eberron. Has prices, encounters and things like how to deal with teleport when available to players.
Chapter 2: Tools of the Trade
Details the vehicles with maps and such. Details such things as travel papers. A good section covers the Wayfinder Foundation (how to join, benefits, etc) & the Twelve's Acquisition Directorate.
It also has the 3 prestige classes. They are the Cataclysm Mage (gains abilities because of their intimate knowledge of the cataclysms that have hit Eberron), Thunder Guide (specialists in the area of the Thunder Sea) & the previously seen Windright Captain.
Chapter 3: Points of Origin
Covers areas that you begin your journey. Areas include the Stormhome Docking Tower, a Lightning Rail station, the Crimson Ship (a wandering ship run by an ultroloth who seems to be bound to the ship) & the Glitterdust Nightclub.
Chapter 4: Midpoints
Covers areas you'd visit in the middle of your journey. Areas in this section are Katal Hazath, Gateway to Khyber (with a sidebar on the Gith in Eberron); Mesk, Seren Villiage; the Aal'Drash Seals; Shae Mordal, the City of the Dead.
Chapter 5: Destinations
Places you are likely to be heading for. Here you'll find Ashtakala; an Argonnessen Observatory; a Khyber Dragonshard Cavern; Madwood Citadel; Pra'xirek; a Quori Monolith; Shalquar Monastery; Tharkgun Dhak; Frostfell Shipwreck; Haka'torvhak.
I particularly like that the whole work is covered with Sarlona locations (the Quori Monolith and Shalquar Monastery), Frostfell and Argonness covered.
Appendix: Ancient Treasures
Covers magic items and general treasure in two categories: Giant Antiquities and Dhakaani Antiquities. One item that caught my attention was the Drake Helm. It can contain several Siberys dragonshards that can contain spells. Sorcerers or Bards can use these spells as if they know them.
Throughout the book are numerous "Wayfinder Foundation Tips" on things like "How not to be remembered by other passengers" (tip 2: don't be a shifter, warforged or goblinoid), "How to survive slavery in Darguun", etc.
Chapter 1: Travel
It presents a brief overview of travel in Eberron. Has prices, encounters and things like how to deal with teleport when available to players.
Chapter 2: Tools of the Trade
Details the vehicles with maps and such. Details such things as travel papers. A good section covers the Wayfinder Foundation (how to join, benefits, etc) & the Twelve's Acquisition Directorate.
It also has the 3 prestige classes. They are the Cataclysm Mage (gains abilities because of their intimate knowledge of the cataclysms that have hit Eberron), Thunder Guide (specialists in the area of the Thunder Sea) & the previously seen Windright Captain.
Chapter 3: Points of Origin
Covers areas that you begin your journey. Areas include the Stormhome Docking Tower, a Lightning Rail station, the Crimson Ship (a wandering ship run by an ultroloth who seems to be bound to the ship) & the Glitterdust Nightclub.
Chapter 4: Midpoints
Covers areas you'd visit in the middle of your journey. Areas in this section are Katal Hazath, Gateway to Khyber (with a sidebar on the Gith in Eberron); Mesk, Seren Villiage; the Aal'Drash Seals; Shae Mordal, the City of the Dead.
Chapter 5: Destinations
Places you are likely to be heading for. Here you'll find Ashtakala; an Argonnessen Observatory; a Khyber Dragonshard Cavern; Madwood Citadel; Pra'xirek; a Quori Monolith; Shalquar Monastery; Tharkgun Dhak; Frostfell Shipwreck; Haka'torvhak.
I particularly like that the whole work is covered with Sarlona locations (the Quori Monolith and Shalquar Monastery), Frostfell and Argonness covered.
Appendix: Ancient Treasures
Covers magic items and general treasure in two categories: Giant Antiquities and Dhakaani Antiquities. One item that caught my attention was the Drake Helm. It can contain several Siberys dragonshards that can contain spells. Sorcerers or Bards can use these spells as if they know them.