Solid sourcebook that covers the basics of the Five Nations
Five Nations
Written by Bill Slavicsek, David Noonan, and Christopher Perkins
Published by Wizards of the Coast
www.wizards.com/eberron
ISBN: 0-7869-3690-8
160 full color pages
$29.95
Five Nations is he latest sourcebook for the Eberron game setting. Laid out in standard two-column format, Five Nations uses the same background as previous Eberron games. Not quite up to the Forgotten Realms layout in my opinion, but a solid presentation nonetheless. A little bit of page wasting happens here as the first page is a bull screen version of the first page with the author’s credits and then we get the full cover page reproduced on the inside. A great illustration by Wayne Reynolds. Then we get another page of credits, with the author’s names listed again, along with the other helping hands.
Illustrations are solid, and include a full-page illustration between each chapter. Cartography is handled by Dennis Kauth and Rob Lazzaretti and while there are no removable maps, each country has an up close section in addition to a full page map of Khorvaire. Nothing jumped out at me while reading the book in terms of editing. While the book does not include an index, there’s a page of ads for Eberron, one for purchasing products, and another for the RPGA. Navigation isn’t too bad as the table of contents is a full page and the TOC is very detailed. Monsters and NPCs use the new game lay out for statistics introduced in the Dungeon Master’s Guide II. This makes them easier to see and use, but takes up more space.
Five Nations starts off with an introduction section, and then five chapters, one for each country. The introduction covers the history of the land prior to the Great War, a brief synopsis of the War itself, and a general statement about how things are today now that the war has ended. In short, people are glad that the war is over as trading can proceed again but not everyone finds it easy to forgive the injuries of a hundred year war.
Each chapter includes information on the country. For example, when reading about Aundair, you’ll discover that most of their soldiers come from the commoners as they tend to have large families. Not the only power though, as the wizards of Arcanix, the Starpeaks, have both sword and spell to lend to the combat field.
Each country includes style, five thing everyone knows, plots and factions, view of the five nations (it includes a look at themselves), foreign relations, notable citizens, names, adventure seeds and game mechanics. In addition, a sidebar has a look at the country at a glance. This provides a breakdown of population, area, soverign, capital, major cities, climate, highest point, heraldry, founder, and national motto.
The nice thing is the focus on some of the locations within each Nation. For example, in Aundair, you get a map of Fairhaven, as well as the details of the city, including notable features, leadership, demographics, economics, and notable NPCs of the city.
The nice thing about the various areas and organizations detailed is that they include different Lore checks. For example, if seeking information about the Order of Rekkenmark, there are three levels of information, DC 10, 15, and 20. Most of the prestige classes here, are also done up in a manner similar to the various Races of books, where you get more than just a PrC, you get an organization, background, and various campaign hooks that can be added to your campaign.
Looking at Breland, you’ll discover that Brelish art is focused on freedom and energy while learning that the prime minister, Lord Ruken ir’Clarn dreams of a new era of rulership where the people rule the people, but of course, they need a leader of their own, which Ruken is more than willing to handle.
The full-page maps are a good addition to any Eberron campaign, but since they’re not separated, will require some page flipping or copying. Hopefully we’ll get a download of each section, maybe password protected or something. The only thing missing on the maps is the map key, but most symbols should be familiar to players of D&D. Borders are indicated by making the part of the map not the country a faded color on the outside of the red border line.
In terms of power level, most of the NPCs are low level. In some ways, it makes sense as many of the heroes and great villains died in the last war. Even the kings and rulers of the land tend to be mid-level, incorporating NPC classes into their advancement. King Boranel for example, is an aristocrat 3, fighter 8.
In some ways, due to the very structure of D&D as a game engine, it doesn’t fit. The characters don’t have the necessary skills or abilities to rule. They don’t have anything that should really allow them to have their station, outside of say, tradition and wealth, which in games like GURPS and Hero, would be accomplished through the spending of points, but in D&D, since no mechanic represents that, just seem odd. Sure that 2nd level aristocrat has tons of social influence, but a 4th level bard or rogue with focuses in their social skills should be able to quickly shame and sham them.
In terms of game mechanics, there is no appendix or chapter where everything is collected. Instead, where appropriate, game mechanics are placed at the end of each chapter. For example, if you want to know about the Bone Knights of Karrnath, you’d look towards the end of chapter four. If you wanted to know about the spells of Thrane, you’d look at the end of chapter five.
Unfortunately, while the table of contents does give you a good look at what’s in each chapter, it looks like they ran out of room towards the end. For example, the silver pyromancer is a prestige class. In most other cases, the prestige classes are noted “prestige class: Dark Lantern” This would’ve been a good spot to do some last minute checking as there’s no index.
The PrCs are an interesting mix. Some will see the Knight Phantom as too powerful. This PrC gains d8 hit dice, spell level advancement in every level but the first, good bab, good fort, and a few special abilities as they go up in levels.
Sounds a bit like the Eldritch Knight from the DMG, but better. After all, that PrC only gains d6 hit dice and a bonus feat.
The Knight Phantom has to have Still Spell, Ride 4 ranks, proficiency with all martial weapons, ability to cast Phantom Steed, and be a citizen of Aundair as well as a member of the Order of the Knights Arcane. While a bard or sorcerer doesn’t necessarily want to waste a slot on the Phantom Steed spell, most of those requirements are covered by the Eldritch Knight, which also has to have proficiency with all martial weapons and the ability to cast third level arcane spells. So in exchange for a few social limitations, feat addition, and ride ranks, you get special abilities and a better hit dice?
One of the interesting things in reading the book, is the references to non-primary material. For example, while reading about the Silver Pyromancers, it notes that even warmages adopt the PrC. The warmage isn’t a core class but one found in the Miniature’s Handbook and the Complete Arcane. I think it’s a good idea to note those adaptations where appropriate as it doesn’t take a lot of space and isn’t making the note a feature of the campaign setting.
Some of the wording is a little unclear too. Take Flamebound Weapon, a 1st level paladin spell. As a swift action, the paladin surrounds his weapon in Silver Flame, inflicting an additional 1d6 points of sacred damage when striking an evil creature. Now it doesn’t note if the flame is extinguished upon striking an evil creature or if it lasts for the spell’s duration, which is 1 minute a level. As a first level paladin spell, I’m tempted to go with the former than the latter.
One of the few things I think Five Nations suffers from, is it’s length. At less than 160 pages, due to ads and extra credit page for the writers, it’s got a lot of ground to cover. Each one of these nations could probably have a 160 page book. While it’s nice to see the Lord of Blades stats and some of the unique creatures to the Mournlands, you could have a whole boxed set to exploring some of the ruined cities or learning more about the Cyran natives who want to rebuilt their country and have more NPCs of that vein as opposed to monsters like the undead Mourner or the Steel Krakens, huge constructs built to defend the coast. Hopefully some of the other cities and adventure seeds will be explored further in different sourcebooks.
Outside of that complaint and a few nagging issues about potential power creep, Five Nations offers a lot to the Eberron player and GM. Find character names suitable for your nationality. Discover new organizations to join and new powers to wield. Those yearning for details past the City of Towers borders will enjoy the opportunity to explore Khorvaire even as they wait for more details.