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Starting an Eberron campaign - Which books besides the ECS would you recommend?
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<blockquote data-quote="mhacdebhandia" data-source="post: 3422807" data-attributes="member: 18832"><p>The misnamed <em>Player's Guide to Eberron</em>, because it's a really handy encyclopedic resource for most of the major elements of the setting. It's not something you can hand to your players, though, any more than the <em>Player's Guide to Faerun</em> was.</p><p></p><p><em>Five Nations</em>, if you plan to use them as the backdrop to your party's adventures.</p><p></p><p><em>Dragonmarked</em>, if the houses will be important in your game.</p><p></p><p><em>Explorer's Handbook</em>, if you plan to send them all over the map on crazy "red line" journeys and need exotic places as destinations or stops along the way.</p><p></p><p><em>Faiths of Eberron</em>, if you think the religions of the setting will be important to your game.</p><p></p><p><em>Secrets of Xen'drik</em> or <em>Secrets of Sarlona</em>, if you think they'll be places your characters want to explore in detail.</p><p></p><p><em>Races of Eberron</em>, if you think you'd like more options for and ideas about the races of the setting - not just the four new races, either. Likewise, <em>Magic of Eberron</em> has a lot of spells, items, and concepts that you can use to spice up the party or their opponents.</p><p></p><p>Essentially, I think all the sourcebooks so far have been really good. It just depends on what your game needs.</p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 3422807, member: 18832"] The misnamed [i]Player's Guide to Eberron[/i], because it's a really handy encyclopedic resource for most of the major elements of the setting. It's not something you can hand to your players, though, any more than the [i]Player's Guide to Faerun[/i] was. [i]Five Nations[/i], if you plan to use them as the backdrop to your party's adventures. [i]Dragonmarked[/i], if the houses will be important in your game. [i]Explorer's Handbook[/i], if you plan to send them all over the map on crazy "red line" journeys and need exotic places as destinations or stops along the way. [i]Faiths of Eberron[/i], if you think the religions of the setting will be important to your game. [i]Secrets of Xen'drik[/i] or [i]Secrets of Sarlona[/i], if you think they'll be places your characters want to explore in detail. [i]Races of Eberron[/i], if you think you'd like more options for and ideas about the races of the setting - not just the four new races, either. Likewise, [i]Magic of Eberron[/i] has a lot of spells, items, and concepts that you can use to spice up the party or their opponents. Essentially, I think all the sourcebooks so far have been really good. It just depends on what your game needs. [/QUOTE]
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