FAQ for Eberron Newbies

Post/Author/DateTimePost
#1

johnnyoneal_dup

Jun 07, 2004 11:08:33
What is Eberron?

Eberron is a campaign setting for Dungeons & Dragons, and the first full campaign setting since the release of Third Edition D&D. Just as as Greyhawk did for the original D&D rules and Forgotten Realms did for AD&D ("2nd edition"), Eberron provides a world that fully complements the D&D 3.5 ruleset. It's heroic fantasy with a more modern sensibility, and it's filled with exotic cultures, spectacular magic, and shadowy conspiracies. It's also a world that needs heroes; villains are numerous and mighty, and when the world needs saving, it's up to the PCs.

What sets Eberron apart from other D&D campaign settings?

Eberron is designed to include all the elements that make D&D such an appealing, classic game, while adding depth and style that takes the world beyond generic medieval fantasy. No one "high concept" defines the world, but twists and details make it a unique and compelling place.

In Eberron, arcane magic has been applied scientifically to create wonders like towering cities and elemental-powered airships. Divine magic is mysterious and belief is a matter of faith. The world's history has been marked by extraplanar incursions, some as regular and accepted as the seasons, some which have caused worlwide devastation. Noble houses and crime guilds vie for power in wartorn nations. Monstrous NPCs have backgrounds as detailed as the PC races. Diverse, vibrant cultures are separated by memories of battles during the catacylsmic Last War, but are united in a commitment to keep history from repeating itself. Myriad organizations look to the ruins of goblin and giant empires for powerful secrets, while the mysterious dragons study an ancient Prophecy and observe the lesser races from their own continent.

What is the general tone and spirit of Eberron?

In the words of Wizards of the Coast, "Eberron is a cinematic world of pulp/noir action, adventure, and intrigue." So what's that mean? "Pulp" refers to the kind of high-octane, seat-of-your-pants adventure first popularized in paperbacks and magazine stories like Doc Savage and Conan, continuing today in the form of action heroes like Indiana Jones and Hellboy. "Noir" describes stories with a darker edge, where imperfect heroes face tough decisions and morality isn't always black and white. Combine the two and you get swashbuckling action combined with uncertainty and intrigue. Those have always been the elements of great D&D adventures, and they're a big part of the focus of Eberron. As for "cinematic," that's easy. Heroes in Eberron do more than slay legions of monsters or converse with tavern owners; they should be the kind of heroes who you'd want to watch a movie about.

What playable races are included in Eberron?

Because everything in the core rulebooks has a place in Eberron, all Player's Handbook races are represented:

Humans are a relatively young race, but are populous and enterprising. Until 100 years ago, a human kingdom dominated the Eberron's most prominent continent, Khorvaire. In the wake of a massive war, the human nations are still among the most powerful in Khorvaire: theocratic Thrane, indutrious Breland, educated Aundair and militaristic Karrnath. Humans also wield considerable control over commerce, and more dragonmarked houses are passed on through human bloodlines than among any other race.

Elves are an ancient race who once toiled as slaves for the giants of Xen'drik. The Aerenal elves dominate a large landmass off the coast of Khorvaire. In many ways a nation of philosophers, the Aereni take a measured, careful view of all things. They so prize the wisdom afforded by their long lifespans that they keep their ancestors alive as undying advisors. The Valenar elves are warriors who honor their heroic ancestors with martial exploits. They carved out a nation in the Last War, and continue to indulge their love of battle and horses; they can be found both as mercenaries or ruthless raiders. Still other elves live in their own distinct communities, adapting cultures of younger races.

Dwarves are a disciplined and regimented race with a barbaric past. Their love of gold and their talents for security make dwarves Eberron's foremost bankers. The largest dwarven nation is the Mror holds, which is actually a collection of smaller nations and clans.

Halflings are adventurous wanderers with a nomadic heritage. Some halflings remain true to their ancestral roots, living as hunter-gatherers on the Talenta plains. These halflings have managed to tame the Talenta region's indigenous dinosaurs. Many other halflings are fully civilized, having lived for generations in the cities and towns of Eberron. These halflings work as healers, innkeepers, and thieves, making themselves a part of the local culture in nearly every society.

Gnomes are concentrated in the southern nation of Zilargo. Gnomes possess a natural talent for magic and a fascination with history. Studious and intelligent, their ardent thirst for knowledge and love of strategy produces cunning spies as well as brilliant scholars and diplomats. While they cultivate a harmless, charming exterior, they make deadly, calculating enemies. The incredible Library of Korranberg is the pride of many gnomes, and gnome scribes are valued throughout Khorvaire.

Half-orcs and half-elves have been a part of Eberron for thousands of years. While a few halfbreeds experience the alientation of being torn between two worlds, most are raised in communities entirely composed of mixed-race people. Half-orcs are likely to live in areas like the Shadow Marches, where their orc ancestors may work as chaotic raiders or fierce guardians of the natural world. Half-elves, or khoravar, were born from the mingling of the first human and elf settlers in Khorvaire. Many are affiliated with half-elf dragonmarked houses, and only half-elves with the Mark of Storm may control the bound air elementals that power Lyrandar airships.

Eberron also introduces four new PC races. The warforged are constructs with souls, living weapons of wood and steel created during the Last War. Changelings are the offspring of doppelgangers and humans, often treated as outcasts by their families but empowered with shapechanging abilities. Shifters are humanoids descended from lycanthropes, now a distinct race with the ability to tap into brief bursts of animalistic power. Kalashtar are a psionically gifted race of half-humans that share their souls with exiled outsiders from Dal Quor, the dream plane.

What D&D rulebooks are required for playing in Eberron?

Players will need the Player's Handbook. Dungeon Masters will need the Player's Handbook, Dungeon Master's Guide, and Monster Manual. Eberron is specifically written to support the 3.5 update of these rules. Use of the Expanded Psionics handbook is encouraged and supported, but is not required.

One of the goals for Eberron is to have a place for everything in the core rulebooks, from paladins and monks to dragons and dinosaurs. That doesn't mean that there's a defined place for every monster in the Monster Manual, but there is a logical home for every monster, item, and class in the core rulebooks.

What original rules material does Eberron include?

The Eberron campaign setting book includes world-specific prestige classes, feats, spells, domains, deities, monsters, and NPCs. It also includes a new basic class, the artificer. Artificers are master craftsmen with a knack for creating and using magic items; they gain a bonus XP pool for magic item creation and the ability to "cast" a limited number of equipment-enhancing infusions. Eberron includes a new kind of feat, the dragonmark, which comes in least, lesser and greater varieties. Dragonmarks give characters who belong to racially-based noble houses access to limited spell-like abilities. Related to both of these new elements are a new type of magic item called dragonshards. Dragonshards come in three varieties, and can be used to enhance dragonmark abilities, bind elementals, or augment the power of magic items.

Eberron also uses Action Points, a rule originally developed for d20 Modern and adapted to D&D in Unearthed Arcana. Action Points represent characters' ability to "give it their all" during critical moments. In game terms, Action Points are a limited pool of points that can be spent to do add a random bonus to a d20 check, stabilize a dying character, or use a "spent" class feature. Eberron includes one prestige class and a few feats that emphasize Action Points, but use of Action Points is optional.

What are adventures like in Eberron?

Eberron is intended to provide a logical home for evey kind of D&D adventure. Many options are available for classic dungeon delving, like the lost continent of Xen'drik, the fiend-infested depths of Khyber, and the postapocalyptic Mournland. Eberron also supports urban adventures, from simple heists or gang wars to murder mysteries that span the many levels of Sharn. For political intrigue, look no further than the courts of more than a dozen nations, or the houses of international merchant guilds. Looking for epic-level challenges? Help the kalashtar overthrow the insidious psionic tyrants who rule the continent of Sarlona, make a preemptive strike against another plane before it becomes coterminous with Eberron, or explore Argonessen, the continent of dragons. Whether you're infiltrating a cult of the Dragon Below, recovering a powerful artifact for Morgrave University, or serving as a bodyguard at the forbidden wedding of dragonmarked nobles from different houses, there's an adventure around every corner in Eberron.

What is Eberron's technology level?

Eberron uses the core D&D rulebooks as its foundation, and its technology level is essentially what D&D has always used: a blend of Middle Ages and Rennaisance technology. Eberron features no steam power, cars, or firearms. Wars in Eberron are fought with swords and longbows. Horses and sailing ships are the most common forms of transportation.

However, Eberron is also a world where arcane magic has been studied as the science that it is. While powerful mages are rare, especially after the Last War, wizards and artificers have created many powerful magic items. Some magic items exist which perform functions similar to modern technology. The warforged are one example; because they are constructed beings, they remind some players of robots, even though they are animated by magic rather than electricity or gears. Eberron's most famous city, Sharn, features towers that touch the sky. Several nations and groups own airships powered by bound elementals. The Lightning Rail hovers along a track of magic crystals, carrying passengers between several major cities.

Most players compare this "magitech" to games like Final Fantasy or Arcanum, which feature mechanical objects enhanced by arcane power. The primary difference between Eberron and steampunk/magitech settings is that Eberron's items are not mechanical in nature. Without magic, they would be totally inert objects. The stone platforms that carry pedestrians between towers in Sharn would fall without magic, and an airship would crash as surely as a magic carpet in an antimagic field. Eberron's emphasis is not on reproducing modern technology, but on applying existing D&D magic, particularly low-level magic like prestidigitation, in practical ways. A secondary but important difference between Eberron and other magitech settings is that there is no conflict between magic and technology; the two have evolved together, and a flying ship is seen as no more "technological" than an enchanted sword.

What products has Wizards of the Coast release to support the Eberron campaign setting?

The first and most essential Eberron release was the Eberron Campaign Setting book. Other Eberron sourcebooks include:

Sharn: City of Towers - a detailed look at the magic-rich city of Sharn
Races of Eberron - a sourcebook dedicated to warforged, kalashtar, shifters, changelings, and the other races of Eberron
The Five Nations - a detailed study of the nations' cultures, people, and adventure sites
The Explorer's Handbook - a guide to intercontinental adventures
Magic of Eberron - a crunch-heavy tome of exotic magic content
Player's Guide to Eberron - a gazetteer that explains what PCs would know about the world

Other adventures and supplements:

Shadows of the Last War - an adventure for 2nd-level characters
Whispers of the Vampire's Blade - an adventure for 4th-level characters
Grasp of the Emerald Claw - an adventure for 6th-level characters
Deluxe Eberron Dungeon Master’s Screen - DM screen and labeled poster map
Voyage of the Golden Dragon - a standalone adventure featuring a unique airship

Eberron adventures are also available in Dungeon magazine:

Dungeon #111: The Lord of Blades (a Critical Threat write-up)
Dungeon #113: "The Queen With Burning Eyes" by James Wyatt (1st level)
Dungeon #115: "Steel Shadows" by Keith Baker (7th level)
Dungeon #117: "Fallen Angel" by Keith Baker (3rd level)
Dungeon #122: "Backdrop: Xen'drik's Ring of Storms"
Dungeon #123: "Shards of Eberron Part 1: Crypt of Crimson Stars" by Andy Collins and James Wyatt
Dungeon #124: “Shards of Eberron, Part 2: Temple of the Scorpion God” by Andy Collins and James Wyatt
Dungeon #125: “Shards of Eberron, Part 3: Pit of the Fire Lord” by Andy Collins and James Wyatt
Dungeon #129: “Murder in Oakbridge” by Uri Kurlianchick
(The "Age of Worms" Adventure Path also includes Eberron conversion notes written by Keith Baker, which are collected in the online overload document)

Dragon magazine regularly publishes original Eberron content:

Dragon #311: "Introducing Eberron" (concept art)
Dragon #315-320: "Countdown to Eberron" articles (setting previews)
Dragon #324: "Living Nightmares" by Keith Baker (stats for new Quori types)
Dragon #329: "A Novel Approach: Marked for Death" (living fireball stats)
Dragon #330: "Shapers of Shadow: Eberron’s Umbragen" by Keith Baker (mechanics for Shadow Elves) and "Coming Home" by Matt Forbeck (short story)
Dragon #332: "Cults of the Dragon Below" by Keith Baker
Eberron #337: “Lords of the Dust” by Keith Baker (stats for several epic-level fiends)
Eberron #339: “Sage Advice” (Eberron rules FAQs, mostly about warforged)

Select Eberron miniatures have appeared in randomly assorted D&D Miniatures packs since the Giants of Legend expansion.

What other licensed products use the Eberron campaign setting?

Wizards of the Coast is publishing several series of Eberron novels. Unfortunately, discussion of novels is prohibited on the Wizards.COMmmunity message boards (due to some nasty author-bashing in the past). To learn more about the books, visit Eberron novels page at Essential Eberron.

Dungeons & Dragons Online is a massively-multiplayer game set in Eberron.

Dragonshard is a real-time-strategy game set in Eberron.

Where can I learn more about Eberron?

For an overview of the setting, visit the official Eberron home page. If you still haven't purchased the sourcebook, get a taste for the setting with the Across Eberron PDF and the Gearing Up for Eberron articles.

For in-depth articles that expand on the information in the campaign setting book, check out Keith Baker's Dragonshards column.

For official "in-character" news, read The Sharn Inquisitive by David Noonan.

For adventure hooks, check out Steal This Hook! by Doug Beyer.

To learn how to make the most of your existing D&D books in Eberron, check out Keith Baker's Eberron Expanded.

Sean K. Reynolds also published some Eberron articles examining what's unique about the campaign world.

What other Eberron resources are available on the web?

A high-quality community of fan sites has grown to support the Eberron campaign setting. None of this information is official, but it can help inspire your own campaigns.

Essential Eberron is a comprehensive site that includes information about Eberron sourcebooks and novels, as well as an encylcopedia.

The Eberron Journal is no longer updated, but includes an archive of prerelease information and concept art, and tips for using older D&D sourcebooks in Eberron.

The Korranberg Chronicle provides unofficial "in-character" news and original adventures. The Chronicle features fan-created stories from across Khorvaire, all designed to provide adventure hooks and immerse you in the world of Eberron.

The Breland Ledger is an "out-of-character" news source affiliated with the Eberron Journal. It features the latest news for Eberron fans, including links to Eberron-related articles and fan-created content.

The Eberron Bestiary features weekly updates of high-quality, original, Eberron-themed monsters.

For more Eberron fan pages, check out the Keith Baker's links page.

Where can I find a labeled map of Khorvaire?

While the campaign setting book does not include a fully-labeled map of Khorvaire, WotC has made one available online. A high-quality printed version is available for purchase with the Deluxe Eberron Dungeon Master’s Screen. Some unofficial fan-created alternatives are also available at Maps of Eberron.

As a DM, I'd like to introduce my players to Eberron without revealing all the campaign's secrets. Where can I find a summary of the world from a PC's perspective?

The first Eberron novel, City of Towers by Keith Baker, contains a 20-page appendix with exactly the details you're looking for. (And the book it comes with is a must-read for serious Eberron fans.)

Where can I find Eberron-related art?

Board member Joni-san has collected an excellent list of art resources for Eberron campaigns. It is called the Comprehensive Eberron Art Thread.

Wait! I have another question!

If you want to learn more about Eberron, and you've already read the available sourcebooks, head to the Ask Keith Baker FAQ. It contains hundreds of answers that further detail the exciting world of Eberron. Still can't fund what you're looking for? Post a question in the most recent Ask Keith Baker thread. Just keep in mind that Keith's a busy guy, and he's not always in a position to answer every question sent his way.
#2

zombiegleemax

Jun 07, 2004 15:36:24
:: BUMP ::

Someone should sticky this.
#3

alathayn_dup

Jun 07, 2004 16:08:58
You should include a link to your gathered hellcow quotes. Nothing helped me understand Eberron more.
#4

drss_dup

Jun 07, 2004 18:28:21
That was very helpful. Thanks for doing newbies a favor.
#5

zombiegleemax

Jun 07, 2004 22:35:27
Just FYI, the link for the D&D Online page is broken.
#6

Elendur

Jun 08, 2004 5:25:20
The setting search had 11,000 entries.
#7

The_White_Sorcerer

Jun 08, 2004 5:31:09
Originally posted by JohnnyONeal
Elves are an ancient race that once ruled over the continent of Xen'drik.

Wrong. They didn't rule Xen'drik. They were slaves.
#8

zombiegleemax

Jun 08, 2004 5:44:11
Ruled, enslaved, it's all the same. What you own, ends up owning you, or so they say. Then they blow up Macintoshes.
#9

johnnyoneal_dup

Jun 08, 2004 8:24:02
Thanks for the corrections! I've edited the FAQ accordingly.

Wrong. They didn't rule Xen'drik. They were slaves.

Did they not rule Xen'drik for a while after being enslaved? I honestly don't know, having not read the book yet. I had the facts reviewed by someone who had the CSB, but he must have missed this.
#10

The_White_Sorcerer

Jun 08, 2004 9:13:19
Originally posted by JohnnyONeal
Did they not rule Xen'drik for a while after being enslaved?

Nope. They were enslaved when they were still primitive, and they escape to Aerenal when the giant civilization crumbles.
#11

johnnyoneal_dup

Jun 08, 2004 15:40:38
I just updated the FAQ to include the final "Gearing Up.." article.

Hey Wiz_Os, have you given any thought to making this thread sticky?
#12

zombiegleemax

Jun 09, 2004 7:17:14
:: Bump... FOR JUSTICE!!! ::
#13

zombiegleemax

Jun 09, 2004 8:12:22
Originally posted by JohnnyONeal
I just updated the FAQ to include the final "Gearing Up.." article.

Hey Wiz_Os, have you given any thought to making this thread sticky?

Due to some RL constraints, I haven't had much of a chance to get with the others and I believe they are in the same boat. We're having a super secret meeting at the WizO hall of justice soon though. I'll snag the others and get their thoughts on it.
#14

zombiegleemax

Jun 10, 2004 8:06:34
Ask and ye shall receive.

Stickied
#15

zombiegleemax

Jun 10, 2004 13:56:55
I don't have the 3.5 core rules yet, should i get them first before i even think of buying the Eberron campaign setting when it's released or am i good to go with only the 3.0 core rules?
#16

law

Jun 10, 2004 14:07:58
Fuma it would be a good idea. But you could get away with it for a while. It would just be harder to do thats all.
#17

johnnyoneal_dup

Jun 10, 2004 14:16:48
I don't have the 3.5 core rules yet, should i get them first before i even think of buying the Eberron campaign setting when it's released or am i good to go with only the 3.0 core rules?

Using 3.0 rules should not be a major problem for the campaign setting book, especially if you don't mind some mechanical inconsistencies in things like NPC descriptions. New rules material like the various feats and prestige classes is balanced for 3.5, but I can't think of anything that would cause major problems for 3.0 players. I'd still recommend eventually getting 3.5, or at least spending some quality time with the updated SRD, because future Eberron releases will just continue to incorporate 3.5 rule material, and the inconveniences of back-converting are likely to become increasingly annoying.

One more note: if you're going to use psionics, I would highly recommend the XPH over its 3.0 predecessor. Its changes were far more significant than most 3.5 updates.
#18

zombiegleemax

Jun 10, 2004 15:07:01
Ahhhh just the answer i wanted to hear, when the Eberron campaign setting gets released here in the philippines, or if it gets released here, maybe i'll try a 3.0 version while saving up for the 3.5 core rules, then eventually upgrade to 3.5, either way thanks for the input, now i'm considering if i should use psionics now. hmmmmmmm
#19

zombiegleemax

Jun 10, 2004 15:44:18
Originally posted by FumaNoOni
now i'm considering if i should use psionics now

If you want to get the most of the Kalashtar I would recommend it, though it sounds like it's unnecessary, I personally dislike non-psionic psionic beings, ie MM Illithids, MM Gith races, etc...
#20

Bobitron

Jun 16, 2004 8:43:51
Thanks for the primer, JohnnyONeal.

I'm looking forward to reading the book. I've been lurking around here for a while now, and the setting looks great.
#21

zombiegleemax

Jun 20, 2004 7:09:16
i just got the campaign setting yesterday after a superficial skim through i think its obvious to get the full "flavour" of Eberron that you would have to use Psionics.

So many gaming products so little money, if only i didnt have to eat
#22

zombiegleemax

Jun 20, 2004 16:00:50
You don't have to waste your gaming money on food.
After you've upgrade to 3.5 handbooks and expanded psionics just eat your old ones, mmmmmmm fiber. Voila, more money for books.
#23

Jhaelen

Jun 20, 2004 16:33:11
Originally posted by Jacinth Greyfox
i just got the campaign setting yesterday after a superficial skim through i think its obvious to get the full "flavour" of Eberron that you would have to use Psionics.

I disagree.
Once you've actually read it, you'll realize you don't really lose anything important if you ignore the psionic stuff (unless you want to run a campaign in Sarlona, of course).

In fact the existence of psionics is widely ignored. While Khorvaire makes great use of arcane magic it doesn't incorporate any psionic 'technology'. Just ask your local artificer or magewright, what he thinks about psionics...I doubt you'll get much except a 'Huh? Wha'ss'at?'

Having said all that, I believe the XPH makes for a great addition to ANY campaign setting. The new classes and powers are very cool.
#24

zombiegleemax

Jun 21, 2004 12:01:51
Jhaelen

I accept the points you have raised and it would be possible to ignore the psionic stuff if your campaign is set in Khorvaire.

However much has been made of the world spanning nature of adventures in Eberron and as the Inspired are actively infiltrating Khorvaire, sooner or later your players are going to run in to the Inspired. Hence my comments about the Psionics hand book being essential.

I think it is a sign of a interesting campaign setting that diverse readers can each have a diffierent takes on it.
#25

zombiegleemax

Jun 27, 2004 11:10:19
Humans are a relatively young race, but are populous and enterprising.

Half-orcs and half-elves have been a part of Eberron for thousands of years.

Don't these two statements contradict each other?
#26

johnnyoneal_dup

Jun 27, 2004 14:36:39
Don't these two statements contradict each other?

Good catch, and the first of those two statements may be a bit misleading. Though in this case, "young" is a relative term.

The book actually suggests that all (non-half) races of Eberron were created in the immeasurably distant past, during the Age of Dragons. But it was a long time before the common races became civilized. It didn't happen during the age of Demons, which lasted from over 10,000,000 years ago to about 100,000 years ago (when the couatls sacrificed themselves to bind the rakshasas and other fiends in Khyber). The first steps away from primitive existence happened during the Age of Giants, when elves started to become a civilized race (as the slaves of giants, about 80,000 years ago). During the Age of Monsters, the civilizations of the other common races started to rise.

It's not stated when human civilization started on Sarlona (the continent now ruled by the Inspired), but humans didn't actually come to Khorvaire until Sarlona until 3,000 years before the campaign setting's start year (and don't seem to have a significant amount of recorded pre-Khorvaire history). Compare that to the other races:

-80,000: Elven civilization begins in Xen'drik
-38,000: Goblinoid kingdoms rise in Khorvaire
-30,000: Orc nations rise in Khorviare
-12,000: Dwarves migrate from Frostfell to establish a civilization in Khorvaire

No dates are given for the rise of halfling and gnome civilization, but gnomes have been in Zilargo for "thousands of years" and apparently clashed with the goblins back when they were an empire. Halflings have been around for a long time, though they've been in a more "primitive" state for most of that time. Still, the Mark of Hospitality appeared among the Talenta halflings 200 years before humans even arrived, indicating they were sentient and establishing a history for a reasonable amount of time beforehand.

So human civilization as people in Eberron know it is pretty young; the humans are definitely the most recent (non-halfbreed) race to arrive on Khorvaire. Half-orcs, half-elves, and (I assume) shifters have been around for the past 2,000 or so years. Since about 1,500 years ago, they've had communities of their own.

The distinction I was trying to make was that in many campaign settings, half-races are very rare and usually a concept that has emerged quite recently. In Eberron, they're true-breeding, and they've been on Khorvaire almost as long as humans.

Hope that clears up any confusion!
#27

bahamut_0

Jun 29, 2004 15:08:34
Thanks for the FAQ, really helpful
#28

stembolt

Jul 10, 2004 10:31:51
It is against the CoC to link to illegal websites. The Eberron Journal is the illegal website in question.

You need to remove all links to it from your FAQ.
#29

Jhaelen

Jul 10, 2004 11:25:14
Originally posted by stembolt
It is against the CoC to link to illegal websites. The Eberron Journal is the illegal website in question.

Interesting, and what's illegal about the web site?
#30

johnnyoneal_dup

Jul 10, 2004 11:56:44
EDIT: I'm removing this and the rest of the posts that involved me debating the legality of the Eberron Journal. I apologize in advance for the following bunch of self-censored posts.
#31

stembolt

Jul 10, 2004 12:15:03
promotion of or engaging in certain illegal activities, For example: drugs, drug paraphernalia, **** or solicitation of a minor, computer hacking, and copyright violation

That’s it right there, I always found it amusing that copyright violation is last. It is established that linking to a site that engages in Copyright violation falls under this umbrella.

I have no interest in arguing with you on the topic. I told you because you can now correct it yourself. If a WizO catches it you will probably get a warning.

Also threatening me over PM is not a great way to handle this either.
#32

johnnyoneal_dup

Jul 10, 2004 12:41:53
EDIT: I'm removing this post because it was off-topic. Sorry!
#33

johnnyoneal_dup

Jul 10, 2004 12:43:17
EDIT: I'm removing this post because it was off-topic. Sorry!
#34

stembolt

Jul 10, 2004 12:54:08
My PM to you was not even remotely threatening, Stembolt.

You’re right it wasn’t. But now you should know why I dislike PMs so much.

I have no interest in shutting down your website. Just severing an illegal website from the boards. Again I brought it up to you so you wouldn’t have to get warned.
#35

johnnyoneal_dup

Jul 10, 2004 13:08:44
EDIT: I'm removing this post because it was off-topic. Sorry!
#36

wizo_sith

Jul 10, 2004 17:25:18
Alright, cool it everybody.

I'll review the website in question (actually, I'll kick it upstairs for the boss to review as I'm not comfortable with my grasp of copyright law & how it interacts with the Code of Conduct), and get back to you.

IINM, the problem here is the use of art and other elements from the "Across Eberron" preview pamphlet.

Thanks.

EDIT: According to The Powers That Be, the link is fine.

Carry on.
#37

ieattrollsforbreakfast

Jul 10, 2004 17:53:50
Back on topic...
Perhaps you should add a section about a there being no poster map, with a link to some of the fan made ones.
#38

stembolt

Jul 10, 2004 22:56:16
EDIT: According to The Powers That Be, the link is fine.

I just want to be clear that it is now OK to link to the tons of other sites that violate the OGL?

The fact is, stembolt, I disagree with your assessment that the Eberron Journal's use of WotC's product identity constitutes copyright infringement.

I don’t in fact think you violate product identity at all. You violate the OGL. Ironically you would be fine to remove the OGL and SRD based info and everything would pretty much fit under fair use (pretty much).

Here is the breakdown:
If you use the OGL you can use the SRD and everything under it.
If you use the SRD you cannot use non SRD material including sourcebooks, FR, Eberron and so forth.

If anyone has any problems with the facts as I presented them let me know.
#39

johnnyoneal_dup

Jul 10, 2004 23:05:53
Alright, cool it everybody.

Sorry if I got carried away in my responses. I'm going to remove all my off-topic posts in this thread.

Perhaps you should add a section about a there being no poster map, with a link to some of the fan made ones.

That's a great idea! I'll definitely do that.
#40

stembolt

Jul 10, 2004 23:15:24
I'll remove all my off topic posts as well.
#41

johnnyoneal_dup

Jul 16, 2004 10:33:24
I've updated the FAQ with links to the Dragonshards articles and the awesome Korranberg Chronicle!
#42

peterson

Jul 21, 2004 8:05:19
I just wanted to say thanks Johnny for putting all this together and maintaining it.

I know, at least for me, your "Journal" was one of the key reasons I picked up Eberron so early (I had planned on waiting until after the summer to pick it up).

Also, your support of Fan-based material is likewise very appreciated.

Thanks again,

Peterson
#43

save_vs_dm

Aug 13, 2004 4:41:40
You might want to add that the Korranberg Chronicle is Updated Every Friday by midnight every two weeks. Btw, this is a very helpful thread. I sent all my players to this thread.

Perhaps adding a section on Eberron and Other WotC material would be handy?

Cheers,
Save vs DM
#44

atlictoatl

Sep 19, 2004 11:21:24
Is it possible to get all of the extraneous traffic (including this post) removed from the thread? A half-sided argument and old issues that have been fixed in the FAQ detract from the FAQ itself.

#45

crazysamaritan

Oct 26, 2004 0:39:55
What happened to Coveword?

The Jhonen Olain Ebberon page doesn't seem to exist anymore.

any help?
#46

allenchan

Oct 26, 2004 0:55:41
What happened to Coveword?

The Jhonen Olain Ebberon page doesn't seem to exist anymore.

any help?

http://breland-ledger.blogspot.com/


(eh, if I need to take that off cause of CoC someone let me know)
#47

johnnyoneal_dup

Oct 26, 2004 10:29:38
The Jhonen Olain Ebberon page doesn't seem to exist anymore.

Eeek! My web host apparently decided to go out of business without notice or warning. I'll try to find a new home for the Eberron Journal.
#48

zombiegleemax

Nov 12, 2004 20:44:07
That link to the Korranberg Chronicle should be updated. http://www.kchronicle.com seems to work.

grey muse
#49

Edymnion

Dec 14, 2004 15:17:19
If I do this and this and this with conductor stones, can I have a railgun/mass-driver weapon?
No. The conductor stones only repulse each other. It is the bound elemental in the lightning rail coach that causes it to move, not the conductor stones. Stop and think. If the stones repulsed anything and everything, every lightning rail out there would essentially be an impenetrable force field wall running throughout the continent. That would be bad. Very very bad. Conductor stones are mearly rails. They have no more power to move things than train tracks in the real world do. Only way to make this idea work is to bind an elemental to your crossbow bolts or whatever. And if you really want to spend 90,000 gp per bolt, to have medicine ball sized conductor stones shoot it slower than you could throw it, go right ahead.

Can I enchant a Warforged's fists as weapons?
No, because they are not manufactured weapons. A WF's Slam attack is a natural attack. By the rules, you cannot enchant a natural weapon or attack. It is essentially like asking if you can enchant a Monk's fists, or a Shifter's teeth. But don't worry, no other construct in the game gets the ability to enchant their fists as seperate weapons, so you aren't losing out on anything.
#50

byron-s_ghost

Jan 01, 2005 22:50:27
Back on topic...
Perhaps you should add a section about a there being no poster map, with a link to some of the fan made ones.

Also, since the WotC version has been posted now, I thought we could use a link here:

http://www.wizards.com/default.asp?x=dnd/ebwe/20041206a
#51

johnnyoneal_dup

Mar 08, 2005 20:15:45
I've given the newbie FAQ a long overdue update, tweaking several of the answers and providing updated information about Eberron-related releases. Enjoy!
#52

Phrennzy

Mar 17, 2005 10:55:40
Thanks for this whole thread. I am debating Eberron, and this will definately help.

I find that with existing campaign settings, it is difficult to introduce players and PCs with any hope of them roleplaying the knowledge of the realm they are in.

Threads like this are a great help.

Thanks.
#53

zombiegleemax

Mar 17, 2005 13:33:20
The Dungeon magazine Eberron adventure "Fallen Angel" is designed for 3rd level characters (NOT 9th level, as claimed above in the FAQ!), though it claims to be scalable for levels 1 through 5 (I'm skeptical that it would work for level 1 or 5, though 2-4 is probably OK).
#54

johnnyoneal_dup

Mar 18, 2005 13:59:09
The Dungeon magazine Eberron adventure "Fallen Angel" is designed for 3rd level characters (NOT 9th level, as claimed above in the FAQ!), though it claims to be scalable for levels 1 through 5 (I'm skeptical that it would work for level 1 or 5, though 2-4 is probably OK).

Thanks! I just fixed that.
#55

zombiegleemax

Apr 09, 2005 22:48:30
What is Eberron?

Eberron is a campaign setting for Dungeons & Dragons, and the first full campaign setting since the release of Third Edition D&D. Just as as Greyhawk did for the original D&D rules and Forgotten Realms did for AD&D ("2nd edition"), Eberron provides a world that fully complements the D&D 3.5 ruleset. It's heroic fantasy with a more modern sensibility, and it's filled with exotic cultures, spectacular magic, and shadowy conspiracies. It's also a world that needs heroes; villains are numerous and mighty, and when the world needs saving, it's up to the PCs.

What sets Eberron apart from other D&D campaign settings?

Eberron is designed to include all the elements that make D&D such an appealing, classic game, while adding depth and style that takes the world beyond generic medieval fantasy. No one "high concept" defines the world, but twists and details make it a unique and compelling place.

In Eberron, arcane magic has been applied scientifically to create wonders like towering cities and elemental-powered airships. Divine magic is mysterious and belief is a matter of faith. The world's history has been marked by extraplanar incursions, some as regular and accepted as the seasons, some which have caused worlwide devastation. Noble houses and crime guilds vie for power in wartorn nations. Monstrous NPCs have backgrounds as detailed as the PC races. Diverse, vibrant cultures are separated by memories of battles during the catacylsmic Last War, but are united in a commitment to keep history from repeating itself. Myriad organizations look to the ruins of goblin and giant empires for powerful secrets, while the mysterious dragons study an ancient Prophecy and observe the lesser races from their own continent.

What is the general tone and spirit of Eberron?

In the words of Wizards of the Coast, "Eberron is a cinematic world of pulp/noir action, adventure, and intrigue." So what's that mean? "Pulp" refers to the kind of high-octane, seat-of-your-pants adventure first popularized in paperbacks and magazine stories like Doc Savage and Conan, continuing today in the form of action heroes like Indiana Jones and Hellboy. "Noir" describes stories with a darker edge, where imperfect heroes face tough decisions and morality isn't always black and white. Combine the two and you get swashbuckling action combined with uncertainty and intrigue. Those have always been the elements of great D&D adventures, and they're a big part of the focus of Eberron. As for "cinematic," that's easy. Heroes in Eberron do more than slay legions of monsters or converse with tavern owners; they should be the kind of heroes who you'd want to watch a movie about.

What playable races are included in Eberron?

Because everything in the core rulebooks has a place in Eberron, all Player's Handbook races are represented:

Humans are a relatively young race, but are populous and enterprising. Until 100 years ago, a human kingdom dominated the Eberron's most prominent continent, Khorvaire. In the wake of a massive war, the human nations are still among the most powerful in Khorvaire: theocratic Thrane, indutrious Breland, educated Aundair and militaristic Karrnath. Humans also wield considerable control over commerce, and more dragonmarked houses are passed on through human bloodlines than among any other race.

Elves are an ancient race who once toiled as slaves for the giants of Xen'drik. The Aerenal elves dominate a large landmass off the coast of Khorvaire. In many ways a nation of philosophers, the Aereni take a measured, careful view of all things. They so prize the wisdom afforded by their long lifespans that they keep their ancestors alive as undying advisors. The Valenar elves are warriors who honor their heroic ancestors with martial exploits. They carved out a nation in the Last War, and continue to indulge their love of battle and horses; they can be found both as mercenaries or ruthless raiders. Still other elves live in their own distinct communities, adapting cultures of younger races.

Dwarves are a disciplined and regimented race with a barbaric past. Their love of gold and their talents for security make dwarves Eberron's foremost bankers. The largest dwarven nation is the Mror holds, which is actually a collection of smaller nations and clans.

Halflings are adventurous wanderers with a nomadic heritage. Some halflings remain true to their ancestral roots, living as hunter-gatherers on the Talenta plains. These halflings have managed to tame the Talenta region's indigenous dinosaurs. Many other halflings are fully civilized, having lived for generations in the cities and towns of Eberron. These halflings work as healers, innkeepers, and thieves, making themselves a part of the local culture in nearly every society.

Gnomes are concentrated in the southern nation of Zilargo. Gnomes possess a natural talent for magic and a fascination with history. Studious and intelligent, their ardent thirst for knowledge and love of strategy produces cunning spies as well as brilliant scholars and diplomats. While they cultivate a harmless, charming exterior, they make deadly, calculating enemies. The incredible Library of Korranberg is the pride of many gnomes, and gnome scribes are valued throughout Khorvaire.

Half-orcs and half-elves have been a part of Eberron for thousands of years. While a few halfbreeds experience the alientation of being torn between two worlds, most are raised in communities entirely composed of mixed-race people. Half-orcs are likely to live in areas like the Shadow Marches, where their orc ancestors may work as chaotic raiders or fierce guardians of the natural world. Half-elves, or khoravar, were born from the mingling of the first human and elf settlers in Khorvaire. Many are affiliated with half-elf dragonmarked houses, and only half-elves with the Mark of Storm may control the bound air elementals that power Lyrandar airships.

Eberron also introduces four new PC races. The warforged are golems with souls, living weapons of wood and steel created during the Last War. Changelings are the offspring of dopplegangers and humans, often treated as outcasts by their families but empowered with shapechanging abilities. Shifters are humanoids descended from lycanthropes, now a distinct race with the ability to tap into brief bursts of animalistic power. Kalashtar are a psionically gifted race of half-humans that share their souls with exiled outsiders from Dal Quor, the dream plane.

What D&D rulebooks are required for playing in Eberron?

Players will need the Player's Handbook. Dungeon Masters will need the Player's Handbook, Dungeon Master's Guide, and Monster Manual. Eberron is specifically written to support the 3.5 update of these rules. Use of the Expanded Psionics handbook is encouraged and supported, but is not required.

One of the goals for Eberron is to have a place for everything in the core rulebooks, from paladins and monks to dragons and dinosaurs. That doesn't mean that there's a defined place for every monster in the Monster Manual, but there is a logical home for every monster, item, and class in the core rulebooks.

What original rules material does Eberron include?

The Eberron campaign setting book includes world-specific prestige classes, feats, spells, domains, deities, monsters, and NPCs. It also includes a new basic class, the artificer. Artificers are master craftsmen with a knack for creating and using magic items; they gain a bonus XP pool for magic item creation and the ability to "cast" a limited number of equipment-enhancing infusions. Eberron includes a new kind of feat, the dragonmark, which comes in least, lesser and greater varieties. Dragonmarks give characters who belong to racially-based noble houses access to limited spell-like abilities. Related to both of these new elements are a new type of magic item called dragonshards. Dragonshards come in three varieties, and can be used to enhance dragonmark abilities, bind elementals, or augment the power of magic items.

Eberron also uses Action Points, a rule originally developed for d20 Modern and adapted to D&D in Unearthed Arcana. Action Points represent characters' ability to "give it their all" during critical moments. In game terms, Action Points are a limited pool of points that can be spent to do add a random bonus to a d20 check, stabilize a dying character, or use a "spent" class feature. Eberron includes one prestige class and a few feats that emphasize Action Points, but use of Action Points is optional.

What are adventures like in Eberron?

Eberron is intended to provide a logical home for evey kind of D&D adventure. Many options are available for classic dungeon delving, like the lost continent of Xen'drik, the fiend-infested depths of Khyber, and the postapocalyptic Mournland. Eberron also supports urban adventures, from simple heists or gang wars to murder mysteries that span the many levels of Sharn. For political intrigue, look no further than the courts of more than a dozen nations, or the houses of international merchant guilds. Looking for epic-level challenges? Help the kalashtar overthrow the insidious psionic tyrants who rule the continent of Sarlona, make a preemptive strike against another plane before it becomes coterminous with Eberron, or explore Argonessen, the continent of dragons. Whether you're infiltrating a cult of the Dragon Below, recovering a powerful artifact for Morgrave University, or serving as a bodyguard at the forbidden wedding of dragonmarked nobles from different houses, there's an adventure around every corner in Eberron.

What is Eberron's technology level?

Eberron uses the core D&D rulebooks as its foundation, and its technology level is essentially what D&D has always used: a blend of Middle Ages and Rennaisance technology. Eberron features no steam power, cars, or firearms. Wars in Eberron are fought with swords and longbows. Horses and sailing ships are the most common forms of transportation.

However, Eberron is also a world where arcane magic has been studied as the science that it is. While powerful mages are rare, especially after the Last War, wizards and artificers have created many powerful magic items. Some magic items exist which perform functions similar to modern technology. The warforged are one example; because they are constructed beings, they remind some players of robots, even though they are animated by magic rather than electricity or gears. Eberron's most famous city, Sharn, features towers that touch the sky. Several nations and groups own airships powered by bound elementals. The Lightning Rail hovers along a track of magic crystals, carrying passengers between several major cities.

Most players compare this "magitech" to games like Final Fantasy or Arcanum, which feature mechanical objects enhanced by arcane power. The primary difference between Eberron and steampunk/magitech settings is that Eberron's items are not mechanical in nature. Without magic, they would be totally inert objects. The stone platforms that carry pedestrians between towers in Sharn would fall without magic, and an airship would crash as surely as a magic carpet in an antimagic field. Eberron's emphasis is not on reproducing modern technology, but on applying existing D&D magic, particularly low-level magic like prestidigitation, in practical ways. A secondary but important difference between Eberron and other magitech settings is that there is no conflict between magic and technology; the two have evolved together, and a flying ship is seen as no more "technological" than an enchanted sword.

What products has Wizards of the Coast release to support the Eberron campaign setting?

The first and most essential Eberron release was the Eberron Campaign Setting book. Other Eberron sourcebooks include:

Sharn: City of Towers - a detailed look at the magic-rich city of Sharn
Races of Eberron - a sourcebook dedicated to warforged, kalashtar, shifters, changelings, and the other races of Eberron
The Five Nations - a detailed study of the nations' cultures, people, and adventure sites
The Explorer's Handbook - a guide to intercontinental adventures

Other adventures and supplements:

Shadows of the Last War - an adventure for 2nd-level characters
Whispers of the Vampire's Blade - an adventure for 4th-level characters
Grasp of the Emerald Claw - an adventure for 6th-level characters
Deluxe Eberron Dungeon Master’s Screen - DM screen and labeled poster map

Eberron adventures are also available in Dungeon magazine:

Dungeon #111: The Lord of Blades (a Critical Threat write-up)
Dungeon #113: "The Queen With Burning Eyes" by James Wyatt (1st level)
Dungeon #115: "Steel Shadows" by Keith Baker (7th level)
Dungeon #117: "Fallen Angel" by Keith Baker (3rd level)
Dungeon 122: "Backdrop: Xen'drik's Ring of Storms"
Dungeon 123: First in three-part adventure trilogy by Andy Collins and James Wyatt
(The next Adventure Path, "Age of Worms," will also include Eberron conversion notes written by Keith Baker)

From time to time, Dragon publishes original Eberron content:

Dragon #311: "Introducing Eberron" (concept art)
Dragon #315-320: "Countdown to Eberron" articles (setting previews)
Dragon #324: "Living Nightmares" by Keith Baker (stats for new Quori types)
Dragon #329: "A Novel Approach: Marked for Death" (living fireball stats)
Dragon #330: "Shapers of Shadow: Eberron’s Umbragen" by Keith Baker (mechanics for Shadow Elves) and "Coming Home" by Matt Forbeck (short story)

Select Eberron miniatures have appeared in randomly assorted D&D Miniatures packs since the Giants of Legend expansion.

What other licensed products will use the Eberron campaign setting?

Wizards of the Coast is publishing several series of Eberron novels, all beginning in 2005.

City of Towers (the Dreaming Dark Book I) - a fast-paced mystery set in Sharn
Marked for Death (the Lost Mark Book I) - a rescue mission into the Mournland
The Crimson Talisman (the War-Torn Book I) - first in a series examining characters whose lives were deeply affected by the Last War
The Binding Stone (the Dragon Below Book I) - the journey into Khyber begins

Turbine is currently developing D&D Online, a massively-multiplayer game set in Eberron. (For more details, click here.)

Liquid Entertainment is currently developing Dragonshard, a real-time-strategy game set in Eberron. (For more details, click here.)

Where can I learn more about Eberron?

For an overview of the setting, visit the official Eberron home page. If you still haven't purchased the sourcebook, get a taste for the setting with the Across Eberron PDF and the Gearing Up for Eberron articles.

For in-depth articles that expand on the information in the campaign setting book, check out Keith Baker's Dragonshards column.

For official "in-character" news, read The Sharn Inquisitive by David Noonan.

For adventure hooks, check out Steal This Hook! by Doug Beyer.

Sean K. Reynolds also publishes Eberron articles examining what's unique about the campaign works.

What other Eberron resources are available on the web?

A small but high-quality community of fan sites is growing to support the Eberron campaign setting. None of this information is official, but it can help inspire your own campaigns.

The Eberron Journal includes an archive of prerelease information, tips for using other D&D sourcebooks in Eberron, and original fan-created game content.

The Korranberg Chronicle provides unofficial "in-character" news and original adventures. The Chronicle features fan-created stories from across Khorvaire, all designed to provide adventure hooks and immerse you in the world of Eberron.

The Breland Ledger is an "out-of-character" news source affiliated with the Eberron Journal. It features the latest news for Eberron fans, including links to Eberron-related articles and fan-created content.

The Eberron Bestiary features weekly updates of high-quality, original, Eberron-themed monsters.

For more Eberron fan pages, check out the Keith Baker's links page.

Where can I find a labeled map of Khorvaire?

While the campaign setting book does not include a fully-labeled map of Khorvaire, WotC has made one available online. A high-quality printed version will be available for purchase with the Deluxe Eberron Dungeon Master’s Screen. In the meantime, some unofficial fan-created alternatives are also available at Maps of Eberron.

As a DM, I'd like to introduce my players to Eberron without revealing all the campaign's secrets. Where can I find a summary of the world from a PC's perspective?

The first Eberron novel, City of Towers by Keith Baker, contains a 20-page appendix with exactly the details you're looking for. (And the book it comes with is a must-read for serious Eberron fans.)

Wait! I have another question!

If you want to learn more about Eberron, and you've already read the available sourcebooks, head to the Ask Keith Baker FAQ. It contains hundreds of answers that further detail the exciting world of Eberron. Still can't fund what you're looking for? Post a question in the Ask Keith Baker thread. Just keep in mind that Keith's a busy guy, and he's not always in a position to answer every question sent his way.

Wow! All that sounds exciting
#56

manshara

Apr 19, 2005 13:11:43
Wow! All that sounds exciting

Did you really need to quote the entire FAQ?
#57

Theomancer%20D%26%23039%3BAugustine

Apr 27, 2005 14:30:33
Wow! All that sounds exciting

#58

dmsdelight

May 12, 2005 13:11:21
Hmm...Perhaps this would be the best place for my question.

I was wondering, how would I add material to the Eberron Setting? I was thumbing through it, and all the material seems so set in stone. I was thinking of adding a couple deities and some new races, as well as new planes, but (the planes especially) seems like it wouldn't fit. I was kind of disappointed that there was generally a plane of fire, put they smashed the plane of water, air and earth on a new plane that didn't really have the elemental feel, so I was going to add three new planes, but how would I fit in there?

Aradona

EDIT:

Wow! All that sounds exciting

Hmm...that was the most pointless thing I have ever seen. You quoted the ENTIRE FAQ to make one line of appreciation,

I like your style.

You get a .

And now I need a .

Aradona
#59

stembolt

May 12, 2005 20:07:51
Hmm...Perhaps this would be the best place for my question.

Not really. The best place would be to start a new thread.
#60

johnnyoneal_dup

Jun 16, 2005 13:44:26
I've updated the FAQ with an updated link to the Eberron Bestiary and a link to Joni-San's Comprehensive Eberron Art Thread.

I was wondering, how would I add material to the Eberron Setting? I was thumbing through it, and all the material seems so set in stone. I was thinking of adding a couple deities and some new races, as well as new planes, but (the planes especially) seems like it wouldn't fit. I was kind of disappointed that there was generally a plane of fire, put they smashed the plane of water, air and earth on a new plane that didn't really have the elemental feel, so I was going to add three new planes, but how would I fit in there?

Hopefully you made a new thread about this by now, but for what it's worth, there's some support for the existence of "demiplanes" in the Eberron cosmology: less significant planes that don't fit one of the big 13. As for races, you can always add a few more, but adding too many can detract from the flavor of the world. Be sure to spend time deciding how any new race would fit into the existing cultures and histories of Eberron's nations.
#61

zombiegleemax

Jun 30, 2005 17:49:08
Oooo. This is something I've been waiting for for a long time. Now I won't have to make more of my own homebrews with all the same generic stuff! (Actually, this would probably help me out greatly in the RP I'm running on my own board.)

Guess this gives me a reason to invest in the 3.5 corebooks now.
#62

zombiegleemax

Aug 02, 2005 23:50:40
Alright Johnny be Goode... I've checked the Ask Keith FAQ... :headexplo

And here... :P and around... is there a thread concerning compiled Errata from various sources (Other than the Official WoTC ones)... wanna check it before I post in the Ask Keith thread...
#63

Majorafire77

Aug 23, 2005 13:06:33
Yeah, can the FAQ be updated? I think that quite a bit of stuff in the magazines has been released since it was last updated.
#64

gworraent

Nov 21, 2005 15:58:30
i'm sure you've heard this wayyyyyyyyyy to much but... what exactly is eberron and how is it different from the other dnd campaign settings?
#65

dmsdelight

Nov 22, 2005 10:10:40
i'm sure you've heard this wayyyyyyyyyy to much but... what exactly is eberron and how is it different from the other dnd campaign settings?

>.<

umm....well...you see....thats a little too general. Could you be more specific?
#66

gworraent

Nov 22, 2005 17:13:32
i'd like to know what separates eberron from other dnd campaign settings. what makes it better?worse? i've only heard people talk about it and i've glanced at the books but. i'm constantly hearing about some ideas about races would be complete culture clashes in eberron. i just wanna know how its different
#67

drss_dup

Nov 23, 2005 3:36:35
A good question, but one that is hard to answer. Although this question had been asked many times before the setting release way back in the day. In fact, I think I asked this question as well.

Now that I think about it, I never really asked how Forgotten Realms is different from the other D&D settings. There are differences between Greyhawk, FR, and Dragonlance, I am sure. But even by pointing out specific details of the settings that differ each other, the question still wont be answered, because it is so much a "general feel of the setting" kind of question.

Eberron is kind of like the 4th entry on that list. Greyhawk, Fr, DL, and now EB as well. They are different from each other in many ways, but none of them stand out like Dark Sun or Spelljammer, for example. It is not an alternative setting like those. It is more a mainstream setting with its own tone and feel just like FR is to DL and GH.

The stock answer would be "pulp noir", if that means anything to you. After some experience with the setting, I'd say it is basically a pulp film style take on generic fantasy. High magic yet low power (in terms of levels).

What I like in this setting that I dont find in others: culture plays a big role. there are significant cultural differences even among humans. I hated halflings in the past, but the cultural presentation of this race in Eberron actually interest me a lot. The same can be said with other races I generally had no love for, like goblins, also received respectable treatment in Eberron to such a degree that I actually find them interesting now. the new attitudes of the half-elf and half-orc is also nice, gone is the half-elven loner angst. So much was done with the cultures to make things interesting.

Another thing I like about the setting is its ability to support many types of stories without breaking the context of the setting. I'm sure one can run just about any sort of story in FR, but in Eberron this isnt just something you -can- do, but something thats so seamlessly integrated that you'd thing you -should- do. For example, one can easily run a cyberpunk style corporate intrigue type of campaign, sky pirate stories like Crimson Skies, one campaign I participated in was a investigative journalism story. Although, most campaigns I have seen are more traditional fantasy stories and dungeon crawls, and the novels as well are traditional, or at most what they call "pulp". Hopefully they'll release some noir stuff soon.

I'm sure I didnt answer your question. But hey, you just kind of "know" it after some exposure anyways. Words cannot answer your question.
#68

gworraent

Nov 23, 2005 19:57:03
i figured it was one of things that you can explain. oh well, i was always confused what they meant by "pulp" fantasy for the description of eberron...
#69

zombiegleemax

Nov 26, 2005 14:49:10
i'm sure you've heard this wayyyyyyyyyy to much but... what exactly is eberron and how is it different from the other dnd campaign settings?

“What makes Eberron Better or Worst than other settings?”

“What Makes Eberron so different from everything else?”

“Why should I buy Eberron stuff?”

These questions are asked by a lot of gamers upon hearing of Eberron. A lot of DM’s are fans of Faerun (sp?) or Grey Hawk or would rather run their own homebrew games. These DMs (and players) are the ones that want to know “Yeah but what is Eberron going to do for me?”

I don’t think this can be given with a definite answer that makes all things clear but here are some things that make Eberron interesting.

New Races: The new races provided by the ECS have a good feel to them. Each makes for interesting role-playing opportunities and each has a well thought out history. Each also fills a ‘niche” in the Eberron setting.

Warforged: The Bruiser. Although the forged can be other classes they excel at being fighters. And although they have some limitations when compared to human fighters they also have a lot of advantages. This along with the complex aspects of the forged makes for an interesting role-playing challenge. For the pulp feel think “Marv” from Sin City.

Kalashtar: The ‘Jedi’, The Telepath, And The Mystic. Unlike most campaign worlds, Eberron fully integrates Psionics in to the setting. This does not mean that you have to use Psionics but it means that if you do you have a tailor made race and Enemy (in the Dream Dark) to use. The dual nature of the Kalashtar is also a great role-playing challenge as you can have the character remember things that they did not do because the qouri (sp?0) spirit that is part of them gives them insight. For the pulp feel they are the mystic warriors, mind readers, and seers.

The Changeling: The Face, The Spy. With the changeling you have so many options especially if you go the bard or rouge route. Being able to impersonate people goes a long way. The face man is the pulp feel for this one.

Shifter: The Wild One, Beast Man, Predator. Part humanoid, part beast all predator the Shifter is a great race to play for numerous reasons. For a pulp feel think Wolverine in his stand alone comics.

Organizations: From the benevolent to the malevolent the new groups give a DM much stuff to work with. The Dragon Marked Houses with their control over mercantile markets, the Daughters of Sora Kell with their control of Daask, the monstrous humanoid crime syndicate. The Emerald Claw can be viewed as the SS from Indiana Jones. The Dreaming Dark, The Lords of Dust, The Chamber, The Twelve, The Cults of the Dragon Below, The Blood of Vol, and others are perfect nemeses to any group. Or they could be patrons as well.

The “Pulp Noir” Thing: Many players and DMs don’t quit understand what Pulp Noir is. So less start with Pulp first.

Zorro is Pulp. Batman Year One is Pulp. Indiana Jones is Pulp. The Shadow is Pulp. Pretty much any good pirate story is Pulp. The Mummy and The Mummy Returns are Pulp.

Now ‘Noir’ is a little trickier. ‘Noir’ means “Black”. The best way to explain it is that things take on a darker feel. Everything is not light and candy and fluff. Things happen that are dark and black. People sell you out. The orphan you saved steals your money purse. The local constable that is supposed to be tracking down the missing people is actually a serial killer and member of one of the Cults of the Dragon Below.

Pulp.

Noir.

Put the 2 together and you get ‘Indy’ saving the stones but not before ‘Short Round’ gets sacrificed to Kali-ma (A Lord of Dust) by having his still beating heart ripped from his chest and shown to him.

New Class: The Artificer. What can I say? This class adds a whole new dimension to D&D. They are the jacks of all magical trades. Oh it may take them a while but if you give them time to prepare they can cause so much havoc. And with abilities like Retain Essence you have a craft monkey that can recycle those lower level magic items to make something better and more useful. And because they can emulate both arcane AND divine spells they are even more dangerous as now they can use pretty much ANY wand or Staff! Yikes.

Action Points: Even though this mechanic, or something similar, to it has been around before, it seems to “just fit’ with Eberron. Eberron is a setting of high adventure.

Chases on top of moving lightning rails…

Swing or jumping from one airship to another….

Hanging on to the out of control skycoach….

These things require the use of action points.

Being able to add an additional d6 (or d8 with the appropriate feat) to a d20 roll is awesome. Especially at higher levels when you can roll 2d6 (or 2d8) and choose the higher roll.

The points can also be burned for other things as well. Artificers can burn one to speed up there infusion casting time. Paladins can burn 2 to get an extra smite.

Home Brew: Then there are the home brew uses for action points, for example:

Heroic Critical (Ex): As an immediate action you may spend two action points to increase the threat range of your weapon. Roll 1d4 and add the result to your weapon's threat range for this attack. If you have the Action Boost feat, roll 1d6 instead. This benefit stacks with the benefit of the keen weapon enhancement or the Improved Critical feat.

That’s one I came up with and was tweaked by “Save vs. DM”

These are just a few of the reasons that Eberron should be on your buy list. Even if you don’t use the setting to it fullest having the setting book will give you loads of ideas!!

Hope this helps.
#70

gworraent

Nov 26, 2005 17:25:50
wow, sounds like fun. i might just have to put that on my x-mas list :D
#71

zombiegleemax

Dec 21, 2005 19:23:06
The “Pulp Noir” Thing: Many players and DMs don’t quit understand what Pulp Noir is. So less start with Pulp first.

Zorro is Pulp. Batman Year One is Pulp. Indiana Jones is Pulp. The Shadow is Pulp. Pretty much any good pirate story is Pulp. The Mummy and The Mummy Returns are Pulp.

Now ‘Noir’ is a little trickier. ‘Noir’ means “Black”. The best way to explain it is that things take on a darker feel. Everything is not light and candy and fluff. Things happen that are dark and black. People sell you out. The orphan you saved steals your money purse. The local constable that is supposed to be tracking down the missing people is actually a serial killer and member of one of the Cults of the Dragon Below.

The Maltese Falcon is a good example of film noir.
#72

kinger

Dec 21, 2005 20:32:41
The PC game Max Payne is a good example of a good pulp/noir combination, I think. Max is an undercover cop who's thirsty for revenge, but everything he uncovers just reveals a web of intrigue and deceit entangling him further. Who does he trust? Why did this all happen to him?

Plus, the sucker can dodge bullets, and when he can't dodge 'em he just takes them and keeps on going. I mean, that's pulp right there.
#73

johnnyoneal_dup

Jan 11, 2006 9:57:55
I've updated the FAQ with some fresh links to recently published content. I also linked to Essential Eberron, a promising new fan site.
#74

rekko

Jan 27, 2006 10:26:05
What is the date of the Day of the Mourning? and in what source did you fing it?

thanks, Rekko
#75

stillborngodling

Feb 02, 2006 20:26:03
So, you want to know the differences between Forgotten Realms and Eberron, huh?

You can sum up every single difference in one word:

"Flavor".

The Pulp/Noir genre is a unique one, and lends credit to many varying sources. It is exciting, intriguing, and often breathtakingly confusing - but with a lot of hard work (and a little luck), the tangled web of lies, deceit, backstabbings, and other general forms of treachery that surrounds the characters just might begin to make a little sense.


I believe the Day of Mourning is 9 Olarune 994 YK, but I don't have my ECS in front of me.

I consider Eberron a superior gaming setting to Forgotten Realms - primarily because they haven't ruined it by adapting the game content to the novels that follow its publishing, therefore escalating the timeline to a point of linear obscurity. Eberron is a DM's dream come true, and I plan on purchasing many more pieces of material based in Eberron before I'm satisfied!
#76

rekko

Feb 02, 2006 21:02:31
In fact, I know it is the 20th day of a month, but I don't know which one.

Rekko
#77

stillborngodling

Feb 02, 2006 21:22:56
Oops... 9 Olarune was the day that the Crystal Tower fell in Sharn...

I re-read PGtE and ECS, but didn't see a specific date... only that it's called "The Day of Mourning". If you find the date, please post it.
#78

rekko

Feb 03, 2006 20:40:03
Finally found it. It's the 20th of Olarune. The source is the Sharn book on page 32.

Rekko
#79

dmdaddy

Mar 07, 2006 17:20:44
I've read this post and some others. So, ECS, to buy or not to buy??? That is the question.

Here are my concerns and thoughts about ECS.

1. Does it have a detailed map of the whole land lay out? Does it include major cities/castles with detailed descriptions and city maps? (detailed city maps are important to my group)

2. How hard will it be to change the Planes of existence in the ECS to match the MoP?

3. How much effort on my part (reading and re-reading) will it take to get a good handle on the ECS setting? Will I be able to start my players quickly, or will it take a month to study?

4. Is it adaptable enough that I can pick and choose how much to put in our campaign? For example, what if I don't know everything about everything in a certain region that my players are traveling to; is ECS set up in a way were I can easily know everything?

5. What doesn't ECS include?

This is for starters. I know, you've heard it before. Please, hate me later.
#80

igotsmeakabob

Mar 07, 2006 17:53:53
Buy the ECS. Then decide what other Eberron books to decide. You'll be VERY happy with the ECS, best book I bought from WOTC in a looooong time.
#81

stembolt

Mar 07, 2006 21:09:24
1.Does it have a detailed map of the whole land lay out? Does it include major cities/castles with detailed descriptions and city maps? (detailed city maps are important to my group)

Yes. No. But Campaign books rarely have detailed city maps. Mostly because they overview the world in general. That being said, if you like detailed city maps the sharn book is great. So if detailed city maps are important to you then get the sharn book next.

2.How hard will it be to change the Planes of existence in the ECS to match the MoP?

Not hard, but given the fact that the planes are better in the Eberron book you won’t want to. (but you can easily)

3. How much effort on my part (reading and re-reading) will it take to get a good handle on the ECS setting? Will I be able to start my players quickly, or will it take a month to study?

Well, again I think you may have a false expectation of sorts. No campaign world can be completely learned in a few days. But depending on how fast you read and how much time you have it could only take a week or two to start something. My suggestion would be to make some one shot characters and do the adventure in the ECSB first.

3.Is it adaptable enough that I can pick and choose how much to put in our campaign? For example, what if I don't know everything about everything in a certain region that my players are traveling to; is ECS set up in a way were I can easily know everything?

I certainly don’t know everything about everything. That’s why I review information before the session.

5. What doesn't ECS include?

This question is a bit broad to actually answer.
#82

dmdaddy

Mar 07, 2006 22:10:16
Thanks Stembolt. I'm now more informed. The end factor was the players. They want it. So, I ordered ECS and Sharn. Sharn looks like it will be a good city for the players to start in.

Being a full time college student means that I will be busy for the next month with my new books.
#83

stembolt

Mar 07, 2006 23:48:22
No problem. Any further questions you probably want to post to their own threads.

By the way if you don't understand anything in the ECS I would recommend checking these boards out. You will probably figure things out faster that way.
#84

obrinian

Mar 15, 2006 19:39:34
u must have all the book to know this stuff... i am trying to the best i can with campeigan book and the nation book
#85

zombiegleemax

Apr 02, 2006 9:34:34
so where do we talk about just the novels :P which i love and are some of my fav reads right now
#86

basel

May 12, 2006 11:31:54
Hi, is it possible to meet high level npc in Eberron (above level 20) or it's very, very rare.
#87

zombiegleemax

May 17, 2006 15:26:39
stuff the newbies its their fault if they cant be bothered to learn properly like we did so we should wrap them up in some form of meat product, then pour soapy frogs down their trousers mwoooooohahah

:D
#88

zombiegleemax

May 17, 2006 15:33:11
I dont belive thats constructive. in this setting it would be VERY rare to meet a high level npc
#89

aelryinth

Jul 23, 2006 18:55:41
Hi, is it possible to meet high level npc in Eberron (above level 20) or it's very, very rare.

In the current setting there are no NPC's with class levels in Epic levels, unlike FR or Greyhawk.

There are EPIC characters. These are generally monsters, some with lots of character levels. Dragons fit the bill, especially, and the Lords of Dust.

Good Guys? The closest is Jaela inside Flamekeep at level 18. And of course, her 'bad girl' counterpart is level 21? inside Flamekeep.

===Aelryinth
#90

thindelock

Aug 01, 2006 18:21:29
A good, modern example of Pulp Noir (itself a rather awkward mish-mash of terminology) is Batman Begins.

Film Noir tends toward detective stories with morally ambiguous antiheroes. Batman, especially as depicted here, is (1)an investigator, (2)a vigilante crimefighter, (3)a begrudging socialite, and (4)a loner, who is (5)haunted by his past. He's (6)willing to engage in illegal activity, including psychological torture and physical assault, to see his aims met. That's 6 seperate archetypes for the typical noir hero or antihero, all in one character.

And then, of course, there are the pulp elements: billionaire playboy succeeds in a life of crime, is taugh my legendary ninja assassins on a mountaintop, turns against his master at the climax of his training, and goes on to engage in impossible and illogical (but oh-so-fun-to-watch) acts of kung fu and gadgetry.

With Batman as a character combining the two genres, he acts as the linchpin as the villains and other characters fall into one genre or the other. The League of Shadows is pulp, Scarecrow is pulp. The corrupt cops, the good cop surrounded by bad cops, the sidekick who covers the hero's tracks, the girl who the hero can never have, and the hero's contact-man who puts his job on the line to do the right thing... those are all noir archetypes.

Over-the-top action, political intrigue and mistrust, swashbuckling, uncertainty... just take out the modern cars and computers, add swords, spells, and mythical monsters, and you have a decent grasp of Eberron.

At least, that's my opinion.
#91

Save-vs-DM

Sep 20, 2006 3:42:23
I should have checked the boards before I wrote this up. Going to stick it here since this is where it belongs. Cut and paste what you want from it.

Save vs DM

------------------------------------

Eberron Cliff Notes
Are you interested in Eberron but don’t want to troll through dozens of reviews and posts just to find out a few basics? Then this thread is for you! This thread is designed to give players and dungeon masters who are new to the campaign setting a very brief overview of the setting.

[size=3]Who Made It?[/size]
The Eberron Campaign Setting was the winning campaign setting in the 2002 Wizards of the Coast contest. It was conceived and created by Keith Baker.

[size=3]Eberron in 150 Words[/size]
Eberron is new a pulp noir fantasy setting with a focus on lower level adventurers and action adventure. A hundred year civil war (The Last War) ended just two years ago and the world still struggles to recover from the massive conflict. It is a world of widespread but practical magic that has been studied and applied much like we use science. Deities have little to no actual presence in the world and religion is based around churches just as much as it is based around a deity. Alignments are grey, with many shades of grey, and clerics need not have the same alignment as their deity. It is a world where Indiana Jones and Captain Jack Sparrow might find themselves at home in, but where Same Spade also has a place. It is a campaign setting for anyone who wants to run adventures filled with action, intrigue, and suspense!

[size=3]5 Unique Things About Eberron[/size]
  • The setting focuses on the characters as heroes – even a first level character has a lot to offer in a world where most NPCs are lower level and possess mostly NPC classes.
  • Religion is based around the church, not around the deity itself. Characters are free to interpret the gods as they best see fit. The gods do not walk the face of Eberron, and many even debate if they exist at all.
  • Magic is widespread but not powerful – you’re much more likely to see a town square lit with everburning torches than you are to see a wizard’s duel.
  • Adventures in Eberron are focused around action, adventure, and suspense. If you liked movies like King Kong or Indiana Jones, then this is the campaign setting for you.
  • Eberron is not connected to the Great Wheel cosmology – it instead has it’s own planar system. (Though you can reach the Great Wheel via the Plane of Shadow if you so choose.)


[size=3]Eberron Races[/size]
  • Changelings: A new race in Eberron, Changelings are descended from the mixing of humans and doppelgangers. They are now a true breeding race and possess a limited shape changing ability.
  • Dwarves: Dwarves in Eberron are consummate bankers and businessmen in addition to being stout warriors. Dwarves can take the dragonmark of warding.
  • Elves: Elves in Eberron generally either come from Valenar or Aerenal. The Valenar elves are fierce desert dwelling warriors who venerate and seek to emulate their ancestors. The Aerenal come from the island nation of Aerenal and are adept at necromancy. They worship their living deathless ancestors, who remain alive as positive-energy powered undead. Elves can take the dragonmark of shadow.
  • Gnomes: Gnomes are the premier knowledge seekers and rumor traders in Eberron. They hail from the nation of Zilargo. Gnomes in Eberron are not to be trusted, as they are known for being sneaky information brokers.
  • Goblinoids: The goblinoids of Eberron formed one of the first civilizations on the continent of Khorvaire, but have since fallen. They are suitable as player characters in this setting. They are very martial and disciplined, at least those that hail from Darguun.
  • Half-Elves: Also known as the Khoravar, the half-elves of Eberron are a true breeding race. They are a force to be reckoned with, as they possess the ability to take both the mark of detection and the mark of storm. They are among the best inquisitives and sailors on the face of Khorvaire.
  • Half-Orcs: Half-orcs are still the result of mixed heritage, but they suffer less social stigma than in other settings. They can possess the mark of finding.
  • Halflings:Halflings in Eberron originated in the Talenta Plains, where many of them still live nomadic lives. The Talentan halflings often ride tamed dinosaur mounts into battle. Their more civilized brethren run most of the important inns, thanks to the mark of hospitality. They can possess the mark of healing and the mark of hospitality.
  • Humans: Humans in Eberron (along with other races) are really defined by their nation. They are otherwise much the same as in other settings. They can posses the mark of finding, handling, making, or sentinel.
  • Kalashtar: Kalashtar are the result of the melding of a humanoid host with a Quori spirit. They are compound psionic beings who are waging an unending war against the Dreaming Dark, an entity from Dal Quor, the realm of nightmares.
  • Shifters: Shifters are the distant relations of lycanthrope and human cross-breeding, though now they only retain a small portion of their lycanthropic heritage. They look like slightly feral humans, though are much hairier. They can tap into their lycanthropic heritage by shifting, which is similar to a barbarians rage.
  • Warforged: Warforged were created to serve in the Last War. They are living constructs, intelligent constructs with a constitution score. They are not robots, though they are created beings.


[size=3]What Are Dragonmarks? [/size]
Dragonmarks are similar to magical birthmarks, though they appear after you are born. They allow the core races to produce spell-like effects. Each of the twelve marks (there were thirteen, but one has been lost, the Mark of Death) have a common theme that has resulted in twelve great dragonmarked houses. These houses are now mercantile powerhouses of the world. Each house has a specific niche that they filled depending on their dragonmark. Players can manifest dragonmarks by taking a feat. Dragonmarks are tied to a specific race and none of the new races can manifest a dragonmark.

[size=3]Weird Things Explained[/size]
  • Dinosaurs: Eberron never underwent an ice age, so dinosaurs have continued to flourish in the Talenta Plains, Xen’drik, Q’Barra, and Argonnessen. The halflings of the Talenta Plains have domesticated many breeds of dinosaurs and they use some of them as mounts.
  • No Great Wheel: The lack of a great wheel cosmology connection was purposeful. The planes of Eberron orbit much like planets around the sun, and as such can become coterminous or distant. They have resulted in two near-catastrophic events in the world: the invasion of the Daelkyr (powerful and alien aberrations) and the Quori (nightmare outsiders). While it is different, it is also very unique.
  • Warforged: Warforged were created for a very specific purpose: to be brutally efficient, tireless, and loyal warriors. They were produced by House Cannith during the end of the Last War, though since the fall of the war they have been declared free citizens. Though they might appear to look like robots or cyborgs, they have a lot more in common with golems. They are living constructs, meaning they have some of the traits of living beings and constructs. They are free willed and thinking beings, and are suitable for characters.


[size=3]What Products Are Available? [/size]


[size=3]What Books Do I Absolutely Need? [/size]
The only book you really need to play is the Eberron Campaign Setting. While all the other supplements are good additions, you can get along just fine with the core rulebook, at least for a little while. Opinions about the other books vary from player to player, but this poster generally feels that the Player’s Guide to Eberron is a good catch-all book for players and that the Five Nations is a great investment for dungeon masters.

[size=3]What Free Materials are Available? [/size]
  • Dragonshards Archive: Dragonshards are free articles written by Keith Baker. They provide additional insight into the world about a variety of topic. They’re all free and can serve as a good source of additional information.
  • Eberron Expanded: These articles tell you how to integrate other Wizards of the Coast products into Eberron.
  • Sharn Inquisitive: The Sharn Inquisitive is an “in game” newspaper that can provide plenty of plot hooks for dungeon masters.
  • Steal This Hook: A great list of plot hook ideas for use in Eberron.
#92

zombiegleemax

Sep 23, 2006 23:44:35
[size=3]What Are Dragonmarks? [/size]
Dragonmarks are similar to magical birthmarks, though they appear after you are born. They allow the core races to produce spell-like effects. Each of the twelve marks (there were thirteen, but one has been lost, the Mark of Death) have a common theme that has resulted in twelve great dragonmarked houses. . . .

Don't you mean thirteen dragonmarked houses now?
#93

Save-vs-DM

Sep 25, 2006 17:21:26
Don't you mean thirteen dragonmarked houses now?

DOH!

Edit: Actually, there are really only 12 marks - thirteen houses, but only twelve marks. House Thurani and Pharlian share the same mark.
#94

goblin_pride

Oct 27, 2006 6:52:35
Edit: Actually, there are really only 12 marks - thirteen houses, but only twelve marks. House Thurani and Pharlian share the same mark.

There are 13 dragonmarks, however, the Mark of Death is a dead lineage so the mark of death is effectively dead.
#95

lordalm

Nov 01, 2006 14:23:49
If you want to get the most of the Kalashtar I would recommend it, though it sounds like it's unnecessary, I personally dislike non-psionic psionic beings, ie MM Illithids, MM Gith races, etc...

Me too. Though to date it hasn't been an issue. No one in my campaing uses psionics (something of a built in predjudice against them that my players have) and they haven't run into any of the races that have them. I have the lords of madness source book but didn't like how they broke the psionic stuff down as seperate (seems WoT dosen't like it much either) of course that keeps people from having to buy the psionic stuff....
#96

lordalm

Nov 01, 2006 14:28:22
Don't these two statements contradict each other?

The Eberron Campaign Setting book lists the history of the world going be at least 1 million years. So no....
#97

lordalm

Nov 01, 2006 15:26:12
So, you want to know the differences between Forgotten Realms and Eberron, huh?

You can sum up every single difference in one word:

"Flavor".

The Pulp/Noir genre is a unique one, and lends credit to many varying sources. It is exciting, intriguing, and often breathtakingly confusing - but with a lot of hard work (and a little luck), the tangled web of lies, deceit, backstabbings, and other general forms of treachery that surrounds the characters just might begin to make a little sense.


I believe the Day of Mourning is 9 Olarune 994 YK, but I don't have my ECS in front of me.

I consider Eberron a superior gaming setting to Forgotten Realms - primarily because they haven't ruined it by adapting the game content to the novels that follow its publishing, therefore escalating the timeline to a point of linear obscurity. Eberron is a DM's dream come true, and I plan on purchasing many more pieces of material based in Eberron before I'm satisfied!

Actually they seem to be keeping the books all within the time frame given in the ECS. Note that one novel had the mark of death returning and they haven't finished the story yet and the Dragonmarked sourc book is just around the corner....
#98

lordalm

Nov 01, 2006 16:10:49
Thanks Stembolt. I'm now more informed. The end factor was the players. They want it. So, I ordered ECS and Sharn. Sharn looks like it will be a good city for the players to start in.

Being a full time college student means that I will be busy for the next month with my new books.

Actually the way things are done in the ECS and elsewhere, Sharn is THE CITY. Its thier version of Rome. And it has been hinted in the Sharn book that democracy may be in the offing for Breland. Which is kind of why the whole country of Galifar fell apart. The Queen of Breland at the time was after that. If I remember correctly.
#99

dungeonmastering

Jul 23, 2007 16:18:33
Very helpful. I'll give Eberron a shot.
#100

mightytev

Aug 29, 2007 10:08:00
Ooh, I want.
#101

dmsdelight

Oct 24, 2007 10:14:35
for greater justice...
#102

johnnyarkham

May 12, 2008 7:02:55
Best. Thread. Evah!
#103

Hugin

Jun 03, 2008 9:25:07
I should have checked the boards before I wrote this up. Going to stick it here since this is where it belongs. Cut and paste what you want from it.

Save vs DM

If you don't mind, I'd like to post this on The Piazza's Eberron forum to help out anyone who knows nothing about the setting but is curious. It's a new forum so if anyone would like to pop in there sometimes please feel free to represent the setting of Eberron, or even probe the other settings for ideas.

Thanks.
#104

pheynixx

Jul 16, 2010 12:14:38
Question Please???

I am totally new to Eberron having been a FR-person for years, but looking for something different. Eberron seams like a great world for characters to explore.

My question is on the houses of the Dragon Marked, who rules them???

I have found a few rulers scattered here and there but I can't find anything that says "This House has This Ruler"  I have like three ruler names only, and have no idea who the rest of them are.
#105

Starsomava

Jun 29, 2012 2:22:48
ok for all the Eberonian grammer nazis out there:  which is the proper word meaning "from Karrnath"  Karrn or Karrnathi?  I've seen both and wonder wich is correct. if they both are, then which would you use under what circumstances?
#106

Orkbard

Jun 29, 2012 15:55:20
ok for all the Eberonian grammer nazis out there:  which is the proper word meaning "from Karrnath"  Karrn or Karrnathi?  I've seen both and wonder wich is correct. if they both are, then which would you use under what circumstances?


i've generally used Karrnathi to describe something that comes from Karrnath and used Karrn(s) to describe groups of its peoples.
#107

Ogiwan

Jul 09, 2015 17:35:24

pheynixx wrote: