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Eberron Campaign Setting

Written by Damien


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Chapter Ten: Magic Items
Most of the magic items in this chapter deal with the Dragonshards - a new concept in this setting. Things like Channeling Rods and Elemental Vessels also get coverage. As do a wealth of things like warforged components, artifacts and wondrous locations. The flying ships are definitely the coolest thing in this chapter -- ships made of soarwood and bound to fire elementals that allow the ships to move through the sky. Very inventive way of recycling the "flying ship" theme.


Chapter Eleven: Monsters
The first thing worth mentioning is the first thing in this chapter: the new mosnter type -- Deathless. Non-evil undead are absolutely necessary to this setting, and now we have them. I have to say, I'm quite impressed with the Deathless. So impressed, in fact, that I've ported them over to other games. Next we get a sample Deathless - the Ascendant Councilor. After that comes the typical array of nasties; Carcass Crab, Daelkyr, New Dinosaurs (Clawfoot, Fastieth, and Glidewing), Dolgaunt, Dolgrim, Dusk Hag, Homunculus (Dedicated Wright, Expeditious Messenger, Furtive Feltcher, Iron Defender), a new template (Horrid Animal), Valenar Riding Horse, Inspired, Karrnathi Skeleton, Karrnathi Zombie, Living Spell, Magebred Animal, Quori, Zakya Rakshasa, Symbiont, Undying Councilor, Undying Soldier, and Warforged Titan. Whew. There's also a hefty list of how many 'iconic D&D monsters' fit into this setting.

Besides the new Deathless type, there are quite a few worthwhile monsters here, depending on what you like. I'm particularly fond of the Dolgaunt (really creepy looking), the Warforged Titan, and the Horrid Animal template. But surely any DM can find at least one monster here that will show up in a lot of games to come.


Chapter Twelve: The Forgotten Forge
The Forgotten Forge is a full, 11-page adventure for 1st level characters. It's an interesting adventure that attempts to highlight how Eberron is different from Greyhawk, Dragonlance, or Forgotten Realms. Any fairly experienced DM could make an adventure that's just as good - but having one included is a nice addition, especially for new DMs, or DMs that just want to jump right into the fun. The adventure includes 3 maps.


So is it worth it?
As with any campaign setting, worth is subjective. If you're interested in a new take on the fantasy genre without going too far astray from standard D&D, then you may be interested in this setting. It's not a bad setting, by any stretch, and some of its themes are quite inspired. But if you're looking for something drastically different from a typical D&D game, you won't get too much enjoyment out of this setting.

However, if you want to spice up your typical D&D sessions with a setting more conductive to intrigue and adventure, this is definitely a setting you should check out. I'm glad I bought it, as Eberron has replaced any 'standard D&D game' that I might be inclined to play. A fresh take on an old idea is always a welcome addition to any gamer's library.

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