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Eberron Campaign Setting (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
 
 
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Eberron Campaign Setting (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) [Hardcover]

Keith Baker (Author), Bill Slavicsek (Author), James Wyatt (Author)
4.4 out of 5 stars  See all reviews (49 customer reviews)


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Book Description

April 1, 2004
An entirely new campaign setting for the Dungeons & Dragons® roleplaying game.

During the spring and summer of 2002, Wizards of the Coast, Inc., put out a request to the gaming community for proposals for a new D&D game setting. 11,000 proposals and two years of development later, the Eberron Campaign Setting is the result of that search. This brand-new setting for the Dungeons & Dragons roleplaying game is an avenue for any D&D fan to experience swashbuckling adventure and explore mysterious new territories.

Designed to introduce a new, fresh world with unlimited possibilities for exploration, the Eberron Campaign Setting includes everything needed to develop characters and run campaigns in this exciting new arena. It includes new character races, monsters, prestige classes, feats, organizations, and equipment unique to the world, and it introduces a new base class to the D&D game. It contains substantial information on new elements of magic, including spells, domains, items, artifacts, and more. Also included are historical and cultural details of the world, along with extensive illustrations and a wealth of maps that put the setting into vivid context. This title will also include both adventure hooks and a full adventure so that players and Dungeon Masters can immediately begin enjoying everything this rich new setting has to offer.


Editorial Reviews

About the Author

Lead author and setting creator Keith Baker is a computer game developer whose setting was chosen out of 11,000 submissions. He has done previous roleplaying work for Atlas Games and is also writing Shadows of the Last War™, the first RPG adventure for the Eberron™ setting.

Bill Slavicsek is the director of roleplaying game development at Wizards of the Coast, Inc. His most recent credits include the d20 Modern Roleplaying Game™, the Star Wars Roleplaying Game Revised Core Rulebook™, and the Urbana Arcana Campaign Setting™.

James Wyatt is currently an Origins award-winning RPG game designer for Wizards of the Coast, Inc. His most recent credits include authoring Oriental Adventures™ and City of the Spider Queen™ and contributing to Fiend Folio™, Draconomicon™, and Player's Guide to Faerûn™.

Product Details

  • Hardcover: 288 pages
  • Publisher: Wizards of the Coast (April 1, 2004)
  • Language: English
  • ISBN-10: 0786932740
  • ISBN-13: 978-0786932740
  • Product Dimensions: 8.6 x 0.8 x 11.2 inches
  • Shipping Weight: 2.5 pounds
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (49 customer reviews)
  • Amazon Best Sellers Rank: #237,804 in Books (See Top 100 in Books)

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Customer Reviews

49 Reviews
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Average Customer Review
4.4 out of 5 stars (49 customer reviews)
 
 
 
 
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40 of 41 people found the following review helpful:
5.0 out of 5 stars Brilliance in a Bound Cover, July 9, 2004
This review is from: Eberron Campaign Setting (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)
I should start by saying that Eberron did not save D&D for me, but it rather breathed a new, healthy interest into the hobby for myself. I waited for months like many others, listening to the naysayers who were so convinced that it was going to bomb royally, and picked up the book without reading any reviews by others who bought it.

It was everything that I expected, and more. Ranking in at 320 pages, the book is not going to set any records, but the existing detail that was packed into the space is amazing.

The Introduction sets the tone of Eberron nicely, and gives a list of 'Ten Things That You Need To Know About Eberron'. It also gives a list of pulp and film-noir movies like the Maltese Falcon that fit the mood of Eberron nicely.

Chapter One deals with character races, introducing the Changeling (human with a doppelganger ancestor that has the ability to alter her appearence at will), Kalashtar (psionic race, long backgound that I'll have to skip here), Shifter (humans with lycanthrope ancestors, extremely well done), and the Warforged (constructs powered by magic that have souls and intelligence, they were built as elite units during the Last War). The chapter also gives descriptions of the existing races and how they fit into Eberron. Some, like the elves and gnomes, go through a major reenvisioning that I think is definetely for the better.

Chapter Two deals with Character Classes, introducing the Artificer (a type of mage who infuses items with magic, kind of like limited use staves or scrolls, and is very big with crafting items) and giving example characters and backgrounds for each of the other classes. The Artificer is very unique and well-thought out, and fits in well with a party that has a warforged 'tank'.

Chapter Three deals with Heroic Characteristics, describing Action Points (a similar system is found in the SW RPG with Force Points and d20 Modern) and the 70-odd new feats.

Chapter Four introduces us to 8 new prestige classes, actually 12, because one, the Eldeen Ranger is actually five-in-one (its' abilities are adjusted depending on which druidic sect you choose). My personal favorite is the Master Inquisitive, a 5 level prestige class perfectly suited for pulp detectives and some bounty hunters.

Chapter Five deals with Magic and the Planes of Eberron. The beginning of the chapter summarizes nicely what role the magewrights (a new working NPC class of mages, fulfill the low-level industrial uses of magic, like lighting continual flame lanterns in the streets) and the Dragonmarked houses fulfill in everyday life. It also introduces a new concept of 'manifest zones' for the planes. Every so often, one of the planes will stray close to Eberron (all of them are on an 'orbit', remiscent of the planets of our solar system around the sun) and in the area that is affected, certain spells may be extended or maximized for example, and others may be impeded. The chapter ends with numerous new domains and spells, many devoted to aiding or injuring constucts.

Chapter Six details Adventuring Equipment, mainly exotic weapons, weapon/armor materials, and identification documents that most of the upper-class uses while traveling.

Chapter Seven, Life in the World, in easily the longest section at 96 pages. It describes each of the nations of Khorvaire in detail, as well as Aerrnal and the other continents in Ebberon (Xen'Drik, Argonnessen, and Sarlona in case you were wondering). It ends with a timeline of the World, the first dated entry being a whopping 10,000,000 years ago!

Chapter Eight describes the various Organizations of Eberron, along with example characters. I can't say too much without giving some brilliant stuff away, but many of the evil forces in the world have their sticky hands in some high places, to say the least.

Chapter Nine gives you advice on how to Run an Eberron Campaign, ranging from how to get the party together to pulp-noir mission types.

Chapter Ten deals with Magic Items, the most notable being the three types of Dragonshards that make late 1800's-eque technology available in a pulp-fantasy setting. Two new concepts include elemental bound items (which are exactly what they sound like, items that have an elemental bound inside them, giving various bonuses) and warforged components, items that specifically take up slots meant only for the warforged. A mystery surrounds some, since some are tens of thousands of years old and function only on the warforged (who were first produced 30-odd years ago).

Chapter Eleven gives statistics and decriptions for new types of monsters in Eberron, as well as information on how to fit existing ones into your campaign.

The book ends with an example adventure meant for four 1st level characters in the city of Sharn. I don't plan on running it myself, but the overall tone of it looks quite suited for a pulp campaign.

The artwork in the book IMO is well-done, although not all may approve of the new comic book style of some pieces, mainly traditionalists. Some of the artwork, like the overview of the Aundairian countyside on page 140 is awe inspiring, while others like the warforged wizard on 112 I could live without.

I believe that this is best setting sourcebook that I have ever bought for D&D, and would recommend it to anyone that wants to try out a different style of campaign then the straight out genocide of the orcs and goblinoids.

My only drawback about the book is that there is no fold out map. Fortunately, some resourceful people online made one of their own, complete with towns and places of interest.

Keep an open mind while reading this friends, this is brilliance in a bound cover here.

Au revoir

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104 of 119 people found the following review helpful:
3.0 out of 5 stars Eberron an honest take, June 22, 2004
By A Customer
This review is from: Eberron Campaign Setting (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)
I don't know, maybe I have seen the Pulp/noir setting too much recently for me to think of Eberron as a fresh or original idea, since there are a number of comic books and novels out that have come up with this idea, and a few fantasy rpg settings as well. But, that doesn't mean this isn't an interesting campaign setting. It really is the only setting since Dark Sun to really make an effort to include the psionic rules *(which seem to be an internet fan favorite) but for most of the games I play in Psionics isn't favored. It is considered to be a little munchkin... most gamers that I know prefer the grim and gritty low magic campaigns, where psionics doesn't fit very well into imo. But, I do know that a large number of new players love this stuff, and it is great that a setting is taking advantage of the rulebooks that are being produced and this should be a ray of sunshine for all the psionic fans out there that have been hoping for something interesting.

Even thou I am not that excited about the pulp/noir setting, I still feel this is a great campaign world to have fun adventures in. It is really set up to go exploring... sorta of reminds me of the Earthdawn game form FASA awhile back. While Greyhawk and Forgotten Realms are very involved settings, with lots of detail, (Greyhawk less now then it use to be) I find that they are hard to place a campaign into easily. Greyhawk as it stands now doesn't really have much information for new DMs to really entertain. The Realms is a little overwhelming, placing a game in FR normal stomps on the feet of historians who read all the books, and are quick to point out inconsistency. While I feel Mr. Baker has made Eberron an easy fit to start up a game for new and old players a like, I worry that it may start becoming stale after awhile. Will the flashy new races and spell technology hold its luster overtime?

My only real issue with the book is that it does seem very balanced at times. The Weretouched are not balanced at all, the bearform is just overpowering. There are some races that seem like they should have ECLs added to them, and in general it seems like it's a land for the power gamer. Oh I take that back I have one more issue. The editing is horrid, no fault to Mr. Baker and the other writers (your editors should catch this stuff) as it is a rather large book, but tons of errors and just wrong information (also a bad batch of books was sent out with bad page numbering and a number of major goofs). An Errata will soon follow I am sure, but I have noticed in recent releases that WotC is not doing a very good job of editing and proof reading their books.

The art is decent and at times amazing, but also not up to par in a lot of cases. Not a big fan of Walker and his Mignola Hellboy rips, but some of the comic books stuff works (Ted Beargeon). This book has much better art then their last book, Complete Divine. I also like the fact that comic books and pulp sort of go hand in hand, so I like the art direction.

For people looking to just add new rules and ideas to their campaigns this books is great. The Action Point rules (which other 3rd party games have been using for some time (Mutants and Masterminds for one) is a great addition to a D&D game. The Warforged (not something I care for and to me is a rip from Battlechasers and any Final Fantasy game) is an interesting idea and seems to be there to excite the fans of Japanese rpg games (I am guessing this comes from Mr. Bakers video game background), and the Dragonmarks are an interesting idea to spice up characters (even thou they remind me of Bloodlines from Birthright).

I think if you are new to D&D this is a great starter campaign setting and if you are bored of traditional settings this might spark your interest.

I still prefer the originality of Darksun and Planescape over Eberron, but those two campaigns haven't made the 3rd edition, so it looks like Eberron is the alternative for something different but still maintains what is D&D. In time we will see if Eberron is just a fade campaign world or if it has some staying power. I am sure their will be a lot of diehard fans that will keep it alive.

I gave it 3 stars based on the Editing... I think the content and production value is almost 4 stars and may have concidered it a 4 star book if the bad taste of getting one of those bad books wasnt still in my mouth.

I don't think I will run a campaign in Eberron, but I know I will use some of the ideas from it. But who knows if the support material that comes out is good, maybe my campaign will be based in Eberron someday.

Disclaimer: I did not submit a campaign idea to WotC, so my review is non biased. A lot of reviews you will read are either from fanboys ( wotc can do no wrong) or bitter designers who didn't get their world picked. Read between the lines on any review you read for Eberron or go to your local book or gaming store and flip through it before purchasing.

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26 of 27 people found the following review helpful:
5.0 out of 5 stars A Very Exciting Campaign Setting, August 18, 2004
This review is from: Eberron Campaign Setting (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)
A good campaign setting for Dungeons and Dragons should do three things:

1. Be a useful resource to the Dungeon Master.
2. Stay within the boundaries of D&D, yet be different from what has already been published.
3. Get the players excited about their characters and the DM excited about the world.

Eberron does all of these things. The book is well laid out and contains much useful information. The only part lacking is that there is not a poster map of the world included. There is one available in Dungeon magazine #113, but it lacks detail.

The adventures in Eberron are typical D&D, with expeditions of groups of adventurers to ancient ruins, combats with monsters, and finding treasure and magic. But there are twists. Eberron adventures feature intrigue and swashbuckling adventure. This is accomplished mostly through two things: Magic, and the style of the organizations featured in the book. A system of action points also help make Eberron adventures more cinematic.

Magic is more pervasive on Eberron in the areas of transportation, communication, and other goods and services. That is not to say that it is overabundant; you won't see every first level fighter with a magic sword. But you might use the lightning rail to travel across country, then receive a message from a telegraph-like magical service, and finally ride out to a dungeon on a magebred horse. Magic on Eberron enhances adventuring by getting you to where the action is more quickly, speeding up the pace of adventuring.

Organizations on Eberron add to the go include the Dragonmarked Houses and many secret or at least deceptive societies, and several nations who until recently were at war for many years. The Houses are not loyal to any particular nation, and are basically family based corporations. The nations each have very different cultures and conflicting goals. The atmosphere is similar to the 1920's or 30's; you get the feeling that you are between two world wars.

Players and DM's have a lot of new material to inspire them. There are several new races in Eberron, including the shapeshifting changelings, the descendants of were-creatures called shifters, the psionically gifted kalashtar, and the mechanical warforged. Psionics are integrated into the setting, but not emphasized on the main continent, so they are easily included or ignored as the DM wishes. There is also a well written new class, the artificer, who can craft items better than anyone and use infusions to enhance items on the fly. New feats, prestige classes, equipment, spells, and monsters all help make the world unique.

A decent adventure in the back can help get your campaign started.

The book is well written, well illustrated, and full of great ideas. I highly recommend it for all D&D players and DM's, even if you don't choose to run an Eberron campaign.
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Inside This Book (learn more)
First Sentence:
The people of Eberron make up a rich tapestry of races, including all the common races detailed in the Player's Handbook and four new common races unique to this world that can be used in any D&D campaign. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
warforged juggernaut, weretouched master, living breastplate, extreme explorer, dragonmarked houses, quori spirit, dragonmarked race, shifter feats, coterminous phase, eternal wand, eldritch machine, magebred animal, lesser dragonmark, dragonmark heir, shifter trait, ascendant councilor, dragonshard reservoir, flametouched iron, master inquisitive, warforged component, channeling rod, dusk hag, dragonmarked character, dragonshard items, elite spellcasters
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Last War, Eldeen Reaches, Five Nations, Material Plane, Shadow Marches, House Cannith, Talenta Plains, House Orien, House Sivis, Hit Dice, House Lyrandar, Base Atk, Full Atk, Armor Class, Blood of Vol, Mror Holds, House Vadalis, Sovereign Host, Dal Quor, Demon Wastes, House Tharashk, Player's Handbook, Lords of Dust, Sense Motive, House Deneith
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