logo Mon, 23 Dec 2024 13:29:01 GMT

Eberron


Synopsis


Explore the lands of Eberron in this campaign sourcebook for the world's greatest roleplaying game.

This book provides everything players and Dungeon Masters need to play Dungeons & Dragons in Eberron-a war-torn world filled with magic-fueled technology, airships and lightning trains, where noir-inspired mystery meets swashbuckling adventure. Will Eberron enter a prosperous new age or will the shadow of war descend once again?

 Dive straight into your pulp adventures with easy-to-use locations, complete with maps of floating castles, skyscrapers, and more.

 Explore Sharn, a city of skyscrapers, airships, and noirish intrigue and a crossroads for the world's war-ravaged peoples.

 Include a campaign for characters venturing into the Mournland, a mist-cloaked, corpse-littered land twisted by magic.

 Meld magic and invention to craft objects of wonder as an artificer-the first official class to be released for fifth edition D&D since the Player's Handbook.

 Flesh out your characters with a new D&D game element called a group patron-a background for your whole party.

 Explore 16 new race/subrace options including dragonmarks, which magically transform certain members of the races in the Player's Handbook.

 Confront horrific monsters born from the world's devastating wars.

Wizards of the Coast, Inc

Summary

Chapter 1: Eberron the World

* Setting: Eberron is a war-torn world where magic and technology intertwine. It features airships, lightning rails, and ancient ruins.

Example: The ruins of Lyrandar, a floating city destroyed in the Last War, serve as a testament to Eberron's turbulent history.

Chapter 2: Races of Eberron

* Dragonmarked Houses: 12 families with unique magical abilities, such as trade, communication, and weaving.
* Races: Dragonborn, gnomes, half-elves, halflings, humans, kalashtar, shifters, tieflings, warforged.

Example: A human character from House Cannith could use their artificing abilities to craft intricate clockwork devices.

Chapter 3: Classes of Eberron

* Base Classes: Includes variations unique to Eberron, such as the Artificer, Shadowcaster, and Warforged.
* Prestige Classes: Advanced options that grant specialized abilities, such as the Eberron Dragonshard Adept.

Example: A character who takes the Artificer class can create magical constructs, while a Shadowcaster can manipulate darkness and shadows.

Chapter 4: Faiths and Pantheons

* Sovereign Host: A pantheon of deities that oversee the world, including the Silver Flame and Aureon.
* Other Faiths: Various cults, sects, and philosophies exist alongside the Sovereign Host.

Example: A cleric of the Silver Flame could wield holy fire against their enemies or heal the wounded.

Chapter 5: Eberron History

* Last War: A decades-long conflict that shaped Eberron's political landscape and left lasting scars on its people.
* Dragonshards: Fragments of mysterious crystals that grant magical abilities.

Example: The discovery of a powerful dragonshard could trigger a race between various factions for its control.

Chapter 6: Eberron Geography

* Continents: Sarlona, Khorvaire, Aerenal, Argonnessen.
* Major Cities: Sharn, Stormreach, Fairhaven.
* Natural Features: Eldeen Reaches (vast forest), Shadow Marches (haunted borderlands), Thunder Mountains (volcanic peaks).

Chapter 7: Eberron Campaign Settings

* Sharn: City of Towers: A sprawling metropolis built on multiple levels, home to intrigue and danger.
* Xen'drik: The Land of Exiles: A continent of ancient ruins and lost civilizations, ideal for adventurers seeking treasure.
* Eberron's Dark Six: A group of powerful villains seeking to reshape the world through evil.

Chapter 8: Eberron Adventure

* Inspiration: Eberron's unique setting offers endless possibilities for adventure and intrigue.
* Creating Encounters: Rules and advice for designing memorable encounters tailored to Eberron's lore and atmosphere.
* Monster Variants: Modified stat blocks for classic monsters to fit into Eberron's world.