Faiths of Eberron encompasses source material for the various major (or at least, known) religions of the Eberron setting. From a big-picture view, thFaiths of Eberron encompasses source material for the various major (or at least, known) religions of the Eberron setting. From a big-picture view, there's actually more fluff and flavour than meat, so to speak. I personally like reading fluff, so YMMV.
The first five chapters each cover a major religion, while a compilation of "others" are in chapter 6. Each of these chapters and sub-chapters follow a similar template, which gives it a nice consistent structure, but also ends up with a lot of flavour text (multiple paragraphs) that basically say "Not applicable".
Some sections are great for roleplaying, like mentality, rites, rituals, and how they deal with governments and other religions, while some are less useful, like religion-specific calendars. I liked how the religions draw inspiration from real-world religions.
Each religion also has a simple locale that can be used to flesh out an adventure, and the major religions each has a specific prestige class (one of the rare sourcebooks that don't have a prestige class chapter). Somewhat typically, the prestige classes run the range from being interesting (Sovereign Speaker) to bad (Escalation Mage, Planar Shepherd) - bad due to having mechanics that doesn't mesh at all with flavour.
Chapter 1 covers the most "common" religion: the Sovereign Host. It's also the biggest chapter, which is understandable, considering that it's a pantheon with the most deities in it. Unfortunately, there's quite a bit of information repeated from the Eberron Campaign Setting. It also feels rather bland and generic (in terms of the deities). The emphasis was on the pantheon as a whole, so it has an unfortunate side effect of downplaying the individual deities, so it kinda ended up feeling like it doesn't have much of an identity aside from being "good".
Chapter 2 is on the evil side of pantheon, the Dark Six. Again, a fair bit of repetition but the exposition here is much better than the Sovereign Host. Curiously, the Dark Six was presented in a manner that puts them as an "alternative" to the Sovereign Host, instead of being a feared "dark side". Unsure if this was intentional. Anyway, I found the theological discussions in the sidebars about how the entire pantheon could possibly have been split differently ages ago, and how the deities could be rearranged to be fascinating. Doubtless it can used as the basis for a long campaign of discovery.
Chapter 3 presents the Silver Flame rather well, elaborating on their ideals, their beliefs, and even their views on the afterlife. The lycanthrope purge was also touched upon, although it felt like it was a miss to provide hooks and more insights into this event. There's also a focus on variant Silver Flame beliefs that's interesting, from zealots and the "dark side".
Chapter 4 covers what I feel is the most interesting faith in Eberron - the Blood of Vol. The dual nature of this religion makes for an extremely intriguing setup. Unfortunately, I felt like this chapter was the biggest miss. Following the "template", it again repeats the "general information" and tries to cover a bit of both sides - the mundane clueless worshippers, and the secret circle of power, but it ended up being rather light on both.
Chapter 5 wraps up the last major group - the druids. This was also a disappointing chapter. Given the rather brief descriptions of the variant sects within the druids in the Eberron Campaign Setting, I was hoping for a lot more elaboration here. I found that it failed to properly establish the motivations and distinctions between each sect and how each sect could have formed. Also, the write-up for these sects actually makes them somewhat unsuitable as PCs (unless we're talking about adventures in the Eldeen Reaches and its border regions), as any member of the sect would have little reason to venture too far away.
Finally, we get to the "other faiths" chapter, chapter 6. Specifically, it covers the warforged, the Inspired, the kalashtar, cults of the Dragon Below, the Seren barbarians, and the Undying Court. Each of these are fleshed out well enough, but to a lesser extent than the major ones. I particularly liked the ones on the kalashtar and the Undying Court, as it also gives a glimpse in their respective societies. The construct faith was a bit weird for me, and I found the inclusion of the Seren's dragon worship to be an odd choice while the Valenar just got relegated to a "variant" sect. Nothing on Talenta halfings, Darguun, or Droaam.
Chapter 7, the last, concludes the sourcebook with a score of feats, a couple of spells and psionics, a couple of magic items, and repeat information on construct grafts (unless you don't have other sourcebooks). Everything in about 12 pages.
Overall, the sourcebook brings very little to the table in terms of new player options. If your game is heavy on the roleplaying aspects, especially on the religion side of things, the details here can be beneficial in helping to paint different peoples more effectively, if you want to "stay true" to the setting, I suppose....more
The final part of a series of adventures surrounding the gathering of creation patterns and working for House Cannith. I wanted to like it but severalThe final part of a series of adventures surrounding the gathering of creation patterns and working for House Cannith. I wanted to like it but several things just threw me off a bit.
The adventure starts off like a noir film, on a rainy night, where the PCs are summoned. They arrive in time to intercept a typical villain mistake - foiling a "mop up" scene. And from here, the plot hook falls apart. The main thing I find really jarring is the timeline. The PCs arrive to find that some secret notes had also been stolen by the Order of the Emerald Claw - secret notes whose contents nobody except the writer (House Cannith) knew of, yet somehow, from this point on, the PCs are on a race against time to "catch up" with the thieves. Somehow, they gained a massive headstart the moment they stole the notes (to the point of being able to immediately deploy a dozens of men and airships). This plot hook really needs a lot of shoring up for it to make more sense.
There's also a "reveal" right at the start about the true mastermind behind this plot hook. What's disappointing is that this is for the DM only - it is nigh impossible for the PCs to discover this - meaning it's nothing more than a little hook for the DM to continue the plot. Depends on whether you like that sort of thing - to me, if feels like those post-credits movie scenes that just dangles a titbit for a potential sequel.
But once the adventure gets started, things become much better. Traveling to Xen'drik is interesting, as it takes place underwater. But it's at this point that another problem rears up - encounter balance. If the PCs aren't the careful and/or strategic types, this is one place where the adventure ends.
Once the PCs arrive at Stormreach, it enters a more roleplaying phase, as the PCs now need to discover whether their quarry has arrived already or whether they had left. Again, this catch-up business is baffling to me. There are several factions here that the PCs can approach, so it can be stretched out as long as people find it enjoyable. Another adventure-ending encounter can occur right before the PCs leave Stormreach. And there's also a friendly NPC at this point who wants to tag along (especially if the party lacks healing).
The PCs are expected to go on a riverboat to reach some ruins. I think by this point, I found it somewhat lacking that there's no attempt to paint a picture that the PCs are actually on the mysterious continent of Xen'drik - just taking a boat ride up a jungle river. Oh well. And the ruins was surprisingly easy to spot... makes you wonder why it needed some secret notes.
Anyway, once the party arrives at the ruins, the meat of the adventure begins. It's basically a dungeon, but a rather fun dungeon. I still needed to try and ignore the timeline problem - some of the descriptions make it seem like the villains have been here for quite some time.... even though both they and the party found out about the secret notes on the same day. But there are lots of variety in the ruins - puzzles, traps (Indiana Jones-style, very nice!), drow (surprisingly underwhelming), undead, and of course, the Order of the Emerald Claw (forced to be scattered about so they can't gang up on the PCs, obviously). The final boss fight is really tough, especially since the party will most likely go right into it after defeating Garrow. But the conclusion is pretty satisfying.
Overall, it's not too bad, there are ample opportunities for roleplaying, and the romp through the ruins can be fun. The DM will likely need to watch out for several of the encounters and be ready to improvise if he/she is not interested in a total party wipe ahead of the adventure's conclusion. For players/DMs who are really into story and plot, there are a lot of holes here that need to be filled in though. ...more
While it's titled "Races of Eberron", it's really more of a "New Player Races in Eberron not in the Player's Handbook". It's focused on the warforged,While it's titled "Races of Eberron", it's really more of a "New Player Races in Eberron not in the Player's Handbook". It's focused on the warforged, shifters, changelings, and the kalashtar.
The warforged starts first, coming in chapter 1, and they are arguably the most interesting new race in Eberron. The shifters are in chapter 2, changelings are in chapter 3, and the kalashtar in chapter 4. In each of these chapters, there's a bit of a recap of their racial attributes and general description, plus a "day in the life" write-up. These are much appreciated as they help set a tone for each race. I liked all of these chapters with perhaps the changeling feeling a bit off - for a very mutable race, their attempt to "categorise" changelings into three distinct philosophies felt a little jarring to their nature.
Anyway, in each of these chapters provide sections on things like culture, society, pyschology, beliefs, values, and race relations. While they all contain great write-ups and help flesh out these new races over what was presented in the Eberron Campaign Setting, I couldn't help but feel that it's not enough. For a sourcebook focused on four specific races, they all felt a little light.
After those four races, chapter 5 summarises the other races of Eberron. This could be weakest link of the sourcebook. Sure, it touches on all of the core Eberron races (including the drow and even the Inspired), but it's so light that it almost feels like an afterthought. Each race gets a small section with a dash of extra flavour over what was already described in the Eberron Campaign Setting. Can't help feeling like they could have used this space for more on the four targeted races and just publish another sourcebook for this section.
And after all that, chapter 6 is the beginning of the new options - we start off with a lot of new feats, and some rather interesting race-specific feats for the four targeted races. These races also get racial substitution levels, quite a few of them I found to be rather flavourful.
Chapter 7 features the obligatory prestige classes (eight of them). Generally... they're pretty bad (in terms of flavour and whether there's a need for them to exist), except maybe the Moonspeaker (shifter druid). Only one of these actually has ten levels (the aforementioned Moonspeaker has twelve). Five are five-level classes, and the last only has three levels. I'm undecided on which has the worst conflict between flavour, lore, and mechanics (probably the Spellcarved).
The last two chapters are fairly short (which is fine) - equipment and spells (and infusions, and psionics) - and fairly skewed. For a book focused on races, the equipment chapter is mainly focused on warforged components, a bit of shifter, and quite a bit of drow (for some odd reason). I guess the changelings and the kalahstar (and the Inspired) don't have much unique equipment.
The same thing is observed with spells. Yes, there are a couple of new spells spread out across all the spellcasting classes (there's very little infusions and psionics), but it's very skewed (a lot of warforged, a bit of shifter, a bit of changeling). It's a bit of an odd decision to not try to come up with more specificity given the nature of this sourcebook.
Overall, this sourcebook feels like a half-hearted attempt to expand on the Eberron races. ...more
This a "spiritual" follow-up adventure to Shadows of the Last War. I note it as "spiritual" because the link to the first adventure is very weak - onlThis a "spiritual" follow-up adventure to Shadows of the Last War. I note it as "spiritual" because the link to the first adventure is very weak - only in the form of 2 encounters, where one of them is only because the recurring NPC is oh-so-coincidentally also involved in this particular adventure. The goal of this adventure, chasing after a spy-turned-vampire, is not linked in any way to the previous adventure (searching for old Cannith schemas). Side note: Said vampire actually ignores several rules that define vampires for the sake of plot (so it actually was a poor antagonist choice).
But I still kind of like it, in an action movie kind of way. The adventure is basically a series of encounter sites, with the "in-betweens" generally needing the DM to wing it (and drag it out however long he/she wants to). While each set encounter is fun and has great moments, their integration is a bit weak. I suspect the design goal, like the previous adventure, was also to include unique Eberron features into play - notably, airships and the lightning rail (and like action movies, fighting on them).
It's a good attempt, but the adventure module makes the mistaken assumption that players are usually cooperative and willing to play along with what the plot needs to happen. But I think most players will come up with creative ways that will throw a wrench into the finely-laid out plot events that kinda need to happen.
Other than that, it's actually a nice plot that gives a good "spy chase" vibe, with several factions involved. A pity it doesn't really tie into the goals and motivations of the previous adventure module....more
This is the first supplementary sourcebook from Eberron that I've looked at. It's generally divided into three areas (but not always grouped together)This is the first supplementary sourcebook from Eberron that I've looked at. It's generally divided into three areas (but not always grouped together): options for "magic" characters, stuff for "magic" characters, and new enemies.
Chapter 1 starts off with explaining the concepts and perspectives of magic as they are in Eberron. It presents things like cities in Eberron being a magic-heavy but still a pre-industrial society.
It goes into more detail with very Eberron-specific stuff like elemental binding, dragonshard harvesting and supply/demand, and also daelkyr magic. Personally, I find elemental binding to be akin to slavery so I've never been of it (although I admit the vehicles were a great idea). Other forms of magic are briefly touched upon, specifically those from Aerenal, Argonnessen, Karrnath, and Riedra.
The chapter closes with two new organisations and some adventure hooks scattered about. They're not much to write about and not very memorable.
Chapter 2 presents 2 new races and 1 core class variant, along with your expected slew of new feats. The new races are the Daelkyr Half-Blood and Psiforged. Not very creative to be honest, with the former being evident in the name, and the latter just a psionic version of a warforged. The new class is basically a psionic version of the artificer, named.... Psionic Artificer. The feats are only somewhat mildly interesting, but they run the gamut from elemental binding feats to item creation to artificer feats, all quite Eberron-specific.
Chapter 3 showcases 8 new prestige classes that I personally would never want to try. I found them to be subpar, particularly in how the concept of the class gets translated into mechanics. For example, the Dragon Prophet is all about the Draconic Prophecy, yet he gains bonuses not through knowledge, but when being in a sort of trance. And also the Renegade Mastermaker of House Cannith. From the name alone, you simply would not have guessed that all of them start off replacing their hand with a mechanical hand, and their end goal being to literally turn into a warforged. Each prestige comes us adventure material like sample organisations, a random map here and there, but there's really not much value to them as they feel pretty arbitrary.
Chapter 4 is one of the better chapters I think. It contains new spells, new infusions, and new psionic powers. I don't know much about psionics, so no comment there, but the new infusions and spells are quite interesting (in a fun way, rather than powerful way), with only a few being Eberron-specific.
New items, equipment, and other options are in chapter 5. There's a good selection of stuff, with heavy Eberron-flavouring, which is a good thing. It has new materials, new vehicles, and dragonshard-powered items. The only bit I didn't like is the grafting section. You get options to graft elemental parts (which I found to be completely nonsensical), deathless parts (ok, although it felt really odd that the Aereni would even consider it), and plant parts (and perpetuated by druids no less, which I also found to be difficult to accept).
The sourcebook ends with Chapter 6, which contains just a few entries on symbionts (for the new race and one of the prestige classes), new homunculi (which I liked), two new Quori spirits, two extremely weird undead and some aberrations. It's a very short chapter that doesn't really tie into the whole "magic of Eberron" topic.
All in all, it's a decent "general" sourcebook, as opposed to being actually "focused" on the magic Eberron. It treats "magic" more like a "science" and briefly touches them in a broad spectrum. If you're looking for something that provides a in-depth look at the state of magic in Eberron, I don't think this is it. But if you're looking for more character options, then the sourcebook does provide, although I found them to be uninspired and generally somewhat bland. ...more
Note: I haven't actually played this adventure. I was just reading it to get a "feel" of Eberron. And I don't usually read adventure modules.
So for stNote: I haven't actually played this adventure. I was just reading it to get a "feel" of Eberron. And I don't usually read adventure modules.
So for starters, this adventure is a continuation of sorts of a very basic introductory adventure that was included as part of the Eberron Campaign Setting. The same quest giver is giving them a follow-up mission.
I'm not expert but it felt like this adventure asked a lot of the adventurers for just being a second mission. I suppose the authors wanted to "showcase" more of Eberron and thrust into settings that are unique to Eberron - namely, a goblinoid city as well as the Mournland. But there's really no drive and motivation for the PCs to do that, since their House Cannith employer was just a one-time employer, and the purpose of the mission was somewhat mundane (i.e. go very far away from your home city, find a secret location in a supposedly very dangerous land, and pick something up).
But it's all right I suppose, if the PCs are game for it. The next bit that's a bit odd is that there are actually 4 rival factions here (two of House Cannith - why? neither adventure explains it), but none of them play any big part really, aside from one minor skirmish with evil faction no. 1, sneaking around a bunch of very oblivious evil faction no. 2, and finally getting ambushed by evil faction no. 2 as a way to set up a recurring villain. A major part of the exploration involves none of them, so I think it was a poor use of opposing factions.
Anyway, I think this adventure can be summed up as "adequate". It's playable, for sure, but I think it doesn't quite showcase Eberron as much as it obviously wanted to. Yes, it does present the more advanced "technological" developments of the setting, but it's a miss when it comes to trying to capture roleplaying aspects that are supposed to be different from other settings....more
All in all, it's a nice complement to the Eberron Campaign Setting.
There isn't much repeat between the two products, but rather they complement each oAll in all, it's a nice complement to the Eberron Campaign Setting.
There isn't much repeat between the two products, but rather they complement each other by either providing more flavour or more details to what was already mentioned in the campaign setting.
The interesting thing about this sourcebook is that its topics are organised alphabetically - a novelty among D&D sourcebooks (excluding monster manuals of course). It's not all lore, flavour text, and adventure hooks. Interspersed throughout the entries are a few feats, spells, prestige classes, special items or materials, and psionic powers. Nothing really outstanding, but they help flesh things out.
What I did like are the sidebars that attempt to incorporate the non-setting-specific materials found in other sourcebooks into the Eberron setting - things like other races and classes, and even special terrain elements. They may seem like ads, but I found them a nice touch....more
The first two are of a 2-part series, and follows Abraxis Wren and his dwarven assistant Watson, err, I mean Torin. I Collects three separate stories.
The first two are of a 2-part series, and follows Abraxis Wren and his dwarven assistant Watson, err, I mean Torin. I really enjoyed the abrasive banter and jibes between these two and the mysteries they tackle are well done. The first part is set in Sharn, one of the wonders of the newest (relatively) world of Eberron. The artwork is great, delightfully showcasing the unique architecture of Sharn and the steampunk-style magics put into commercial use.
A flashback constitutes the majority of the third story, where we read the recounting of a secret mission undertaken by a captain of Cyre into the heart of Droaam. Captain Greykell is an impressive and charismatic character. I found the character artwork even better than the already very impressive artwork of Abraxis Wren and Torin. I would love to see more of Captain Greykell. For Cyre and Galifar!...more
Eberron was the winning entry out of a contest run by Wizards of the Coast. It's a very non-traditional (for D&D) campaign setting with elements of stEberron was the winning entry out of a contest run by Wizards of the Coast. It's a very non-traditional (for D&D) campaign setting with elements of steampunk, film noir, and dramatic flair.
This book presents a richly detailed world; it's obvious a lot of work went in to flesh out the tone and flavour of this relatively newer entry into D&D. Unlike the older settings, the types of adventures that can be had is greatly expanded. By that, I mean that it provides a lot of inherent support for non-traditional adventures. Sure, the Indiana Jones type of adventures are still plenty much available, but it also throws in urban mysteries, political intrigues, and steampunk elements.
You can have player characters playing constructs and shapechangers; psionics are built into the history of the world. A new class that exists to offer the flavour of a world with a higher level of technology advances. It's a fractured world that recently came out of a decades long war, with nations destroyed and new nations born (including monstrous nations). You have militaristic nations, a democracy, a magocracy, a theocracy, and more, traditional and non-traditional. Religion and alignment is much more fluid and unpredictable. So are the common races and exotic monsters, whose traditional roles are often turned upside down, bringing new flavour to them.
In short, it's a new world where traditional dungeon crawls can easily fit in, but at the same time, it provides rich history and lore with which to mesh them together with adventures of the non-combat variety. It has just enough of about a lot of different elements built-in that it can handle just about any sort of fantasy adventure you could throw at it.
(But... I still have a soft spot for the Forgotten Realms)...more