Eberron review
Jan. 1st, 2020 11:49 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)

My rating: 5 of 5 stars
Oh, what a relief to have a supported D&D setting that isn't some pseudo-medieval milieu with magic added haphazardly. Eberron is a dynamic, exciting place, just starting to recover from the century-long Last War and the horror of the Mourning, which destroyed the kingdom of Cyre and left it shrouded in impenetrable mists.
This is a fully-formed world, with deep mythology and history and where the scars of war are fresh. No one really won the Last War, so tensions remain high. New nations run by monsters threaten the old order, and the Dragonmarked houses work to expand their influence at the expense of all others. This is a world of change and intrigue where the characters can end up as the clients of a powerful patron or just follow the path of discovery and adventure. You could spend an entire campaign inside Sharn, the legendary City of Towers if you like. Or take an airship on a perilous quest to the southern continent of Xen’drik - a cursed, warped land home to the shattered remains of the Giants' empire.
Magic is addressed logically and exploited in the same way we exploited the steam engine and electricity. Lightning trains race along magical pathways (and you know I'm going to contrive a desperate fight on top of a train at some point) while airships use bound elementals to sail the skies. Magical cannon and rods exist for warfare, giving a good gunpowder age feeling. Some farmers may own plows that drive themselves or other useful magical implements.
In short, if you're looking for a very different D&D setting, one with a more pulp feel with elements of noir mysteries, Eberron is the perfect fit.
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