EBERRON CAMPAIGN GUIDE 4E PDF

High-level magic, including resurrection spells, is less common than in most other settings. However, low-level magic is much more pervasive, primarily provided by the Dragonmarked houses. Many cities have magical lanterns throughout the streets. A continent-spanning magical "lightning rail" provides high speed transportation. The pantheon of Eberron does not make itself overtly known. The existence of divine magic is not evidence of the gods, as clerics who worship no deities but instead follow a path or belief system also receive spells.

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This book presents a historical and geographical overview of the setting; information on key locations, personalities, and organizations; an introductory adventure; and a bestiary of monsters and villains to challenge heroes of all levels.

It was released in July About the Cover. The Lord of Blades is shown with his homunculi, Hilt and Pommel. Continuing the Campaign Settings. Settings were short-lived things in the age of 4e Some of these details were totally new to the setting. Adventure Tropes. Finding the Points of Light. More notably, the Forgotten Realms had been massively revamped to fit the new paradigm: the goddess of magic was killed, the Realms were spellplagued, two worlds were mashed together, and a hundred years slid by to create an updated and controversial Points of Light world.

Instead, Eberron appears much as it did before. They continued to be featured in the Eberron Campaign Guide with many more details of their integration into the world. Expanding Eberron. Eberron Campaign Guide includes lots of new details, including: more information on the Draconic Prophecy, a new focus on the Last War, and some attention toward the Cold-War-like tension of the world.

However for the most part it revisits existing Eberron material. The geographical focus is on Sharn, the Five Nations, Khorvaire and to a lesser extent lands beyond.

The dragonmark houses, the gods, and the planes all get some attention too. This means that the Guide revisits 3. Though some of these books provided more information on their individual topics, Eberron Campaign Guide collects the entire big picture together, making it a sort of five-year anniversary edition for a setting that had been evolving through divers hands. About the Creators. Keith Baker is the creator of Eberron. He was eventually hired by Wizards in January and has been writing roleplaying books and novels ever since.

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World of Eberron

This book presents a historical and geographical overview of the setting; information on key locations, personalities, and organizations; an introductory adventure; and a bestiary of monsters and villains to challenge heroes of all levels. It was released in July About the Cover. The Lord of Blades is shown with his homunculi, Hilt and Pommel. Continuing the Campaign Settings.

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List of Eberron modules and sourcebooks

Source books Eberron campaign setting The quori are nightmarish beings from the plane of Dal Quor , the Region of Dreams. The quori lifecycle is somehow connected to Eberron; specifically, each new Age on Eberron changes the nature of Dal Quor, causing the otherwise immortal Quori to die and be reborn into a form more fitting to the new age. Though their power is unchallenged on their home plane, for thousands of years the quori were incapable of reaching beyond the plane of dreams and could only observe the wider world via the dreams of mortals. Possibly motivated by the escape of a rogue group of quori who opposed the Dreaming Dark to Eberron which led to the creation of the Kalashtar ; the quori were able to find a way to exert direct influence on Eberron and engineer the breeding of special human vessels, capable of being possessed by a Quori spirit, that would become the Inspired [4 ]. During a period of great upheaval several hundred years ago presumably engineered by quori the Inspired appeared among the nations of Sarlona , and presented themselves as ambassadors of powerful and beneficent gods.

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