Join Eberron setting creator Keith Baker in this tour through the lands, oceans, and planes of Eberron. Exploring Eberron presents Keith's vision of Eberron like never before, with fresh lore and rich illustrations to bring the setting to life.
In this book, Keith takes players and Dungeon Masters on a thrilling dive into the world of Eberron. Encounter the monstrous folk of Droaam, the goblinoid Heirs of Dhakaan, the Mror dwarves and their Realm Below, and the sahuagin and merfolk dwelling beneath the waves. Embrace faiths of altruism, pragmatism, and darkness. Browse the tomes of Dolurrh’s Vault of Memories, seek the Amaranthine Cities of Irian and Mabar, meditate with the githzerai monks of Kythri, and much more.
The adventure won't be easy! Mighty friends and foes await—from legendary archfey and proud sahuagin to nightmarish quori and alien daelkyr. Eberron is a world in need of heroes, but take heart: between these pages lie a host of character options for would-be heroes to enjoy. You'll discover new archetypes for the artificer, cleric, druid, monk, and bard. Play unique Eberron races and subraces including gnolls, Dhakaani goblinoids, aasimar of diverse faiths, and ruinbound dwarves. Uncover a wealth of magic items from around the world, wield symbionts that bond with your very flesh, channel your dragonmark with focus items—and perhaps even manifest a Siberys dragonmark of immense power.
I've been interested in games since I first fell under the sinister influence of the Dungeons & Dragons boxed set, back in sixth grade. Over the last few decades I have managed to turn gaming from a hobby into a career. Here is a list of the highlights of my life as a game designer. If you have any questions, let me know!
From 1994-2002, I fell into the computer games industry. My first job was with Magnet Interactive Studios, in Washington DC. Sadly, Magnet never managed to hit the big time as a game developer. I worked on a number of projects during my stay at Magnet; for a time I was lead designer on a game called BLUESTAR, a position that was held at other times by such roleplaying luminaries as Ken Rolston and Zeb Cook. However, the only work that ever saw the light of day was some level design on the abstract arcade game Icebreaker.
Magnet began a slow implosion in 1996, and along with a number of other people I went to work for a Colorado company called VR1. I started as lead designer on VR-1 Crossroads, a text-based MUD centered on warring conspiracies – The X-Files meets Illuminati, with a world of dreams thrown in for good measure. When VR1 decided to move away from text games, I started work on a graphical MMORPG based on the pulp serials. After a few twists and turns, the project ended up being known as Lost Continents. But early in 2002 I decided that I'd had enough of the computer games industry and left VR1 to focus on writing. Then in June of 2002, Wizards of the Coast announced their Fantasy Setting Search, and I thought: What about pulp fantasy? And the rest is history. . .
When Wizards of the Coast released Eberron: Rising from the Last War a few years ago, I found it the most welcome addition to 5th Edition Dungeons & Dragons in an already high-quality set of sourcebooks and adventures for D&D; to me, Eberron represents the epitome of subversive storytelling within the D&D cosmology, insofar as it's open-ended but still within a universal framework (unlike, say, Forgotten Realms, which, even as WotC's current flagship setting, all but has to stay within certain lines narratively), it deliberately and specifically questions the racial and class-based essentialism so inherent in so much of what has come before, and as a thoroughly noirish setting, it arguably wrestles with issues of good and evil more intensely than any other D&D setting. Exploring Eberron, by Eberron's very creator Keith Baker, acts as the bookend to WotC's official treatment of the setting, discussing areas of the world that hadn't been addressed to date, anywhere else. And as written by Baker, even where it (ever so slightly) diverges from "official" 5E mechanics, Exploring Eberron possibly even carries through the advantages of the Eberron setting more adeptly, freed of corporate constraints from Hasbro and its subsidiaries.
If nothing else, Exploring Eberron is a superb tool for both DMs and PCs, insofar as, at the very least, it offers storytelling ideas, potentially even adaptable outside of Eberron; although it suffers (again, ever so slightly) from not having WotC's "official" imprimatur, coming right from the horse's mouth, as it were, Exploring Eberron remains a valuable insight into the mind of its creator and makes the world come alive in a way that's taken the Forgotten Realms reams of paper to accomplish.
I've been a fan of Eberron since it was released way back in 3rd edition. It introduced a bunch of new races and cultures and had a wealth of information for DMs to draw upon. This offering by Keith Baker (the creator of the setting) explores nooks and crannies that haven't been covered.
I love fantastic worlds, and Eberron is one that I just got into. What I loved about this book was that even though it's for the game, most of it (like 99%) is just lore. Yeah, there are some stat blocks here and there but this is more lore than game. And I really appreciate that!