Eberron: Reinventing Dungeons and Dragons
Eberron: Reinventing Dungeons and Dragons
In the early 2000’s, Wizards of the Coast decided that
they needed to update their most popular and well-known game, Dungeons and
Dragons. To that end, in 2002, they ran the Fantasy Setting Search, a competition
to establish a new setting and world for Dungeons and Dragons to allow for new
styles of play. Out of more than 11,000 entries, game designer Keith Baker’s
Eberron campaign setting was chosen as the winner, and the setting was
officially released in June 2004 with the publication of the Eberron Campaign
Setting hardback book. Since then, the setting was updated for the fourth
edition of the game, though only three books were released detailing the new
rules and settings info for the new edition of the game, with an unofficial
update for the fifth edition being provided in February of 2015 in the online
feature “Unearthed Arcana”, but unfortunately, the setting has mostly fallen to
the wayside as Wizards of the Coast has chosen to focus more on the main
campaign setting and on campaign settings set in more traditional fantasy
worlds.
So what exactly is Eberron? Well, in the shortest
possible explanation, Eberron is what happens when you combine pulp novels from
the late 1800’s, detective stories, steampunk, traditional fantasy, adventure
movies, classic film noirs like Casablanca, and Game of Thrones into Dungeons
and Dragons. The story is that a hundred-year long war has just ended on the
continent of Khorvaire, and a new age of exploration and adventure has started.
However, various dark forces are present in the world, mysterious magic has
awakened, political intrigue is happening, lasting tensions of the war are
being inflamed, and ancient evils are stirring. It is your choices that decide
the direction of the story and will decide the fate of Eberron.
For the most part, Eberron plays the same as any other
Dungeons and Dragons setting. It differs however in two main ways. The first is
the focus. As I previously mentioned, the setting is more along the lines of a
gritty fantasy story rather than the normal high fantasy setting of most
Dungeons and Dragons settings like Greyhawk, Drangonslance, or Forgotten
Realms. One of the main ways this is shown is in the way magic is used and
treated. Magic in Eberron is both more and less common than in other settings,
with a new player class, the Artificer, to take advantage of this. High level
magic, such as resurrection spells and world changing and dimensional travel
spells, are as uncommon and potentially rarer than in other settings, but
generally speaking, low-level magic like cure minor wounds or arcane mark, are
pretty common, thanks in large part to the Dragonmarked houses, a group of 13
different houses that form the backbone of the economy on Khorvaire. The marks
have different powers related to certain things, such as tracking, warding, detection,
handling animals, and weather control, and only members of certain races can
have a Dragonmark of a certain type (e.g., elves are the only ones who can have
the Mark of Shadow, humans are the only ones who have the Mark of Handling,
half-elves are the only ones with the Mark of Storms, with the only exception
being humans and half-orcs sharing the Mark of Finding). As a result of the Dragonmarked
houses influence, magical healing, sky ships, a set of magical train lines
known as the Lightning Rail, and various other magic’s exist in abundant supply
in the world of Eberron. Cities are let by Everbright Lanterns, pretty much
every city composed of at least 30 people has a spell caster of some skill in
it, and wizards are generally seen more like electricians or plumbers rather
than mystical people in touch with forces beyond our understanding. Another
difference is the presence of psionics, or powers that are manifested by the
mind. In other settings, psionics are more of a supplemental addition,
something that a Dungeon master and the players can use if they want to, but is
generally only an additional option rather than a required part of the game. In
Eberron, while it possible to play without psionics, it is ill-advised, as one
of the main playable races and their rival race, the Kalashtar and the
Quori/Inspired respectively, are based almost entirely around psionics, and
while playable without it, lose a lot of their uniqueness and flavor without
the power of psionics, which are, again, more common in Eberron than in other
campaign settings.
The biggest and most relevant way that Eberron has more
in common with gritty fantasy, and its biggest departure from traditional
Dungeons and Dragons and fantasy in general, is in its treatment of alignment.
Alignment in Eberron in treated with more nuance than in most other DnD
settings. As an example, in most settings, a cleric (a holy warrior who wields
divine magic in service to a deity) whose alignment moves two steps in either
direction away from their deity (alignment is broken into good-neutral-evil and
chaotic-neutral-lawful, with the first axis indicating how moral a character is
and the second indicating how they approach a situation, i.e., a lawful good
character has a code that they refer back to when dealing with something, while
a neutral good character just cares about doing what is generally considered
the moral thing without regard for a reward, the law, or chaos), loses their
power. So, a cleric of a lawful good deity would find himself losing his powers
if he were to become neutral-neutral (or true neutral), chaotic good, or lawful
evil. In Eberron however, the normal restriction on alignment doesn’t apply.
So, a cleric of the Church of the Silver Flame (a lawful-good deity that is
very obviously based on the Catholic church, only they worship a divine force
of good that has manifested in the form of a giant pillar of sentient silver
fire that is inhabited by the spirits of three entities, a bound demon, a noble
and good feathered serpent known as a couatl, and a female human paladin named
Tira Morran who bound the demon with her life-force, that their equivalent of
the pope talks to) can be lawful-evil or even chaotic-evil and still retain
their power as if they were still lawful-good. Even more prominent is the way
that alignment is applied to the various races of creatures that exist in the
world. Unlike other DnD settings, race no longer contributes to alignment.
Vampires for example can be noble and good, while gold dragons can be vile and
reprehensible villains. Race has also been modified quite heavily. Orcs for
example come in three main varieties. Swamp dwellers who just want to live
their lives and can be of any alignment, worshipers of demons in the Demon
Wastes, and warriors of a force connected to the Silver Flame that fight
against the demon worshipers. Race generally has little bearing on alignment,
allowing for more complex characters of all races.
Eberron is one of the most unique fantasy settings I have
ever had the pleasure of experiencing. It is full of unique and creative ideas,
from Halfling (Hobbit) barbarians that ride dinosaurs across the plains,
dragons that have formed an organization dedicated to protecting the world from
destruction, the most powerful organization dedicated to good among the common
races being led by a twelve-year-old pope, and a race composed entirely of
living constructs (known as Warforged), Eberron offers something a little
different from traditional fantasy fare. It is pretty easy to find a copy of
the books available at game shops and specialty bookstores, or even scanned
online if you are into that sort of shady thing. While Wizards of the Coast
seems to have abandoned the setting, it still has a number of fans, and Keith
Baker is willing to talk about and discuss the setting and has mentioned that
he would love to see it return someday. But you will never know until you play
and experience it yourself.
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