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Library time / free reading time run out. Puppy. Will read in future(?)
This is a great campaign setting and a great introduction to Eberron, but this source book really left me wanting more.
Eberron is a probably my favorite DnD setting. Everything that is introduced in a canonical DnD setting is totally remixed in Eberron. It’s just way too much stuff for me to even try to mention, but almost all of it is done in a positive, progressive way. I would say the two distinctive features of Eberron are The Last War and the widespread use of low magic, almost to the point where it is studied scientifically.
The Last War was a 100 year war that broke up the Kingdom of Galifar into five kingdoms. Eberron is set two years after the Treaty of Thronehold ended the Last War. Eberron is currently in this post-WWI state where the war has ended, but international tensions are insanely high. The really cool thing about Eberron is that even though this setting has existed since 2004, every source book is set two years after the end of The Last War. I don’t want to get into the details, but this central point of conflict drives everything in really interesting ways.
The development of widespread magic also heavily influences the Eberron setting. Eberron is far more about ships and trains powered by crystals than it is about getting around everywhere on horseback. This sounds like it’s dipping into steampunk, but the setting is more about noir and pulp than cool steamy guns and gadgets.
I love all the cool, rich ideas in Eberron: Rising from the Last War. This book is overflowing with plot hooks and the sniff of a fantastic adventure. My gripe with this book is that in order to run an Eberron campaign, you pretty much need another supplement to this book. I just wish that this book would serve as a compendium for all things Eberron. Whenever I research Eberron, I have to look through four different books, two blogs and a podcast. That last sentence was not a joke.
Maybe it’s not fair because this book wasn’t meant to be an Eberron encyclopedia. Dear Wizards of the Coast, could you please make one?
Eberron is a probably my favorite DnD setting. Everything that is introduced in a canonical DnD setting is totally remixed in Eberron. It’s just way too much stuff for me to even try to mention, but almost all of it is done in a positive, progressive way. I would say the two distinctive features of Eberron are The Last War and the widespread use of low magic, almost to the point where it is studied scientifically.
The Last War was a 100 year war that broke up the Kingdom of Galifar into five kingdoms. Eberron is set two years after the Treaty of Thronehold ended the Last War. Eberron is currently in this post-WWI state where the war has ended, but international tensions are insanely high. The really cool thing about Eberron is that even though this setting has existed since 2004, every source book is set two years after the end of The Last War. I don’t want to get into the details, but this central point of conflict drives everything in really interesting ways.
The development of widespread magic also heavily influences the Eberron setting. Eberron is far more about ships and trains powered by crystals than it is about getting around everywhere on horseback. This sounds like it’s dipping into steampunk, but the setting is more about noir and pulp than cool steamy guns and gadgets.
I love all the cool, rich ideas in Eberron: Rising from the Last War. This book is overflowing with plot hooks and the sniff of a fantastic adventure. My gripe with this book is that in order to run an Eberron campaign, you pretty much need another supplement to this book. I just wish that this book would serve as a compendium for all things Eberron. Whenever I research Eberron, I have to look through four different books, two blogs and a podcast. That last sentence was not a joke.
Maybe it’s not fair because this book wasn’t meant to be an Eberron encyclopedia. Dear Wizards of the Coast, could you please make one?
adventurous
informative
inspiring
mysterious
fast-paced
Plot or Character Driven:
N/A
Strong character development:
N/A
Loveable characters:
N/A
Diverse cast of characters:
N/A
Flaws of characters a main focus:
N/A
By far the best book put out by Wizards of the Coast. In depth, vivid detail, great start to fleshing out a campaign in Eberron. Can't wait to run mine. Every 5e DM needs this book. 5 stars
I like the new player character options and the general setting - a world shaken by a mysterious and huge loss in the form of a whole country destroyed with no clear explanation as to how and many possible whys - but I honestly had a hard time getting through the pages and pages of history, geography and politics.
Don't get me wrong, I am usually all for reading a ton of lore about fantasy lands, it's literally what I signed up for when I bought this book, but this wasn't structured in a way that was entertaining to me. It wasn't hard to understand or follow, it was just far too many details in an odd order. The intro and first chapter I breezed through. Then I got to the gazette part and I just kept zoning out.
I'm sure this is the book for plenty of my fellow D&D nerds. It has a ton of details to each nation and plenty of history. It's just introduced in a way that makes you have to skip about a lot. Take the daelkyr for example. On page 5, a sensible three paragraphs summarize the history of Eberron. Great! It mentions that the goblin empire of Dhakaan fell to an invasion of mind flayers, beholders and the foul creatures that created them. Then there is a loooot of text about other things, before the daelkyr start popping up, mentioned here and there, at times with "see chapter 6" in brackets after the word. Turns out, daelkyr made the mind flayers. Would have been nice if villains of such cosmic power had been mentioned by name in the summary. Sure, I can skip around in a book, and I know some people like to learn their world lore like that, but I prefer to get to know a new setting from first page to last, in order. Also, only a few locations stood out to me, like the "former bad guy"-country led by three hags. Over all though a lot of these places blurred together for me.
Worth having for the warforged, changelings and other new options for player characters, and I still think the idea of the setting is cool, but I am never going to be able to cram this much info about so many different nations into my memory in any long term way.
Don't get me wrong, I am usually all for reading a ton of lore about fantasy lands, it's literally what I signed up for when I bought this book, but this wasn't structured in a way that was entertaining to me. It wasn't hard to understand or follow, it was just far too many details in an odd order. The intro and first chapter I breezed through. Then I got to the gazette part and I just kept zoning out.
I'm sure this is the book for plenty of my fellow D&D nerds. It has a ton of details to each nation and plenty of history. It's just introduced in a way that makes you have to skip about a lot. Take the daelkyr for example. On page 5, a sensible three paragraphs summarize the history of Eberron. Great! It mentions that the goblin empire of Dhakaan fell to an invasion of mind flayers, beholders and the foul creatures that created them. Then there is a loooot of text about other things, before the daelkyr start popping up, mentioned here and there, at times with "see chapter 6" in brackets after the word. Turns out, daelkyr made the mind flayers. Would have been nice if villains of such cosmic power had been mentioned by name in the summary. Sure, I can skip around in a book, and I know some people like to learn their world lore like that, but I prefer to get to know a new setting from first page to last, in order. Also, only a few locations stood out to me, like the "former bad guy"-country led by three hags. Over all though a lot of these places blurred together for me.
Worth having for the warforged, changelings and other new options for player characters, and I still think the idea of the setting is cool, but I am never going to be able to cram this much info about so many different nations into my memory in any long term way.
Brilliant book, I'm looking forward to trying to build my own Eberron campaign
adventurous
dark
informative
medium-paced
I love this setting! This book does a great job of introducing the key components of the Eberron setting - especially the fallout of the Great War. I've had a great time planning a campaign using this book.
Excellent, rich setting with fascinating magical technology, great amounts of lore, and lots of fun player options. I really want a full-length adventure in this setting!
Eberron: Rising from the Last War is an exceptional addition to the worlds of Dungeons and Dragons as it reskins classic high fantasy with a steampunk/industrial landscape filled with deep lore, history, and gives DMs a high level of pre-built tension in a world trying to salvage itself after war divided the various factions. The magic is rooted more in logic and explained through the means of industrialization who prefer to ground their casters in something tangible. However, this setting will not interest everyone, particularly with the addition of guns and other more modern weaponry, especially prevalent in the new Artificer class. Regardless, it is a good read for those wanting to see how worlds can be created and expanded outside of the regular Dungeons & Dragons mythos.
TL;DR: Great expansion to Dungeons & Dragons lore that creates a pseudo-steampunk world for DMs to base their campaigns within.
TL;DR: Great expansion to Dungeons & Dragons lore that creates a pseudo-steampunk world for DMs to base their campaigns within.