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NAN ANCIENT  RUIN BEN E ATH THE  D  E MON WASTES,   USING THI S   B  O  OK
                 a band of heroes races to claim the Reaper's   This book is a gateway to using Eberron as a setting for
                 Heart. If the agents of the Emerald Claw reach
         I                                                 your D&D campaign. It guides players and the Dungeon
                 it first, they'll reignite the Last War and un­
                                                           Master through the process of creating characters and
                 leash an army of undead.
           In the city of Sham, a team of spies pulls off an impos­  adventures set in this world.
         sible scheme-breaking into the impenetrable vaults of   This introduction presents an overview of the world:
         House K u ndarak. But instead of gold,  they find a secret   its history, its calendar, and the themes that drive it.
         that could shatter the fragile peace between the nations.   Chapter  1 details how to create Eberron characters.
           Aboard an airship, a wizard debates the interpretation   It offers race options and a new class, the artificer, that
         of an ancient prophecy with a blood-red dragon. If the   reflect the flavor of the world. It also presents group pa­
         sage loses the argument, the dragon will destroy the air­  trons, a new concept that adds a shared purpose to your
         ship and everyone on it. But if she wins the debate, the   party of adventurers. You can use this material in Eber­
         dragon will take them to distant Argonnessen, and no   ron or any other D&D setting.
         human has ever seen the land of dragons and returned!   Chapter 2 provides an overview of the nations of
                                                           Khorvaire (and beyond) and the religions of Eberron,
         The world of Eberron has a rich history built on heroic   handy details whether you're a player seeking inspira­
         deeds, evolving magic, and the wounds of a long, devas­  tion for your character's backstory or a DM looking for
         tating war. Action,  adventure, good, evil, and a thousand   an intriguing place to set an adventure.
         shades of gray paint the landscape in broad strokes. An­  Chapter 3 focuses on Sham, the City of Towers.
         cient mysteries await discovery so they can influence the   Sham is one of the wonders of Khorvaire, and a source
         world and its people.                             of endless adventures. This chapter presents a host of
           Magic is built into the very fabric of the world. It   interesting locations and activities you can explore in
         pervades everyday life. It provides comforts and con­  this towering metropolis.
         veniences unknown in either the modern world or any   Chapter 4 provides ideas for adventures in Sham
         world of medieval fantasy. Great cities where castles   and beyond. It introduces sinister forces at work in the
         scrape the sky prosper throughout the continent of   world, along with the impact of the Last War and the
         Khorvaire, and a thriving aristocracy of merchant fam­  dreadful Day of Mourning. It also includes a short ad­
         ilies controls much of the world's economy thanks to   venture you can use to launch your campaign in Sham.
         the edge given them by the mysterious and rare drag­  Chapter 5 includes magic items and other treasures
         onmarks. Its people harness magic as a tool-to build   for an Eberron campaign. It also explores the vital role
         cities, to sail ships through the skies, and to create both   of dragonshards.
         wonders and weapons.                               Chapter 6 presents new monsters and NPCs drawn
           Heroes come in all shapes and sizes, all classes and   from the world of Eberron. From mighty archfiends to
         races. They travel the world, battling villains in in­  helpful homunculi, these creatures add challenges to
         stants of over-the-top action. And they unearth fabulous   your adventures in Eberron (or any other D&D world).
         treasure, and deal with narrow escapes and ominous
         mysteries that are as likely to shed light on centuries of   SEVEN THINGS TO  KNOW
         secrets as they are to threaten the world's safety.
          Eberron embraces swashbuckling action and pulp   What is Eberron? Here are the key things to know:
         adventure while adding a layer of noir intrigue. Stories   1. The Last War Has Ended-Sort Of.  The Last War
         don't always end well, and there isn't a perfect answer to   plunged the continent of Khorvaire into civil war
         every problem. The Last War turned old allies into bitter   more than a century ago, shattering the Five Nations
         enemies and destroyed an entire nation, leaving behind   that made up the kingdom of Galifar.Just two years
         terrible scars. Crime and corruption lurk in the great   ago, the war ended with the signing of the Treaty of
         cities of Khorvaire. Hidden dragons shape the course   Thronehold and the establishment of twelve recog­
         of history, and sinister fiends influence the dreams of   nized nations and a tenuous peace. The conflicts, the
         the unwary. Yet mortal greed and ambition might prove   anger, and the pain of the long war remain, however,
         more dangerous than any dragon or fiend. This dark­  and the new nations seek every advantage as they pre­
         ness affords opportunities for a group of bold adventur­  pare for the next war to break out on the continent.
         ers to make a difference-for better or for worse.

         W  E LCOME  TO  EB ERRON
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