Polski opis
Eberron jest fikcyjnym światem stworzonym przez Keitha Bakera na potrzeby gry fabularnej Dungeons & Dragons.
Świat Eberron wygrał Wizards of the Coast's Fantasy Setting Search - konkurs z 2002 roku na stworzenie nowego settingu do Dungeons and Dragons. Eberron został wybrany z ponad 11,000 kandydatów. Świat ten łączy typowe fantasy z elementami "pulp" oraz bardziej mrocznymi przygodami. Charakterystycznymi dla niego elementami są także nietypowe dla światów fantasy technologie takie jak pociągi, statki powietrzne (ang. skyships) oraz mechaniczne twory animowane potęgą magii.
Setting ten jest osadzony w świecie zwanym Eberron, pewien czas po straszliwej wojnie, która przetoczyła się przez kontynent Khorvaire. Celem powstania Eberron było umożliwienie przeniesienia typowych dla D&D elementów i ras w inny pod względem "klimatu" świat.
Eberron ukazał się oficjalnie w momencie wydania podręcznika głównego Eberron Campaign Setting (z ang. Eberron - Opis Świata) w czerwcu 2004 roku. Stworzyli go Keith Baker, Bill Slavicsek, i James Wyatt.
W czerwcu 2005 podręcznik Eberron Campaign Setting zdobył nagrodę Origins Award w kategorii Best Roleplaying Game Supplement of 2004 (z ang. Najlepszy Dodatek do Gry Fabularnej roku 2004).
www.wikipedia.pl
Info: Tag "OEF" oznacza "Original Electronic Format". Sumy posiadające taki tag są najlepszymi jakościowo wersjami podręcznika.
English description
Eberron is a campaign setting created by author and game designer Keith Baker for the Dungeons & Dragons role-playing game.
Baker's Eberron setting was the winning entry for Wizards of the Coast's Fantasy Setting Search, a competition run in 2002 to establish a new setting for the Dungeons and Dragons game. Eberron was chosen from more than 11,000 entries. Eberron combines a fantasy tone with pulp and dark adventure elements, and some non-traditional fantasy technologies such as trains, skyships, and mechanical beings which are all powered by magic.
The setting is the world of Eberron, in a period after a vast destructive war on the continent of Khorvaire. Eberron is designed to accommodate traditional D&D elements and races within a differently toned setting.
The Eberron setting was officially released with the publication of the Eberron Campaign Setting hardback book in June 2004. The campaign setting book was written by Keith Baker, Bill Slavicsek, and James Wyatt.
In June 2005 the Eberron Campaign Setting book won the Origins Award for Best Roleplaying Game Supplement of 2004.
One of the most obvious differences between Eberron and generic D&D is the level of magic. 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-wide, magical "lightning rail" provides high speed transportation.
Alignment is slightly more muddied than in other official settings. Evil beings of traditionally good races and good beings of traditionally evil races are encouraged; but alignment definition remains true to D&D standards, with good and evil retaining their meanings. However, the situation often arises in the campaign world that oppositely aligned characters will side with each other briefly if a threat looms over all, and also both good and evil characters will infiltrate each others organizations for purposes of espionage.
Religion is similarly less clear-cut. 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. A cleric can even actively work against their own church and continue to receive spells. As a result, religion is largely a matter of faith. Unlike in many other 3rd edition D&D settings, a cleric does not have to be within one step of his deity's or religion's alignment, and is not restricted from casting certain spells because of alignment.[1]
The setting adds a new base character class, the artificer. Artificers are spellcasters focusing on magical item creation. Artificer infusions (their equivalent to spells) focus on temporarily imbuing objects with the desired effects. For example, instead of casting bull's strength on a character, an artificer would cast it upon a belt to create a short term magical Belt of Bull's Strength. Artificers have access to a pool of "craft points" which act as extra experience points (only) for use in creating magical items without sacrificing level attainment. This pool is refilled when the artificer gains levels, or by draining power from an existing magical item (destroying the item in the process).
Eberron also introduces a new NPC class known as the magewright, which is an arcane caster who has a limited selection of low-level spells. The existence of magewrights is part of the reason for the prevalence of low-level magic in Eberron
To try to create a pulp setting, Eberron uses "action points" that allow a player to add a six-sided die to the result of rolls made with a twenty-sided die. Characters receive a set allotment of single-use action points each character level. The Eberron Campaign Setting also includes feats which grant additional uses for action points, such as allowing a player to add an eight-sided die instead of a six-sided die, or spending two actions points to grant your character an additional move or standard action.
The Eberron setting primarily takes place in Khorvaire, a continent that was ruled by goblinoids of Dhakaan in ancient times. Humans are now the most populous race in Khorvaire, living primarily in the area known as the Five Nations. Southeast is the small continent of Aerenal, ruled by elves. Due south is the jungle continent of Xen'drik, once ruled by an empire of giants that collapsed. Frostfell is an unexplored land of ice in the north. The other two main continents are Sarlona (a continent ruled by quori, creatures from the Region of Dreams) and Argonnessen (a continent inhabited by dragons). The world of Eberron has twelve moons; some sages believe there is a thirteenth moon that has vanished or is invisible to the naked eye
(www.wikipedia.org)