Thoughts on the Eberron Campaign World
I've been reading through the Eberron Campaign Guide for D&D 4.0, and I must say, I'm really enjoying the campaign world. Whereas Forgotten Realms, say, is a world about black and white, Eberron is very much a world about shades of grey.
What does that mean? Well, fundamentally, the world of Eberron is one steeped in mystique, intrigue and moral ambiguity. Where alliances shift as easily as a pouch of coins changes hands, there's certainly a lot of intrigue to be had. Add in a generally detached pantheon, dragons and demons plotting, and humans doing what they do best: self destruction; and you've got yourself a campaign world rife with possibilities.
I also like its approach to technology. Powerful elementals and magic are harnessed to power a series of railways (lightning rails), elemental galleons and airships across the main continent of Khorvaire, it removes some of the tedium of travelling within "civilized" areas.
Anyway, all that to say that I think that the world will be an interesting place to host a campaign, one where you're never really sure if your patron is a fairweather ally, or your biggest enemy.
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