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This product uses updated material from the v. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing.
Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.
Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U. Box Renton WA — Questions? Simpson Jr. Contents Introduction The living spell exploded around Arlok, Baristi, and their companions as they explored the perpetual twilight and unyielding devastation of the Mournland.
This product is the result of the unprecedented campaign setting search that Wizards of the Coast undertook in We examined more than 11, one-page proposals from all over the world, submitted by professional game designers and game design studios, as well as by Dungeon Masters and players alike.
The committee selected eleven proposals and had the authors create ten-page versions of their settings for review. The committee reviewed only blind submissions; no names were attached to any of the review copies.
From these, Wizards purchased three proposals and commis- sioned the authors to create page story bibles. The setting combines traditional medieval fantasy with pulp action and dark adventure. The world of Eberron has a rich history built on heroic deeds, evolving magic, and the wounds of a long, devastat- ing war. Magic is built into the very fabric of the setting.
It provides cer- tain comforts and conveniences unknown in either the modern world or any world of medieval fantasy. They travel the world, battling villains and recovering fabulous treasure, dealing with over-the-top action, har- rowing challenges, cliffhanger situations, narrow escapes, and ominous mysteries that are as likely to shed light on centuries of secrets as they are to threaten the safety of the current day.
Thanks to a mas- tery of the arcane arts, the great cities of the continent of Khorvaire contain skyscraping castles, elemental-powered coaches and carriages, and all manner of enchanted con- veniences. Magic is industry across the face of Eberron, the innovative spark that propels society forward. Something resembling a magical telegraph provides communication between two locations. As the campaign begins, the world of Eberron is emerging from a long and devastating war. The nations of the continent of Khorvaire were once part of a great king- dom of legend, the mighty kingdom of Galifar.
Instead of allowing the eldest scion to take the crown, the siblings rallied their vassals and individually vied to take control of the kingdom. In time, other nations formed as deals were made and oppor- tunities presented themselves. With the signing of the Treaty of Throne- hold, the Last War came to an end.
Today, the nations of Khorvaire seek to rebuild and prosper as the new peace spreads across the land. While technically at peace, the nations continue to vie for economic and political supremacy. Minor skirmishes break out every so often, especially in the more remote sections of the con- tinent and on the most hotly contested borders. Espionage and sabotage are the preferred method of diplomacy, since the nations engage in trade and discussion in public while working intrigues and double-crosses in the shadows.
Tone and attitude. This spendable, limited resource allows players to alter the outcome of dramatic situations and have their characters accomplish the seemingly impossible. A world of magic. The setting supposes a world that developed not through the advance of science, but by the mastery of arcane magic. This concept allows for certain conveniences unimagined in other medieval timeframes. The binding and harnessing of elemental creatures makes airships and rail transport possible.
A working class of minor mages uses spells to provide energy and other necessities in towns and cities. Advances in magic item creation have led to everything from self-propelled farm- ing implements to sentient, free-willed constructs. A world of adventure. Adven- tures can and should draw heroes from one exotic location to another across nations, continents, and the entire world. Through the use of magical transportation, heroes can reach a wider range of environ- ments over the course of an adventure, and thus deal with a diverse assortment of monsters and challenges.
The Last War has ended—sort of. The Last War, which plunged the continent of Khorvaire into civil war more than a century ago, ended with the signing of the Treaty of Thronehold and the establishment of twelve recog- nized nations occupying what was once the kingdom of Gali- far. At least overtly, the peace has held for almost two years as the campaign begins. The Five Nations.
Four of these survive to the present day as independent countries; Cyre was destroyed before the start of the campaign. The devastated terri- tory it once occupied is now known as the Mournland. The Five Nations refers to the ancient kingdom of Galifar and harkens back to a legendary time of peace and prosperity.
A world of intrigue. The war is over, and the nations of Khorvaire now try to build a new age of peace and pros- perity. Ancient threats linger, however, and the world des- perately needs heroes to take up the cause. Espionage and sabotage services create big business in certain circles. Thedragonmarkedhouses,churchesbothpureandcorrupt, crimelords,monstergangs,psionicspies,arcaneuniversities, royal orders of knights and wizards, secret societies, sinister masterminds, dragons, and a multitude of organizations and factions jockey for position in the afterglow of the Last War.
Dragonmark dynasties. The great dragonmarked families are the barons of industry and commerce through- out Khorvaire and beyond. While not technically citizens of any nation, the matriarchs and patriarchs of each house live in splendor within their enclaves and emporiums located throughout Khorvaire.
These dynastic houses of com- merce derive their power from the dragonmarks—unique, hereditary arcane sigils that manifest on certain indi- viduals within the family, granting them limited but very useful magical abilities associated with the trade guilds the family controls.
Eberron Campaign Setting.pdf
Eberron Campaign Setting is a hardcover accessory for the 3. The Eberron Campaign Setting book introduces Eberron , and provides the core campaign setting , including campaign-specific rules and details on the fictional continent of Khorvaire. Keith Baker said that he submitted Eberron "just because it was a fun idea. I really didn't expect anything to come of it, but I enjoyed writing the proposal. The reviewer from Pyramid commented: "If you're one of the thousands who submitted a one-page treatment for Wizards of the Coast's world-setting competition, you may want to go ahead and skip this review. From Wikipedia, the free encyclopedia. Wizards of the Coast.
Eberron Campaign Setting
Gary Gygax and Dave Arneson and the new. No portion of this work may. To learn more about the Open Gaming License and. Manual and their respective logos are trademarks of Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the.