Article Edit | History | Editors. The Grand History of Eberron (PDF Version) [RPG Item Version Link]. [What Links Here]. Front Page | Welcome | Contact | Privacy. File: KB, x, Eberron Campaign ronaldweinland.info (page 15 of ).png [ View same] [iqdb] [saucenao] The Grand History of Eberron. ronaldweinland.info ory-of-Eberron pg pdf everything you would ever want or need to know about Eberron.
|Language:||English, Spanish, Japanese|
|Genre:||Business & Career|
|ePub File Size:||20.52 MB|
|PDF File Size:||14.30 MB|
|Distribution:||Free* [*Register to download]|
The Grand History of Eberron - Free ebook download as PDF File .pdf), Text File .txt) or read book online for free. Within this supplement you will find the. The Grand History of Eberron · d20 System / OGL Product PDF Version. Version Publisher Electronic (PDF, DOC, eBook, HTML, etc.) Product Code. ISBN-. Within this supplement you will find the complete, chronological history of the world of Eberron, as well as information about the races and.
Organizations of Khorvaire pg. The result of a ground-breaking campaign setting search undertaken by Wizards of the Coast for the Third Edition of the Dungeon and Dragons game in , the Eberron setting, created by Keith Baker, was eventually chosen out of more than 11, one-page proposals from around the world. The features that first set Eberron apart for Wizards of the Coast and for thousands of other fans, Dungeon Masters and players alike was that it combined traditional medieval fantasy with pulp action and dark, intrigue-laden adventure. The world of Eberron possesses an incredibly rich fictional history stretching back for millennia that has been built on the deeds of countless heroes, potent magic and the suffering of a long, devastating, continent-spanning war. And, unlike in more traditional fantasy settings, in the wake of this Last War the world has emerged into an age when life cannot be painted in the monochromatic shades of black and white but only in a thousand shades of gray. Magic is also presented differently in the world of Eberron than in previous settings. It pervades and influences the everyday life of the people of the world and provides comforts and conveniences unknown either in our own world or any other world of medieval fantasy.
Years are conveniently listed in Dalereckoning format, and each year listed has a brief description which usually, though not always, links to the naming of the year. The description reads: The elves of Iliyanbruen and the humans of Illusk [, 95] make peace, setting the River Mirar as the boundary between their kingdoms. The notation [, 95] are references to the next chronological mention of Illusk in the timeline.
That convention is almost universal, except when vast swaths of history, such as that of Cormyr, as so prevalent as to make such references obnoxiously frequent, in which case they are entirely absent, and the reader is good-naturedly scolded to? From time to time sidebars will appear with more background on a particular event.
For instance, Scouring of the Utter East has a full page devoted to a treatise along with a bit of background on the author, describing the event from a first-hand perspective. Such flavor pieces lend a wonderful flow to the rush of years, and I enjoy just picking up the book and leafing through a entries to read the years, their descriptions, and daydream of how I might construct an adventure around them. That pretty much sums up The Grand History of the Realms.
It is a wonderful addition to any fan of Forgotten Realms campaigns or literature. Although it was released about the time of some of the last of the 3. Typically this is the part in the review where I would express any negative comments about anything I found, but frankly, I have found nothing to grouse about.
The Grand History of the Realms is a fun, useful, and enjoyable supplement to the Forgotten Realms world. The Last War continued for more than a century, with each of the Five Nations alternately fighting againt or alongside one or more of the others as alliances shifted with the wind.
In time, new, independent kingdoms were formed as deals were cut and opportunities for rebellion presented themselves. After years of war, the leaders of the twelve recognized nations of Khorvaire that had emerged from the wreckage of Galifar met at the city of Thronehold, the ancient capital city of that kingdom, to draft a peace agreement.
With the signing of the Treaty of Thronehold, the Last War at last came to an end. Today, two years later, the nations of Khorvaire seek to rebuild what has been destroyed and find a long-absent prosperity as the new and uncertain peace spreads across the continent. While officially at peace, the nations continue to vie for economic and political supremacy across the face of Eberron.
Minor skirmishes break out every so often, especially in the more remote regions of the continent and on the more hotly contested international frontiers. Espionage and sabotage are the preferred methods of true diplomacy between the Five Nations and the other Galifaran successor 11 states. The nations engage in trade and diplomatic talks publicly while working their intrigues and double-crosses in the shadows. From its inception, the world of Eberron has been defined by ten characteristics which set it apart from any of the more traditional fantasy settings.
First, if it exists in the Dungeons and Dragons game, then it has a place in Eberron. Though originally a dictum laid out for the Third Edition of the game, this holds just as true for the Fourth Edition. In fact, this characteristic is even more true in the new rules of the game, since individual campaign settings are tied more strongly to the core rules than ever before. Second, Eberron possesses a very distinctive tone and attitude. Eberron combines traditional medieval high fantasy with dark heroic fantasy and pulp noir.
Put simply, sometimes good people do bad things and even confirmed villains might have a soft spot for puppies. It is possible to encounter an evil metallic dragon or even a good vampire. Traditionally good-aligned creatures might wind up opposed to your heroes, while well-known adherents of darkness might provide timely assistance. In Eberron, nothing is simple and nothing is as it seems. Third, Eberron is a world defined by arcane magic and technology based on magic.
Eberron is a world whose cultures developed not through the advancement of science but through the mastery of arcane magic. This reality allows the existence of certain conveniences which would be impossible in a truly medieval or Renaissance-era civilization.
The magical binding and harnessing of elemental creatures makes airships, elemental galleons and lightning rail transport possible.
Advances in the creation of magic items led to everything from self-propelled farming implements to the birth of the sentient, free- willed constructs called the warforged.
Fourth, Eberron is a world of swashbuckling adventure. These adventures can and should draw heroes from 12 one exotic location to another across multiple nations, continents and even the entire world for the most epic of journeys.
Even other planes should eventually come into play. Fifth, the Last War has ended—for now. The Last War, which plunged the continent of Khorvaire into a century-long conflict of enormous destruction, ended with the signing of the Treaty of Thronehold and the establishment of twelve recognized nations that succeeded to the territory of what had once been the united Kingdom of Galifar.
At least publicly. This peace has held for almost two years as the campaign begins. However, the conflicts, the anger and the grief engendered by the long war remain and the new nations seek every advantage as they prepare for the inevitable new war that will eventually break out on the continent.
Sixth, the center of civilization on Khorvaire lies in the Five ations. The human- dominated kingdoms of the continent of Khorvaire trace their lineage to the Kingdom of Galifar, which was made up of five distinct provinces, or nations.
I keep hoping to find a really cheap copy of the ECS since I'm interested in the world but don't really want to spend much money on it since I probably won't play it.
I'd like to get the pdf but WotC's prices for 3E pdfs are the same as a new physical book. That is one HUGE document! Thanks for the links.
That's something else. Incidentally, the first of the two links no longer seems to work, I ended up downloading via the Wizards link which still seems to be working fine. You have to wonder who has the time to put something like that together?!
Moderator of the Spelljammer forum and administrator. My moderator voice is green. Not sure on the legality of this PDF, so if moderators deem the link inappropriate, please feel free to un-link this post. Social Media.