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Five Nations (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement) | Brian Campbell, Scott Gearin | Additional Eberron Material
 
 


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 Five Nations (Dung...  

Five Nations (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement)
Brian Campbell, Scott Gearin

Wizards of the Coast, 2005 - 160 pages

average customer review:based on 6 reviews
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A Geographical sourcebook for play in the Five Nations of the Eberron world. Five Nations? offers players a rich source of information about playing and dealing with characters from the Five Nations of the Eberron world. As any play in the Eberron world is likely to involve the Five Nations or characters from them, the book is useful to anyone involved in an Eberron campaign. The individual nation chapters include information on culture, geography
(including maps), guilds and factions and, new prestige classes, equipment, creatures, spells, magic items, and adventure sites.



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My review

This book is great it offers so much to anybody that wishes to play an ebberon campaign and more the visuals are amazing and the text is easy to refferance I give this book an over all two thumbs up way up.


Additional Eberron Material

I guess the days when you buy a campaign set and everything is included are long gone. "Eberron: Five Nations" is a new, hardcover supplement for the Eberron campaign setting and provides some additional meat to that campaign. It would have been great for this to be included all in the original campaign but such is life in RPGs. This supplement specifically covers what has become known as the five nations. A detailed history explains how these were once united into one kingdom with a tradition of choosing a new successor to the throne. But when five rulers chose to ignore the rules of succession a hundred years war erupted, tearing the lands apart into the five distinct kingdoms of Aundair, Breland, Mournland, Karrnath, and Thrane.

Each of these five lands are covered in the book with a detailed map, information about it's people, notable places, groups, and social structure. There are also adventure hooks provided for each region that the enterprising DM can use to build scenarios from. For example in Aundair players can traverse the Crying Fields which, during full moons, becomes haunted with undead. Encounter tables are provided as the players can run into some of the most dreaded forms of undead including wraiths, specters, vampires, shadows, even liches.

The book provides several new prestige classes like the Knight Phantom, Dark Lantern, and Cyran Avenger. The Knight Phantoms are wizard knights that are similar to the Eldtritch Knights found in the DM's guide. They are known for riding upon phantom steeds. The Dark Lanterns are the spies and assassins for the crown of Breland. They have a unique blend of fighting, stealth, and diplomacy skills, perfectly suited for missions of espionage. They gain the slippery mind skill which allows them an extra save to escape from charm/mind control spells. The Cyran Avenger is kind of an Avenging Ranger class whose combat proficiencies are combined with hunting and tracking skills. The Cyran Avenger gains a benefit called an Avenging Strike that can be performed on any creature that has harmed an ally of the Cyran Avenger. This strike provides extra damage to the attack.

There are also the ubiquitous new monsters and such. Like most WOC it has top production values; the art is uniformly good throughout and book the book is bound very well. The information is maybe a bit superfluous however. It provides added depth but it's not required reading. Eberron definitely has a different feel than The Forgotten Realms though and if you're looking for a different campaign than Forgotten Realms, then Eberron is a good choice.

Reviewed by Tim Janson



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Better than some Eberron supplements

I got this book a few months ago and took my time getting to it. Eberron is not my favorite campaign setting. In order to get into the whole setting, I need more information. Good information. Less new feats or prestige classes that don't work for me and more background stuff. Tell me about the world I exist in!

That's what this book is. It's the flavor text to flush out some of the main Khorvaire nations. We got one city previously, what about the rest? Well here they are.

Overall, I found the book to be short again, like many other Eberron supplements. Another 40-50 pages would have been well worth it. Since Eberron has emphasized the Last War and how it affected all the nations, it was very good to see solid sections on how relations are seen by those on high and the average commoner. It helps develop the background for a new PC.

A few quick known NPCs for each give a nice touch for some campaigns run on the fly. Even if they are used directly, they can be used as indirect things that help move the world the PCs run in. Some organizations are also provided for each nation, complete with a how to guide for joining or being members. Sometimes it gets a little complex with the bookkeeping and less with the actual RP.

So, it's better than most of the Eberron supplements out there and worth it if you run an Eberron campaign.


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Five Nations fails to greatly expand on the major powers of Khorvaire.

Five Nations brings a moderate amount of setting material to the table, with flavorful discussions of the history, cultures, and politics of each of the major nations of Khorvaire. This mechanics light product fleshes out the nations and gives them a more distinct feel than a reader will appreciate from the Eberron Campaign Setting alone. In addition to including major NPCs from the world over, many interesting plot hooks are provided for each nation.

Those who enjoy books full of game mechanics will be disappointed here. While there are five new prestige classes and several new monsters, the book is otherwise devoid of game mechanics (except for stat blocks for major NPCs). The upside to this is that the product has a lot of Eberron specific flavor, and both DMs and players can mine this book for many interesting ideas to spice up their roleplay. Unfortunately the product spends too much time on new prestige classes (25 pages), monsters, and rehashed material all the while managing to talk in broad generalities.


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reviews: page 1, 2



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