Eberron: Difference between revisions

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The setting tries to steer away or at least subvert many of the D&D (and fantasy in general) stereotypes. It features dinosaur-riding halflings, jungle dwelling Drow, a fantasy equivalent of WW I & II, magic-powered trains and a more pulp, Indiana-Jones-que approach to high fantasy adventuring.
The setting tries to steer away or at least subvert many of the D&D (and fantasy in general) stereotypes. It features dinosaur-riding halflings, jungle dwelling Drow, a fantasy equivalent of WW I & II, magic-powered trains and a more pulp, Indiana-Jones-que approach to high fantasy adventuring.
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[[Category: D&D]][[Category:Dungeons and Dragons Campaign Settings]]
[[Category:Dungeons and Dragons Campaign Settings]]

Revision as of 20:51, 28 June 2008

An Elemental powered airship

A setting for Dungeons and Dragons.

Eberron is the campaign setting Wizards of the Coast wish they could make; they can't (as evidenced by the poor "original" setting in 4E) so they had to launch a competition for freelance writers to come up with something good. A dude called Keith Baker sent them Eberron and won.

The setting tries to steer away or at least subvert many of the D&D (and fantasy in general) stereotypes. It features dinosaur-riding halflings, jungle dwelling Drow, a fantasy equivalent of WW I & II, magic-powered trains and a more pulp, Indiana-Jones-que approach to high fantasy adventuring.

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