Monday, February 23, 2026

(Eberron 3.5) Adventurer's Guide to Eberron

 The thing about being a completionist when it comes to rpg collecting is that sometimes rpgs will release books that are absolutely not meant for completionists. An Adventurer's Guide to Eberron (Logan Bonner and Chris Sims) told me precisely nothing that I didn't already know. It's basically just a recap of the concept of Eberron. Sixty beautifully illustrated pages, covering 50 different topics ranging from Warforged to Dragonmarks to Xen'drik. Honestly, the whole thing read like the pamphlet Wizards of the Coast might create if they were trying to sell the IP to Hollywood. 

I'm very much at a loss for words about this book. It's a rapid-fire tour of the setting, seemingly created for total newbs, so basic it explains in a parenthetical that an inquisitive is a detective, a lich is "an intelligent undead spellcaster," and that divination magic is "used to read the future and the past." I enjoyed reading it, it was a nice way to wrap up the series, but it very clearly wasn't for me.

I guess I'm kind of curious about the strategy behind this book. It was published in 2008, more than a year before the 4e Eberron book and I guess people were just supposed to read it and be reminded that Eberron exists? Rush out and buy the third edition overstock before the edition change? Get excited for a campaign setting months in advance?

Whatever it was, they must have done something right, because I'm talking about it.

Overall, An Adventurer's Guide to Eberron was sort of like those clip show episodes old tv shows used to do to save on their budgets. It wasn't as good as the series was at its best, but it wasn't as bad as the series was at its worst. You just have to wonder if maybe this is what the creators think is a representative cross-section of the series as a whole. I'd say it's too superficial to get at what makes Eberron special, and the format can't help but highlight the unevenness of its worldbuilding (the "Technology" pages have lightning rails and airships, but the "Dwarves" page has daring little tidbits like "a male dwarf values his beard" and "all dwarves value gold and other precious metals"), but if this were my first exposure, I think I'd probably say, "why not, I'll give it a shot."

Ukss Contribution: Okay, what's my favorite thing in all of Eberron? Because in the broad strokes, it's all here. My problem is that I greatly prefer small, specific details to broad strokes. Like, honestly, the thing I enjoyed most was learning that "magic even allows for sophisticated picture IDs." This is the sort of pseudo-modern texture that makes me love Eberron, but it's not particularly interesting, except as a contrast with the way D&D usually does things. So I guess it has to be the really tall buildings in Sharn. That was a fun adventure town. But I'm cheating here. This pick owes as much to Sharn: City of Towers as it does to An Adventurer's Guide to Eberron.

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