Я не забыл...Меня очень интересует этот сеттинг. Основная прчиина понятна - новый мир с нуля. По нему нет ничего, ни книг не сеттингов. Хочется верить что окажестся не попса.
Вот выдержка из визародов, красным я ответил те позиции которые мне очень нравятся. Черным те которые не очень:Цитата
(Five of the) 10 Things You Need to Know
Every Dungeon Master and player needs to know and remember these things about the world of Eberron:
1. If it exists in D&D, then it has a place in Eberron. A monster or spell or magic item from the core rulebooks might feature a twist or two to account for Eberron's tone and attitude, but otherwise everything in the Player's Handbook, Dungeon Master's Guide, and Monster Manual has a place somewhere in Eberron.
2. Tone and attitude. The campaign combines traditional medieval D&D fantasy with swashbuckling action and dark adventure. Alignments are relative gauges of a character or creature's viewpoint, and not absolute barometers of affiliation and action; nothing is exactly as it seems. Alignments are blurred so that it's possible to encounter an evil silver dragon or a good vampire, for example. Traditionally good-aligned creatures may still wind up opposed to the heroes, while well-known agents of evil might provide assistance when it's least expected. To help capture the cinematic nature of the swordplay and spellcasting, we've added action points to the rules mix. This spendable, limited resource allows players to alter the outcome of dramatic situations and have their characters accomplish the impossible.
3. A world of magic. The setting supposes a world that has developed not through the advances of science, but by the mastery of arcane magic. This allows for certain conveniences that were never imagined in other medieval timeframes. Through the binding and harnessing of elemental creatures, airships and land rails become possible. By creating a working class of minor mages, spells provide energy and other necessities in towns and cities. And advances in magic item creation have led to everything from farming implements to sentient, free-willed constructs.
4. A world of adventure. From the steaming jungles of Argonnessen to the colossal ruins of Xen'drik, from the towering keeps of Sharn to the blasted hills and valleys of the Demon Wastes, Eberron is a world of action and adventure. Adventures can and should draw heroes from one exotic location to another, across nations, continents, and the entire world. The quest for the Mirror of the Seventh Moon may take the heroes from a hidden desert shrine to a ruined castle in the Shadow Marches and finally to a dungeon deep below the Library of Korranberg. Through the use of magical transportation, heroes can reach a wider range of environments over the course of an adventure, and thus deal with a diverse assortment of monsters and challenges.
5. 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 recognized nations occupying what was once the kingdom of Galifar. The peace has held for about a year, at least overtly. The conflicts, the anger, and the pain of the long war remain, however, and the new nations vie for political and economical supremacy as they prepare for the inevitable next war that will eventually break out on the continent.
Мои кампании - это многоуровневый гобелен, в текстуру которого вплетены сюжеты и действующие лица. И который, попросту говоря, будет сложен для тех, кто смотрит на игру как на хобби. ©