Eberron: Secrets of Sarlona
From: Wizards of the Coast
Reviewed by: Ron McClung
Eberron: Secrets of Sarlonais a new RPG supplement from Wizards of the Coast.
I did not know a lot about Eberron going into this review, so I took the opportunity to familiarize myself with the setting. I really liked the concepts presented in the setting and could easily see myself running in that world even though I do not do fantasy very often. I simply liked the feel for the setting.
Secrets of Sarlonais a supplement for Eberron, describing in great detail a continent called Sarlona, which neighbors Khorvaire – the primary continent described in the setting book. Sarlona is described as the cradle of humanity – where Man draws most of its culture and history; it is now a world of mystery and legend. It lays East (or West, depending on which way you go) of Khorvaire. In the same way that Khorvaire is detailed in the core setting book, Sarolna is detailed in this one.
From the web site: “Secrets of Sarlona explores the continent of Sarlona for the first time.”
Content:
Chapter 1: After a short introduction, Chapter One welcomes you to Sarlona. It begins by stressing how difficult it is to get to and how unfriendly it is to adventurers. So why go? Like the great mountain unconquered, because it is there, of course. The book supplies the DM with many more reasons to send existing player characters to Sarlona, tying to the many existing organizations and factions within Eberron. Following this is a very thorough supply of ways to get to Sarlona, the costs, and travel time. The meat of the chapter is the general overview of Sarlona and its history. It is a land draped in mystery and legend. It is the homeland of the Inspired. It is the birthplace of the couatl. Like Khorvaire, it is a menagerie of races, cultures, dangers and treasure.
Sarlona society is strongly pro-human and the humans are far from unified. All under the strict rule of the Path of Inspiration, there is a definitive caste system in the majority of civilized Sarlona. Like many other nations on Eberron, the nations of Sarlona have a long history of war, and the scars of war within the culture are still evident. One mysterious feature of Sarlona is the absence of dragonmarks within its population. Most dragonmarks in other nations are human, but Sarlona is totally devoid of them. Interrelated with this is the fact that Sarlona is not mentioned in any draconic prophecy, hinting to some great future catastrophe that may befall Sarlona. Magic as well as psionics permeate Sarlona. However, their use is heavily restricted in most areas – primarily those ruled by the Inspired. Despite this, it still remains a major part of everyone’s life and includes crystal illumination, climate controls, and dreamshaping. Also, characteristic of Sarlona are Wild Zones – wondering pockets of dimensional storms that tend to pop up through out Sarlona.
The history of Sarlona is marked by human kingdoms. Today, the twelve provinces of Sarlona bare the names of the Twelve Kingdoms. The 3 main nations are Riedra, Syrkarn and Adar. The 8 provinces of Riedra bare 8 of the 12 names and the 4 other smaller provinces of Syrkarn bare the other 4. There are island nations off the coasts and there are northern tundra regions as well. In general, there are 3 major eras that have formed Sarlona into what it is today. The Age of the Twelve Kingdoms was a time of classic fantasy feudalism and conflict. The Sundering marks the arrival of the kalashtar when the influence of the quori ripped the Twelve Kingdoms apart. Following this was the Age of Unifying where the Inspired arose and unified what was left of Sarlona.
Each nation is described in detail – Adar, Riedra, and Syrkarn. . Following a general introduction of each nation are detailed segments on “A Day in the Life,” the people of each nation, and, in appropriate cases, each province, religion, style in architecture, fashion and food, and “State of the Nation” describing the government(s) and other ruling or influential bodies as well as foreign relations. Also included for the DM are sections on notable characters and plot ideas, as well as encounters, places of interest, and adventure sites. Throughout this portion of the book are brilliant maps on par with the quality that WotC is known for.
In short, the nations of Sarlona are very different. Adar is a patch-work of mountain clans and towns made up of people from different worlds and realms, somehow magically exiled here. Magically covered in the “Shroud,” Adar is the least united of the nations. Riedra is the land unified under the Inspired, carved from 8 of the Twelve Kingdoms, shattered 1500 years ago during the Sundering. Some see a land of dedicated patriots and believers while others see a people subjugated under a cult-like oppression of the Path of Inspiration. Syrkarn is what is left of old Sarlona – the remnants of the Twelve Kingdoms prior to the Sundering and the coming of the Inspired. To many it is the last hope for freedom. The Tashana Tundra is the last region of Sarlona that is detailed and it is a vast land of cold and wild grasslands inhabited by semi-nomadic tribes.
One significant detail that they delve into is the Struggle of Dal Quor – a fight between the kalashar and the Dreaming Dark Inspired for the region of dreams. It is a secret struggle that few know about with Sarlona, and the Inspired of Riedra are a major part of it. It plays a big part in the Sundering and the continued efforts of the Riedra Inspired and their servants.
Chapter 2: The Sarlonian Characters gives characters an overview of the type of people that would be from and in Sarlona. There are a few new feats and spells as well as a couple of prestige classes, which I will delve into a little more later. There are also notes on the different races of Sarlona including aventi, dromites, elans, eneko and half-giants.
Chapter 3: Treausre of Sarlona, the weapons and equipment guide for this continent, contains a variety of items. It has new weapons like the cutting wheels (barbed version of Xena’s throwing blade), a zulaat (glaive like double weapon), and the steel flute (a very deceiving weapon). There is also a special type of armor called Emotion Armor worn by the Inspired and the kalashtar. These are suits of armor imbued with powerful emotions which benefit the wearer in certain ways. There are three presented here – Calming, Dreadful, and Vengeful.
There are also new materials and substances as well as several new magic and psionic items. There are 6 magic or psionic items. There are also a couple of magical locations described here.
Chapter 4: The last chapter of Secrets of Sarlona focuses on the monsters of the land. There are 3 creatures described here, but the bulk of the chapter is dedicated to the quori, which have several different types that are described in detail. They are the immortal intelligent creatures that inhabit the Dal Quor. These creatures remind me of something out of Call of Cthulhu.
From the website: “It gives players and Dungeon Masters their first real glimpse inside the empire of Riedra, home of the Inspired and the kalashtar. It also explores the mysteries of Adar, a nation isolated from the rest of the world, and never-before seen locations.”
Rules: Secrets of Sarolonabrings to the table two new prestige classes, as well as a few new feats, new spells and more for your d20 gaming enjoyment. First it supplies the character stats for a new ogre off-shoot race called the Eneko (half-ogre/half-giant breed) of Syrkarn. Additionally, it provides an alternative class feature for the assassin allowing it to be more akin to the Sarlonan assassin style using more psionics than arcane abilities.
There are over 30 new feats in this book, introducing a couple of new types as well as expanding off others from other sourcebooks. There are Dreamtouched feats (allowing people to tap the energies of the dreamscape), Host Feats (expanding from Complete Psionic), Tactical Feats (expanding from Complete Warrior), as well as Weapon Style Feats. The most interesting to me are the Dreamtouched, adding another dimension of arcane to the game.
The two Prestige classes given are called the Fist of Dal Quor and the Hazaratain. The Fist of Dal Quor is an order of warrior for both sides of the war between the Inspired and the kalashtar. Usually soulknives, monks and sometimes psychic warriors enter this prestige. The Hazaratain are the mystics of Adar, mastering earth, wind and the arcane characteristics of the land of Adar.
There are 12 new magic spells like Dream Lock or Lifebound, and there are 10 new psionic powers like Energy Trap and Psychic Whip. The spells range from level 2 to level 7, for wizards, sorcerers, bards, druids and clerics alike. The power ranges from level 1 to level 6 for Psion, Wilder, and psychic warrior alike.
In conclusion, Secrets of Sarlno is packed with plot and campaign ideas that could last a lifetime of gaming. It has a lot of conspiracy, dark magical secrets, and shadowy conflicts that would be something I would love to run campaigns in. It is very imaginative and keeps the feel of Eberron very well. The layout is of course brilliant and the art is fantastic, especially the inner cover and the maps. If you like Eberron, you will like this book for sure.
For more details on Wizards of the Coastand their new RPG supplement “Eberron: Secrets of Sarlona” check them out at their website http://www.wizards.com, and at all of your local game stores.
Eberron: Secrets of Sarlona
From:Wizards of the Coast
Type of Game:RPG supplement
Written by:Keith Baker, Scott Fitzgerald Bray, Glenn McDonald, Chris Sims
Developed by:Andy Collins
Cover Art by:Wayne Reynolds
Additional Art by:Kalman Andrasofszky, David Bircham, Howard Lyon, Warren Mahy, Lucio Parillo, Jim Pavelec, Martina Pilcerova, Steve Prescott, Anne Stokes, Mark Tedin, Franz Vohwinkell, James Zhang.
Number of Pages:158
Game Components Included:One hard-bound book
Game Components NotIncluded:Core d20 books, Eberron setting book
Retail Price:$ 29.95 (US)
Retail Price:$ 37.95 (Can)
ISBN:9780786940370
Website:www.wizards.com
Reviewed by: Ron McClung