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192 pages, 2004, $29.95
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Content
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13
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Organization
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15
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Consistency
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15
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Intelligibility
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13
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Overall
14
Hit
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Review Scoring
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Of all the cities in Eberron, Sharn is perhaps the first to
come to mind when most gamers think of the campaign setting, so it's only fitting that
the city has its own source book. Sharn: City of Towers is divided into eight
chapters, each covering an important aspect of the city.
Chapter one provides an visitor's guide to the city, explaining why people come
to the city. There are numerous reasons to come to Sharn, ranging from Antiquities to
Worship and each reason has its own section detailing how to draw
people, a.k.a. characters, into the city. The chapter finishes up with brief sections
on businesses, population, history and festivals.
Chapter two is all about life in the city of Sharn. This section gives a brief overview
of the city architecture, before diving into the nine regions of the city, detailing
each district found in each region, over 100 in all. Excellent maps and illustrations
bring each district to life and makes integrating them into a campaign an easy process.
Chapter three covers the powers and politics of Sharn, describing the city government,
the Dragonmarked houses, and the foreign powers that have a presence in Sharn. More
importantly, it describes how these various groups work together and against each other
and how this effects the player characters.
From a player perspective, chapter four, which covers law and order in the city could
be the most important. This chapter offers tips on using the laws of Sharn, example
crimes, fleeing the law and ultimately trials and punishment when criminals are
convicted. The chapter finishes up with some sample law enforcers.
Chapter five is one of two short chapters of Sharn: City of Towers covering
the powers behind the scenes. The first one, chapter three, dealt with political
powers, while this chapter covers guilds and other organizations. From adventuring
guilds to mercenary services and wizard circles to organized crime, if an organization
is needed in a hurry, this chapter has plenty of samples to draw from.
Chapter six, Heroes and Magic, is another chapter that holds great import for player
characters. This chapter details new Feats, equipment, Prestige Classes, Magic spells
and items. Outside of Sharn, the only practical prestige class presented here is
the Cannith Wand Adept. The other options are all best suited for campaigns that
spend a large amount of time in and around Sharn.
Chapter seven covers the ever popular monsters. Seven new monsters are presented,
along with schemers and other NPCs that players might encounter or have dealings,
both and pleasant and nasty.
Chapter eight finishes up Sharn: City of Towers with tips and suggestions for
running a campaign set in the city of Sharn. With guides for themes and flavor as well
as adventure pace and treasure types, this chapter provides the Game Master with
invaluable information for starting a campaign in Sharn, or for long side trips into
the city, for a campaign that takes place mostly outside of Sharn.
Sharn: City of Towers might not be necessary to run an Eberron Campaign, but
if the campaign is going to feature the city, it will prove more than helpful in
fleshing out the city, to make it seem more alive.
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