Eberron: Races of Eberron: Colons
It Breeds True!
The first is this book, with a cover like it was part of the “Races of” series of generic D&D supplements, and the second is the same book with a cover like it was an Eberron expansion. WotC tried it both ways to see which would sell better, but it's such a niche product regardless that I'm not sure they got any meaningful feedback out of the deal. I can't think of another Eberron book that they did that with, so I'm guessing it didn't work out.
Yeah, when it came time for "Races of Faerun" they stuck with the Forgotten Realms art.
For those of you who don't remember, at one point in their ongoing splatsploitation of D&D3.5, Wizards of the Coast decided to go from releasing a series of class books (the Complete series) to a series of race books. By itself this isn't a completely terrible idea, since race and class are two of the primary choices in character generation, and more and different options aren't inherently bad, nor is fleshing out existing options with a bit more fluff. But grouping races was done primarily by some ineffable quality (seriously, "Races of Destiny?" WTF?), and in this case they decided to go by "setting." So this book is, as the title says, a book about the PC races in Eberron. Some of them, anyway. The new ones, mostly.
Such that Eberron can be said to have a point at all, it is to provide people with character concepts that they want while rocking the D&D boat as little as possible. So you can play a steam punk archaeologist, but there's no industry in the world and you do all your artificing yourself. This means that everything around you including the other player characters is still the peasants and knights and wizards and shit familiar to D&D territory, it's just that you personally run around with a big wrench and some goggles and fight with a tesla coil or something.
This attempt to not rock the boat extends not only to theme but also to mechanics. And one of the big obstacles in the road between people playing character concepts they want and the way 3.5 D&D handled things is the fact that the monsters as players rules are comically terrible. You pay a huge amount of actual character levels to get monster abilities, and that means you can't even do it in low level games (because you have no levels to spend), and it's horribly weak in high level games (where you're losing the higher and more powerful levels to pay for these generally non-scaling monster powers). It didn't help that the official manner to calculate these costs was literally created with the explicit purpose of screwing players who wanted to use them. The designers have admitted that, it's part of the public record. Eberron's “solution” to that was to simply create new monster races that were much, much weaker than the real thing and tell players that they could play those instead. So the monsters in the Monster Manual are left in an unplayable state, but there are completely new humanoid races that are thematically similar to some of those monsters which are as playable as Halflings and Elves.
Their choice of monsters to give this treatment to is so random that I assume it had to have been based on a list of requests that Keith Baker happened to get in his home game.
So rather than attempt to fix 3.5's well known problems, they attempted to create content bloat to work around it. Eberron was turned into an official setting after winning a “submit a setting” contest that WotC inexplicably claims they didn't realize would get lots and lots of entrants. There has always been a bit of a suspicion that the selection criteria for Keith Baker winning it was “alphabetical” or “picked out of a hat” or “had the most colorful folder” or something equally random. Because let's face it: the setting really isn't that good or that interesting. But considering that the setting also told the D&D writers who were working on 4th edition at the time exactly what they wanted to hear: that they didn't have to fix anything and could solve all player complaints with content bloat and cater to all genres with content bloat... it's entirely possible that it did get a fair shake and won on its “merits.”
The “races” of Eberron are basically a shitty game mechanical kludge. They were written up in the first place because actually fixing broken rules and providing a playable experience for people who want to play monsters is “hard” while reskinning a Dwarf variant as being “kind of like a Werewolf” is easy. But they are central to the pitch of Eberron. And this book was the showcase of exactly how much could be solved with content bloat rather than challenging failed design paradigms. Spoiler alert: not much. Second spoiler alert: three years later they made 4th edition D&D anyway.
The essential idea behind Eberron was not new; TSR had put out a half-dozen or more settings for D&D, including the Forgotten Realms, Mystara, Al Quadim (later absorbed by FR), Oriental Adventures (later absorbed by FR, then replaced by Rokugan), Greyhawk, Ravenloft, Red Steel, Dark Sun, Spelljammer (which connected several of them), and Planescape (which theoretically connected all of them)... Now, some of these settings (Al Quadim, Oriental Adventures, Maztica) were supposed to be specific fantasy locales, to appeal to that type of roleplaying, and some of these (Ravenloft, Red Steel, Dark Sun) were supposed to be specific fantasy genres (gothic, swashbuckling, post-apocalyptic, respectively), and some were kitchen sinks...but the point of all these different settings was always, at least initially, to extend the area of play.
Eberron was no different, in that respect. It was simply one more refluffing, making the old stuff new again. Greyhawk, Forgotten Realms, and the Forgotten Realms all have drow, for example, but the fluff for each given setting for what a drow does and how it operates is different, even if mechanically it's the same spider-lovin' dark elf. If the fluff is too far apart, you start to get new mechanics...as we see with the scorpion-lovin' aborigine drow in Eberron.
In the words of the great Chris Rock...before he started starring in really shitty films.
In addition to Keith Baker (the contest winner and front man for the setting), this book is written by Jesse Decker, Mathew Sernett, and Gwendolyn Kestrel. These people were WotC's B or C team. Probably C team to be honest. Mathew Sernett last got mentioned as one of the hacks brought in to shit out Tome of Magic, while Gwendolyn Kestrel is best known for her creation of the Book of Erotic Fantasy. Jesse Decker is a bit more complicated he appears to be a corporate “yes man” who tells people what they want to hear, thereby keeping his job at WotC.
When Jesse Decker elects to say things to the public at all, it's weird crazy corporate speak like this.Jesse Decker wrote:In this case, there’s a right answer. Longstrider is a very powerful spell, solely because of its duration.
The assumption is that the shit he says inside the company is basically just as vapid. And from all evidence, that appears to be true. Here's a piece from Rob Heinsoo on working with Jesse Decker:
So the final tally is: one promoted fan-boy, one mercenary content producer, one crazy person, and one empty suit who regurgitates the company line on demand in order to continue holding his job. Not exactly a team you'd put together by choice if you thought this product had to be any good.Rob Heinsoo wrote:At moments like that, Jesse Decker usually said some-thing like, “You’re right. Think smarter.” He could afford to say things like that because his day job was leading the D&D development team while he was slumming in our designer world. That unfortunately explained why Jesse ended up too busy helping run the department to contribute a lot of design work outside meetings. Inside meetings, he had a knack for keeping us loose while criticizing ideas we thought were okay. Then we realized we could do better. 

Jesse’s other big contribution was mentoring Andy Collins, who functioned in a lead-developer-style role during much of the Flywheel phase. When I did new design work systems like death and dying and healing, Andy worked with me to get it right. Andy worked tirelessly to either get everything right or understand all the angles on each problem. Andy was consciously setting himself up to run development during the game’s final phases. 

The problem, as Frank mentions, is that the mechanics never supported the fluff they tried to write, and the fluff never really supported the mechanics. For all that Eberron was advertised as a magicpunk setting, where dragonshards and dragonmarks had led to a sort of magic-fueled industrial revolution...the mechanics never supported that. I mean, when Urza and Mishra dug artifacts out of the ground, learned to control them, and then learned to build or summon new ones, that laid a lot of good groundwork, because they learned how to reproduce these machines on a big enough scale for an ongoing war. But in Eberron, everything about D&D magic item creation applies (yes, even with artifice) - so every single magic item costs XP. And XP is in limited supply. And none of the elemental binding or dragonshard shit did anything to the XP cost, or do anything better than regular spells would do. So you don't actually have the magical item assembly lines you pretty much need to have for a manapunk campaign, and they never even tried to make the economy make any sense either, since magic items are still rare enough in Eberron to be stupid expensive.
Eberron is basically the 90s-era Image comics of D&D 3.5. All weird artwork and ooh-wow 1st issues and no substance underneath.
I honestly start blanking on Image titles after a while. They all run together. Just like shitty Eberron books!
One thing that is really quite striking when holding this book is how formulaic it all is. It's literally exactly the same number of pages as Races of the Wild (and some of the people who were “additional design” on that book are the writers of this book). And the chapters have the same headings. Races of Destiny is also fundamentally the same book in terms of length and structure. This book was designed by starting up the Races of Foo proforma and then filling the boxes with text until they got to the end. You could make a computer program that created these books by the hundreds. You could then have an intern comb the outputs for the best collection of races to pimp each month and put out one of these every month. Or you could crowd source it and have fans submit text blocks into the proforma and fill out dozens of these “books.”
Step one: choose the noun for your title to come after the words “Races of”
WotC never got quite that organized. While all the books in the series are shovelware productions made of filling in blanks with hacktext until the proper pagecount is achieved, there are only a handful of books in the series. It's totally optional whether you want to include Races of Faerun as the first book (on the grounds that it has the same number of pages) or not (on the grounds that the format wasn't quite nailed down until Races of Stone). But regardless, we never got a Races of book for Goblinoids or Githyanki.
What's really noticeable of course is that this format is absolutely shit. As Ronald Reagan said “If you're explaining, you're losing.” A racial overview only needs to be 500 words, and anything more you say about them needs to be expanding upon what is interesting about them. And not, for example, repeating the same headings over and over again even when you have nothing interesting to say.
Introduction
Considering that this is the real selling point of the book, I'm surprised none of these assholes got on the cover. It would be like if a book on “Basketball Teams of the 90s” showed representative players from the Golden State Warriors and the Toronto Raptors but not the Chicago Bulls.
I hate whoever wrote this. The little English nerd inside me is screaming. I guess you could rephrase it to say "Who are the races of Eberron?" or "What are the races of Eberron?" or "Why am I supposed to buy this book?" but...what is a. You might as well ask what is a race, full stop. What is a race in the context of D&D? Why do we have races? What is it about Eberron, that we have to talk about them.What is a Race of Eberron?
Okay, getting out of that headspace...when Shadowrun introduced metahumans, and presented them as "races," they were actually breaking some of the established fantasy work laid down by Tolkien. The thing is that they did not automatically give "elves" and "orks" and shit their own culture; those "races" were derived directly from humans, and pretty much shared human cultures - there were African-American orks and Japanese elves and Seventh Adventist dwarfs and Scientologist trolls and what-have-you. The fantasy cultures being pimped for elves in Tir Tairngire and whatnot was explicitly suspect, because all of these subspecies had cropped up well within living memory; there just wasn't time for elves and shit to create their own culture.
This is important because for D&D, drawing as it did on Tolkien and early planetary fantasy like Edgar Rice Burroughs, when the world was a fuckload more racist than it is today, had zero problems with just assigning culture genetically. It defined races easily, at the drop of a hat, to the point that you could have umpteen different elf subraces with distinct mechanics and fluff...and the distinctions were in pretty much every case completely arbitrary, and even pretty damn silly. Hell, in Conan d20, each human "race" got its own race writeup, and they almost tried to do the same shit in Forgotten Realms.
Remember, according to Tolkien, the dark elves were gnomes.
And the thing is - when Tolkien was writing, when Edgar Rice Burroughs was writing, there were scientific theories out there that split humanity into different "Races" - Mongoloids, Caucasoids, Negroids, etc. - and if you go far enough down that particular rabbit hole, shit gets strange. People in the 1800s actually argued that people in New Guinea evolved from orangutans and black Africans from gorillas.
That's racialist.
By the 1980s, we knew better. (Well, by the 1950s Tolkien should have known better, but fuck it.) So the fact that we're still dealing with "races" in fantasy gaming today is very weird, especially when a bunch of those races can interbreed and probably basically qualify as the same species. Or at least ring species, with humans in the middle of the spectrum between elves and orcs.
The introduction is only 1 page. It has very tiny pieces on: “Introduction,” “What is a Race of Eberron,” “What's in this Book?” and “What you need to play.” Notably absent is any hint of giving the explanation for what these races are for. There are four “new” races in Eberron, and each one of them is a core race that has been reskinned into being thematically similar to a monster but having special powers weak enough that they can plausibly be played as 1st level characters. There are four of them and the monsters thematically copied are: Golem, Werewolf, Doppelganger, and Githyanki. That's... a pretty weird list. It's a list so weird that as I mentioned earlier I am almost positive that it came anecdotally from the monsters that Keith Baker's players happened to want to play over the course of a couple of games in 2001. Any kind of polling or market research would have put Vampires, Tieflings, and Lizardfolk on the list (even 4e got that question right), but with the very small sample sizes that actual games generate, I am willing to accept that those are the ones Keith Baker actually got requests for in meat space from his friends.
Anecdotal input from individual D&D games is weird and useless even by the standards of atypical anecdotes.
But while that could have been a thing they used to build off of, instead they just... didn't. The four races that had Eberron writeups each get chapters, the other basic D&D races get a chapter between them, and that's that. There's no attempt to generalize this race building strategy to let people play characters skinned like Vampires or Gnolls or Demons. The Races of Eberron were procedurally created to begin with, and rather than continue doing that or showing the players how to do it themselves, this book is dedicated to producing shovelware that's supposed to convince you that each of the four sample races is actually totally important and worth talking about.
Races of Eberron gives you four starters to choose from.
Now you might ask yourself how it's supposed to convince people that these races are worth talking about to provide a chapter about them in paint-by-numbers shovelware format. That is a pretty good line of inquiry to go down. This book came out at about the same time as nWoD's Lancea Sanctum book – a paint-by-numbers book about how you were supposed to care about one of the five nWoD vampire organizations that exists because they needed a fifth one. And it has pretty much the same problem: it's very hard to make a case that the reader is supposed to care about the content when the writers so blatantly do not. In both cases the creators of the book just opened up the format and cranked away at the procedural text generation procedure until the book was deemed “full” and then stopped.
Part of the problem in both cases is that the writers had little investment in the setting, and part of it is that D&D books were specifically being designed at this point with lots of mechanical options to draw in players. Put it another way, compare this to the equivalent Earthdawn book(s):
These books are given over almost entirely to fluff. There's very little mechanics involved, it's almost all worldbuildings - legends, stories, life-cycle, language. The point of Denizens of Barsaive was to develop the major nation-groups of Earthdawn, whereas the point of Races of Eberron was to sell you a pile of feats you were never going to use. Even the Master Race's Handbook, which was hamstrung trying to gel the different takes on elves from three or more different settings, at least gave some lip service to what it meant to be an elf from a cultural perspective. It wasn't prepackaged character options with the trappings of race as a discardable wrapper.
I've got the version of the book with a “Races of...” cover rather than an Eberron cover. Part of the introduction has this little bit:
The answer to this rhetorical question is apparently that if you wanted to put Changelings and Kalashtar into a non-Eberron setting campaign you could totally do that. But there's also a version of this book which is covered like an Eberron-specific book. I genuinely don't know if the alternate version has a different introduction. I suspect that it does not.Races of Eberron wrote:Why is Races of Eberron a core D&D supplement and not an Eberron-specific book?
The first four chapters are 64 pages between them and are Warforged, Shifters, Changelings, and Kalashtar in that order. Chapter 5 is 32 pages and is “other races” (Dwarves, Elves, Gnomes, Goblins, Orcs, in that order because the alphabet). The remaining 89 pages of the book are various power creep options spread among 3 chapters. We're going to handle this book in four or five chunks: first we'll do the Warforged & Shifters, then
we'll do the Changelings and Kalashtar, then we'll do the “other races,” and finally we'll tackle the crunch chapters in one or two posts.
One thing that does leap out at me is how these people didn't actually understand the format they were working in. The races described come in the order of “most popular to least popular,” which is the order they happened to show up in for both Races of Stone and Races of the Wild. But that was a coincidence. The races in those books are presented in alphabetical order. It's just that from a popularity standpoint Dwarves > Gnomes > Goliaths and Elves > Halflings > Raptorans.
Xvarts are less popular than other races and come last in most alphabetical listings. But Aarakocra come first in most schemes and aren't a whole lot more popular.
One thing you have to get used to in this book is that they continually use the same adjectives to describe the races - kalashtar are "insightful" and "thoughtful," shifters are "feral," etc. Whenever you see this, try to replace it with the name of an ethnic group or nation.
"Chapter 3 delves into the difficulties of Jewish life, highlighting the ways
in which they deal with the distrust that others often show them. Jews deal with their abilities and the mistrust they engender in remarkably diverse ways, and this chapter provides detailed advice on the ways that Jews express their abilities."
Ugh. Okay, now let's try replacing the Warforged with Scots!
This chapter goes beyond the Scots description in Chapter 2 of the EBERRON Campaign Setting, detailing Scottish psychology, with its emphasis on the strange mindset that these living constructs have, the limitations inherent in their recent creation, and many of their traditions and abilities. This chapter also discusses how to act and talk like a Scot and describes what it’s like to spend time immersed in Scottish culture.
Not really any better!