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Eberron 5

3 years after the signing of the Thronehold Accords

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"Prophesied by dragons ... tempered by magic ... forged in war"   Eberron is a world of magic and intrigue, where great nations vie for power in the aftermath of the Last War and shadowy forces seek to manipulate the destiny of the world. Largely unexplored continents teeming with vast ruins tempt the unwary to their doom. Mighty dragons unravel ancient prophecies, vile aberrations fester in hidden tombs, and ancient kindred keep their undying ancestors for counsel. Destiny lies upon the edge of a knife.   In this world, traditional medieval fantasy elements are combined with swashbuckling adventure and pulp noir intrigue. Alignments are relative gauges of character and viewpoint, and nothing is exactly as it seems. Friends might become enemies and vile villains become allies when least expected. Most NPC's are low-level, and PC's higher than 6th level are extraordinary adventurers.   The world has been developed, not through technology and science, but through magic. Everyday spells clean kitchens and light fires, aide smith's in pounding iron, and direct minors to good ore, though more powerful spells are still incredibly rare.   From the steaming jungles of Zendikar, to the floating towers of Sharn, and the blasted hills and valleys of the Demon Waste, Eberron is a world of adventure. Adventures can and should draw heroes from one exotic location to the another across nations, continents, and even into other planes of existence. Forgotten secrets and undiscovered vistas lie around every corner, ancient civilizations lost to time, waiting to be discovered.   The Last War, which plunged the continent of Khorvaire into civil war for almost a century, ended with the signing of the Treaty of Thronehold a mere 3 years ago. The conflicts, anger, and pain from the long war still remain, and many believe it is only a matter of time for the next war begins.   The Last War ended in no small part when the majority of the nation of Cyre, once the jewel of Galifar and first among the Five Nations that struggled for supremacy, was destroyed in a mysterious magical catastrophe. Nobody knows what caused it, or if it was simply a natural reaction to the terribly magics unleashed year after year during the Last War. Where once the heart of a nation beat with industry, treasures, and music, lies the Mournland.   Dragonmarked houses, mercantile dynasties with a thousand years of history, have influence that transcends political boundaries. While not technically citizens of any nation, the matriarchs and patriarchs of each house live in splendor within their enclaves and emporiums located throughout Khorvaire.   Ancient legends describe the creation of the world by five dragons, torn apart by strife and clinging together in eternal slumber: dark Khyber and fiery Tiamat coiled deep in the heart of the world, with there brothers Eberron and Azer, earth and sea and sky, holding them fast. Far above are the scattered remnants of Siberys, slain in those titanic battles that shaped the planet. Dragonshards are potent magical crystals, called the scales of the Progenitor Dragons, which allow powerful elementals to be harnessed, and all manner of magic to be crafted and shaped.   Created by Keith Baker and the team at Wizards of the Coast around 2002, and further refined over the past two decades, Eberron is my favorite campaign setting for the world's oldest roleplaying fantasy game. But a lot of adventure modules and materials put out tend to be geared towards the flagship world, the Forgotten Realms. This world is like Keith's Eberron, and combines little snippets from other creators I've found; but it also seeks to incorporate as much other source material for 5th edition as possible, from Kaladesh, Ravnica, and Zendikar in the Plane Shift articles, to Ravenloft and Dark Sun elements. There are also homebrew rules and musings.   One of the core themes is that "if it exists in D&D, then it has a place in Eberron". In this, Eberron 5, I hope to find where those places are.