Welcome to Eberron
Things You Need to Know
2. Tone and attitude
The campaign combines traditional medieval D&D fantasy with swashbuckling action and dark adventure while adding in a strong dose of mystery and scheming. In this world, stories don't always end well, and there isn't always a right answer to every problem. The Last War turned old allies into bitter enemies and destroyed an entire nation, leaving terrible scars behind. Crime and curruption lurk in the largest cities. The characters' allies might become their enemies in the blink of an eye, and well-known agents of evil might provide assistance when it's least expected. Hidden dragons shape the course of history. Sinister fiends influence the dreams of the unwary. An army of horrors lingers just beyond the edge of reality, struggling to break through. Nothing is exactly what it seems. Alignments are relative guages 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. Traditionally good-aligned creatures may wind up opposed to the heroes, while well-known agents of evil might provide assistance when it's least expected.
3. A world of magic.
The setting supposes a world that developed not through the advance of science, but by the mastery of arcane magic. This concept allows for certain conveniences unimagined in other medieval timeframes. The binding and harnessing of elemental creatures makes airships, high speed ocean vessels, and rail transport possible. A working class of minor mages uses spells to provide energy and other necessities in towns and cities. Advances in magic item creation have led to everything from self-propelled farming implements to sentient, free-willed constructs.
4. A world of adventure.
From the steaming jungles of Aerenal 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. 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. At least overtly, the peace has held for almost two years. The conflicts, the anger, and the pain of the long war remain, however, the new nations seek every advantage as they prepare for the inevitable next war that will eventually break out on the continent.
The dragons, long-lived and patient in all things, seek meaning in the patterns found in the world and the heavens. These patterns play out in the Prophecy, a record of things to come that has been emerging since the creation of the world. The Draconic Prophecy is as complex and unfathomable as the dragons themselves. It hints at events of doom and dread as often as it helps push the world toward exalted events. It seems to point toward transformation rather than destruction, but to most people, the Prophecy remains as alien as the dragons themselves.
7. The Five Nations.
The human-dominated civilizations on the continent of Khorvaire trace a lineage to the ancient kingdom of Galifar, which was made up of five distinct regions, or nations. These were Aundair, Breland, Cyre, Karrnath, and Thrane. Four of these survived to the present day as independent countries; Cyre was destroyed. The devastated territory it once occupied is now known as the Mournland. A common epithet among the people of Khorvaire is "By the Five Nations," or some version thereof. The Five Nations refers to the ancient kingdom of Galifar and harkens back to a legendary time of peace and prosperity.
8. A world of intrigue.
The war is over, and the nations of Khorvaire now try to build a new age of peace and prosperity. Ancient threats linger, however, and the world desperately needs heroes to take up the cause. Nations compete on many levels -- economic, political influence, territory, magical power -- each looking to maintain or improve its current status by any means short of all-out war. Espionage and sabotage services create big business in certain circles. The dragonmarked houses, churches both pure and corrupt, crime lords, monster gangs, psionic spies, arcane universities, royal orders of knights and wizards, secret societies, sinister masterminds, dragons, and a multitude of organizations and factions jockey for position in the afterglow of the Last War. Eberron teems with conflict and intrigue.
9. Dragonmark dynasties.
The great dragonmarked families are the barons of industry and commerce throughout Khorvaire and beyond. Their influence transcends political boundaries, and they remained mostly neutral during the Last War. 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. These dynastic houses of commerce derive their power from the dragonmarks -- unique, hereditary arcane sigils that manifest on certain individuals within the family, granting them limited but very useful magical abilities associated with the trade guilds the family controls. Dragonmarks are said to be the Prophecy written out on mortal flesh--a supposition that incenses the dragons.
10. Dragonshards.
Ancient legends and creation myths describe Eberron as a world in three parts: the ring above, the subterranean realm below, and the land between. Each of these world sections is tied to a great dragon of legend -- Siberys, Khyber, and Eberron. Each section of the world produces stones and crystals imbued with arcane power -- dragonshards. With dragonshards, dragonmarks can be made more powerful, elementals can be controlled and harnessed, and magic items of all sorts can be crafted and shaped. These shards, however, are rare and difficult to come by.
11. New races.
Eberron is home to the common races along with rarer ones and some unique to the setting: changelings, kalashtar, shifters, and warforged. Changelings are a race that evolved from the crossing of doppelgangers and humans, giving them minor shapechanging abilities. Kalashtar are planar entities merged with human hosts who are capable of becoming powerful wielders of psionic power. Shifters developed from the mixing of humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are sentient constructs created durin gthe Last War who developed free will and a desire to improve their position in the world.
2. Tone and attitude
The campaign combines traditional medieval D&D fantasy with swashbuckling action and dark adventure while adding in a strong dose of mystery and scheming. In this world, stories don't always end well, and there isn't always a right answer to every problem. The Last War turned old allies into bitter enemies and destroyed an entire nation, leaving terrible scars behind. Crime and curruption lurk in the largest cities. The characters' allies might become their enemies in the blink of an eye, and well-known agents of evil might provide assistance when it's least expected. Hidden dragons shape the course of history. Sinister fiends influence the dreams of the unwary. An army of horrors lingers just beyond the edge of reality, struggling to break through. Nothing is exactly what it seems. Alignments are relative guages 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. Traditionally good-aligned creatures may wind up opposed to the heroes, while well-known agents of evil might provide assistance when it's least expected.
3. A world of magic.
The setting supposes a world that developed not through the advance of science, but by the mastery of arcane magic. This concept allows for certain conveniences unimagined in other medieval timeframes. The binding and harnessing of elemental creatures makes airships, high speed ocean vessels, and rail transport possible. A working class of minor mages uses spells to provide energy and other necessities in towns and cities. Advances in magic item creation have led to everything from self-propelled farming implements to sentient, free-willed constructs.
4. A world of adventure.
From the steaming jungles of Aerenal 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. 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. At least overtly, the peace has held for almost two years. The conflicts, the anger, and the pain of the long war remain, however, the new nations seek every advantage as they prepare for the inevitable next war that will eventually break out on the continent.
The dragons, long-lived and patient in all things, seek meaning in the patterns found in the world and the heavens. These patterns play out in the Prophecy, a record of things to come that has been emerging since the creation of the world. The Draconic Prophecy is as complex and unfathomable as the dragons themselves. It hints at events of doom and dread as often as it helps push the world toward exalted events. It seems to point toward transformation rather than destruction, but to most people, the Prophecy remains as alien as the dragons themselves.
7. The Five Nations.
The human-dominated civilizations on the continent of Khorvaire trace a lineage to the ancient kingdom of Galifar, which was made up of five distinct regions, or nations. These were Aundair, Breland, Cyre, Karrnath, and Thrane. Four of these survived to the present day as independent countries; Cyre was destroyed. The devastated territory it once occupied is now known as the Mournland. A common epithet among the people of Khorvaire is "By the Five Nations," or some version thereof. The Five Nations refers to the ancient kingdom of Galifar and harkens back to a legendary time of peace and prosperity.
8. A world of intrigue.
The war is over, and the nations of Khorvaire now try to build a new age of peace and prosperity. Ancient threats linger, however, and the world desperately needs heroes to take up the cause. Nations compete on many levels -- economic, political influence, territory, magical power -- each looking to maintain or improve its current status by any means short of all-out war. Espionage and sabotage services create big business in certain circles. The dragonmarked houses, churches both pure and corrupt, crime lords, monster gangs, psionic spies, arcane universities, royal orders of knights and wizards, secret societies, sinister masterminds, dragons, and a multitude of organizations and factions jockey for position in the afterglow of the Last War. Eberron teems with conflict and intrigue.
9. Dragonmark dynasties.
The great dragonmarked families are the barons of industry and commerce throughout Khorvaire and beyond. Their influence transcends political boundaries, and they remained mostly neutral during the Last War. 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. These dynastic houses of commerce derive their power from the dragonmarks -- unique, hereditary arcane sigils that manifest on certain individuals within the family, granting them limited but very useful magical abilities associated with the trade guilds the family controls. Dragonmarks are said to be the Prophecy written out on mortal flesh--a supposition that incenses the dragons.
10. Dragonshards.
Ancient legends and creation myths describe Eberron as a world in three parts: the ring above, the subterranean realm below, and the land between. Each of these world sections is tied to a great dragon of legend -- Siberys, Khyber, and Eberron. Each section of the world produces stones and crystals imbued with arcane power -- dragonshards. With dragonshards, dragonmarks can be made more powerful, elementals can be controlled and harnessed, and magic items of all sorts can be crafted and shaped. These shards, however, are rare and difficult to come by.
11. New races.
Eberron is home to the common races along with rarer ones and some unique to the setting: changelings, kalashtar, shifters, and warforged. Changelings are a race that evolved from the crossing of doppelgangers and humans, giving them minor shapechanging abilities. Kalashtar are planar entities merged with human hosts who are capable of becoming powerful wielders of psionic power. Shifters developed from the mixing of humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are sentient constructs created durin gthe Last War who developed free will and a desire to improve their position in the world.
The campaign combines traditional medieval D&D fantasy with swashbuckling action and dark adventure while adding in a strong dose of mystery and scheming. In this world, stories don't always end well, and there isn't always a right answer to every problem. The Last War turned old allies into bitter enemies and destroyed an entire nation, leaving terrible scars behind. Crime and curruption lurk in the largest cities. The characters' allies might become their enemies in the blink of an eye, and well-known agents of evil might provide assistance when it's least expected. Hidden dragons shape the course of history. Sinister fiends influence the dreams of the unwary. An army of horrors lingers just beyond the edge of reality, struggling to break through. Nothing is exactly what it seems. Alignments are relative guages 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. Traditionally good-aligned creatures may wind up opposed to the heroes, while well-known agents of evil might provide assistance when it's least expected.
3. A world of magic.
The setting supposes a world that developed not through the advance of science, but by the mastery of arcane magic. This concept allows for certain conveniences unimagined in other medieval timeframes. The binding and harnessing of elemental creatures makes airships, high speed ocean vessels, and rail transport possible. A working class of minor mages uses spells to provide energy and other necessities in towns and cities. Advances in magic item creation have led to everything from self-propelled farming implements to sentient, free-willed constructs.
4. A world of adventure.
From the steaming jungles of Aerenal 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. 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. At least overtly, the peace has held for almost two years. The conflicts, the anger, and the pain of the long war remain, however, the new nations seek every advantage as they prepare for the inevitable next war that will eventually break out on the continent.
6. The Draconic Prophecy.
The dragons, long-lived and patient in all things, seek meaning in the patterns found in the world and the heavens. These patterns play out in the Prophecy, a record of things to come that has been emerging since the creation of the world. The Draconic Prophecy is as complex and unfathomable as the dragons themselves. It hints at events of doom and dread as often as it helps push the world toward exalted events. It seems to point toward transformation rather than destruction, but to most people, the Prophecy remains as alien as the dragons themselves.
7. The Five Nations.
The human-dominated civilizations on the continent of Khorvaire trace a lineage to the ancient kingdom of Galifar, which was made up of five distinct regions, or nations. These were Aundair, Breland, Cyre, Karrnath, and Thrane. Four of these survived to the present day as independent countries; Cyre was destroyed. The devastated territory it once occupied is now known as the Mournland. A common epithet among the people of Khorvaire is "By the Five Nations," or some version thereof. The Five Nations refers to the ancient kingdom of Galifar and harkens back to a legendary time of peace and prosperity.
8. A world of intrigue.
The war is over, and the nations of Khorvaire now try to build a new age of peace and prosperity. Ancient threats linger, however, and the world desperately needs heroes to take up the cause. Nations compete on many levels -- economic, political influence, territory, magical power -- each looking to maintain or improve its current status by any means short of all-out war. Espionage and sabotage services create big business in certain circles. The dragonmarked houses, churches both pure and corrupt, crime lords, monster gangs, psionic spies, arcane universities, royal orders of knights and wizards, secret societies, sinister masterminds, dragons, and a multitude of organizations and factions jockey for position in the afterglow of the Last War. Eberron teems with conflict and intrigue.
9. Dragonmark dynasties.
The great dragonmarked families are the barons of industry and commerce throughout Khorvaire and beyond. Their influence transcends political boundaries, and they remained mostly neutral during the Last War. 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. These dynastic houses of commerce derive their power from the dragonmarks -- unique, hereditary arcane sigils that manifest on certain individuals within the family, granting them limited but very useful magical abilities associated with the trade guilds the family controls. Dragonmarks are said to be the Prophecy written out on mortal flesh--a supposition that incenses the dragons.
10. Dragonshards.
Ancient legends and creation myths describe Eberron as a world in three parts: the ring above, the subterranean realm below, and the land between. Each of these world sections is tied to a great dragon of legend -- Siberys, Khyber, and Eberron. Each section of the world produces stones and crystals imbued with arcane power -- dragonshards. With dragonshards, dragonmarks can be made more powerful, elementals can be controlled and harnessed, and magic items of all sorts can be crafted and shaped. These shards, however, are rare and difficult to come by.
11. New races.
Eberron is home to the common races along with rarer ones and some unique to the setting: changelings, kalashtar, shifters, and warforged. Changelings are a race that evolved from the crossing of doppelgangers and humans, giving them minor shapechanging abilities. Kalashtar are planar entities merged with human hosts who are capable of becoming powerful wielders of psionic power. Shifters developed from the mixing of humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are sentient constructs created durin gthe Last War who developed free will and a desire to improve their position in the world.
2. Tone and attitude
The campaign combines traditional medieval D&D fantasy with swashbuckling action and dark adventure while adding in a strong dose of mystery and scheming. In this world, stories don't always end well, and there isn't always a right answer to every problem. The Last War turned old allies into bitter enemies and destroyed an entire nation, leaving terrible scars behind. Crime and curruption lurk in the largest cities. The characters' allies might become their enemies in the blink of an eye, and well-known agents of evil might provide assistance when it's least expected. Hidden dragons shape the course of history. Sinister fiends influence the dreams of the unwary. An army of horrors lingers just beyond the edge of reality, struggling to break through. Nothing is exactly what it seems. Alignments are relative guages 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. Traditionally good-aligned creatures may wind up opposed to the heroes, while well-known agents of evil might provide assistance when it's least expected.
3. A world of magic.
The setting supposes a world that developed not through the advance of science, but by the mastery of arcane magic. This concept allows for certain conveniences unimagined in other medieval timeframes. The binding and harnessing of elemental creatures makes airships, high speed ocean vessels, and rail transport possible. A working class of minor mages uses spells to provide energy and other necessities in towns and cities. Advances in magic item creation have led to everything from self-propelled farming implements to sentient, free-willed constructs.
4. A world of adventure.
From the steaming jungles of Aerenal 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. 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. At least overtly, the peace has held for almost two years. The conflicts, the anger, and the pain of the long war remain, however, the new nations seek every advantage as they prepare for the inevitable next war that will eventually break out on the continent.
6. The Draconic Prophecy.
The dragons, long-lived and patient in all things, seek meaning in the patterns found in the world and the heavens. These patterns play out in the Prophecy, a record of things to come that has been emerging since the creation of the world. The Draconic Prophecy is as complex and unfathomable as the dragons themselves. It hints at events of doom and dread as often as it helps push the world toward exalted events. It seems to point toward transformation rather than destruction, but to most people, the Prophecy remains as alien as the dragons themselves.
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