General Setting Info on Eberron.   Posted by DM.Group: 0
DM
 GM, 895 posts
Thu 14 Sep 2017
at 04:40
General Setting Info on Eberron
Just to make sure you guys all understand a bit, I will give a bit more explanation of Eberron which I hope you will investigate further.  The game is taking place on the continent of Khorvaire, the central starting point of the setting.  it is somewhat like Europe.  over a century before the game starts, it was united as one massive empire known as Galifar.  It was ruled by a human family that kept peace across all the various races and cultural groups.

Then Galifar was shattered by a succession war between the five heirs of the last king of Galifar, Jarot.  This war became known as the Last War.  it lasted over a hundred years and devastated the continent, both physically and psychologically. It led to the creation of the Five nations (Breland, Thrane, Aundair, Karrnath, and Cyre) along with several other smaller nations that broke free during the war.  Some like that of the Valenar elves and the hobgoblin kingdom of Darguun, along with the druid led Eldeen Reaches, were seized away from the five nations.  Others like the dwarven Mror Holds and the Gnomish Zilargo, were given their freedom and remained close allies with their former nation.

The war ended with the Mourning, a cataclysmic magical event that completely destroyed the nation of Cyre, covering the entire country in a magical killing fog.  It killed millions of people, including several armies from other countries who were fighting inside cyre at the time, and left the entire nation of cyre uninhabitable and poisoned with a magical disease that is still almost totally a mystery.  This area has become known as the Mournlands.  The remaining nations signed the treaty of Thronehold two years later, ending the war.  But many people across the continent want the war to start again, to take back lands they lost, get revenge, or claim glory.

Another big influence on the continent is the dragonmarked houses, who go back centuries before Galifar was even created. the dragonmarked houses are the most powerful and wealthy economic powers on the continent of khorvaire, and they send expeditions and emissaries beyond that.  Each house has a mark on many of their members (hundreds or even thousands in the entire house) that gives them a varying degree of magic power regardless of level.  This can go from a mark that allows casting arcane mark or arcane lock or mending once or more times a day, to being able to cast teleport or major creation or control weather.  They are the foundation and driving force behind Eberron's industrial age economy, only magic replaces steam power.

so low level magic is extremely common in Eberron.  There are elemental powered flying ships and lightning rail trains.  The armies have magic artillery and undead units, warforged construct soldiers and phantom steed cavalry.  The Last War was more reminiscent of WW1 than of a medieval battle, and was every bit as traumatic and horrible.


This game starts in the year 998 YK, 2 years after the treaty of Thronehold ended the Last War, 4 years after the Day of Mourning.

This message was last edited by the GM at 03:35, Sun 23 June.

DM
 GM, 896 posts
Thu 14 Sep 2017
at 04:41
General Setting Info on Eberron
Also, culturally the nations are sort of a mix of European tropes.

Breland is a tropical nation but culturally it is sort of a mix of america and England.  It is very powerful in production and population (some say it could defeat all 3 other remaining nations if the war restarted), but is viewed as a bit uncivilized by the other nations.  The king, Boranel, is a bear of a man (and the bear is his symbol and the symbol of Breland) who wants peace.  He is tired of war after having lost his wife to assassins and his eldest daughter on the day of mourning.  His succession is in question in Breland, since no one likes any of his remaining children, and there is a growing push among the people of Breland to try to have a democracy instead of a monarchy after his death.

Aundair is culturally a mix of France and England.  They are known for their culture, wines, their music, and the power of their magic and magic schools.  All citizens of Aundair are also trained as soldiers during the war, sort of like english yoeman archers.  Queen Aurala is a very proud woman and is married to the ex-leader of house Vadalis (the mark of handling).  There are rumors she wants to restart the war to take the throne of Galifar, and her heavily magically inclined brother and knight marshall support her.

Thrane is culturally similar to Spain or Italy, and they are a theocracy under the church of the Silver Flame (a church with no direct deity, that is dedicated to eradicating supernatural evil)  The royal family was forced out by popular vote decades ago and the church was put in charge.  The church is a very harsh government and is often viewed as intolerant, but at the same time is one of the most powerful forces of good in the world.  (this is due to Eberron's alignment rules, where clerics do not have to share the alignment of their god.  So there are very evil men in the hierarchy of the church, despite the church's teachings being very good in truth)

Karrnath culturally is a mix of Germany and all the stereotypes of eastern europe.  They are a dark land, with the religion of the Blood of Vol being the most common faith, despite its leaders being outlawed by its current King Kaius III.  The people of Karrnath have a long history of glory in battle, and the finest military academies in the world are in their cities.  Their armies are made up of loyal soldiers and the bodies of their glorious dead, brought to service by the necromancers of the royal army and the blood of vol.  This is a tactic that makes most other countries fear and hate Karrns.  King Kauis, despite his people's views, is the force pushing the most for peace on the continent, and was instrumental in exiling the evil leaders of the blood of Vol and the treaty of Thronehold.

Cyre was the cultural heartland and shining jewel of Galifar, maybe a mix of france and Italy, now a fog covered wasteland that is the Mournlands.  House Cannith, the house of making and arguably most powerful of the dragonmarked houses, had its center in Whiteheart, the cultural capital of Cyre, and many of the leaders of the house along with its greatest warforged foundries were destroyed in the Mourning.  There are many cyran refugees in Thrane and Breland, with the last member of the Cyran royal family leading a small Cyran community on the Brelish border.  many other Cyrans live across the continent, still mourning their homeland.

The other major nations are more racially divided.  The Hobgoblin kingdom of Darguun is a lawful neutral group led by a hobgoblin warlord who led his people as mercenaries in the Last War.  they seek to return to the golden age of the goblinoid empires that ruled all of khorvaire millenia ago, before humans came to khorvaire's shores.  culturally they are similar to the japanese in some ways.

Zilargo is the home of the gnomes, who are masters of information, spycraft, and knowledge.  The library of Korranberg is the greatest collection of information in Khorvaire, and the cities of Zilargo are rife with both intrigue and discovery.  They jealously guard the secret of elemental binding in ships and other objects, a knowledge they share with no one, and sell to the dragonmarked houses to allow the creation of the elemental ships.  They are allies of Breland, and many gnomes work in information centered fields across the continent.  Culturally they are a mix of areas like Japan and China, with all the bureaucracy that goes with it, as well as Victorian England.

The Mror Holds are the ancestral homes of the dwarves.  Dwarves are the wealthiest people in all of the land, and the house of Warding, House Kundarak, mans and maintains all banks across the continent.  The dwarves fought in clan wars for centuries, which is why they were eventually defeated by humans instead of being united against them, but they have a longer, more hidden history they share with very few.  The dwarves are allies of Karrnath, and the continent spanning cabal of incredibly wealthy influence dealers known as the Aurum has its start in the holds.  They are similar in culture to Russians and the Norse (as it always tends to be with dwarves)

The Eldeen Reaches is a wide expanse of wild lands loosely ruled by the druid councils, with the Great awakened oak tree oalian ruling the council.  The druids of the area have several separate sects, like the ashbringers who hate arcane magic, and the greensingers who revere the fey.  They most revered group is the gatekeepers, who have roots in the ancient orcish druidic groups that existed during the goblinoid empire, and supposedly saved the world from extraplanar invasion.  Humans are more common in the lowland areas, with shifters and orcs a lot more common in the rougher highlands.
DM
 GM, 897 posts
Thu 14 Sep 2017
at 04:41
General Setting Info on Eberron
Valenar is a nation stolen from Cyre by the Valaes Tairn, a tribe of elves that follows a long tradition of ancestor worship and seeks to make themselves the ultimate army after leaving Aerenal centuries ago.  They are in fact an army, with the farmers and craftsmen of the desert they inhabit being made up of the cyran humans that lived in the area when the elves took over.  The elves themselves ride in family led warbands, honing their skills.  They revere the blade, particularly the double scimitar that is their trademark, as well as horsemanship and magic.  Culturally, they are Arabic in style, and quite unlike most classic portrayals of elves, being far more lawless and warlike.

The Talenta plains is a wide grassland north of Valenar and bordering the Mournlands and Karrnath.  It is inhabited by a few different groups, but is most known for the halfling clans that travel the plains in a nomadic fashion.  The halflings of Talenta domesticate many breeds of dinosaurs, and wear ritualistic masks into battle.  The dinosaurs serve as mounts, pets, and livestock, and are the center of the halfling society.

The Shadow Marches is a remote, inhospitable land that is said to be tainted with the remnants of ancient magical invasions.  The only sizable populations are human and orcish communities that live in relative peace and harmony, creating a fairly large half-orc population.  They live in simple fishing and farming communities (similar to southeast asia) as well as harvesting the many fields of Eberron dragonshards that crop up in the area.  Many of the orcish communities of this area retain the ancient gatekeeper beliefs of their ancestors.

Q'barra is a jungle frontier kingdom created by a small group of nobles that fled Galifar when the last War began, deciding to create their own peace.  They are a strange mix of jungle backwater and old world culture, and many of their nobles believe they are the only remaining true representation of old Galifar.  The jungles of Q'barra are also heavily populated by lizardfolk and harbor ancient ruins of bygone eras.

The Lhazaar principalities are a small and officially unrecognized collection of islands that are mostly known as a haven for pirates.  The most powerful merchant prince of the islands is attempting to have the area recognized by the other nations, but the pirate activities of the rest of the fleets sailing those waters make it very hard for him.  The islands are also haven to many hidden enclaves, including the home of House Lyrandar, the holders of the mark of Storms, and supposedly the home of the leaders of the Cult of Vol as well.

The Demon Wastes
are a blasted, tainted, and horrible plan of towering basalt and wind swept sand.  The only denizens are human and orcish barbarian tribes, most of whom are thoroughly corrupted, but a few that fight to keep the demon spawned denizens of the wastes contained.  This area is home to Ashtakala, a city tens of thousands of years old that serves as the capital of the Lords of Dust, the Rakshasa lords that serve the fallen demon kings of old, the Rakshasa Rajahs, and seek to bring them out of their ancient imprisonment and to wage their old war on the dragons.

Droaam
is a monster nation carved from the eastern scrublands of Breland.  Not recognized by the treaty of Thronehold, this nation consists of gnolls, giants, ogres, goblinoids, medusas, harpies, minotaurs, and rarer more dangerous creatures.  They live in fiefdoms controlled by powerful individuals, who all pay varying levels of tribute to the rulers and formers of Droaam, the Daughters of Sora Kell.  A coven of three hags (a green hag, an annis, and a dust hag) all said to be the daughters of a semi-mythical night hag known as Sora Kell.  These three powerful beings maintain a semblance of order and respectability among the monsters, who actually offer services as mercenaries to House Tharashk and other groups.

This message was last edited by the GM at 03:37, Sun 23 June.

DM
 GM, 898 posts
Thu 14 Sep 2017
at 04:42
General Setting Info on Eberron
Beyond Khorvaire there are several continents.

Xen'drik
is a massive contient of mystery and danger.  It was once ruled by the ancient Giant Empires, that crumbled under the weight of an ancient extraplanar invasion, followed by the revolt of their elven slaves.  Further cataclysms resulted in the giants being wiped almost completely out, and those left are a shadow of their former grandeur.  Now Xendrik is a mix of wild lands and ancient ruins, populated by all manner of unknown races.  The areas closest to the northern shore, where the only khorvairan settlement of Stormreach resides, are populated by the drow, descendants of one of the ancient slave races who have held onto the lands once held by the dragons.  (the drow worship several deities and live in several cultures, but most known and feared in khorvaire is that of Vulkoor, the scorpion god)  Xendrik is one of the most common destinations for expeditions to find ancient knowledge, lost cultures, and dragonshards.

Aerenal is the smaller island off the coast of Xen'drik that is the home of the Aerenal elves.  Their culture dates back to the refugees who fled Xen'drik and giant control.  They live in a peaceful and magically powerful culture that reveres the deathless, positive energy powered undead.  They are the elders and ancestors of the elves who serve as leaders and advisors to the people.  The elves of Aerenal are fairly isolationist, but they have held off several attacks in the past millennia from the forces of the dragons of Argonessen.

Sarlona is a large continent to the east of Khorvaire that is the ancestral home of the human race.  The people of Sarlona are diverse, but most of the continent is ruled by Riedra, the empire of the Inspired.  They are the earthly vessels of the Quori, beings from another plane that rule almost the entirety of Sarlona and have emissaries and settlements in Xen'drik and Khorvaire.  Sarlona is also the home of the kalishtar, who are refugees from Riedra, as well as several other races unseen in khorvaire.  The denizens of Sarlona are strong in psionics, which serves much the same role there that magic serves in Khorvaire.

Argonessen is a dreaded land ruled by the dragons.  It is the home of powerful and terrible forces, and few humans ever go there.  The closest island to khorvaire that is connected to Argonessen is Seren, where the human Seren barbarian tribes revere dragons as gods.  Deeper inland is an entire dragon civilization that is virtually unknown to humanity.  (Argonessen is basically all epic level.  fun stuff)
DM
 GM, 899 posts
Thu 14 Sep 2017
at 04:46
General Setting Info on Eberron
History

The Dhakaani Empire
was a goblinoid Empire that ruled the entire continent of khorvaire for millennia, but was shattered by an extraplanar invasion thousands of years before humans arrived on the continent.  The Dhakaani were an organized and militant society (lawful neutral) that excelled in the arts of war, but were lacking in more peaceful developments.  They had a caste like society with bugbears and the other larger, wilder goblinoids working as muscle, the hobgoblins serving as commanders and infantry, and the goblins as scouts and support.  This channeled the goblinoid tendency to be ruled by the strongest into a functioning society that was easily a rival to any human kingdom.  The Dhakaani Empire crumbled around 400 years ago.
This social tendency continues in modern khorvaire's goblinoids, who live among the other races.  In the five nations, particularly urban areas, goblinoids thrive as workers in industry and as mercenaries, but are often distrusted due to their inhuman qualities.  It is only in areas like Droaam and the Demon Wastes, where they are often dominated by more powerful and evil beings, that goblinoids exhibit a more violent, evil bent.

For Characters who can make a knowledge:History DC 15 check:

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The Dhakaani Empire fell to an invasion of beings known as the Daelkyr, horrible embodiments of madness from the plane of Xoriat.  Their armies consisted of all manner of aberrations, mind flayers, aboleths, naga, otyugh, etc.  When they were defeated, these beings were sealed into the hellish underground of Khyber, where they remain today.

DC 20 Check:

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The Daelkyr themselves were said to be defeated by the gatekeepers, a druidic sect of orcs and other beings who sealed the portals from Xoriat at great personal cost.  This has kept Xoriat from becoming coterminous with Eberron ever since.  The few Daelkyr remaining on Eberron were sealed beneath the earth in khyber, and the gatekeepers are said to continue their vigil over their imprisoned foes.


Xen'drik


The continent of Xen'drik is vast and populated by numerous races not common to Khorvaire.  The two races most famous for their occupation of the mysterious continent are the drow and the giants, whose history goes back millenia and is thoroughly intertwined.

The Giants ruled Xendrik roughly 80 thousand years ago, and their rule remained for over fifty thousand years.  They mastered magics beyond any contemporary power, and had a litany of slave races, most notable being the elves.  Some of the giant rulers were titans, the greatest of all giant kind, and their power was nearly unmatched.
But sometime around 40 thousand years ago, the Giants were struck with a great calamity.  Extraplanar invasion and civil war crippled the empire until all was lost and the giants became a shadow of their former selves.

The elves broke free from Giant rule and followed the example of their greatest leader, Aeren.  They sailed west from Xen'drik,  settling on Aerenal and setting themselves apart from the rest of Eberron.  Only the drow, a subset of the elves who were enslaved by the giants, remained in Xen'drik, to build their own kingdoms in the corpse of the giant empires.

DC 15 History Check:

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The ruin of the Giants came in an invasion from Dal Quor, the realm of dreams.  The Quori flooded into Eberron, seeking to settle the plane.  The giants used every magic at their disposal to destroy their enemies, resulting in the fall of the elves and the defeat of the Quori to such an extent that Dal Quor is permanently separated from Eberron.

DC 25:

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The cause behind both the rise and fall of the Giants is actually something else entirely: dragons.  The dragons of Argonessen taught arcane magic to the titans and their giant empire, resulting in the giants reaching a level of power not seen since the wars of the age of demons.  But the giants used forbidden magics to defeat Dal Quor, resulting in a cataclysm that shattered Xen'drik and much of the world.  Then the elves revolted, and in an effort to keep the elves in check, the giants prepared to use the same horrible magics they had used to sever Dal Quor from Eberron.  This led to the dragons of Argonessen attacking Xen'drik en masse, cleansing the continent of the giant empires and breaking the grandeur of the giant race forever.


Age of Demons

according to myth, the blood of Khyber spawned the demons, devils, and evil outsiders that dug their way from their father's corpse deep beneath the earth and spread across Eberron.  The blood and soul of Siberys reigned down onto Eberron's surface and spawned the benevolent coatls.  And the blood of all three progenitors mixed with Eberron's body to form dragonkind.
Despite their power, the dragons could not hold off the demons of khyber, and the dark creatures held dominion over Eberron for tens of thousands of years.  Greatest of all their numbers were the overlords, rakshasa rajahs who each claimed power over a different vice or power.
In their struggles to survive the rule of the demons, the dragons discovered a hidden power that revealed to them the way to defeat the overlords.  In a colossal conflict that shook the very foundations of Eberron, the dragons and their coatl allies defeated the overlords.  But they could not be destroyed due to their connection with khyber.  So the coatls sacrificed nearly all of their number in a massive explosion of silver fire, that bound the overlords beneath the earth in the heart of khyber for all eternity.
The dragons then retreated to argonessen, to watch over Eberron in their own enigmatic way.

DC 15:

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The overlords are not bound as tightly as the dragons would hope.  Some of them have come close to breaking lose, and their servants, the lords of dust, still maneuver the world in their own hidden way, to try to unleash their masters.


DC 25:

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The dragons learned of the way to defeat the overlords through the draconic prophecy, a way of reading every event, person, and thing in the world in such a way that allows the dragons to predict future events and act to change or stop them.  The prophecy is the driving force behind nearly all draconic machinations on eberron, and is said to be beyond the ken of mortal minds.


religion DC 25:

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the silver flame released by the coatls is said to be the same fire that now holds the trapped overlord bel shalor and Tira Miron, the paladin who sacrificed herself to stop him.  This flame, which is found in flamekeep in the heart of the church, is the center of the church of the silver flame.  The flamekeeper, the head of the church, speaks to the soul of Tira Miron inside the flame.

DM
 GM, 900 posts
Thu 14 Sep 2017
at 04:46
General Setting Info on Eberron
Cosmology

Eberron exists in a closed planar system.  The material plane, Eberron itself, is surrounded by thirteen planes, all of which are connected to the astral plane.  The ethereal and shadow planes are also connected to Eberron, but not the other planes.

Each plane embodies a different aspect of reality.  they are

Daanvi, the Perfect Order
Dal Quor, the Region of Dreams
Dolurrh, the Realm of the Dead
Fernia, the Sea of Fire
Irian, the Eternal Day
Kythri, the Churning Chaos
Lamannia, the Twilight Forest
Mabar, the Endless Night
Risia, the Plain of Ice
Shavarath, the Battleground
Syrania, the Azure Sky
Thelanis, the Faerie Court
Xoriat, the Realm of Madness

These planes orbit the central plane of Eberron, in the same way the twelve moons of Eberron orbit the material plane.  Here is a link WotC created to illustrate this.
http://www.wizards.com/dnd/orary/orary.asp

when a plane is closer to Eberron in its orbit, it has a stronger connection to and effect on the central plane.  For instance, when Shavarath grows close to Eberron, conflicts seem to grow and happen more frequently.  Planes eventually can become coterminous for a time, when they are so close that connections form between the two planes, allowing denizens to freely pass between them, as well as having the strongest effect possible on the material plane.  Shavarath was coterminous with Eberron when the Last War began, and many scholars believe this had a significant effect on that event.

The two exceptions to this rule in the cosmology are Dal Quor, and Xoriat.  Xoriat has been pushed as far as it can be from Eberron, and it will not be coterminous for a long time.  The connections between Xoriat and Eberron are also blocked by magic of ancient origins.  Dal Quor no longer revolves in orbit around Eberron, and can not become coterminous.  The only connection possible now, beyond high level magic, is the connection the plane always has to the dreams of the mortal denizens of Eberron.
DM
 GM, 901 posts
Thu 14 Sep 2017
at 04:47
General Setting Info on Eberron
Mythical beginning

According to most scholars and myths across Eberron, the world was created as a result of a war between the three progenitor dragons, the noble Siberys, the evil Khyber, and the neutral Eberron.  As the three gathered together to make the world, Khyber attacked Siberys in jealousy and slayed him.  To keep Khyber from tainting all creation, Eberron coiled her own body around Khyber, trapping him within the earth forever.  The body of Siberys became the stars in the sky and the belt of Siberys shards that circles the planet.  Eberron became the earth, and gave life to all things.  Khyber was trapped within, the Dragon Below, and her tainted poisoned all things within her.

This message had punctuation tweaked by the GM at 04:47, Thu 14 Sept 2017.

DM
 GM, 902 posts
Thu 14 Sep 2017
at 04:47
General Setting Info on Eberron
Dragonshards

dragonshards are a unique aspect of Eberron's cosmology and economy.  They are crystal like formations that have unique magic properties, and can be used to power and form magical items.  Dragonshards allow for items like eternal wands and other low powered but long lasting items.  They also allow for items that enhance and harness the power of dragonmarks, which allows for the large economic range and ability of the dragonmarked houses.

There are three types of dragonshards, each with their own properties and found in different places.

Eberron dragonshards are the most common type, and are found throughout khorvaire (but particularly concentrated in swampy places like the shadow Marshes and Q'barra) in geode like formations under the top soil.  They are used in a variety of magic items, can be used to inscribe spells and hold them like a spell book, and can be used as power stones by psions.

Khyber dragonshards are rarer than Eberron, and far more difficult to obtain.  They are found in the depths of khyber growing in natural formations.  The danger of gathering them comes in having to brave the hellish depths of khyber and the denizens of that place.  Khyber dragonshards have an affinity for binding magic, and are essential for the elemental binding magics of Zilargo and Cannith.  They are the core components of elemental ships and the lightning rail, and are used in crafting elemental armor as well.

Siberys shards are the rarest of all types of shards.  They are found in the equatorial regions of Eberron (Northern Xen'drik, Aerenal, Argonessen, Southern Sarlona) due to the fact that they fall in showers from the rings of Siberys, the belt of asteroids that surrounds the planet.  Siberys shards have an affinity for the magic of the dragonmarks, and can be used to amplify and harness their powers. They can also be embedded into kalashtar and quori hosts to enhance their powers.
DM
 GM, 903 posts
Thu 14 Sep 2017
at 04:48
General Setting Info on Eberron
Khyber

Khyber is the dark, horrid underground realm filled with evil and madness.  While there are several areas and races across Eberron which live underground (dwarves, kobolds, even some groups of drow), few journey down into the realms of khyber itself.  Khyber is not the underdark of other D&D realms, but the closest thing to hell that exists in the setting of Eberron.

Unlike typical underground caves and delvings, khyber is almost a separate plane unto itself.  Permanently and thoroughly tainted by the evil of the progenitor dragon it is named after (and if mythology is believed actually forms the realm itself), khyber is twisted and corrupt.  tunnels shift and change, realms defy reality and shift, and evil lurks in every corner.

Not only is khyber filled with all manner of demonic and evil servitors of the dragon below, it is also a prison.  It holds the bound forms of many of the overlords, the demon rulers bound to the earth tens of thousands of years ago by the sacrifice of the coatl.  But alongside these demons are the daelkyr, the embodiment of madness bound into the earth by the gatekeepers.  Both of these groups fill the depths with their power and their own forms of corruption.  So aberrations exist alongside of and in conflict with demons and a host of other horrors.

Few venture into khyber's depths, and even fewer actually try to live there.  an entrance into khyber itself is a threat to all who live above it, and races across the world and through time have worked to seal up and guard any possible entrance.
DM
 GM, 904 posts
Thu 14 Sep 2017
at 04:49
General Setting Info on Eberron
Warforged

the warforged are sentient, living constructs created during the Last War by house Cannith to serve as soldiers in the conflict.  The original process was to design smarter, more capable soldier golems that could fight as front line soldiers.  As house Cannith, in particular Merrix d'Cannith the elder, worked to infuse each new version with more independence and intelligence.  Somehow, this resulted in a wholly unexpected result.  A living race of constructs.

For all intents and purposes warforged are alive, and function as such in regards to magic and anything else.  There is still a rampant argument among the five nations on whether or not Warforged have souls.  The few witnesses that can speak on this regard have stated that no warforged souls can be found on the plane of Dollurh, where all other dead go.  But warforged can be resurrected, which to many is an absolute sign of warforged have souls.  The treaty of Thronehold legislated the release of all warforged from service, but Thrane and Karrnath refused to recognize warforged as fully sentient citizens.  They are free, but not given the same rights as citizens in those countries.

The treaty of thronehold also legislated the dismantling of the Cannith creation forges which produced the warforged.  This technically would mean the eventually end of the species as warforged die of violence and no more are created to replace them.  But rumors state that there is still an active creation forge in the Mounrlands, possibly more than one, remnants of the Cannith holdings there that were devastated in the Mourning.  Other rumors state that there may be a creation forge in Sharn that still operates illegally.
DM
 GM, 905 posts
Thu 14 Sep 2017
at 04:49
General Setting Info on Eberron
Dragonmarks and Dragonmarked Houses

Dragonmarks are naturally occurring, inherited magical sigils that appear on the carrier's skin and grant certain magical abilities. The marks follow inherited lines, creating distinct families who carry the marks.  True dragonmarks vary in degree from least, lesser, greatest, and Siberys marks, the latter covering huge portions of the carrier's body and granting significant spell power.

These marks are only found on specific races.  Marks are carried by humans, elves, dwarves, gnomes, halflings, half-elves, and half-orcs.  Each of these races has specific marks that can be inherited, forming houses that have existed for hundreds of years, or thousands for some.

House Cannith Human, mark of making
House Cannith is likely the most powerful of all the dragonmarked houses, despite the Mourning devastating their home cities and killing off much of the leadership.  Cannith is responsible for the magic workshops and foundries that produce everything from ever burning lanterns and street lights to eternal wands, the lightning rail, spell engines, and the warforged.  They are the core of much of the economy of Khorvaire, and simply can not be matched in that regard.  They have been left in colfict by the war, though, as thee factions within the family vie for dominance now that the patriarch of the family is dead.

House Deneith human, mark of the sentinel
House Deneith controls much of the industry of paid guards, mercenaries, and sentries, providing some of the finest warriros and knights that an be found.  They are trusted with guarding and maintaining Thronehold, the hereditary seat of the king of Galifar, as well as protecting many of the wealthiest and most influential individuals on the continent.  They are not the only house to dabble in mercenaries, though, as house Tharashk has entered that market, something Deneith sees as a direct challenge.

House Orien human, mark of passage
House Orien is the heart of overland travel and communication in Khorvaire.  The mark of passage provides for a network of carriages and riders, messengers, and the Orien lightning rail.  Orien can even provide teleportation service with the few heirs in the house that possess greater or siberys marks.

House Vadalis human, mark of handling
House Vadalis is a smaller house, that specializes in handling and breeding animals.  They have provided husbandry for Galifar and the five nations for centuries, and have produced powerful magebred animals.  Magebred horses are sought after commodities, and Vadalis has also provided animals like magebred bears for elite Brelish cavalry units.  They also breed hippogriffs and other exotic animals, and sell them or their services.

House Tharashk human and half-orc, mark of finding
A young house discovered in the shadow marches consisting of a mark that crossed the line from human to half-orc, House Tharashk specializes in providing services seeking out people, objects, and anything else that needs finding.  Finding dragonshard fields is one of the main ways the house makes money, particularly in the marches.  House Tharashk has more recently begun to provide mercenary services toclients across khorvaire, due to the house acting as middle men between the monster races of droaam and the rest of the continent.

House Phiarlan Elves, mark of Shadow
The oldest dragonmarked house, the line of Phiarlan goes back to the time before the elven colonization of Aerenal, even before the mark appeard among their people.  The phiarlan provided services as scouts and spies, as well as lore keepers.  As the house migrated to khorvaire, they began to provide entertainment across the continent, using their illusory magic to thrill audiences.  It is also whispered that Phiarlan provides espionage and even assassination services, something the house openly denies, but the rumors persist.

House Thuranni
Elves, mark of Shadow
House Thuranni is the newest house in existence.  Created due to a split between families within House Phiarlan, Thuranni broke off and created an independent house.  Unlike Phiarlan, Thuranni openly sells their services as spies and assassins, and the agents of house thuranni are a feared commodity on khorvaire.

House Lyrandar Half-elf, mark of storms
House Lyrandar controls much of the shipping and water related aspects of Khorvaire's economy.  Their mastery of weather provides them with the finest sailors and captains in the world, and the ability to to run the wind and waves in their favor.  The mark of storms also allows them to utilize dragonshard items that can control the elementals bound to wind and storm ships, as well as airships.  This gives them mastery of the finest naval vessels on the seas, and control of the most capable air based transportation on the planet.

House Medani Half -elf, mark of detection
House Medani provides services as detectives and bodyguards.  Unlike Deneith who specializes in capable, skilled warriors, Medani specializes in detecting threats before they happen.  House medani is also used by many noble families and governments to investigate sensitive situations.

House Jorasco halfling, mark of healing
One of the oldest houses existing, House Jorasco has provided healing to all races who ask.  Their clinics and hospitals can be found in almost every community of larger size, and their healers were greatly sought after during wartime.  Jorasco also provides mundane healing and medical care to all who come.

House Ghallanda halfling, mark of hospitality
Ghallanda is the second oldest family, and their mark possibly came into existence before the mark of shadow.  House ghallanda runs a large network of inns, hostels, and taverns across the continent.  Their services are renown for comfort and quality food and drink.  This helped House Ghallanda serve a key role in the halfling society of Talenta, and to connect many other races as khorvaire was colonized.

House Sivis gnome, mark of scribing
House Sivis provides communication and offical documentation and records for much of Khorvaire.  Their arcane marks seal many official documents, and the sending and lessage spells allow for communication from city to city.  House Sivis also acts as record keepers and barristers for all sorts of legal activity.  Sivis is one of the most influential houses on the continent, simply because they control the flow of information for all other groups.

House Kundarak dwarves, mark of warding
House Kundarak provides banking and security services across khorvaire.  Their vaults and banks hold much of the wealth of the nation, and their security is second to none.  House Kundarak is also the wealthiest of the houses, and like house sivis their services are desired too much for politics to interfere.  House Kundarak has also been used to bolster the security of many royal and noble properties, and the house has been given the charge of the secret and feared prison of dreadhold.

DC15 history

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The marked houses came into existence between 3000 and 2000 years ago for the most part.  In the early years, carriers of the marks would often breed with other marked scions, resulting in mixed marks and the dreaded aberrant marks.  This led to the war of the Mark, when the houses banded together to destroy House Tarkanen, the would be leaders of the aberrant marked.  The conflict resulted in the total destruction of the city of Sharn as a result of the destructive nature of the aberrant marked leaders.


DC 25

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Tales tell of a thirteenth mark that existed ages ago.  This was the mark of death, found among the elves of house Vol.  The mark was eradicated by one of the only instances of joint action by elves and dragons, and the mark has not been seen since.


DC 20 arcana

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Scholars agree that like the planes connected to Eberron, there were originally (or should be) thirteen true marks.  Many scholars wonder if a new mark will appear, or an old mark will reemerge to correct the number.

DM
 GM, 2210 posts
Tue 25 Jun 2019
at 02:48
General Setting Info on Eberron
House Rules Changes on setting

Aside from the entirety of the Arcane Congress, which I have redesigned, I also prefer a few changes to the Eberron setting that have come from other things that Keith Baker wrote.

Most notable is the depiction of Thrane during and after the war.  Unlike how some of the books portray it, the knights of the Silver Flame always strive to combat supernatural evil and defend mankind.  One glaring example is their reaction to the Mourning.  The knights of the silver flame were the first to give foreign aid to the refugees, to step across the border in an attempt to help those dying from the magical onslaught.  It was only after the refugees were safe, and the matter passed from the church's hands to the governments, that Thrane turned against the Cyrans.

The church and the government, though intertwined, have very different goals, but the Thranish state has never actually stopped the church from acting on its principles.