Eberron Primer.   Posted by Storyteller.Group: 0
Storyteller
 GM, 1 post
Sun 16 Feb 2020
at 18:53
Eberron Primer
In an ancient ruin beneath the Demon Wastes, a band of heroes races to claim the Reaper's Heart. If the agents of the Emerald Claw reach it first, they'll reignite the Last War and unleash an army of undead.


In the city of Sharn, a team of spies pulls off an impossible scheme--breaking into the impenetrable vaults of House Kundarak. But instead of gold, they find a secret that could shatter the fragile peace between the nations.


Aboard an airship, a wizard debates the interpretation of an ancient prophecy with a blood-red dragon. If the sage loses the argument, the dragon will destroy the airship and everyone on it. But if she wins the debate, the dragon will take them to distant Argonessen, and no human have ever seen the land of dragons and returned!




The world of Eberron has a rich history built on heroic deeds, evolving magic, and the wounds of a long, devastating war. Action, adventure, good, evil, and a thousand shades of gray paint the landscape in broad strokes. Ancient mysteries await discovery so they can influence the world and its people.

Magic is built into the very fabric of the world. It pervades everyday life. It provides comforts and conveniences unknown in either the modern world or any world of medieval fantasy. Great cities where castles scrape the sky prosper throughout the continent of Khorvaire, and a thriving aristocracy of merchant families control much of the world's economy thanks to the edge given to them by the mysterious and rare dragonmarks. Its people harness magic as a tool--to build cities, to sail ships through the skies, and to create both wonders and weapons.

Heroes come in all shapes and sizes, all classes and races. They travel the world, battling villains in instances of over-the-top action. And they unearth fabulous treasure, and deal with narrow escapes and ominous mysteries that are as likely to shed light on centuries of secrets as they are to threaten the world's safety.

Eberron embraces swashbuckling action and pulp adventure while adding a layer of noir intrigue. Stories don't always end well, and there isn't a perfect answer to every problem. The Last War turned old allies into bitter enemies and destroyed an entire nation, leaving behind terrible scars. Crime and corruption lurk in the great cities of Khorvaire. Hidden dragons shape the course of history, and sinister fiends influence the dreams of the unwary. Yet mortal greed and ambition might prove more dangerous than any dragon or fiend. This darkness affords opportunities for groups of bold adventures to make a difference--for better or worse.

This message was last edited by the GM at 13:16, Mon 17 Feb.

Storyteller
 GM, 6 posts
Sun 16 Feb 2020
at 19:58
Seven Things to Know
1. The Last War Has Ended--Sort Of. The Last War plunged the continent of Khorvaire into civil war more than a century ago, shattering the Five Nations that made up the kingdom of Galifar. Just two years ago, the war ended with the signing of the Treaty of Thronehold and the establishment of twelve recognized nations and a tenuous peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent.

2. Dragonmarked 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. 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 dragonmarks--hereditary arcane sigils that manifest on certain individuals within the family, granting them limited but useful magical abilities associated with trade guilds each family controls.

3. Lands 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 needs heroes to take up the cause. Nations compete on many levels--over economic dominance, political influence, territory, magical power, and more--each looking to maintain or improve its status by any means short of all-out war. Dragonmarked houses, churches both pure and corrupt, crime lords, monster gangs, psionic spies, arcane universities, secret societies, sinister masterminds, dragons, and a multitude of organizations and factions join the struggle for position and power in the aftermath of the Last War.

4. A Continent of Adventure. From the jungles of Q'barra to the blasted hills and valleys of the Demon Wastes, from the skyscrapers of Sharn to the dinosaur-filled Talenta Plains, Eberron is a world of adventure. Adventures can draw heroes from one exotic location to another across the continent of Khorvaire. The quest for the Mirror of the Seventh Moon might take heroes from a hidden mountain shrine in Darguun to a ruined castle in the Shadow Marches and finally to a dungeon deep below the Library of Korranberg. Through the use of magical transportation, heroes can reach a wide range of environments over the course of an adventure, and thus deal with a diverse assortment of monsters and other challenges.

5. A World of Magic. The technology of Eberron has developed not through the advance of science but by the mastery of magic. The widespread use of magic pervades life in cities and towns. Airships and rail transport make rapid travel across the continent possible. A working class of minor mages, called magewrights, uses spells to provide energy and other necessities. Advances in magic item creation have led to everything from self-propelled farming implements to sentient, free-willed beings created in artificers' forges. With the aid of rare crystals called dragonshards, dragonmarks can be made more powerful, elementals can be controlled and harnessed, and magic items can be crafted and shaped.

6. New Races. In addition to the common player character races found in the Player's Handbook, players can choose to play orc or goblinoid characters in Eberron. Or they can choose one of four new races: changelings, kalashtar, shifters, and warforged. Changelings have minor shapechanging abilities similar to those of doppelgangers. Kalashtar are planar entities merged with human hosts, giving them telepathic abilities. Shifters developed from the mixing of humans and lycanthropes, a union that grants them limited bestial abilties and feral instincts. The warforged are a constructed race created during the Last War, seeking to find its place in a post-war world.

7. D&D with a Twist. Every spell, race, monster, spell, and magic item in the Player's Handbook, Dungeon Master's Guide, and Monster's Manual has a place somewhere in Eberron, but it might not be the place you expect. Eberron has a unique spot in the D&D multiverse, and many familiar elements of the game play different roles in the world. In particular, mortal creatures are products of culture and circumstances, rather than the direct influence of the gods. As a result, you can't assume that a gold dragon is good or a beholder is evil; only in the case of celestials, fiends, and certain other creatures whose identity and world-view are shaped by magic (such as the curse of lycanthropy) is alignment a given.
Storyteller
 GM, 7 posts
Sun 16 Feb 2020
at 20:16
History of Eberron
Every child knows the story of the Progenitor Dragons: Siberys, Eberron, and Khyber. In the dawn of time, these three cosmic beings created thirteen planes of existence, each embodying a concept. Their final work was the Material Plane, where all ideas would become manifest: a realm that could know war and peace, life and death, order and chaos. But cruel Khyber sought ultimate dominion over this new reality. She struck Siberys without warning and tore him apart. Eberron wrestled with Khyber and bound the traitor in her coils but could not defeat her. So Eberron became a living prison, a world that would forever contain Khyber's evil.

Almost every culture in the world shares this story as a myth that explains the world. Shattered Siberys became the ring of golden dragonshards wrapped around the planet, said to be the source of magic. Eberron is the world, the source of all natural life. And Khyber is the Underdark and the source of aberrations and fiends, forever struggling against her bonds and yearning to destroy the world above.

Another tale shared across cultures describes on more conflict that occurred in the first age of the world. Long ago, powerful archfiends known as Overlords and their armies of rakshasa and lesser fiends dominated Eberron. Forces of light--some versions of the story say the nine gods of the Sovereign Host, others say an alliance of dragons and celestials--eventually defeated the Overlords. But these fiends couldn't be destroyed: instead, their immortal essences were bounded in Khyber. Whatever the true details of this tale, this much is true: if the Overlords ever break their bonds, the consequences would be catastrophic.

Over the course of millennia, numerous civilizations rose only to fall. Giants built mighty kingdoms on the continent of Xen'drik that were devastated by a war with the dragons of Argonnessen. The goblin empire of Dhakaan ruled Khorvaire until its reign was shattered by an invading army of mind flayers, beholders, and the foul creatures that created them. Today these civilizations are known only through the remnants left behind.
Storyteller
 GM, 8 posts
Sun 16 Feb 2020
at 20:28
The Five Nations
In the modern age, the greatest power was the kingdom of Galifar, which covered most of the continent of Khorvaire. The Five Nations--Aundair, Breland, Karrnath, Thrane, and Cyre--formed the heart of the kingdom. Although each has a unique cultural identity, they share this unified foundation. Families are spread across the nations; the rulers of the Five Nations descend from the Wynarns, the royal bloodline of Galifar. Despite their differences, an Aundairian has more in common with a Thrane than with a Zil gnome or a Lhazaar pirate.

A century ago Galifar collapsed into civil war, and the Five Nations became separate countries at odds with their neighbors. The Last War came to an end after Cyre was destroyed in a cataclysm known as the Mourning. The Five Nations remain divided today, sharing Khorvaire with the new nations established by the Treaty of Thronehold. The remaining Five Nations remain the largest and most powerful countries in Khorvaire.

The Treaty of Thronehold
The Treaty of Thronehold officially ended the Last War. The treaty recognized the following nations as sovereign states: Aundair, Breland, Darguun, the Eldeen Reaches, Karrnath, the Lhazaar Principalities, the Mror Holds, Q'barra, the Talenta Plains, Thrane, Valenar, and Zilargo. These nations abide by a common set of laws and maintain diplomatic relations. The Demon Wastes and Shadow Marches have no unified government. Droaam has declared itself a nation but has yet to be recognized by the treaty nations.
Storyteller
 GM, 9 posts
Sun 16 Feb 2020
at 20:48
Faiths of Khorvaire

Religion plays an important role in Eberron. The gods don't manifest physically, but people of faith believe the divine forces shape every day life.

The major religions of Khorvaire and a brief description of each are as follows:

The Sovereign Host.
The Sovereign Host is a group of nine deities collectively representing the entire world, but focusing on aspects of civilization--community, the protection of the weak, the slaying of wild beasts, fertility, construction, and the like. The Sovereign Host is the most widely worshipped body in Khorvaire. Nearly everyone offers prayers to the Host as a whole and to individual deities for specific actions. For example, a farmer might whisper a prayer of thanks to Arawai when his baby is born healthy, and a blacksmith might sing songs of Onatar when working at her forge.

The Sovereign Host finds worshippers among all races and from all walks of life--peasants, kings, and adventurers. The faithful worship the pantheon as a whole, rather than devoting themselves to specific deities. Worshippers of the Sovereign Host are called Vassals.

As a group, the Host exhorts its followers to:

✦ Place your trust in the community. The group is stronger by far than the individual. The great light of a city is composed of the thousands of flames of its citizens. You must ensure that your flame is as bright as you can make it.
✦ Treat others as they deserve to be treated. If they haven't harmed you or yours, treat them kindly.
✦ Bring the light of civilization to the darkness of the wilds.

The following deities compose the Sovereign Host, to include a few of their key beliefs and tenets:

Arawai, Goddess of Fertility, Abundance, and Life
✦ Be fruitful and multiply
✦ Celebrate life, especially new life. A young sapling is a beautiful creation, and children are the world's greatest blessing.
✦ Never turn your back on a child or young creature in need.

Aureon, God of Knowledge, Order, Law, Arcane Lore, and Magic
✦ Respect and acquire knowledge, especially knowledge that was once lost. Knowledge is the most powerful force on Eberron.
✦ Value reason and sound thought over emotion and rash action.
✦ Educate yourself, your children, and your allies.

Balinor, God of Beasts, the Hunt, and the cycle of life
✦ Take what you need from nature, but respect its power.
✦ Courage invites luck. Never flinch in the face of danger, but don't court it unprepared.
✦ Change is constant. The only certainty in life is death. Death is not to be feared, but celebrated as a part of the natural cycle.

Boldrei, Goddess of Community, Hearth, and Home
✦ Value your community and family above yourself. Ensure that if you fall, they survive.
✦ Make your home your haven. Weighty and stressful affairs belong elsewhere, and violence in the home is unconscionable.
✦ Help other members of your community with no thought of recompense. Rewards come when they are needed.

Dol Arrah, Goddess of Honorable Combat, Selflessness, and Sunlight
✦ Bring succor to those who suffer.
✦ Bring the light of truth and goodness to dark and evil places.
✦ Bring force of arms against all that is evil.

Dol Dorn, God of Courage and Physical Prowess
✦ Shirk your duty only if your charges have become unworthy of it.
✦ Achieve and maintain physical perfection.
✦ Test your physical powers in contests and in battle. May the strongest prevail!

Kol Korran, God of Commerce and Wealth
✦ Acquire wealth.
✦ Travel. New lands offer new trading partners to cultivate and new resources to gather.
✦ Remember that a charming smile and a kind word are often more powerful than a blade and a strong arm.

Olladra, Goddess of Luck and Plenty
✦ Eat, drink, and be merry, for life is good and luck comes to those who need it.
✦ Olladra favors the bold. Fashion your destiny to enjoy her favor.
✦ Fight against oppression. Any who would deny you your freedoms should feel Olladra's anger.

Onatar, God of Forge, Fire, Industry, and Craft
✦ Create. To craft an object or forge a weapon is to create a tool that many workers can use.
✦ Work. Work gives meaning to life and strength to communities.
✦ Respect of fire. It is an invaluable tool and a powerful weapon.

The Dark Six
Complementing the Sovereign Host and its focus on the light of civilization, the Dark Six represent the darkness of the wilds. The two pantheons were once combined, but a great schism separated them. The Dark Six now oppose the Host on all fronts. Where the Sovereign Host is generally good, the Dark Six are by and large, evil. Where the Sovereign Host values community and government, the Dark Six value individuality and anarchy.

Although worship of the Dark Six is not common, the people of Khorvaire haven't forgotten that these deities have power over aspects of the world. Although the average peasant reveres the Sovereign Host, few people are so assured that they refuse to offer a prayer to the Dark Six when appropriate. Everyone knows that their neighbors do the same, although none ever speak of it.

With the exception of the mysterious Traveler, the Dark Six are evil deities, and thus inappropriate source of veneration for PCs. For that reason, only the Traveler is discussed below, while the rest of the pantheon is described briefly:

Within this pantheon are the following deities:

The Traveler, The Sovereign of Cunning, Change, and Deception
✦ Revealing your true self is weakness. Shroud yourself in misdirection and disguise so that even you do not know what dwells in your core.
✦ Nothing is permanent. Ensure that change improves your lot and damages your enemies.
✦ The best weapons are cunning plans and intricate deceptions. Mortal minds are predictable and easily manipulated.

The Devourer, Lord of Deep Waters, Maelstrom, and Reef
The Fury, Lord of Passion and Fervor driven to Madness
The Keeper, Master of Death and Decay
The Mockery, God of Treachery and Brutality
The Shadow, Sovereign of Dark Magic and Corruption of Nature


Church of The Silver Flame
Second only to the Sovereign Host in popularity and prominence, the Silver Flame espouses purity, steadfastness, charity, and above all, the destruction of evil. As such, paladins are its most fervent worshippers, but crusaders from all walks of life look to the Flame for guidance.

The Silver Flame is an abstraction, not a deity. It represents powerful forces of good and self-sacrifice that keep evil locked away. In ages long past, a female human named Tira Mirion transcended her humanity to become the immortal Voice of the Flame. She serves as an intermediary between the Sacred Flame and the vast majority of mortals who haven't attained the purity necessary to communicate directly with the divine force.

The Church of the Silver Flame is much more organized than the hierarchy of the Sovereign Host. The Church has a definite chain of command, and its members aren't afraid to wield their power in secular affairs. Flamekeep, in Thrane, is the Church's capital and home to its leader, the Keeper of the Flame.

The teachings of the Silver Flame (and its Church) are:
✦ Destroy evil in all its forms. Undead are particularly abhorrent to the Silver Flame
✦ Bring relief to those who suffer.
✦ Protect those who cannot protect themselves. Offer aid to those who can.

The Blood of Vol
The faith of the Blood of Vol are captivated by the literal and figurative meaning of blood and of heredity, seeing blood as a source of power and divinity. They focus their energy on self-improvement, shunning higher forces. Worshippers believe in the power of what is physical and present, and focus on the affairs of day-to-day life, not an illusory otherworldly power. Blood is the divinity within, the source of life, and, if one's faith is strong and one's abilities mastered, the only true path to immortality.

Adherents of the Blood of Vol are often distrusted by members of other faiths because of rumors that the Blood of Vol members are undead. Widely misunderstood, the teachings of the religion are dark and driven, but not evil. The same can be said of its followers.

The Blood of Vol's exhortations are simple:
✦ Believe in yourself. A common recitation when faced with a challenge or event: "As the blood is the power, and the blood flows through me, the power is mine."
✦ Work to improve yourself and your capacities. A complete understanding of the divinity within opens the door to immortality.
✦ Meet with other members of the Blood of Vol to share in the power of each other's blood.

The Cults of the Khyber, Dragon Below
A widely disparate groups of cults based on madness and aberrant corruption.

The Path of Light
Rare in Khorvaire but prevalent among Adar's kalashtar, the Path of the Light is equal parts philosophy and religion. Its adherents don't worship a deity, but instead recognize a universal force of positive energy they call il-Yannah, "the Great Light." Followers of the Path of Light strive for physical perfection through meditation and communion with this Great Light. Such perfection is necessary, for followers of the Path of Light expect to do battle with evil forces--especially the sinister Dreaming Dark.

The central teachings of the Path of Light are:

✦ Seek excellence in both mind and body, for a great war against the dark is brewing.
✦ Do not look to deities for divinity. Divinity is within the grasp of mortals if they but touch the Great Light.
✦ Use your honed skills to discover and vanquish evil beings.

The Spirits of the Past
Many elves of Aerenal, in particular the Valenar, revere their ancestors. This practice stops short of worship, but the spirits of the past represent glorious deeds and the rich history of the elven race. Even elves who follow other religions often maintain shrines to great ancestors. Elves who venerate the Spirits of the Past devote themselves to emulating patron spirits. Such elves have a martial bent--they are often rangers, fighters, and paladins. Particularly devout warriors sometimes attain the title Keeper of the Past: they are often bards or clerics.

Although each practitioner honors an ancestor in his or her own way, followers of the Spirits of the Past share some common principles:
✦ Remember the great deeds and people of the past, and try to emulate and even surpass them.
✦ Look to history and tradition for strength.
✦ Nothing is true today that wasn't true in the past; it just wears different trappings.

The Undying Court
Some Aerenal elves revere dead ancestors, and some revere ancestors who have eluded death's grasp. Long ago, the elves of Aerenal discovered the secret of extending their life spans. Only the wisest members of their races received this treatment, and these deathless creatures rule the elven homeland just as they did a millennia ago. The Undying Court counts all Aereni elves as its followers, as well as Valenar and Khorvairian elves and half-elves. Its priests are clerics who dress in white and black; they wear death masks or paint their faces with stylized skull images.

The Court's commands are ancient:
✦ Obey the commands of the Undying Court and its seneschals.
✦ Immortality is within reach if you prove yourself worthy of the gift.
✦ This world is but one stop on the soul's journey toward perfection, and death is merely a passage.

Druidic Sects of Khorvaire
  • Ashbound. Ashbound druids defend the natural world from anything that threatens it.
  • Children of Winter. The Children of Winter believe that death and decay are vital aspects of the natural life, and accordingly battle undead which they see as a mockery of the natural cycle.
  • Gatekeepers. The Gatekeepers act to protect Eberron from aberration and other unnatural creatures.
  • Greensingers. The Greensingers are devoted to the fey and serve as mediators between fey and mortals.
  • Wardens of the Wood. The Wardens of the Wood believe civilization has a place in the natural world and work to ensure civilization does not cause needless destruction to natural places.

This message was last edited by the GM at 21:34, Mon 30 Mar.

Storyteller
 GM, 16 posts
Mon 17 Feb 2020
at 11:10
The Dragonmarked Houses

Dragonmarked Houses are extended families of a single race whose members sometimes manifest dragonmarks. They often have a near-monopoly on certain kinds of businesses and are considered neutral in any affairs between the nations of Khorvaire.

House Cannith. House Cannith is a human dragonmarked house whose members are well known for their innovation and advancements in technology. They are responsible for technological wonders such as the Warforged and the Lightning rail. House Cannith provide repair services and the house's gorgon mark is a known and trusted symbol that appears on magical and mundane items. Through past wars Cannith have become the most politically powerful Dragonmarked House.

House Deneith. House Deneith is a human dragonmarked house whose members are highly-acclaimed mercenaries and bodyguards known for their efficiency and martial skill. Deneith are the muscle of the dragonmarked houses, providing raw power to a nation's army. Taking sides is bad for business, so during the Last War, Deneith remained neutral and provided soldiers to all sides. Now that the war has ended Deneith members are hired for guarding monarchs and chasing down criminals.

House Ghallanda. House Ghallanda is a halfling dragonmarked house found throughout Khorvaire. Ghallanda is one of the few Dragonmarked Houses that are not involved with some form of arms dealing or soldiering, instead Ghallanda are Eberron's best hosts dealing in food and shelter.

House Jorasco. House Jorasco is a halfling dragonmarked house throughout Khorvaire, although their house enclave is located in Karrnath, the mark originated among the nomadic tribes on the Talenta Plains.

House Kundarak. House Kundarak is a Dwarven house with services focused in security and banking. Their primary customers are those who have enough coin to buy something worth protecting including the wealthy, the powerful, other dragon marked houses and even state governments. They are the wealthiest Dragonmarked House by far and their banking establishments can be found all over Khorvaire.

House Lyrandar. House Lyrandar is a half-elven dragonmarked house throughout Khorvaire with its enclave located on Stormhome an island city-state just north of Aundair. Through their Mark of Storm, House Lyrandar harnesses winds and waves to provide transportation throughout Khorvaire.

House Medani. House Medani is a half-elven dragonmarked house and is known as the smallest and one of the youngest houses. However, despite its size and age, its members are seemingly everywhere, working as operatives in various fields such as guards, researchers, advisers, inquisitives and spy-catchers. Unlike most dragonmarked houses, Medani has a strong geographical location as the majority of its members are Brelish nationals and live in Breland.

House Orien. House Orien is a human dragonmarked house throughout Khorvaire, with its major enclave located in Passage, Aundair, the house specialises in courier services and land based transport. Though House Cannith invented the lightning rail, House Orien are the ones who operate and manage it.

House Phiarlan. House Phiarlan is an elven dragonmarked house known throughout Khorvaire, although they are now based in Sharn, Breland due to their former base of operation in Cyre having been destroyed in the Day of Mourning. To the public Phiarlan is a house of entertainment comprised of bards, actors, artists and acrobats though, in secret it is a house of spies.

House Sivis. House Sivis is a gnome dragonmarked house throughout Khorvaire though they remain strongly based out of Zilargo. House Sivis possesses the Mark of Scribing and uses their power to facilitate messaging services throughout Khorvaire.

House Tharashk. House Tharashk is a human and half-orc dragonmarked house that has just recently begun spreading throughout Khorvaire, though it is still heavily based in The Shadow Marches. The house is the second youngest of the Dragonmarked Houses. Its members are renowned prospectors, bounty hunters, and inquisitives. Tharashk is the only house to hire monstrous laborers and mercenaries from Droaam, with whom they have an alliance.

House Thuranni. House Thuranni is an elven dragonmarked house which was once a part of House Phiarlan and has become their direct rivals competing in entertainment and espionage. House Thuranni is the youngest of the dragonmarked houses and lives a double life, to the public they are artists, entertainers and beautiful courtiers however, that is far from the truth. House Phiarlan is still larger and stronger than House Thuranni, leading the way in information gathering and spying however, there is one field that House Thuranni surpasses their cousins, assassinations.

House Vadalis. House Vadalis is a human dragonmarked house throughout Khorvaire though their main operation is centered in the Eldeen Reaches having migrated there almost 2,000 years ago. The house's most significant trade is in the breeding and training of animals.

This message was last edited by the GM at 13:29, Mon 17 Feb.

Storyteller
 GM, 17 posts
Mon 17 Feb 2020
at 11:36
A Brief Gazeteer of Khorvaire

Aundair: Aundair is one of the five nations of the original Kingdom of Galifar. Although much of its western forest territory has now become the Eldeen Reaches, Aundair still possesses beautiful swaths of fertile fields that supply the nations of Khorvaire with food and fine wines, while large institutions of higher learning output scholars and knowledge.

Breland: Breland is one of the Five Nations of central Khorvaire. It lies in the southwest of the continent, enjoying one of the largest areas of the nations and territories. Breland is a mix of open farmland, woodland, and sprawling metropolises, the largest and most famous of which is Sharn. The Lightning Rail originates out of Sharn and from there travels across Breland and out to the other nations of Khorvaire, while House Orien roadways branch out to more remote locations among the countryside.

Cyre: Cyre was a former nation in the southeast of the continent of Khorvaire. The entire nation was destroyed at the end of the Last War by a cataclysmic event known as the Mourning, and is now known as the Mournland. At its height, Cyre once included parts of what are now Valenar and Darguun.

Darguun: Darguun is a nation that broke off from Cyre during the Last War, when goblin mercenaries seized the region for their own. The nation has become a host for many members of their race seeking a homeland including hobgoblins and bugbears. Some believe it will allow them to return to the glories of the ancient Dhakaani Empire.

Demon Wastes: On the outer fringe of Khorvaire both physically and socially The Demon Wastes is a forbidden realm of barren rock, the last remnant of the ancient civilization of rakshasas that reigned over Khorvaire before the Age of Monsters and long before humans ever stepped foot on Khorvaire's soil.

Droaam: Droaam is a nation ruled by monsters, established by the Daughters of Sora Kell in 986 YK. Few of the civilized races dare to test its borders. Their connection with the rest of Khorvaire is limited to a single House Orien roadway that passes through Graywall and into The Great Crag, and a beneficial business relationship with House Tharashk, who set up mercenary contracts between the inhabitants of Droaam and the outside world. Recently, the House has acquired permission to mine in Droaam, and they have begun exploitation of the nation's vast Byeshk mines and Eberron Dragonshard fields.

Eldeen Reaches: The Eldeen Reaches are covered by heavy forest, though some cities have formed around the borders of Breland and Aundair.

Karrnath: One of the Five Nations of Khorvaire, Karrnath is a nation ruled by King Kaius III that is proud of its martial heritage and is the oldest of the Five Nations. It was founded by Karrn the Conqueror over two thousand years ago. The nation is particularly noted for its widespread use of undead troopers during the Last War and the ruthless dictatorship of its monarch.

Lhazaar Principalities: The Lhazaar Principalities is a country comprising a strip of land and a collection of islands on the northeastern coast of Khorvaire. Pirates, sea barons, merchant traders and all with a love of the water find their home there. With a history that is equal part piracy and seafaring trade the Principalities have remained a separate entity from the kingdom of Galifar even during the years they pledged allegiance to the crown. Now, with the nation of Galifar officially shattered the Lhazaar Principalities have formed a loose confederacy of states each ruled by their own sea prince living a life where might makes right and the person with the most and biggest ships rules the sea.

Mror Holds: The Mror Holds are known as the homeland of the dwarves.

Q'barra: Q'Barra is mostly a dangerous frontier nation recognized by the Thronehold Accords. Originally founded by Duke Ven ir'Kesslan, a Cyran refugee, the few civilized settlements continue to struggle against tribes of lizardfolk, Valenar warbands, Lhazaar raiders and Kobold marauders from the Endworld Mountains not to mention disease riddled swamp lands, dire and horrid lizards and dinosaurs. Q'barra is a land for the brave and the tenacious.

Shadow Marches: The Shadow Marches are little more than fetid backwater swamps where Orcs have lived for thousands of years. Still, a glimmer of civilization lingers here, if one has enough tenacity and endurance to seek it out.

Talenta Plains: The Talenta Plains are a vast grassland stretching from the Blade Desert to the borders of Karrnath and the Mournland. It is the home of wandering herds of buffalo-sized dinosaurs and tribal halflings remaining true to their ancient nomadic way of life since the days before humans walked the lands of Khorvaire.

Thrane: Thrane is one of the original Five Nations that formed the Kingdom of Galifar before The Last War. It is the only nation out of the Five Nations that has replaced its monarchy with a theocracy. Unlike the other nations which largely worship the Sovereign Host religion, Thrane's state religion is the Church of the Silver Flame.

Thronehold: Thronehold is the former capital city of Galifar, located on an island in the middle of Scions Sound. It is a place of international intrigue, divided into four districts that are each controlled by one of the surviving Five Nations.

Valenar: Valenar is a nation that broke away from the nation of Cyre during the Last War when the mercenary elves of the Valenar subrace revolted.

Zilargo: Zilargo is a Gnomish nation in the South of Khorvaire. It is best known for its national newspaper, elemental binding, bards, Korranberg Library and diplomatic expertise. The kingdom of Galifar invaded Zilargo around 5YK and Zilargo swiftly surrendered. During the negotiations Zilargo managed to become an independent province within the kingdom. Under the Treaty of Thronehold, Zilargo managed to become an independent nation state once again, though it still retains close diplomatic ties to Breland.

Distant Lands

Aerenal: Southeast of Khorvaire Aerenal is an island continent largely occupied by elves. The elven race made an exodus to Aerenal when the giant civilization of Xen'Drik collapsed. Aerenal is its own nation and is overseen by The Undying Court.

Argonnessen: A continent to the far east of Khorvaire and south of Sarlona. The continent of Argonnessen is almost totally unexplored by any race of Khorvaire due to the fact that it is inhabited primarily by Dragons.

Khyber: Khyber is said to be the body of one of the three Progenitor Dragons that created the world of Eberron. It is a massive subterranean realm that is filled with lesser fiends, Aberrations, Daelkyr, and sleeping Rajahs that remain bound by the Draconic Prophecy and the sacrifice of the couatl that kindled the Silver Flame during the Age of Demons.

North and South Poles: Frostfell lies to the north and Everice to the south.

Sarlona: Sarlona is a continent to the East of Khorvaire it is the cradle of human civilization as it was once the only continent featuring the presence of the human race. Sarlona is home to both humans and kalashtar.

Xen'drik: Xen'Drik is a tropical continent on the planet Eberron, located primarily in the southern hemisphere south of the continent of Khorvaire.

This message was last edited by the GM at 13:31, Mon 17 Feb.