Setting Basics

  • Magic as Technology: Magic replaces technology in everyday life. Think magical streetlamps, magical mass transit, and magical communication
  • Historical Context: Set after the Last War (a 100-year conflict that ended 2 years ago)
  • Age: Much younger than typical D&D settings (~10,000 years of history vs. millions)
  • Tone: Noir, pulp adventure, and intrigue rather than classic high fantasy

Dragonmarked Houses

  • 13 powerful merchant houses that control commerce and industry
  • Houses are families identified by magical marks on their skin (Dragonmarks)
  • Naming Conventions:
    • d’ prefix (d’Cannith, d’Lyrandar) indicates you are in the main bloodline
    • ir’ prefix (ir’Tain) used by noble families without Dragonmarks
    • House (“Lady Aundair of House Cannith”) is for formal situations

Planes and Cosmology

  • 13 planes that orbit Eberron like moons, coming into alignment periodically (Manifest Zones)
  • The Ring of Siberys (a ring of dragon shards) surrounds the world
  • Three Progenitor Dragons (Siberys, Eberron, Khyber) created the world

Religion

  • The Sovereign Host: Nine main deities for civilization
  • The Silver Flame: Church dedicated to fighting evil
  • The Blood of Vol: Belief in divinity within one’s blood
  • Religion is Ambiguous: Gods don’t typically manifest; faith requires actual faith

Races and Culture

  • Warforged: Sentient constructs created for war, now free and searching for purpose
  • Changelings: Shapeshifters who often live as other races
  • Kalashtar: Humans bonded with spirits from the plane of dreams
  • Shifters: Those with lycanthrope heritage

Nations and Politics

  • The Five Nations: Breland, Aundair, Thrane, Karrnath, and Cyre (destroyed)
  • Cyre/The Mournland: Nation destroyed by magical catastrophe on the Day of Mourning
  • Khorvaire: The main continent where most adventures occur
  • Sharn: The City of Towers, a massive vertical metropolis and common campaign starting point

Monstrous Nations

  • Droaam: Nation of monsters (medusas, harpies, ogres) ruled by the Daughters of Sora Kell
  • Darguun: Goblinoid nation that seized territory during the Last War
  • The Shadow Marches: Swampland homeland of many orcs and half-orcs
  • Demon Wastes: Corrupted wasteland sealed by druidic and barbarian tribes

Other Khorvaire Nations

  • Zilargo: Gnome nation known for diplomacy, newspapers, and elemental binding
  • The Eldeen Reaches: Fertile farmland protected by druids and rangers
  • The Talenta Plains: Homeland of halfling dinosaur riders with tribal culture
  • The Lhazaar Principalities: Confederation of pirate princes and sea traders
  • Q’barra: Frontier region settled by refugees, contested by lizardfolk and dragonborn
  • Valenar: Nation of warrior elves who claimed territory during the Last War
  • Mror Holds: Dwarven kingdom rich in minerals and ancient ruins

Beyond Khorvaire

  • Sarlona: Eastern continent ruled by the psychic Inspired of Riedra
  • Xen’drik: Southern jungle continent of ancient giant ruins and drow
  • Argonnessen: Distant continent ruled by dragons, largely unexplored
  • Aerenal: Elven island nation practicing ancestor worship and necromancy

Political Entities

  • The Twelve: Coalition of Dragonmarked Houses governing commerce
  • Aurum: Secret society of wealthy individuals seeking power
  • The Chamber: Dragon organization studying the Draconic Prophecy
  • The Emerald Claw: Terrorist organization serving the Blood of Vol
  • The Royal Eyes: Breland’s intelligence service

Common Phrases

  • “By the Host!” (common exclamation)
  • “Flame keep you” (Silver Flame blessing)
  • “The Prophecy demands…” (referring to the Draconic Prophecy)
  • “Since the Mourning…” (how people reference recent time)

RP Tips

  • Consider your character’s position on the Last War
  • Think about how magic is integrated into daily life
  • Consider relationships to Dragonmarked Houses
  • What do you believe about the Day of Mourning?
  • Your stance on warforged rights can be interesting RP
  • Nations have clear cultural identities (e.g., scholarly Aundair, militaristic Karrnath)