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)