The Codex Eberron v2

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The Codex Eberron

Eberron


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 Argonnessen, and no human has 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 controls much of the world's economy thanks to the edge given 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 instants 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 a group of bold adventurers to make a difference—for better or for worse.

Setting Distinctives

MAGIC & TECHNOLOGY

Eberron is a world of magical industry. Artificers and wizards fill a similar role to our own world’s engineers and scientists, using schools of magic instead of scientific disciplines. However, Eberron is not a “high magic” setting. Spells above third level are rare in Khorvaire, with such magic generally only available to the wealthy. Magic above fifth level is a thing of legends. Instead, Khorvaire is defined by its application of everyday “wide magic”— clever use of cantrips and low-level spells to make life easier. While Eberron has a similar aesthetic to steampunk and related genres, it isn’t a world of mundane technology, steam power, clockwork constructs, and the like. The Eberron setting is built on the assumption that in a world with pervasive low level magic, there would be little need for mundane inventions because magic has taken their place. So instead of the linear advancements of steampunk settings that mirror the real world, Eberron can be a world without mundane technology due to the pervasiveness of arcane technology. For example, the trains don’t need to run on steam or electric power—not because of a primitive understanding of science, but because you don’t need steam if you can bind powerful elementals in Khyber dragonshards and tap their power instead.

INDUSTRY & COMMERCE

Despite the distinction in what powers technologies in Eberron—magical advancements instead of mundane ones— many industries of Khorvaire feel similar to our own world at the turn of the 19th to the 20th century.

While the dragonmarked houses might bring to mind the dystopian corporations of cyberpunk, they actually reflect a much older economic organization: medieval guilds. Structured around families and bound by limited technologies, the houses have not commercialized and primarily rely on licensing to regulate industry, rather than doing everything themselves.

HEROIC PULP ACTION

While dragonmarked houses and nations vie for supremacy in Khorvaire, the conflict is often less focused on economic espionage and more on relic hunting. Bands of adventurers venture into the dangerous frontiers like Xen’drik and the Mournland, racing to be the first to recover lost magic.

Unlike the grim tone of cyberpunk settings, Eberron’s evils are balanced by the sense that heroes can change the world. In cosmic horror, the actions of the heroes are futile in the face of an inevitable eldritch future. In Eberron, spells and steel can stop antediluvian horrors. Villains may weave dastardly schemes, but they can be defeated in a final high-stakes confrontation.

WANDSLINGERS

The frontier of Q’barra is patrolled by roving wandslingers, dispensing justice and mediating disputes. The battlefields of the Last War were fought not only by warriors with sword and shield, but by wandslingers hurling spells across enemy lines. While a wand can be a toy or tool, it is also a weapon, and wizards who openly carry a wand are publicly representing their threat.

Your character’s wands can be ergonomically designed and look like guns if you enjoy that aesthetic, but the advances of magic have made gunpowder unnecessary — why spend centuries refining a dangerous chemical compound when magic constantly provides an easier solution with wands that never jam or backfire?

THE LAST WAR

The continent of Khorvaire has just emerged from a century of war, which included periods of intense conflict intermixed with times of uneasily glaring at each other across borders. Nations lost territory, gained, and lost again, and several new nations were established from land seized from others. With shifting allegiances throughout the century of conflict, nearly every nation has considered all its neighbors enemies at some point. Though hostilities ceased with the Treaty of Thronehold and the nations are rebuilding relationships with their neighbors, the memory of tensions has not faded.

However, the dragonmarked houses have ensured some measure of stability, remaining neutral throughout the conflict. Dragonmarked heirs have an allegiance that transcends national borders, serving every nation alike, regardless of nation of birth.

In this world of wide magic, the innovations of warfare were not ones of machinery and gunpowder. The battlefield was controlled by archers and wandslingers, not ranks of riflemen. Artillery was dominated not by mundane cannons, but by massive siege staffs—wands made out of whole tree trunks.

SENTIENT CONSTRUCTS

Classical fantasy settings often feature soulless golems and constructs crafted by wizards, powered by alchemy or other magic. Steampunk settings expand on this with clockwork automatons using gears, wires, and an oil can to keep everything running smoothly. Cyberpunk settings spotlight high-tech robots with advanced artificial intelligence. In Eberron, the warforged are magically animated, but they’re no mere constructs nor clockwork devices. Beneath their armored exterior, warforged are made of living wood that functions as muscle, bone, and central nervous system. Warforged are not artificial intelligences, but fully sentient, with the same capacity for love, fear, and faith as any other person.

SHADES OF GRAY

People in Eberron are neither paragons of virtue nor vile exemplars. Even the jovial barkeep may water down his ale, an evil act of fraud. Villains have motivations beyond “They hate everyone, especially puppies.” Community leaders might do the right thing for all the wrong reasons.

While Eberron does not disregard alignment entirely, few creatures have fixed alignment. Traditional “monstrous” races, like goblins and harpies, are no more inclined to evil than dwarves or halflings, and while nations of monstrous creatures might be unfamiliar and uncomfortable to people from the Five Nations, its residents are not inherently evil. The only mortals bound to a certain alignment are those cursed with lycanthropy. Otherwise, all are free to live and act as they please, for good or evil. Immortal beings—whose existence flows from the distilled essence of their planes—usually fall within traditional alignments of good and evil, but even so, celestials can fall and fiends can rise.

DISTANT DEITIES

The gods of Eberron are distant, if they exist at all, and they certainly don’t walk the face of the earth. All souls, good and evil, fade away in Dolurrh together. Without cosmic forces of divinity shaping each moment, mortal souls choose their own destiny. Even a powerful cleric of the Sovereign Host can’t prove the presence of the Host, but believes they are ever-present, such as viewing Onatar’s existence as every strike of a hammer on the forge. Spells that commune with deities in other settings instead might reach powerful outsiders, who may have godlike powers but are only deities by merit of those that give them worship—and those powerful outsiders have no concrete proof of the existence of greater powers either. In Eberron, religion is truly a matter of faith, not sight.

THE DRACONIC PROPHECY

The Draconic Prophecy appears everywhere: in the sky, on the ground, in the pattern of streams flowing over sand, and, more recently, on mortals in the form of dragonmarks. Few creatures can begin to fathom its depths, let alone interpret its shifting nuances that speak to all possible futures. Dragons, with their advanced culture and spellcraft beyond the comprehension of lesser creatures, are one of the few mortals with the capacity to understand the immensity of the Draconic Prophecy. They dedicate their long lives to its study, believing that the Prophecy was set in place by the Progenitors as a way to guide them forwards into the future. Despite (or perhaps because of) their interest in the Prophecy, most dragons do not interfere in the affairs of other creatures, living in an isolated culture on the continent of Argonnessen.

DRAGONMARKS

Three thousand years ago, the first dragonmarks appeared, mysteriously giving magical power to their humanoid bearers. There are twelve true dragonmark types, each tied to a certain race and granting a particular set of abilities. They can manifest—seemingly at random—on individuals descended from a marked bloodline. More recently, destructive aberrant marks began appearing on creatures of every race, even those with no true dragonmarks in their heritage.

Races

From honorable hobgoblin artificers to elf necromancers venerating their undead ancestors, Eberron is a world of surprising cultures. This section highlights interesting lore and possible origins for characters of every race.

CHANGELINGS

Though changelings have an unmistakable appearance—pale skin and hair, and mere hints of noses and lips—it’s rare to spot them in their natural form. This race of shapeshifters is commonly mistrusted, though no more innately dishonest than any race. They live (often unseen) throughout Khorvaire and beyond.


Learn more: PGE “Changelings,” ROE chapter 3.

GRAY TIDE

The Gray Tide principality was founded by the changeling privateer Prince Kel in dreams of establishing a homeland for his race. Changelings can be found in Gray Tide (and the surrounding Lhazaar Principalities) in the greatest concentrations in Khorvaire. Here, many openly inhabit their natural forms, rather than taking the guise of other races, and find widespread acceptance from the other races.


Learn more: DGS “The Lhazaar Principalities, Part 2.

INTELLIGENCE AGENCIES

Changelings are prime recruits for clandestine networks, making them far more common among the ranks of intelligence agencies than in the general population. Changelings can easily find employ with the Dark Lanterns of Breland, Royal Eyes of Aundair, Argentum of Thrane, Twilight Brigade of of Karrnath, Thousand Eyes of Sarlona... or other less legitimate agencies. Despite not having a dragonmark of their own, changelings could also find employ with any dragonmark house.


Learn more: KBB “Dragonmarks: Spies, Heraldry.

LOST

Lost is a city of doppelgangers and changelings, made of living buildings that can move and change shape. Though generally found in Droaam (when it can be found at all), Lost is rarely in the same place for long, and what may be an ogre camp one day could be a pastoral farm town along the border the next. The city of Lost has pledged fealty to the Daughters of Sora Kell and offers them their talents as spies.


Learn more: DUN 193 “Eye on Eberron: Lost,” ECG chapter 4.

RIEDRAN

In Riedra, on the continent of Sarlona, changelings are regarded with awe and dread. The Riedran Path of Inspiration teaches that if humans live a good life, their spirit is reincarnated into a changeling’s form in their next lifetime. Riedran changelings are under immense social and religious pressure to serve the Inspired, and it is highly improbable one would abandon their place in the order of things for other pursuits.

Learn more: SOS chapters 1-2.

TYRANTS

The changeling gang known as the Tyrants is one of the three major criminal organizations of Sharn. These information brokers use their shapeshifting abilities for blackmail, fraud, and more. The Tyrants can be an excellent source of information—or terrible enemies who turn a victim’s secrets against them.


Learn more: SCT chapter 5.

DRAGONBORN

Honor-bound warriors created to serve the true dragons of Argonnessen, dragonborn come from a proud martial tradition.


Learn more: EPG chapter 2.

ARGONNESSEN

The legendary continent of Argonnessen is the true home of the dragonborn. While the interior of the continent is home to militaristic city-states, adventurers are much more likely to be from the isle of Seren or the nearby northern coast of Argonnessen, worshiping the dragons but rarely interacting with them.


Learn more: EPG chapter 2.

Q’BARRAN

The swampy jungles of Q’barra are home to Khorvaire’s dragonborn. They long ago formed an empire that ruled over modern Q’barra and extended out to the Talenta Plains. Today, the dragonborn still fulfill their ancient duties in the ruins of their fallen empire... though some yearn to reclaim their former glory. Though human-dragonborn relations have always been tense, the conflict has cooled somewhat in the last couple years.


Learn more: ECG chapter 4, DUN 185 “Poison Dusk, Black Sun.”

DROW

Eons ago, enslaved elves on the continent of Xen’drik rebelled. Their oppressors, the giants, responded by creating the drow, twisting and transforming their elvish captives. These new creatures with strange powers and perfect darkvision were tasked with assassinating the elvish rebels. When the giant civilization crumbled, the drow made their own way, settling in the ancient ruins of Xen’drik.


Learn more: SOX chapter 3.

VULKOORI & QALTIAR

The tribes of the Vulkoori, the most well-known drow culture in modern Xen’drik, revere the scorpion-god Vulkoor. Other branches of these tribes, such as the Qaltiar, have a broader focus on worshiping primal spirits. These drow have a special hatred of giants, their fallen masters.


Learn more: CSR chapter 4, SOX chapter 3.

SULATAR

The Sulatar worship the raw power of fire and practice the binding of fire elementals, magic learned long ago from their giant masters. The only known community of Sulatar drow lies in and around the Obsidian City, deep in the forests of Xen’drik.


Learn more: SOX chapter 3.

UMBRAGEN

The ancestors of the modern Umbragen fled into Khyber after the fall of the giants, deeming a struggle against the horrors of Khyber less terrifying than the war of giants and dragons. Their mages made a pact with the Umbra, a well of spiritual energy that infused the drow with dark power to fight the horrors of Khyber. Their civilization is now threatened by armies of the daelkyr, and the secretive Umbragen have begun sending representatives to the surface in hopes of finding a way to turn the tide.


Learn more: SOX chapter 3, DRA 330 “The Umbragen.”

DWARVES

Between the powers of commerce granted by the Mark of Warding, and the control of the Mror Holds over Khorvaire’s mineral resources and precious metals, dwarves enjoy prosperity and power. Still, simmering rivalries between clans threaten to boil over and destroy the fragile peace that the Iron Council has imposed on the boisterous dwarves.


Learn more: RLW chapter 1, DGS “Dwarves of the Mror Holds, Part 2.

CITY

While the Mror Holds are the dwarven homeland, many have emigrated to the rest of Khorvaire in the past thousand years. These city dwarves easily blend into society, most pledging their loyalty to their own countries, not the Mror Holds.


Learn more: RLW chapter 1.

DRAGONMARKED

The Mark of Warding is carried by dwarves with the blood of House Kundarak in their veins.


Learn more: See Factions: Dragonmarked Houses.

AKIAK

The Akiak dwarves in distant Sarlona are the remnants of a once-great dwarven nation that included both surface dwarves and duergar. Today, its remaining members stage guerilla-style assaults against Riedran forces, hoping to reclaim their lost homeland in the Paqaa Mountains.


Learn more: SOS chapters 1-2.

MROR

The dwarves of the Mror Holds are happy to enjoy the riches of their newfound independence from Karrnath and their control over the natural resources of the Ironroot and Hoarfrost Mountains. During the Last War, they discovered the Realms Below, the remains of a once-great underground kingdom. While the dwarves eagerly excavate the ruins in search of untold treasure, they have woken a powerful daelkyr lord, Dyrrn the Corruptor. Every stronghold recovered from the Realms Below is paid for in dwarven blood.

The twelve clans of the Iron Council cannot come to an agreement on how to deal with Dyrrn and his forces. The influential Clan Mroranon spurns Dyrrn and his magic. The wealthy Clan Soldorak, on the other hand, has embraced the weapons of the daelkyr, and many of its warriors and leaders carry symbionts—organic weapons and tools that meld with flesh—developed by Dyrrn.


Learn more: RLW chapter 2, PGE “Dwarves.”

ELVES

Former slaves of the giants, the long-lived elves of Eberron chase the immortality that was stripped from them when the giants kidnapped eladrin and transformed them into mortals. They fled and settled in Aerenal, and later Khorvaire, where elves bearing the Mark of Shadow have found renown as the greatest entertainers and artists of Khorvaire.


Learn more: RLW chapter 1.

AERENI

When elves settled on the tropical islands of Aerenal southeast of Khorvaire, they found powerful manifest zones to Irian and Mabar. In time, their necromancers created the first of the Undying, giving the greatest of the Aereni immortality of sorts by turning them into undead powered by positive energy. The Undying Court offers wisdom and guidance to those that yet live.

Aereni elves focus on perfection in a way shorter-lived races struggle to comprehend, and while Aerenal is ruled by noble families, they are selected based on merit, rather than blood.


Learn more: PGE “Aerenal,” DGS “Elves of Aerenal, Part 1” & “Part 2”.

BLOODSAIL

The Bloodsails of the Lhazaar Principalities are the descendants of elves exiled from Aerenal for practicing Mabaran necromancy. After founding the Bloodsail principality, they continued to practice their faith, exalting undead sustained by negative energy. Vampires receive special honor, and Bloodsails hope to earn the right to become one themselves in death.


Learn more: DRA 410 “Eye on Eberron: The Bloodsail Principality,” DGS “The Lhazaar Principalities, Part 2.

CITY

A group of elves moved to the continent of Khorvaire three millennia ago, integrating into communities across the continent. A city elf raised in Breland identifies far more with their fellow Brelish citizens than they ever would a cold and regal elf from Aerenal.


Learn more: PGE “Half Elves & Urban Elves.”

DRAGONMARKED

The Mark of Shadow is carried by elves with the blood of House Phiarlan in their veins. However, not all elves with the Mark of Shadow are part of House Phiarlan. Nearly three decades ago, the Shadow Schism split the house, and the Thuranni family formed their own rival house. Phiarlan has claimed the western half of Khorvaire, while Thuranni has its most powerful holdings in Karrnath and the Lhazaar Principalities.


Learn more: See Factions: Dragonmarked Houses.

ELADRIN

The old stories are filled with legends of mythical feyspires. Ruled by powerful archfey and inhabited by elegant eladrin, they came and went from the Material Plane—but this all changed when the Day of Mourning struck. The feyspires became stuck, scattered across Eberron and unable to return to their native Thelanis.


Learn more: EPG chapter 2, ECG chapter 1.

TAIRNADAL

Most Tairnadal live on the mountainous isles of northern Aerenal, dedicated to ensuring the immortality of their greatest ancestors by emulating the deeds of these patron spirits. Each Tairnadal is selected by a patron spirit upon reaching adulthood, and live the rest of their life seeking to to emulate them; for example, if one’s patron spirit was a mighty warrior, they would seek worthy foes and great conflicts.

A large group of Tairnadal, the Valaes Tairn, immigrated to what was once southeastern Cyre. They served as mercenaries during the Last War before annexing the territory, now known as Valenar.

Learn more: PGE “Valenar,” DGS “The Elves of Valenar, Part 2.

GNOLLS

Gnolls are predominantly found in Western Khorvaire. While the savage carrion tribes in the Demon Wastes have some gnoll members, people of the Five Nations are most familiar with the Znir Pact gnolls of Droaam. Centuries ago, this group of gnolls abandoned the worship of fiends, and the combined might of a dozen clan leaders shattered their chains and ensured they would no longer serve any demonic master. Today, the gnolls of the Znir Pact live free, neither conqueror nor conquered. Sometimes known as the Gnoll Brotherhood, the Znir Pact serves as mercenaries, trackers, and bounty hunters, with their archers held in high regard.


Learn more: PGE “Droaam,” DRA 368 “Backdrop: Graywall,” Queen of Stone novel.

GNOMES

Gnomes are cunning, social creatures who will never draw a dagger if a whispered message would have the same effect, yet never flinch when the dagger is necessary. They have an unquenchable thirst for knowledge, which has led to them creating pillars of academic knowledge like the Library of Korranberg. The gnomes possess secret knowledge of how to bind elementals to Khyber dragonshards, making them an integral part of the economy of Khorvaire.


Learn more: RLW chapter 1, PGE “Gnomes.”

DRAGONMARKED

The Mark of Scribing is carried by gnomes with the blood of House Sivis in their veins.


Learn more: See Factions: Dragonmarked Houses.

ZIL

The gnomes of Zilargo are enamored with knowledge to the point of excess. They can be found making studies of any of a dozen topics, but their greatest strengths lie in diplomacy, shipbuilding, and elemental binding. Their tight-knit social structure encourages Zil gnomes to ask questions and study others, leading to a significant population of bards and diplomats. Meanwhile, the shadows hold the efficient spies and deadly assassins of the Trust, dedicated to maintaining the order of society against all threats, internal and external.


Learn more: PGE “Gnomes,” DGS “The Gnomes of Zilargo, Part 1” & “Part 2.

GOBLINOIDS

Goblinoids—known in their own tongue as dar, “the People”— lived in Khorvaire for many millennia before humanity settled there. The great Empire of Dhakaan spanned most of the continent, but after a long war with alien creatures from Xoriat, the Dhakaani Empire collapsed.

Thousands of years later, the remnants of the proud goblinoids are scattered across Khorvaire. The Goblin language is widespread, especially in the more untamed areas, and is treated as Common by many of the monstrous races.


Learn more: RLW chapter 1, PGE “Goblinoids,” KBB “Dragonmarks: Goblins.

CITY

After the Empire fell, many goblinoids were enslaved by humans and their kin. The founder of Galifar won their loyalty by promising freedom if they fought by him to unite the continent. Since that day, city dar have lived side by side with the other residents of the Five Nations, and identify far more strongly with their fellow citizens than with Darguun.


Learn more: PGE “Goblinoids.”

DARGUUL

During the Last War, a coalition of goblinoid warlords betrayed the Cyrans who were employing them as mercenaries. They claimed the land in southwestern Cyre as Darguun, “Land of the People.” Facing war on all fronts, Cyre did not possess the troops to reclaim the land, and so a new dar nation was born. Among the fierce Darguul, two main factions exist. The Ghaal'dar are hobgoblin-led tribes in the lowlands, generally loyal to Llesh Haruuc, warlord ruler of Darguun. By contrast, the Marguul — savage bugbear clans of the mountains and southern Darguun — have little respect for the rule of law.


Learn more: PGE “Goblinoids.”

DHAAKANI

As the Empire of Dhakaan fell, some dar retreated deep underground, sealing themselves in to preserve the culture and knowledge of their people. These enclaves hold long-lost secrets of artifice that even the best of House Cannith cannot match.

Recently, the Heirs of Dhakaan have begun to reemerge on the surface.

These martial dar have little interest in wizardry or religion, but take pride in their legacy of brilliant artificer-smiths and legioninspiring dirge-singer bards who sing of heroes of legend.


Learn more: RLW chapter 1, KBB “Dragonmarks: Goblins.

HALF-ELVES

Elves met humans two millennia ago when elves from Aerenal moved to Khorvaire. Their descendants formed a new race known as Khoravar—the Children of Khorvaire. Half-elves take pride in their race and in the importance of their two dragonmarked houses, Lyrandar and Medani.

The Khoravar have easily inserted themselves in Khorvairian culture and can find a home most anywhere on the continent. These half-elves have strong bonds of community and great pride in their racial identity, but also believe in the value of cooperation with other races.


Learn more: PGE “Half-Elves & Urban Elves,” ROE chapter 5, DGS “The Khoravar: Half-Elves of Khorvaire.

DRAGONMARKED

The Mark of Storm is carried by half-elves with the blood of House Lyrandar in their veins, and the Mark of Detection is carried by House Medani.


Learn more: See Factions: Dragonmarked Houses.

FIRST-GENERATION

Although it’s uncommon for humans and elves to procreate, first-generation half-elves do exist. They do not generally hold a strong Khoravar identity, but rather gravitate to whatever culture they were raised in. Unlike other half-elves, they do not share the Khoravar blood of Lyrandar or Medani, and therefore never manifest either dragonmark.

HALF-ORCS

Over the years, the native orc and immigrant human tribes of Khorvaire inevitably intermingled. Half-orcs are not a truebreeding race that consistently reproduces itself like the Khoravar, nor do they have as distinct of a racial identity. These half-human, half-orc offspring are viewed as brutish in much of the Five Nations, but find respect in the Shadow Marches, Droaam, and to a lesser extent, the Eldeen Reaches.


Learn more: PGE “Orcs,” ROE chapter 5.

DRAGONMARKED

The Mark of Finding is carried by half-orcs (and humans) descended from Marchers with the blood of House Tharashk in their veins.


Learn more: See Factions: Dragonmarked Houses.

MROR

There are few half-orcs in the Mror Holds, but those that live there are generally born of unions between the humans and the Jhorash’tar orcs the dwarves drove underground. Like their orc forbearers, Mror half-orcs are likely to hold enmity toward the dwarves. They are not related to the Jhorgun’taal of the Shadow Marches, and do not manifest dragonmarks unless Tharashk blood is brought in.


Learn more: ECG chapter 4, MRM chapter 1.

MARCHER

Long ago, human immigrants to western Khorvaire landed on the marshy shores of the Shadow Marches and were taken in by the orcs. Their offspring—known as Jhorgun’taal, “children of two bloods”—live comfortably with a fusion of Marcher human and orc culture. It was here that the Mark of Finding recently emerged in the last thousand years, and most Khorvairians view the stereotypical Jhorgun’taal as a Tharashk bounty hunter or inquisitive.


Learn more: PGE “Orcs.”

HALFLINGS

Hailing from the trackless Talenta Plains, the tolerant and witty halflings have been in Khorvaire since before recorded history. Some remain nomads to this day, while others have left their tribes in the plains and seamlessly integrated into Galifaran society. Halflings tend to form small communities of their own, the most infamous of which is the Boromar Clan of Sharn.


Learn more: RLW chapter 1, PGE “Halflings.”

DRAGONMARKED

The Mark of Healing is carried by halflings with the blood of House Jorasco in their veins, and the Mark of Hospitality is carried by House Ghallanda.


Learn more: See Factions: Dragonmarked Houses.

TALENTAN

The halflings of the Talenta Plains in eastern Khorvaire live much as their ancestors have for millennia, with tribes of halflings tending to herds of dinosaurs—and riding them as dearly beloved spirit companions. Talentan tribes revere the spirit world, with shamans serving as spiritual advisors and guiding their migratory paths. Though Talentans are generally content to live their nomadic lives apart from the more industrialized nations around them, the Last War disrupted this lifestyle, forcing many tribes to confront the wider world.


Learn more: PGE “Halflings,” ROE chapter 5, DGS “Druids of Khorvaire, Part 3.

CITY

Halflings have adapted well to city living and can be found across Khorvaire, embracing the cultures and customs of the cities where they live. They tend to form communities or tribes within the cities that they live in—these can be a force for good or ill. The most infamous halfling community in the cities is the Boromar Clan of Sharn, a deep-rooted criminal organization with powerful political influence.


Learn more: ROE chapter 5, DRA 354 “Dragonmarks: Boromar Clan.”

HUMANS

Born on the continent of Sarlona, humankind first immigrated to Khorvaire over three thousand years ago. As legendary figures like Karrn the Conqueror cut a bloody path through the shambles of the Dhakaani Empire, humans slowly spread across the continent. In addition to the following unique cultures across the world, this enterprising and adaptable race is ubiquitous throughout most of Khorvaire.


Learn more: PGE “Humans.”

DEMON WASTES

The second wave of humanity coming from Sarlona landed on the western shores of Khorvaire. Those unlucky enough to land on the northern half of the continent became part of the Carrion Tribes, savage tribes that worship demonic powers and other terrible forces.


Learn more: RLW chapter 2, PGE “Demon Wastes.”

DRAGONMARKED

The Mark of Making is carried by humans with the blood of House Cannith in their veins. The Mark of Handling is carried by House Vadalis, the Mark of Passage by House Orien, and the Mark of Sentinel by House Deneith. Additionally, while House Tharashk is a half-orc house, some humans have Tharashk ancestry and can also manifest the Mark of Finding.


Learn more: See Factions: Dragonmarked Houses.

SARLONAN

Sarlona is the birthplace of humanity and the cradle of its first great civilizations. Today, the majority of the continent is dominated by the nation of Riedra. The Inspired, generally considered benevolent rulers of this peaceful yet xenophobic country, are believed to be reincarnations of the greatest leaders and warriors in human history.

By contrast, the human tribes of Syrkarn live in a wild, harsh, but free land. The humans of Adar live in mountain fortress-monasteries that shelter peaceful monks.


Learn more: SOS chapter 2.

SEREN

The Seren islands are home to fierce barbarian tribes that revere the dragons of the mysterious mainland of Argonnessen. Rumor holds that Serens are terrifying cannibals who sacrifice children to dragons, but these are vastly exaggerated. Rather, these ferocious raiders and seafarers believe they have an ancestral duty to guard Argonnessen, land of dragons, from the unworthy.


Learn more: PGE “Dragons: Seren,” DGS “Serens, Part 1.

KALASHTAR

Kalashtar are descended from human monks that melded their minds with quori—dream spirits of light that fled Dal Quor in search of refuge on the Material Plane. The children of these monks became the kalashtar, and while they appear like uncannily beautiful humans, they are a separate race. These psionically gifted people carry a genetic link to those same spirits their ancestors bonded with millennia ago.

Kalashtar are born into a secretive interplanar conflict that they rarely entrust other races with knowledge of. They believe that sinister quori spirits rule Dal Quor, the Plane of Dreams. Through following their faith, the Path of Light, the kalashtar hope to bring about a new age in Dal Quor—one of light instead of nightmares.


Learn more: PGE “Kalashtar,” ROE chapter 4.

ADARAN

The original kalashtar were born in Adar, on the continent of Sarlona. Most kalashtar remain in Adar to this day, living peaceful, meditative lives alongside others of their race in monastic communities. Adaran kalashtar tend to be “lightbringers,” believing the turning of the age will come about through lives of goodness, rather than active conflict with the evil spirits of the Dreaming Dark. However, some are forced to turn to combat, as Inspired forces from Riedra often clash on their borders.


Learn more: SOS chapters 1-2.

KHORVAIRIAN

Some kalashtar emigrated from their Adaran home to the continent of Khorvaire, blending the culture of their homeland with the lifestyle of the Five Nations. The kalashtar have established close-knit communities in major cities, preferring to blend in rather than cause trouble. They tend to distrust outsiders for fear of agents of the Dreaming Dark, and prefer to deal with problems themselves rather than try to convince authorities of the incredulous threat from nightmare spirits. Khorvairian kalashtar are more likely to take an active stand against evil than their Adaran relatives, some choosing the difficult path of “shadow watchers.”


Learn more: ROE chapter 4.

KOBOLDS

These small lizard-like humanoids are assumed primitive by many, but the clever kobolds simply prefer to live simply, apart from civilization. They believe themselves to be the first mortal race, born of blood spilled during the ancient conflict of the Progenitors—Khyber, Eberron, and Siberys. Kobold strengths include their ingenuity, ability to work together, and their sheer numbers.

Iredar kobolds trace their ancestry to Eberron and have moderate views, living in their mountain caves and fighting to protect themselves. Irvhir kobolds live deep in Khyber and fight everyone, including the iredar. Stories are told of the irsvern, winged kobolds that live on mountaintops and claim descent from Siberys, but no proof of their existence has been presented.


Learn more: DGS “Kobolds of Khorvaire.

DROAAMISH

Usually of the lowest caste, the kobolds of Droaam are bullied by the larger denizens of the realm. The cleverness of the kobolds is not underestimated, however, and Kethelrax the Cunning, a kobold in Southern Droaam, has even been recognized and titled as a warlord by the crone queens, much to the chagrin of his neighbors.


Learn more: PGE “Goblinoids,” ECG chapter 4.

Q’BARRAN

In Q’barra, kobolds tend to stay to the west, living in and on the Endworld Mountains. Q’barran kobolds are leery of outsiders, and lead frequent raids into settlements like Wyrmwatch to chase away interlopers and harvest supplies.


Learn more: ECG chapter 4.

ZIL

The kobolds of Zilargo primarily inhabit the Seawall Mountains on the eastern border with Darguun. The irvhir are engaged in constant conflict, defending their tunnels and caverns against the gnomes and dwarves of Zolanberg that seek to mine the mountain’s riches—including Khyber dragonshards, key to elemental binding.


Learn more: ECS chapter 7.

LIZARDFOLK

Lizardfolk are an uncommon race sometimes lumped together with dragonborn and kobolds and called “scales” by confused Khorvairians. These territorial creatures tend toward a tribal society, and can be found hidden in pockets scattered across the globe, especially in Q’barra and Xen’drik.


Learn more: WGE chapter 3, PGE “Q’barra.”

Q’BARRAN

The swamps of Q’barra are home to most lizardfolk of Khorvaire. There, the Cold Sun Federation dedicates themselves to fighting their hostile Poison Dusk kin that worship demonic forces. Decades ago, the Cold Sun Federation signed a treaty with the human settlers of New Galifar, but the past few years have seen a significant rise in tensions between the Federation and New Galifar as House Tharashk escalates its dragonshard mining.


Learn more: PGE “Q’barra,” DUN 182 “Backdrop: Q’barra,” DUN 185 “Poison Dusk, Black Sun.”

XEN’DRIK

Lizardfolk can be found in scattered communities throughout Xen’drik. Many are the pawns of dragons; meanwhile, one large community guards the Ring of Storms, an isolated valley holding a gigantic fallen Siberys shard.


Learn more: DUN 122 “Backdrop: The Ring of Storms,” SOS chapter 3.

ORCS

Orcs, one of the few races native to Khorvaire, are neither wild or uncivilized, but live driven more by belief and passion than by any desire to build an empire. As a result, they were pushed to the edges of the continent by the goblinoid Dhakaani Empire. Today, orcs tend to live by their passions in small family groups and clans.


Learn more: PGE “Orcs,” KBB “Dragonmarks: Orcs and the Ghaash’kala.

DEMON WASTES

The orcs that inhabit the Demon Wastes and the twisted passages of the Labyrinth are some of the few mortals that live in this bleak region. Most worship dark fiendish powers, though they occasionally hear the call of the Binding Flame and seek to join the Ghaash’kala.

The Ghaash’kala orcs believe themselves charged with the sacred duty of protecting the world from the horrors of the Demon Wastes. These tribes—primarily comprised of orcs, but also humans and half-orcs—guard the primary passage in and out of the Labyrinth. These holy warriors dedicate their lives to serving Kalok Shash, the Binding Flame.


Learn more: KBB “Dragonmarks: Orcs and the Ghaash’kala,” PGE “Demon Wastes,” DUN 172 “Expeditionary Dispatches: Guardians of the Labyrinth.”

JHORASH’TAR

In the Mror Holds, the orcs living in its most desolate mountainous regions are known as the Jhorash’tar. With the rise of dwarven civilization, they have been pushed to the fringes of the land. However, the Jhorash’tar have found staunch allies in the dwarven clans of Toldorath and Tordannon, who lobby against Clan Mroranon to grant the orcs full clan status, including a seat on the Iron Council.


Learn more: ECG chapter 4, MRM chapter 1.

MARCHERS

The Shadow Marches are considered the traditional homeland of the orcs, and many live there to this day. Most Marcher orcs live in small tribes scattered throughout the swamps. Some worship aspects of powerful fiends and aberrations as members of Cults of the Dragon Below, while a rare few still follow the path of the Gatekeepers, the oldest druidic tradition in Khorvaire.


Learn more: PGE “Orcs,” KBB “Dragonmarks: Orcs and the Ghaash’kala.

PLANETOUCHED

Planetouched creatures are a rarity in Eberron, but in a world of magic and mystery, anything can happen. Planar energies might infuse and change the biology of children born in manifest zones, granting them unexpected powers. Even outside of manifest zones, the unpredictable powers of planes could change the physiology and abilities of any creature, whether through an encounter with an extraplanar creature summoned during the Last War or an accident of artificing.

AASIMAR

The rare aasimar are not a race, but rather, individuals chosen by powerful forces for good. Some are created through the influence of the planes, with powerful celestial guides. Aasimar can also be chosen by the Silver Flame, often joining the clergy as their couatl guides urge them onwards. Or an elf might be touched by Irian and guided by their own Undying ancestors.


Learn more: WGE chapter 3, KBB “Dragonmarks: Aasimar, EXE 76 “Aasimar”.

DAELKYR HALF-BLOODS

The foul taint of the daelkyr, powerful aberrations from Xoriat, can warp creatures in disturbing ways. Whether twisted by a manifest zone or subjected to the foul attentions of a breed leech before they were born, daelkyr half-bloods are distinguished from their birth race with the manifestation of strange powers— and a twisted symbiont twin, grown out of their very bodies.


Learn more: MOE chapter 2.

GENASI

Genasi are touched by powerful elemental forces from the planes. An air genasi might be touched by Lamannia or Syrania, while a fire genasi would likely be touched by Fernia or Kythri.


Learn more: EPG chapter 2.

TIEFLINGS

In Eberron, not all tieflings have red skin, horns, and tails, though all are humanoids touched by inhuman power. The variant tieflings in Mordenkainen’s Tome of Foes could represent the influence of different powers and planes; Levistus for Risia, Zariel for Shavarath, etc.

The Venomous Demesne, a hidden city in Droaam, is home to tieflings that fled the Sarlonan region of Ohr Kaluun seeking safety from the Inspired. Their unnatural powers were gifted as part of a dark pact their ancestors made thousands of years ago. These tieflings do appear like traditional ones of other settings.

In the Demon Wastes, tieflings known as sakah are corrupted by the fiendish overlords and their rakshasa servitors. Their appearance varies, but all have signs of fiendish influence. Rellekor, a small town in Thrane, has a large tiefling population. The village was established by the Church of the Silver Flame as a haven for planetouched tieflings, surrendered to village elders at birth.


Learn more: MRM chapter 2, KBB “Dragonmarks: Tieflings.

SHIFTERS

Drawing on their beast within to temporarily shift, shifters can take on aspects of the animal they embody to grant abilities such as increased strength or speed. They value individualism and rely on instinct and emotion. Most shifters live in the Eldeen Reaches, though they can be found in rural areas throughout Khorvaire.

Common belief holds that shifters—or “weretouched”—are related to dangerous lycanthropes, but shifters are neither cursed nor contagious. Nearly two centuries ago, fanatical elements within the well-meaning Church of the Silver Flame sought to purge them along with the lycanthropes; as a result, many shifters mistrust the Church to this day.


Learn more: RLW chapter 1, ROE chapter 2.

ELDEEN

The western Eldeen Reaches are filled with shifter communities, some integrated with druidic sects such as the moonspeakers, other tribes hidden deep within dense forests. Most Eldeen tribes are small and led by a council of elders.


Learn more: ROE chapter 2.

DROAAMISH

In the wake of the Lycanthropic Purge, many shifters ended up as refugees in Droaam. In the century since, they have become a common sight in this nation, working alongside gnolls, orcs, and goblinoids.


Learn more: ECS chapter 7.

TASHANA

Shifters originally came from the frozen north of Sarlona, and today, there are many tribes that still eke out an existence in the plane-scarred Tashana Tundra. These semi-nomadic tribes place less importance on individuality than most shifters from Khorvaire, and instead emphasize community, simplicity, and spirituality.


Learn more: SOS chapter 2.

TASKAAN LEGION

These shifters, once of their own sovereign nation, fell under Riedran power as the Inspired formed their mighty empire. The Taaskan Legion, also known as the Savage Legion, serves as an elite force of ruthless shock troopers, guarding the northern borders of the Empire and serving the Chosen as personal bodyguards.


Learn more: SOS chapter 2.

WARFORGED

The warforged are the most spectacular of the Last War’s many innovations. These sentient golems were made by House Cannith for a single purpose: to fight and die for whoever bought them. But to their creators’ surprise, they not only had intelligence, but true sentience—the ability to feel, fear, and love like any race.

With the Treaty of Thronehold and the end of the Last War, warforged were declared to be people, free to decide their own futures. This freedom came at a price, however; House Cannith was ordered to dismantle all its creation forges so no more warforged could ever be created.

The end of the Last War has not made life easy for these creations of war, and warforged face discrimination across Khorvaire. In some places—notably Breland—they are treated equitably, but still have few opportunities for improving their station. In other regions, especially Thrane and Karrnath, many warforged are little more than indentured servants. Even where treated fairly, many warforged find themselves unsure what to do after spending their lives as obedient soldiers. Unaccustomed to frivolity and having few physical needs, some simply work for a pittance to pay off some debt unscrupulous charlatans convince them they owe.

Warforged models can serve a variety of purposes, some as nimble scouts, others as towering juggernauts, but all have some sort of armored exterior that encloses a core of living wood. Every warforged has a unique mark on their forehead, known as a ghulra—a Dwarven word for “truth.” This ghulra serves as a fingerprint, and no two are alike; their cause and meaning are a mystery, even to their creators at House Cannith.


Learn more: PGE “Warforged,” ROE chapter 1, DGS “The Warforged, Part 1” & “Part 2

MOURNLAND

Unlike other races in Eberron, warforged can live in the twisted and dangerous Mournland almost as easily as out of it. They do not require food, drink, sleep, or shelter, so few of the Mournland’s hazards threaten them.

Here, a growing cult gathers that follows the mysterious Lord of Blades. This charismatic leader espouses that the time of flesh and blood creatures is over, and that the warforged will be the inheritors of the continent.

There are also rumors of a smaller warforged cult known as the Godforged. They worship the Becoming God and are building a body for this titanic deity in the dead-gray mists.


Learn more: RLW chapter 4. Also see Faiths: Warforged Faiths.

OTHER RACES

You could establish a place for any race imaginable somewhere on Eberron or its many planes. The following section suggests origins for uncommon races that have been given little attention in previous sourcebooks. As always, you are free to come up with your own explanation to suit your campaign better.

AARAKOCRA

Syrania, Lamannia, and their associated manifest zones are excellent places to put these creatures bound to elemental air. Aarakocra also might be found in tall and unmapped mountain ranges.

CENTAURS

Centaur herds roam the northern half of Khorvaire, especially around the Madwoods in Karrnath.

FIRBOLGS

Secretive protectors of the wilds, firbolgs might be found deep in any forest, such as the Towering Woods of the Eldeen Reaches, the Dragonwood in central Breland, or the Karrnwood in northern Karrnath.

GOLIATHS

Originally from Xen’drik, the goliath race left those shores and came to Khorvaire tens of thousands of years ago, forming small clans and family units in the tall mountains of their adopted continent. Alternately, you could use goliath statistics to represent eneko, a race of half-ogres native to the land of Syrkarn in far flung Sarlona, or perhaps the result of secret Vadalis experiments during the Last War in pursuit of the perfect super-soldier.

MINOTAURS

Considered by many to be a monstrous race, these cow-headed humanoids tend to live in the wilder areas of the world, especially Droaam.

TABAXI

The catlike tabaxi could live in the jungles of Xen’drik, surveying the many cultures of the shattered continent. Or maybe they’re endemic to the Demon Wastes, their original appearance twisted to match the rakshasa rulers of that land.

TORTLES

A peaceful race, tortles might be found on the interior of the continent of Xen’drik, or perhaps a long-forgotten corner of Q’barra or the Eldeen Reaches. Tortles might even be actual turtles mutated by the Mourning or by Mordain the Fleshweaver.

UNDERWATER RACES

You could find cultures of other aquatic races, such as tritons, sea elves, and sahuagin, anywhere beneath the waves.

YUAN-TIPUREBLOODS

Yuan-ti in Eberron include the sinister serpentine folk of the deep jungles of Xen’drik and Sarlona, as well as the feathered shulassakar of Khorvaire that revere the couatl and the Silver Flame.

SHADAR-KAI

Shadar-kai might be placed in the feyspire Taer Lian Doresh, in the Lhazaar Principalities. Perhaps they are one of the eladrin from the Fortress of Fallen Dreams, pulled into Dal Quor and slowly corrupted by the influence of that plane.

Places

While Khorvaire’s complex political drama and storied ancient ruins can easily fill a whole campaign, the need for heroes does not end at its shores. Beyond Khorvaire lie lands of wonder and power—crumbled empires, lost civilizations, alien cultures, unlikely allies, dangerous foes, and the land of ‘Here be Dragons.’

AERENAL

Aerenal, an island continent off the southern coast of Khorvaire, was settled by the elves after their exodus from Xen’drik tens of thousands of years ago. Covered in some of the most powerful Irian and Mabaran manifest zones on the planet, these islands are home to many exotic plant and animal species unknown in other parts of the world.

Two major groups of elves inhabit Aerenal: the stately Aereni, who preserve the wisest among them as undead known as the Undying, and the warlike Tairnadal, who seek to exemplify the glorious deeds of their patron ancestors.


Learn more: PGE “Aerenal,” ECG chapter 2.

ARGONNESSEN

The wider world knows virtually nothing about the mysterious continent of the dragons. These creatures of vast intelligence keep to themselves, studying the Draconic Prophecy but avoiding meddling in others’ affairs. Few outsiders dare venture beyond nearby Seren to the mainland, and of those that do, none return.


Learn more: PGE “Dragons,” DOE chapter 1.

SEREN

Just off the northwest coast of Argonnessen lie the islands of Seren, where dragons are worshiped as gods by the tribal humans and other races. The warlike Serens dedicate themselves to protecting Argonnessen and its waters from any unworthy creatures that might encroach on it. They have taught the coastal communities of Khorvaire (especially less heavily fortified ones) to fear the sight of Seren longboats. While xenophobic as a rule, the Serens believe dragonmarks are blessings of Siberys and may actually deign to negotiate with a creature that displays such a mark.


Learn more: PGE “Dragons,” EHB chapter 4.

FROSTFELL & EVERICE

The frozen polar caps of Eberron are largely unexplored, awaiting brave adventurers to uncover their secrets. The northerly Frostfell is rumored to be the original home of the dwarves, but either that home lies deep underground, or the once-hospitable land was turned into a barren and icy wasteland by a fiendish overlord.

The southern Everice is difficult to reach, requiring navigation through Xen’drik or the dangerous waters that surround it. Everice is ruled over by a powerful archfey, the Queen of Winter, said to grant favors to those who reach her palace.


Learn more: RLW chapter 2, PGE “Frostfell and Everice.”

KHORVAIRE

A century ago, when the Last War began, Khorvaire was dominated by the grand Kingdom of Galifar and its Five Nations. Galifar was officially disbanded with the Treaty of Thronehold in 996 YK, and as the war ended, twelve regions were recognized as sovereign nations. Beyond the fringes of civilization, the vast continent is also home to barren wastes and wild lands.


Learn more: RLW chapter 2, ECS chapter 7.

AUNDAIR

Aundairians are a spirited, intelligent people known for their commonplace magic, proud nobles, and flamboyant fashion. Their nation is a monarchy ruled by the ambitious Queen Aurala ir'Wynarn. Every self-respecting Aundairian knows their fine wines and enjoys a rousing duel.


Learn more: RLW chapter 2, 5N chapter 1.

BRELAND

The Brelish are an independent and skeptical people that fiercely value free thought. However, every virtue comes with a vice, and Breland is home to more corruption and underhanded dealings than any other nation. While governed by the wellloved monarch King Boranel ir'Wynarn, Brelanders see great virtue in democracy; some even believe that upon his demise, a democratic government will be established, as none of his surviving heirs have his charisma.


Learn more: RLW chapter 2, 5N chapter 2.

DARGUUN

During the Last War, goblinoid mercenaries were hired to protect the southwest of Cyre. Three decades ago, a young warlord named Haruuc realized that his people outnumbered the beleaguered humans. In an act of treachery, he overthrew his employers and claimed the land as a sovereign country for the dar, naming it Darguun — “Land of the People.”

While Lhesh Haruuc Shaarat'kor rules Darguun, the farther removed you are from the capital of Rhukaan Draal, the less power he has. Although he has abolished slavery, some of the clan lords ignore this edict.

Although Darguun signed the Treaty of Thronehold, it is a significantly wilder place than other nations. Law enforcement is often unpredictable, and crimes that would land you in jail in Breland might just warrant a shrug in most parts of Darguun.


Learn more: RLW chapter 2, ECG chapter 2, ECS chapter 7.

DEMON WASTES

The hellscape of the Demon Wastes is a barren land in the northwest of Khorvaire. Few mortals live here other than the bloodthirsty Carrion Tribes, worshippers of the rakshasa and other fiends that dwell deep within the Wastes. The proud orcs of the Ghaash'kala clan patrol the Labyrinth, the great system of maze-like canyons that guard the way to the mountains and greater Khorvaire. The Ghaash’kala are dedicated to their sacred duty of preventing the evil of the Wastes from ever leaving. The kinder of these clans might try to persuade those leaving the Wastes to join their clan — others simply kill anyone or anything trying to leave.


Learn more: PGE “Demon Wastes,” ECG chapter 2

DROAAM

Once part of western Breland, the nation of Droaam declared its independence a decade ago. The monstrous inhabitants are now joined under the combined rule of three legendary hags, the Daughters of Sora Kell. However, Droaam’s sovereignty was not recognized under the Treaty of Thronehold; as the Treaty’s laws do not apply here, Droaam frequently attracts deserters, refugees, and turncoats who seek a free life.

Outsiders often wonder how the nation has not fallen to infighting. The hag queens, with their war troll army, command their warlords, who in turn hold dominion over swaths of the country. Elsewhere, the Dark Pack of the Towering Woods, the venerable illithid Xor’chylic of Graywall, the medusas of Cazhaak Draal, and other powers call this region home.


Learn more: ECG chapter 4, DRA 368 “Backdrop: Graywall,” KBB “Dragonmarks: Droaam and the Daughters of Sora Kell.

ELDEEN REACHES

A land of farmland and forest, the fiercely independent Eldeen Reaches were once part of Aundair but seceded almost 50 years ago. They were later recognized as a sovereign nation by the Treaty of Thronehold, but many residents fear Aundair may try to reclaim its land.

Within, the Towering Wood is home to many shifter communities, and druidism is the predominant faith of most communities. The Wardens of the Wood, the largest druidic sect in the Reaches, are the generally accepted authorities of the region; led by the greatpine Oalian, an ancient awakened tree, they espouse living in harmony with nature.

House Vadalis is headquartered in the unforested southeastern portion of the region along the shores of Lake Galifar. One of the principal powers of the region, they and the many ranchers under their influence experience ongoing tensions with the Wardens, as the ranchers seek to develop the land for industry.


Learn more: ECS chapter 7, ECG chapter 4.

KARRNATH

Living in the cold northeast, the Karrns are a grim people with a strong martial heritage. Karrnath is home to Rekkenmark Academy, the most respected military academy in Khorvaire. Early in the war, Karrnath experienced a series of famines and crop failures that led King Kaius I to adopt the Blood of Vol as the state religion and accept help from a mysterious group within the faith known as the Order of the Emerald Claw. With their help, Karrnath raised armies of undead troops to bolster their ranks with soldiers who needed neither rest nor food.

When King Kaius III took power less than a decade ago, he ousted the Order of the Emerald Claw and declared them terrorists and enemies of the state. The Blood of Vol was also stripped of its exalted status, though many Karrns still follow the faith and approve of the use of undead.

Karrnath was one of the strongest proponents for ending the Last War, though Kaius has to keep a firm hand on his warlords, many of whom believe that they would have won the Last War.


Learn more: RLW chapter 2, 5N chapter 4.

LHAZAAR PRINCIPALITIES

Stretching across the northeastern coast of Khorvaire, the islands of the Lhazaar Principalities are home to privateers and merchant princes. This land and its waters are often regarded as lawless by the citizens of greater Khorvaire. While High Prince Rygar ir’Wynarn represented the collected Principalities during the Treaty of Thronehold, he does not rule the Principalities. Instead, each fleet and captain independently govern over their claimed territories.

Not every Lhazaarite is a pirate, and most ships are simply merchant ships. However, many of the Principalities aren’t averse to flying more than one set of flags, depending on who they encounter on the high seas.


Learn more: RLW chapter 2, ECG chapter 4, DGS “The Lhazaar Principalities, Part 1.” & “Part 2.

THE MOURNLAND (FORMERLY CYRE)

The lost nation of Cyre once represented the best of Galifar. Its vibrant arts and culture were a fusion of the talents of the other nations. From the soaring heights of the Seven Palaces of Vermishard in the capital of Metrol to the vast foundries of Making, home of House Cannith, it was a sight to behold. In 994 YK, this jewel was shattered by a mysterious cataclysm known as the Day of Mourning, where dead-gray mist billowed out from central Cyre and stopped exactly at its borders, killing or horrifically transforming everything that it touched. Cyre is now called the Mournland, and the unnatural dead-gray mist lingers, though it has lost the lethal effect it had on that fateful day. Few brave its horrors except a growing band of warforged led by the charismatic and mysterious Lord of Blades, who live deep in the trackless mists.

Cyrans are now a broken people, lost without a homeland. Neighboring countries have taken in Cyran refugees, and Breland has offered them a home in what has become known as New Cyre. This area, little more than an enormous refugee camp, is ruled by Prince Oargev ir’Wynarn, the last surviving member of the Cyran royal family.


Learn more: RLW chapters 2 & 4, 5N chapter 3, KBB “Dragonmarks: Cyre.

MROR HOLDS

During the Last War, the Mror Holds declared independence from Karrnath, and this claim was recognized by the recent Treaty of Thronehold. This homeland of the dwarves holds promise of vast wealth for those willing to delve deep in the Ironroot and Hoarfrost Mountains—both in veins of precious metals waiting to be mined, and deeper still, the recently discovered treasures of the lost Realm Below. But the prizes of the Realm Below come at a cost; these ancient halls are stalked by the daelkyr Dyrrn the Corruptor and his hordes of aberrations. Some Mror dwarves embrace the power offered by the daelkyr, while others reject it, the divide drives deep wedges between the clans.

On the surface of the Mountains, the dwarves have claimed the best land in the center of the valley, around Mirror Lake. But they are not the only ones to call the Holds their home; the nomadic Jhorash'tar orcs live on the fringes, driven to the desolate mountains by the dominant dwarves. Tensions run high between the Jhorash'tar and most dwarven clans, many wishing to banish them entirely. The animosity is returned in kind, with orcish raids on dwarven caravans and mining operations.


Learn more: RLW chapter 2, PGE “Dwarves.”

Q’BARRA

As the Last War dragged on, it became clear that whatever the result, Galifar would never be the same. A conglomeration of disillusioned nobles, many from Cyre, declared they would abstain from the Last War and instead form a “New Galifar” in the jungles east of the Endworld Mountains. What they failed to account for were the existing inhabitants of their chosen paradise. These jungles were home to all forms of scaled beings including lizardfolk, dragonborn, and troglodytes. The settlers carved a bloody swath for themselves before finally agreeing to a treaty with the native inhabitants, allowing House Tharashk to set up extensive Eberron dragonshard mining operations throughout the region.

More recently, a second wave of immigrants, many of whom are Cyran refugees, have settled in mining towns to the west of New Galifar. This mix of prospectors, wandslingers, and renegades created a federation under the flag of Hope. The last few years have brought increasing tensions between these settlers and “scales” of the region, and future conflict seems unavoidable.


Learn more: RLW chapter 2, DUN 182 “Backdrop: Q’barra,” DUN 185 “Poison Dusk, Black Sun.”

SHADOW MARCHES

The Shadow Marches are a wild and untamed region with no centralized government. Long ago, human immigrants from Sarlona landed on the western coast of Khorvaire and mingled with the native orc tribes, forming the hybrid tribes of today. Zarash’ak, the City of Stilts, is the largest city in the Marches and the traditional home of House Tharashk. The farther away from Zarash’ak you get, the wilder the land and its people.

Uncounted tribes of orcs, humans, and half-orcs live out in the marshes. Some worship the daelkyr whose influence lingers still, while others keep the traditions of the Gatekeepers, slaying any aberrations they come across and maintaining the dimensional seals that keep the daelkyr sealed in Khyber.


Learn more: RLW chapter 2, DUN 191 “Eye on Eberron: The City of Zarash’ak.”

TALENTA PLAINS

The Talenta Plains of eastern Khorvaire range from the arid grasslands in the north to the Blade Desert that runs along the Endworld Mountains to the south. Its halfling residents and their dinosaur companions are the most well-known inhabitants of the Plains, and the city of Gatherhold, near the once-beautiful Lake Cyre, is the only permanent settlement of any size. The borders between Eberron and its planes appear to be particularly thin in this region, with spirits from Dolurrh and Thelanis in particular slipping through to the Material Plane through numerous manifest zones. Ancient ruins, be they demonic, couatl, Dhakaani, or dragonborn, dot the landscape, treated as sacred or cursed places by Talenta halflings.


Learn more: RLW chapter 2, ECS chapter 7.

THRANE

Thranes are a religious, devoted, and kind people that shun materialism and other vices. This theocracy is officially led by Jaela Daran, Keeper of the Flame—an eleven-year-old girl with a powerful connection to the Silver Flame. The vast majority of Thranes follow the faith of the Silver Flame, and while few led to become bold warriors rooting out supernatural evil, they are all called to lives of goodness and faith.

With its fertile lands bordered on most sides by rivers and greater bodies of water, Thrane was the only nation to retain all its territory in the Treaty of Thronehold. It also maintains control of the once-Aundairian city of Thaliost it seized near the end of the Last War, and many citizens of both nations hold bitter resentment toward the other.


Learn more: RLW chapter 2, 5N chapter 5.

VALENAR

Formerly known as southeast Cyre, the land now known as Valenar was seized by mounted Tairnadal warriors from Aerenal during the Last War. The human residents of Valenar have transitioned surprisingly well to their new elven masters.

While the Valaes Tairn are nominally the rulers, these warrior elves of Valenar are uninterested in the actual administration of the country. House Lyrandar has stepped in to govern while the Valaes Tairn try to provoke their neighbors (most prominently Karrnath) into skirmishes, or even better yet—an actual war.


Learn more: RLW chapter 2, DGS “The Elves of Valenar, Part 1,” DRA 362 “Expeditionary Dispatches: The People of Taer Valaestas.”

ZILARGO

Zilargo is a land and culture dominated by gnomes. On the surface the land is idyllic, with little to no crime, nearly untouched by the Last War, a safe and secure land. Dig a little deeper, however, and you will find the Zil maintain this facade through manipulation, blackmail, and paranoid surveillance. To the gnomes of Zilargo, privacy is a luxury that is not worth the cost of violence, crime, or civil unrest. It is the duty of the Trust — their secret police — to maintain this vigil, and its members could be anyone, anywhere, at any time, and they are always watching.


Learn more: RLW chapter 2, ECG chapter 4, DGS “The Gnomes of Zilargo, Part 1.

What do you call a...?

If you were born and raised in the cold north of Karrnath, what are you called, and what of your culture? You are referred to as a Karrn, and your favorite sharp cheddars and sausages are Karrnathi.

If you are from... You are A(n)... Your Things are...
Adar Adaran Adaran
Aerenal Aereni Aereni
Aundair Aundairian Aundairian
Breland Brelander/Brelish Brelish
Cyre Cyran Cyran
Darguun Darguul
Demon Wastes Wastelander Wastes
Droaam Droaamite Droaamish
Eldeen Reaches Reacher Eldeen
Karrnath Karrn Karrnathi
Lhazaar Principalities Lhazaarite Lhazaar
Mror Holds Mror/Mrorian Mror/Mrorian
Q’barra Q’barran Q’barran
Riedra Riedran Riedran
Seren Seren Seren
Shadow Marches Marcher Marcher
Stormreach Stormreacher Stormreacher
Syrkarn Syrk Syrk
Talenta Plains Talentan Talentan
Tashana Tundra Tashanan Tashanan
Thrane Thrane Thrane
Zilargo Zil Zil

Factions

In every corner of Khorvaire and beyond, you will find no shortage of groups with a vested interest in the success or failure of brave heroes. Wherever you go, whatever you do, you climb a tangled web of competing interests. Allies and enemies abound—and depending on the day, a single faction might play both roles. Everyone wants something, though their motives are rarely as simple as good or evil. You might be useful in achieving those desires, or be an obstacle in need of removal... Or both.

ADVENTURING GUILDS

Adventurers can be found anywhere, but those that like structure and consistent work might apply to a formal adventuring guild. These organizations sponsor expeditions both large and small, connecting talented and ambitious adventurers with clients in search of priceless artifacts.

ACQUISITIONS DIRECTORATE

Run by the Twelve, the Acquisitions Directorate conducts missions on behalf of the dragonmarked houses. The Twelve wants to get their hands on ancient and powerful artifacts before other adventurers do, and are willing to pull a few strings to make sure they come out on top.


Learn more: EHB chapter 2.

CLIFFTOP ADVENTURERS’ GUILD

Based in Sharn, the Clifftop guild is a generally goodhearted group that accepts anyone brave enough to be an adventurer.


Learn more: SCT chapter 2.

DEATHSGATE ADVENTURERS’ GUILD

The Deathsgate guild of Sharn is home to treasure seekers and mercenaries of questionable morals. Willing to take on nearly any job for the right price, they specialize in not asking too many questions.


Learn more: SCT chapter 2.

WAYFINDER FOUNDATION

An elite invite-only organization founded by the veteran adventurer Boroman ir’Dayne, the Wayfinder Foundation’s explorers are the cream of the crop. Its halfling leader recently contracted a seemingly incurable disease on a trip to Xen’drik, and every Wayfinder dreams of being the bold hero to find the impossible cure. In addition to its headquarters in Fairhaven, the Foundation has smaller branches in Sharn and Stormreach.


Learn more: EHB chapter 2.

THE AURUM

An organization dedicated to those who earned their wealth, rather than merely inheriting it, this exclusive society opposes the economic dominance of the Dragonmarked Houses. Originally started among the resource-rich dwarves of the Mror Holds, the Aurum’s membership has expanded throughout the Five Nations, including land barons, powerful merchants, and influential political figures. Their open and philanthropic veneer is a cover for manipulative schemes designed to maximize influence and profit.


Learn more: RLW chapter 4, DRA 415 “Eye on Eberron: The Aurum.”

THE CHAMBER

The dragons of the Chamber have a nontraditional view of the Draconic Prophecy. Unlike others of their kind, the Chamber believes the Prophecy warrants the participation of the dragons beyond the reaches of their own continent. To this end, they watch the movements of the younger races, especially the dragonmarked, either from afar or by assuming the guise of a humanoid to conceal their more direct manipulations.


Learn more: RLW chapter 4, DRA 409 “Eye on Eberron: The Chamber.”

DAASK

The criminal organization Daask serves as the hands and eyes of Sora Katra, and by extension, all the Daughters of Sora Kell. It deals in protection, loan sharking, and distributing illicit alchemical substances like the infamous dragon’s blood. The organization is composed primarily of orcs, shifters, and gnolls, but can also call on the services of some of Droaam’s most terrifying monsters: war trolls, lycanthropes, and even medusas.

As monstrous races have become more widely accepted in the Five Nations in recent years, this has opened the door for Daask to infiltrate throughout the continent, especially in Breland and Aundair. They keep to the slums and lawless areas of cities, doubtlessly lining the pockets of the authorities to avoid interference. Besides, what guard wants to tangle with a troll?


Learn more: DUN 194 “Eye on Eberron, Daask,” DRA 368 “Backdrop: Graywall.”

DAUGHTERS OF SORA KELL

The Daughters of Sora Kell are legends come to life. These three hags emerged from the shadows less than 15 years ago with an army of war trolls behind them, seizing control of the region now known as Droaam.

Sora Maenya, an annis hag, is the iron fist of the coven. The terror of the Eldeen Reaches for generations, her strength and appetite are legendary, and she loves playing games with her prey before tearing them to shreds. Over the centuries, she has devoured entire villages, leaving them barren and empty.

Sora Katra, a green hag, is the honeyed voice of the coven. Renowned as a trickster of the deep swamps, she’s been a mainstay in Brelish folklore for centuries. Stories abound about heroes coming to her in search of treasures or secrets, determined to best her with wit or steel, but they rarely end well for the mortals.

Sora Teraza, a dusk hag, is the most mysterious member of the coven. Believed by many to be the driving force behind the creation of Droaam, she’s said to be the most gifted oracle of the age, with preternatural prescience despite her blindness.


Learn more: DGS “Daughters of Sora Kell, Part 1” & “Part 2,” KBB “Dragonmarks: Droaam and the Daughters of Sora Kell.

DAELKYR

Bizarre creatures from the plane of Xoriat, the daelkyr led an incursion into the Material Plane several millennia ago. Their assault on Eberron focused on Khorvaire, and they shattered the goblinoid Dhakaani Empire beyond repair. Eventually, the daelkyr were beaten back and trapped in Khyber.

Each daelkyr has a preferred portfolio of aberrations they have crafted, and each one’s “art” tends to follow a particular theme. Among the six great named daelkyr, Belashyrra the Glorious Eye spawned the first beholders, while Dyrrn the Corruptor mutated the dar into the monstrous dolgrim and dolgaunts.


Learn more: RLW chapter 6, PGE “Khyber: The Daelkyr,” MZ “Daelkyr and Cults of the Dragon Below.

DRAGONMARKED HOUSES

Thousands of years ago, the first dragonmarks appeared on the continent of Khorvaire—and mysteriously, only there, not on any other continents. Today, twelve marks exist, each tied to a certain race and bloodline. The families bearing each mark came together to form dragonmarked houses, holding near-monopolies in their respective areas and exerting tremendous economic and political power—despite the Korth Edicts ensuring that the houses are officially unaffiliated with any nations or political factions, and members prohibited from holding land or noble titles to ensure neutrality. You need not be marked to find employ with a house, though the most lucrative services are generally offered by dragonmarked heirs.


Learn more: PGE “Dragonmarks,” ECG chapter 6, DMK chapter 1.

CANNITH (MAKING)

The Mark of Making presents on humans descended from the Cannith bloodline and is tied to construction, creation and innovation. House Cannith is celebrated for its inventions of magical technologies such as warforged and the lightning rail. These unique skills in manufacturing, especially in weapons of war, quickly led Cannith to a dominant role among the other dragonmarked houses. However, at the end of the Last War, the Day of Mourning killed its leader—leaving behind fierce disputes about the rightful heir—and destroyed its main base of operations. After that, the Treaty of Thronehold ended the war and shut down Cannith’s creation forges, leaving the house fractured and a shadow of its former glory.

House Cannith controls two major guilds: the Fabricator’s Guild, the principal manufacturing sector of the house, and the Tinker’s Guild, a loose group of traveling house members that repair and create mundane goods of all kinds.


Learn more: ECG chapter 6, DMK chapter 1.

DENEITH (SENTINEL)

The Mark of Sentinel presents on humans descended from the Deneith bloodline and is tied to protection and martial ability. Both during the Last War and through the present day, House Deneith is the most reputable source of personal protection and mercenary services in Khorvaire.

House Deneith controls two major guilds: the Blademarks Guild, the largest provider of mercenaries on the continent, and the Defenders Guild, specializing in personal protection. A third branch of House Deneith is the Sentinel Marshals. These elite law enforcers are drawn from the most trusted members of the two previous guilds. The Sentinel Marshals were empowered by Galifar, and now again by the Treaty of Thronehold, to cross national borders in pursuit of criminals.


Learn more: ECG chapter 6, DMK chapter 1.

GHALLANDA (HOSPITALITY)

The Mark of Hospitality presents on halflings descended from the Ghallanda bloodline and is tied to service of others, food and shelter. House Ghallanda provides the best inns and restaurants across Khorvaire. It remains popular largely due to the strict neutrality of its inns, with governments having no power in a Ghallanda house.

The only guild that House Ghallanda controls is the Hostelers Guild, but its reach is large. It controls all aspects of the service industry, from food and lodging to legal gambling. An inn with the Ghallanda seal of certification is guaranteed to meet the minimum standards for health and safety in the Five Nations.


Learn more: ECG chapter 6, DMK chapter 1.

JORASCO (HEALING)

The Mark of Healing appears on halflings and is tied to healing wounds, both physical and mental. House Jorasco offers medical services of both mundane and magical natures throughout Khorvaire, and some of its most powerful dragonmarked heirs can even raise the dead.

House Jorasco controls the Healers Guild, providing and regulating medical services across Khorvaire, from hospitals to long term care facilities. Its healers were essential in the Last War, serving as medics to all nations without reservation.


Learn more: ECG chapter 6, DMK chapter 1.

KUNDARAK (WARDING)

The Mark of Warding presents on dwarves descended from the Kundarak bloodline and is tied to the storage and protection of material goods and places. House Kundarak controls the majority of Khorvaire’s banking industry and used that status to acquire significant wealth during the Last War.

House Kundarak controls two major guilds: the Banking Guild, which protects and distributes the gold and valuables of Khorvaire, and the Warding Guild, which wards houses and properties against thieves and damage.


Learn more: ECG chapter 6, DMK chapter 1.

LYRANDAR (STORM)

The Mark of Storm presents on half-elves descended from the Lyrandar bloodline and is tied to weather patterns and effects. House Lyrandar controls the seas and skies of Khorvaire, with the majority of Khorvaire’s ships and all of its skyships belonging to this house. During the Last War, it played an important role in ensuring an adequate food supply through manipulating weather.

House Lyrandar controls two major guilds: the Raincallers Guild, who specialize in weather control and irrigation, and the Windwrights Guild, which dominates the industries of shipping and transportation by sea and (more recently) by air.


Learn more: ECG chapter 6, DMK chapter 1.

MEDANI(DETECTION)

The Mark of Detection presents on half-elves descended from the Medani bloodline and is tied to finding immediate threats and preventing those yet to come. House Medani serves as private investigators—known as inquisitives—and profited from counterintelligence operations during the Last War.

House Medani controls the Warning Guild, which not only licenses non-house inquisitives and sentries, but also trains bodyguards to proactively anticipate and neutralize danger.


Learn more: ECG chapter 6, DMK chapter 1.

ORIEN (PASSAGE)

The Mark of Passage presents on humans descended from the Orien bloodline and is tied to movement. House Orien provides most courier services and land transport in Khorvaire, but lost its main interchange and thousands of miles of lightning rail during the Day of Mourning.

House Orien maintains two guilds: the Couriers Guild, which delivers mail and packages across the face of Khorvaire, and the Transportation Guild, which is responsible for maintaining the trade roads, courier posts, and most importantly, operating the lightning rail.


Learn more: ECG chapter 6, DMK chapter 1.

PHIARLAN & THURANNI(SHADOW)

The Mark of Shadow presents on elves descended from the Phiarlan bloodline and is tied to illusion and stealth. House Phiarlan is renowned for its skilled artisans and entertainers, but secretly provides espionage services through its clandestine branch. Formerly based in Cyre, the house moved headquarters to Sharn after the Day of Mourning.

House Phiarlan controls one major guild, along with a secretive one that few even know exists. The Entertainers and Artisans Guild runs theaters, music halls, circuses, and oversees the artisans of the continent. The secret Serpentine Table is the most reliable and exclusive information-gathering network in Khorvaire, though even its own employees usually know next to nothing about the organization that they work for. Several decades ago, the Thuranni family—accomplished assassins of the house—split off from House Phiarlan and took with them the house's clientele in eastern Khorvaire, forming their own dragonmarked house, House Thuranni. Today, these two rival houses generally service different regions of Khorvaire, with Phiarlan in the west and Thuranni in the east.

Like Phiarlan, the new House Thuranni is known for the arts, but secretly it offers espionage, along with its specialty, discrete assassination services. House Thuranni operates the Shadow Network, with a public face of entertainment, but behind the scenes, its members serve as elite assassins or spies.


Learn more: ECG chapter 6, DMK chapter 1.

OTHER MARKS

Beyond the twelve dragonmarked houses recognized today, there are two others of note, though their history is often lost or misunderstood. The extinct line of Vol once carried the Mark of Death, while House Tarkanan is the newest organization to collect the aberrant marks under its control.

TARKANAN (ABERRANT MARKS)

Dragonmarks have existed for thousands of years, always carried predictably through certain bloodlines and granting positive powers. However, another kind of mark exists—the aberrant dragonmark. Unlike true marks, aberrant marks can manifest on anyone, regardless of their ancestry. Their powers are destructive, unpredictable, and hard to control, and their bearers are universally feared and reviled.

Long ago, during the War of the Mark, those with aberrant marks clashed with the dragonmarked houses, led by Halas Tarkanan and the Lady of the Plague. Most bearers of aberrant marks were exterminated during this inquisition, but the marks continue to randomly manifest through the present day.

A few decades ago, an aberrantmarked wetworks team was secretly formed by the Brelish government. The members went rogue and formed “House Tarkanan,” named in honor of the infamous leader that raised an army against the dragonmarked houses. In reality, this “house” is little more than a gang of thieves and assassins, though it also offers shelter to aberrants fleeing persecution.


Learn more: DMK chapter 4, KBB “Sidebar: Aberrant Dragonmarks. "title")”

VOL (MARK OF DEATH)

Thousands of years ago, the Mark of Death appeared on elves of the line of Vol. However, House Vol was wiped out over two millennia ago, and today, nobody knows what capabilities this lost mark bestowed. While some assume it granted powers linked to death and decay, all other true dragonmarks are constructive in nature, making it unlikely the Mark of Death was destructive.

THE DREAMING DARK

The Dreaming Dark are quori, nightmare spirits from Dal Quor. They cannot touch Eberron directly, but operate through their Inspired vessels, seeking to manipulate the world until all fall under their sway.

The quori’s ultimate goal is to anchor Dal Quor in its current state, lest they all perish as its current age comes to an end. They believe that by controlling the dreams of mortals and the world itself, they can halt the turning of the age.


Learn more: RLW chapter 4, SOS chapter 1.

THE EMERALD CLAW

Though the Order of the Emerald Claw was one of the most prestigious Karrnathi knightly orders during the Last War, they’ve since been declared terrorists and lost the crown’s official support. T he fragmented remnants of the Emerald Claw have vowed to restore the true glory of Karrnath. These fanatics serve the Lady Illmarrow, a mythical figure once regarded as a scary story to frighten children at night. Their forces are bolstered by powerful necromancers, skilled bone knights with power over undeath, and legions of intelligent undead soldiers. Although the Order prays to the Blood of Vol, the vast majority of faithful Seekers disavow their behavior.


Learn more: RLW chapter 4, ECG chapter 3.

THE LORD OF BLADES

The origins of the enigmatic Lord of Blades are unknown, but recently, this figure emerged from the dead-gray mists of the Mournland and began preaching his message of warforged superiority. His followers believe absolutely in his message of an apocalyptic future in which the warforged will destroy or enslave the creatures of flesh and bone that currently rule Khorvaire.

He is seen as a terrorist by some warforged, who have had their fill of war and seek only to live a quiet life, but others call him a messiah, feeling as if they were exploited by the people who used them like slaves then took away their ability to reproduce.

Although the creation forges that created the warforged were ordered dismantled after the Treaty of Thronehold, rumors abound that the Lord of Blades has recovered a functioning one in the Mournland and seeks to learn how to operate it.


Learn more: RLW chapter 4, DUN 111 “Critical Threats: Lord of Blades.”

THE LORDS OF DUST

Although the fiendish overlords were sealed away eons ago at the end of the Age of Demons, their followers were not. The immortal and endlessly patient rakshasas study the Draconic Prophecy with the intention of freeing their dark masters. They match wits and agents against the dragons of Argonnessen, both factions trying to bend the Prophecy to their own ends.

The mighty city of Ashtakala in the Demon Wastes is the seat of their power, and powerful artifacts hide behind these obsidian walls. Here the prakhutu, chosen voices of the overlords, scheme and betray one another, each seeking to release their own master.


Learn more: DRA 337 “Eternal Evil: The Lords of Dust,” KBB “Dragonmarks: The Lords of Dust.

NEWSPAPERS

Scandal, intrigue, romance, thrills from distant lands—you can find all this at the nearest newsstand! Magic allows for the rapid copying and distribution of daily and weekly broadsheets. While these chronicles vary in integrity and veracity, the people of Khorvaire rely on them to be their window to the wider world.


Learn more: RLW chapter 1.

KORRANBERG CHRONICLE

Khorvaire’s most popular paper, this nonpartisan Zilargo-based newsroom covers major events from across the continent, though rumor suggests it’s not as unbiased as it claims to be.


Learn more: RLW chapter 1.

SHARN INQUISITIVE

The Sharn Inquisitive’s bold reporters pick up stories the Korranberg Chronicle might skip over due to their limited scope. This broadsheet carries both local gossip and national news.


Learn more: SCOT chapter 1.

THE FIVE VOICES

This group of “unrelated” papers were published in each of the Five Nations during the Last War: the Voice of Aundair, the Voice of Cyre, and so on. Each nation’s Voice printed nationalist propaganda and outlandish theories. An unproven conspiracy theory posits that they are all owned by the same person.


Learn more: DRA 416 “Eye on Eberron: Rak Tulkesh.”

OTHER PAPERS

In addition to widespread broadsheets such as the Breland Ledger and the Aundairian Scroll, smaller local papers abound, including the Vathirond Journal, the Vedykar Sentinel, and the Write of Passage. The Voice of the Flame carries religious articles for followers of the Silver Flame. Aureon’s Arcanix publishes monthly arcane news, while while the Rope and Piton and the Wayfinder’s Weekly recount exploits of brave adventurers. Meanwhile, the Daily Prophecy is a tabloid declaring bold conspiracy theories: “King Kaius is a vampire!”

SCHOLARSHIP

While not mandatory, education is considered a basic right throughout the Five Nations. Higher education, however, is generally a privilege available to the nobility and upper classes.


Learn more: RLW chapter 1.

ARCANE CONGRESS

The Arcane Congress, and its floating towers of Arcanix, is a renowned Aundarian institution focused on the study of magic.

Many a powerful and prestigious wizard has graduated from these hallowed halls.


Learn more: 5N chapter 1.

LIBRARY OF KORRANBERG

The Library of Korranberg is the result of a gnome trying to gain Aureon's favor by collecting all the world's knowledge.

While it fell short of the goal, this library in Zilargo is arguably the largest collection of knowledge in the world.


Learn more: ECS chapter 8, PGE “Gnomes.”

ATUR ACADEMY

The Atur Academy lies within the so-called City of Night in Karrnath. A small institute before the Last War, scholarly study of the necromantic arts blossomed under state sponsorship and the tutelage of the Blood of Vol.


Learn more: PGE “Magical Traditions.”

MORGRAVE UNIVERSITY

Sharn’s largest university, Morgrave has a dubious reputation. To its credit, the History department does produce brilliant scholars... with a tendency to pursue artifacts at any cost, including robbing tombs in the name of academics.


Learn more: PGE “Morgrave University.”

PASSAGE INSTITUTE

Aundair’s Passage Institute for the Arcane Arts is not well respected in academic circles. Poor scholarship and low standards malign the university. Its alumni, however, would argue that there is no better arcane college dedicated to the practical use of magic, nor another so affordable.


Learn more: PGE “Magical Traditions.”

REKKENMARK ACADEMY

Rekkenmark Academy was once the premier military academy in the Kingdom of Galifar. Positioned on the literal front lines of the Last War, this battered academy is once again opening its doors those outside Karrnath.


Learn more: 5N chapter 4.

THE TWELVE

Sometimes a problem can’t be solved by a single dragonmarked house. The Twelve facilitates academic cooperation between houses, funding research and expeditions out of its headquarters in Karrnath. Inventions such as the lightning rail and airships were likely dreamed up at this institution.


Learn more: DMK Introduction.

UNIVERSITY OF WYNARN

Once the foremost institute of learning in Khorvaire, a century of war was not kind to the University of Wynarn, with most staff and students from other nations returning to their home nations. Located in the capital of Aundair, this school has been forced to expand admissions to include those not of noble birth.


Learn more: ECG chapter 3.

Faith

In Eberron, faith can be immensely powerful, whether or not the deity being worshiped is real. The gods of Eberron generally can’t be contacted, interacted with, or even proven to exist. Rather, their existence is taken as a matter of faith. A cleric’s power doesn’t necessarily come from the deity they worship, but from the power of their belief in what they worship.

Most citizens of Khorvaire worship the Sovereign Host, the Dark Six, or the Silver Flame.

SOVEREIGN HOST

Legend holds that eons ago, thirteen great champions fought back the fiendish overlords that ruled the world in chaos. Today, they are worshiped as the Sovereign Host— but though they once numbered thirteen, four of its deities were cast out of the pantheon, and are now part of the Dark Six.

Worship of the Sovereign Host is the predominant faith in Khorvaire. Its worship takes many forms and the faith is tolerant of others. Most followers—known as Vassals—worship the pantheon as a whole, making specific offerings to a relevant deity in times of need. Clerics devoted to one Sovereign still revere all the Host, though they dedicate their life to practical service in a particular domain.


  • Arawai is the goddess of the harvest and fertility, of life and love. She represents the positive relationship between the natural world and civilization.

  • Aureon is the god of knowledge, order, and magic as a tool for the good of mortals. He is also invoked when a difficult decision must be made, especially in regard to the law or the morality of pursuing arcane secrets.

  • Balinor is the god of beasts and the hunt, representing the primal cycle of life and death and the struggle to survive on the edge of civilization.

  • Boldrei is the goddess of community and the hearth, representing the simple bonds between people and working toward the common good.

  • Dol Arrah is the goddess of honor and the sun, representing martyrdom, righteousness, and just conflict.

  • Dol Dorn is the god of physical prowess and duty, representing competition, courage, and warfare.

  • Kol Korran is the god of wealth and commerce, representing trade, travel and business.

  • Olladra is the goddess of luck and plenty, representing the boons of civilization and the joys that it brings.

  • Onatar is the god of fire and the forge, representing craft and industry.


Learn more: PGE “The Sovereign Host,” FOE chapter 1.

DARK SIX

The Devourer, Fury, Keeper, and Mockery were originally part of the pantheon of the Sovereign Host, but were cast out during the Schism for their evil acts. These four, in conjunction with the Traveler and the Shadow, now form the Dark Six. They represent the darker aspects of civilization, the wild, and mortal nature.

Many Vassals of the Host make prayers to the Dark Six in an attempt to avoid their wrath, as they are still considered deities despite being rejected from the pantheon of the Host. Among faithful of the Dark Six themselves, some incline toward evil acts, while others revere the Six for pragmatic reasons or appreciate the balance they represent in the natural order.

Most followers of the Six focus their devotion on just one god, while holding the others in cautious regard.


  • The Devourer is the god of storms and the deep. He represents the untamable power of nature and the glory of the predator.

  • The Fury is the goddess of passion and vengeance. She represents instinct, primal emotion, and the storm of rage.

  • The Keeper is the god of death and greed. He is the collector of souls, patron of selfish industry, and maker of bargains that always end up in his favor.

  • The Mockery is the god of betrayal and pain, of winning no matter the cost. He represents the harsh realities of war and survival, the inevitable pain and bloodshed life always brings.

  • The Shadow is the god of forbidden lore and ambition, master of dark magic, and maker of monsters. He represents the dangers and rewards of the pursuit of knowledge and self-improvement, no matter the cost.

  • The Traveler does not incline toward evil, unlike the others of the Six, but is the god of chaos and change. It believes that the unexpected makes us stronger — but beware the gifts of the Traveler, for the unexpected comes with a cost.


Learn more: PGE “The Dark Six,” FOE chapter 2.

THE SILVER FLAME

The Age of Demons ended when the couatls collectively sacrificed most of their race to create a force that could imprison the overlords within Khyber. Their essences formed the Silver Flame, an eternal force of goodness that empowers mortal champions against the darkness.

CHURCH OF THE SILVER FLAME

Hundreds of years ago, an overlord named Bel Shalor threatened to break his bonds. A Thranish paladin, Tira Miron, sacrificed herself and joined her spirit to the Silver Flame to rebind him. A pillar of silver fire rose at the spot of her sacrifice, upon which the city of Flamekeep was founded. Today, templars of the Silver Flame defend the innocent against supernatural horrors, while its ministers and common faithful lead lives of compassion and goodness.


Learn more: PGE “Church of the Silver Flame,” ECG chapter 7.

THE PURE FLAME

In the wake of the Silver Crusade that purged most lycanthropes to save the world from the curse’s threat, some citizens took their reasonable fear too far. The Pure Flame sect of the Church of the Silver Flame emerged as a radicalized sect focused more on “justice” than mercy. The Servants of the Pure Flame have a following to this day, with a fanatical devotion to cleansing the world from evil, regardless of the cost. Their intolerant views are vastly different than the values of the traditionally accepting and merciful Church of the Silver Flame. Servants are most common in western Aundair, along with a notable stronghold of the sect in Thaliost.


Learn more: FOE chapter 3.

SHULASSAKAR

Said to be descended from an ancient group of Sarlonan humans that followed the will of the couatl, these feathered serpentfolk worshiped the Silver Flame for many thousands of years before the Church of the Silver Flame was founded. They consider themselves sacred guards of couatl ruins scattered around the world, and fiercely fight the forces of evil. The shulassakar do not concern themselves with the tenets of compassion and cooperation the Church of the Silver Flame holds central; their focus is on the fight against darkness, and though they will save innocents when possible, those lost in the battle are a cost worth paying. Shulassakar view the Church of the Silver Flame and its adherents as children in the matter of faith, but children on the right track, whereas they are disdainful of all others.


Learn more: DGS “Shulassakar: The Feathered Serpents.

KALOK SHASH, THE BINDING FLAME

The Ghaash’kala tribes—primarily orcs, but including half-orcs and humans—worship a force known to them as Kalok Shash, “the Binding Flame,” which they believe holds the souls of noble warriors from time immemorial who have died fighting the corruption of the Wastes. Most theologians agree that Kalok Shash is in fact the same force as the Silver Flame, though the two faiths have many differences.


Learn more: PGE “Demon Wastes,” DUN 172 “Expeditionary Dispatches: Guardians of the Labyrinth.”

OTHER FAITHS

Faith is as diverse as the faithful. Across the face of Eberron, many cultures have developed their own sets of values and beliefs. As to their validity, when no gods walk upon the world, who is to say? Regardless of what you worship, with enough faith, it’s theoretically possible you might channel divine power from that faith. A charismatic cult leader may believe in themselves so much that they draw power from that belief and that of their followers, performing miracles that a simple con artist could never achieve. However, scholars debate where this sort of divine power comes from—some assert that it’s a communal pool of faith empowering the faithful, others that it’s channeling power from true deities, and still others argue all power comes from the Divinity Within. This section highlights the diversity of faith across the surface of Eberron.


Learn more: DGS “Religion in Eberron.

ATHEISM

Without concrete proof of the Sovereigns and the despair that comes from a century of war, some reject the premise of the divine. To them, clerics are just arcane spellcasters with extra steps, and the Silver Flame is less a deity than a warlock patron. Everyone, regardless of their faith, goes to Dolurrh upon death until they fade away—atheists simply believe that’s the end, while some other faiths give home of existence beyond Dolurrh.

BLOOD OF VOL

The Blood of Vol teaches that mortality is a curse, and that true divine power comes from within. The faithful, known as Seekers, believe that if other gods exist, they are cruel. Instead of worshiping a deity, Seekers seek to master the secrets of blood and life itself. This is a grim, practical faith that places high emphasis on unity, community, and making the most of one’s life in hopes of seizing the immortality the gods deny.

Life is in the blood, and thus, once a person dies, their body is simply a tool to be used. Seekers have no objection to reanimating the dead, as they’re merely objects that can be put to good use.

Some Seekers become sentient undead, such as vampires; outsiders think this means the faith worships undeath, but this is a fundamental misunderstanding. Rather, any Seeker that chooses undeath does so as a martyr, sacrificing their own divinity to preserve their knowledge and protect their communities—and thus, enabling those who still live to continue their pursuit of the Divinity Within.


Learn more: RLW chapter 2, ECG chapter 7, KBB “Dragonmark: The Blood of Vol.

CULTS OF THE DRAGON BELOW

The classification “Cults of the Dragon Below” is a general term used to encompass a wide range of cults, and does not imply that any two such cults share a similar ideology. The Cults of the Dragon Below worship all manner of dark things. Some glorify aberrant powers and ally themselves with the daelkyr and their creations, while others seek rewards from the fiendish overlords and their Lords of Dust.


Learn more: ECG chapter 7, DRA 332 “Touched by Madness: Eberron’s Cults of the Dragon Below,” MZ “Daelkyr and Cults of the Dragon Below.

DROW FAITHS

In Xen’drik, the Vulkoori tribes of drow worship animalistic deities. Chief among them is the worship of Vulkoor, the Scorpion God. He appears in legends as a fierce scorrow, an enormous scorpion with the torso of a drow. Khorvairian theologists believe him to be an aspect of the Mockery. There are three common aspects of Vulkoor that are worshiped among the Vulkoori.

Vulkoor the Hunter is the most common by far, depicting him as the drow ideal—a skilled and crafty hunter, self-reliant and fearless in the face of danger.

Vulkoor the Wrathful is a god to be feared, and his followers seek to constantly appease him with living sacrifices, especially those who trespass on their sacred sites. They believe that it was his will that ended the reign of the giants, and will do almost anything to avoid the same fate.

Vulkoor the Cunning teaches his followers that the entire continent of Xen’drik is the inheritance of the drow, and outsiders are not to be trusted, leading them to be quite xenophobic. Unlike the other tribes, his followers unearth and learn how to use ancient giant artifacts.


Learn more: SOX chapter 3.

DRUIDISM

The druids of Eberron draw on the primal magic that sleeps within the earth. Druidism was originally taught to the lesser races by the dragon Vvaraak, who foresaw the daelkyr incursion and taught the orcs of Khorvaire how to tap into Eberron's power and seal the daelkyr deep within Khyber. Over the following millennia, Vvaraak's teachings spread across the continent, becoming the foundation for a variety of druidic sects. Eberron holds many more than those named in this section, these are merely the traditions detailed in sources.


Learn more: KBB “Dragonmarks: Druids”, PGE “Eldeen Reaches.”

ASHBOUND

This small sect believes that arcane magic corrupts, pointing to calamities such as the Mourning as evidence for how arcane magic will doom the world. The more moderate of the Ashbound simply protest and choose to live far away from civilization, while extremists sabotage the lightning rail and stage raids on areas with heavy use of arcane magic. This sect harrows the Eastern Eldeen Reaches, with groves and meeting places that are secluded and far from civilization.


Learn more: PGE “Eldeen Reaches.”

CHILDREN OF WINTER

The Children of Winter believe that modern conveniences have disrupted the natural cycle of life and death, and fear that Eberron, source of mortal life, has a grand plan as yet unfulfilled; if mortals stray too far from the path Eberron intended, she will wipe the slate clean and start the world anew. Due to their fervent belief in a coming apocalypse, members of this extremist sect dedicate themselves to encouraging natural selection, intentionally spreading plague and disease as an important part of the natural order, and opposing the growth of civilization.

The Children of Winter are concentrated in the southern Reaches, near the Gloaming within the Towering Wood.


Learn more: PGE “Eldeen Reaches,” DRA 418 “Eye on Eberron: The Winter of the World.”

FOLLOWERS OF THE BROKEN PATH

Within the Mournland, a small band of warforged follow an unusual path. These living constructs may be encased in metal, but beneath lies living wood, and they feel a deep kinship between themselves and nature. This new and curious sect of druids call themselves the Followers of the Broken Path. In seeking to understand the world and their place in it, these warforged have developed a desire to heal the scars left by the Last War, particularly the open wound of the Mournland.


Learn more: DGS “Druids of Khorvaire, Part 1.

MASKWEAVERS

The Mask Weavers of the Talenta Plains serve as intermediaries between the spirit worlds of the planes and the halfling clans. Guides and shamans, the most sacred duty of the Mask Weavers is helping their people construct their spirit masks. The Talenta halflings believe these masks bond their spirits to those of their mounts while hunting.


Learn more: DGS “Druids of Khorvaire, Part 3.

MOONSPEAKERS

A tradition amongst shifter tribes across Khorvaire, Moonspeakers search for signs and portents in the movements of Eberron's twelve moons. They believe the moons in the sky hold sway over their animalistic natures.


Learn more: ROE chapters 2 & 7.

SHADOWS OF THE FOREST

Though most druidic sects practice far from civilization, the Shadows of the Wood violate the laws of Breland by calling the King's Forest of Breland their home. This small sect numbers in the mere hundreds, split into five bands who remain in constant motion. They claim to follow a whispering voice on the wind, at times clashing with forces of the kingdom, and other times helping them. Whether protecting travelers from ravenous beasts or clashing with the King's Rangers, the Shadows are as elusive and fickle as the wind.


Learn more: DGS “Druids of Khorvaire, Part 2.

SIYAL MARRAIN

These druids of the Tairnadal have the honor of raising and caring for Valenar beasts, from their famous horses to their equally elegant hawks, hounds, and other animals.


*Learn more: DGS “Druids of Khorvaire, Part 4.

WARDENS OF THE WOOD

A moderate group that seeks balance between nature and civilization, the Wardens of the Woods are the closest thing the Eldeen Reaches has to a central government. The Wardens’ leader, the awakened greatpine Oalian, serves as nominal leader of the region.


Learn more: PGE “Eldeen Reaches.”

ELVISH FAITHS

Despite their long lives, elves find their faith turning to matters of death, just as many religions of the shorter-lived races.

UNDYING COURT

The islands of Aerenal generally worship the Undying Court. Noble elves deemed worthy to join the Court are effectively mummified, then revived as deathless, drawing on the positive energy of Irian and devotion of their ancestors rather than the negative energy of Mabar and the lives of mortals. The Undying provide their lifetimes of wisdom and guidance to the living, and are held in great reverence.


Learn more: PGE “Aerenal.”

KEEPERS OF THE PAST

Among the Tairnadal elves of Aerenal and Valenar, the Keepers of the Past worship their ancestors, emulating these champions of the past. Upon adulthood, members of the Tairnadal are chosen by a patron spirit, whom they are then responsible for keeping from fading into Dolurrh, becoming like their patron and acting as they would—and thus, allowing their patron to walk the world through them. Priests of the Tairnadal tend to be bards, retelling the legends of past champions to inspire the living and sustain the dead.


Learn more: RLW chapter 2, PGE “Valenar.”

BLOODSAILS

The elves of the Bloodsail Principality in the Lhazaar Principalities are descendants of exiles from Aerenal. They practice a faith that disbelieves in the gods and bears superficial similarities to the Blood of Vol. However, the two faiths are very different, and Bloodsails follow a path of earning your eternal existence as a Mabaran undead, which is anathema to the Blood of Vol. If a Bloodsail cannot pay the blood price to become a higher class of undead (as their principality can only support so many), they are instead turned into vestiges bound to items. These vestiges are often bound to the sails of Bloodsail ships to supernaturally empower them and grant them their unearthly speed.


Learn more: DRA 410 “Eye on Eberron: Bloodsail Principality.”

QUORI FAITHS

Sarlona is home to the ancient empire of Riedra, where the Inspired rule with the guidance of otherworldly spirits known as quori. The Path of Inspiration believes these spirits to be benevolent, while the dissident Path of Light disagrees.

PATH OF INSPIRATION

Riedra’s dominant religion is the Path of Inspiration, placing the blessed Inspired at the top as supernaturally wise and gifted rulers. Worthy and faithful souls are reincarnated in higher forms, moving upward from monster to human to changeling to Inspired. Unworthy or unfaithful souls are cast down lower in the chain of spiritual purity.


Learn more: FOE chapter 6.

PATH OF LIGHT

The kalashtar follow the Path of Light, believing that the Dreaming Dark—the otherworldly quori spirits guiding the Inspired—are not as benevolent as they claim. This philosophical faith urges its followers to fight the Dreaming Dark through a lifetime of meditation and spirituality, weakening the evil quori and gradually turning the plane from one of darkness to light.

A smaller sect of this philosophy is no longer content to patiently meditate, and has begun to take action against the forces of the Dreaming Dark. These warriors—primarily Khorvairian kalashtar—refer to themselves as shadow watchers.


Learn more: FOE chapter 6, ROE chapter 4.

SEREN DRAGON CULTS

Sitting just off the northwest coast of Argonnessen, the Seren tribes worship the dragons of the mainland as powerful totemic figures, assigning different values and traits to each color.


Learn more: PGE “Dragons,” DGS “The Serens, Part 1.

WARFORGED FAITHS

As the newly freed warforged ponder their existence and the uncertain nature of their souls, several philosophies have emerged among the living constructs.

THE BECOMING GOD

Those that worship the Becoming God believe that warforged were granted souls by an unknown god of constructs. In exchange for the gift of life, these Godforged consider it a sacred duty of many lifetimes to eventually create a body for their god to inhabit and walk the world.


Learn more: FOE chapter 6, ECG chapter 3.

FOLLOWERS OF THE BROKEN PATH

See Druidism section.

THE LORD OF BLADES

The Lord of Blades is a charismatic leader who lives in the Mournland, preaching that the warforged represent a new and higher level of existence, destined to replace the weak races of flesh and blood. The Lord of Blades is rumored to possess a creation forge, but many dismiss this as a self-serving rumor started by the Lord of Blades themself.


Learn more: RLW chapter 4, DUN 111 “Critical Threats: Lord of Blades.”

THE REFORGED

The Reforged embrace the living half of their nature as living constructs. They devote themselves to introspection, emotion, and insight, contemplating the place of warforged in the wider world and the meaning of life itself. Some Reforged even go so far as to remove the metal plating of standard warforged models, becoming as much like flesh and blood as possible.


Learn more: ROE chapter 7.

A Magical World

The Five Nations were built on a magical foundation. To them, magic is a form of science, which can be studied and taught. Nevertheless, few people possess the skill required to become a wizard or an artificer, and high-level magic remains rare. Resurrection and teleportation aren't part of everyday life, but citizens harness lesser effects and use them for the common good.

Artisans called magewrights provide much of this magic. Compared to a wizard or an artificer, a magewright's knowledge of magic is narrow: a locksmith might master the arcane lock and knock spells to supplement the use of physical tools; a magewright healer could cast lesser restoration and cure wounds in addition to using healer's kits and the Medicine skill. A magewright's casting is also slow and expensive: they typically cast their spells as rituals. They are artisans, not adventurers, and the prosperity of the Five Nations was built on their foundation.

Dragonmarked Dynasties

Powerful dynastic guilds dominate and regulate the magical economy. The dragonmarked houses include barons of industry whose influence rivals that of monarchs. Their power derives from their dragonmarks: magical sigils passed down through their bloodlines. For example, House Jorasco dominates the medical trade with its Mark of Healing, while only someone with House Lyrandar's Mark of Storms can pilot an airship.

Even independent businesses are typically licensed by a house and conform to the standards it sets. Not every tavern is run by House Ghallanda, but the Ghallanda seal in the corner of an inn sign assures customers that the establishment meets health and safety standards.

Communication

The Courier's Guild of House Orien operates a mail service, carrying messages and packages across Khorvaire by horse and the house's lightning rail. Sending a letter by mail is inexpensive; sending a package or a message by way of a courier is more secure but more expensive.

If security is particularly important, House Sivis can protect written messages using magic, such as the illusory script spell, and House Kundarak can secure packages with the glyph of warding spell.

The gnomes of House Sivis also maintain a network of speaking stones (described in chapter 5) to facilitate instantaneous communication across long distances. Short messages pass from one stone to another one within a network of message stations.

The Communication and Security Services table shows typical prices.

Communication and Security Services
Service Cost
Arcane lock (House Kundarak) 20 gp
Courier service (House Orien) 1 sp per mile
Glyph of warding (House Kundarak) 350 gp
Illusory script (House Sivis) 15 gp
Mail service (House Orien) 1 cp per mile
Message station (House Sivis) 2 sp per word
Translation (House Sivis) 2 cp per word

Convenience

In the cities of Khorvaire, magic provides a host of minor conveniences. Everbright lanterns light the streets. A chef heats a pot of stew with a whispered incantation, while magic amplifies a town crier's voice. The various effects produced by prestidigitation — heating, cooling, cleaning, and minor illusion — all enhance daily life in the cities.

Entertainment and Fashion

Theaters employ cantrips to amplify sound and focus lighting. Grander performances incorporate illusions, creating special effects to thrill audiences, and other spells allow actors to perform amazing stunts. Dream parlors focus on entirely illusory entertainment.

Those with the inclination to display their wealth wear glamerweave, clothing imbued with illusion. This can involve moving images, such as a cloak lined with glittering stars or a gown with a pattern of flames; the wearer might even adjust the intensity of these flames with a word. Expensive glamerweave can produce more elaborate effects, such as a gown that appears to be made of blooming flowers. Glamerweave can also create abstract effects that slowly shift colors or shimmer with a subtle glow.

Medicine

The dragonmarked House Jorasco maintains houses of healing across Khorvaire. The simplest service is the expert application of the Medicine skill. For those with desperate need and gold to pay, most Jorasco outposts can provide lesser restoration; the best healers can also provide greater restoration. In the finest Jorasco enclaves, it's even possible to raise the dead.

The Healing Services table summarizes typical prices for the services provided by House Jorasco.

Healing Services
Service Cost
Minor nonmagical care 3 sp per use of the Medicine skill
Major nonmagical care 1 gp per day
Cure wounds 25 gp per level of the spell
Lesser restoration 50 gp
Remove curse 75 gp
Greater restoration 150 gp
Raise Dead 750 gp

Transportation

An excellent system of roads connects the central nations of Khorvaire. Travelers can always make their way by horse or coach, which might employ draft animals magebred by House Vadalis for speed or endurance. House Vadalis also supplies exotic mounts such as hippogriffs and griffons. Elemental galleons use bound air or water elementals to propel them.

Two main options provide long-distance travel across land. Major cities in Khorvaire are linked by the lightning rail of House Orien, which allows you to avoid the perils—and tedium—of the roads. The lightning rail uses bound elementals to pull a train of carriages over a path of magical stones, between which a rail-like stream of lightning arcs.

If speed is an issue, you can book passage on a House Lyrandar airship, which uses a bound elemental to hold a ship aloft and propel it through the air. This is almost the fastest way to travel, but also the most expensive. Elemental airships are a recent innovation and are relatively rare; many cities don't yet have docking towers.

For those with no time to spare and plenty of money to spend, House Orien also has teleportation circles in each of its enclaves in cities across Khorvaire. At significant cost, a member of the house will transport passengers instantaneously from one enclave to another.

The Travel Services table summarizes the cost of traveling by these extraordinary means.

Travel Services
Service Cost Speed
Airship (House Lyrandar) 1 gp per mile 20 mph
Elemental galleon (House Lyrandar) 5 sp per mile 10 mph
Lightning rail (House Orien) 5 sp per mile 30 mph
Magebred coach (House Orien) 3 sp per mile 5 mph
Teleportation circle (House Orien) 2,500 gp Instant

Warfare

After a century of war, magic plays an ever-increasing role on the battlefield. Massive magical siege staffs fill the role of artillery. Semi-sentient warforged titans can scatter squads of infantry. Arcane sappers may spread glyphs of warding to deny a region to an enemy. Wands and rods haven't replaced the swords or bows, but elite wandslingers, as military spellcasters are often known, are becoming ever more common.

The nations of Khorvaire all employed different forms of battle magic during the war. Aundair fielded the greatest number of wizards, while Breland produced floating fortresses and other engines of war. The nation of Karrnath embraced the practice of necromancy and animated hordes of undead soldiers.

In the final decades of the war, House Cannith created the warforged: tireless soldiers formed of metal and other materials. The Treaty of Thronehold forbade the creation of new warforged and granted freedom to those that survived the conflict. Warforged now seek places to call home across Khorvaire, but these living weapons struggle to find their place in a world at peace.

The Last War

For hundreds of years, the continent of Khorvaire was united under the kingdom of Galifar. This peace came to an end with the death of King Jarot in 894 YK, just over a century ago. Conflict over the succession spiraled into outright war between the Five Nations.

The Last War was a bitter struggle that forever changed the shape of Khorvaire. It was a century marked by shifting alliances, with years of stalemate interspersed with periods of intense battles. This grueling conflict left deep scars on the land and the people, but there was worse to come. On 20 Olarune 994 YK, the nation of Cyre was consumed in a magical cataclysm now known as the Mourning. The cause of the Mourning remains unknown; many fear it was caused by unbridled use of war magic. Shock and fear brought the nations to the negotiating table, and the Last War came to an end in 996 YK with the Treaty of Thronehold.

Although many celebrated the end of the war, others remain unsatisfied with its outcome. No one won the war. Even though people optimistically refer to it as the Last War, most believe that it's only a matter of time until conflict begins anew. The mystery of the Mourning is the only thing holding the warmongers at bay. If someone uncovers the secret of the Mourning—if it can be proven that the Mourning can't happen again, or if its power could be harnessed as a weapon—war could erupt again. Until then, the nations remain in a cold war as each makes preparations and seeks advantages in a conflict that could lie ahead.

The Scars of War

As of 1 Zarantyr 998 YK, it's been less than four years since the Mourning and less than two years since the Last War came to an end. The Last War spanned the continent and lasted for over a century. Most people want to move on. But the scars of decades of war can't be erased so quickly. These are just a few of the ongoing effects of the Last War.

Dragonmarked Power

The dragonmarked houses remained neutral in the war and made considerable profit selling their services to all sides. War drives innovation; House Cannith developed many new weapons during the war, including the warforged. House Lyrandar perfected its airships in the last decade of the conflict. Rumors persist of monsters or super soldiers developed by House Vadalis or biological weapons in the hands of House Jorasco.

The dragonmarked houses emerged from the war stronger than ever, with the divided nations dependent on their services. Before the Last War, united Galifar imposed many restrictions on the houses. Today, no monarch can afford to break ties with any of the dragonmarked houses. What will happen if one of the houses goes too far in its pursuit of profit?

New Nations

Before the Last War, Galifar laid claim to all Khorvaire. Several new states emerged over the course of the war. In some cases, this was largely a formality; Galifar never had a strong grip on the Lhazaar Principalities or the gnome nation of Zilargo, and they held the Demon Wastes in name only. Other states were born in violence: the elves of Valenar and the goblins of Darguun seized their realms by force. But Aundair yearns to reclaim the Eldeen Reaches, Breland keeps a wary eye on the monstrous kingdom of Droaam, and many mistrust the Valenar elves. Within the Five Nations, anger remains over how the final lines were drawn; for example, Thrane retains control of the ancient Aundairian city of Thaliost, seized during the war.

Physical Damage

The borders between nations demonstrate the impact of generations of conflict. Forests and farmlands scorched by fire and magic are still recovering. Ruined cities have yet to be reclaimed, along with shattered villages and abandoned fortresses. These deserted sites now provide shelter for brigands or are haunted by the restless spirits of those who died in anguish.

This damage reached far beyond the front lines. Magic-fueled weapons, aerial cavalry, and guerrilla forces all struck deep within enemy territory, and the cities of Khorvaire suffered. Wherever you go, you might see the scorch marks of fireballs or wreckage from siege weapons. Every nation is working to repair these wounds, but the damage could linger for generations.

As you create an Eberron character, consider your roots and the impact of the war. Was your hometown destroyed in the war? Is your family thriving, or were its members scattered or slain during the conflict?

Refugees and Shortages

Refugees live in every major city, including tens of thousands of exiles produced by Cyre's destruction. Cyrans are a people without a homeland, seeking shelter and sustenance in the lands of their former enemies. Many Cyran refugees are former soldiers who were fighting in enemy territory when the Mourning struck, or they were farmers and merchants who escaped before their nation was consumed. Former nobles now have nothing but rags, and scholars or artists live in alleyways.

Cities and towns still suffer from shortages in the aftermath of the war. Farmlands, workers, and the resources devoted to the war were lost. Nations are recovering, and most essential services and goods are available in major cities. But there is always the possibility that something you want—a luxury item or a spell component—simply isn't available or can be acquired only through the black market.

The Mourning

The nation of Cyre was once the heart of the kingdom of Galifar. The Last War took a heavy toll on Cyre and its citizens, as the nation became a primary battleground where the Five Nations crossed swords. But no one was prepared for the disaster that struck in 994 YK.

Accounts of the Mourning vary. Some say that a blinding light engulfed the battlefield near the Saerun Road. Others say that dead-gray mists rose in the capital city of Metrol and spread from there. Within the space of one day, the nation of Cyre had been engulfed in a wall of mist, and anything caught within the mists was horrifically transformed. Over a million Cyrans were killed on the day of Mourning. Those who survived were soldiers fighting in enemy territory, those living on the borders who were able to flee from the advancing mists, and those few who were able to escape the interior through magical means. On 20 Olarune 994 YK, the nation of Cyre ceased to exist.

The Mourning threw Khorvaire into a state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were the borders of the lingering walls of mist stable, or could they expand at any moment? What was to be done with the Cyran refugees surging into every adjacent nation? Fear of the Mourning ended the war. But all those questions remain unanswered.

Breland opened its borders to refugees, and Prince Oargev serves as de facto ruler in the area now called New Cyre. Despite its grand name, New Cyre is little more than a vast refugee camp. Other refugees scattered across Khorvaire; some are treated with pity, others with suspicion or anger. And fear of the Mourning hangs like a shadow across Khorvaire. Could it happen again? Is this how the world ends?

The Mournland

A wall of dead-gray mist surrounds the remnants of Cyre. Beyond the mists lies a land twisted by magic, a wound that will not heal. The blasted land is strangely transformed. In some places, the ground has fused into jagged glass. In others, it is cracked and burned. Broken bodies of soldiers from various sides litter the landscape—soldiers whose dead bodies refuse to decompose. The Mournland is a vast open grave.

In that horrific landscape, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Magical effects continue to rain upon the land as storms that never dissipate. Stories speak of living spells—war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for new victims. And angry ghosts continue to fight their final battles.

The only thing predictable about the Mournland is that nothing is predictable; any sort of monster or horror could lurk within its borders. And yet it also holds the wealth and treasures of an entire nation, along with the secrets of House Cannith and everything else that was left behind. It's dangerous. It's mysterious. But it's also a dungeon the size of a nation, with opportunities for those brave enough to enter the mists.

The Mourning and You

In making an Eberron character, think about the impact the Mourning had on you. If you're from Cyre, did you lose all your family and friends? Are there heirlooms lost in the mists that you're determined to regain, or loved ones you hope to someday see again? Do you feel loyalty to your nation and hope to see it restored, or have you burned Cyre out of your heart?

Even if you're not from Cyre, the Mourning may have had a profound impact on you. Are you afraid that the Mourning could consume all of Khorvaire, or do you prefer not to dwell on such things? If you're religious, did the shocking tragedy of the Mourning cause you to question your faith, or did it reinforce it? If you're an artificer or a wizard, are you interested in studying its effects more closely. Might you even hope to unravel its mysteries yourself? Do you see it solely as a tragedy, or do you hope that this awesome power could somehow be harnessed?

Perhaps you were caught in the Mourning and survived the experience, but its effects remain with you. Consider the following aftereffects of your experience:

  • As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts. Is there a way to lay these spirits to rest? Do they have unfinished business they want you to resolve?

  • As a sorcerer, your magical powers could be the result of your exposure to the Mourning. Were you physically transformed as well, or are your powers the only manifestation of the Mourning? Are you comfortable using your abilities, or are you afraid that you might be increasing the power of the Mourning with each spell you cast?

  • As a warlock, your patron could be interested in the Mourning and drive you to learn more about it. Your patron could even be part of the Mourning — perhaps a collective of spirits killed on the Day of Mourning, or a dark and enigmatic power that might have been responsible for this tragedy. If you take the latter approach, do you feel that by using your warlock magic you are serving the Mourning? Or do you believe that you siphon power from it and weaken it with your actions?

  • As a member of an unusual race, you could say that you are actually a creation of the Mourning. Perhaps your dragonborn was an actual dragon transformed on the day of Mourning. Or maybe your tiefling is touched by the dark power of the Mourning instead of by an infernal power.

Draconic Prophecy

There are patterns hidden in the world. Secrets lie in the conjunctions of the planes and moons, in strange symbols formed by the flowing lava of a volcanic eruption or the fissures caused by an earthquake. Carved in the walls of ancient citadels and on primeval megaliths, knot patterns appear to have meaning that only the contemplative mind can hope to comprehend. To those who can read them, these myriad events and signs form a map of possible futures, a map that can be used to shape the course of history.

Scholars call this map the Draconic Prophecy, attributing it to the Progenitor Dragons: Eberron, Siberys, and Khyber. The Prophecy is vast and complex, its signs scattered across the world. Few humans or even elves have the time or resources to unravel its secrets. The foremost students of the Prophecy are ancient dragons, immortal fiends, and others who have devoted thousands of years to this work.

What makes the Prophecy especially complex is that it doesn't define a singular path for the future. Rather, the Prophecy is a map that shows many possible futures, along with the steps that must occur to make that future a reality. A fragment of the Prophecy might say, "If the Bear King is slain by a sorrowful assassin in the Shadow of the Mourning, the Crown will fall from his nation." The "Bear King" could refer to King Boranel of Breland, since the bear is Breland's heraldic beast. The "Shadow of the Mourning" could mean that Boranel must be slain in the Mournland, or it could mean that the assassination must occur on the anniversary of the Mourning. This passage doesn't say that Boranel will be assassinated or that the Brelish monarchy will fall; it suggests that if Boranel is assassinated under these conditions, then the monarchy will surely fall. But it could also be fulfilled in different ways, if the terms of the Prophecy are interpreted differently. Other fragments of the Prophecy might cover what happens if Boranel is assassinated under other circumstances, or what happens if he dies of natural causes.

As an adventurer, you could be hired by a scholar trying to piece together a fragment of the Prophecy and clash with a secret society along the way. Or you could discover that your family plays a pivotal role in a fragment of the Prophecy. Will you embrace this or fight your potential destiny? Will you dedicate your life to interpreting the Prophecy or ignore it as just a bunch of mystical nonsense? And might the Prophecy hold the answer to the Mourning itself?

The War of the Mark

Period: Approximately 1,500 years ago

The first aberrant dragonmarks appeared soon after the true dragonmarks. At the time the dragonmarked houses joined together as the Twelve, aberrant marks were spread across the Five Nations. Some members of the Twelve truly saw aberrant marks as abominations; others considered them a convenient scapegoat to unite the houses and strengthen their position. House propaganda and whispering campaigns amplified the perception of aberrant marks as dangerous and uncontrollable. Fear progressed to violence, and in time, to squads of Deneith soldiers, Vadalis trackers, and Medani inquisitors “protecting communities from the aberrant threat.”

Aberrant dragonmarks of the time were generally more powerful and dangerous than those of today. The Twelve took true stories of innocents harmed by uncontrolled marks and amplified them—superstition and fear did the rest. The title “War of the Mark” implies two even sides, but this was more of a purge than a struggle of equals. Toward the end, however, a few aberrant-marked champions rallied others and challenged the houses. The most infamous were Halas Tarkanan and the Lady of the Plague, who seized Sharn and declared it a haven for those with aberrant marks. Eventually, the forces of the Twelve laid siege to the city. When Tarkanan and the Lady saw victory was impossible, they unleashed the full power of their marks. Tarkanan’s mark gave him power over the earth, and he shattered the towers. The Lady of the Plague called vermin up from the depths and spread vile diseases in the ruins. Both the aberrants sheltering in the city and the armies attacking it perished, and Sharn remained in ruins for centuries before Galifar I finally reclaimed it.

Aberrant marks were almost completely eradicated during the War of the Mark. When they reappeared in later centuries, they were far weaker than Halas Tarkanan’s earth-shaking power, but fear and prejudice linger. Over the last century, with no explanation, aberrant marks have begun manifesting with greater frequency and power. The criminal organization known as House Tarkanan has begun organizing and training those with aberrant marks, fearing another purge could lie ahead.

Why Does It Matter?

Aberrant dragonmarks don’t seem to deserve the prejudice leveled against them. They aren’t that powerful, and player characters rarely lose control of their marks. But everyone knows that Halas Tarkanan shattered the towers of Sharn, the Lady of the Plague destroyed her village as a child, and the Dreambreaker was a monster who drove people mad as amusement. As a character with an aberrant mark, you bear the burden of centuries of superstition, stories encouraged and exaggerated by the Twelve. And the leaders of House Tarkanan point to the War of the Mark as a possible path the future might take. If you have an aberrant mark, will you join House Tarkanan and prepare to fight the Twelve? Or will you try to change public perception and fight the fears?

House Tarkanan

The Voice of Breland - Assassins on the Loose!

It is common knowledge that those with aberrant marks can't be trusted. It's not their fault; they're touched by Khyber, and the Dragon Below twists their minds. All aberrants will eventually become killers. And though I can see the appeal in using these creatures as weapons against our enemies, how could we bring such vipers into our midst?

According to a high-ranking source in the King's Citadel, this secret operation predictably ended in disaster. After a few missions, the strike force slew their handlers and deserted, disappearing into the criminal underworld. They could be anywhere. There can be no clearer sign that it's time to bring down the monarchy and institute a government that is chosen by and answerable to the common people!

Long ago, the dragonmarked houses sought to exterminate the bearers of aberrant dragonmarks. Today, those who carry aberrant dragonmarks are still treated with fear and suspicion. During the Last War, the King's Dark Lanterns of Breland trained a team of covert operatives who all bore aberrant marks. Considered expendable, this group was sent on one suicide mission after another. After half its members died in the field, the survivors turned on their masters. Six years ago, they fled to Sharn and founded House Tarkanan. The group takes its name from Lord Halas Tarkanan, who fought the dragonmarked houses long ago and used his aberrant dragonmark to destroy Old Sharn.

The smallest of the four criminal organizations described here, House Tarkanan has no interest in claiming territory or dominating the criminal underworld. The house takes neither side in the war between the Boromar Clan and Daask, and it will not assassinate high-ranking members of either organization. In other matters, it sells its services to all who have the gold to pay for them. House Tarkanan's top priority is using its wealth to protect, train, and care for people who have aberrant marks. The leaders of the house are pragmatists and soldiers, and they train their recruits to be warriors and thieves.

Despite its name, House Tarkanan is not a dragonmarked house; it has taken the name to mock its enemies, and it doesn't have the recognition, power, or resources of a dragonmarked house. In fact, many members of House Tarkanan hate the dragonmarked houses for being prejudiced against their kind and fear that they will instigate a second purge of aberrant marks. Others are more idealistic, and see the growing power of the houses as a threat to all of the nations of Khorvaire.

House Tarkanan Operations

House Tarkanan provides two basic services to clients: theft and murder. Fees for jobs are based on the task's complexity and riskiness; a simple cutpurse contract costs far less than the assassination of a Sharn Watch captain in Skyway.

What differentiates the assassins of House Tarkanan from those of House Phiarlan and Thuranni is their accessibility. The dragonmarked houses sell their services only to a select list of wealthy and powerful clients, and they can pursue contracts anywhere in Khorvaire. Conversely, anyone with enough gold can hire House Tarkanan's assassins, but they take jobs only within Sharn.

House Tarkanan NPCs

Because House Tarkanan helps all those who have aberrant dragonmarks, the organization has allies across a wide range of society, from beggars to nobles. Some of the organization's most important people are these:

  • Thora, a female human, has the ability to sense mystical energies—a gift that enables her to identify others with aberrant marks. She founded the organization and serves as its leader. While she uses the name Thora Tarkanan among her compatriots, she has established herself as Thora Tavin among the wealthy elite of Sharn and has cultivated relationships with many influential people.

  • Rotting Bal is one of Thora's most trusted lieutenants. A male elf, Bal was part of the original squad of aberrant commandos. He's an exceptional martial artist whose skills are enhanced by his mark.

  • Zae is a female halfling who has the power to speak to and control vermin. Though she's no warrior, her gift helps the house gather information.