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Eberron v1

Nymm, 998 YK

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The Last War has ended!!... well only sorta...

The Last War plunged the continent of Khorvaire into a civil war more than a century ago, shattering the Five Nations that made up the Empire of Galifar. Four years ago, 994 YK, the war was forced into a cease-fire after the mourning, a catacalysmic event that consumed the nation of cyre. Two years later the war ended with the signing of the Treaty of Thronehold that established the twelve nations and a tenuos peace. The conflics, the anger, and the pain of a long war remain and the new nations seek every advantage as they pepare for the next war to break out on the continent...

 

Dragonmarked Dynasties.

The great dragonmarked families are the barons of industry and commerce throughout Khorvaire and beyond. Their influence transcends political boundaries, and they remained mostly neutral during the Last War. Not technically citizens of any nation, the matriarchs and patriarchs of each house live in splendor within their enclaves and emporiums located throughout Khorvaire. These dynastic houses of commerce derive their power from dragonmarks-hereditary arcane sigils that manifest on certain individuals within the family, granting them limited but useful magical abilities associated with the trade guilds each family controls.

 

Lands of Intrigue

The war is over, and the nations of Khorvaire now try to build a new age of peace and prosperity. Ancient threats linger, however, and the world needs heroes to take up the cause. Nations compete on many levels-over economic dominance, political influence, territory, magical power, and more-each looking to maintain or improve its status by any means short of all-out war. Dragonmarked houses, churches both pure and corrupt, crime lords, monster gangs, psionic spies, arcane universities, secret societies, sinister masterminds, dragons, and a multitude of organizations and factions join the struggle for position and power in the aftermath of the Last War.

 

A World of Magic

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

Campaigns

Eberron v1 Campaign

Dungeons & Dragons 5e

Characters