Eberron

"Eberron" by Keith "Hellcow" Baker
    The Eberron sphere is unlike any other. It is a sealed system of thirteen planes that rotate and intersect with the material plane periodically.
  Each shifts in alignment, sometimes close enough to overlap and influence the land, other times vanishing into remote silence. For adventurers, this means a world where manifest zones can twist a forest into a hellscape, or give a city streets of solid ice.
  It is a closed system, protected by a great deific sacrifice, but that only makes the rare chance to pierce its shifting veil all the more alluring.

Eberron brings to the table:

  • Magic as Technology. Lightning rails, airships, and warforged create an industrial world powered by arcane energy.
  • Shades of Gray. Few pure heroes or villains. Nations, churches, and factions have complex motives.
  • Post-War Setting. The Last War only just ended; espionage, spies, and political fallout shape the world.
  • Dragonmarks & Houses. Some bloodlines are marked by prophecy, manifesting magic symbols and special powers.
  • Pulp Adventure Feel. Action-driven campaigns. 'Indiana Jones' style expeditions, Sharn noir mysteries, and high-flying pulp escapades.