Things You Need To Know

1. Tone and Attitude

The campaign combines traditional medieval D&D fantasy with swashbuckling action and dark adventure. Alignments are relative gauges of a character or creature’s viewpoint, and not absolute barometers of affiliation and action; nothing is exactly as it seems. Alignments are blurred, so that it’s possible to encounter an evil silver dragon or a good vampire. Traditionally good aligned creatures may wind up opposed to the heroes, while well-known agents of evil might provide assistance when it’s least expected. To help capture the cinematic nature of the swordplay and spellcasting, we’ve added action points to the rules mix. This spendable, limited resource allows players to alter the outcome of dramatic situations and have their character accomplish the seemingly impossible.

2. A World of Magic

The setting supposes a world that developed not through the advances of science, but by the mastery of arcane magic. This concept allows for certain conveniences unimagined in other medieval timeframes. The binding and harnessing of elemental creatures makes airships and rail transport possible. A working class of minor mages uses spells to provide energy and other necessities in towns and cities. Advances in magic item creation have led to everything from self-propelled farming implements to sentient, free-willed constructs.

3. The Last War has ended—sort of

The Last War, which plunged the continent of Khorvair into civil war more than a century ago, ended with the signing of the Treaty of Thronehold and established twelve recognized nations occupying what was once the kingdom of Galifar. At least overtly, the peace has held for almost two years as the campaign begins. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the inevitable next war that will eventually break out on the continent.

4. The Five Nations

The human-dominated civilizations on the continent of Khorvaire trace a lineage to the ancient kingdom of Galifar, which was made up of five distinct regions, or nations. These were Aundair (A-un-dare), Breland, Cyre (sigh-er), Karrnath, and Thrane. Four of these survive to the present day as independent countries; Cyre was destroyed before the start of the campaign. The devasted territory it once occupied is now known as the Mournland. A common epithet among the people of Khorvaire is “By the Five Nations,” or some version thereof. The Five Nations refer to the ancient kingdom of Galifar and harkens back to a legendary time of peace and prosperity.

5. A World 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 desperately needs heroes to take up the cause. Nations compete on many levels — economic, political influence, territory, magical power — each looking to maintain or improve its current status by any means short of all-out war. Espionage and sabotage services create big business in certain circles. The dragonmarked houses, churches both pure and corrupt, crime lords, monster gangs, psionic spies, arcane universities, royal orders of knights and wizards, secret societies, sinister masterminds, dragons, and a multitude of organizations and factions jokey for position in the afterglow of the Last War. Eberron teems with conflict and intrigue.

6. Dragonmark 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. While 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 the dragonmarks — unique, hereditary arcane sigils that manifest on certain individuals within the family, granting them limited, but very useful magical abilities associated with the trade guilds the family controls.

7. Dragonshards

Ancient legends and creation myths describe Eberron as a world in three parts: the ring above, the subterranean realm below, and the land between. Each of these world sections is tied to a great dragon of legend — Siberys, Khyber, and Eberron. Each section of the world produces stones and crystals imbued with arcane power — dragonshards. With dragonshards, dragonmarks can be made more powerful, elementals can be controlled and harnessed, and magic items of all sorts can be crated and shaped. These shares, however, are rare and difficult to come by, making them expensive and often the goals of great quests and adventures.

8. Movies to Inspire You

The following films are just a few examples of movies that have elements of the tone and attitude packed into this campaign setting.

Brotherhood of the Wolf, Casablanca, From Hell, The Maltese Falcon, The Mummy, The Name of the Rose, Pirates of the Caribbean, Raiders of the Lost Ark, and Sleep Hollow

Things You Need To Know

Eberron in Houston AntiTrust