Eberronicon
Eberronicon
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CHAPTER 3: FACTIONS .......................................30 CHAPTER 4: FAITHS ..........................................37
Adventuring Guilds ....................................................30 Sovereign Host ............................................................37
Acquisitions Directorate ............................................30 Dark Six .......................................................................38
Clifftop Adventurers’ Guild .......................................30 The Silver Flame.........................................................38
Deathsgate Adventurers’ Guild..................................30 Church of the Silver Flame ........................................38
Wayfinder Foundation...............................................30 The Pure Flame...........................................................38
The Aurum..................................................................30 The Shadow in the Flame ..........................................38
The Chamber ..............................................................31 Shulassakar ..................................................................38
Daask............................................................................31 Kalok Shash, the Binding Flame................................38
Daughters of Sora Kell ...............................................31 Other Faiths ................................................................39
Daelkyr ........................................................................31 Atheism........................................................................39
Dragonmarked Houses ...............................................32 Blood of Vol ................................................................39
Cannith (Making) .......................................................32 Cults of the Dragon Below.........................................39
Deneith (Sentinel).......................................................32 Drow Faiths.................................................................39
Ghallanda (Hospitality)...............................................32 Druidism ......................................................................40
Jorasco (Healing).........................................................32 Quori Faiths.................................................................42
Kundarak (Warding) ..................................................32 Seren Dragon Cults.....................................................42
Lyrandar (Storm) ........................................................33 Warforged Faiths........................................................42
Medani (Detection).....................................................33
Orien (Passage)............................................................33
APPENDIX A: SECRETS .......................................43
Phiarlan & Thuranni (Shadow) .................................33 The Day of Mourning ................................................43
Sivis (Scribing) ............................................................34 The Draconic Prophecy..............................................44
Tharashk (Finding).....................................................34 The Dreaming Dark....................................................44
Vadalis (Handling) ......................................................34 King Kaius ...................................................................45
Other Marks ................................................................34 Lady Illmarrow............................................................45
The Dreaming Dark ...................................................35 APPENDIX B: FURTHER READING .........................46
The Emerald Claw ......................................................35 Eberron Lore ...............................................................46
The Lord of Blades......................................................35 Eberron Adventures ...................................................50
The Lords of Dust.......................................................35 Eberron Novels ...........................................................53
Newspapers .................................................................36 Ready to Learn More? ................................................54
Scholarship ..................................................................36
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WELCOME TO EBERRON
The world of Eberron is one steeped in pulp action and noir interests you, then dig deeper in other sourcebooks. Appendix A:
mystery. It’s home to thrilling two-fisted action, gritty Secrets has hidden knowledge for DM eyes only. Appendix B:
detectives, and eldritch horrors. Everyday magic surrounds the Further Reading contains resources for diving deeper.
people of Khorvaire; everbright lanterns illuminate the streets, the
Raincallers Guild ensures bountiful harvests, and messages are LEARN MORE
relayed thousands of miles in the blink of an eye through a Each section contains a “Learn More” note suggesting further
reading. When you see a line like this...
network of speaking stones.
The Eberron campaign setting was designed to make sense of ? Learn more: ECG chapter 4.
the magic system of DUNGEONS & DRAGONS, starting from one ...it’s our suggestion of where to learn more. Check Appendix
B: Further Reading for all the abbreviations used in these
simple concept: if we live in a world where arcane magic is references. While the information on any given topic might be
reliable, repeatable—and most importantly, teachable—then spread across two, three, or a dozen sourcebooks, this note
wouldn’t our society use magic to make our lives easier? focuses on a couple favorite sources to give you a great start. If
In Eberron, low-level spells are commonplace and harnessed you only have time to read one source, make it one of these.
like a science—but the world is one of wide magic, not high
magic. Powerful spellcasters are uncommon, and heroic ones We hope this supplement serves as an invaluable resource,
exceedingly so, so don’t expect anyone to be waiting in the wings regardless of whether you’re a player, DM, or adventure creator:
to save the world. The continent of Khorvaire has been ravaged • If you’re a player creating your first (or thirteenth) Eberron
by war for a century, ancient evils stir in the dark, and no one is character, you can easily find character options that interest
coming to the rescue. Whether you walk deep in the jungles of you, then delve deeper in the official sourcebooks.
the Shattered Land or on the mean streets of the City of Towers, • If you’re a DM in the middle of an engrossing session, you can
Eberron needs heroes. look up information on the fly, instead of digging through a
dozen sourcebooks while your players look on.
ABOUT THIS SUPPLEMENT • If you’re creating an adventure or an entire campaign, you can
discover new ideas for intriguing locations and nefarious
Dozens of official Eberron sourcebooks, adventures, novels, and enemies, conveniently presented in a few short sentences to
articles have been published since Eberron was released in 2004. select subjects worth pursuing further. We also include a
These vast resources are a goldmine for players, DMs, and Secrets appendix to inspire deeper mysteries and plots that
adventure creators, but they can also overwhelm as you explore player characters would be unaware of.
the setting for the first time. Similarly, Eberron: Rising from the
Last War is a superb introduction to the setting in fifth edition,
but its 320 pages are a lot to absorb—and for the sake of space, it SETTING DISTINCTIVES
glosses over many facets of the setting that players and DMs If you’ve played in another fantasy setting before encountering
might find fascinating to include in their game. Eberron, you’ll find many similarities between the two worlds—
Eberronicon consolidates fifteen years of lore in one supplement, and perhaps just as many differences. This section highlights
providing a pocket guide that concisely summarizes the major unique elements to set the tone for your explorations in this new
races, places, factions, and faiths of the setting. This supplement world. But as with any setting, you should feel free to take what
is not intended to be comprehensive. Instead, it highlights major works for your campaign, while adapting other elements to tell
topics for further exploration, allowing you to quickly find what the story of your Eberron.
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Unlike the grim tone of cyberpunk settings, Eberron’s evils
MAGIC & TECHNOLOGY are balanced by the sense that heroes can change the world. In
Eberron is a world of magical industry. Artificers and wizards fill cosmic horror, the actions of the heroes are futile in the face of
a similar role to our own world’s engineers and scientists, using an inevitable eldritch future. In Eberron, spells and steel can
schools of magic instead of scientific disciplines. However, stop antediluvian horrors. Villains may weave dastardly
Eberron is not a “high magic” setting. Spells above third level are schemes, but they can be defeated in a final high-stakes
rare in Khorvaire, with such magic generally only available to the confrontation.
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.
WANDSLINGERS
While Eberron has a similar aesthetic to steampunk and The frontier of Q’barra is patrolled by roving wandslingers,
related genres, it isn’t a world of mundane technology, steam dispensing justice and mediating disputes. The battlefields of the
power, clockwork constructs, and the like. The Eberron setting Last War were fought not only by warriors with sword and
is built on the assumption that in a world with pervasive low- shield, but by wandslingers hurling spells across enemy lines.
level magic, there would be little need for mundane inventions While a wand can be a toy or tool, it is also a weapon, and
because magic has taken their place. So instead of the linear wizards who openly carry a wand are publicly representing their
advancements of steampunk settings that mirror the real world, threat. Your character’s wands can be ergonomically designed
Eberron can be a world without mundane technology due to the and look like guns if you enjoy that aesthetic, but the advances
pervasiveness of arcane technology. For example, the trains of magic have made gunpowder unnecessary—why spend
don’t need to run on steam or electric power—not because of a centuries refining a dangerous chemical compound when magic
primitive understanding of science, but because you don’t need constantly provides an easier solution with wands that never
steam if you can bind powerful elementals in Khyber jam or backfire?
dragonshards and tap their power instead.
THE LAST WAR
INDUSTRY & COMMERCE The continent of Khorvaire has just emerged from a century of
Despite the distinction in what powers technologies in war, which included periods of intense conflict intermixed with
Eberron—magical advancements instead of mundane ones— times of uneasily glaring at each other across borders. Nations
many industries of Khorvaire feel similar to our own world at lost territory, gained, and lost again, and several new nations
the turn of the 19th to the 20th century. were established from land seized from others. With shifting
While the dragonmarked houses might bring to mind the allegiances throughout the century of conflict, nearly every
dystopian corporations of cyberpunk, they actually reflect a nation has considered all its neighbors enemies at some point.
much older economic organization: medieval guilds. Structured Though hostilities ceased with the Treaty of Thronehold and
around families and bound by limited technologies, the houses the nations are rebuilding relationships with their neighbors,
have not commercialized and primarily rely on licensing to the memory of tensions has not faded.
regulate industry, rather than doing everything themselves. However, the dragonmarked houses have ensured some
measure of stability, remaining neutral throughout the conflict.
HEROIC PULP ACTION Dragonmarked heirs have an allegiance that transcends national
borders, serving every nation alike, regardless of nation of birth.
While dragonmarked houses and nations vie for supremacy in In this world of wide magic, the innovations of warfare were
Khorvaire, the conflict is often less focused on economic not ones of machinery and gunpowder. The battlefield was
espionage and more on relic hunting. Bands of adventurers controlled by archers and wandslingers, not ranks of riflemen.
venture into the dangerous frontiers like Xen’drik and the Artillery was dominated not by mundane cannons, but by
Mournland, racing to be the first to recover lost magic. 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.
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.
CHAPTER 1: RACES
From honorable hobgoblin artificers to elf necromancers
venerating their undead ancestors, Eberron is a world of
LOST
surprising cultures. This section highlights interesting lore and Lost is a city of doppelgangers and changelings, made of living
possible origins for characters of every race. 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
CHANGELINGS 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
Though changelings have an unmistakable appearance—pale skin
and hair, and mere hints of noses and lips—it’s rare to spot them offers them their talents as spies.
in their natural form. This race of shapeshifters is commonly ? Learn more: DUN 193 “Eye on Eberron: Lost,” ECG chapter 4.
mistrusted, though no more innately dishonest than any race.
They live (often unseen) throughout Khorvaire and beyond. RIEDRAN
? Learn more: PGE “Changelings,” ROE chapter 3. In Riedra, on the continent of Sarlona, changelings are regarded
with awe and dread. The Riedran Path of Inspiration teaches
GRAY TIDE that if humans live a good life, their spirit is reincarnated into a
The Gray Tide principality was founded by the changeling changeling’s form in their next lifetime. Riedran changelings are
privateer Prince Kel in dreams of establishing a homeland for under immense social and religious pressure to serve the
his race. Changelings can be found in Gray Tide (and the Inspired, and it is highly improbable one would
surrounding Lhazaar Principalities) in the greatest abandon their place in the order of
concentrations in Khorvaire. Here, many openly inhabit their things for other pursuits.
natural forms, rather than taking the guise of other races, and ? Learn more: SOS chapters 1-2.
find widespread acceptance from the other races.
? Learn more: DGS “The Lhazaar Principalities, Part 2.” TYRANTS
The changeling gang known as
INTELLIGENCE AGENCIES the Tyrants is one of the three
Changelings are prime recruits for clandestine networks, major criminal organizations
making them far more common among the ranks of intelligence of Sharn. These information
agencies than in the general population. Changelings can easily brokers use their shapeshifting
find employ with the Dark Lanterns of Breland, Royal Eyes of abilities for blackmail, fraud,
Aundair, Argentum of Thrane, Twilight Brigade of of Karrnath, and more. The Tyrants can be
Thousand Eyes of Sarlona... or other less legitimate agencies. an excellent source of
Despite not having a dragonmark of their own, changelings information—or terrible
could also find employ with any dragonmark house. enemies who turn a victim’s
secrets against them.
? Learn more: KBB “Dragonmarks: Spies, Heraldry.” ? Learn more: SCT chapter 5.
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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.”
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DWARVES MROR
The dwarves of the Mror Holds are happy to enjoy the riches of
Between the powers of commerce granted by the Mark of
Warding, and the control of the Mror Holds over Khorvaire’s their newfound independence from Karrnath and their control
mineral resources and precious metals, dwarves enjoy prosperity over the natural resources of the Ironroot and Hoarfrost
and power. Still, simmering rivalries between clans threaten to Mountains. During the Last War, they discovered the Realms
boil over and destroy the fragile peace that the Iron Council has Below, the remains of a once-great underground kingdom.
imposed on the boisterous dwarves. While the dwarves eagerly excavate the ruins in search of untold
? Learn more: RLW chapter 1, DGS “Dwarves of the Mror Holds, treasure, they have woken a powerful daelkyr lord, Dyrrn the
Part 2.” Corruptor. Every stronghold recovered from the Realms Below
is paid for in dwarven blood.
CITY The twelve clans of the Iron Council cannot come to an
agreement on how to deal with Dyrrn and his forces. The
While the Mror Holds are the dwarven homeland, many have influential Clan Mroranon spurns Dyrrn and his magic. The
emigrated to the rest of Khorvaire in the past thousand years. wealthy Clan Soldorak, on the other hand, has embraced the
These city dwarves easily blend into society, most pledging their weapons of the daelkyr, and many of its warriors and leaders
loyalty to their own countries, not the Mror Holds. carry symbionts—organic weapons and tools that meld with
? Learn more: RLW chapter 1. flesh—developed by Dyrrn.
? Learn more: RLW chapter 2, PGE “Dwarves.”
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.
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ELVES DRAGONMARKED
The Mark of Shadow is carried by elves with the blood of House
Former slaves of the giants, the long-lived
elves of Eberron chase the immortality that was Phiarlan in their veins. However, not all elves with the Mark of
stripped from them when the giants kidnapped Shadow are part of House Phiarlan. Nearly three decades ago,
eladrin and transformed them into mortals. They the Shadow Schism split the house, and the Thuranni family
fled and settled in Aerenal, and later Khorvaire, formed their own rival house. Phiarlan has claimed the western
where elves bearing the Mark of Shadow half of Khorvaire, while Thuranni has its most powerful
have found renown as the greatest holdings in Karrnath and the Lhazaar Principalities.
entertainers and artists of Khorvaire. ? Learn more: See Factions: Dragonmarked Houses.
? Learn more: RLW chapter 1.
ELADRIN
AERENI The old stories are filled with legends of mythical feyspires.
When elves settled on the Ruled by powerful archfey and inhabited by elegant eladrin, they
tropical islands of Aerenal came and went from the Material Plane—but this all changed
southeast of Khorvaire, they when the Day of Mourning struck. The feyspires became stuck,
found powerful manifest zones to scattered across Eberron and unable to return to their native
Irian and Mabar. In time, their Thelanis.
necromancers created the first of ? Learn more: EPG chapter 2, ECG chapter 1.
the Undying, giving the greatest of
the Aereni immortality of sorts by TAIRNADAL
turning them into undead powered Most Tairnadal live on the mountainous isles of northern Aerenal,
by positive energy. The Undying dedicated to ensuring the immortality of their greatest ancestors
Court offers wisdom and guidance by emulating the deeds of these patron spirits. Each Tairnadal is
to those that yet live. selected by a patron spirit upon reaching adulthood, and live the
Aereni elves focus on perfection rest of their life seeking to to emulate them; for example, if one’s
in a way shorter-lived races struggle patron spirit was a mighty warrior, they would seek worthy foes
to comprehend, and while Aerenal is ruled by noble families, and great conflicts.
they are selected based on merit, rather than blood. A large group of Tairnadal, the Valaes Tairn, immigrated to
? Learn more: PGE “Aerenal,” DGS “Elves of Aerenal, Part 1” & what was once southeastern Cyre. They served as mercenaries
“Part 2”.
during the Last War before annexing the territory, now known
as Valenar.
BLOODSAIL ? Learn more: PGE “Valenar,” DGS “The Elves of Valenar, Part 2.”
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.”
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GNOLLS GOBLINOIDS
Gnolls are predominantly found in Western Goblinoids—known in their own tongue as dar, “the People”—
Khorvaire. While the savage carrion tribes in lived in Khorvaire for many millennia before humanity settled
the Demon Wastes have some gnoll members, there. The great Empire of Dhakaan spanned most of the
people of the Five Nations are most familiar continent, but after a long war with alien creatures from Xoriat,
with the Znir Pact gnolls of Droaam. Centuries the Dhakaani Empire collapsed.
ago, this group of gnolls abandoned the Thousands of years later, the remnants of the proud
worship of fiends, and the combined might of goblinoids are scattered across Khorvaire. The Goblin language
a dozen clan leaders shattered their chains and is widespread, especially in the more untamed areas, and is
ensured they would no longer serve any treated as Common by many of the monstrous races.
demonic master. Today, the gnolls of the ? Learn more: RLW chapter 1, PGE “Goblinoids,” KBB
Znir Pact live free, neither conqueror “Dragonmarks: Goblins.”
nor conquered. Sometimes known as
the Gnoll Brotherhood, the Znir
Pact serves as mercenaries,
CITY
trackers, and bounty hunters, with After the Empire fell, many goblinoids were enslaved by humans
their archers held in high regard. and their kin. The founder of Galifar won their loyalty by
promising freedom if they fought by him to unite the continent.
? Learn more: PGE “Droaam,” DRA 368 “Backdrop: Graywall,” Since that day, city dar have lived side by side with the other
Queen of Stone novel.
residents of the Five Nations, and identify far more strongly
with their fellow citizens than with Darguun.
GNOMES ? Learn more: PGE “Goblinoids.”
Gnomes are cunning, social creatures who will never draw a
dagger if a whispered message would have the same effect, yet DARGUUL
never flinch when the dagger is necessary. They have an During the Last War, a coalition of goblinoid warlords betrayed
unquenchable thirst for knowledge, which has led to them the Cyrans who were employing them as mercenaries. They
creating pillars of academic knowledge like the Library of claimed the land in southwestern Cyre as Darguun, “Land of the
Korranberg. The gnomes possess secret knowledge of how to People.” Facing war on all fronts, Cyre did not possess the
bind elementals to Khyber dragonshards, making them an troops to reclaim the land, and so a new dar nation was born.
integral part of the economy of Khorvaire. Among the fierce Darguul, two main factions exist. The
? Learn more: RLW chapter 1, PGE “Gnomes.” Ghaal'dar are hobgoblin-led tribes in the lowlands, generally
loyal to Llesh Haruuc, warlord ruler of Darguun. By contrast,
DRAGONMARKED the Marguul—savage bugbear clans of the mountains and
The Mark of Scribing is carried by gnomes with the blood of southern Darguun—have little respect for the rule of law.
House Sivis in their veins. ? Learn more: PGE “Goblinoids.”
? Learn more: See Factions: Dragonmarked Houses.
DHAAKANI
ZIL As the Empire of Dhakaan
The gnomes of Zilargo are enamored with knowledge to the fell, some dar retreated
point of excess. They can be found making studies of any of a deep underground, sealing
dozen topics, but their greatest strengths lie in diplomacy, themselves in to preserve
shipbuilding, and elemental binding. Their tight-knit social the culture and knowledge
structure encourages Zil gnomes to ask questions and study of their people. These
others, leading to a significant population of bards and enclaves hold long-lost
diplomats. Meanwhile, the shadows hold the efficient spies and secrets of artifice that even
deadly assassins of the Trust, dedicated to maintaining the order the best of House Cannith
of society against all threats, internal and external. cannot match.
Recently, the Heirs of
? Learn more: PGE “Gnomes,” DGS “The Gnomes of Zilargo, Part Dhakaan have begun to
1” & “Part 2.”
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 legion-
inspiring dirge-singer bards who sing of heroes of legend.
? Learn more: RLW chapter 1, KBB “Dragonmarks: Goblins.”
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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 HALF-ORCS
share the Khoravar blood of Lyrandar or Medani, and therefore Over the years, the native orc and immigrant human tribes of
never manifest either dragonmark. Khorvaire intermingled. Half-orcs are more a spectrum between
human and orc rather than a fully distinct race like Khoravar,
nor do they have as distinct a racial identity. These half-human,
half-orc offspring are sometimes viewed as brutish in places
where they are rare in the Five Nations, but are celebrated in the
Shadow Marches and other places they are common, such as
Droaam and 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.”
12
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
HALFLINGS The Mark of Making is carried by humans with the blood of
House Cannith in their veins. The Mark of Handling is carried
Hailing from the trackless Talenta Plains, the tolerant and witty by House Vadalis, the Mark of Passage by House Orien, and the
halflings have been in Khorvaire since before recorded history. Mark of Sentinel by House Deneith. Additionally, while House
Some remain nomads to this day, while others have left their Tharashk is a half-orc house, some humans have Tharashk
tribes in the plains and seamlessly integrated into Galifaran ancestry and can also manifest the Mark of Finding.
society. Halflings tend to form small communities of their own, ? Learn more: See Factions: Dragonmarked Houses.
the most infamous of which is the Boromar Clan of Sharn.
? Learn more: RLW chapter 1, PGE “Halflings.” SARLONAN
Sarlona is the birthplace of humanity and the cradle of its first
DRAGONMARKED great civilizations. Today, the majority of the continent is
The Mark of Healing is carried by halflings with the blood of dominated by the nation of Riedra. The Inspired, generally
House Jorasco in their veins, and the Mark of Hospitality is considered benevolent rulers of this peaceful yet xenophobic
carried by House Ghallanda. country, are believed to be reincarnations of the greatest leaders
? Learn more: See Factions: Dragonmarked Houses. and warriors in human history.
By contrast, the human tribes of Syrkarn live in a wild, harsh,
TALENTAN but free land. The humans of Adar live in mountain fortress-
monasteries that shelter peaceful monks.
The halflings of the Talenta Plains in eastern Khorvaire live
much as their ancestors have for millennia, with tribes of ? Learn more: SOS chapter 2.
halflings tending to herds of dinosaurs—and riding them as
dearly beloved spirit companions. Talentan tribes revere the SEREN
spirit world, with shamans serving as spiritual advisors and The Seren islands are home to fierce barbarian tribes that revere
guiding their migratory paths. Though Talentans are generally the dragons of the mysterious mainland of Argonnessen. Rumor
content to live their nomadic lives apart from the more holds that Serens are terrifying cannibals who sacrifice children
industrialized nations around them, the Last War disrupted this to dragons, but these are vastly exaggerated. Rather, these
lifestyle, forcing many tribes to confront the wider world. ferocious raiders and seafarers believe they have an ancestral
? Learn more: PGE “Halflings,” ROE chapter 5, DGS “Druids of duty to guard Argonnessen, land of dragons, from the unworthy.
Khorvaire, Part 3.” ? Learn more: PGE “Dragons: Seren,” DGS “Serens, Part 1.”
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.”
13
KThese
OBOLDS
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
KALASHTAR kobold in Southern Droaam, has even been recognized and
titled as a warlord by the crone queens, much to the chagrin of
Kalashtar are descended from human monks that melded their his neighbors.
minds with quori—dream spirits of light that fled Dal Quor in ? Learn more: PGE “Goblinoids,” ECG chapter 4.
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
Q’BARRAN
psionically gifted people carry a genetic link to those same spirits In Q’barra, kobolds tend to stay to the west, living in and on the
their ancestors bonded with millennia ago. Endworld Mountains. Q’barran kobolds are leery of outsiders,
Kalashtar are born into a secretive interplanar conflict that and lead frequent raids into settlements like Wyrmwatch to
they rarely entrust other races with knowledge of. They believe chase away interlopers and harvest supplies.
that sinister quori spirits rule Dal Quor, the Plane of Dreams. ? Learn more: ECG chapter 4.
Through following their faith, the Path of Light, the kalashtar
hope to bring about a new age in Dal Quor—one of light instead ZIL
of nightmares.
The kobolds of Zilargo primarily inhabit the Seawall Mountains
? Learn more: PGE “Kalashtar,” ROE chapter 4. on the eastern border with Darguun. The irvhir are engaged in
constant conflict, defending their tunnels and caverns against
ADARAN the gnomes and dwarves of Zolanberg that seek to mine the
The original kalashtar were born in Adar, on the continent of mountain’s riches—including Khyber dragonshards, key to
Sarlona. Most kalashtar remain in Adar to this day, living elemental binding.
peaceful, meditative lives alongside others of their race in ? Learn more: ECS chapter 7.
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.
14
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
LIZARDFOLK rise of dwarven civilization, they have been pushed to the
fringes of the land. However, the Jhorash’tar have found staunch
Lizardfolk are an uncommon race sometimes lumped together allies in the dwarven clans of Toldorath and Tordannon, who
with dragonborn and kobolds and called “scales” by confused lobby against Clan Mroranon to grant the orcs full clan status,
Khorvairians. These territorial creatures tend toward a tribal including a seat on the Iron Council.
society, and can be found hidden in pockets scattered across the
globe, especially in Q’barra and Xen’drik. ? Learn more: ECG chapter 4, MRM chapter 1.
? Learn more: WGE chapter 3, PGE “Q’barra.” MARCHERS
Q’BARRAN The Shadow Marches are considered the traditional homeland
of the orcs, and many live there to this day. Most Marcher orcs
The swamps of Q’barra are home to most lizardfolk of Khorvaire. live in small tribes scattered throughout the swamps. Some
There, the Cold Sun Federation dedicates themselves to fighting worship aspects of powerful fiends and aberrations as members
their hostile Poison Dusk kin that worship demonic forces. of Cults of the Dragon Below, while a rare few still follow the
Decades ago, the Cold Sun Federation signed a treaty with the path of the Gatekeepers, the oldest druidic tradition in
human settlers of New Galifar, but the past few years have seen Khorvaire.
a significant rise in tensions between the Federation and New
Galifar as House Tharashk escalates its dragonshard mining. ? Learn more: PGE “Orcs,” KBB “Dragonmarks: Orcs and the
Ghaash’kala.”
? 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..
15
PLANETOUCHED SHIFTERS
Planetouched creatures are a rarity in Eberron, but in a world of Drawing on their beast
magic and mystery, anything can happen. Planar energies might within to temporarily
infuse and change the biology of children born in manifest shift, shifters can take on
zones, granting them unexpected powers. Even outside of aspects of the animal they
manifest zones, the unpredictable powers of planes could change embody to grant abilities
the physiology and abilities of any creature, whether through an such as increased strength
encounter with an extraplanar creature summoned during the or speed. They value
Last War or an accident of artificing. individualism and rely on
instinct and emotion.
AASIMAR Most shifters live in the
Eldeen Reaches, though
The rare aasimar are not a race, but rather, individuals chosen they can be found in rural
by powerful forces for good. Some are created through the areas throughout
influence of the planes, with powerful celestial guides. Aasimar Khorvaire.
can also be chosen by the Silver Flame, often joining the clergy Common belief holds
as their couatl guides urge them onwards. Or an elf might be that shifters—or
touched by Irian and guided by their own Undying ancestors. “weretouched”—are
? Learn more: WGE chapter 3, KBB “Dragonmarks: Aasimar.” related to dangerous
lycanthropes, but shifters
DAELKYR HALF-BLOODS are neither cursed nor
The foul taint of the daelkyr, powerful aberrations from Xoriat, contagious. Nearly two
can warp creatures in disturbing ways. Whether twisted by a centuries ago, fanatical
manifest zone or subjected to the foul attentions of a breed leech elements within the well-meaning Church of the Silver Flame
before they were born, daelkyr half-bloods are distinguished sought to purge them along with the lycanthropes; as a result,
from their birth race with the manifestation of strange powers— many shifters mistrust the Church to this day.
and a twisted symbiont twin, grown out of their very bodies. ? Learn more: RLW chapter 1, ROE chapter 2.
? Learn more: MOE chapter 2.
ELDEEN
GENASI The western Eldeen Reaches are filled with shifter communities,
Genasi are touched by powerful elemental forces from the some integrated with druidic sects such as the moonspeakers,
planes. An air genasi might be touched by Lamannia or Syrania, other tribes hidden deep within dense forests. Most Eldeen
while a fire genasi would likely be touched by Fernia or Kythri. tribes are small and led by a council of elders.
? Learn more: EPG chapter 2. ? Learn more: ROE chapter 2.
TIEFLINGS DROAAMISH
In Eberron, not all tieflings have red skin, horns, and tails, In the wake of the Lycanthropic Purge, many shifters ended up
though all are humanoids touched by inhuman power. The as refugees in Droaam. In the century since, they have become a
variant tieflings in Mordenkainen’s Tome of Foes could represent common sight in this nation, working alongside gnolls, orcs,
the influence of different powers and planes; Levistus for Risia, and goblinoids.
Zariel for Shavarath, etc. ? Learn more: ECS chapter 7.
The Venomous Demesne, a hidden city in Droaam, is home to
tieflings that fled the Sarlonan region of Ohr Kaluun seeking TASHANA
safety from the Inspired. Their unnatural powers were gifted as Shifters originally came from the frozen north of Sarlona, and
part of a dark pact their ancestors made thousands of years ago. today, there are many tribes that still eke out an existence in the
These tieflings do appear like traditional ones of other settings. plane-scarred Tashana Tundra. These semi-nomadic tribes place
In the Demon Wastes, tieflings known as sakah are corrupted less importance on individuality than most shifters from
by the fiendish overlords and their rakshasa servitors. Their Khorvaire, and instead emphasize community, simplicity, and
appearance varies, but all have signs of fiendish influence. spirituality.
Rellekor, a small town in Thrane, has a large tiefling
population. The village was established by the Church of the ? Learn more: SOS chapter 2.
Silver Flame as a haven for planetouched tieflings, surrendered
to village elders at birth. TASKAAN LEGION
? Learn more: MRM chapter 2, These shifters, once of their own sovereign nation, fell under
KBB “Dragonmarks: Tieflings.” 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.
16
WARFORGED 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.
The warforged are the most spectacular of the Last War’s many
innovations. These sentient golems were made by House Every warforged has a unique mark on their forehead, known as
Cannith for a single purpose: to fight and die for whoever a ghulra—a Dwarven word for “truth.” This ghulra serves as a
bought them. But to their creators’ surprise, they not only had fingerprint, and no two are alike; their cause and meaning are a
intelligence, but true sentience—the ability to feel, fear, and love mystery, even to their creators at House Cannith.
like any race. ? Learn more: PGE “Warforged,” ROE chapter 1, DGS “The
With the Treaty of Thronehold and the end of the Last War, Warforged, Part 1” & “Part 2.”
warforged were declared to be people, free to decide their own
futures. This freedom came at a price, however; House Cannith MOURNLAND
was ordered to dismantle all its creation forges so no more
Unlike other races in Eberron, warforged can live in the
warforged could ever be created.
twisted and dangerous Mournland almost as easily as out of it.
The end of the Last War has not made life easy for these
They do not require food, drink, sleep, or shelter, so few of the
creations of war, and warforged face discrimination across
Mournland’s hazards threaten them.
Khorvaire. In some places—notably Breland—they are treated
Here, a growing cult gathers that follows the mysterious Lord
equitably, but still have few opportunities for improving their
of Blades. This charismatic leader espouses that the time of flesh
station. In other regions, especially Thrane and Karrnath, many
and blood creatures is over, and that the warforged will be the
warforged are little more than indentured servants. Even where
inheritors of the continent.
treated fairly, many warforged find themselves unsure what to
There are also rumors of a smaller warforged cult known as
do after spending their lives as obedient soldiers. Unaccustomed
the Godforged. They worship the Becoming God and are
to frivolity and having few physical needs, some simply work for
building a body for this titanic deity in the dead-gray mists.
a pittance to pay off some debt unscrupulous charlatans
convince them they owe. ? Learn more: RLW chapter 4. Also see Faiths: Warforged Faiths.
17
OTHER RACES LOXODONS
Gentle giants and careful craftsmen, a loxodon might be part of
You could establish a place for any race imaginable somewhere
on Eberron or its many planes. The following section suggests the Riedran underclasses or a society in Xen’drik’s interior.
origins for uncommon races that have been given little attention Alternatively, a variant covered in thick fur could be found
in previous sourcebooks. As always, you are free to come up living in the Tashana Tundra.
with your own explanation to suit your campaign better.
? Learn more: WGE chapter 3. MINOTAURS
Considered by many to be a monstrous race, these cow-headed
AARAKOCRA humanoids tend to live in the wilder areas of the world,
Syrania, Lamannia, and their associated manifest zones are especially Droaam.
excellent places to put these creatures bound to elemental air.
Aarakocra also might be found in tall and unmapped mountain SIMIC HYBRIDS
ranges. While the Simic Guild does not exist in Eberron, a Simic
hybrid’s statistics could represent biological transformation by
CENTAURS other factions: perhaps a daelkyr experiment, a castoff of
Centaur herds roam the northern half of Khorvaire, especially Mordain’s studies, or a magebred human secretly created by
around the Madwoods in Karrnath. House Vadalis.
FIRBOLGS TABAXI
Secretive protectors of the wilds, firbolgs might be found deep The catlike tabaxi could live in the jungles of Xen’drik,
in any forest, such as the Towering Woods of the Eldeen surveying the many cultures of the shattered continent. Or
Reaches, the Dragonwood in central Breland, or the Karrnwood maybe they’re endemic to the Demon Wastes, their original
in northern Karrnath. appearance twisted to match the rakshasa rulers of that land.
GITH TORTLES
The githzerai live in fortress-monasteries in Kythri. Meanwhile, A peaceful race, tortles might be found on the interior of the
the githyanki built theirs in the Astral Plane, raiding the other continent of Xen’drik, or perhaps a long-forgotten corner of
planes for supplies. Both hate the denizens of Xoriat, with a Q’barra or the Eldeen Reaches. Tortles might even be actual
special loathing for mind flayers, corrupted versions of their turtles mutated by the Mourning or by Mordain the
own champions that were twisted by the daelkyr. Fleshweaver.
18
CHAPTER 2: PLACES
While Khorvaire’s complex political drama and storied ancient
ruins can easily fill a whole campaign, the need for heroes does
SEREN
not end at its shores. Beyond Khorvaire lie lands of wonder and Just off the northwest coast of Argonnessen lie the islands of
power—crumbled empires, lost civilizations, alien cultures, Seren, where dragons are worshiped as gods by the tribal
unlikely allies, dangerous foes, and the land of ‘Here be Dragons.’ humans and other races. The warlike Serens dedicate themselves
to protecting Argonnessen and its waters from any unworthy
AERENAL creatures that might encroach on it. They have taught the
coastal communities of Khorvaire (especially less heavily
Aerenal, an island continent off the southern coast of Khorvaire, fortified ones) to fear the sight of Seren longboats. While
was settled by the elves after their exodus from Xen’drik tens of xenophobic as a rule, the Serens believe dragonmarks are
thousands of years ago. Covered in some of the most powerful blessings of Siberys and may actually deign to negotiate with a
Irian and Mabaran manifest zones on the planet, these islands creature that displays such a mark.
are home to many exotic plant and animal species unknown in ? Learn more: PGE “Dragons,” EHB chapter 4.
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
FROSTFELL & EVERICE
The frozen polar caps of Eberron are largely unexplored,
glorious deeds of their patron ancestors. awaiting brave adventurers to uncover their secrets. The
? Learn more: PGE “Aerenal,” ECG chapter 2. northerly Frostfell is rumored to be the original home of the
dwarves, but either that home lies deep underground, or the
ARGONNESSEN once-hospitable land was turned into a barren and icy wasteland
by a fiendish overlord.
The wider world knows virtually nothing about the mysterious The southern Everice is difficult to reach, requiring navigation
continent of the dragons. These creatures of vast intelligence through Xen’drik or the dangerous waters that surround it.
keep to themselves, studying the Draconic Prophecy but avoiding Everice is ruled over by a powerful archfey, the Queen of
meddling in others’ affairs. Few outsiders dare venture beyond Winter, said to grant favors to those who reach her palace.
nearby Seren to the mainland, and of those that do, none return.
? Learn more: PGE “Dragons,” DOE chapter 1. ? Learn more: RLW chapter 2, PGE “Frostfell and Everice.”
19
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 well-
loved 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.
20
DROAAM KARRNATH
Once part of western Breland, the nation of Droaam declared its Living in the cold northeast, the Karrns are a grim people with a
independence a decade ago. The monstrous inhabitants are now strong martial heritage. Karrnath is home to Rekkenmark
joined under the combined rule of three legendary hags, the Academy, the most respected military academy in Khorvaire.
Daughters of Sora Kell. However, Droaam’s sovereignty was not Early in the war, Karrnath experienced a series of famines and
recognized under the Treaty of Thronehold; as the Treaty’s laws crop failures that led King Kaius I to adopt the Blood of Vol as
do not apply here, Droaam frequently attracts deserters, the state religion and accept help from a mysterious group
refugees, and turncoats who seek a free life. within the faith known as the Order of the Emerald Claw. With
Outsiders often wonder how the nation has not fallen to their help, Karrnath raised armies of undead troops to bolster
infighting. The hag queens, with their war troll army, command their ranks with soldiers who needed neither rest nor food.
their warlords, who in turn hold dominion over swaths of the When King Kaius III took power less than a decade ago, he
country. Elsewhere, the Dark Pack of the Towering Woods, the ousted the Order of the Emerald Claw and declared them
venerable illithid Xor’chylic of Graywall, the medusas of terrorists and enemies of the state. The Blood of Vol was also
Cazhaak Draal, and other powers call this region home. stripped of its exalted status, though many Karrns still follow the
? Learn more: ECG chapter 4, DRA 368 “Backdrop: Graywall,” faith and approve of the use of undead.
KBB “Dragonmarks: Droaam and the Daughters of Sora Kell.” Karrnath was one of the strongest proponents for ending the
Last War, though Kaius has to keep a firm hand on his warlords,
ELDEEN REACHES many of whom believe that they would have won the Last War.
? Learn more: RLW chapter 2, 5N chapter 4.
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
LHAZAAR PRINCIPALITIES
Treaty of Thronehold, but many residents fear Aundair may try Stretching across the northeastern coast of Khorvaire, the
to reclaim its land. islands of the Lhazaar Principalities are home to privateers and
Within, the Towering Wood is home to many shifter merchant princes. This land and its waters are often regarded as
communities, and druidism is the predominant faith of most lawless by the citizens of greater Khorvaire. While High Prince
communities. The Wardens of the Wood, the largest druidic Rygar ir’Wynarn represented the collected Principalities during
sect in the Reaches, are the generally accepted authorities of the the Treaty of Thronehold, he does not rule the Principalities.
region; led by the greatpine Oalian, an ancient awakened tree, Instead, each fleet and captain independently govern over their
they espouse living in harmony with nature. claimed territories.
House Vadalis is headquartered in the unforested southeastern Not every Lhazaarite is a pirate, and most ships are simply
portion of the region along the shores of Lake Galifar. One of merchant ships. However, many of the Principalities aren’t
the principal powers of the region, they and the many ranchers averse to flying more than one set of flags, depending on who
under their influence experience ongoing tensions with the they encounter on the high seas.
Wardens, as the ranchers seek to develop the land for industry. ? Learn more: RLW chapter 2, ECG chapter 4, DGS “The Lhazaar
? Learn more: ECS chapter 7, ECG chapter 4. Principalities, Part 1” & “Part 2.”
21
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 Q’BARRA
or horrifically transforming everything that it touched. Cyre is As the Last War dragged on, it became clear that whatever the
now called the Mournland, and the unnatural dead-gray mist result, Galifar would never be the same. A conglomeration of
lingers, though it has lost the lethal effect it had on that fateful disillusioned nobles, many from Cyre, declared they would
day. Few brave its horrors except a growing band of warforged abstain from the Last War and instead form a “New Galifar” in
led by the charismatic and mysterious Lord of Blades, who live the jungles east of the Endworld Mountains.
deep in the trackless mists. What they failed to account for were the existing inhabitants
Cyrans are now a broken people, lost without a homeland. of their chosen paradise. These jungles were home to all forms
Neighboring countries have taken in Cyran refugees, and of scaled beings including lizardfolk, dragonborn, and
Breland has offered them a home in what has become known as troglodytes. The settlers carved a bloody swath for themselves
New Cyre. This area, little more than an enormous refugee before finally agreeing to a treaty with the native inhabitants,
camp, is ruled by Prince Oargev ir’Wynarn, the last surviving allowing House Tharashk to set up extensive Eberron
member of the Cyran royal family. dragonshard mining operations throughout the region.
? Learn more: RLW chapters 2 & 4, 5N chapter 3, KBB More recently, a second wave of immigrants, many of whom
“Dragonmarks: Cyre.” are Cyran refugees, have settled in mining towns to the west of
New Galifar. This mix of prospectors, wandslingers, and
MROR HOLDS renegades created a federation under the flag of Hope. The last
few years have brought increasing tensions between these
During the Last War, the Mror Holds declared independence
settlers and “scales” of the region, and future conflict seems
from Karrnath, and this claim was recognized by the recent
unavoidable.
Treaty of Thronehold. This homeland of the dwarves holds
promise of vast wealth for those willing to delve deep in the ? Learn more: RLW chapter 2, DUN 182 “Backdrop: Q’barra,”
DUN 185 “Poison Dusk, Black Sun.”
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 SHADOW MARCHES
the Realm Below come at a cost; these ancient halls are stalked The Shadow Marches are a wild and untamed region with no
by the daelkyr Dyrrn the Corruptor and his hordes of centralized government. Long ago, human immigrants from
aberrations. Some Mror dwarves embrace the power offered by Sarlona landed on the western coast of Khorvaire and mingled
the daelkyr, while others reject it, the divide drives deep wedges with the native orc tribes, forming the hybrid tribes of today.
between the clans. Zarash’ak, the City of Stilts, is the largest city in the Marches
On the surface of the Mountains, the dwarves have claimed and the traditional home of House Tharashk. The farther away
the best land in the center of the valley, around Mirror Lake. from Zarash’ak you get, the wilder the land and its people.
But they are not the only ones to call the Holds their home; Uncounted tribes of orcs, humans, and half-orcs live out in the
the nomadic Jhorash'tar orcs live on the fringes, driven to the marshes. Some worship the daelkyr whose influence lingers still,
desolate mountains by the dominant dwarves. Tensions run high while others keep the traditions of the Gatekeepers, slaying any
between the Jhorash'tar and most dwarven clans, many wishing aberrations they come across and maintaining the dimensional
to banish them entirely. The animosity is returned in kind, with seals that keep the daelkyr sealed in Khyber.
orcish raids on dwarven caravans and mining operations. ? Learn more: RLW chapter 2, DUN 191 “Eye on Eberron: The
? Learn more: RLW chapter 2, PGE “Dwarves.” City of Zarash’ak.”
22
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. VALENAR
The borders between Eberron and its planes appear to be Formerly known as southeast Cyre, the land now known as
particularly thin in this region, with spirits from Dolurrh and Valenar was seized by mounted Tairnadal warriors from
Thelanis in particular slipping through to the Material Plane Aerenal during the Last War. The human residents of Valenar
through numerous manifest zones. Ancient ruins, be they have transitioned surprisingly well to their new elven masters.
demonic, couatl, Dhakaani, or dragonborn, dot the landscape, While the Valaes Tairn are nominally the rulers, these warrior
treated as sacred or cursed places by Talenta halflings. elves of Valenar are uninterested in the actual administration of
? Learn more: RLW chapter 2, ECS chapter 7. the country. House Lyrandar has stepped in to govern while the
Valaes Tairn try to provoke their neighbors (most prominently
THRANE Karrnath) into skirmishes, or even better yet—an actual war.
Thranes are a religious, devoted, and kind people that shun ? Learn more: RLW chapter 2, DGS “The Elves of Valenar, Part 1,”
DRA 362 “Expeditionary Dispatches: The People of Taer Valaestas.”
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 ZILARGO
Thranes follow the faith of the Silver Flame, and while few led Zilargo is a land and culture dominated by gnomes. On the
to become bold warriors rooting out supernatural evil, they are surface the land is idyllic, with little to no crime, nearly
all called to lives of goodness and faith. untouched by the Last War, a safe and secure land. Dig a little
With its fertile lands bordered on most sides by rivers and deeper, however, and you will find the Zil maintain this facade
greater bodies of water, Thrane was the only nation to retain all through manipulation, blackmail, and paranoid surveillance. To
its territory in the Treaty of Thronehold. It also maintains the gnomes of Zilargo, privacy is a luxury that is not worth the
control of the once-Aundairian city of Thaliost it seized near the cost of violence, crime, or civil unrest. It is the duty of the
end of the Last War, and many citizens of both nations hold Trust—their secret police—to maintain this vigil, and its
bitter resentment toward the other. members could be anyone, anywhere, at any time, and they are
? Learn more: RLW chapter 2, 5N chapter 5. always watching.
? Learn more: RLW chapter 2, ECG chapter 4, DGS “The Gnomes
of Zilargo, Part 1.”
23
THE MATERIAL PLANE
Legend holds that at the beginning of time, three great
dragons—the progenitor wyrms—created everything. Khyber
turned on her siblings, tearing Siberys apart and scattering his
remains across the sky—these formed the Ring of Siberys that
orbits the world. In response, Eberron bound Khyber within
her own body—Khyber becoming the subterranean realm and
Eberron becoming the surface world. Today, these three are
sometimes known as the Dragon Above, the Dragon Below,
and the Dragon Between.
? Learn more: PGE “Creation Myths.”
EBERRON, THE DRAGON BETWEEN
The planet of Eberron is the Dragon Between, encompassing
all the regions discussed earlier in this supplement. Eberron is
the land of mortals, and the source of the most common
dragonshards used in a wide range of magical pursuits.
? Learn more: PGE “History.”
KHYBER, THE DRAGON BELOW
Few mortals venture into the underworld of Khyber. Within
are bound the daelkyr, fiends (including the overlords) and
foul aberrations. When traveling in Khyber, time and space
are unpredictable, and reality itself is suspect. The realm is
full of demiplanes—separate realms only loosely connected to
the physical world. Dragonshards from Khyber are prized for
elemental binding, but dangerous to obtain.
? Learn more: RLW chapter 2, PGE “Khyber.”
SIBERYS, THE DRAGON ABOVE
The sky of Eberron is dominated by the Ring of Siberys, a
breathtaking equatorial band of light formed from orbiting
crystal dragonshards. The rare and prized Siberys
dragonshards that fall from this ring amplify the latent ability
of dragonmarks.
Beyond the Ring of Siberys, twelve moons orbit Eberron,
each sharing its name with the month named after it. The
moons have powerful influence over the ocean tides, which
can reveal long-hidden ruins ripe for adventuring. Scholars
believe that each moon might be linked to one of the twelve
planes, though they are far too distant to prove this theory.
Meanwhile, superstition ascribes each dragonmark to a
particular moon, and children born under a full moon are
said to be influenced by its powers.
? Learn more: RLW chapter 4, DGS “The Moons of Eberron.”
26
CHAPTER 3: FACTIONS
In every corner of Khorvaire and beyond, you will find no
shortage of groups with a vested interest in the success or failure
DEATHSGATE ADVENTURERS’ GUILD
of brave heroes. Wherever you go, whatever you do, you climb The Deathsgate guild of Sharn is home to treasure seekers and
a tangled web of competing interests. Allies and enemies mercenaries of questionable morals. Willing to take on nearly
abound—and depending on the day, a single faction might play any job for the right price, they specialize in not asking too
both roles. Everyone wants something, though their motives are many questions.
rarely as simple as good or evil. You might be useful in achieving ? Learn more: SCT chapter 2.
those desires, or be an obstacle in need of removal... Or both.
WAYFINDER FOUNDATION
ADVENTURING GUILDS An elite invite-only organization founded by the veteran
adventurer Boroman ir’Dayne, the Wayfinder Foundation’s
Adventurers can be found anywhere, but those that like
structure and consistent work might apply to a formal explorers are the cream of the crop. Its halfling leader recently
adventuring guild. These organizations sponsor expeditions contracted a seemingly incurable disease on a trip to Xen’drik,
both large and small, connecting talented and ambitious and every Wayfinder dreams of being the bold hero to find the
adventurers with clients in search of priceless artifacts. impossible cure. In addition to its headquarters in Fairhaven,
the Foundation has smaller branches in Sharn and Stormreach.
ACQUISITIONS DIRECTORATE ? Learn more: EHB chapter 2.
Run by the Twelve, the Acquisitions Directorate conducts
missions on behalf of the dragonmarked houses. The Twelve THE AURUM
wants to get their hands on ancient and powerful artifacts before An organization dedicated to those who earned their wealth,
other adventurers do, and are willing to pull a few strings to rather than merely inheriting it, this exclusive society opposes
make sure they come out on top. the economic dominance of the Dragonmarked Houses.
? Learn more: EHB chapter 2. Originally started among the resource-rich dwarves of the Mror
Holds, the Aurum’s membership has expanded throughout the
CLIFFTOP ADVENTURERS’ GUILD Five Nations, including land barons, powerful merchants, and
influential political figures. Their open and philanthropic veneer
Based in Sharn, the Clifftop guild is a generally goodhearted is a cover for manipulative schemes designed to maximize
group that accepts anyone brave enough to be an adventurer. influence and profit.
? Learn more: SCT chapter 2. ? Learn more: RLW chapter 4, DRA 415 “Eye on Eberron: The
Aurum.”
30
THE CHAMBER DAUGHTERS OF SORA KELL
The dragons of the Chamber have a nontraditional view of the The Daughters of Sora Kell are legends come to life. These three
Draconic Prophecy. Unlike others of their kind, the Chamber hags emerged from the shadows less than 15 years ago with an
believes the Prophecy warrants the participation of the dragons army of war trolls behind them, seizing control of the region
beyond the reaches of their own continent. To this end, they now known as Droaam.
watch the movements of the younger races, especially the Sora Maenya, an annis hag, is the iron fist of the coven. The
dragonmarked, either from afar or by assuming the guise of a terror of the Eldeen Reaches for generations, her strength and
humanoid to conceal their more direct manipulations. appetite are legendary, and she loves playing games with her
? Learn more: RLW chapter 4, DRA 409 “Eye on Eberron: The prey before tearing them to shreds. Over the centuries, she has
Chamber.” devoured entire villages, leaving them barren and empty.
Sora Katra, a green hag, is the honeyed voice of the coven.
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.”
31
DRAGONMARKED HOUSES GHALLANDA (HOSPITALITY)
The Mark of Hospitality presents on halflings descended from
Thousands of years ago, the first dragonmarks
appeared on the continent of Khorvaire—and the Ghallanda bloodline and is tied to service of others, food and
mysteriously, only there, not on any other shelter. House Ghallanda provides the best inns and restaurants
continents. Today, twelve marks exist, each tied to a across Khorvaire. It remains popular largely due to the strict
certain race and bloodline. The families bearing neutrality of its inns, with governments having no power in a
each mark came together to form dragonmarked Ghallanda house.
houses, holding near-monopolies in their respective The only guild that House Ghallanda controls is the Hostelers
areas and exerting tremendous economic and Guild, but its reach is large. It controls all aspects of the service
political power—despite the Korth Edicts industry, from food and lodging to legal gambling. An inn with
ensuring that the houses are officially unaffiliated the Ghallanda seal of certification is guaranteed to meet the
with any nations or political factions, and minimum standards for health and safety in the Five Nations.
members prohibited from holding land or noble ? Learn more: ECG chapter 6, DMK chapter 1.
titles to ensure neutrality. You need not be marked
to find employ with a house, though the most JORASCO (HEALING)
lucrative services are generally offered by The Mark of Healing appears on halflings and is tied to healing
dragonmarked heirs. wounds, both physical and mental. House Jorasco offers medical
? Learn more: PGE “Dragonmarks,” ECG chapter 6, services of both mundane and magical natures throughout
DMK chapter 1.
Khorvaire, and some of its most powerful dragonmarked heirs
can even raise the dead.
CANNITH (MAKING) House Jorasco controls the Healers Guild, providing and
The Mark of Making presents on humans descended from the regulating medical services across Khorvaire, from hospitals to
Cannith bloodline and is tied to construction, creation and long term care facilities. Its healers were essential in the Last
innovation. House Cannith is celebrated for its inventions of War, serving as medics to all nations without reservation.
magical technologies such as warforged and the lightning rail. ? Learn more: ECG chapter 6, DMK chapter 1.
These unique skills in manufacturing, especially in weapons of
war, quickly led Cannith to a dominant role among the other KUNDARAK (WARDING)
dragonmarked houses. However, at the end of the Last War, the
The Mark of Warding presents on dwarves descended from
Day of Mourning killed its leader—leaving behind fierce
the Kundarak bloodline and is tied to the storage and protection
disputes about the rightful heir—and destroyed its main base of
of material goods and places. House Kundarak controls the
operations. After that, the Treaty of Thronehold ended the war
majority of Khorvaire’s banking industry and used that status to
and shut down Cannith’s creation forges, leaving the house
acquire significant wealth during the Last War.
fractured and a shadow of its former glory.
House Kundarak controls two major guilds: the Banking
House Cannith controls two major guilds: the Fabricator’s
Guild, which protects and distributes the gold and valuables of
Guild, the principal manufacturing sector of the house, and the
Khorvaire, and the Warding Guild, which wards houses and
Tinker’s Guild, a loose group of traveling house members that
properties against thieves and damage.
repair and create mundane good of all kinds.
? Learn more: ECG chapter 6, DMK chapter 1. ? 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.
32
LYRANDAR (STORM) PHIARLAN & THURANNI (SHADOW)
The Mark of Storm presents on half-elves descended from the The Mark of Shadow presents on elves descended from the
Lyrandar bloodline and is tied to weather patterns and effects. Phiarlan bloodline and is tied to illusion and stealth. House
House Lyrandar controls the seas and skies of Khorvaire, with Phiarlan is renowned for its skilled artisans and entertainers, but
the majority of Khorvaire’s ships and all of its skyships secretly provides espionage services through its clandestine
belonging to this house. During the Last War, it played an branch. Formerly based in Cyre, the house moved headquarters
important role in ensuring an adequate food supply through to Sharn after the Day of Mourning.
manipulating weather. House Phiarlan controls one major guild, along with a
House Lyrandar controls two major guilds: the Raincallers secretive one that few even know exists. The Entertainers and
Guild, who specialize in weather control and irrigation, and the Artisans Guild runs theaters, music halls, circuses, and oversees
Windwrights Guild, which dominates the industries of shipping the artisans of the continent. The secret Serpentine Table is the
and transportation by sea and (more recently) by air. most reliable and exclusive information-gathering network in
? Learn more: ECG chapter 6, DMK chapter 1. Khorvaire, though even its own employees usually know next to
nothing about the organization that they work for.
MEDANI (DETECTION) Several decades ago, the Thuranni family—accomplished
assassins of the house—split off from House Phiarlan and took
The Mark of Detection presents on half-elves descended from with them the house's clientele in eastern Khorvaire, forming
the Medani bloodline and is tied to finding immediate threats their own dragonmarked house, House Thuranni. Today, these
and preventing those yet to come. House Medani serves as two rival houses generally service different regions of Khorvaire,
private investigators—known as inquisitives—and profited from with Phiarlan in the west and Thuranni in the east.
counterintelligence operations during the Last War. Like Phiarlan, the new House Thuranni is known for the arts,
House Medani controls the Warning Guild, which not only but secretly it offers espionage, along with its specialty, discrete
licenses non-house inquisitives and sentries, but also trains assassination services. House Thuranni operates the Shadow
bodyguards to proactively anticipate and neutralize danger. Network, with a public face of entertainment, but behind the
? Learn more: ECG chapter 6, DMK chapter 1. scenes, its members serve as elite assassins or spies.
? 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.
33
SIVIS (SCRIBING) OTHER MARKS
The Mark of Scribing presents on gnomes descended from the Beyond the twelve dragonmarked houses recognized today,
Sivis bloodline and is tied to written and verbal communication. there are two others of note, though their history is often lost or
House Sivis heirs serve as scribes, notaries, and translators. Its misunderstood. The extinct line of Vol once carried the Mark of
message stations are ubiquitous, where an operator can use a Death, while House Tarkanan is the newest organization to
speaking stone to send instantaneous messages to other message collect the aberrant marks under its control.
stations across the world.
House Sivis controls two major guilds: the Notaries Guild, TARKANAN (ABERRANT MARKS)
which produces and protects legal documents and letters of Dragonmarks have existed for
credit, as well as employing bookkeepers who are skilled with thousands of years, always carried
numbers and detecting forgeries. The Speakers Guild operates predictably through certain
the speaking stone stations, as well as providing translators and bloodlines and granting positive
barristers. powers. However, another kind
? Learn more: ECG chapter 6, DMK chapter 1. of mark exists—the aberrant
dragonmark. Unlike true marks,
THARASHK (FINDING) aberrant marks can manifest on
anyone, regardless of their
The Mark of Finding presents on half-orcs descended from the ancestry. Their powers are
Tharashk bloodline, along with humans holding the same half- destructive, unpredictable, and
orc ancestry. This mark is tied to locating and tracking valuables hard to control, and their
and people. House Tharashk, based in the Shadow Marches, bearers are universally feared and
provides prospectors, bounty hunters, and inquisitives. It reviled.
frequently contracts with Droaam to hire monstrous races. Long ago, during the War of the
House Tharashk maintains the Finders Guild, which oversees Mark, those with aberrant marks
prospectors in the wilds of Khorvaire, bounty hunters in tamed clashed with the dragonmarked
lands, and inquisitives in the cities. houses, led by Halas Tarkanan and
? Learn more: ECG chapter 6, DMK chapter 1. the Lady of the Plague. Most bearers of
aberrant marks were exterminated
VADALIS (HANDLING) during this inquisition, but the marks
The Mark of Handling presents on humans descended from the continue to randomly manifest
Vadalis bloodline and is tied to raising, breeding and through the present day.
communicating with beasts and monsters. House Vadalis is A few decades ago, an aberrant-
known for its exceptional magebred mounts and other exotic marked wetworks team was secretly formed by the Brelish
animals, but also offers a wide range of practical services government. The members went rogue and formed “House
including ranching and animal training. It is constantly Tarkanan,” named in honor of the infamous leader that raised
experimenting and refining new breeding methods. an army against the dragonmarked houses. In reality, this
House Vadalis controls the Handlers Guild, which is in charge “house” is little more than a gang of thieves and assassins,
not only of breeding and maintaining the livestock of Khorvaire, though it also offers shelter to aberrants fleeing persecution.
but also managing the lands on which they roam. ? Learn more: DMK chapter 4, KBB “Sidebar: Aberrant
? Learn more: ECG chapter 6, DMK chapter 1. Dragonmarks.”
34
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.
35
NEWSPAPERS ATUR ACADEMY
The Atur Academy lies within the so-called City of Night in
Scandal, intrigue, romance, thrills from distant lands—you can
find all this at the nearest newsstand! Magic allows for the rapid Karrnath. A small institute before the Last War, scholarly study
copying and distribution of daily and weekly broadsheets. While of the necromantic arts blossomed under state sponsorship and
these chronicles vary in integrity and veracity, the people of the tutelage of the Blood of Vol.
Khorvaire rely on them to be their window to the wider world. ? Learn more: PGE “Magical Traditions.”
? Learn more: RLW chapter 1.
MORGRAVE UNIVERSITY
KORRANBERG CHRONICLE Sharn’s largest university, Morgrave has a dubious reputation.
Khorvaire’s most popular paper, this nonpartisan Zilargo-based To its credit, the History department does produce brilliant
newsroom covers major events from across the continent, scholars... with a tendency to pursue artifacts at any cost,
though rumor suggests it’s not as unbiased as it claims to be. including robbing tombs in the name of academics.
? Learn more: RLW chapter 1. ? Learn more: PGE “Morgrave University.”
SHARN INQUISITIVE PASSAGE INSTITUTE
The Sharn Inquisitive’s bold reporters pick up stories the Aundair’s Passage Institute for the Arcane Arts is not well
Korranberg Chronicle might skip over due to their limited scope. respected in academic circles. Poor scholarship and low
This broadsheet carries both local gossip and national news. standards malign the university. Its alumni, however, would
? Learn more: SCOT chapter 1. argue that there is no better arcane college dedicated to the
practical use of magic, nor another so affordable.
THE FIVE VOICES ? Learn more: PGE “Magical Traditions.”
This group of “unrelated” papers were published in each of the
Five Nations during the Last War: the Voice of Aundair, the
REKKENMARK ACADEMY
Voice of Cyre, and so on. Each nation’s Voice printed nationalist Rekkenmark Academy was once the premier military academy
propaganda and outlandish theories. An unproven conspiracy in the Kingdom of Galifar. Positioned on the literal front lines of
theory posits that they are all owned by the same person. the Last War, this battered academy is once again opening its
? Learn more: DRA 416 “Eye on Eberron: Rak Tulkesh.” doors those outside Karrnath.
? Learn more: 5N chapter 4.
OTHER PAPERS THE TWELVE
In addition to widespread broadsheets such as the Breland Ledger
and the Aundairian Scroll, smaller local papers abound, including Sometimes a problem can’t be solved by a single dragonmarked
the Vathirond Journal, the Vedykar Sentinel, and the Write of house. The Twelve facilitates academic cooperation between
Passage. The Voice of the Flame carries religious articles for houses, funding research and expeditions out of its headquarters
followers of the Silver Flame. Aureon’s Arcanix publishes monthly in Karrnath. Inventions such as the lightning rail and airships
arcane news, while while the Rope and Piton and the Wayfinder’s were likely dreamed up at this institution.
Weekly recount exploits of brave adventurers. Meanwhile, the ? Learn more: DMK Introduction.
Daily Prophecy is a tabloid declaring bold conspiracy theories:
“King Kaius is a vampire!” UNIVERSITY OF WYNARN
Once the foremost institute of learning in Khorvaire, a century
SCHOLARSHIP of war was not kind to the University of Wynarn, with most
staff and students from other nations returning to their home
While not mandatory, education is considered a basic right nations. Located in the capital of Aundair, this school has been
throughout the Five Nations. Higher education, however, is forced to expand admissions to include those not of
generally a privilege available to the nobility and upper classes. noble birth.
? Learn more: RLW chapter 1. ? Learn more: ECG chapter 3.
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.”
CHAPTER 4: FAITHS
In Eberron, faith can be immensely powerful, whether or not Arawai is the goddess of the harvest and fertility, of life and
the deity being worshiped is real. The gods of Eberron generally love. She represents the positive relationship between the
can’t be contacted, interacted with, or even proven to exist. natural world and civilization.
Rather, their existence is taken as a matter of faith. A cleric’s Aureon is the god of knowledge, order, and magic as a tool for
power doesn’t necessarily come from the deity they worship, but the good of mortals. He is also invoked when a difficult
from the power of their belief in what they worship. decision must be made, especially in regard to the law or the
Most citizens of Khorvaire worship the Sovereign Host, the morality of pursuing arcane secrets.
Dark Six, or the Silver Flame. Balinor is the god of beasts and the hunt, representing the
primal cycle of life and death and the struggle to survive on
SOVEREIGN HOST the edge of civilization.
Boldrei is the goddess of community and the hearth,
Legend holds that eons ago, thirteen great representing the simple bonds between people and working
champions fought back the fiendish overlords toward the common good.
that ruled the world in chaos. Today, they Dol Arrah is the goddess of honor and the sun, representing
are worshiped as the Sovereign Host— martyrdom, righteousness, and just conflict.
but though they once numbered Dol Dorn is the god of physical prowess and duty, representing
thirteen, four of its deities were competition, courage, and warfare.
cast out of the pantheon, and are Kol Korran is the god of wealth and commerce, representing
now part of the Dark Six. trade, travel and business.
Worship of the Sovereign Host is the Olladra is the goddess of luck and plenty, representing the
predominant faith in Khorvaire. Its worship boons of civilization and the joys that it brings.
takes many forms and the faith is tolerant of Onatar is the god of fire and the forge, representing craft and
others. Most followers—known as Vassals—worship industry.
the pantheon as a whole, making specific offerings to a relevant ? Learn more: PGE “The Sovereign Host,” FOE chapter 1.
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.
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DARK SIX THE PURE FLAME
In the wake of the Silver Crusade that purged most lycanthropes
The Devourer, Fury, Keeper, and
Mockery were originally part of the to save the world from the curse’s threat, some citizens took
pantheon of the Sovereign Host, their reasonable fear too far. The Pure Flame sect of the Church
but were cast out during the of the Silver Flame emerged as a radicalized sect focused more
Schism for their evil acts. These on “justice” than mercy. The Servants of the Pure Flame have a
four, in conjunction with the following to this day, with a fanatical devotion to cleansing the
Traveler and the Shadow, now world from evil, regardless of the cost. Their intolerant views
form the Dark Six. They are vastly different than the values of the traditionally accepting
represent the darker aspects of and merciful Church of the Silver Flame. Servants are most
civilization, the wild, and mortal common in western Aundair, along with a notable stronghold of
nature. the sect in Thaliost.
Many Vassals of the Host make prayers ? Learn more: FOE chapter 3.
to the Dark Six in an attempt to avoid their
wrath, as they are still considered deities despite being rejected THE SHADOW IN THE FLAME
from the pantheon of the Host. Among faithful of the Dark Six Tira Miron’s sacrifice bound the overlord Bel Shalor, but it
themselves, some incline toward evil acts, while others revere could not end his influence. His whispers echo quietly in the
the Six for pragmatic reasons or appreciate the balance they Flame, ensnaring the minds of the corrupt and gullible. His
represent in the natural order. followers, some unwitting, others more than willing, form cults
Most followers of the Six focus their devotion on just one god, that seek to corrupt the Church of the Silver Flame from within.
while holding the others in cautious regard. 500 years ago, Bel Shalor empowered his own Keeper of the
The Devourer is the god of storms and the deep. He represents Flame, Melysse Miron, and she contested the claim of the
the untamable power of nature and the glory of the predator. current Keeper, channeling the same power only a true Keeper
The Fury is the goddess of passion and vengeance. She could. Horrified at the implications and worried about the
represents instinct, primal emotion, and the storm of rage. Shadow in the Flame finding a new Keeper should Melysse be
The Keeper is the god of death and greed. He is the collector of slain, the Church had her petrified and stored in the deepest
souls, patron of selfish industry, and maker of bargains that vaults of Dreadhold.
always end up in his favor. ? Learn more: ECG chapter 1, FOE chapter 3.
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.
SHULASSAKAR
The Shadow is the god of forbidden lore and ambition, master Said to be descended from an ancient group of Sarlonan humans
of dark magic, and maker of monsters. He represents the that followed the will of the couatl, these feathered serpentfolk
dangers and rewards of the pursuit of knowledge and self- worshiped the Silver Flame for many thousands of years before
improvement, no matter the cost. the Church of the Silver Flame was founded. They consider
The Traveler does not incline toward evil, unlike the others of themselves sacred guards of couatl ruins scattered around the
the Six, but is the god of chaos and change. It believes that the world, and fiercely fight the forces of evil. The shulassakar do
unexpected makes us stronger—but beware the gifts of the not concern themselves with the tenets of compassion and
Traveler, for the unexpected comes with a cost. cooperation the Church of the Silver Flame holds central; their
focus is on the fight against darkness, and though they will save
? Learn more: PGE “The Dark Six,” FOE chapter 2. innocents when possible, those lost in the battle are a cost worth
paying. Shulassakar view the Church of the Silver Flame and its
THE SILVER FLAME adherents as children in the matter of faith, but children on the
right track, whereas they are disdainful of all others.
The Age of Demons ended when the couatls
collectively sacrificed most of their race to create a ? Learn more: DGS “Shulassakar: The Feathered Servants.”
force that could imprison the overlords within
Khyber. Their essences formed the Silver Flame, KALOK SHASH, THE BINDING FLAME
an eternal force of goodness that empowers The Ghaash’kala tribes—primarily orcs, but including half-orcs
mortal champions against the darkness. and humans—worship a force known to them as Kalok Shash,
“the Binding Flame,” which they believe holds the souls of noble
CHURCH OF THE SILVER FLAME warriors from time immemorial who have died fighting the
Hundreds of years ago, an overlord named corruption of the Wastes. Most theologians agree that Kalok
Bel Shalor threatened to break his bonds. A Shash is in fact the same force as the Silver Flame, though the
Thranish paladin, Tira Miron, sacrificed two faiths have many differences.
herself and joined her spirit to the Silver ? Learn more: PGE “Demon Wastes,” DUN 172 “Expeditionary
Dispatches: Guardians of the Labyrinth.”
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.
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OTHER FAITHS CULTS OF THE DRAGON BELOW
The classification “Cults of the Dragon Below” is a general term
Faith is as diverse as the faithful. Across the face of Eberron,
many cultures have developed their own sets of values and used to encompass a wide range of cults, and does not imply that
beliefs. As to their validity, when no gods walk upon the world, any two such cults share a similar ideology.
who is to say? Regardless of what you worship, with enough The Cults of the Dragon Below worship all
faith, it’s theoretically possible you might channel divine power manner of dark things. Some glorify aberrant
from that faith. A charismatic cult leader may believe in powers and ally themselves with the daelkyr
themselves so much that they draw power from that belief and and their creations, while others seek rewards
that of their followers, performing miracles that a simple con from the fiendish overlords and their Lords of
artist could never achieve. However, scholars debate where this Dust.
sort of divine power comes from—some assert that it’s a ? Learn more: ECG chapter 7, DRA 332 “Touched
communal pool of faith empowering the faithful, others that it’s by Madness: Eberron’s Cults of the Dragon Below,”
channeling power from true deities, and still others argue all MZ “Daelkyr and Cults of the Dragon Below.”
power comes from the Divinity Within. This section highlights
the diversity of faith across the surface of Eberron. DROW FAITHS
? Learn more: DGS “Religion in Eberron.” In Xen’drik, the Vulkoori tribes of drow worship animalistic
deities. Chief among them is the worship of Vulkoor, the
ATHEISM Scorpion God. He appears in legends as a fierce scorrow, an
Without concrete proof of the Sovereigns and the despair that enormous scorpion with the torso of a drow. Khorvairian
comes from a century of war, some reject the premise of the theologists believe him to be an aspect of the Mockery. There
divine. To them, clerics are just arcane spellcasters with extra are three common aspects of Vulkoor that are worshiped among
steps, and the Silver Flame is less a deity than a warlock patron. the Vulkoori.
Everyone, regardless of their faith, goes to Dolurrh upon death Vulkoor the Hunter is the most common by far, depicting him
until they fade away—atheists simply believe that’s the end, as the drow ideal—a skilled and crafty hunter, self-reliant and
while some other faiths give home of existence beyond Dolurrh. 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
BLOOD OF VOL those who trespass on their sacred sites. They believe that it was
The Blood of Vol teaches that mortality is a curse, and that true his will that ended the reign of the giants, and will do almost
divine power comes from within. The faithful, known as anything to avoid the same fate.
Seekers, believe that if other gods exist, they are cruel. Instead of Vulkoor the Cunning teaches his followers that the entire
worshiping a deity, Seekers seek to master the secrets of blood continent of Xen’drik is the inheritance of the drow, and
and life itself. This is a grim, practical faith that places high outsiders are not to be trusted, leading them to be quite
emphasis on unity, community, and making the most of one’s xenophobic. Unlike the other tribes, his followers unearth and
life in hopes of seizing the immortality the gods deny. learn how to use ancient giant artifacts.
Life is in the blood, and thus, once a person dies, their body is ? Learn more: SOX chapter 3.
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.”
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DRUIDISM GATEKEEPERS
This sect of druids, largely forgotten today, created the seals that
The druids of Eberron draw on the primal magic that sleeps
bind the daelkyr to Khyber. The fading Gatekeeper tradition is
within the earth. Druidism was originally taught to the lesser
most common among the orcs of the Shadow Marches and
races by the dragon Vvaraak, who foresaw the daelkyr incursion
Eldeen Reaches, but also has adherents among the lizardfolk of
and taught the orcs of Khorvaire how to tap into Eberron's
Q’barra and Xen’drik, as well as the humans of Seren.
power and seal the daelkyr deep within Khyber. Over the
following millennia, Vvaraak's teachings spread across the ? Learn more: PGE “Eldeen Reaches.”
continent, becoming the foundation for a variety of druidic sects. GREENSINGERS
Eberron holds many more than those named in this section,
these are merely the traditions detailed in sources. Well known for their positive relationship with fey creatures,
the Greensingers believe in embracing the planes as extensions
? Learn more: KBB “Dragonmarks: Druids”, PGE “Eldeen Reaches.” of the natural world. They are often found near the Twilight
ASHBOUND Demesne in the Eldeen Reaches, where the lines of Eberron and
Thelanis are blurred.
This small sect believes that arcane magic corrupts, pointing to
calamities such as the Mourning as evidence for how arcane ? Learn more: PGE “Eldeen Reaches.”
magic will doom the world. The more moderate of the IREDAR
Ashbound simply protest and choose to live far away from
civilization, while extremists sabotage the lightning rail and An ancient and unique tradition, the iredar kobolds of the
stage raids on areas with heavy use of arcane magic. This sect mountains worship Eberron directly, claiming that their magic
harrows the Eastern Eldeen Reaches, with groves and meeting is their right as the first-born mortal children of the Progenitors.
places that are secluded and far from civilization. ? Learn more: DGS “Kobolds of Khorvaire.”
? Learn more: PGE “Eldeen Reaches.” LANDFORGED WALKERS
CHILDREN OF WINTER As the Last War drew to a close and the warforged were freed,
The Children of Winter believe that modern conveniences have a few of them wandered into the wilds of the world. From
disrupted the natural cycle of life and death, and fear that Xen'drik to the forests of the Eldeen Reaches, these warforged
Eberron, source of mortal life, has a grand plan as yet unfulfilled; have formed a physical bond with the earth, growing plants
if mortals stray too far from the path Eberron intended, she will upon their bodies as they try to become living extensions of the
wipe the slate clean and start the world anew. Due to their land itself. They claim that plants are as alive as they are,
fervent belief in a coming apocalypse, members of this extremist complete with souls, and treat them with great reverence.
sect dedicate themselves to encouraging natural selection, ? Learn more: SOX chapter 5.
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.”
REINCARNATION IN EBERRON
It is rare to find druids powerful enough for a reincarna�on
ritual with material components on hand�and rarer s�ll for
them to willingly interrupt the cycle of life and call a soul
back from Dolurrh. However, in �me of great need, great
heroes may need a new lease on life.
However, the reincarnate spell in the Player’s Handbook
does not include Eberron races nor reflect the distribu�on
of each race in this se�ng. We suggest rolling 1d100 on
the following table instead; if the race rolled has more than
one subrace, the DM can choose an appropriate op�on, or
roll between them to determine the result.
Warforged bodies can only be made in a crea�on forge,
so are not op�ons for the spell, though a dead warforged
can return as another race. Kalashtar are likewise not on
the list, as one without a bond to a quori spirit is essen�ally
human. If a kalashtar dies and is reincarnated as a human,
they retain their bond to the spirit and remain kalashtar; if
they return as another race, the spirit's bond is lost, which
can cause a trauma�c rupturing of their psyche. While
dragonmarked characters retain their dragonmark with the
new body, they cannot pass it to their descendants.
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