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Introduction

Eberron is a fantastical world where empires have risen and fallen, outside forces have launch invasions to domiante and destroy, kingdoms have risen and fallen into long lasting conflicts, and magic blankets the world in many forms.   On the continent of Khorvaire over the last hundred years, the Kingdom of Galifar has broken and plunged the realm into The Last War. This ended with The Mourning, the utter destruction of the Kingdom of Cyre, and resulted in the signing of the Treaty of Thronehold.   Our story begins two years after its signing, in the year 998 YK, as various kingdoms and factions attempt to recover and vie for control. Threats, old and new alike arise in this time of uncertainty to acheive their nefarious goals.

History

The Age of Dragons

From an unkown reality, three cosmically powerful being most commonly referred to as the Progenitor Dragons - Eberron, Syberis, and Khyber created the Planes of Existence. Using these planes as a basis, they created the Material Plane on which all mortals live.   For reasons unknown, after the completion of the Material Plane, Khyber attacked and eviscerated a surprised Syberis, leaving his remnants drifing in the golden Ring of Syberis around Eberron. Knowing she couldn't defeat Khyber, Eberron coiled around Khyber, becoming the world itself and binding Khyber within a living prison that holds to this day.   Thus the world as known by mortals came to be with the Dragon Above, the Dragon Between, and the Dragon Below.

The Age of Demons

In the first days of the world, after Khyber's imprisonment - fiends, abominations, and other monsters rose up from the darkness of Khyber and claimed dominion over the world. The greatest among these were the Overlords, immortal archfiends embodying the evils that plague mortals. Each Overlord shaped the world to match their whims and no civilization could challenge them. It was a time of choas that lasted for untold millenia.   The Age came to an end after an extended war between the Overlords and a legendary group of champtions - now known as the Sovereign Host. Believed by some to be dragons and by others Gods, these rebels raised an army of dragons allied with the Couatl, native Celestials said to embody the last light of Syberis.   As the immortal Overlords could not be destroyed, countless Couatl sacrificed themselves; their spirits combining into a prison of pure Celestial energy that could bind the Overlords. Even today, they remain bound and the world protected from immense evil by this force, now known as the Silver Flame.

The Age of Giants

In the wake of the Age of Demons, the dragons were the most powerful force on Eberron. Some dragons helped lesser creatures, including the Giants of Xen'drik, in their mastery of arcane magic. As the dragons' increasing dominion caused the surge in the Daughter of Khyber's power, the dragons were forced to withdraw to isolation in Argonnessen. They remain there to this day, in hopes of preventing her power from increasing further.   Multiple nations of Giants arose on Xen'drik. The Sulat League specialized in elemental binding and magebreeding. The created the Drow as living weapons to deal with rebellious Elves and it is thought that Fire Giants are remnants of the Sulat. The Group of Eleven was an alliance of eleven city-states, each led by a powerful empyrean. Their diverse culture valued internal and external competition, believing it drove evolution.   The Cul'sir Dominion was ruled by mighty empyreans and sought to dominate all reality. They explored the planes as well as the world; it's not known whether the Cul'sir attacked Dal Quor or whether the Quori of the time sought to invade Eberron, but the two powers fought an extended war. The giants ended the conflict by destroying one of the moons of Eberron with cataclysmic magic, damaging the planar connection between Dal Quor and the world. Since then, the Quori have been uanble to physically travel to Eberron, and there are no longer any Manifest Zones to Dal Quor.   These actions had devastating repercussions for Giant civilization. In the upheaval, many Cul'sir subjects used the opportunity to rebel, but the largest uprising was that of the Elves - both those oppressed by the Cul'sir, and the warrior Elves who had never been conquered by the Giants. When the Cul'sir threatened to draw on their most dangerous magics once more to destroy the Elves, the Dragons emerged in force from Argonnessen. They utterly destroyed the civilizations of Xen'drik, Giants and otherwise, then laid curses on the land that are beyond the comprehension of the modern age.   To this day, the scourge of the land prevents any advanced civilization from rising again. The Traveler's Curse warps space and makes travel in Xen'drik unreliable. The curse known as the Du'rashka Tul - "the madness of crowds" - causes civilizations that become too advanced or widespread to collapse into madness. Draconic curses are believed to be the reason the giants devolved from mighty titans to Hill Giants and others known today. The full extend of these Draconic curses is unkonw, but the impact is unmistakable.  

The Age of Monsters

After Xen'drik was shattered by the Dragons, they remained isolated in Argonnessen. Human civilization was slowly taking shape on Sarlona, but the most dynamic cultures of this period were forming on and around the continent of Khorvaire. The Elves founded a new homeland on Aerenal - "Aeren's Rest" in Elvish" - instituting the Undying Court and the cultures that would be come the Aereni and the Tairnadal.   On Khorvaire, the Goblinoids rose to prominence, founding the Dhakaan Empire approximately 16,000 years ago. Over the course of the next ten thousand years, it expanded to dominate all of central Khorvaire. The Dhakaani slowly drove all of their competitors to the fringes - the mountains, the wastes of marches. They clashed with the Dragonborn of what's now Q'barra, the Dwarves of theRealm Below, and Tairnadal explorers. None could stop the advance of Dhakaan.   However, when the Daelkyr led armies of Aberrations through portals from Xoriat, the Empire of Dhakaan was shattered - along with the Realm Below - the vast subterranean civilization of the Dwarves. Though this conflict came to an end when Dhakaani champions and Gatekeeper Druids sealed the Daeklyr in Khyber, the damage inflicted was irreperable. In addition to creating monsters such as Dolgaunts and Dopppelgangers, the Daelkyr unleashed more subtle curses and strains of madness.   One of these eroded the connection to the Goblinoid's shared dream that united Dhakaani civilization. Within generations, the ancient empire collapsed into civil war. Cults and cruelty spread among the Goblinoids and soon, al lthat remained on the surface of Khorvaire were ruins and chaos.

The Age of Marks

The adventurer Lhazaar lead waves of human settlers from Sarlona to the eastern shores of Khorvaire, establishing the Lhazaar Principalities. Over time they began expanding westward, fighting and oppressing the Goblinoids and other native races in Khorvaire. Soon, the entire central portion of the continent was inhabited and ruled by Human Kingdoms, driving the Goblinoids underground or to far flung regions.   At the same time, mysterious birthmarks began to appear among various races around the world, providing magical abilities to those born with them. Organizations began to form based on shared circumstance, domianting in fields relating to the powers their marks gave them and gaining widespread influence wherever the marks could be found. In Aerenal, the Aereni Elves found that the House of Vol - carrying the Mark of Death - had been performing magebreeding experiments with rogue dragons in hopes of enhancing the mark. The Undying Court joined forces with the Dragons of Argonnessen to wipe out the like of Vol. Survivors were exiled to Khorvaire, founding House Phiarlan.   Not long after the rise of the Dragonmarks and formation of the Twelve, Abberant Dragonmarks began to appear. These marks were unusual in appearance and more powerful and dangerous than the Abberant Dragonmarks that appear today. The Twelve took stories of innocents harmed by uncontrolled marks and amplified them - superstition and fear did the rest. The purging and destruction of those with Abberant Marks by the Twelve was dubbed the "War of the Mark" though that falsely implied a struggle of equal strength, which it was not. Eventually Abberant-marked champions rallied and challenged the houses.   The most famous were Halas Tarkanan and the Lady of the Plague who seized the city of Sharn and delcared it a safe haven for those with Abberant Marks. Eventually, the forces of the Twelve laid seige to the city and, when Tarkanan and the Lady of the Plague saw victory was impossible they unleashed the full power of their marks. Tarkanan's Mark gave him power over the earth and he shattered the towers of Sharn. The Lady of the Plague called vermin up from the depths and spread vile diseases in the ruins. Both the Abberants sheltering in the city and the armies attacking it perished, and Sharn remained in ruins for centuries before Galifar I reclaimed it.   The Aberrant Dragonmarks were almost completely eradicated during the War. When they reappeared in later centuries they were far weaker than Halas' power, but fear and prejudice lingered. Over the century, with no explanation, Aberrant Marks began manifesting with greater frequency and power. The criminal organization known as House Tarkanan has begun organizing and training those with Aberrant marks, fearing another purge could lie ahead.   In Sarlona, the Sundering occurred. For two hundred years, Quori used manipulation and greed to stir up riots and wars across the continent. These conflicts led to a wave of Human refugees settling in Khorvaire, notably in the Shadow Marches and Demon Wastes. Tiefling and Human refugees established the Venemous Demesne in what is now Droamm.   Galifar of Karnnath waged a long campaign of conquest and diplomacy to unite the five major Human Kingdoms of Khorvaire - Aundair, Breland, Cyre, Karnnath, and Thrane - to form the Kingdom of Galifar and marks the date 1YK. At the same time he met with The Twelve Dragonmark Houses that had established prominence, offering them regulatory power and industrial preeminence in exchange for their support but forbidding them from holding land or noble titles. This agreement became the Korth Edicts.   Sometime during the ninth century, the curse of Lycanthropy became more virulent, and its victism were driven to ever more extreme behaviour. Werewolf attacks and wererat infestations became an increasing problem in western Aundair. By 830 YK, some feared that an apocalyptic threat was brewing in the Towering Wood - that any day a horde of Lycanthropes could sweep across the land and destroy all civilization.   In 832 YK, Keeper of the Flame Jolan Sol declared that Lycanthropy corrupted the soul itself and must be completely eliminated. An army of templars were dispatched to Aundair, and servants of the Silver Flame across Khorvaire were ordered to be vigilant and root out Lycanthropes in hiding. This was called the Silver Crusade and lasted nearly fifty years.   The Lycanthropes were massing in great numbers on the edges of the Towering Woods, driven by some unknown evil; most sages believe it to be an Overlord on the verge of breaking its bonds. The templars were outmatched. The Lycanthropes were cunning, could quickly replenish their numbers, and intentionally stirred up conflict between templars and Shifters. After decades of bitter conflict, the tide slowly turned in the favour of the templars and the power of the curse was broken. Lycanthropy continued, but its effects weren't as strong and its victims less driven to darkness.   While the true threat was dealt with, the peasants of Aundair had suffered through decades of terror and sought greater revenge. The next thirty years saw an ongoing inquisition as zealous converts to the faith - later clasified as an extremist sect, the Pure Flame - sought to hunt down every remaining Lycanthrope. In the process, many innocents - including a great many shifters - were tortured and slain.   Following the death of King Jarot Galifar, the Kingdom of Galifar spiraled towards war over the right of succession. The Last War as it came to be known, was a bitter struggle that forever altered Khorvaire. It was a century marked by shifting alliances, with years of stalemate interspersed with periods of intense battles. On the 20th of Olarune 994 YK, the nation of Cyre was consumed in a magical cataclysm now known as the The Mourning. The cause of the Mourning remains unknown; many fear it was caused by unbridled use of war magic. Shock and fear brough the nations to the negotiating table, and the Last War came to an end in 996 YK with the Treaty of Thronehold.   Although many celebrated the end of the war, others remained unsatisfied with its outcome. No one won the war. Even though people optimistically refer to it as the Last War, most believe that it's only a matter of time until conflict begins anew. The mystery of the Mourning is the only thing holding warmongers at bay. If someone uncovers the secret of the Mourning - if it can be proven that the Mourning can't happen again, or if its power could be harnessed as a weapon - war could erupt again. Until then, nations remain in a cold war as each makes preparations and seeks advantages in a conflict that could lie ahead.   In the last two years following the war, the Dragonmarked Houses who remained neutral in the war made considerable profit selling their services to all sides. Many new technologies were invented; House Cannith created the Warforged, House Lyrandar perfected its airships in the last decade of the conflict. Rumors persist of monsters or super soldiers developed by House Vadalis or biological weapons in the hands of House Jorasco. The houses emerged stronger than ever, with divided nations depending on their services. Before, united Galifar imposed many restrictions on the houses, but today no monarch can afford to break ties with any of the houses. What will happen if one of the houses goes too far in pursuit of profits?   Several new states emerged over the course of the war. In some cases, this was largely a formality; Galifar never had a strong grip on the Lhazaar Principalities or the gnomish nation of Zilargo, and they held the Demon Wastes in name only. Others were born in violence; the Elves of Valenar and the Goblins of Darguun seized their realms by force. Aundair yearns to reclaim the Eldeen Reaches and Breland keeps a wary eye on the monstrous kingdom of Droamm, and many distrust the Valenar Elves.  

Geography

Aerenal

The massive island of Aerenal is the ancient kingdom of the Elves. Its jungles provide strange and valuable lumbers: Soarwood used for the hulls of airships, tough Bronzewood, and trees that remain alive after being felled.   The island’s proximity to the planes of Irian and Mabar allows the lines between life and death to become blurred. Dangerous, dark forces creep in from the plane known as the Endless Night, but that planar resonance also enables the elves to perform feats of necromancy unmatched elsewhere in Eberron. Among the Aereni Elves, the honored dead walk among the living. Heroes who died in glorious battle return to serve the Sibling Kings. And in the depths of Shae Mordai, the Deathless lords of the Undying Court study the shifting balance of the planes and the path of the Draconic Prophecy.   Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy sustains the deathless undead of Aerenal—both the light of Irian and the devotion freely given by their descendants. The Elves of Aerenal despise necromancy that draws on the negative energy of Mabar, and agents of the Undying Court embrace their mandate to seek out and destroy Vampire, Lich, and other such Undead .   Aereni civilization is over twenty thousand years old. Secure in their island sanctuary, the elves watched nations of goblins and humans rise and fall. The Aereni possess secrets and powers the rest of Khorvaire has yet to discover, but they are more interested in perfecting their ancient traditions than in innovation and discovery.

Notable Locations

Pylas Talaer. The gateway to Aerenal, this port city is the primary point of contact between Aerenal and the outside world. In this city driven by commerce, almost all the dragonmarked houses have outposts here, and it includes vast markets, warehouses, and lumber yards.   Shae Cairdal. This city is the capital of Aerenal, the seat of the Sibling Kings, and the center for commerce and diplomacy between the elven families, who otherwise remain isolated in their own city-states. Foreigners are encouraged to conduct business in Pylas Talaear.   Shae Mordai. This ancient citadel houses the Undying Court, the deathless ancestors who shape the destiny of Aerenal. It is built atop a rift to the Plane of Irian and suffused with positive energy. Almost no commerce takes place here. This center for arcane study also serves as a memorial to all the heroes of the elves, both the deathless and those lost in the distant past. The Citadel of the Court is said to be far larger than it appears and to hold the greatest treasures of the elves.   The North. The northern steppes of Aerenal are the domain of the Tairnadal, the warrior elves who seized control of Valenar. Although much of their population now resides in Valenar, many Tairnadal noncombatants—children, artisans, and the druids who raise their remarkable beasts—remain in Aerenal.

Argonnessen

Argonnessen is home to the oldest civilization on Eberron. The dragons wield ancient magic, and they have shielded their homeland against divination and teleportation. Tribes of barbarians roam the Seren Islands and the coastlines of Argonnessen; these include members of almost every humanoid race, perhaps collected by dragons in ages past. The Seren barbarians worship the dragons and protect the coasts from invaders. To date, no one from Khorvaire has ventured into the interior of the continent and returned to speak of it.   No one knows how many dragons live in Argonnessen, but stories tell of vast cavern complexes filled with the treasures of fallen civilizations, of prisons holding bound Demon, of cities made from Adamantine.   To those of Khorvaire, Argonnessen is a mystery space on the map. Only the most powerful characters might visit Argonnessen and return to tell the tale.

Khorvaire

Main article: Khorvaire

The Five Nations

In the modern age, the greatest power was the kingdom of Galifar, which covered most of the continent of Khorvaire. The Five Nations—Aundair, Breland, Karrnath, Thrane, and Cyre—formed the heart of the kingdom. Although each has a unique cultural identity, they share this unified foundation. Families are spread across the Five Nations; the rulers of the Five Nations descend from the Wynarn, the royal bloodline of Galifar. Despite their differences, an Aundairian has more in common with a Thrane than with a Zil Gnome or a Lhazaar pirate.   A century ago Galifar collapsed into civil war, and the Five Nations became separate countries at odds with their neighbors. The Last War came to an end after Cyre was destroyed in a cataclysm known as The Mourning. The Five Nations remain divided today, sharing Khorvaire with the new nations established by the Treaty of Thronehold. The remaining Five Nations remain the largest and most powerful countries in Khorvaire.

Treaty of Thronehold

The Treaty of Thronehold officially ended the Last War. The treaty recognized the following nations as sovereign states: Aundair, Breland, Darguun, the Eldeen Reaches, Karrnath, the Lhazaar Principalities, the Mror Holds, Q'barra, the Talenta Plains, Thrane, Valenar, and Zilargo. These nations abide by a common set of laws and maintain diplomatic relations. The Demon Wastes and Shadow Marches regions have no unified government. Droamm has declared itself a nation but has yet to be recognized by the treaty nations.  

Nations and Territories

Aundair
Capital: Fairhaven
Demonym: Aundairian
Hallmarks :Cheese, education, fashion, grains, wine, wizardry   Darguun
Capital: Rhukaan Draal
Demonym: Darguunan
Hallmarks :Dungeons, Goblinoid mercenaries, ruins   Demon Wastes
Capital: None
Demonym: None
Hallmarks :Tiefling, Fiend, pestilence   Droamm
Capital: The Great Crag
Demonym: None
Hallmarks :Byeshk Ore, monstrous mercenaries   Eldeen Reaches
Capital: Greenheart
Demonym: None
Hallmarks :Agriculture, animal husbandry, druidic magic   Karrnath
Capital: Korth
Demonym: Karrn
Hallmarks :Ale, dairy, glass, livestock, lumber, paper, textiles, undead   Lhazaar Principalities
Capital: Regalport
Demonym: Lhazaarian
Hallmarks :Fish, mercenaries, pirates, ships   Mror Holds
Capital: Krona Peak
Demonym: Mrorian
Hallmarks :Banking, Dwarves, metalwork, mining   Q'barra
Capital: Newthrone
Demonym: Q'barran
Hallmarks :Dragonborn, Lizardfolk, Eberron Dragonshard, rare herbs   Shadow Marches
Capital: Zarash'ak
Demonym: None
Hallmarks :Eberron Dragonshards, herbs   Talenta Plains
Capital: Gatherhold
Demonym: Talentan
Hallmarks :Halfling, dinosaurs, livestock   Thrane
Capital: Flamekeep
Demonym: Thranish
Hallmarks :Divine magic, fine crafts, fruit, livestock, the Silver Flame, textiles, wool   Valenar
Capital: Taer Valaestas
Demonym: Valenari
Hallmarks :Elves, horses, mercenaries   Zilargo
Capital: Trolanport
Demonym: Zil
Hallmarks :Gnome, alchemy, education, elemental binding, entertainment, precious stones  

Sarlona

Tens of thousands of years ago, the vast continent of Sarlona was the cradle of human civilization. Three thousand years ago, the first human colonists left, setting in motion events shaping modern-day Khorvaire.   Sarlona was once home to over a dozen distinct kingdoms, but wars devastated the continent. From this chaos, a band of saviors rose up to forge a new world. Guided by celestial spirits and endowed with vast psionic powers, these champions became known as the Inspired. Today, the Inspired have united the broken nations into a single realm: the Empire of Empire of Riedra. Outsiders aren’t welcome in Riedra, and little is known of the nation. Merchants tell stories of massive monoliths that control the dreams of the people, and of secret police who use psionics to root out dissidents.   A single nation stands against the might of Riedra: the mountain refuge of Adar, homeland of the Kalashtar. The Adarans lack the numbers to challenge Riedra, yet they hold their fortress monasteries against endless waves of Riedran assaults. The Adarans possess remarkable psychic and martial disciplines.

Notable Locations

Dar Jin. This port city is the only legal point of entry for foreigners who wish to enter the Empire of Riedra. All travelers remain confined in the foreign quarter. Merchants from across Khorvaire trade for exotic Riedran goods, while envoys from many nations negotiate with the emissaries of the Inspired. To enter Riedra proper, travelers must obtain a transit visa from the Iron Gate, the office of foreign relations. The office grants few such visas; visitors must make a compelling case for entry or find a secret way to evade the watchful eyes of the Iron Gate.   Kasshta Keep. All but one of the monasteries of Adar lie concealed behind a blend of psychic and arcane techniques. Kasshta Keep refuses to hide from outsiders or the Inspired. It is the de facto capital of Adar and the abode of the Keeper of the Word, who guides the kalashtar people. High in the mountains, the monastery is reached by winches and lifts. Its inhabitants include wizards, monks, and mystics; if you want to play a monk from an exotic land, you could have learned your art in Kasshta Keep.   Ohr Kaluun. Riedra built its empire on the foundation of a dozen shattered nations. Scholars consider the loss of these nations to be a tragedy … except for Ohr Kaluun. The lords of this ancient kingdom were driven by deep paranoia and an all-consuming thirst for power. The sages of Ohr Kaluun studied the darkest paths of magic and bargained with fiends and other foul creatures. They warped their bodies through mystical rituals and pacts, creating the first Changeling, Skulk, and Tiefling bloodlines. Ohr Kaluun was ultimately consumed by the feuds of its paranoid mage-lords and the crusading legions of its neighbors. Today, it is a shunned region, haunted and cursed. Dark secrets and great treasures remain in the vast war labyrinths of Ohr Kaluun, but fiends, wards, and far deadlier threats linger in this fallen kingdom.

Xen'drik

Any follower of the Sovereign Host knows this story about Xen’drik. In the dawn of time, the Sovereigns bound the fiendish Overlords and freed the world from chaos. The mighty Giants had fought alongside the Sovereigns, and in gratitude granted them dominion over the continent of Xen’drik. Aureon taught Giants the secrets of wizardry, and they grew powerful. The Giants built towers that touched the sky and seemingly endless cities.   The mightiest among the giants was the titan Cul'sir. His power was so great that he pulled the thirteenth moon from the sky and crushed it in a fit of anger. The giants ruled many lesser races, and eventually the Elves rose up against them. Cul’sir unleashed plagues upon the rebellious Elves. He made assassins of Elven shadows and turned them back against their owners. Still the rebels persisted. In his anger, Cul’sir prepared to pull down the rest of the moons to hurl them at his enemies, even though he’d destroy the world in doing it. But the giants had gone too far, and Aureon set the Dragons of Argonnessen upon them. The Dragons destroyed the vast cities and leveled the towers. Cul’sir was slain and his people scattered.   The Sovereigns and Six each laid a curse upon the land. Aureon decreed that the creatures of Xen’drik would have no knowledge of law, and Boldrei proclaimed that no city would stand. The Traveler distorted the land so that no path followed twice. The Devourer unleashed fire and storm. And so Xen’drik remains a land of mystery, a realm that cannot be mapped, a place that holds secrets that could shatter the world.   This story bears at least some truth. The Elves were once slaves of the ancient Giants, and the Dragons did eradicate the civilizations of Xen’drik. Great magic has warped the land. The environments of Xen’drik are extreme and unpredictable, and travelers might find a glacial expanse in the midst of a vast desert. Tens of thousands of years have passed, yet no civilization has risen to the heights of the fallen giants; some believe that Aureon’s and Boldrei’s curses ensure that any city that grows too large collapses into madness. The Traveler’s Curse twists space, and explorers might follow the same path twice only to end up in entirely different locations.   Xen’drik is a continent that defies control. Expeditions have unearthed artifacts of immense power, as well as fields of Siberys Dragonshards , but once you leave a site, you might never find it again.   Giants still roam Xen’drik, but these creatures have never regained the glory of their ancestors. Tribes of Drow — said to be the shadow-assassins created by the Emperor Cul’sir — linger in the darkness. These represent just a few of the threats in this vast land.

Notable Locations

Dar Qat. The Inspired lords of Riedra are just as interested in the resources of Xen’drik as the people of Khorvaire. Dar Qat is a Riedran port, a fortress built from glittering crysteel (grown crystal as strong as steel) and dwarfed by a nearby monolith believed to serve as a psychic anchor for the city. Outsiders are rarely welcome within the walls of Dar Qat.   Stormreach. Once a haven for pirates and smugglers, Stormreach has become a thriving port that serves as the passage to the Xen’drik interior. All the dragonmarked houses have outposts in the city, and it is home to refugees, renegades, criminals, and others who have no place on the other continents. The city is ruled by the council of Storm Lords, who hold absolute power. As Stormreach is built on the foundations of an ancient giant city, ruins abound around and below the city. Some fear that if the city continues to expand, the growth will trigger an ancient curse. But for now, Stormreach is a prosperous community and a gateway to adventure.

Dragonmark House

A Halfling healer touches a dying man; the mark on her forehead blazes with blue fire as his wounds close and vanish. A Half-Orc bounty hunter reaches out with the power of his mark to find his prey. A human Artificer touches a creation forge, and the symbol on her hand flares as the eldritch machine rumbles to life. Each of these people possesses a Dragonmark, a symbol etched on the skin in colors more vivid than any tattoo, magical power made flesh.   A dragonmark enhances the user’s ability to perform certain tasks. For example, the Mark of Making guides the hands of the smith, while the Mark of Shadows helps its bearer avoid enemies. The power of a dragonmark can also manifest in more dramatic ways. The Mark of Storms can scatter enemies with a blast of wind, while the Mark of Shadows can weave illusions.   You can’t buy or choose to develop a dragonmark; each mark is tied to bloodlines within specific species, as summarized in the Dragonmarks and Their Houses table. A dragonmark appears on a person around adolescence, though not every heir manifests the mark.   Long ago, the families that carry the marks joined together to form the dragonmarked houses. Over the course of centuries, these houses have used their gifts to establish powerful monopolies. For example, only House Lyrandar heirs with the Mark of Storms can pilot airships. This control over vital services gives the houses tremendous power.   In the past, the dragonmarked houses were held in check by the united kingdom of Galifar. But in the wake of the Last War, people wonder if any nation has the power to enforce its wishes on the houses.

House Medani, Mark of Detection

Leader: Baron Trelib d'Medani

Headquarters: Tower of Inquisition (Wroat, Breland)

Represented by the basilisk’s eye, the Warning Guild of House Medani brokers the services of bodyguards and inquisitives. Medani advisors specialize in risk assessment and management, protecting clients from both physical and social threats. While Medani overlaps with the inquisitives of House Tharashk and the bodyguards of House Deneith, the Warning Guild specializes in subtle threats and complex mysteries. Baron Trelib manages the guild’s affairs from the Tower of Inquisition in Wroat, where the house also interrogates prisoners for King Boranel of Breland.   The members of House Medani are Half-Elf with deep roots in Breland. Medani has little interest in the power struggles that sometimes break out between the other dragonmarked houses. Many Medani heirs are more interested in helping their communities than in raw profit, and Medani heirs often work with local law enforcement or help those who can’t afford their services.

House Tharashk, Mark of Finding

Leader: The Triumvirate (Maagrim Torrn, Khandar'aashta, Daric Velderan)

Headquarters: Zarash'ak, Shadow Marches

House Tharashk traditionally licenses inquisitives and bounty hunters. Recently the house’s Finder’s Guild has expanded into dragonshard prospecting. As Dragonshards are the lifeblood of the magical economy, the house’s talent has given them new wealth and influence.   Tharashk is the youngest of the dragonmarked houses and hasn’t embraced all the customs of the others. The distinct clans that united to form the house remain important, and heirs of the family usually retain their family names rather than adopting “d’Tharashk” as tradition dictates. Each of the three major clans—the Aashta, the Torrn, and the Velderan—has a representative on the Triumvirate that governs the house, and the city of Zarash’ak in the Shadow Marches. Together, they stand as one under the emblem of the dragonne (a lion-dragon hybrid).

House Vadalis, Mark of Handling

Leader: Dalin d'Vadalis

Headquarters: Foalswood (near Varna, Eldeen Reaches)

Represented by the Hippogriff, House Vadalis plays an important role in daily life, offering meat, mounts, and more. Vadalis isn’t one of the most powerful houses, but its barons are generally content; they’re more interested in discovering new monstrosities than engaging in politics. The current head of the house, Dalin d’Vadalis, disdains the use of a title and has no aspirations to nobility or greatness for himself or his house.   House Vadalis breeds and trains beasts for a wide range of purposes. While the house maintains vast cattle ranches and trains horses and hounds, the Mark of Handling allows Vadalis to work with more exotic creatures as well. Griffon, hippogriffs, and even Bulettes can be bred and trained. Even with the Mark of Handling, this is dangerous work; there’s a lot of turnover at the bulette ranch. But these exotic creatures aren’t enough to satisfy the most innovative members of the house, leading to the practice of magebreeding. Using dragonshard focus items, Vadalis has found ways to create magical creatures. Typically, this results in a superior version of a creature—an animal that is stronger, faster, and smarter. But rumors claim that Vadalis has crafted monsters of its own. Some rumors even insist that Vadalis is trying to magebreed better humans.

House Jorasco, Mark of Healing

Leader: Ulara d'Jorasco

Headquarters: Vedykar Enclave (Vedykar, Karrnath)

The Healer’s Guild provides a vital service to Khorvaire, and the Last War ensured there was great need for healers. The leader of the guild, Baron Ulara d’Jorasco, is much beloved in northwestern Khorvaire for her instrumental role in combating an epidemic in that region a decade ago, and Jorasco medics served in every nation’s army during the war.   The guild runs schools that teach medicine, as well as houses of healing that provide both mundane and magical services. If it could save a life, it’s probably marked by the House Jorasco griffon emblem, and it will come with a cost. If you have the gold, Jorasco healers can remove a disease instantly with lesser restoration. If you can’t afford such a service, they will treat you with mundane techniques. House Jorasco is also the source of potions of healing. While many criticize Jorasco’s demands for payment, the house maintains that it’s not about greed; it’s about ensuring the prosperity of the house, so they can continue to help future generations.   While the public face of Jorasco is that of the healer, there are rumors that the house engaged in disturbing experiments during the Last War, working with House Vadalis to develop biological weapons and new creatures. A Jorasco heir has to decide if they want to investigate these rumors.

House Ghallanda, Mark of Hospitality

Leader: Yoren d'Ghallanda

Headquarters: Gatherhold, Talenta Plains

The majority of inns, taverns, and restaurants in the Five Nations are either directly owned by House Ghallanda or licensed by its Hosteler's Guild. Most people give little thought to House Ghallanda; when compared to the soldiers of House Deneith and the factories of House Cannith, an alliance of innkeepers seems harmless and inconsequential. But Ghallanda’s strength lies in charm and connections. A Ghallanda innkeeper hears many things—if you want to know what’s really going on in a community, talk to the halfling bartender. The leaders of House Ghallanda don’t sell information; they prefer to build friendship and deal in favors. But should a Ghallanda baron ever truly need something, they likely have a favor they can call in.   Ghallanda has a number of “bound businesses”—franchises run directly by the house. The Gold Dragon Inn is such a business, with Gold Dragon Inns being found in every major city, each serving a familiar menu and providing similar services. But many Ghallanda heirs take pride in creating their own unique businesses. There are also many independent restaurants, inns, and taverns licensed by House Ghallanda. The blink dog emblem is an assurance that a locale meets Ghallanda standards of health and quality—but not every inn is run by a halfling.   House Ghallanda’s mandate extends beyond providing creature comforts to travelers. Every one of the house’s enclaves—which are more numerous than those of any other dragonmarked house—is a sanctuary beyond the legal reach of any government or dragonmarked house. Baron Yoren and his daughter Chervnia have greatly expanded the house’s presence even in remote areas such as the edge of the Demon Wastes, guided by their study of the Draconic Prophecy.

House Cannith, Mark of Making

Leaders:

Cannith East: Zorlan d'Cannith
Cannith West: Jorlanna d'Cannith
Cannith South: Merrix d'Cannith

Headquarters:

Cannith East: Korth Enclave (Korth, Karrnath
Cannith West: Aundair Enclave (near Fairhaven, Aundair)
Cannith South: Cannith Tower (Sharn, Breland)
House Cannith dominates all forms of manufacturing, both mystical and mundane. Gorgon-marked Cannith forgeholds use streamlined forms of production to quickly produce common goods. Even independent artisans often learn their trade at Cannith academies and adhere to Cannith standards. The House of Making builds the tools the other houses rely upon, and it has always been the unspoken leader of the Twelve.   The Last War was a time of great opportunity for Cannith. Every nation wanted weapons and warforged, along with mundane arms and armor. The war raised the house up, and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership and key facilities. Now three barons jockey to fill the leadership vacuum: the alchemist Jorlanna of Fairhaven, weaponsmith Zorlan of Korth, and Merrix of Sharn, innovator of warforged. It remains to be seen whether one of these leaders will unite the house, or if it will shatter under the strain. If you’re an heir of House Cannith, you should decide which of these barons you serve or if you have other ideas about the house’s future.

House Orien, Mark of Passage

Leader: Kwanti d'Orien

Headquarters: Journey's Home (Passage, Aundair)

The House of Passage manages land transportation. The Lightning Rail is the house’s most dramatic tool, but Orien also runs caravans and coaches across the length of Khorvaire. Dragonshard focus items ensure that the fastest vehicles are those driven by heirs with the Mark of Passage, but the house also licenses unmarked teamsters. The Courier’s Guild of House Orien delivers mail and packages and has a branch that handles more covert and dangerous deliveries.   Orien has dominated transportation for centuries, but now the house is facing challenges. The Mournland is a dramatic obstacle for ground transportation, and Baron Kwanti d’Orien has had tremendous difficulty securing funds to rebuild the lightning rail line across the blasted landscape. Indeed, he spends most of his time away from his headquarters in Aundair, trying to raise funds for the project while keeping an eye on house operations. He travels across western Khorvaire in his personal lightning rail coach, the Silver Unicorn—a reference to the house’s unicorn emblem.   House Orien’s problems don’t end with the Mournland, though. The expanding role of Lyrandar airships threatens the house’s business. Baron Kwanti would like to be able to offer more instantaneous transportation, but long-distance teleportation is a service only the strongest Orien dragonmarks can provide. So the house is working with House Cannith in an effort to unlock and enhance this gift of the Mark of Passage. Orien heirs might be caught up in these experiments or in the rivalry with House Lyrandar.

HouseySivis, Mark of Scribing

Leader: Lysse Lyrriman d'Sivis

Headquarters: The Labyrinth (Korranberg, Zilargo)

Bearing the emblem of the Cockatrice, the gnomes of House Sivis facilitate communication. This is seen most literally in Sending Stone , magic items allowing a Sivis heir to send a short message to another Sending Stone. House Sivis’s message stations employs these items as the backbone of their long-distance communication network. The house also trains and licenses scribes, notaries, interpreters, cartographers, barristers, heralds, bookbinders, and others who work with words. House Sivis has an especially close relationship with House Kundarak, as Kundarak letters of credit must be notarized with a Sivis arcane mark.   House Sivis takes great pains to maintain the trust of its clients and holds a position of absolute neutrality in all disputes, whether between houses or nations. Sivis gnomes are typically friendly, curious, and engaging, but that kindly exterior might conceal a scheming mind. Gnomes have a natural love of intrigue, and the different families within the house often engage in subtle schemes and feuds. Doyenne Lyssa Larriman, the leader of the house, takes pains to ensure that these intrigues never threaten the house or its reputation.

House Deneith, Mark of Sentinel

Leader: Breven d'Deneith

Headquarters: Sentinel Tower (Karrlakton, Karrnath)

House Deneith was born in Karrnath, and war flows in its veins. For centuries, the Blademarks Guild of House Deneith has governed the mercenary trade. While warriors with the Mark of Sentinel are among its most elite forces, House Deneith brokers the services of a wide range of soldiers, including Valenar war bands and the goblins of Droaam. Beyond the battlefield, the Defender’s Guild provides exceptional bodyguards for those who can afford their services. House Deneith is also renowned for its Sentinel Marshals, agents who hold the authority to pursue criminals and enforce the law across the length of Khorvaire. The Sentinel Marshals hold the honor of the house in their hands. Being a Marshal is a privilege, and it comes with high expectations.   Despite its might and the desire of some house members to flex their military muscles, House Deneith has always maintained absolute neutrality, selling its services to all sides of a conflict. Baron Breven d’Deneith shows no inclination of using the massive, Chimera-marked military forces of his house for his own ends, but he’s surrounded by aggressive advisors who would like to see a Deneith ruling all Khorvaire. House Deneith is also caught in an escalating rivalry with House Tharashk, as it edges into the mercenary trade.

House Phiarlan and House Thuranni, Mark of Shadow

Phiarlan Leader: Elvinor Elorrenthi d'Phiarlan

Phiarlan Headquarters: Venemous Demesne

Thuranni Leader: Elar d'Thuranni

Thuranni Headquarters: Regalport, Lhazaar Principalities

Elves have carried the Mark of Shadow for thousands of years. The mark’s bearers left Aerenal after the conflict that wiped out the Mark of Death and established House Phiarlan in Khorvaire. These elves are expert entertainers, giving them access to all manner of places and secrets. Known to few, there has always been an elite force of spies and assassins within House Phiarlan. Only special clients—nobles, merchant lords, and the like—have access to these spies.   Toward the end of the Last War, a bitter feud broke out between the major families of the house. Known as the Shadow Schism, it resulted in a split withinin Phiarlan—and the foundation of House Thuranni. House Phiarlan continues to offer entertainment and espionage in the lands west of the Mournland, while Thuranni operates in the eastern lands. As a rule, Phiarlan elves are the better spies and Thuranni agents are superior assassins. Thuranni and Phiarlan maintain a peaceful relationship, but rivalries run deep.   Baron Elar d’Thuranni is said to be responsible for the Shadow Schism. Ruling the house from an enclave in Regalport, he is always accompanied by a shadowy pair, rumored to be embodiments of shadow itself. The Displacer beast serves as the young house’s emblem.   The lands of House Phiarlan, known as the Demesnes, are the foremost centers of the arts in the Five Nations, each focusing on a specific artistic tradition: the written word, movement arts, music, material arts, and the arts of illusion, puppetry, oratory, and acting. Baron Elvinor Elorrenthi leads the house from the last of those, the Demesne of Shadow, which is located in Sharn. The Hydra serves as House Phiarlan’s emblem.

House Lyrandar, Mark of Storm

Leader: Esravash d'Lyrander

Headquarters: Stormhome, Aundair

House Lyrandar has long ruled the seas. Their Kraken-marked galleons harness Air and Water Elementals and are faster than any mundane vessel. Control of sea and river trade gave Lyrandar considerable power. Now they reach out to the skies. Merely a decade old, Lyrandar airships have undermined the lightning rail’s domination of overland travel.   House Lyrandar also controls the air in a literal way. The Raincaller's Guild can use the Mark of Storms to control the weather for its clients.   For many of the house’s members, the house is more than a family or business—its private island enclave, Stormhome, is the closest thing they have to a homeland. Baron Esravash is ambitious and often steers the house to act in what she sees as the interests of all half-elves. Lyrandar heirs help the Valenar elves run their young kingdom, and some believe that Valenar could become a true homeland for the Khoravar.

House Kundarak, Mark of Warding

Leader: Morrikan d'Kundarak

Headquarters: Korunda Gate, Mror Holds

If you want to keep something safe—jewels, secrets, prisoners—Kundarak is there to help. The Defenders Guild of House Kundarak trains locksmiths, security specialists, and more. It maintains the prison of Dreadhold, along with a number of smaller prisons. As useful as these services are, it’s the Banking Guild that truly defines the house. Kundarak’s lands in the Mror Holds include deep veins of precious metals, which the dwarves used to establish the banking industry of Khorvaire. Anyone who makes a living from coin—from bankers to goldsmiths—likely learned their skills at House Kundarak. The security of banks bearing the Kundarak Manticore emblem is legendary. The house also provides a special service to those who can afford it: a system of extradimensional vaults, allowing a client to store their goods in one location and retrieve them at any other Kundarak enclave.   House Kundarak has a close alliance with House Sivis. Like the House of Scribing, Kundarak has worked to earn the trust of its clients and to establish a reputation for unshakable integrity. The house has no love of renegade dwarves using their marks to turn a profit, and such rogues strive to avoid the eye of Kundarak.   As the dwarves of the Mror Holds have come into increasing conflict with the daelkyr, Lord Morrikan d’Kundarak has instructed house heirs to establish connections with the Gatekeeper druids. The druids have much in common with the house, being the creators of the wards that protect Eberron from the daelkyr.

Cosmology

The Material Plane is enfolded by thirteen planes of existence. Many of these have aspects of both Outer Planes and Inner Planes. All of them overlap with Eberron in some way, and they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far away — though this manner of expression is merely a metaphor for their shifting influence. When another plane’s influence on the Material Plane is especially strong, the plane is said to be coterminous. When its influence is weak, a plane is remote. The state of a plane can be important for performing epic rituals, creating of eldritch machines, or interacting with extraplanar entities. Whether or not a plane is remote or coterminous at a given time depends entirely on the needs of your story.

Manifest Zones

At certain places in the Material Plane, the barriers between worlds are thin, and some characteristics of another plane can bleed through into the material world. These places are called manifest zones, and the nature of each one is strongly shaped by the plane it connects to. The city of Sharn is located in a manifest zone linked to Syrania that keeps its towers reaching toward the sky and aids flight. Ghosts might linger in a manifest zone associated with Dolurrh, while a manifest zone tied to Lamannia might have wild vegetation and enhance druidic magic. A manifest zone might include a portal that allows free passage from either plane to the other. The descriptions of other planes in this section offer some other possible effects. Most manifest zones have reliable, persistent effects. Some have only weak connections to their planes, and their properties influence the world only when the plane is coterminous.

Daanvi, the Perfect Order

Daanvi embodies absolute order, along with the ideals of law and discipline and their impact on civilization. The perfectly ordered, immaculate districts of the plane represent different aspects of law: precisely maintained fields, legalistic tribunals, and hordes of Modrons compiling archives of every rule or regulation ever created. Some districts are governed by a justice system based in goodness, where laws help to maintain harmony. In more oppressive locations, harsh laws are imposed on the suffering populace by tyrannical devils.

Dal Quor, the Region of Dreams

Mortal creatures come into contact with Dal Quor when they dream (except for Elves, Kalashtar, and Warforged, which don’t dream). The outer fringes of the plane are shaped by the memories and experiences of dreamers. The dark core at the heart of the plane is shaped by the nightmare force known as the Dreaming Dark. The primary inhabitants of Dal Quor are the quori, enigmatic master manipulators that can inhabit the dreams of others.   Tens of thousands of years ago, the quori fought a bitter war with the giants of Xen’drik. The giants ended the war by severing the connection between Dal Quor and Eberron and disrupting the cycle of the planes. As a result, Dal Quor is always remote in relation to the Material Plane, and no manifest zones are tied to Dal Quor. The only way to reach Dal Quor from the Material Plane is through the psychic projection of dreaming, and the quori are forced to possess mortal hosts to work their will on Eberron.

Dolurrh, the Realm of the Dead

When a mortal soul dies, it is drawn to Dolurrh, a place defined by despair and apathy. Over time, memories are leached out of these trapped spirits until only husks remain. Although this seems a bleak fate, most religions maintain that Dolurrh isn’t the end of a soul’s journey; it is a gateway to whatever lies beyond. They assert that what appears to be dissolution is the natural process of the soul moving to a higher plane of existence that mortals can never realize: joining with the Sovereigns, merging with the Silver Flame, or simply rejoining the cycle of life in a new form. That claim notwithstanding, Dolurrh is a gloomy plane filled with the lingering traces of the dead.

Fernia, the Sea of Fire

This plane encompasses both the raw elemental power of fire and its versatility: flame used as a weapon, as a force that holds darkness at bay, or as a destroyer and a force for change. Fernia is home to all manner of Fire Elementals and to celestials and fiends that embrace the same ideals. Efreeti pashas and fiendish satraps rule city-islands of obsidian that drift atop seas of magma, their minions producing metalcraft of surpassing beauty and quality.

Irian, the Eternal Dawn

Irian is the plane of light and hope, the wellspring of positive energy which is the foundation of light, life, and love. The regions of Irian reflect the idea of beginnings and of resurgent life: fertile lands untouched by any tool, glittering crystal forests, and thriving homesteads and communities. [Angels dwell in a grand city reflecting the first days of a glorious empire. The sun never sets here.   Positive energy flows into Eberron from Irian, and the denizens of Irian believe that the simple fact of their existence helps the mortals of the Material Plane. The celestials of Irian are also those most likely to respond to planar ally and similar spells.

Kythri, the Churning Chaos

The plane of chaos and change, Kythri is a realm in constant flux. The elements collide in fantastic explosions of unbridled power, motes of earth careen erratically through space as gravity constantly shifts, and a riot of colors blazes through the ever-shifting sky. Still, stoic Githzerai monks exert their will over the elements, crafting monasteries on islands of earth amid the chaos. Several varieties of Slaadi dwell here as well, exulting in the endless turmoil.

Lamannia, the Twilight Forest

Though it is referred to as a forest, Lamannia contains every possible natural environment. It is home to great beasts, lycanthropes, and other beings that reflect the power of nature. The splendor of nature in this place is intoxicating to druids. Animals born here are paragons of their species, infused with primal power that put even the finest specimens of House Vadalis to shame.

Mabar, the Endless Night

Mabar is the darkness that promises to swallow even the brightest day, the hungry shadow that yearns to consume light and life. It is the plane of entropy, hunger, and loss, slowly sucking the life from the multiverse. It is the source of negative energy in Eberron. Most undead are animated by the power of Mabar, and the life they drain from mortals flows into the Endless Night.   Mabar is made up of many fragments, each one representing a different vision of desolation. The fiends of Mabar scheme to steal fragments of other planes and draw them down into their eternal darkness, creating a jumble of broken worlds in varying states of decay.

Risia, the Plain of Ice

The counterpoint to Fernia, Risia embodies winter’s chill and the stoic constancy of the glacier. Across Risia’s icy expanse, blizzards ceaselessly howl over floes of thick, blue ice, and frost giants carve great fortresses from glaciated mountains. Unprotected visitors perish quickly, but those who adapt to the cold or protect themselves from it can plumb the plane’s frigid depths for ancient secrets.

Shavarath, the Battleground

Shavarath is the plane of war, ravaged by a conflict that will never end. Since the dawn of time, armies of fiends and celestials have fought one another in Shavarath, their eternal battles a microcosm of the struggle between good and evil that rages across all of reality. New arrivals are subject to forced conscription when encountered (whether by angel, demon, or devil), if they aren’t summarily dispatched. Amid the constant strife, windstorms of blades scour the landscape, capable of cutting the unprepared to ribbons. For all its danger, Shavarath holds weapons of legend and a wealth of knowledge on the art of war.

Syrania, the Azure Sky

Crystal spires float in a perfect blue sky. Farms and serene communities stretch across clouds. Syrania is the plane of peace and all that flourishes in times of peace. This includes commerce; the Immeasurable Market of Syrania draws merchants and travelers from across reality.   Syrania is home to a host of angels that devote their immortal lives to serene contemplation. Each angel seeks to achieve mastery of one pure concept, such as holding all the knowledge on a subject or ceaselessly abiding by the tenets of a virtue. An angel of dreams isn’t a quori, but it understands dreams, it can explain and interpret them, and it can shape them if it chooses. Likewise, an angel of war isn’t constantly embroiled in battle as the celestials of Shavarath are; instead, it seeks perfection in the art and theories of war. Angels of Syrania can be useful sources of information for adventurers, and sometimes travel to Eberron to observe mortals.

Thelanis, the Fae Court

Thelanis is the home of the Fey and a realm where narrative and metaphor shape the nature of reality. Its many dominions are governed by the Archfey, and the denizens of each realm reflect the nature and the story of their lord. For instance, the realm of the Prince of Frost is trapped in endless winter, and pale Eladrin lead packs of winter wolves in their hunts. It’s not the same environment as on Risia, because the prince’s realm isn’t an embodiment of the idea of cold — rather, it’s a domain frozen by its prince’s broken heart. If the prince’s story were changed, the realm would change with it.   Time and space are both malleable in the Faerie Court, and a mortal who wanders into Thelanis might never return — or might leave after a few days to discover that weeks, months, or years have passed back home.

Xoriat, the Real of Madness

Xoriat's bizarre geometry and unspeakable inhabitants seem like the product of an insane person’s nightmare. In this utterly alien environment, beings whose appearance can shatter a person’s sanity live in cities crafted from gargantuan, fleshy tumors. Seas of protoplasm, in a shade of purple that hurts the eyes, lap against shores of chitin. Some can look upon Xoriat and see it as a place of revelations, but most mortals who come too close to Xoriat fall prey to madness. Xoriat is the source of many aberrations, including the terrifying daelkyr.

Faith

Sovereign Host

The pantheon of the Sovereign Host embodies all that is good in the world. The people of Khorvaire have followed the Sovereigns for thousands of years, and everyone knows the names of the Sovereigns and the Dark Six. Even people who aren’t devout might still swear by the Sovereigns or offer a prayer in a moment of crisis.   The Sovereign Host is wondrously diverse. Variations and subsects of the faith thrive, and temples are only loosely aligned. In a small community, a skilled smith might double as the priest because people believe he’s close to Onatar. A midwife might symbolically speak for Arawai and Boldrei. Typically, the faithful are united by their shared beliefs; no central authority seeks to enforce a singular creed.

The Sovereigns

Arawai is the Sovereign of Life and Love. She is the patron of fertility and of the benevolent aspects of nature, bringing good harvest and gentle rain.   Aureon is the Sovereign of Law and Lore. He is considered the first wizard, who shared the secrets of wizardry with the world.   Balinor is the Sovereign of Horn and Hunt. He guides both the beast and the hunter, and he is the patron of those who walk on the edge of civilization and the natural world.   Boldrei is the Sovereign of Hall and Hearth. She guides and protects communities and families, inspiring people to work together for the common good.   Dol Arrah is the sun that drives away the darkness. She stands for wisdom in war and for those who fight with honor, pursue justice, and make sacrifices for the greater good.   Dol Dorn is the Sovereign of Strength and Steel. He is the patron of the common soldier, and he guides the hands of anyone who holds a weapon. He embodies courage, strength, and martial skill.   Kol Korran is the Sovereign of World and Wealth. He guards travelers and guides traders. Although the Trickery domain is suggested for his clerics, Kol Korran guides fair negotiation; those driven solely by greed prefer the Keeper of the Dark Six.   Olladra is the Sovereign of Feast and Fortune. She is the giver of joy and the granter of luck, patron to entertainers, gamblers, and anyone who takes a chance.   Onataris the Sovereign of Fire and Forge. He guides both mundane smiths and artificers, inspiring anyone who performs an act of creation.

Dark Six

The Dark Six are the shadows of the Sovereign Host. These dark gods shape the world and are present at all times, speaking to those willing to hear them. Where the Sovereigns govern positive forces, the Dark Six are the source of fears. Arawai and Balinor reflect the positive aspects of nature. The devastating storm, the earthquake, the wildfire? These are the work of the Devourer.   The Dark Six and the Sovereign Host are opposite sides of the same coin. If you believe in one, you acknowledge the existence of the other. The only question is whether you fear the Six or revere them. Those who choose to follow these sinister deities embrace darkness. A barbarian may thank the Fury for the gift of rage. An assassin walks the path of the Mockery, while a warlock’s pact may be a gift of the Shadow.   The Dark Six inspire worship in different ways among diverse cultures. Temples to the Dark Six appear in Droaam, along with wild revels driven by the Fury. The Dark Six aren’t worshiped openly elsewhere in Khorvaire; the gods’ shrines are hidden, and it’s more common to find a cult devoted to a single member of the Six than a temple dedicated to the entire pantheon.

The Six

The Devourer governs the destructive power of nature, both pure elemental force and savagery in beasts.   The Keeper snatches souls before they can reach Dolurrh and hoards them along with his vast wealth. Those driven by greed call him their patron, and his priests often act as criminal fixers.   The Fury governs both passion and revenge, rage and despair. She offers revenge to those who have been wronged, but her vengeance often leads to suffering.   The Mockery is the patron of treachery and of terror in battle. He guides those who seek victory through guile, both warriors and assassins. He was once the brother of Dol Dorn and Dol Arrah, but he was stripped of his skin and his name after betraying them.   The Shadow is the dark side of knowledge and ambition. It’s said to be Aureon’s shadow, given malign life when Aureon mastered magic. The Shadow is the maker of monsters and the keeper of forbidden secrets, and it offers malevolent spells to warlocks and wizards.   The Traveler asserts that chaos drives evolution and that change makes us stronger. The Traveler is a trickster and the giver of dangerous gifts. Some artificers worship the Traveler, seeing it as the lord of innovation, but the gifts of the Traveler always have unexpected consequences.

Church of the Silver Flame

Every Thrane child knows the story of Tira Miron. Centuries ago, one of the ancient and powerful demons chained within the world broke free from its bonds, unleashing terrible suffering on the people of Thrane. The nation would have been destroyed if not for Tira Miron. This paladin was called by the Silver Flame and battled the mighty fiend. When it became clear that the overlord couldn’t be destroyed, Tira gave her life, combining her spirit with the light of the Silver Flame to bind the demon once more. Now Tira serves as the Voice of the Flame, helping others find the light. Anyone who seeks to protect the innocent and battle evil can draw on the power of the Silver Flame to aid them, but they must beware of the Shadow in the Flame, the demon that still lingers and yearns to trick good people into evil.   A pillar of argent fire marks the point of Tira’s sacrifice, the center of the modern church. This pillar, located in Flamekeep, is a manifestation of the Silver Flame, not the source of its power.   The church’s templars stand ready to protect the innocent from supernatural threats, battling undead, fiends, and aberrations. Friars and ministers fight evil by doing good, performing acts of compassion and charity across Khorvaire. In contrast to the Sovereign Host, the church maintains a defined structure and creed. Archbishops monitor regions; cardinals lead the church; and the ultimate authority is the Keeper of the Flame, who maintains the font in Flamekeep and communes with Tira Miron.   The Last War had a serious impact on the church. Leaders still respected the Keeper’s authority over spiritual matters, but the war wasn’t about good or evil. Templars of all nations still joined together to fight demons, but if no supernatural threat was present, they fought for their own nations. This division allowed cracks to form in the foundation. In Breland, some priests fell prey to greed or forged ties to criminal organizations. In Aundair, a zealous faction known as the Pure Flame advocates using violence rather than compassion as the primary tool for rooting out evil. And in Thrane, the church has become the ruling body. While still driven by Tira’s principles of redemption and sacrifice, the intrusion of politics means that some come to the faith seeking power rather than purely to do good.   The Silver Flame is centered in Thrane, but it has a strong presence in Breland and Aundair, and followers across Khorvaire. Members of the Pure Flame sect treat some species—notably Shifters and Changelings—with suspicion, but the faith holds that people of all races should stand together.

Blood of Vol

What just god would allow death and suffering? The Blood of Vol teaches that we all have the potential to become divine beings—and that death is a curse, designed to kill you before you can unlock the divinity within you.   The Blood of Vol is a grim faith, founded by Erandis d'Vol, an elf from Aerenal. It asserts that death is oblivion, that the universe is uncaring, and that if the Sovereigns exist, they are cruel. Its followers study the secrets of blood and life, and because they believe that death is the end, they see nothing wrong with using the bodies of the fallen to serve the living. Seekers of the Divinity Within (as the faithful call themselves) are glad to be reanimated after death; at least they can do some good.   Because of this association with necromancy, many believe the Blood of Vol embraces death and its followers want to become undead. Both ideas are false. The Blood of Vol sees death as the ultimate evil. Seekers don’t want to become undead; they want to become divine beings. The faith teaches that divinity is tied to blood and soul, and the undead can never fully harness that power. The mummies and vampires of the Blood of Vol have sacrificed their chance at divinity to guide the living. They’re martyrs, not something to envy.   In addition to a general revulsion toward the undead, the public opinion of the Blood of Vol is colored by the actions of the Order of the Emerald Claw. This extremist sect serves a lich known as the Queen of Death, and it employs necromantic magic in acts of terror. However, most Seekers don’t support the Emerald Claw.   The Blood of Vol has its strongest following in Karrnath and the Lhazaar Principalities. For a time, it was the national religion of Karrnath. Though fallen from favor, the faith is still practiced openly in that nation.

Cults of the Dragon Below

The Cults of the Dragon Below are wildly diverse. The tenets above describe the beliefs of three different cults. Warlocks draw power from demon overlords, and Daelkyr cultists serve Mind Flayers and Beholder. Others embrace deep convictions that others see as madness. Outsiders use the term “Cult of the Dragon Below” as a blanket term to describe these disparate beliefs, but the cultists don’t use this name or see themselves as part of a greater whole.   Cults of the Dragon Below are based on madness or power. A cult that seeks power chooses to serve a dark force because of the gifts they receive from it. A cabal of scholars might serve the demon overlord Sul Khatesh in exchange for secrets of magic. In the Mror Holds, dwarf clans bargain with Dyrrn the Corrupter to gain Symbionts and sinister gifts. The Shadow Marches contain cults devoted to the daelkyr Belashyrra and Kyrzin. Membership in such a cult is voluntary, and spellcasters are more likely to be warlocks or wizards than clerics; their power comes from bargaining, not from faith.   Cults driven by madness have a warped view of reality. A cultist might believe aberrations are a higher form of life and that the daelkyr will elevate mortals. Other cultists may not recognize the true nature of the beings they serve. A cult of Rak Tulkhesh might truly believe their lord will bring peace to the world, even if that peace must begin with bloody war. Joining such a cult isn’t a choice, it’s something you fall into due to madness. New cults can spring up anywhere, as seeds of madness take root and spread.

Path of Light

Practiced by many Kalashtar, the Path of Light seeks to change reality by first bringing change within, using meditation to focus the mind and athletic discipline to improve the body. The next step brings light into the world, using courage and compassion to banish the darkness in the people around you. Mediate disputes. Extinguish hatred by guiding people out of darkness. Inspire people to be better than they are. Even the smallest change is a victory, yet lightbringers—the followers of this path—hope that this is merely a step on a greater journey.   The Path of Light teaches that this age is dominated by il-Lashtavar, “the great darkness that dreams.” This force poisons the world and promotes darkness. But all things change. If enough light can enter the world, it will lead to a tidal shift: the age of will end and usher in the time of il-Yannah, the great light.   Some followers of this faith believe that meditation alone is sufficient to change the path of the world, that merely contemplating the light is sufficient to bring about the change. Most believe that it is necessary to take action, but that darkness must fought with light. Violence is never the answer, and the only way to defeat evil is to redeem it. Lightbringers seek to inspire those who live in fear and enlighten those whose evil is driven by ignorance. The faith has followed this path for over a thousand years, but now a splinter sect advocates greater action. These Shadow Watchers believe that evil must be fought, that sources of darkness that poison communities can and should be ruthlessly eliminated.   The Path of Light is taught to the kalashtar by the spirits bound to their bloodlines. It is widespread in the nation of Adar in distant Sarlona, but in Khorvaire, it is largely unknown outside kalashtar communities. The shadow watchers champion a sect born in Khorvaire, and the elders of Adar have condemned its methods.

Spirits of the Past

As a Tairnadal Elf of Valenar, you were raised on the legends of your people, on tales of champions who battled mighty Dragons and armies of Giants. When you came of age, the Keepers of the Past read the signs to determine which of these ancestors chose you to be their vessel. Since that day, it has been your duty to emulate your patron ancestor. If you’re a wizard, you’ve studied the spells created by your ancestor. If you’re a warrior, you’ve practiced their specific martial techniques. When you trance, you relive their greatest battles. But these studies are just preparation. Now it’s your sacred duty to be a revenant of your ancestor: to live your life as they did and allow the champion to walk the world again through you.   The bond between ancestor and living elf is holy. Your ancestor doesn’t speak to you or control your actions. But as a Tairnadal, you believe that they are with you—that your instincts and your reflexes are the ancestor moving through you, telling you what to do. The closer you follow the path, the more guidance they provide, helping you create new legends.   The folk of Khorvaire see your people as mercenaries and conquerors. But you don’t care about gold or personal glory. All you want is to let your ancestors live again, and that means you need to perform deeds worthy of champions. That drives you now: seeking out adventures that will add to the legends of your patron.   Since the rise of Valenar, half-elves and even some humans have sought to be inducted into the faith. But so far the Keepers of the Past have declared that only elves can be revenants. Beyond the blood connection to the ancestor, an elf communes with their ancestor during trance, and half-elves can’t enter this state. The Keepers say it can’t be done, but perhaps you’ll be the one to prove them wrong.

Undying Court

The elves of Aerenal refuse to let their greatest souls be lost to the oblivion that is Dolurrh. The wisest and most accomplished elves are preserved after death, becoming members of the Undying Court. The devotion of the living elves sustains the Undying Court, and the Court generates a well of mystic energy that empowers their clerics. As an Aereni cleric, your spells aren’t personally granted to you by a specific Undying Councilor. Your powers flow from the Court itself, allowing you to serve its will and to protect your people.   Of all the religions of Eberron, the Undying Court is most grounded in the world. The Court stands in the city of Shae Mordai, and as an Aerenal elf, you could seek an audience with one of your deathless ancestors. As a devotee of the Undying Court, you recognize it as the power that sustains your civilization and as an assembly of your greatest sages and leaders. Should you accomplish great achievements in your life, you can aspire to join the Court.

Druids of Khorvaire

All druids look after the natural world, but they act in different ways. Five well-established paths define most of Khorvaire’s druids.

Ashbound

The Ashbound defend the natural world from anything that threatens it. Some Ashbound consider civilization to be a threat and strike at any settlement that encroaches on the wild. Others focus their wrath on the dragonmarked houses or seek to free bound elementals.

Children of Winter

The Children of Winter believe that death and decay are vital aspects of the natural cycle of life. They believe that if the cycle falls out of balance, it will trigger a devastating cataclysm as the world resets this balance. They battle undead, but they also engage in actions that cull the weak. Extremists have been known to spread plagues in cities. The Children of Winter are particularly interested in unraveling the mystery of the Mourning, as some of them believe it is a sign of the apocalypse they fear.

Gatekeeper

The Gatekeepers are one of the oldest sects, primarily found among the orcs of the Shadow Marches. They act to protect Eberron from aberrations and other unnatural creatures and seek to prevent extraplanar incursions and attacks. The Gatekeepers maintain ancient seals that hold long-forgotten evils at bay.

Greensingers

The Greensingers are devoted to the Fey, and serve as mediators between the fey and mortals. The ranks of the Greensingers include bards as well as warlocks with Archfey patrons; a druid or ranger might also serve a specific archfey.

Wardens of the Wood

The Wardens of the Wood believe that civilization has a place in the world. As a warden, you help others understand nature, ensuring that they don’t cause unintentional harm or stumble into danger. Wardens serve as militia and mediators in the Eldeen Reaches. This is the largest of the druidic sects and the most recognized.