Eberron
Rising From the Last War
998 YK
The world of Eberron is a place of magic and monsters, where arcane energy infuses the landscape and greatly influences society and industry. Thanks to a mastery of the arcane arts, the great cities of the continent of Khorvaire contain skyscraping castles, elemental-powered coaches and carriages, and all manner of enchanted conveniences. Magic is industry across the face of Eberron, the innovative spark that propels society forward. The advances and conveniences made possible by magic augment the trappings of a medieval D&D world. Magic and the arcane arts allow for effects that in some ways mimic technological marvels that didn’t appear in our world until the 1800s. Something resembling a magical telegraph provides communication between two locations. An arcane analog of the railroad connects defined routes among the more civilized regions of the world. Magic exists to accomplish tasks otherwise impossible—if you can find the right spell wielder and you have enough gold to pay for the privilege.
The campaign begins shortly after the end of the Last War—a hundred-year conflict that ended when the nation of Cyre was devastated by a magical blast in an event known as "The Mourning." Tired of bloodshed and fearful that they too would suffer such a fate, the nations of Khorvaire drafted a tenuous treaty in the city of Thronehold, ending the carnage for a moment. Many are unsure how long the peace will last, as each nation quietly prepares and seeks to gain an advantage in the event that conflict erupts once more. The only thing which gives them pause is the Mourning.
What happened?
Who caused it?
And can it be controlled?