The Last War

For hundreds of years, the continent of Khorvaire was united under the kingdom of Galifar. This peace came to an end with the death of King Jarot in 894 YK, just over a century ago. Conflict over the succession spiraled into outright war between the Five Nations.   The Last War was a bitter struggle that forever changed the shape of Khorvaire. It was a century marked by shifting alliances, with years of stalemate interspersed with periods of intense battles. This grueling conflict left deep scars on the land and the people, but there was worse to come. On 20 Olarune 994 YK, the nation of Cyre was consumed in a magical cataclysm now known as the Mourning. The cause of the Mourning remains unknown; many fear it was caused by unbridled use of war magic. Shock and fear brought 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 remain 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 the 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, the nations remain in a cold war as each makes preparations and seeks advantages in a conflict that could lie ahead.   The Scars of War As of 1 Zarantyr 998 YK, it's been less than four years since the Mourning and less than two years since the Last War came to an end. The Last War spanned the continent and lasted for over a century. Most people want to move on. But the scars of decades of war can't be erased so quickly. These are just a few of the ongoing effects of the Last War.   Dragonmarked Power The dragonmarked houses remained neutral in the war and made considerable profit selling their services to all sides. War drives innovation; House Cannith developed many new weapons during the war, including 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 dragonmarked houses emerged from the war stronger than ever, with the divided nations dependent on their services. Before the Last War, united Galifar imposed many restrictions on the houses. Today, no monarch can afford to break ties with any of the dragonmarked houses. What will happen if one of the houses goes too far in its pursuit of profit?   New Nations Before the Last War, Galifar laid claim to all Khorvaire. 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 gnome nation of Zilargo, and they held the Demon Wastes in name only. Other states were born in violence: the elves of Valenar and the goblins of Darguun seized their realms by force. But Aundair yearns to reclaim the Eldeen Reaches, Breland keeps a wary eye on the monstrous kingdom of Droaam, and many mistrust the Valenar elves. Within the Five Nations, anger remains over how the final lines were drawn; for example, Thrane retains control of the ancient Aundairian city of Thaliost, seized during the war.   Physical Damage The borders between nations demonstrate the impact of generations of conflict. Forests and farmlands scorched by fire and magic are still recovering. Ruined cities have yet to be reclaimed, along with shattered villages and abandoned fortresses. These deserted sites now provide shelter for brigands or are haunted by the restless spirits of those who died in anguish.   This damage reached far beyond the front lines. Magic-fueled weapons, aerial cavalry, and guerrilla forces all struck deep within enemy territory, and the cities of Khorvaire suffered. Wherever you go, you might see the scorch marks of fireballs or wreckage from siege weapons. Every nation is working to repair these wounds, but the damage could linger for generations.   As you create an Eberron character, consider your roots and the impact of the war. Was your hometown destroyed in the war? Is your family thriving, or were its members scattered or slain during the conflict?   Refugees and Shortages Refugees live in every major city, including tens of thousands of exiles produced by Cyre's destruction. Cyrans are a people without a homeland, seeking shelter and sustenance in the lands of their former enemies. Many Cyran refugees are former soldiers who were fighting in enemy territory when the Mourning struck, or they were farmers and merchants who escaped before their nation was consumed. Former nobles now have nothing but rags, and scholars or artists live in alleyways.   Cities and towns still suffer from shortages in the aftermath of the war. Farmlands, workers, and the resources devoted to the war were lost. Nations are recovering, and most essential services and goods are available in major cities. But there is always the possibility that something you want—a luxury item or a spell component—simply isn't available or can be acquired only through the black market.   The Mourning The nation of Cyre was once the heart of the kingdom of Galifar. The Last War took a heavy toll on Cyre and its citizens, as the nation became a primary battleground where the Five Nations crossed swords. But no one was prepared for the disaster that struck in 994 YK.   Accounts of the Mourning vary. Some say that a blinding light engulfed the battlefield near the Saerun Road. Others say that dead-gray mists rose in the capital city of Metrol and spread from there. Within the space of one day, the nation of Cyre had been engulfed in a wall of mist, and anything caught within the mists was horrifically transformed. Over a million Cyrans were killed on the day of Mourning. Those who survived were soldiers fighting in enemy territory, those living on the borders who were able to flee from the advancing mists, and those few who were able to escape the interior through magical means. On 20 Olarune 994 YK, the nation of Cyre ceased to exist.   The Mourning threw Khorvaire into a state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were the borders of the lingering walls of mist stable, or could they expand at any moment? What was to be done with the Cyran refugees surging into every adjacent nation? Fear of the Mourning ended the war. But all those questions remain unanswered.   Breland opened its borders to refugees, and Prince Oargev serves as de facto ruler in the area now called New Cyre. Despite its grand name, New Cyre is little more than a vast refugee camp. Other refugees scattered across Khorvaire; some are treated with pity, others with suspicion or anger. And fear of the Mourning hangs like a shadow across Khorvaire. Could it happen again? Is this how the world ends?   The Mournland A wall of dead-gray mist surrounds the remnants of Cyre. Beyond the mists lies a land twisted by magic, a wound that will not heal. The blasted land is strangely transformed. In some places, the ground has fused into jagged glass. In others, it is cracked and burned. Broken bodies of soldiers from various sides litter the landscape—soldiers whose dead bodies refuse to decompose. The Mournland is a vast open grave.   In that horrific landscape, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Magical effects continue to rain upon the land as storms that never dissipate. Stories speak of living spells—war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for new victims. And angry ghosts continue to fight their final battles.   The only thing predictable about the Mournland is that nothing is predictable; any sort of monster or horror could lurk within its borders. And yet it also holds the wealth and treasures of an entire nation, along with the secrets of House Cannith and everything else that was left behind. It's dangerous. It's mysterious. But it's also a dungeon the size of a nation, with opportunities for those brave enough to enter the mists.   The Mourning and You In making an Eberron character, think about the impact the Mourning had on you. If you're from Cyre, did you lose all your family and friends? Are there heirlooms lost in the mists that you're determined to regain, or loved ones you hope to someday see again? Do you feel loyalty to your nation and hope to see it restored, or have you burned Cyre out of your heart?   Even if you're not from Cyre, the Mourning may have had a profound impact on you. Are you afraid that the Mourning could consume all of Khorvaire, or do you prefer not to dwell on such things? If you're religious, did the shocking tragedy of the Mourning cause you to question your faith, or did it reinforce it? If you're an artificer or a wizard, are you interested in studying its effects more closely. Might you even hope to unravel its mysteries yourself? Do you see it solely as a tragedy, or do you hope that this awesome power could somehow be harnessed?   Perhaps you were caught in the Mourning and survived the experience, but its effects remain with you. Consider the following aftereffects of your experience:   As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts. Is there a way to lay these spirits to rest? Do they have unfinished business they want you to resolve? As a sorcerer, your magical powers could be the result of your exposure to the Mourning. Were you physically transformed as well, or are your powers the only manifestation of the Mourning? Are you comfortable using your abilities, or are you afraid that you might be increasing the power of the Mourning with each spell you cast? As a warlock, your patron could be interested in the Mourning and drive you to learn more about it. Your patron could even be part of the Mourning—perhaps a collective of spirits killed on the Day of Mourning, or a dark and enigmatic power that might have been responsible for this tragedy. If you take the latter approach, do you feel that by using your warlock magic you are serving the Mourning? Or do you believe that you siphon power from it and weaken it with your actions? As a member of an unusual race, you could say that you are actually a creation of the Mourning. Perhaps your dragonborn was an actual dragon transformed on the day of Mourning. Or maybe your tiefling is touched by the dark power of the Mourning instead of by an infernal power. What Caused the Mourning? A DM running an Eberron campaign can decide the cause of the Mourning or leave it as a mystery that will never be solved. People in Eberron have many theories about the cause of the Mourning. It's up to the DM to decide if any of them are correct:   The Mourning was the result of a century of extensive use of war magic. If the nations continue to use this magic, the Mourning will expand. The dragonmarked House Cannith made a fortune selling magical weapons to all sides during the Last War. The Mourning was caused by research gone horribly awry. The secrets can be found in a Cannith research facility within the Mournland. If this knowledge could be recovered and refined, it could produce a terrifying weapon. The Mourning was triggered by the release of an ancient demon overlord trapped since the dawn of time. This mighty fiend is lurking in the Mournland and building its power, but soon it will be ready to act. A DM should consider whether the mystery of the Mourning can be solved and what the consequences would be. Right now, fear of the Mourning holds war at bay. If it's confirmed that the Mourning is no longer a threat—or if one nation manages to harness its power—war could begin again.
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