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Eberron: After Dark

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Eberron embraces swashbuckling action and pulp adventure while adding a layer of noir intrigue. Daring heroes battle villains in high-stakes instances of over-the-top action, dealing with narrow escapes and ominous mysteries that threaten the world’s safety. But stories don’t always end well, villains sometimes succeed, and there isn’t a perfect answer to every problem. Magic is common, and weaved through everyday life. Blacksmiths use mending for minor repairs, Continual flame lamps light the streets, and bound elementals power lightning rails and airships. Magic is also harnessed for power, greed, and corruption. Eberron a world painted in shades of grey, where both heroes and villains come in all races, classes, shapes and sizes. It’s just as likely that the innkeeping gnome next door is an evil assassin and the tribal orc in the swamp is a holy druidic guardian. A metallic dragon is just as likely as a red one to fall under evil’s influence and a coven of hags brings more stability to a region, instead of chaos. Not even religion is black and white: the gods don’t manifest physically, and wielding divine magic to keep evil at bay requires faith in the unseen.   The Last War   The Last War ravaged the continent of Khorvaire, turned allies into enemies and destroyed an entire nation. It began when the once-unified kingdom of Galifar split into The Five Nations, eventually spawning a bitter struggle for continental control. It was a century marked by shifting alliances, and periods of cold-war stalemates and intense battles and death. The grueling conflict left deep scars on the land and the people, but was nothing compared to The Mourning. The nation of Cyre was suddenly hit by a holocaust of grey fog and twisted magic. The mist spread quickly until it stopped exactly at the edge of the Cryan border. More than a million died in that single Day of Mourning. No one knows what caused the mourning, or how to stop it from happening again; Fear brought the nations to the negotiating table and a treaty was finally signed. Two years have passed, the peace is tenuous, and the continent is more divided than before the war. Although many celebrated the end of the war, there was no winner and control of the continent is still unsettled. People optimistically refer to it as “The Last War”, but distrust between nations continues to rise and most believe that it’s only a matter of time until conflict begins again. Meanwhile, refugees from the defunct Cyre are without a home, and the war’s end has left the Warforged (sentient metal humanoids created for war) without a purpose. While others struggle to survive, the Dragonmarked dynasties emerged from the war even stronger, more powerful than any nation. Through it all, the forces of good struggle to contain the forces of evil that threaten to break its chains.   In short, Eberron is a world in desperate need of heroes!!