Eberron in Ten Minutes


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What is Eberron? Pirates of the Caribbean The Maltese Falcon Casablanca Eberron is a campaign setting unlike other fantasy worlds. High-level magic is rare; though everyone has seen magic at least once in their life. If you want to know what the tone and theme for Eberron is, think of a blend between these movies: Raiders of the Lost Ark The Mummy Serenity

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Dragonmarks Least This is a dragonmark. The abilities it grants have more power depending on the mark. Not all of the members of a house family have the mark, and there's no stigma for not having one. Siberys Greater Lesser

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Dragonmarked Houses The economy of Khorvaire is based upon the influences of thirteen Great Houses, each overseeing a different aspect of trade and commerce. These Dragonmarked Houses are so-called because of the Dragonmarks they display. These tattoo-like symbols provide each family with unique abilities upon which their trade is based.

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Tharashk: Half-Orc Prospectors/Bounty Hunters Medani: Half-Elven Detectives Vadalis: Human Animal Handlers

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Jorasco: Halfling Healers Ghallanda: Halfling Innkeepers Sivis: Gnome Translators/Bookkeepers/Diplomats

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Cannith: Human Artificers Orien: Human Transporters Deneith: Human Mercenaries

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Phiarlan: Elven Intelligence Agents/Spies Thuranni: Elven Assassins/Spies (broke away from House Phiarlan)

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Kundarak: Dwarven Bankers/Guards Lyrandar: Half-Elven Sailors/Pilots

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Religion Eberron has two pantheons: the Sovereign Host and the Dark Six. Most people in Khorvaire worship a pantheon as a whole. All religions in Eberron have one thing in common; there is no direct evidence of gods acting to intervene in the affairs of mortals. As long as a character has faith, they need not be close in alignment to their deity in order to retain their divine abilities - so the possibility of corrupt priests within a church's ranks is always present.

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The Sovereign Host Arawai-God of Agriculture Aureon-God of Law & Knowledge Balinor-God of Beasts & the Hunt Boldrei-God of Community & Hearth Dol Arrah-God of Honor & Sacrifice Dol Dorn-God of Strength at Arms Kol Korran-God of Trade & Wealth Olladra-God of Feast & Good Fortune Onatar-God of Artifice & the Forge

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The Church of the Silver Flame The Church of the Silver Flame worships the spirit of a Couatl and a Paladin bound within a silver flame. The church is obsessed with stamping evil out of the world, and has done questionable things in the pursuit of this. However, devotees of the Silver Flame have saved Khorvaire from ruin several times.

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The Undying Court The elves of Aerenal worship their ancestors above all other gods, and aspire to become like them as positively charged undead, which are called Deathless.

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Getting Around There are many modes of transportation around Eberron. Over land, you can take a caravan or the lightning rail. In the seas, there are elemental-powered boats, as well as regular ships. Through the sky, you can take an airship, or you can even pay to be teleported.

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Aundair Aundair is a nation of farmers, scholars, and Magewrights, with a strong magical tradition. The floating towers at Arcanix are the most prestigious magical universities in Khorvaire. Stormhome is located in Aundair. It is the northernmost city in Khorvaire, and the busiest airship port.

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Breland Breland is the only Democracy in Khorvaire. King Boranel ir'Wynarn is the ruler, but he shares power with an elected Parliament. Capitol is Wroat, but it is best known for Sharn, City of Towers.

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Sharn Of special note is Sharn, one of the most incredible cities of Khorvaire. It is known as the gateway to Xen’drik. Its towers raise a mile or so into the sky, with the rich being on the highest levels, and the architecture becomes older the lower down one goes.

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Darguun A land populated by goblinoids. Lhesh Haruuc is the de facto leader. Slavery is legal here. It is an officially recognized nation. Killing hobgoblins without a reason, which is acceptable in some other campaign settings, is an act of terrorism here.

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Demon Wastes Rocky and infertile, this land is home to several barbarian tribes, including the Ghaash’kala. The Lords of Dust are evil fiends who try to promote chaos throughout the world. Ghaash’kala warriors have devoted their lives to keeping the Lords of Dust from escaping the Demon Wastes.

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Droaam Land with many monstrous humanoids. Ruled by three powerful hags, the Daughters of Sora Kell. The Great Crag is the capitol, a monster-filled mountain in the middle of a plain. The last remaining natural lycanthropes formed a pack under the blessing of the Daughters of Sora Kell.

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Eldeen Reaches Largest forest in Khorvaire. Home of the Gatekeepers, a druidic sect devoted to keeping the Daelkyr sealed out of Khorvaire. Politically neutral, for the most part. Made up of farmers in the northeast, and druids in the Towering Wood. Guarded/ruled by Oalian the Great Druid. He's basically a giant talking tree.

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Karrnath King Kaius III is the leader of Karrnath. He has consolidated most power within the state. During the Last War, Karrnath used undead soldiers rather than surrender. Karrnath is a cold, unforgiving land with tough civilians to match.

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Khyber The Daelkyr tried to take over Eberron thousands of years ago, but a group of Druids called the Gatekeepers created seals to trap them in Khyber. The Daelkyr created all of the aberrations found in Eberron, and used them in their armies. The underworld of Eberron. Khyber shards grow here, so brave/stupid individuals come here to get them.

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Lhazaar Principalities These islands off the northeast of Khorvaire are usually the launching place for expeditions to Sarlona. Fought over by various pirate lords. Not truly a sovereign nation, as the head of state is not recognized by everyone. The prison of Dreadhold is on an island here. It is run by House Kundarak, and they claim that it is impossible to break into or out of.

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The Mournland Formerly known as Cyre, the Mournland was created at the end of the Last War when the entire country was destroyed in some sort of magical explosion. This was known as the day of mourning. No one knows who or what caused it. Healing does not function normally within the borders of the Mournland. It is up to each individual GM to decide what effect the Mournland has on a PC’s ability to heal. Perhaps PC’s are always considered bloodied, or perhaps healing effects require an extra surge to activate.

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The Lord of Blades This charismatic Warforged has been recruiting other Warforged to his cause. He is militant with regard to Warforged rights, saying that he aims to carve a nation out of Khorvaire for his people. Estimates of his followers are difficult, but most put the number at well under 5,000. In fact, only a few thousand Warforged have been reported missing.

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Mror Holds The vaults of House Kundarak are found here, and through teleportation magic, they can be accessed throughout Khorvaire. No one has successfully infiltrated the Kundarak vaults. The Mror Holds are very mineral-rich.

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Q’barra There are rich dragonshard deposits found all throughout Q’barra. Carved into the side of a large volcano is the ancient city of Haka’torvhak, or “throne of the holy dragons.” This site is considered sacred to the blackscale lizardfolk who live nearby.

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Shadow Marches A swampy land, the Shadow Marches are populated by Gatekeeper Orcs, who keep Eberron safe from the Daelkyr. Also populated by a large number of cultists of the Dragon Below. The main entry point to the Shadow Marches is the port city of Zarash'ak, also known as the City of Stilts. It is an exotic locale, with many regional dialects and cuisines.

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Talenta Plains The native people of the Talenta Plains live to uphold their traditional way of life, despite the modern direction of Khorvaire. Most of these tribes consist of Halfling barbarians. Primarily nomads, the tribes will organize and ally to protect themselves against other nations. There is a vast field of Dragon bones called the Boneyard, which are rumored to be cursed.

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Thrane Thrane is the base of the Church of the Silver Flame, and daily life in Thrane is much influenced by the Church. In fact, Thrane is effectively a theocracy governed by a council of the Silver Flame. Thrane has shown itself to be a pillar of good actions throughout its history, but an intolerant minority of adherents have started genocides, inquisitions, and other atrocities in the name of a lawful good deity.

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Valenar A contingent of elves from Aerenal fought as mercenaries for Cyre during the Last War. Partway through the war, they declared that they had earned a nation, claiming the lands of Valenar. Valenar has made aggressive actions since the end of the Last War, pushing to expand its borders, but stopping short of starting another war. Valenar elves crave battle, and are likely the fiercest warriors in Khorvaire.

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Zilargo Tropical home of the gnomes. Presided over by The Trust, a network of government agents who can exact punishment on the spot. Agents are found throughout Zilargo. Home to Korranberg, with a world-class library and The Korranberg Chronicle. The elemental binding industry is based in Zilargo. Zilargo practices diplomacy quite well, and was mostly neutral during the Last War. This strategy earned them much goodwill from Breland.

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There’s plenty of interesting things off-continent in Eberron as well. The steamy jungles of Xen’drik offer a chance to find treasure. The dragon continent of Argonnessen holds the secrets and research of the wisest draconic researchers. The eastern continent of Sarlona is home to an impressive empire unlike anything found in Khorvaire. The tiny island of Aerenal is homeland to the deathless-worshipping elves. The World Outside of Khorvaire

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Aerenal Tropical island settled by elves fleeing the giants. Main exporter of soarwood, a supernaturally light wood used in airships. Have gone to war with the dragons of Argonesson in the distant past.

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Argonnessen Ruled over by the dragons, this continent is almost impossible to get into. Human tribes, called the Serens, live on the outskirts of the continent. The Serens worship the dragons and kill any visitors unless they display a dragonmark. They see themselves as protectors of the island. Argonnesson is dotted with observatories that study the planes and the Draconic Prophecy. The dragons of Eberron are much more powerful than those found in other campaign settings. Be careful.

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Sarlona Sarlona used to have a dozen different kingdoms, but now only two nations remain: the xenophobic empire of Riedra, and the mountain sanctuary of Adar. The Inspired, who act as emissaries to Khorvaire, say that Riedra is a utopian society. Adar is barely a nation; monasteries scattered throughout the mountains stay free from Riedra. The Inspired use Riedran citizens to build gigantic monoliths which serve an unknown purpose.

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Xen’drik Once ruled by giants, Xen’drik is called “the Shattered Land.” It is dotted with ancient ruins built to scale for giants. It's the fastest (but most dangerous) way to riches.

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Stormreach One of the few modern settlements in Xen'drik, this is a frontier town at heart. Founded by pirates, it has become the largest city in Xen’drik. There is never a shortage of work for adventurers in Xen’drik, as long as a group doesn’t mind the odds being stacked against them.

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Changelings Changelings are subtle shape shifters capable of creating impressive disguises. Changelings are typically treated with mistrust from the average citizen. They live throughout Khorvaire, and do not manifest a dragonmark.

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Dragonborn Dragonborn in Eberron are from Argonnessen.  They come from tribes which worship the various dragons that research the prophecy.  Dragonborn have a strong shamanic tradition.  They do not manifest a dragonmark.

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Drow Drow in Eberron live aboveground, in the jungles of Xen'drik.  They fight battles with the Giants in Xen'drik over the ruins of the ancient Giant empire, using guerilla tactics.  The Drow are fierce fighters, and have a history of mastering fire and shadow.  They do not manifest a dragonmark.

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Dwarves Powerful dwarf families control banks and coinage, issuing letters of credit and collecting debts.  Dwarves are typically found in the Mror Holds.  They carry House Kundarak and manifest the Mark of Warding.

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Eladrin Eladrin in Eberron are a curious lot, with most people never having met one before. Eladrin tend to live in their own settlements, which rarely come into contact with Khorvaire. Once every few decades, an Eladrin town will appear on Khorvaire, but never for more than a few days.  Eladrin do not manifest a dragonmark.

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Elves Elves in Eberron worship their ancestors, rather than a traditional pantheon of gods. They endured slavery under the Giant empire of Xen'drik.  Elves are typically from Aerenal or Valenar.  They carry House Phiarlan and House Thuranni and manifest the Mark of Shadow.

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Gnomes Gnomes in Eberron are the consummate diplomats. They engage in politics and diplomacy to ensure their nation's survival.  Gnomes are typically found in Zilargo. Zilargo has a virtual monopoly on elemental binding. They carry House Sivis and manifest the Mark of Scribing.

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Half-Elves Half-elves in Eberron are quite popular, as they pilot ships in the air and sea.  They live throughout Khorvaire and fit into almost any society.  They carry House Lyrandar and manifest the Mark of Storm.  They also carry House Medani and manifest the Mark of Detection.

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Half-Orcs Half-Orcs in Eberron have a history which is tied to the ancient Daelkyr. Most Gatekeepers are Half-Orcs, and they defend seals which contain great evils. Half-Orcs are typically found in the Shadow Marches and the Eldeen Reaches. They carry House Tharashk and manifest the Mark of Finding.

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Halflings Halflings in Eberron come from a tribal society which focuses on hunting and spiritualism. Halflings are typically found in the Talenta Plains. They carry House Jorasco and manifest the Mark of Healing.  They also carry House Ghallanda and manifest the Mark of Hospitality.

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Hobgoblins Hobgoblins are not uncommon to Eberron. Large populations exist outside of their homeland of Darguun, though mostly in Sharn. Due to their strong martial tradition, they tend to have strong ties to House Deneith. They do not manifest a dragonmark.

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Humans Human culture varies depending on nation of birth. They carry House Cannith and manifest the Mark of Making. They also carry House Orien and manifest the Mark of Passage. Additionally, they carry House Deneith and manifest the Mark of Sentinel. Lastly, they carry House Vadalis and manifest the Mark of Handling.

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Kalashtar The Kalashtar are good-aligned spirits who found a way to enter the physical realm, escaping persecution in their home plane of Dal Quor. Having left the plane of dreams, they became a true-breeding race, never to return home.  Their homeland is Adar, a mountainous region in Sarlona full of hidden fortresses.  They do not manifest a dragonmark.

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Shifters Shifters are descended from humans and lycanthropes, and can take on animalistic features. They are fully in control of this ability, and call it shifting. They have no lands of their own, and typically stay away from crowded cities. They do not manifest a dragonmark.

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Tieflings Tieflings are rare in Eberron, though more common the closer one is to the Demon Wastes. Some draconic prophecy experts believe that Tieflings are (subconscious) agents of the Lords of Dust. Tieflings do not manifest a dragonmark.

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Warforged Warforged were created by House Cannith to fight in the Last War. They were meant to be mindless killing machines, but developed sentience as a result of experiments to make them more effective. Warforged struggle to find their place in a world which wanted them only for war. Breland is the only nation where Warforged have rights equal to other civilians. Warforged do not have their own lands, and do not manifest a dragonmark.

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Things to remember about Eberron The world is complicated and dangerous. That's why there are so few high-level characters. Watch out. Anyone could be an agent of one or more groups, some good and some bad. The world is exotic and filled with ideas new to the game. It's the little details that are fun to learn about, so learn as many as you can. For example, Eberron has a species of fish which is naturally invisible, and remains so after its death, making for a memorable invisible meal.

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A Gentle Reminder You might notice that Eberron is “low level.” The most powerful leader of a nation in Khorvaire is level 14 or so. But don't think you can just take over Khorvaire at 15th level. There are very powerful enemies, and they scale to your level. There is always something to challenge you.

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You now know everything you need to about Eberron, so make your mark on the world! Big Damn Heroes

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Who is your character? What nation are you from? Who would you turn to if you were in trouble? Who is your biggest enemy? What was your role during the Last War? How do you feel about the Last War? What is your biggest fear? What is your background in terms of social class? What religion do you practice? Do you favor tradition over progress? Do you value freedom more than order? Are you affiliated with any organizations?