I
NAN ANCIENT RUIN BENE ATH THE DEMON WASTES,
a band of heroes races to claim the Reaper's
Heart. If the agents of the Emerald Claw reach
it first, they'l l reignite the Last War and un
leash an army of undead.
In the city of Sham, a team of spies pulls off an impos
sible scheme-breaking into the impenetrable vaults of
House Kundarak. But instead of gold, they find a secret
that could shatter the fragile peace between the nations.
Aboard an airship, a wizard debates the interpretation
of an ancient prophecy with a blood-red dragon. If the
sage loses the argument, the dragon will destroy the air
ship and everyone on it. But if she wins the debate, the
dragon will take them to distant Argonnessen, and no
human has ever seen the land of dragons and returned!
The world of Eberron has a rich history built on heroic
deeds, evolving magic, and the wounds of a long, devas
tating war. Action, adventure, good, evil, and a thousand
shades of gray paint the landscape in broad strokes. An
cient mysteries await discovery so they can influence the
world and its people.
Magic is built into the very fabric of the world. It
pervades everyday life. It provides comforts and con
veniences unknown in either the modern world or any
world of medieval fa ntasy. Great cities where castles
scrape the sky prosper throughout the continent of
Khorvaire, and a thriving aristocracy of merchant fam
ilies controls much of the world's economy thanks to
the edge given them by the mysterious and rare drag
onmarks. Its people harness magic as a tool-to build
cities, to sail ships through the skies, and to create both
wonders and weapons.
Heroes come in all shapes and sizes, all classes and
races. They travel the world, battling villains in in
stants of over-the-top action. And they unearth fabulous
treasure, and deal with narrow escapes and ominous
mysteries that are as likely to shed light on centuries of
secrets as they are to threaten the world's safety.
Eberron embraces swashbuckling action and pulp
adventure while adding a layer of noir intrigue. Stories
don't always end well, and there isn't a perfect answer to
every problem. The Last War turned old allies into bitter
enemies and destroyed an entire nation, leaving behind
terrible scars. Crime and corruption lurk in the great
cities of Khorvaire. Hidden dragons shape the course
of history, and sinister fiends influence the dreams of
the unwary. Yet mortal greed and ambition might prove
more dangerous than any dragon or fiend. This dark
ness affords opportunities for a group of bold adventur
ers to make a difference-for better or for worse.
WELCOME TO EBERRON
USING THIS BOOK
This book is a gateway to using Eberron as a setting for
your D&D campaign. It guides players and the Dungeon
Master through the process of creating characters and
adventures set in this world.
This introduction presents an overview of the world:
its history, its calendar, and the themes that drive it.
Chapter 1 details how to create Eberron characters.
It offers race options and a new class, the artificer, that
reflect the flavor of the world. It also presents group pa
trons, a new concept that adds a shared purpose to your
party of adventurers. You can use this material in Eber
ron or any other D&D setting.
Chapter 2 provides an overview of the nations of
Khorvaire (and beyond) and the religions of Eberron,
handy details whether you're a player seeking inspira
tion for your character's backstory or a DM looking for
an intriguing place to set an adventure.
Chapter 3 focuses on Sham, the City of Towers.
Sham is one of the wonders of Khorvaire, and a source
of endless adventures. This chapter presents a host of
interesting locations and activities you can explore in
this towering metropolis.
Chapter 4 provides ideas for adventures in Sham
and beyond. It introduces sinister forces at work in the
world, along with the impact of the Last War and the
dreadful Day of Mourning. It also includes a short ad
venture you can use to launch your campaign in Sham.
Chapter 5 includes magic items and other treasures
for an Eberron campaign. It also explores the vital role
of dragonshards.
Chapter 6 presents new monsters and NPCs drawn
from the world of Eberron. From mighty archfiends to
helpful homunculi, these creatures add challenges to
your adventures in Eberron (or any other D&D world).
SEVEN THINGS TO KNOW
What is Eberron? Here are the key things to know:
- The Last War Has Ended-Sort Of. The Last War
plunged the continent of Khorvaire into civil war
more than a century ago, shattering the Five Nations
that made up the kingdom of Galifar.Just two years
ago, the war ended with the signing of the Treaty of
Thronehold and the establishment of twelve recog
nized nations and a tenuous peace. The conflicts, the
anger, and the pain of the long war remain, however,
and the new nations seek every advantage as they pre
pare for the next war to break out on the continent.