Eberron Rising From the Last War

(Nancy Kaufman) #1

ESTON
House Cannith was born in Eston, and the house's la­
bors transformed the city into a place of wonders. Clock­
work birds perched and sang in silvery trees covered in
steel bark. Skycoaches carried smiths and magewrights
from forge to forge, and an iridescent dome protected
the city from storms and harsh winds. On the proving
grounds of the Cannith creation forges, cadres of new­
born warforged learned the combat skills that would
prepare them for active duty.
Eston began as a successful mining settlement,
extracting iron and rare ores from the nearby hills.
Drawing on these resources, the Cannith artificers in
Eston spent decades researching all sorts of artificial
creatures, which eventually gave rise to the warforged.
Because of these wonders, Eston is an irresistible at­
traction for treasure hunters hoping to access the vaults
of House Cannith. Reports suggest, however, that it has
become a strange and deadly place. It's said that the city
is overrun by living spells. In addition to the remnants of
damaging spells (see "Living Spells" in chapter 6), there
are stranger phenomena: living continual flames that
crawl along the streets, cling to lampposts, and flee from
strangers, and living scrying spells that shift and shim­
mer, displaying distant scenes on their amorphous skin.
Eston was renowned for its clockwork menagerie and
its steel gardens, a showcase that chronicles House
Cannith's centuries of work developing constructs and
homunculi. These creatures have been twisted by the
Mourning and have become deadly monsters. Stories
tell of an enormous gorgon golem, of razor-winged
swarms of silver songbirds, and many other equally
strange things.


MAKING AND THE GLASS PLATEAU
Many people believe that the city of Making was at the
epicenter of whatever caused the Mourning. The cata­
clysm reshaped the terrain around the city, creating the
great highland formation known as the Glass Plateau.
The Glass Plateau is mostly smooth and flat, though
jagged spikes and spires jut up from the ground in
seemingly random places. The central portion of the
highland plain is obsidian, and bursts of fiery light can
sometimes be seen in its dark depths. Toward the edges
of the plateau, the glass becomes lighter in color and
more transparent, appearing almost pale white along
the jagged cliffs at the edge. Nothing grows on the plain
of glass, and few creatures haunt its jagged peaks and
flat expanse.
The ruins of Making still peek through the obsidian
flats of the Glass Plateau. Those who believe that the
Mourning started here also expect that Making is where
the mystery of its origin will be unraveled. A secret
Cannith facility is supposed to lie in the city's subterra­
nean depths.

METROL
This city was once the capital of Cyre. Now it lies empty,
seemingly waiting along the Cyre River for its people to
return. Parts of Metro! have been shattered, their build­
ings crushed and tumbled by whatever force destroyed
the nation. Other portions of the city escaped with
superficial damage; aside from the absence of people
and the shroud of mist that hangs over the area, it looks
much as it did before Cyre fell. The days in Metro! are
quiet, but the nights bring a cacophony of chaos and
violence to the streets-at night, misshapen monsters
emerge from their lairs to prowl and wail as they hunt
each other for food.

CHAPTER 4 I BUILDING EBERRON ADVENTURES 22I
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