Legacy of the Last War
Welcome to Eberron.
The world is emerging from a long and devastating war. The nations of the continent of Khorvaire were once part of a great kingdom of legend, the mighty kingdom of Galifar. When King Jarot died, his five heirs, each in command of one of the Five Nations that comprised the kingdom, refused to bow to tradition. Instead of allowing the eldest scion to take the crown, the siblings rallied their vassals and individually vied to take control of the kingdom. Over time, this decades long conflict became known as the Last War, for everyone imagined that when it finally ended, the taste for bloodshed and battle would be wiped from the face of Khorvaire.
The Last War continued for more than a century, with each of the Five Nations alternately fighting against or alongside one or more of the others as animosities and alliances shifted like the wind in the Shargon Straits. In time, other nations formed as deals were made and opportunities presented themselves. After 102 years of fighting, the leaders of the recognized nations of Khorvaire (which now numbered twelve) met at the ancient capital of Galifar to draft a peace. With the signing of the Treaty of Thronehold, the Last War came to an end.
Today, the nations of Khorvaire seek to rebuild and prosper as the new peace spreads across the land. While technically at peace, the nations continue to vie for economic and political supremacy. Minor skirmishes break out every so often, especially in the more remote sections of the continent and on the most hotly contested borders. Espionage and sabotage are the preferred method of diplomacy, since the nations engage in trade and discussion in public while working intrigues and double-crosses in the shadows.
This campaign is played using the Dungeons and Dragons Fifth Edition ruleset (you can find the System Reference Document here) as well as the 5th Edition Eberron conversion notes, which can be found here
This isn’t to say that those are the only references you can use. In the spirit of the original Eberron campaign setting, so long as it’s in an official sourcebook, it’s legal. With the exception of the Eberron conversion notes, Unearthed Arcana articles from the D&D website are not considered official as they are still in playtesting.
All playable races outlined in the Players Handbook and other supplements are available, as well as several unique to Eberron. For more information about how these races play a part in the world, chick on the links below.
Magic pervades the society of Khorvaire, giving it a resemblance to a steampunk setting. Alchemical items are commonplace, as are items powered by arcane crystals known as dragonshards. In addition, exotic materials from all over the world can lend their own properties to items they are crafted from. More information on these can be found by clicking the links below.
Many aspects of life in Eberron are controlled by the twelve Dragonmarked Houses. Each houses holds a virtual monopoly on the services it provides based on the mystical Dragonmarks borne by some of their family members. Due to the economic power they wield, the heads of these houses are essentially nobility, almost on par wuth Khorvaire’s royalty.
Alignments are blurred; one is just as likely to run into a good goblin as they are an evil silver dragon. Player characters are an exception; evil characters will not be permitted, and those which turn to evil will be made NPCs.
Please note that this wiki represents only information that is generally known among the inhabitants of Eberron, or is necessary for gameplay. You’ll have to dig for secret information in-game. Also, this document is frequently being updated as more information is uncovered.