r/Eberron • • Feb 22 '21

Resource Beginner's Guide to Eberron

1.1k Upvotes

Welcome to ! The Eberron Campaign Setting was the product of the 2003 fantasy setting search run by Wizards of the Coast. Keith Baker's winning entry melds noir and pulp in a setting where arcane magic is a science.

Ten Things to Know

  1. If it exists in D&D, then it has a place in Eberron. While not everything may be in its most familiar form (Undead-worshipping elves!), Eberron is defined by how it transforms D&D, not what it excludes. This doesn't mean everything has to be in the setting - this is about what you want to bring to the table.
  2. Tone and attitude. Eberron's two best genres are pulp and noir. Pulp involves swashbuckling heroes engaged in dramatic conflicts with dastardly villains in larger than life adventures. Noir is the shades of gray, where heroes make difficult choices, it's unclear who the real villain is, and victory comes with a question mark.
  3. A world of wide magic. Khorvaire, the primary continent of the setting, has turned arcane magic into a science. Eberron is not a steampunk setting with gunpowder and electricity. Instead, wandslingers roam the Q'barran frontier, dueling at high noon. Low-level utility magic is common and improves the lives of the many. High level magic and archmages are extraordinarily rare and still maintain their mysticism and wonder.
  4. A world of adventure. Every location in Eberron has been crafted to inspire DMs with plot hooks while still melding together logically. Eberron threads the needle between kitchen sink and a one-note world.
  5. A world of intrigue. Eberron is full of unanswered mysteries, most prominently the true cause of the Mourning. Dozens and dozens of factions scheme to increase their influence, hunting for power wherever they can find it.
  6. The Last War has ended - sort of. Two years ago, twelve nations came together to sign the Thronehold accords to end a war that had lasted a century. Still, tensions are high as the only thing that brought them together is the fear of a second Mourning, a magical disaster that completely wiped the country of Cyre off the map.
  7. The Draconic Prophecy. The creation of the world came with mystic secrets wrapped into every crevice. The demons and dragons each seek to manipulate and control the prophecy, setting in motion schemes that may take centuries.
  8. The Five Nations. The Kingdom of Galifar was composed of five provinces, shattered by the Last War. Four of these human-dominated nations survive - Aundair, Breland, Thrane, Karrnath. Cyre, the heart and jewel of Galifar, has fallen to the dead-gray mists and is now known as the Mournland.
  9. Dragonmark Dynasties. Twelve lines of common races - humans, dwarves, elves, halflings, gnomes, half orcs and half elves - bear mystic symbols granting innate arcane power. Over the millenia the houses have grown to dominate industry, providing licensing and training while pushing out competition. Players don't just walk into a random tavern - they walk into a Golden Dragon Inn run by House Ghallanda.
  10. Dragonshards. Imbued with mystic power, these natural resources fuel the arcane advancements of Khorvaire. Alleged to be the crystallized blood of progenitors, Siberys, Eberron, and Khyber shards can be difficult and dangerous to acquire.

Core Books

The core books to Eberron are the general campaign setting books. They include

Each of these books provides a broad setting overview. While differences in the depth, focus, and tone of content differs, each is sufficient to begin playing games in the world of Eberron, and none assume prior contact with the setting. Older editions are just as valid - Eberron as a setting is relatively free of retcons and has not had a single timeline advancement since its publication in 2004.

The Wayfinder's Guide to Eberron was originally published as a middle ground between Unearthed Arcana and a fully official Wizards of the Coast release. Almost all of the information in it was duplicated to Rising from the Last War and expanded upon.

Supplementary Books

The following books are primary canonical sources on the world of Eberron, but each assumes more core knowledge about the world. While these were originally printed as physical copies, digitized versions are available through the dmsguild.

Other Canon Sources

Throughout Eberron's publishing history there have been a number of non-book canonical sources

Magazines

  • Dragon magazine
  • Dungeon magazine

Google doc of archive.org links to web supplements

Kanon Sources

Writings by Keith Baker that are not official through Wizards of the Coast are known as "Kanon".

Adventures and Novels

Unlike some other settings, adventures in Eberron are explicitly not canon - there is no "metaplot". Still, Eberron adventures and novels can be useful resources for DMs looking to get into the setting.

Eberronicon

Eberronicon: A Pocket Guide to the World provides a concise overview to the setting with directions for where to read more on each topic. Whether a player, DM, or even content creator, the Eberronicon is both a starting point and a reference tool.

Disclaimer: Yours truly is amongst the authors, but don't take my word for it - a free watermarked preview is available on the store page, in addition to discounted copies available through the Keep Playing it Forward campaign.

The Wiki

The Eberron Wiki is not an official wiki, in the sense that it is disconnected from WotC. Furthermore, while there have been efforts to improve the wiki, it is not a perfectly reliable source for canon information. As such, wiki-based information should be taken with a grain of salt. The sourcebooks are the primary source for all canon information.

Eberron Discord

Lots of live discussion about the setting happens on the Discord!

System Notes

While WotC officially supports Eberron for 5e, Kristian Serrano (former host of the Manifest Zone podcast) has written a conversion for Savage Worlds.

Other conversions

If you have a conversion for a system, please message the moderators, and we'll add it to the list.

Making Eberron your Own

In this community, we're a fan of "In My Eberron...". Eberron is a big setting, and even with the wealth of books from past editions there's a lot that's unexplored and undefined. With that, some users do prefer to know the difference between canonical answers from the books and a great idea you've had, so try to make the distinction clear when answering questions.

It's also important to note that there are many intentional gaps in the setting. While the cause of the Mourning is the most well known, there's so many other decisions that help inform the tone of your game. Are the dragonmarked houses totally ruthless in their pursuit of profit? How well do the nations of Khorvaire care for their veterans? How wide spread are shapeshifting infiltrators? There are all sorts of decisions for a DM to make that will shape the tone of an Eberron game, and there's no one right answer for any of them.

Sharn

A final note on the setting proper - Sharn is the most popular city for Eberron adventures by a long ways. It's a megalopolis with towers that rise a mile high, a melting pot of cultures and a major travel hub to adventures. However,like NYC in the real world, it's not the only place things happen. Enjoy the setting, but don't feel constrained by it.


r/Eberron • • 8h ago

GM Help Considering using Worlds Without Number for an Eberron game, need advice on artificers

14 Upvotes

So, I've decided to read up on Eberron some because it seems like a fun setting, and I like what I see so far. My preferred system is Worlds Without Number, which I've already ran more traditional D&D type settings in with success. Almost everything seems relatively simple to homebrew in replacements/equivalents for... and then there's Artificers.

My understanding, looking through 3.5's Eberron book, is that Artificers are mages that can't directly cast spells, but can temporarily infuse items with magic and get a bunch of crafting related class features. 5e makes them a spellcaster with infusions as a secondary ability. Worlds Without Number has no equivalent of infusions, and has no direct character building features for accelerating magical item building (a magic sword is going to take a month no matter what to build on your own). How important are Artificers as a distinct concept from 'crafty mages'? Am I just trying to cram a round peg into a square hole here?

If I'm misunderstanding anything about Artificers or Eberron, please correct me, I'm still learning the setting lore. I can try and clarify things about Worlds Without Number's mechanics if needed.


r/Eberron • • 23h ago

Resource 400 Eberron creature trinkets in Sora Esma's Furbelow Menagerie

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63 Upvotes

My latest trinket supplement is now available on the DMsGuild.

In Sora Esma's Furbelow Menagerie, I showcase over 90 unique creatures to Eberron, and include examples of templated beasts such as Horrid Animals, Valenar Beasts, or Magebred Creatures.

Since the Eberronicon, I have tried to point out where people can learn more about each entry, some of these creatures are only mentioned once in passing in novels or referred to in dialogue with no explanation... others have existed since the setting's creation but were never given their time to shine. And then there's Eberron beasties like the revetaw that never saw the light of day beyond concept art, so I had fun figuring out where they might have been put into the world.

As its nature, this trinket supplement contains more live creatures than most of my other supplements, easy to drop into pet shoppes, dungeons, zoos, etc.

What is everyone's favorite Eberron-specific creature? Mine is probably the tryyl, not just for what they do as toxic tribble stand-ins, but for this I had the inspiration to make the orange beastie from a particular art piece (that was scrapped for the original cover) and turn that likely homunculus into a tryyl. Runner-up is definitely the tribex, in all its forms.

Sora Esma's Furbelow Menagerie


r/Eberron • • 17h ago

Lore Daelkyr and their minions

13 Upvotes

So, I'm currently drafting up an Orllassk-based dungeon, a former Dhakaani fotress that was assaulted by Daelkyr forces coming up from an entrance to Khyber in its depths. I was wondering, what kinds of creatures (beyond the standard stone/petrification usual suspects) might be included in this long-sealed army? Did different Daelkyr have occasionally overlapping forces? Like were Illithids and Dolgaunts just Drynn's thing, or did other daelkyr also have the standard aberration roster?


r/Eberron • • 6h ago

Lore How Would Binding a Soul to a Khyber Crystal Work?

1 Upvotes

Would it work similar to Thinaun, or would a spell be involved? If so, what level spell do you think it would be? Which Save do you think it would target? Would there be other components besides the Khyber crystal and the humanoid whose soul you're binding?

I haven't been able to find much information on Khyber crystals other than that they're good at binding, but then, I don't actually have any books, and have to resort to Google. :/

Any help would be appreciated.


r/Eberron • • 1d ago

GM Help Advice needed: One spell will completely negate what's supposed to be a big encounter in "Heart of Stone"

31 Upvotes

My 3rd-level players are about to do the final encounter in "the Gatekeeper's Tale" section of the "Heart of Stone" adventure (from *Frontiers of Eberron: Quickstone). The gist of it is that the party is drawn into a vision of the past, where they must help an injured druid 90 feet back through difficult watery terrain to a monolith, upon which the vision ends. It's presumably supposed to be a challenge, with some PCs fighting off monsters (a dolgaunt and star spawn grues that keep respawning) and others carrying the druid or pushing him on a raft.

Here's the thing: The writers of the adventure apparently didn't think about the spell Vortex Warp. The party's wizard can negate the whole encounter on his very first turn, teleporting the druid to the monolith.

I don't want to completely invalidate the wizard player's spell selection, but I also really don't want the spell to just be a win button. I followed the written adventure pretty closely, not adding extra encounters (which I now regret), and this adventuring day has already been something of a breeze for them. I know and fully believe that sometimes one should just let players—due to good choices, rolls, spells, etc.—have their cool, encounter-ending moments, but this just seems like it will be way too anticlimactic.

So, I'm considering telling him that the "vision of the past" won't allow such an action so at odds with what actually happened in the past. That he magically knows this, and that vortex warp can be used on his allies to get them closer, but the druid himself can't be moved by such magical means. The idea is that the spell will still be super useful—allowing him to get the barbarian or monk to the druid, to protect him from the aberrations—but not encounter-ending.

But I'm wondering what others think. Does this seem like it would be unfair? Or is it forgivable in the interest of ensuring the encounter remains challenging?


r/Eberron • • 3d ago

Map [battlemap] Under Kresht Rhyll, the cavern of flesh

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56 Upvotes

...and you thought Kresht Rhyll, the Forest of Flesh was bad!

Get dragged beneath the earth by living roots and descend into the CAVERN OF FLESH!

This subterranean nightmare is a labyrinth of living, pulsing muscle, tangled sinew, and unidentifiable organs. Gaping, trypophobia-inducing holes pockmark the walls, concealing aberrant horrors best left undiscovered. Beneath your feet, the fleshy floor quivers and contracts like a giant tongue savoring the taste of you.

Welcome to another corner of Mordain the Fleshweaver’s twisted playground and home to one of his many pets, an Elder Brain!

This is a 40x40 maps with 5ft grids.


r/Eberron • • 3d ago

Hacking the Uul Dhakaan

18 Upvotes

The Uul Dhakaan is a stable dream connecting the Heirs of Dhakaan. But what if a group of non goblins managed to connect to it?

Maybe they want to use it for communication, maybe for something else. What group would be interested in something like this?


r/Eberron • • 3d ago

Lore Help me figure out a name

7 Upvotes

The idea is, Thranish half-elven wandslinger in the military turned Lyrandar dragonmarked foundling. The house scooped him up (without asking) and he's out of a career.

Would he end up a d'Lyrandar? d'FormerSurname? Just former surname? Using whichever he prefers in any given context?

(Any names/surnames ideas or directions would also be welcome, as a secondary request)


r/Eberron • • 3d ago

Map [battlemap] Crimson Water in the Mournland

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31 Upvotes

Trekking parched and thirsty through the magical wastes that are the Mournland, you hear the lapping of gentle waves nearby which is a welcome sound teasing a source of fresh water in the desolate landscape.

But hopes are dashed when the party discovers the horror that is the Crimson Water!

A lake of deep, blood-red water stretches before them, its surface deceptively calm beneath the oppressive skies of the Mournland mists. Macabre shapes drift beneath the waves, and a metallic tang of blood hangs in the air!

Use these maps to add a touch of horror and terror to your sessions...just in time for Halloween! It leads you from the shore to the middle of the lake. You get to figure out what's underneath the crimson water!

These are 40x40 maps with 5ft grids.

---

What are YOUR stories in this place?


r/Eberron • • 4d ago

Map Map - Thunder Sea and Shargon's Theet

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103 Upvotes

Greetings everyone! I’m writing from Italy; I’ve been following this subreddit for a long time, but this is my first time posting. I’m nearing the end of a campaign that has taken the players across various regions of the continent of Xen'drik. I’d like to share a map I created using Inkarnate, which will help them navigate from the Isle of Korthos toward Stormreach.

You can find a free, clonable, and editable version (all location labels are in Italian and can be changed) at the following link: https://inkarnate.com/m/z3g92m

I hope you enjoy the style I’ve chosen, and that it proves useful for your own adventures in Eberron!


r/Eberron • • 4d ago

Lore In which country of Eberron is it best to live?

50 Upvotes

If I were a citizen of the Five Nations, where would it be best to move in order to calmly wait out political conflicts and the adventures of adventurers?


r/Eberron • • 4d ago

Art Good art for a Goblin Daask Cell Boss

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62 Upvotes

r/Eberron • • 4d ago

Game Tales Tell me about your Eberron campaign!

44 Upvotes

I've been running an Eberron campaign with some old friends, and thankfully everyone loves the setting. Its such a joy to get to DM this setting as a forever DM - a setting i love that is honestly way better than my homebrew one haha. I just love the setting and have since it first came out!

Its funny how much your players appreciate it when they can go read details about a setting independently of you, instead of having to pick your brain every single time, and its honestly a relief for me haha. And its great not doing the same old forgotten realms - I swear forgotten realms is the only setting i get to be a PLAYER in those rare opportunities instead of a DM, and i am not a fan!

Ill share first:

So far most of our adventures have centered around Sharn, and I've been trying my best to have the goblin rhalaza be a loveable scamp! My players took down a cult in the cogs, had a cool noir plot about some missing halflings, and now I've packed them off to Droaam!

Tell me about your campaign at your table - doing anything cool?


r/Eberron • • 5d ago

Lore Higher quality of updated Eberron map 6k

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187 Upvotes

In my last post I made some mistakes. I tried to fix them and upload it in higher quality. Thx to all for the feedback. <3


r/Eberron • • 4d ago

5E Mordain the Fleshweaver - Related Magical Items

20 Upvotes

Anyone have any 5e magical items that could relate to Mordain the Fleshweaver? He's a sick and twisted wizard who likes to make strange monstrosities and aberrations. Obviously it would be a good chance to introduce some kind of necronomicon, but I'm looking for more usable items for my players to find exploring the Forest of Flesh.

Preferably gross uncommon to very rare items. Thank you 🙏


r/Eberron • • 6d ago

Lore I updated "The continent of Khorvaire" map

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258 Upvotes

When I read Eberron: Quickstone, I noticed that they just retconned a whole road and did not give us an updated map of Khorvaire. Since it’s not just one more road but a replacement for what should be a major road, I believe this is not justifiable as a simple “cartographer made a mistake.” That would mean the cartographer was so stupid that he drew a major road from a city about 50 miles away. I see this as laziness, so I took the liberty of adjusting this map, including moving Six Kings Fort, because Quickstone is built right on top of it. The road isn’t fully accurate, but its shape is much more easily justifiable. The lightning rail could be explained as being new, but the road pissed me off enough to do this.


r/Eberron • • 6d ago

Aundair and the Grand Game from Orlais (Dragon Age)

13 Upvotes

Finding myself back into reading some lore from the Dragon Age series while prepping a potentiel campaign in Aundair, I thought that the Grand Game from the Orlais rulers and aristocrats in the Dragon Age media series could be an interesting inspiration to use and weave into aundarian politics.

Maybe tune down the decadent side of the Orlaisian society after the nation's losses in the Last War, but have some parts of it as an heritage ?

I'm using Mephit James' Fairheaven AMAZING resources as a backbone for the capital city and adding a layer of neverending intrigue could be interesting. Some of the most thought after Bards could be from house Phiarlan, with Fairhold a true vipers' nest.

Has anyone used this or got inspired by it to thread twisted layers of schemes for their PCs ?


r/Eberron • • 6d ago

Lore What Happens if You Die in Mabar?

11 Upvotes

Do you become a Shade? Can you still be raised? What exactly are the rules?


r/Eberron • • 6d ago

GM Help Eberron in Daggerheart

37 Upvotes

Just curious if anyone has used Daggerheart to run a campaign in Eberron. Been working on a campaign for a while now and trying to decide what system to run it in.


r/Eberron • • 6d ago

Lore Question- Eberron's Wildlife

16 Upvotes

So, I'm running a game in eberron and I wanna give my players an animal companion and also I wanna include eberron exclusive animals in my campaign. Other than like ​certain dinosaurs in talenta, what animals/animalistic monsters are there in eberron that arent in other worlds?


r/Eberron • • 6d ago

Lore Lifespan and its social impacts

19 Upvotes

Do we have any canon or kanon on the social impacts or perception of differing lifespans between humans and other species? Like, do the Aereni or Valenar have differing ideas of technology or practice or even the last war based on living so long? Do elves who live among humans in, say, Sharn, have their experiences changed by their longer lifespan? Do we know what impact it has on Khoravar culture that they live longer than the majority of people in the five nations?


r/Eberron • • 7d ago

Lore Including or not Including the Usual Dhakaan

24 Upvotes

Okay, so I've been reading the Legacy of Dhakaan novels recently, and it inspired me to look more deeply at the Heirs of Dhakaan. Which has, in turn, gotten me to thinking about whether or not the Dhakaani empire and the heirs are improved by the Ull Dhakaan. Firstly, I find it weakens the imperial collapse narrative if the empire fell because of daelkyr magic, and it makes Darguun look way worse because they're just degraded copies of the old empire without its true unifying force. Also, I think the history of Dhakaan is a lot less interesting if there was not that much internal conflict because the dream smoothed that over, when rebellions are some of the biggest part of the history of Rome and other empires. What I might settle on in my Eberron is that the Uul Dhakaan was a post-collapse practice the Heirs of Dhakaan created to maintain the remnants of the empire in their vaults. But I want to hear from other Eberron fans about what they think.

Edit: I just noticed that in the title Uul Dhakaan was autocorrected to usual Dhakaan. I meant the Dream.


r/Eberron • • 8d ago

House Vadalis Beast Master Hunter Wanting A Pet Monster

27 Upvotes

G'day all from Australia and dropping a question for all to chat on: Is it too powerful to give a player access to monsters and beasts for her beast tamer hunter subclass?

Reason I ask is that it fits perfectly into the system and thematically makes we whoop and cheer for it. What I am worried about is if the monster becomes too powerful and/or outshines her point in the party. I am happy to tweak it as a variant but I am trying to avoid reskinning a beast to look like a monster (Ie direwolf statblock for an owlbear.)

I am looking to keep it barred to the setup of the House Vadalis ability where intelligence of 3 for animal friendship and speak with animals spells available to them. With this, I think the only thing which comes to mind is an owlbear.

Happy to discuss and chat with everythin ^_^ cheers again from an Eberron GM.


r/Eberron • • 9d ago

GM Help Does anybody know about a Mastermaker 5.5e conversion or a good substitute?

15 Upvotes

I'm a new DM and have gotten to the point in my Eberron campaign where the players are about to reach level 3 and get their subclasses (this is their first time playing btw). My brother's playing an artificer and showed interest in being a cyborg artificer. Eventually I found the Dread Metrol book where the Mastermaker was basically that so I showed to him and he liked it. Problem is upon further reading of the subclass I realised that it was outdated since we're playing with 5.5e rules and the subclass was made for 5e. So I was wondering if there was any fanmade update of the subclass I could check or something because I haven't been able to find anything. And in the case there aren't any I was wondering if anyone would know a good substitute.