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

