Page 6 - Eberron -Rising from the Last War_Neat
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2. Dragonmarked Dynasties. The great dragonmarked   merged with human hosts, giving them telepathic
             families are the barons of industry and commerce   abilities. Shifters developed from the mixing of hu­
             throughout Khorvaire and beyond. Their influence   mans and lycanthropes, a union that grants them lim­
             transcends political boundaries, and they remained   ited bestial abilities and feral instincts. The warforged
             mostly neutral during the Last War. Not technically   are a constructed race created during the Last War,
             citizens of any nation, the matriarchs and patriarchs   seeking to find its place in a post-war world.
             of each house live in splendor within their enclaves   7. Dl9-D with a T w ist. Every race, monster, spell, and
             and emporiums located throughout Khorvaire. These   magic item in the Player's Handbook, Dungeon
             dynastic houses of commerce derive their power from   Master's Guide, and Monster Manual has a place
             dragonmarks-hereditary arcane sigils that manifest   somewhere in Eberron, but it might not be the place
             on certain individuals within the family, granting   you expect. Eberron has a unique spot in the D&D
             them limited but useful magical abilities associated   multiverse, and many familiar elements of the game
             with the trade guilds each family controls.       play different roles in the world. In particular, mortal
           3. Lands oflntrigue. The war is over, and the nations   creatures are products of culture and circumstances,
             of Khorvaire now try to build a new age of peace and   rather than the direct influence of the gods. As a re­
             prosperity. Ancient threats linger, however, and the   sult, you can't assume that a gold dragon is good or a
             world needs heroes to take up the cause. Nations   beholder is evil; only in the case of celestials, fiends,
             compete on many levels-over economic dominance,   and certain other creatures whose identity and world­
             political influence, territory, magical power, and   view are shaped by magic (such as the curse of lycan­
             more-each looking to maintain or improve its status   thropy) is alignment a given.
             by any means short of all-out war. Dragonmarked
             houses, churches both pure and corrupt, crime lords,   H  I STORY OF  E  B E R R ON
             monster gangs, psionic spies, arcane universities,
             secret societies, sinister masterminds, dragons, and   Every child knows the story of the Progenitor Dragons:
             a multitude of organizations and factions join the   Siberys, Eberron, and Khyber. In the dawn of time,
             struggle for position and power in the aftermath of   these three cosmic beings created thirteen planes of
             the Last War.                                   existence, each embodying a concept. Their final work
           4. A Continent of Adventure.  From the jungles of   was the Material Plane, where all ideas would become
             Q'barra to the blasted hills and valleys of the Demon   manifest: a realm that could know war and peace, life
             Wastes, from the skyscrapers of Sham to the dino­  and death, order and chaos. But cruel Khyber sought
             saur-filled Talenta Plains, Eberron is a world of ad­  ultimate dominion over this new reality. She struck Sib­
             venture. Adventures can draw heroes from one exotic   erys without warning and tore him apart. Eberron wres­
             location to another across the continent of Khorvaire.   tled with Khyber and bound the traitor in her coils but
             The quest for the Mirror of the Seventh Moon might   could not defeat her. So Eberron became a living prison,
                                                             a world that would forever contain Khyber's evil.
             take the heroes from a hidden mountain shrine in
                                                               Almost every culture in the world shares this story as
             Darguun to a ruined castle in the Shadow Marches   a myth that explains the world. Shattered Siberys be­
             and finally to a dungeon deep below the Library of
             Korranberg. Through the use of magical transporta­  came the ring of golden dragonshards wrapped around
                                                             the planet, said to be the source of magic. Eberron is
             tion, heroes can reach a wide range of environments   the world, the source of all natural life. And Khyber is
             over the course of an adventure, and thus deal with a
             diverse assortment of monsters and other challenges.   the Underdark and the source of aberrations and fiends,
           5. A World of Magic. The technology of Eberron has   forever struggling against her bonds and yearning to de­
             developed not through the advance of science but by   stroy the world above.
             the  mastery of magic. The widespread use of magic   Another tale shared across cultures describes one
             pervades life in the cities and towns. Airships and   more conflict that occurred in the first age of the world.
             rail transport make rapid travel across the continent   Long ago, powerful archfiends known as the Overlords
             possible. A working class of minor mages, called   and their armies of rakshasa and lesser fiends domi­
             magewrights, uses spells to provide energy and other   nated Eberron. Forces of light-some versions of the
             necessities. Advances in magic item creation have led   story say the nine gods of the Sovereign Host, others
             to everything from self-propelled farming implements   say an alliance of dragons and celestials-eventually
             to sentient, free-willed beings created in artificers'   defeated the Overlords. But these fiends couldn't be de­
             forges. With the aid of rare crystals called dragon­  stroyed; instead, their immortal essences were bound in
             shards, dragonmarks can be made more powerful, el­  Khyber. Whatever the true details of this tale, this much
             ementals can be controlled and harnessed, and magic   is true: if the Overlords ever break their bonds, the con­
             items can be crafted and shaped.                sequences would be catastrophic.
           6. New Races. In addition to the common player charac­  Over the course of millennia, numerous civilizations
             ter races found in the Player's Handbook, players can   rose only to fall. Giants built mighty kingdoms on the
             choose to play ore or goblinoid characters in Eberron.   continent of Xen'drik that were devastated by a war
             Or they can choose one of four new races: change­  with the dragons of Argonnessen. The goblin empire of
             lings, kalashtar, shifters, am;! warforged. Changelings   Dhakaan ruled Khorvaire until its reign was shattered
             have minor shapechanging abilities similar to those   by an invading army of mind flayers, beholders, and the
             of doppelgangers. Kalashtar are planar entities   foul creatures that created them. Today these civiliza­
                                                             tions are known only through the remnants left behind.


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