```metadata
title: The World of Eberron
description: ''
tags: ''
systems: []
renderer: legacy

```

<img 
  src='https://cdn.discordapp.com/attachments/1007707490055635055/1017396056088137759/Arthos_warforged_jumping_onto_a_moving_lightning_rail_train_d16f8e53-7553-49a9-865c-c8a56c9f017d.png' 
  style='width:816px;position:relative;left:-1.7cm;top:-1cm;height:450px;object-fit:cover;object-position:bottom;' />

	

# The World of Eberron —
## D&D with a twist!

If it exists in D&D, it exists in Eberron, but it may not appear in the place, or the way you expect. The best way to get to know Eberron is simply to adventure in it!  But it’s really hard to create a character with connections to Eberron if you know nothing about it! The pages here are intended to introduce you to the important Eberron concepts and give you the basic information you need to create a character to adventure in it. 

I’ve ordered it roughly in order of importance, so if you have the attention span of a squirrel (oh hai it me), you get the basic themes in the beginning, and some of the nitty gritty details further on. __If you read nothing else, the first page is enough to get you acquainted with the feel of the world__, and scanning the artwork that I pulled from all over and included will add to that! If you are able to read through some of the core assumptions in part 2 and character themes in the first part of part 3, it will give you the concepts for creating characters in Eberron. The rest is some of the fun details that you can scan and see what pops out at you. Lastly, I’ve included an Eberron Cheat Sheet (thanks u/Amechwarrior!) that you can use while playing, and a map.

---
Happy reading, and even happier adventuring,


-Alyssa Visscher

```
```

### Contents

#### Part 1: Welcome to Eberron
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#### Part 2: Core Assumptions 
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###### Myth of the Progenitor Dragons
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###### Magic and Dragonmarks
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###### Alignment
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#### Part 3: Building Characters in Eberron

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###### The Last War and The Mourning

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###### Noir Intrigue: Regrets and Debts
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###### Culture and Background

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#### Part 4: Races and Culture

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###### Races in Eberron (including new ones)

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###### Nations (Cultures) in Khorvaire
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#### Part 5:Faiths and Religions
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#### Part 6: Classes in Eberron (including the Artificer)
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#### Appendix: Eberron Cheat Sheet and Khorvaire Map


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  style='width:816px;position:relative;left:-1.7cm;top:-1cm;height:375px;object-fit:cover;object-position:bottom;' />


# Part 1: Welcome to Eberron!


Eberron embraces swashbuckling action and **pulp adventure** while adding a layer of **noir intrigue**. Daring heroes battle villains in high-stakes instances of over-the-top action, dealing with narrow escapes and ominous mysteries that threaten the world’s safety. But stories don’t always end well, villains sometimes succeed, and there isn’t a perfect answer to every problem.

**Magic is common**, and weaved through everyday life. Blacksmiths use *mending* for minor repairs, *Continual flame* lamps light the streets, and bound elementals power lightning rails and airships. Magic is also harnessed for power, greed, and corruption.

Eberron a world painted in **shades of grey**, where both heroes and villains come in all races, classes, shapes and sizes. It’s just as likely that the innkeeping gnome next door is an evil assassin and the tribal orc in the swamp is a holy druidic guardian. A metallic dragon is just as likely as a red one to fall under evil’s influence and a coven of hags brings more stability to a region, instead of chaos.

Not even religion is black and white: the gods don’t manifest physically, and wielding divine magic to keep evil at bay requires faith in the unseen.

## The Last War
**The Last War** ravaged the continent of Khorvaire, turned allies into enemies and destroyed an entire nation. It began when the once-unified kingdom of Galifar split into The Five Nations, eventually spawning a bitter struggle for continental control. It was a century marked by shifting alliances, and periods of cold-war stalemates and intense battles and death.

The grueling conflict left deep scars on the land and the people, but was nothing compared to **The Mourning**. The nation of Cyre was suddenly hit by a holocaust of grey fog and twisted magic. The mist spread quickly until it stopped exactly at the edge of the Cryan border. More than a million died in that single Day of Mourning. No one knows what caused the mourning, or how to stop it from happening again; Fear brought the nations to the negotiating table and a treaty was finally signed.

Two years have passed, the **peace is tenuous**, and the continent is more divided than before the war. Although many celebrated the end of the war, there was no winner and control of the continent is still unsettled. People optimistically refer to it as “The Last War”, but distrust between nations continues to rise and most believe that it’s only a matter of time until conflict begins again. Meanwhile, refugees from the defunct Cyre are without a home, and the war’s end has left the Warforged (sentient metal humanoids created for war) without a purpose.

While others struggle to survive, the Dragonmarked dynasties emerged from the war even stronger, more powerful than any nation. Through it all, the forces of good struggle to contain the forces of evil that threaten to break its chains.

---

**In short, Eberron is a world that is in desperate need of heroes**



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# Part 2: Eberron Core Assumptions

## The Myth of the Progenitor Dragons

Every child knows the story of the Progenitor Dragons: *Siberys, Eberron, and Khyber*.

In the dawn of time, the three created the 13 planes of existence, each embodying a specific concept. Their final work was the Material Plane. But cruel Khyber sought dominion over it, suddenly turning on Siberys and tearing him to pieces. Eberron wrestled with Khyber but could not defeat her, so she coiled herself around her and transformed herself into a world that would forever contain the evil.Kyber, contained, struggles against her bonds, yearns to destroy the world above.

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**Siberys is the source of magic**: He became a ring of golden dragonshards around the planet. **Eberron became the world**: the source of all natural life. **Khyber is the Underdark**: the source of all the aberrations and fiends. 

---

<img 
  src='https://drive.google.com/uc?export=view&id=1MyLz8LpWHK01Rgo6KNTZJKXgzJ7NcJGU' 
  style='width:50%; float:left;margin-right:1em;' />

The dragons also left **The Draconic Prophecy**: an incredibly complex trail of subtle patterns and signs hidden in the world. To those who can read them, they form a map of possible futures that can be used to shape the course of history. It’s so complex that even few elves have the lifespan to unravel more than a tiny impression, and most Draconic Prophecy scholars are creatures like ancient dragons or immortal fiends.

## Magic
Eberron’s industries all have magic at their cores. Artisans (called **magewrights**) learn to cast cantrips as rituals; and **artificers** are inventors who specialize in infusing everyday items with magic. **Dragonshards** are crystals that harness and amplify magic and come in three variations.

Eberron is more often called a “high magic” setting, but it’s actually more about about **“widespread magic”**. Its common to know low-level spells (up to about third level) and even learn to cast cantrips as rituals, making this magic more widespread than other settings. But high level magic is rare, tending to be even less common than in other settings.

**Dragonmarks** are Eberron-specific, magical sigils that are passed down through family lines and enhance a particular kind of magic. There are 12 predictable dragonmarks, each manifesting unbidden in specific races. Long ago, the families that carry the marks joined together to form the dragonmarked houses and powerful monopolies. (For example, the Half-Elves with the Mark of Storm formed House Lyranda, creating airships to be piloted with that mark.)

There are also **aberrant dragonmarks** that give less predictable powers, and appear on members of any race. It takes time for a character to learn to control its powers, causing a general wary view of aberrant marks.

## Alignment
Eberron is a world of shades of grey, both in religion and alignment. The Sovereign Host could be considered the “good” pantheon, and it’s evil mirror is the Dark Six, but serving the the Sovereign Host doesn’t guarantee a good alignment. Similarly, no races are automatically evil. You might meet full-blood orc, sworn to guard the fiends in the Demon Wastes, or a dinosaur-riding wild halfling with questionable morals, a good vampire trying to protect innocents, or an evil Tairnadal elf who loves war.
<img 
  src='https://drive.google.com/uc?export=view&id=1Inat9EUDxnA4Zc2FiazKzoWE9aqEuecB' 
  style='height:450px; width:auto; margin:0;padding:0;  mix-blend-mode: multiply;position:absolute;bottom:2cm;right:1cm;
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# Creating an Eberron Character

## The Last War and The Mourning
Everyone has been affected by the Last War in some way. Members of the shorter-lived races haven’t known anything other than the Last War, and even those who are longer-lived have been fighting most (if not all) of their adult life.

__How has the 100 years of war shaped your character, your personality and your default assumptions?__

__Did you fight in the war?__ Which nation did you serve and what role did you fill? If more than one of the characters fought in the war, did you serve together or fight on opposing sides? 

__If you didn’t fight in the war, how and why did you remain on the sidelines?__ Did you do something to avoid conscription, or was there a reason you were passed over?


__What did you lose during the war?__ Did members of their family die or was your village destroyed? Are you from Cyre, having lost your home and belongings to the mists? 


__What impact did the Mourning have on you?__ Are you afraid that the Mourning could consume all of Khorvaire, or do you just not think about it? Did the shocking tragedy of the Mourning cause you to question your faith, or did it reinforce it? Do you see it only as a tragedy, or do you hope that its awesome power could somehow be harnessed?

## Noir Intrigue: Debts and Regrets
Eberron draws inspiration from noir fiction, where stories don’t always end well and heros are remarkable people, but they aren’t perfect.

__If you want to play more of this grittier aspect, you can add a debt or regret to your character.__

__A debt gives you a problem that needs to be solved right away.__ Why do you need 200 gold pieces? Is the gold for you, or someone you love? Did you make a powerful enemy? Being blackmailed? Bounty on your head? Trying to reclaim a magic item you had to sell? Lose your life savings gambling? Whatever the reason, a debt is a character flaw that doubles as a powerful adventuring motive!

__A regret can be an element of your past that plays a current, ongoing role in your story.__ What one moment would your character love to go back and redo? Did you make a tragic mistake? Did you hurt or betray someone who now seeks revenge? Were you forced to abandon someone you loved? Did you engage in covert ops or scientific experiments for your nation, doing necessary but unforgivable things? 

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```

## Race and Culture
__In Eberron, your culture overrides your race.__ You may be a rock gnome, but if you grew up in the farms of Aundair, you may have more in common with humans than the gnomes of Zilargo. Making a good living tilling the land may be more important to you than typical gnomish intrigue. You might have picked up some elvish from some rangers, instead of speaking gnomish.

**Who were you raised with, and how did that impact your culture?** Is your character is typical for their race? Do you speak your racial language, or a different one? Did you grow up feeling at home, or unwelcomed?

## Background: Who do you know?
**Every story has a beginning; what was yours?** When you consider your race, culture and how the Last War has affected you, it can all intersect in both your choice of background, and what comes out of it. Your background is about more than proficiencies, and is a great place to add some intrigue and connections to the world. 

**What did you do during the war, and what have you been doing in the last two years since it ended?** What kind of skill set has that given you? Have you been doing one thing for years, or jumping from one to the next? What did you always find easy or interesting, and what did you struggle to be even mediocre at? Who did you get to know who might have noticed you: rivals or even enemies, or does someone owe you a favor? What organizations might you be connected to? Maybe you have connections in a university, with a religious order, newspaper or even in a specific dragonmarked house. Perhaps someone in a military force owes you a favour, or you’ve caught the eye of someone in an espionage or crime syndicate.

<img 
  src='https://drive.google.com/uc?export=view&id=12amp4bNIuyl5f2IP2joO_QOLaqPQsNy9' 
  style='height:350px; width:auto; margin:0;padding:0;  mix-blend-mode: multiply;position:absolute;bottom:1cm;right:0;
' />



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# Races and Peoples of Eberron

## New Races

<img 
  src='https://drive.google.com/uc?export=view&id=12eh5ie7dl5ij2TCUocCNK0yXOuDbfYUM' 
  style='width:50%;margin:1em 1em 1em 0;display:block;float:right;' />

### The Kalashtar
The Kalashtar are humanoids that are bound to spirits from the plane of dreams. Imbued with wisdom and telepathic talent, there is an unmistakable alien quality to you. You don’t communicate with your spirit directly, but experience them in your instincts, inspirations and as memories in your dreams.

---

---

<img 
  src='https://www.dndbeyond.com/avatars/thumbnails/7743/441/420/618/637093220262634594.png' 
  style='width:40%;margin:1em 4em 1em 0;display:block;float:left;' />



### Changelings
	
Changelings are clever shapechangers who can disguise themselves as other people. Able to shift your form with a thought, you likely use it as a form of artistic and emotional expression. You have created specific personas (masks) and wear them in the same way others wear outfits: each mask expresses different aspects of your identity.


	
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  src='https://drive.google.com/uc?export=view&id=1YaC8mOWiVfBzqyZ8ug3rqdEgEmpkT4oH' 
  style='width:40%;margin:1em 0 1em 2em;display:block;float:right;mix-blend-mode: multiply;' />
	
	
### Shifters
Sometimes called the weretouched, Shifters can manifest bestial traits for short periods of time. You don’t fully transform into another being; instead you draw on your distant lycanthrope ancestry to connect with the beast within you to enhance your innate animalistic features. Tending to prefer nature or rural areas, you walk on edge between the wilds and civilization.

---

<img 
  src='https://www.dndbeyond.com/avatars/thumbnails/7745/920/420/618/637093534563756808.png' 
  style='width:50%;margin:2em 0 1em 2em;display:block;float:right;' />

### Warforged
Warforged are artificial lifeforms built to fight in the Last War. Manufactured out of metals as well as organic materials, you are completely sentient. Created as a tool of battle and reluctantly freed after the war you now seek a place and purpose beyond war.

<img 
  src='https://www.dndbeyond.com/attachments/thumbnails/4/112/850/603/301.png' 
  style='width:816px;position:absolute;left:0;bottom:0;height:350px;object-fit:cover;object-position:top;' />




\page


## Familiar Races, with an Unfamiliar Twist

#### Human
As a human, you are the majority race in the Five Nations. A diverse race, you could be anything from a wizard in Aundair, to a barbarian from the Carrion Tribes in the Demon Wastes.

<img 
  src='https://www.dndbeyond.com/attachments/thumbnails/7/62/350/520/1-05.png' 
  style='width:40%; clear:left; float:left;margin-left:-1.7cm;margin-right:2em;margin-top:1em;mix-blend-mode: multiply;' />

#### Elf
An elf, you’re  driven by tradition, respect for the past, and the desire to perfect the techniques of your ancestors. As a Tairnadal (wood) elf, you perfect the art of war, maybe using a double bladed scimitar. You may be Aereni, one of the few high elves who left isolationist Aerenal. Or you might be an elf in the city, more distant from your ancestral traditions.


#### Half-elf
Half-elves have many communities across the nations. You have your own unique culture that places emphasis on shared community, and you call yourselves “Khoravar”, Children of Khorvaire.



#### Dwarf
A Dwarf from the Mror Holds, you’ve been working to reclaim ancient cities from monsters in the realm below. Your clans may use the symbiotic weapons you’ve discovered, or may ban them.


```
```

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<img 
  src='https://drive.google.com/uc?export=view&id=1pK8IgNws23khXTvK6h2pr_CKfUfKHwg3' 
  style='width:100%;mix-blend-mode: multiply;' />
	
#### Halfling
A halfling from one of the Five Nations, you are quick and charming. You might work in the inns and taprooms of the hospitality industry, or you might be involved with the hafling crime syndicate The Boromar Clan. You might be a nomadic wild halfling, travelling the Talenta Plains to tame and ride dinosaurs! 

---

<img 
  src='https://www.dndbeyond.com/attachments/thumbnails/7/63/350/451/1-06.png' 
  style='width:40%; clear:left; float:right;margin-left:2em;margin-top:1em;mix-blend-mode: multiply;' />

#### Gnome
The average gnome has a love of knowledge that borders on obsession. You love words and wit almost as much as intrigue and schemes. 

<img 
  src='https://www.dndbeyond.com/attachments/thumbnails/4/123/850/501/312.png' 
  style='width:816px;position:absolute;left:0;bottom:0;height:450px;object-fit:cover;object-position:top;' />



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## Monstrous Races

**Orcs** tribes are an ancient people who have spent centuries fighting aberrations and fiends, and guarding the wards that seal them from this world. The first to wield druidic magic, you are from a long line of fierce and noble people, and you share their primal emotions, passion, and deep faith. The tribes of Ghaash’kala are found in the demon wastes, Jhorash’tar are found in Mror holds, while other Orcs make the Shadow Marshes their home.

---

<img 
  src='https://drive.google.com/uc?export=view&id=1DIu3YYBAixfcGVz_yiH8aWVk34spbgiC' 
  style='width:100%;margin-top:1em;mix-blend-mode: multiply;' />


**Half-Orcs** can be found anywhere that orcs and humans meet, with the largest group living in the shadow marshes. Visually, you may look more like either ancestry, and may have had either as your dominant culture. 

**Goblinoids** ruled Khorvaire long ago. You are a Goblin, hobgoblin or bugbear from one of four goblinoid cultures: A city goblin from the Five Nations, you happily have a place in any of the major cities with the humanoids that live there.

---

<img 
  src='https://drive.google.com/uc?export=view&id=1clB5UZpS5Gq75-Q3IX4IiNMhLgQ0e5Zg' 
  style='width:100%;margin-bottom:1em;mix-blend-mode: multiply;' />


In the Ghaal’dar tribes, ruled by Hobgoblins, you were raised in a culture that emphasizes strength and were likely a mercenary in the war. As a Marguul, you’re a bugbear who believes in victory by any means necessary. All goblinoids work together for martial excellence in the Dhakaan, where bard spiritual leaders recount past glories and battles. 

**Lizardfolk** are an ancient tribal race and mostly live in the jungles of Q’barra. Content with their way of life, as a race, they haven’t immigrated or spread across the continent. You might be one of the few curious ones. **Dragonborn** also mostly live in Q’barra, having retreated there after the age of the fiends. A warrior by nature, you guard against corruption from the fiends your race ran from.

**Aasimar** aren’t a race, but rather a unique individual touched by a celestial power. You tend to get strange looks, as most people have never met an aasimar. Similarly, **Tieflings** are rare, usually born to a tribe in the Demon Wastes, where you’re considered blessed. 

**Gnolls, ogres, trolls, harpies, minotaurs, medusas, lycanthropes, kobold, kenku, tabaxi, sahuagin, gargoyles** and other monstrous races all exist in Eberron. You’re probably from Droaam,  and lived with monstrous races, but you may have been raised among the humans in another nation.



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# Nations of Khorvaire

## The Five Nations
The Five Nations made up the Kingdom of Galifar before the Last War. They are dominated by Humans, who make up half of their population. Half elves are about 15%, dwarves 10%, and elves and gnomes each 7%. 


### Aundair
**Highly magical**, Aundair houses the finest magic academy and even the plentiful farming villages know magic in their daily life. You may be from a farming village, or studied at the floating towers of Arcanix, but either way  you’re sure you’re the smartest person in the room, and are likely the most flamboyant.

### Breland
**Highly innovative**, Breland is known for industry and espionage. It’s the home of Sharn, the famous city of towers. It’s close to Droaam, so you’ve seen more of the monstrous races. You’re pragmatic, cynical, slightly shady, and don’t see the need to follow traditions.


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### Karnath
Known for **military tradition**, they embraced The Blood of Vol during the war and created lots of undead soldiers. You’re used to seeing intelligent undead as guards, etc, and you may approve of this practice, or feel it’s a disgrace to the strong and honourable tradition Karnath used to have.

### Thrane
The **birthplace of The Silver Flame faith**, Thrane has been a theocracy for the last 70 years. It’s likely that faith is an important part of your life, and you were raised around a strong believe in the importance of fighting evil. Duty, courage, valor, and sacrifice are important to you.


### Cyre
Previously the seat of the rulers of the kingdom, the **nation was destroyed in The Mourning** and exists only in Cyrian memories. Cyre’s princess was rightful heir of the throne, and you take pride in the fact that Cyre alone was right in the war. Yet you lost more than anyone else, and are now a refugee without a home.

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  style='width:816px;position:relative;left:-1.7cm;top:-1cm;margin-bottom:-1cm;height:235px;object-fit:cover;object-position:bottom;' />
</div>

## Other Nations
#### Darguun
**Goblinoids** nation, and their ancestral lands. At one point it was part of Cyre, it is now a young, independent nation again. Duty and honor are important here; your place in battle, and your virtuous deeds.

#### Demon Wastes
**Fiends**, separated from the continent by canyons known as the Labyrinth, guarded by tribes of **orcs**. The **Carrion tribes, barbarian humans**, live here too. Twisted by its evil, they worship Archfiends and battle the orcs. Either way, you’re accustomed to the violence that comes in the harsh wastelands.

#### Droaam
A new nation, led by 3 hags and home to the **monstrous races**. You grew up among all kinds of people: everyone is welcome in Droaam. Proud and ambitious, you have a different view on life than most and a desire to prove the monstrous nation to those who don’t see
what you do.

#### Eldeen Reaches
Fertile farmlands, mainly **shifters** and **druids**, the reaches have ties to **Fey**. **Farmers** here used to be part of Aundair, but were unprotected in the war. Farming or nomadic, living in harmony with nature is important. Fiercely independent, you respect druidic guidance, but no one gives orders to a Reacher. 

#### Lhazaar Principalities
Coastline and Islands with **sailors** and **pirates**, that attracts **Changelings**. A loose collection of cities and areas, you value independence and tend to have little concern for law or order. 

#### Mror Holds
Ancient **dwarven** ruins uncovered in the last century. Dwarven clans came together to declare sovereignty, and you’ve been working to reclaim the old cities and mines, and fight the aberrations rising from the depths below.

#### Shadow Marches
Isolated swamp, with twisted fiends and strange creatures, and a hint of madness. A collection of tribal **Orcs, Half-Orcs and humans**, your traditions have been shaped by the Gatekeepers who fight fiends and aberrations. 


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#### Valenar
During the Last War, **Elves** came to this Cyrian land and invoked an ancient claim to it. From a city or a farm, Valenar was born in war, and so war dominates your culture. Farmer, half elf administrator, or mercenary, you are fearless and stubborn.

#### Q'barra
When the Last War began, a fleet of **settlers** came to Q’barra in search of a new home far from the war. Finding wild jungles, deposits of dragonshards, they also met ancient civilizations of **Lizardfolk** and **Dragonborn**. You might be one of the original Q’barrans, or a settler from one of few settlements. 

#### Talenta Plains
These open plains are where the **wild halflings** live their nomadic lifestyles, and dinosaurs roam. Described as an ocean of grasslands, there’s not a lot of cities and towns and there are a lot of dinosaurs.

#### Zilargo
A nation of **gnomes**, it’s the home of both the largest library and the most popular newspaper in the continent. Visitors are concerned about the web of intrigue, blackmail, and the secret police force, but you understand and trust the system, and are perfectly content with it. 

---

<img 
  src='https://drive.google.com/uc?export=view&id=10dwSgJLMhwI9ZwtYfGkAyhHfao2eOc3a' 
  style='width:100%;' />


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# Faith and Religion

Religion plays an important role in Eberron. Shared beliefs unite communities and provide hope in difficult times. Religion is especially important for a paladin, cleric, or druid, yet any character can have faith in a higher power. Most people acknowledge the pantheon of the Sovereign Host, and it’s shadow, the Dark Six. The Sovereign Host is the dominant religion, except for Thrane, which favors the Church of the Silver Flame. Other religions connect specific cultures or communities. 

---

<img 
  src='https://drive.google.com/uc?export=view&id=1ujDJUeIDVeFL7S5eVvUX3iWUgTWs8BTH' 
  style='width:100%;margin-bottom:1em;mix-blend-mode: multiply;' />
 
## The Sovereign Host 

The embodiment of all that is good in the world, the Sovereign Host is wondrously diverse. There is no central authority enforcing a singular creed; Variations of the faith thrive, and temples are only loosely aligned. Followers of the Sovereign Host are referred to Vassals, and may feel a special connection with one of the Sovereigns, yet still show reverence to each. Formal prayers usually include songs, but may differ based on the Sovereign and the Vassal. In a small community, a skilled smith might double as the priest because people believe he’s close to Onatar, the Sovereign of Fire and Forge.

## The Dark Six

The Dark Six are the shadows of the Sovereign Host. These dark gods shape the world and are present at all times, speaking to those willing to hear them. Where the Sovereigns govern positive forces, the Dark Six are the source of fears. The Dark Six and the Sovereign Host are opposite sides of the same coin: fi you believe in one, you acknowledge the other. The only question is whether you fear the Six or revere them. the Dark Six aren’t revered openly elsewhere in Khorvaire, but their temples appear in Droaam, along with wild revels driven by the Fury.

---

<img 
  src='https://drive.google.com/uc?export=view&id=1VFjfH-4sOt4jO4nLiLbQXlZ4ts4EU5W3' 
  style='width:100%;margin-bottom:1em;mix-blend-mode: multiply;' />

## Church of the Silver Flame

The Silver Flame is force of light that holds fiends at bay. Those who seek to defend the innocent from evil can draw on the power of the Flame. Centuries ago, an ancient demon broke free of its chains, unleashing terrible suffering. Thrane would have been destroyed if not for Tira Miron. Tira, a paladin, was called by the Silver Flame and battled the mighty fiend. She gave her life, combining her spirit with the light of the Silver Flame to bind the demon once more. A pillar of fire marks the point of Tira’s sacrifice, and is a manifestation of the Silver Flame, not the source of its power.
The church’s templars stand ready to protect the innocent from supernatural threats, battling undead, fiends, and aberrations. In contrast to the Sovereign Host, the church maintains a defined structure and creed. Archbishops monitor regions; cardinals lead the church; and the ultimate authority is the Keeper of the Flame. Tira Miron- the Voice of the Flame- helps others to find the light and guides the Keeper of the Flame.

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## Blood of Vol
The Blood of Vol is a grim faith, founded by Erandis d’Vol, an elf from Aerenal. It  believes that the universe is uncaring, and that if the Sovereigns exist, they are cruel. Death is oblivion, a curse, designed to kill you before you can unlock the divinity within you. Since death is the end, and the secrets of divinity have yet to be unlocked, it’s perfectly logical to reanimate dead body’s to serve the living. Many are happy to serve in this way; at least they can do some good when death comes.
Many think that the Blood of Vol’s followers embrace death and want to become undead, but this is not the case. Rather, the Blood of Vol teaches that death as the ultimate evil, and divinity is tied to blood and soul. They study blood, trying to learn its secrets. The undead cannot harness the power of blood, and are martyrs who sacrificed their chance at divinity to serve the living.
The Blood of Vol was the national religion of Karrnath. Though fallen from favor, the faith is still practiced openly in that nation. It’s also common in the Lhazaar Principalities



## Cults of the Dragon Below
A blanket term for the many cults that serve Khyber, Cults of the Dragon Below are based on power or madness. A cult that seeks power chooses to serve a dark force because of the gifts they receive from it. Warlocks draw power from demon overlords, and daelkyr cultists serve mind flayers and beholders.

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## Spirits of the Past
As a Tairnadal elf of Valenar, you were raised on the legends of your people, on tales of champions who battled mighty dragons and armies of giants. When you came of age, the Keepers of the Past read the signs to determine which of these ancestors chose you to be their vessel. Since that day, it has been your duty to emulate your patron ancestor; in this way, they walk the world again, through you. 
Since the rise of Valenar, half-elves and even some humans have sought to be inducted into the faith. But so far the Keepers of the Past have declared that only elves can be revenants. Beyond the blood connection to the ancestor, an elf communes with their ancestor during trance, and half-elves can’t enter this state. The Keepers say it can’t be done, but perhaps you’ll be the one to prove them wrong.

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## The Undying Court
The elves of Aerenal refuse to let their greatest souls be lost to the oblivion of death, and so the wisest are preserved after death, and become members of the Undying Court. Very different from undead that prey on the living, the Undying Court is about preserving the past, in order to build on it and perfect it. As a Aereni cleric or paladin, you have a concrete relationship with the court, and are guided by their wisdom and power.

## The Path of the Light
The Path of Light is taught to the kalashtar by the spirits of their bloodlines. It teaches that this age is dominated “the great darkness that dreams”, but can be changed with light. Change starts within, and followers use meditation and athletic discipline to focus both the mind and the body. Each small action of courage and compassion moves the light of change into the world, and is a small step to banishing the hatred and darkness.

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# Classes In Eberron

## Artificer
In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society; as an Artificer, you are a master of using this magic in everyday objects. A supreme inventors, you channel arcane power, crafting magical objects and infusing mundane items with magic. Constantly in search of new lore, new discoveries, and fresh ideas, as an Artificer, you master many kinds of tools, and love to be innovative, using those common tools for uncommon purposes. Specializing in alchemy, artillery, or battlesmithing, Artificers alike played key roles throughout the Last War

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## Barbarian
Here are some of the notable tribal cultures that thrive throughout Khorvaire: The Carrion Tribes of the Demon Wastes are mostly human, and make pacts with fiends that fueling your rage. Ghaash’kala Orc tribes loosely follow the Light of the Silver Flame religion, channeling it to fight fiends. As a Jhorash’tar in the Mror holds, you hold to ancient traditions and refuse to give up your ancestral spaces. Wild halflings also embrace strength and fury. You may be from a shifter tribe, or live among the rangers and druids of the Eldeen Reaches. You might also be non-tribal, a soldier with your rage born in war, or from one of the monstrous races of Droaam.

## Bard
The Five Nations doesn’t have concrete Bard Colleges; the closest is the Five Demesnes, of House Phiarlan (Elves with the Mark of Shadow) are the closest. The Demesne of Memory teaches the written word, while the Demesne of Music delves deep into the arts of sound. The Demesne of Motion deals with the arts of moving the body, training bards in the College of Swords. The Demesne of Shadow teaches the art of illusion, training mostly the field of colleges of Glamour and Whispers. Lastly, the Demesne of Shape focuses on the physical creative arts, and developed a new study, the College of Mourning

The secretive I.W. Society is another home for a bard. A loose alliance of artists, storytellers, and sometimes vigilantes, ‘Socialites’ aim to counter despair through celebration and story.
Bards found among the Greensinger Druids of the Eldeen Reaches, are prominent in the Valenar elves most tribal societies. They are the spiritual leaders of the goblinoid Dhakaani. 

## Cleric
As a cleric in Eberron, you might represent any of the common faiths and religions, a racial faith, or one of the off-shoot sects. Your faith in the unseen gods is a defining aspect of your character, as is the choice of your alignment. Most gods have several domains that make sense; some suggestions can be found in the back of the Player’s Handbook.



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## Druid
The first to wield druidic magic were the Orcs, and druids of the Gatekeepers continue that tradition, sworn to battle the fiends and aberrations that inhabit especially the Demon Wastes and the Shadow Marches. The Greensingers believe that the magic of fey is integral to the natural world, and are common in the Eldeen Reaches. The Wardens of the wood seek to protect the innocent creatures of the woods and civilization from each other. Children of Winter believe in the natural order, and see death, disease and decay as part of it. Ashbound believe that nature and civilization are at war, and they are the defenders and warriors of the natural world. Druids are also found in the Lizardfolk and Dragonborn of Q’Barra and among wild halflings, Shifters and Changelings 

## Fighter
The Five nations have various unique fighting traditions. Aundiar, prefers grace to brute force, and The Knights Arcane trains many to fight with magic. 
Karrnath favours battlemasters, as well as the use of the undead bone knights. Thrane take pride in their archery, while Breland’s The King’s Citadel has a place for all: arcanists, Champions, as well as Cavaliers. Valenar elves devote their long lives to martial excellence, wielding magic alongside their blades.

## Monk
The Order of the Broken Blade revere Dol Dorn, the Sovereign of the common warrior and tend to the Way of the Kensai. In contrast, the monks of the Flayed Hand commune with the Mockers, are master torturers and teach the ways of the Shadow and Atonement. Shadow Dancers, from The Demesne of Motion teach the ways of the Drunken Monk, and the Shadow. The Church of the Silver Flame leads monks of the Silver Forge to channel the power of the flame by tempering body and mind, and the ways of Kensai and Sun Soul are common. Tashalatora is a kalashtar martial art, practiced both as a form of meditation and self-defense, and teaches Ways of Empathy and the Open Hand. In Zilargo, the gnomish monks of the Fulcrum meditate on the balance of the planes, and the delicate array of forces that underlie reality; The Ways of the Astral Self and the Four Elements are common. The Order of the Mystic Fist is a secretive order of sorcerers who blend the powers of their arcane bloodlines with the Way of the Four Elements. 


Unordered monks are also common. Soldiers in the war, including the Warforged, learned to pull on their inner strength to survive.  Similarly, the tribes of shifters don’t have orders, but easily connect to ki as shift and they draw on their bestial aspects.The Valenar elves pass monastic and martial tradition down through the patron ancestors, like the wielding of the double-bladed scimitar.

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## Paladin
Paladin’s in Eberron are champion empowered by faith; their oath is a symbol of that faith and a source of guidance in dark times and encountering eberron’s rarely simple problems. A paladin’s oath evolves as their faith does, and may move from one deity to another without breaking the oath. 
The Church of the Silver Flame has many Paladins, and the Oath of Devotion is the most common, especially for those who protect the innocent from supernatural thread. The Oath of Redemption is a also a common path, for a paladin focused on inspiring the lost.

Paladins might make oaths to the entirety of The Sovereign Host, or to a specific host. Dol Dorrah, Aureon, Boldrei, Arawai and Balinor are generally the hosts that call Paladins. Some become paladins of The Dark Six, believing that they represent virtues to be embraced rather than evil forces to be avoided.  Paladins are also found in other faiths, with specific oaths reflecting their beliefs. 

Paladins of The Blood of Vol believe that their duty is to fight against death, and steel their will. The Kalashtar seek to spread the light and emphasize themes of  redemption. Both elf races focus on ancestors and the wisdom of the ancients, but the Aereni paladins of the undying court tend to focus on destroying evil undead, while the Valenor seek to emulate the vow of their patron ancestor. 

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## Ranger
Rangers, with their martial prowess, played a large role in The Last War. Rangers of The Eldeen Reaches have a history of protecting the area, and were the ones that stepped in when villages and farms were left unprotected during the war. Rangers belong to the same organizations outlined under druids, but favour Wardens of the wood and the The Greensingers. Those who belong to the Church of the Silver Flame continue to deal with all types of supernatural threats: The Arcanum focus on cursed artifacts while Kloijner’s Edge is an elite unit of monster slayers.

Rangers are also common outside of the Five Nations: The wild halfling beast master excel at taming the dinosaurs of the planes, Orc Horizon Walkers patrol the ancient Gatekeeper seals, and Shifter Hunters naturally channel their predatory instincts. 

## Rogue
Rogues in Khorvaire generally have ties to one of the prominent criminal organizations. The halfling Boromar Clan is an extremely powerful crime syndicate. Located mostly in Breland it has connections with halflings all over, including also the wild halflings of the plains. The Aurum is an exclusive society for the rich and powerful to pursue their own goals of domination. Members of the small organization of House Tarkanan all have  aberrant dragonmarks, and sell their mercenary and assassination services. The Dassk smuggles and trafficks illicit substances from Droaam, selling them at a premium in cities in the Five Nations. The Lhazaar Principalities has loosely allied pirates, though each follows its own goals and plans.

Beyond these official groups, the continent is a state of cold-war, and each nation has its own espionage, and you could secretly be employed by them. Of course, the Zilargo gnomes are sure that none of it compares to their Trust organization. 

## Sorcerer
In a world imbued with magic like Eberron, Sorcerers are quite common. Eberron has 13 planes, and they often interact in unexpected ways.

Aberrant Mind Sorcerers seem to channel the Plane of Madness, while those with Shadow Magic might draw their power from the endless night. Other sorcerers receive power in another way. Divine Soul Sorcerers often had the essence of a celestial bound to them in some way, similar to the origin of the Kalashtar origins. This immortal spirit might be a couatl of the Silver Flame, or something older and deeper- even of a progenitor dragon. Draconic sorcerers might be dragonmarked, but not all of them are. Wild Magic Sorcerers seem to more common after The Mourning

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## Warlock
There’s no such thing as a typical warlock, especially in Eberron. Some warlocks might have gained power through sheer luck, just happening to be in the right place at the right time, when the moons and planes aligned over a particular manifest zone, allowing a deal to be struck with an extraplanar being. While other warlocks may have earned their pact through research and effort, learning long-forgotten rituals to conjure and negotiate with the patron. A warlock could be a member of a bloodline with ancestral ties to a fiend, or they might have claimed an artifact in a forgotten
Ruin.

## Wizard
Arcane magic is an important part of daily life in the Five Nations, but it’s especially important in Aundair. The Arcane Congress of Aundair is the finest institute of magic in the Five Nation. A   massive institution with campuses across the nation, the most renowned are the floating towers of Arcanix. The center both for cutting edge research and for teaching the most advanced students, particularly noted for abjuration, conjureration, and especially, divineration, it’s also a military citadel, and a testament to the arcane might of Aundair as a whole.

The Karrnath based Atur Academy specializes in studies shunned by other institutions and is a stronghold of the Blood of Vol. While its coverage of other schools of magic is average, it has no equal when it comes to the study of necromancy, and it’s vaults are said to contain tomes and scrolls forbidden elsewhere.

The gnomes of Zilargo place great value on illusion, divination, and enchantment magic, and it’s Library of Korranberg is especially noteworthy. It’s rumored that the Trust of Zilargo maintains a number of hidden arcane think-tanks within the Library.

Morgrave University in Breland is a good option for general magical education, research and private training. Morgrave’s facilities are no match for Arcanix, but the University still produces an
impressive number of wizards and artificers.

Outside of the Five Nations, arcane magic remains important and others civilizations may train arcanists in different ways. In Aereni culture, for example, arcane magic is so deeply ingrained that everyone can cast at least one spell, and spells that might be very rare in the Five Nations are much less uncommon in Aerenal. 

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