Eberron

The World of Eberron

Formation Myth

Eberron is a world divided into three parts. Legends tell of three great progenitor dragons that created the world and now form its three segments: Siberys the Dragon Above, Khyber the Dragon Below, and Eberron the Dragon Between. These legends have made their mark on philosophy, religion, and folklore across the world-every culture has its own version of the three creator dragons.

The progenitor dragons correspond to the world’s physical structure. The Ring ofSiberys, which appear as a ribbon of gleaming dragonshards, surrounds the world and shines like a gold band across the night sky. On clear days, it shimmers with a fa int golden haze. Twelve moons glitter like gems in its celestial setting. The nearest moons look like gold coins in the
night sky, while the farthest seem only slightly larger than the brightest stars.

Khyber, the Dragon Below, is the cavernous underdark beneath the world ’s surface. Labyrinthine passages snake through the depths and open into vaults of eve ry shape and size. In many places, the Elemental Chaos spills into the caverns of Khyber, creating a reas where fire, magma, or lightning stream forth – and where demons emerge to wreak havoc on the world.

The Dragon Between is the world of Eberronvast oceans and six great continents, mounta ins and deserts, a patchwork of fields and forests, swamps and tundra, and much more. Eberron is a world of extremes: Fantastic natural beauty mingles with terrible corruption and darkness. The world ’s majesties include mountainous ice floes looming over the freezing waters of the Bitter Sea, spectacular bluewood trees forming natural cathedrals in the hea rt of the Towering Wood, and islands like magnificent sculptures in the Straits of Shargon. At the opposite extreme, corruption seeps from the Realm of Madness and spreads through a sickened forest, the desolate soil of the Labyrinth rejects all life and growth, and the blighted earth of the Mournland lies desolate in the wake of catastrophe.

For This Campaign

Continents

Eberron Continent: Khorvaire
khorvaire.jpg
http://eberron.wikia.com/wiki/Khorvaire

The center of the world to most people, but there are 5 other continents that stretch across Eberron.

The Coils of Eberron is the world most creatures know, and is found between the Astral Sea and the Elemental Chaos which includes continents including but not limited to:

  • Khorvaire
  • Xen’drik

The Coils also embrace:

  • the Shadowfell (Dolurrh)
  • the Feywild (Thelanis)
  • the Dal Quor (enigmatic Region of Dreams)

The Eldeen Reaches

A largely untamed region, the Eldeen Reaches is home to both simple farmers, practitioners of the most primal magic, friendly villagers, and savage tribes. [t is a fountain of life, a land where nature, unchecked by the walls of civilization, spreads in all its beautiful- and terrible- glory.

COMMON KNOWLEDGE

Aundair once claimed much of the Reaches. During the Last War, when Aundair moved its forces farther east and left this region unprotected, the people suffered great depredation at the hands ofbandits. The druidic Wardens of the Wood eventually stepped forth to protect the people, and the Reachers angrily proclaimed their independence from Aundair. Today, Thronehold recognizes the Eldeen Reaches as an independent land , although many Aundairians seek to reclaim the territory.

The dnrids have been the greatest power in the Eldeen Reaches for hundreds of generations. They stand guard against natural threats and warring factions, as well as a vast array of aberrant horrors that lurk in the depths of Eldeen’s woods, spawned by ancient horrors imprisoned there since time immemorial.

REGIONAL FEATURES

The eastern Reaches look similar to western Aundair, with wide expanses of farmland and small, clustered communities. Farther west, towns are uncommon, the roads fade away, and Eberron’s forests replace open fields.

The Gloaming

A semimythical region in the midst of the Towering Wood, the Gloaming is a region where nature revels in its ugliness. Sickened trees droop over parasite·infested soil, and disease·laden biting insects fill the a ir with droning. Some believe that the Gloaming formed around a manifest zone linked to a corrupted plane.

Greenheart

The center of government of the Eldeen Reaches, Greenheart is also the seat of power of the Wardens of the Wood, the most potent and best loved of Eldeen’s druidic sects. The city’s population swells during religious ceremonies, and although the druids allow no trade with outsiders within the town’s borders, they happily provide room and board to merchants who conduct business elsewhere in the Eldeen Reaches.

Shae Loralyndar

A magnificent city of eladrin, Shae Loralyndar appeared in the Towering Wood at times throughout history. After the Day of Mourning rocked the natural world, however, the City appeared once more and has since proved unable to return to the Feywild, leaving its citizens to distrustfully adapt to the world around them.

The Towering Wood

The largest forest in all of Khorvaire, the Towering Wood occupies over half of the Eldeen Reaches, covering its entire western side. Everyone knows that the Towering Wood is home
to beautiful, mischievous fey, various predators, and ancient horrors from a bygone age.

The Twilight Demesne

This large sylvan grove is sac red to both fey and druids. Fey gather here to pay homage to the court of Shae Loralyndar and for a wide variety of ceremonies.

Varna

Varna is the trading center of the Eldeen Reaches and the doorway to Aundair. Merchants travel here to sell and purchase goods, including raw materials from the woods and exotic creatures such as mage·bred animals and hippogriffs. Much of this business occurs through the town’s House Vadalis enclave. House Vadalis and the Wardens of the Woods cooperate in the effort to rid the town and its surroundings of poachers.

PEOPLE OF THE ELDEEN REACHES

Humans make up less than half of all Reachers, and the majority of those are descended from Aundairian citizens, although some can trace their ancestry back to the original Sarlonan immigrants. Half·elves and shifters each make up a significant minority, followed by gnomes, halflings, half·orcs, orcs, and elves. The druidic sects are made up of orcs and Sarlon an·descended humans, although other races appear in their ranks from time to time.

A few particularly wealthy Reachers dress in old Aundairian fashions, but the majority dress in heavy wools, fabrics, and leathers- whatever serves them best in their daily labors.

Western Eldeen is the domain of the druidic faiths, although the Wardens do not prevent citizens from following other religions. Near the Aundair border, worship of the Sovereign Host is common.

ELDEEN ADVENTURERS

Most Reachers are simple farmers, but the dangers of the wild are more than sufficient to inspire some to take up more adventuresome lifestyles.

Eberron Continent: The Frostfell

1 of the 5 other continents outside of Khorvaire. Found north of Khorvaire, it is the frozen waste – the source of brutal winter storms & the home of terrifying monsters of ice and destruction.

Additional Cool Info

Manifest Zones

Occur when the planes get too close – the magic bleeds into the world.

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More information can be found: http://en.wikipedia.org/wiki/World_of_Eberron

Eberron

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