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Le monde d'Eberron

Les 13 Plans Majeurs: Daanvi · Dal Quor · Dolurrh · Fernia · Irian · Kythri · Lamannia · Mabar · Risia · Shavarath · Syranie · Thélanis · Xoriat
Plans Fondamentaux: Le Plan Astral (Siberys) · Le Plan Matériel (Eberron)
Plans et demiplans transitifs: Le Plan Éthéré · Le Plan de l'Ombre

2020/02/24 21:37 · maitregob

eberron-map-fr.jpgSur Éberron, en levant les yeux au ciel la nuit, on peut voir l'Anneau de Siberys tracer un chemin doré à travers le ciel. Au-delà, n'importe laquelle des douze Lunes, certaines pleines et lumineuses, certaines un léger croissant, et quelques-unes si éloignées qu'elles semblent être des étoiles, pourraient être vues un soir donné. Plus loin encore, les lunes cèdent la place à des étoiles rassemblées en constellations, chacune nommée d'après un seigneur dragon des légendes, les onze maintenant vénérés comme des dieux par les dragons d'Argonnessen.

Le cœur du monde, du moins pour les humains, est Khorvaire. Toutes les races communes se retrouvent sur ce continent: les nations humaines, les bastions nains, les territoires gnomes et hobbitgs, ainsi que les communautés d'elfes, de demi-elfes, de demi-orques, de métamorphes, de changelins et de gobelins. Un certain nombre de nations monstres se sont également formées en raison des répercussions de la dernière guerre.

Le continent de Sarlona est le voisin de Khorvaire à l’est et à l’ouest. Au nord, le continent gelé du Givre-féroce se profile. Directement au sud de Khorvaire se trouve les terres mystérieuses de Xen'Drik, une mine d’anciens secrets et d’artéfacts datant d’une époque antérieure à l’humanité. Au sud-est, le sous-continent d'Aérénal, qui abrite le royaume des elfes, présente autant de dangers que d'opportunités. Au-delà d'Aérénal, le continent des dragons, Argonnessen, reste inaccessible à la plupart des «races inférieures». Ici, les dragons se livrent à des activités que personne d'autre que ces anciennes créatures ne peuvent contempler, étudiant les présages, les signes et les augures dans le mouvement des lunes, la position des étoiles et l'apparition des marques de dragon dans le monde.

Éberron est constitué de six continent is made up of six continents surrounded by oceans and a vast underworld. *Aérénal *Argonnessen *Everice *Khorvaire *Sarlona *Xen'Drik *Khyber - Underdark. Eberron underworld existing beneath the continents and oceans. Adventure primarily takes place in the central region of Khorvaire known as the Cinq Nations. *Aundair (Scholarly) *Brelande (Cosmopolitan) *Karrnath (Militaristic) *Thrane (Theocratic) *terres_des_lamentations (Formerly Cyre, but now an uninhabited haunted zone.) Southeast is the small continent of Aérénal, ruled by Elfes. Due south is the jungle continent of Xen'Drik, once ruled by an empire of Géants that collapsed, now largely wilderness, with some areas under tribal dominion of the Drow (with a polar continent to the south called Everice). Givre-féroce is an unexplored land of ice in the north. The other two main continents are Sarlona (a continent ruled by Quorien, creatures from the Region of Dreams) and Argonnessen (a continent inhabited by dragons). The Monde d'Eberron has twelve Lunes; some sages believe there is a thirteenth moon that has vanished or is invisible to the naked eye.

“Eberron” is also referred to as the Dragon Between. Siberys, the Dragon Above, is the name given to the planetary rings which surround the planet. Khyber, the Dragon d'En-dessous, is the name given to the underworld, and is similar to the Underdark in many other settings. According to the creation story, the world was formed when the progenitor wyrms changeld their form into what they are now. Siberys created the dragons, Eberron created Humanoïdes and other “lower races”, and Khyber created the “Démon” of the world. (The term “Démon” is meant to use the Commun definition, not the D&D outsider.) According to Keith Baker, there is some significance to the fact that each name contains “ber”, but he has not stated what this is.

Aérénal

Aérénal est une île continentale habitée par les elfes qui se trouve au sud-est de Khorvaire.

Xen'Drik

Xen'Drik

Xen'Drik is a continent to the south of Khorvaire, and is home to large numbers of Géants and Drow as well as ancient mysterious technologies.

xen_drik

Sarlona

Sarlona

The original home of Humains, Sarlona has been mostly conquered by the Inspiré.

Argonnessen

Argonnessen

The continent of Argonnessen is home to most Dragons, as well as barbarian Humain tribes known as Seren.

Givre-féroce

Givre-féroce

The Givre-féroce is a continental landmass located north of Khorvaire. It is a region of ice and snow, and only one expeditionary force has ever broken ground there in recorded history.

Everice

Everice

The Everice is a shifting sheet of ice located south of Xen'Drik in the Mer de la Gueule Gelée. It is believed that several large island land masses exist beneath the sheet of ice, though the truth is unknown.

Seas

 

Other Realms

Khyber is the subterranean underworld below the surface of Eberron.

Former Nations & Empires

The Maisons Marquées Du Dragon

Main article: Maisons Marquées Du Dragon

The Maisons Marquées Du Dragon are thirteen extended families which control most business throughout Khorvaire. Within the houses, only a small percentage of every generation manifest Marques du Dragon, which are marks on the body that grant spell-like abilities to those born with them. These Marques du Dragon are designated by taking the Least, Lesser or Greater Marque Du Dragon feat or taking levels in the Marque Du Dragon Heir prestige class. There used to be thirteen Marques du Dragon but only twelve remain. Each family possesses only one type of mark, and only one or two races can manifest a particular type of mark. Additionally, only races listed in the Player's Handbook can manifest a Marque Du Dragon at all - however, this was revised in the 4th Edition Eberron Player's Guide. With the exception of Maison Phiarlan and Maison Thuranni (which both possess the Marque de l'Ombre), each house exclusively has one type of Marque Du Dragon.

Marques du Dragon come in five forms: aberrant, least, lesser, greater, and Siberys. Marque Aberrante du Dragon are deviations from normal marks and are not recognized by the Maisons Marquées Du Dragon. People who have Marque Aberrante du Dragon are Communly believed to have been warped by Khyber, the Dragon d'En-dessous. Least, lesser, and greater Marques du Dragon can be gained by taking the appropriate feats or taking levels in the Marque Du Dragon Heir prestige class. These types of marks must be taken in order. The Marque de Siberys is the greatest mark, but someone cannot have both a least, lesser, or greater mark along with a Marque de Siberys. A Marque de Siberys is gained by taking the Heir of Siberys prestige class. In 4th edition, Marques du Dragon are gained by taking the feat associated with the mark, and its power can be increased by choosing the corresponding Marque Du Dragon paragon path.

Deities and Religious Systems

Religions of Eberron is based around the church and pantheons rather than a specific deity. A paladin might thus follow Dol Arrah first and foremost, but still be of the same faith (the Légion Souveraine) as a wizard following Aureon. A paladin of the Flamme d'Argent, on the other hand, belongs to a different religion and might have very different views on theological issues, although still devoted to the cause of law and good. Deities in Eberron are not in general specific to a race, although both Elfes and kalashtar have religions not Communly practiced by other races.

Fragments de Dragon

Fragments de Dragon are rock or crystal fragments originating from the three legendary dragons of Eberron's creation myth. The three sections of Eberron's world, Siberys, Eberron and Khyber, each produce a distinct form of dragonshard, with a unique appearance and distinct magic affinity. Fragments de Dragon are among Eberron's most important resources. Their scarcity makes them valuable and a frequent goal of quests

Fragments de Dragon are hard, translucent rock or crystal fragments with swirling, pulsating veins of color suspended within them. The veins have the appearance of Marques du Dragon. Although Fragments de Dragon are translucent, their glowing veins give them a distinctive color and make them look almost alive.

Siberys shards fall from the Anneau de Siberys that encircles Eberron. They are usually found in equatorial regions such as Xen'drik. They contain a pulsating swirl of golden veins. Siberys shards are the rarest type of dragonshard, and the type most closely associated with the Maisons Marquées Du Dragon. Because of their scarcity and importance to powerful groups, a new find of Siberys shards is often the focus of intrigue or theft. They are sometimes called sunstones or starmotes, or simply Fragments de Dragon, because of their association with the Maisons Marquées Du Dragon. Siberys shard items focus or enhance the power of Marqué par le Dragon characters, and can enhance psionic powers. Maisons Marquées Du Dragon are of central importance to the economy and society of Khorvaire, so their Artificiers have both the means and the need to develop methods to enhance the power of Fragments de Dragon. The resulting proliferation of Siberys shard items rangel from devices focused on enhancing the power of a specific mark to generalized tools that work for anyone who bears a Marque Du Dragon. Kalashtar psions and the Inspiré lords of Riedra have found a way to harness the power of Siberys shards by undergoing a painful process that embeds a shard in their body, providing enhanced mental or physical abilities.

Khyber shards are found beneath the earth near layers of magma or sulfur vents, typically growing on volcanic cavern walls. They are found throughout Eberron but are particularly Commun in areas known for fiendish activity, such as the Les Désolations Démoniaques. Khyber shards have a smoky appearance, with writhing midnight blue to oily black veins running through them. They are sometimes known as nightshards or Démontones. Khyber shard items have an affinity for binding magic. They are Commun components of binding diagrams, soul trapping spells and similar magic associated with binding creatures.

Eberron shards are found buried in shallow soil in clusters encased in geodes. They are found only in Khorvaire and Aérénal. Eberron shards have a pinkish appearance and churn with crimson blood-red swirls. They are Communly known as bloodstones. Eberron shard items store magical energy or psionic power as spellbooks, spell-storing items or psionic power stones. Intelligent magical items often incorporate Eberron shards. Their magical affinity is very broad compared to the specific powers of Siberys and Khyber shards. Spellcasters can attune Eberron shards to a specific spell, enhancing the power of that spell when it's cast on the shard, and they can encode their spells in shards instead of scribing them.

Fragments de Dragon can be crafted to power Objets Magiques, artefacts and constructs, or to augment Marque Du Dragon abilities. Dragonshard items vary in power depending on the purity of the dragonshard used. They are rarely large enough to craft into items of significant size; most often, small Fragments de Dragon are formed into jewellery. Larger Fragments de Dragon, up to the size of a fist, can be crafted into larger focus items.

Histoire

Dhakaan was an ancient Gobelinoid http://en.wikipedia.org/wiki/Empire empire] that dominated the continent of Khorvaire, until the coming of the extraplanar Daelkyr 16,000 years ago. The Dhakaani Gobelinoids could not stand against the might and madness of the alien invasion. By the time the Gatekeeper druids bound the Daelkyr and their servants in the depths of Khyber, the empire was a Ombre of its former glory. Over the course of millennia it collapsed into savagery, and by the time Humainity arrived on Khorvaire, all that was left of the empire was ruins and several clans trying to preserve the remains of the ancient lore and dreaming about the reestabilishment of the Empire.

Recently some of the Dhakaani clans have begun to vie for control of Darguun with another Gobelinoid clan that currently holds control of that territory, the Ghaal'dar clan, which have wrestled the territory of Darguun from Cyre during the La Dernière Guerre.

Most of the Dhakaani clans reside near the Montagnes de la Digue. They are divided into Kech Volaar and Kech_Shaarat clans.

The most recent significant event in the Eberron Campaign Setting is an event called the La Dernière Guerre, so-called because the people of Khorvaire believed that after the war was over everybody would grow tired of war (much as World War I was known as “the war to end all wars”). Coincidentally, La Dernière Guerre ended on the 11th Day of Aryth (the equivalent to November 11, the day Germany signed the Armistice officially ending World War I). It refers to a series of conflicts in Khorvaire over 102 years that began with a dispute over the throne of the Royaume de Galifar and the ruling of the Cinq Nations.

Two years prior to the end of La Dernière Guerre, the nation of Cyre was destroyed in an incident known as the Jour du Deuil. (The Eberron Campaign Setting does not give an official cause for this disaster, but it had a similar effect to the atomic bombings that ended World War II. Even a magical “radiation” mutates flora and fauna alike, similar to stereotypical but inaccurate depictions of the results of the nuclear radiation.) This event helped expedite the end of La Dernière Guerre. Now, the region that was once Cyre is referred to as the Les Terres des Lamentations and is the home of Sort Vivants, preserved dead bodies, and a militant sect of Guerrier de Fer (see Races) led by one called the Seigneur des Lames whose avowed goal is the total domination of the continent by the Guerrier de Fer at the expense of all “flesh and blood” Humanoïdes. Those in the Les Terres des Lamentations do not heal naturally, and magical healing has no effect. For all these reasons, few people enter the region.

La Dernière Guerre officially ended two years prior to the start of the campaign, with the Treaty of Fort-du-trône, as each of the Cinq Nations and most of the nations that broke off during the war officially became independent.

The Eberron Campaign Setting introduced four new player races: the Guerrier de Fer, the Férals, the changelins and the kalashtar. Two other playable races were later added in the Magic of Eberron supplement: The Psiforged, and the Daelkyr Half-Blood.

Psiforged are a new breed of Guerrier de Fer that can focus and channel psionic energy. Psionic crystals are embedded within their bodies and can be seen beneath their exoskeletons. These crystals help focus the psionic energy that can be found in all living things. Although they are the same race as the Guerrier de Fer, they have come to be set apart by being referred to as the “Psiforged.”

Changelins developed through the breeding of Humains and doppelgangers. While they do not have the full shapechanging and telepathic abilities of doppelgangers, they still have a minor changel shape ability that allows them to take on other appearances at will. Changelins lack a distinct culture and history of their own, instead using their abilities to blend in to the societies they live in, in many cases keeping their true race a secret to all.

Daelkyr Half-Bloods, introduced in the supplement Magic of Eberron, are formed when the venomous spirit of a Daelkyr, sealed beneath the earth, leaks into the surrounding environment. Unborn children within this sphere of influence are born Daelkyr Half-Bloods.

Eneko, introduced in the supplement Secrets of Sarlona, are the descendants of half-Géants and ogres, and are most Commun in the Sarlonan nation of Syrkarn. Half-Géants themselves can be played as characters from Xen'drik or Sarlona

Finally, Eberron introduced the Kalashtar — Humains bound with a spiritual psychic connection to a Quorien, a creature originally from Dal Quor, the Region of Dreams. This bonding first happened thousands of years ago and resulted in a new and distinct race with minor physical differences from Humains and significant mental ones; kalashtar have psionic abilities and some degree of shared memory due to the Commun spirit they share with their ancestors.

Couatl — good creatures of positive energy — are responsible (with the aid of the dragons) for bringing an end to the Age of Démon 100,000 years before the campaign begins. Some believe that most couatl have bound themselves to the force known as the Flamme d'Argent, which now has a church devoted to it.

Rakshasas are part of an evil organization called the Seigneurs Des Cendres who scheme in Khorvaire to release their godlike masters from Khyber. These evil spirits are the undisputed masters of illusion, treachery, and subversion, and they have a hand in the politics of practically every nation of Khorvaire.

Daelkyr are extremely powerful, evil creatures from the plane of Xoriat, the Realm of Madness. Only a handful in number, several Daelkyr were trapped in Khyber by potent seals of magic that were established by the Gardiens thousands of years ago. Though each likely seeks to free itself from Khyber, return to Xoriat, or destroy Eberron, as a whole they seem content to remain in their subterranean prisons for now; their motives and intents inscrutable to even their most trusted lieutenants.

Geography

Aérénal is the ancient island kingdom of the Aereni Elfes, who take their name from Aeren, a mythical hero said to have freed the Elfes from the Géants of Xen'Drik. It is also home to the Éternel Cour Éternelle. Tairnadal Elfes inhabits the northern steppes of Aérénal, though many have since migrated to Valénar. Due to fear of the “walking dead” and the isolationist nature of the Aereni Elfes, few non-Elfes ever visit the small continent. While the Aereni despise the creation of the Mort-vivant, the Éternel of Aérénal, unlike the Mort-vivant, draw power from positive, rather than negative energy, and are generally good in alignment. A Zone De Manifestation of Irian is thought to make the existence of the Cour Éternelle possible. Aéronef hulls, and the necromatically charged Covadish plant.

Argonnessen is the continent of dragons, occupying the southeastern part of the world. Off of Argonnessen lies the island of Seren. Argonnessen (and Seren) are for the most part off limits to the “lesser races” (which includes almost everyone except a dragon). The continent and island are also inhabited by dragon-worshipping Humain barbarians. Many of the continent's dragons are members of a group known as the Chambre, which interprets the Prophétie Draconique and uses it to shape the world to the dragons' liking. Unlike most dragons in Dungeons & Dragons, there is no correspondence between a dragon of Argonessen's breed and its alignment. Thus, a silver dragon could be chaotic evil while a red dragon could be neutral good.

Sarlona is the ancient cradle of Humain civilization. Once home to many kingdoms, it is now dominated by the empire of Riedra, home to the Inspiré. Other nations of Sarlona include the heavily fortified and isolated land of Adar (a refuge for those who oppose the Inspiré), the frozen Toundra de Tashana and the land of Syrkarn.

Zone De Manifestations

Zone De Manifestations are regions of Eberron that Démontrate influence from the planes. For example, the Elden Reaches has a close connection to the astral dominion of Mabar. Sharn, the Cité des Tours in Breland, is situated within a Zone De Manifestation linked to the astral dominion of Syranie (pg52 of Eberron Campaign Guide 4E). Enhanced magic related to levitation in Sharn makes for magnificent archtecture such as the Skyway.

The material plane of Eberron is made up of six continents surrounded by oceans and a vast underworld.

Adventure primarily takes place in the central region of Khorvaire known as the Five Nations.

Southeast is the small continent of [[1

“Eberron” is also referred to as the Dragon Between. Siberys, the Dragon Above, is the name given to the planetary rings which surround the planet. Khyber, the Dragon Below, is the name given to the underworld, and is similar to the Underdark in many other settings. According to the creation story, the world was formed when the progenitor wyrms changed their form into what they are now. Siberys created the dragons, Eberron created humanoids and other “lower races”, and Khyber created the “demons” of the world. (The term “demons” is meant to use the common definition, not the D&D outsider.) According to Keith Baker, there is some significance to the fact that each name contains “ber”, but he has not stated what this is.

Aerenal is the ancient island kingdom of the Aereni elves, who take their name from Aeren, a mythical hero said to have freed the elves from the giants of Xen'Drik. It is also home to the deathless Undying Court. Aerenal is ruled by both the Sibling Kings, a brother and sister pair that serves as the temporal authority of Aerenal who rule from Shae Cairdal, and the Undying Court, the religious leader of the elves, which resides in Shae Mordai, the City of the Dead. In addition to the Aereni elves, a small group of Tairnadal elves inhabits the northern steppes of Aerenal, though many have since migrated to Valénar. Due to fear of the “walking dead” and the isolationist nature of the Aereni elves, few non-elves ever visit the small continent. While the Aereni despise the creation of the undead, the deathless of Aerenal, unlike the undead, draw power from positive, rather than negative energy, and are generally good in alignment. A manifest zone of Irian is thought to make the existence of the Undying Court possible. Aerenal is heavily forested, and many exotic plants grow there, such as the Bois-Flottant tree, whose wood is used to build airship hulls, and the necromatically charged Covadish plant.

Argonnessen is the continent of dragons, occupying the southeastern part of the world. Off of Argonnessen lies the island of Seren. Argonnessen (and Seren) are for the most part off limits to the “lesser races” (which includes almost everyone except a dragon). The continent and island are also inhabited by dragon-worshipping human barbarians. Many of the continent's dragons are members of a group known as the Chamber, which interprets the Draconic Prophecy and uses it to shape the world to the dragons' liking. Unlike most dragons in Dungeons & Dragons, there is no correspondence between a dragon of Argonessen's breed and its alignment. Thus, a silver dragon could be chaotic evil while a red dragon could be neutral good.

Sarlona is the ancient cradle of human civilization. Once home to many kingdoms, it is now dominated by the empire of Riedra, home to the Inspired. Other nations of Sarlona include the heavily fortified and isolated land of Adar (a refuge for those who oppose the Inspired), the frozen Tashana Tundra and the land of Syrkarn.

Maison Marque Race Spécialitées
Maison Bombardier Marque de la Création Humain Fabrication
Maison Brunet Marque de la Guérison Hobbit Guérison
Maison Garda Marque de la Sentinelle Humain Garde du corps, mercenaires
Maison Kundarak Marque de la Protection Nain Banque, stockage, prisons
Maison Létourneau Marque du Dressage Humain Formation et élevage d'animaux
Maison Lyrandar Marque des Tempêtes Demi-Elfe Transport aérien et maritime
Maison Médani Marque de la Détection Demi-Elfe Gardes du corps, enquête, gestion du risque
Maison Normandin Marque de l'Hospitalité Hobbit Nourriture, hébergement, informations urbaines
Maison Orléans Marque du Passage Humain Transport terrestre
Maison Phiarlan Marque de l'Ombre Elfe Divertissement, espionnage
Maison Siri Marque de l'Écriture Gnome Communication, traduction, vérification
Maison Tharashk Marque de la Découverte Humain Demi-orc Chasseur de primes, enquête, prospection
Maison Thuranni Marque de l'Ombre Elfe Divertissement, assassinat
Maison Vol Marque de la Mort Elfe Nécromancie, Rites Funéraires
2019/12/25 13:18 · maitregob

The Dragonmarked Houses are thirteen extended families which control most business throughout Khorvaire. Within the houses, only a small percentage of every generation manifest dragonmarks, which are marks on the body that grant spell-like abilities to those born with them. These dragonmarks are designated by taking the Least, Lesser or Greater Dragonmark feat or taking levels in the Dragonmark Heir prestige class. There used to be thirteen dragonmarks but only twelve remain. Each family possesses only one type of mark, and only one or two races can manifest a particular type of mark. Additionally, only races listed in the Player's Handbook can manifest a dragonmark at all - however, this was revised in the 4th Edition Eberron Player's Guide. With the exception of House Phiarlan and House Thuranni (which both possess the Mark of Shadow), each house exclusively has one type of dragonmark.

Dragonmarks come in five forms: aberrant, least, lesser, greater, and Siberys. Aberrant dragonmarks are deviations from normal marks and are not recognized by the dragonmarked houses. People who have aberrant dragonmarks are commonly believed to have been warped by Khyber, the Dragon Below. Least, lesser, and greater dragonmarks can be gained by taking the appropriate feats or taking levels in the Dragonmark Heir prestige class. These types of marks must be taken in order. The Siberys mark is the greatest mark, but someone cannot have both a least, lesser, or greater mark along with a Siberys mark. A Siberys mark is gained by taking the Heir of Siberys prestige class. In 4th edition, dragonmarks are gained by taking the feat associated with the mark, and its power can be increased by choosing the corresponding dragonmark paragon path.

The number 13 plays an important role in Eberron, particularly in the form of “thirteen minus one”, where a group of 13 lost one of its number, resulting in 12. Some examples are:

  • There are 13 outer planes, but only 12 of them orbit the material plane of Eberron.
  • There are 13 different dragonmarks (not houses), but only 12 currently exist (all known bearers of the Mark of Death were destroyed). Similarly, there are 13 Dragonmarked Houses, but they only represent these twelve remaining Marks.
  • There are currently 13 different nations, but one of those is a wasteland (the Mournland). Not all nations are “officially recognized.”
  • The ancient calendar of the giant empire is said to have 13 months, whereas the current calendar has 12.
  • During the Age of Giants, legend says there were 13 moons, but currently there are 12 (one has vanished).
  • In the dwarven Morin Holds, there were 13 clans, but one has been destroyed, leaving 12.

Note that the number 13 is known as a “baker's dozen.” Because the phrase has an established use it is used as a play on the author's name.

Dragonshards are rock or crystal fragments originating from the three legendary dragons of Eberron's creation myth. The three sections of Eberron's world, Siberys, Eberron and Khyber, each produce a distinct form of dragonshard, with a unique appearance and distinct magic affinity. Dragonshards are among Eberron's most important resources. Their scarcity makes them valuable and a frequent goal of quests

Dragonshards are hard, translucent rock or crystal fragments with swirling, pulsating veins of color suspended within them. The veins have the appearance of dragonmarks. Although dragonshards are translucent, their glowing veins give them a distinctive color and make them look almost alive.

Siberys shards fall from the Ring of Siberys that encircles Eberron. They are usually found in equatorial regions such as Xen'drik. They contain a pulsating swirl of golden veins. Siberys shards are the rarest type of dragonshard, and the type most closely associated with the dragonmarked houses. Because of their scarcity and importance to powerful groups, a new find of Siberys shards is often the focus of intrigue or theft. They are sometimes called sunstones or starmotes, or simply dragonshards, because of their association with the dragonmarked houses. Siberys shard items focus or enhance the power of dragonmarked characters, and can enhance psionic powers. Dragonmarked houses are of central importance to the economy and society of Khorvaire, so their artificers have both the means and the need to develop methods to enhance the power of dragonshards. The resulting proliferation of Siberys shard items range from devices focused on enhancing the power of a specific mark to generalized tools that work for anyone who bears a dragonmark. Kalashtar psions and the Inspired lords of Riedra have found a way to harness the power of Siberys shards by undergoing a painful process that embeds a shard in their body, providing enhanced mental or physical abilities.

Khyber shards are found beneath the earth near layers of magma or sulfur vents, typically growing on volcanic cavern walls. They are found throughout Eberron but are particularly common in areas known for fiendish activity, such as the Demon Wastes. Khyber shards have a smoky appearance, with writhing midnight blue to oily black veins running through them. They are sometimes known as nightshards or demonstones. Khyber shard items have an affinity for binding magic. They are common components of binding diagrams, soul trapping spells and similar magic associated with binding creatures.

Eberron shards are found buried in shallow soil in clusters encased in geodes. They are found only in Khorvaire and Aerenal. Eberron shards have a pinkish appearance and churn with crimson blood-red swirls. They are commonly known as bloodstones. Eberron shard items store magical energy or psionic power as spellbooks, spell-storing items or psionic power stones. Intelligent magical items often incorporate Eberron shards. Their magical affinity is very broad compared to the specific powers of Siberys and Khyber shards. Spellcasters can attune Eberron shards to a specific spell, enhancing the power of that spell when it's cast on the shard, and they can encode their spells in shards instead of scribing them.

Dragonshards can be crafted to power magic items, artefacts and constructs, or to augment dragonmark abilities. Dragonshard items vary in power depending on the purity of the dragonshard used. They are rarely large enough to craft into items of significant size; most often, small dragonshards are formed into jewellery. Larger dragonshards, up to the size of a fist, can be crafted into larger focus items.

Dhakaan was an ancient goblinoid empire that dominated the continent of Khorvaire, until the coming of the extraplanar Daelkyr 16,000 years ago. The Dhakaani goblinoids could not stand against the might and madness of the alien invasion. By the time the Gatekeeper druids bound the Daelkyr and their servants in the depths of Khyber, the empire was a shadow of its former glory. Over the course of millennia it collapsed into savagery, and by the time humanity arrived on Khorvaire, all that was left of the empire was ruins and several clans trying to preserve the remains of the ancient lore and dreaming about the reestabilishment of the Empire.

Recently some of the Dhakaani clans have begun to vie for control of Darguun with another goblinoid clan that currently holds control of that territory, the Ghaal'dar clan, which have wrestled the territory of Darguun from Cyre during the Last War.

Most of the Dhakaani clans reside near the Seawall Mountains. They are divided into Kech Volaar and Kech_Shaarat clans.

The most recent significant event in the Eberron Campaign Setting is an event called the Last War, so-called because the people of Khorvaire believed that after the war was over everybody would grow tired of war (much as World War I was known as “the war to end all wars”). Coincidentally, the Last War ended on the 11th Day of Aryth (the equivalent to November 11, the day Germany signed the Armistice officially ending World War I). It refers to a series of conflicts in Khorvaire over 102 years that began with a dispute over the throne of the Kingdom of Galifar and the ruling of the Five Nations.

Two years prior to the end of the Last War, the nation of Cyre was destroyed in an incident known as the Day of Mourning. (The Eberron Campaign Setting does not give an official cause for this disaster, but it had a similar effect to the atomic bombings that ended World War II. Even a magical “radiation” mutates flora and fauna alike, similar to stereotypical but inaccurate depictions of the results of the nuclear radiation.) This event helped expedite the end of the Last War. Now, the region that was once Cyre is referred to as the Mournland and is the home of living spells, preserved dead bodies, and a militant sect of warforged (see Races) led by one called the Lord of Blades whose avowed goal is the total domination of the continent by the warforged at the expense of all “flesh and blood” humanoids. Those in the Mournland do not heal naturally, and magical healing has no effect. For all these reasons, few people enter the region.

The Last War officially ended two years prior to the start of the campaign, with the Treaty of Fort-du-Trône, as each of the Five Nations and most of the nations that broke off during the war officially became independent.

The Inspired are the psionically gifted rulers of Sarlona and willing hosts of their quori overlords. They are human-like in appearance, possessed of great physical beauty and were created over hundreds of years through the mixing of human stock with blood of demons and elves by the quori. As the ruling caste of the nations of Sarlona, the Inspired are loved and respected by the overwhelming majority of their subjects. To be selected as a host is a tremendous honor and the sole goal of virtually all Inspired.

Though they have recently acquired the ability to possess willing hosts of any type quori find the Inspired to be their preferred hosts; likewise an Inspired can never resist possession of the quori it was bred to host (in game terms Inspired are never allowed to make saving throws against possession attempts by their master). Over the decades that an Inspired is possessed, it develops a portion of the quori’s considerable psionic power (represented by gaining levels in psychic classes) even as its personality shifts to completely match that of its master.

While the recent trend in Dungeons & Dragons has been towards allowing players to play any race the Inspired are strongly discouraged as player characters, due to their utter domination by the near universally evil Quorien. Players who wish to play a psionic race or focus on the quori/kalashtar conflict are encouraged to play Kalashtar.