ziphion

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Hi everyone! This is the fifth installment of my Obscure Eberron Lore series, highlighting little-known elements of the Eberron campaign setting only found in obscure corners of canon. Today, I’ll be featuring the I.W. Society, a secret organization of bards and other performers outlined in Morgrave Miscellany. I've read between the lines of that text and expanded a bit on the group's activities in the below summary.


The clandestine I.W. Society is a loose alliance of performers and artists spread across the Five Nations, with outposts in back rooms of taverns and inns. Like Sharn's Circle of Song, the I.W. Society offers resources and lodging to its members at no cost (or in exchange for a performance, or a reciprocal favor), and acts something like a bards' union, helping struggling artists find work and share knowledge. But in contrast to the Circle of Song, the I.W. Society keeps a very low profile; you could be close friends with a member for decades and have no idea the group even exists, until that member offers an invitation to you as your sponsor. Those who do know the organization exists have no idea what "I. W." stands for; some believe it might be the initials of the group's founder, or a hint at some kind of password used by high-ranking members.

That said, the so-called "Socialites" can be a useful source of aid or information even to non-members. A person in need might be able to make contact with I.W. agents through an interlaced network of taverners, stage managers, and barkers; if the Socialites hear the person's plea and offer a favor, they typically expect a favor in exchange at a future time.

But why the secrecy? And what kind of favors are we really talking about?

The I.W. Society has a pure and noble goal: to make the world a better place through story and song. But this abstract ideal is about more than singing around campfires; members of the Socialites include many smugglers, burglars, and even vigilantes. The organization was active throughout the Last War, using its resources to bring hope to the people of the Five Nations—through extralegal means, if necessary. This might mean breaking into the house of a corrupt local official, stealing evidence of an outrageous love affair, and then writing a play about it. When the official can't convincingly deny the allegation, perhaps his powerful allies who shield him from consequences quietly cut their ties. Thus, through the joy of storytelling (and just a touch of breaking-and-entering), justice is served.

Historically, Socialites who skirt the edge of the law have avoided actions which actively cause harm or spread terror. The sinister techniques of the College of Whispers are rejected in favor of those of Eloquence or Glamour. However, in the wake of the Mourning, the I.W. Society has begun to take its mission more seriously. Fostering collaboration and hope in this time of despair has become more challenging, and the Socialites hotly debate the prospect of taking more extreme measures.

In your campaign, the I.W. Society might fill the role of a well-meaning thieves guild, or even a stand-in for something like the Harpers from Forgotten Realms.


Next time: Sarmondelaryx, the Red Wyrm!

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submitted 1 year ago* (last edited 1 year ago) by ziphion@lemm.ee to c/eberron@lemm.ee
 

Hi everyone! This is the fourth installment of my Obscure Eberron Lore series, highlighting little-known elements of the Eberron campaign setting only found in obscure corners of canon. Today, I’ll be featuring the Sovereign Swords, a seemingly virtuous independent militia outlined in Dragon Magazine #412.


“These are desperate times. Refugees strain the resources of our cities and villages. Brigands and crime lords prosper at the expense of honest folk. Hope lies in the Sovereigns, but they cannot act alone; we must be their swords! Boldrei has charged us to defend the hearth. Aureon calls on us to uphold his laws. Join me, and they will give you strength.” —Sentinel Marshal Harkan d’Deneith

The Sovereign Swords are an extraordinary group of vigilantes who perform great deeds across Khorvaire; many believe they are living instruments of the gods of the Sovereign Host. The militia was formed just days after the Mourning. Harkan d'Deneith of the Sentinel Marshals stood on the steps of Sentinel Tower in Karrlakton, Karrnath, and called his brethren to serve a higher purpose. He claimed to have received a vision from the Sovereigns themselves, demanding that those with strength of arms and character use those gifts to defend the innocent. In the wake of the Mourning, all of Khorvaire was in danger, and the Host needed swords.

While only a few Deneith mercenaries joined Harkan that day, soon the actions of the Sovereign Swords spoke for themselves, and their legend grew quickly over only a few years. Wherever people were suffering, the Swords arrived just in time. Always courteous, and always knowing exactly what the problem was without being told, the Swords swooped in and saved the day. Physical threats like bandit raiders and roaming monsters were fought off by force. But the group also handily dealt with problems that couldn't be resolved by the sword. Injuries and plagues were healed. Damaged buildings were repaired or even redesigned. Riots and feuds were quelled, as officers and priests mediated and found solutions that benefited everyone.

Today, there are approximately one hundred members of the band, split into three platoons that operate throughout the Five Nations, supplemented by a handful of individual Sentinel Marshals. The supernatural power and wisdom possessed by each member of the Sovereign Swords is truly remarkable. Guided by Boldrei to communities in need, blessed by Aureon with the wisdom of the mediator, and emboldened by Dol Dorn and Dol Arrah to fight injustice, these vigilantes each seem to possess the power of the gods. Divine magic does rarely grace a select few among the faithful of the Five Nations, but some skeptics find the arrival of an entire adventuring band of such saints to be truly unbelievable.

As they should. For these divine heroes aren't entirely what they seem.

Most of these soldiers truly believe the Sovereigns are the source of their power and guidance. They really do receive visions in their dreams, and these visions do help them bring relief to those who suffer. However... those visions do not originate from the gods. They are crafted by the quori of the Dreaming Dark.

The fiends of the Dreaming Dark watch and manipulate the world through the dreams of mortals, seeking to permanently stabilize their plane of Dal Quor. They conquered Sarlona long ago, psionically transforming the populace of Riedra into their dreamshaped subjects. They accomplished this by first causing a long period of strife and suffering over centuries of dream manipulation. Then, a select group of heroes guided by visions arrived when the situation was at its most desperate. These powerful heroes had all the answers, and the populace enthusiastically handed them the reins of power, laying the groundwork for what would become the Unity of Riedra. But in truth, these heroes were pawns of the Dreaming Dark, if they weren't actually Inspired hosts of the fiends themselves.

A subset of the Dreaming Dark is engaged in the same tactics today in Khorvaire. After a century at war, the people of Five Nations are eager to feel the presence of the gods and are receptive to easy solutions. So when the selfless Sovereign Swords arrive in the nick of time to save a town from being destroyed by bandits, the townsfolk cheer them and sing their praises, spreading their legend... even though the same entity who granted the Sovereign Swords their power and visions also likely caused the bandit problem in the first place. The quori work their foul manipulations in communities just before the Swords arrive, heightening tensions and pushing troubled individuals over the edge.

Most of the Sovereign Swords are mere pawns. Their powers are actually psionic in nature rather than divine, but neither they nor most of the folks they interact with realize this. The greatest champions of the Swords are vessels of great immortal spirits—celestials, the soldiers believe—who advise and strengthen the soldier, and even take control of the vessel's body in times of great peril. Of course, these spirits are not celestials, but quori. Harkan d'Deneith is one such vessel of a quori spirit, and is utterly convinced that the spirit is an angel of the Sovereign Host. And finally, the mighty kalaraq quori known as Lashtaqala* (see note below) has planted mind seeds among a few select individuals of all ranks of the Sovereign Swords; these mind-seeded victims have had their personalities completely replaced with that of this great kalaraq, and directly and consciously scheme to coordinate the actions of the militia behind the scenes.

When looking for an opportunity to use the Sovereign Swords in your game, consider whether they will appear as allies, rivals, or enemies. Their relationship to the player characters can even rotate through these roles throughout the campaign. Also consider these hooks:

  • A psi warrior player character might begin the campaign as a member or former member of the Sovereign Swords. Perhaps they receive a vision that truly is from the Sovereigns, warning them of the threat posed by the band and charging them with exposing its secrets.
  • A devout player character begins to receive visions in dreams that push them to work with the Sovereign Swords to solve a problem. Is this quori manipulation, or do the short-term goals of the Swords and the devout character's faith actually align?
  • A member of the Sovereign Swords, perhaps Harkan d'Deneith himself, becomes a close ally of the party, or maybe has been a friend since before the Mourning. The party learns the truth of his possessed condition. Can they find a way to convince their friend of the nature of the quori spirit and exorcise it? Can they banish the fiend without killing their ally?

* Note: I have changed the name of the kalaraq quori to Laqatesh in my game, since "Lashtaqala" is just "Ashtakala" with an "L". Keith Baker really likes the "ashta" sound (Ashtakala, kalashtar, Jhorash'tar, Kashtarhak, 'Aashta), as well as the "kala" sound (Ashtakala, kalashtar, duur'kala, Ghaash'kala, Karakala, Calabas). Could you make an argument that the similarities are intentional? Sure. Ashtakala is a city of fiends, the quori are fiends, their language is probably similar to Abyssal. But sometimes it's worthwhile to adjust and differentiate these names to make things less confusing for everybody at the table.


Next time: the I.W. Society!

 

Hi everyone! This is the third installment of my Obscure Eberron Lore series, highlighting little-known elements of the Eberron campaign setting only found in obscure corners of canon. Today, I’ll be featuring Horas Calt, better known as the Bandit King of the Whistling Woods, who was only briefly outlined in the glossary for Keith Baker's 2005 novel City of Towers. I will be supplementing that source with some details about firbolgs from Chronicles of Eberron, since the description of the "Whistling Woods" most closely matches that of the forest of Greenhaunt.


In an officer's chamber in the Daggerwatch garrison of Sharn, a wall is draped with a tapestry depicting a famous battle. In it, the Sentinel Marshals of House Deneith square off against a powerful sorcerer and his band of rogues and fey allies. This battle, the defeat of the infamous Bandit King of the Whistling Woods in 872 YK, is still celebrated today as a great victory for House Deneith. But the focus of their assault is himself celebrated throughout Breland as a roguish folk hero and friend of the fey.

Born in Breland in 845 YK, Horas Calt developed sorcerous powers in his young adulthood which he used to pursue a life of crime. He gathered a crew of bandits and brigands, and eventually became the first person to rob the lightning rail—a caper which cemented his place in the songs of bards. The so-called Bandit King eventually made his stronghold in the depths of the Whistling Woods, a forest more commonly known as the Greenhaunt today. Calt's band continued to grow, and according to the songs, he even made alliances with the fey spirits of the wood and the "children of the Forest Queen"—also known as firbolgs.

Finally, in 872 YK, the Deneith Sentinel Marshals led a great assault against the Bandit King. They left a trail of destruction in their wake as the battle pushed further into the heart of the forest. When the Marshals finally cornered Calt, it is said that the Bandit King leaped into a great fire, preferring death before capture. But some bards still sing tales that Horas Calt was whisked away by his fey friends, and that the great fire was a doorway to the Moonlit Vale of Thelanis, where the Bandit King continues to dwell.

The Whistling Woods were once part of the great Queen's Wood, which stretched from the Blackcaps to Scions Sound before the age of Dhakaan. Over many generations, empires, and nations, humanoids slowly hacked away at the vast forest, until all that was left were three pockets of woodland suffused with great primal and fey power: the Harrowcrowns, the Imistil Forest, and the Greenhaunt (the Whistling Woods). A community of firbolgs dwell in each of these forests, having protected these lands from outsiders (and vice versa) for millennia. It is likely that the Greenhaunt firbolgs allied with the Bandit King in the 860s, and as firbolgs can live for centuries, many of those firbolg allies are likely alive today. If you are a firbolg adventurer, perhaps you remember battling the Sentinel Marshals alongside the Bandit King and his company!


Next time: the Sovereign Swords!

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submitted 1 year ago* (last edited 1 year ago) by ziphion@lemm.ee to c/eberron@lemm.ee
 

Hi everyone! This is the second installment of my Obscure Eberron Lore series, highlighting little-known elements of the Eberron campaign setting only found in obscure corners of canon. Today, I'll be featuring Loyal Daison, Aurum Concordian and slum king of Karrlakton, who was featured in the article Eye On Eberron: The Aurum in Dragon Magazine #415.


"Loyal" Daison is a powerful Concordian of the Aurum who owns a full one-eighth of the property in Karrlakton, Karrnath. Having earned his first fortune as a contractor during the Last War, Daison invested his wealth primarily in property damaged in battle or abandoned by those fleeing the war. When refugees poured out of Cyre in the aftermath of the Mourning, Daison was poised to offer them shelter... at steep prices. His wealth skyrocketed as families offered him what remained of their life's savings to live in his slums, even offering treasures and heirlooms the refugees had managed to salvage. Those who couldn't afford his exorbitant rent could choose to enter into predatory service contracts, and are now bound to Daison, working off a debt that will take decades to repay. Some say that more Cyrans serve Loyal Daison than Oargev, the king-in-exile of New Cyre.

Daison is a human in his early forties, heavyset with a resonant voice and booming laugh. He wears a distinctive gold and steel prosthetic as a replacement for his left hand, which he lost many years ago in an industrial accident. He developed strong ties with many of the southern warlords of Karrnath during the Last War, which he has strengthened in recent years with generous donations.

Since the signing of the Treaty of Thronehold, Loyal Daison has continued to invest his profits in a variety of ventures; a common joke in Karrlakton is that an unlikely event will occur "When Daison stops spending." In addition to his continued investments into city property, he has also begun purchasing property rights in the Mournland from his Cyran subjects at bargain rates, and sponsored salvage crews to recover valuables there. But his interest in the Mournland is more complex than just picking its bones. He has assembled a well-funded think tank of sages and arcanists called the Daison Institute to study the Mournland's effects, and perhaps find a way for Cyre to recover from the Mourning. Is this pursuit merely financial, a way for Daison to raise the value of his holdings? Or does he have other motivations?

Loyal Daison, like many Aurum Concordians, could serve as a patron or enemy—or both—over the course of a campaign. Consider the following hooks:

  • Cyran characters might begin their adventures with a personal connection to Loyal Daison. Either they themselves or their family members might be under a service contract to him; Daison could offer to free them from the contract, in exchange for performing a dangerous task.
  • A destitute Cyran family seeks the adventurers' aid in retrieving a precious family heirloom from the Mournland. However, Daison also has his eyes on the artifact, and has sent his own team to procure it. Can the adventurers get there first?
  • The Daison Institute can serve as a resource for the player characters, perhaps funding expeditions into the Mournland or paying for recovered relics. The sages of the institute hope to find a way to push back the dead-gray mists, a noble endeavor to be sure. But what will the adventurers do when they discover that Loyal Daison has directed the institute's engineers to find a way to harness and weaponize the Mourning's power?

Next time: Horas Calt, the Bandit King of the Whistling Woods!

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submitted 1 year ago* (last edited 1 year ago) by ziphion@lemm.ee to c/eberron@lemm.ee
 

Hi everyone! I thought I'd start a little series of posts about little-known elements of the Eberron campaign setting only found in obscure corners of canon. There are lots of interesting tidbits to be found out there that haven't made their way into more recent editions, but some are more usable than others; many authors of Eberron content over the years really whiffed it, so I'm going to be focusing on the good or salvageable stuff. I'm gonna try to make a new obscure lore post each week.

Today, I'll be highlighting the Ninth College, an organization within House Sivis that is only mentioned in the Dragonmarked book to my knowledge.


“You’re quite the sight, with your polished armor and your fearsome sword. But I’ll wager I can reduce you to ashes with just five words. Care to put it to the test?” —Syla Syrralan d’Sivis

The Ninth College is an arcane order within House Sivis which includes the greatest arcanists of the house. The gnome wizards and artificers of the Ninth College, sometimes known as "unbound scrolls," study the transformative (and destructive) power of the spoken and written word, as amplified by the Mark of Scribing. The techniques used by members of the Ninth College are a carefully guarded secret, and cannot be learned without training from a current member of the order.

The Ninth College is based in the Labyrinth, the great Sivis enclave in Korranberg, Zilargo. It receives funding from the Hidden Word (a division of the Notaries Guild) and Tasker's Dream, and members of the order are prominent in both of those organizations. The Ninth College is a center for linguistic studies, and its members have a reputation for eccentricity. Philologist Harlus Haskal d’Sivis once spent twenty years trying to devise the perfect single-word greeting, while Syla Syrralan d'Sivis has spent a fortune crafting inks from the blood of rare and deadly aberrations. Generally, members of the Ninth College spend much of their time crafting spell scrolls and other magic items on behalf of House Sivis, in between researching the words of power which bind reality.

Admission into the Ninth College is extremely selective. After a grueling battery of tests evaluating an applicant's scrollcraft, mastery of the Mark of Scribing, and dedication to the art of language, the admissions board typically assigns applicants a task set by the viceroy of the order himself, Kendal Santor d'Sivis. This might involve anything from creating a new word to recovering a book of forgotten spells from a ruined library in Xen'drik. Any heir of House Sivis can undertake the tests, but only once. Should you fail, the doors of the Ninth College are closed to you forever.

The organization's name is something of an in-joke among House Sivis; the famous Library of Korranberg has eight colleges, and Sivis's legendary scholastic order of magic is "the ninth college."

Notable people in the Ninth College:

  • Viceroy Kendal Santor d'Sivis is the head of the Ninth College and a lord seneschal of House Sivis, advising the Doyenne (Lysse Lyrriman d'Sivis) on matters of magic. He is also a skilled wizard, with a specialty in divination.
  • Syla Syrralan d'Sivis is a gifted artificer who labors in the arcane workshops of the Ninth College. She has a great interest in the Draconic Prophecy, and has become convinced that vital clues to understanding it can be revealed by the manner in which the kobolds of the Seawall Mountains use the Draconic language. Unfortunately, most kobolds have no great love for the gnomes of Zilargo, and Syla is often looking for adventurers to protect her as she ventures into the depths to debate with scaled mystics.

Next time: Loyal Daison, Aurum Concordian of Karrlakton!

 

I'm in the process of fitting Reavers of Harkenwold into my Eberron campaign, and it's a lot of fun to separate the elements that work perfectly within the world from the ones that don't, and create new Eberron-unique stuff to fill in the gaps. Has anyone else run or played an adventure that originated in another campaign setting? How did it go?

 

I've found ChatGPT to be pretty useful for generating ideas for adventure/campaign planning. Here's the question I asked it, feeding in details I took from canon sources as well as a few personal additions (Dreygu and Kahnebor are from "Domains of Dread: Sunderheart, the Funeral City"):


In the Eberron Campaign Setting, there is a magical city-state hidden in Droaam called the Venomous Demesne. It is ruled by four families of tiefling warlocks and wizards, the "Venom Lords," who wield powerful magic and craft dark wonders. To most outsiders, their traditions seem arbitrary and cruel. The price of magic is often paid for in pain and blood. Duels are an important part of their culture—never to the death, but always with a painful cost for the loser. The mages of the Venomous Demesne are brilliant, and over the last century have even begun to dig deeper into the mysteries of the Astral Sea.

Two of the four ruling families of the Council of Four are named Dreygu and Kahnebor. Please help me invent details about these houses, and the remaining two. What makes each of the four houses unique? Which house does Lord Bal Molesh, leader of the Venom Lords, belong to?


And here's what ChatGPT said:


Certainly! Let's create details for the four ruling families of the Council of Four in the Venomous Demesne:

  1. House Dreygu is known for its mastery of infernal contracts and dark pacts. They have an uncanny ability to forge agreements with powerful extraplanar beings and demons, often trading in souls and forbidden knowledge. Dreygu warlocks are charismatic negotiators, adept at bending others to their will through charm and deception. They also possess a unique talent for binding outsiders to their service, harnessing their arcane abilities to enhance their own powers. The family's estate in the Venomous Demesne is a sprawling labyrinth filled with hidden chambers and wards protecting their prized infernal contracts.
  2. House Kahnebor specializes in elemental magic and has a deep connection with the forces of nature. They are known for their control over the elements and the ability to summon and command powerful elemental creatures. Kahnebor wizards are often seen as guardians of the natural world, but their methods can be ruthless, seeking to dominate and harness the raw power of the elements. Their estate is built upon a series of floating islands in the Demesne, each one representing a different element, and visitors must navigate these unstable platforms to reach the heart of their domain.
  3. House Vralkul is steeped in necromantic arts and shadow magic. They revere death and view it as a source of power rather than something to be feared. The Vralkul family has mastered the art of manipulating shadows and the undead, raising powerful wraiths and specters to serve them. Their dark spells are feared even among other tieflings, and they are known for creating deadly traps within their estate, guarded by undead sentinels. The Vralkul family's home is a grand, eerie mansion enveloped in perpetual twilight, with spectral guardians patrolling its grounds.
  4. House Zaelora is known for their expertise in mind-altering magic and illusions. They are skilled at manipulating perceptions, creating illusions so convincing that they can alter the reality of those who fall under their influence. Zaelora enchanters are masters of subtle manipulation and are often involved in espionage and covert operations. They have developed secret chambers and passages within their estate, making it difficult for outsiders to navigate without succumbing to their enchantments. The family's domain is a multi-layered fortress of illusions, with shifting walls and deceptive architecture.

As for Lord Bal Molesh, the leader of the Venom Lords, he belongs to House Vralkul. He is a powerful necromancer and has a commanding presence in the Demesne. Lord Molesh has, over the years, perfected the art of raising and controlling undead, and his family's mastery of death magic has granted him a strong grip on power within the council. His residence, the Vralkul mansion, serves as the central seat of the Council of Four, where the ruling families convene to make decisions that shape the future of the Venomous Demesne.


I had some thoughts about its choices of words, like "Kahnebor wizards are often seen as guardians of the natural world"... absolutely not lol. Also, "Vralkul" is a bit too close to the nearby city of "Vralkek" for my liking. But I like the idea of the four houses having specialties in infernal contracts, elemental binding, necromancy, and illusions. I also like that it independently decided these four houses have complicated, labyrinthine, booby-trapped estates; sounds perfect for a cultural tradition that originated in Ohr Kaluun with its war mazes.

 

A thread to discuss goings-on in your roleplaying campaign set in the world of Eberron!

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submitted 1 year ago* (last edited 1 year ago) by ziphion@lemm.ee to c/eberron@lemm.ee
 

Welcome to /c/eberron! This is a place to discuss the Eberron Campaign Setting, a fantasy world designed for telling great stories, particularly those of a noir or pulp variety. This is a world where evil cannot be destroyed, only held at bay—and it is straining against its bonds. This is a world in need of heroes.

Core Elements and Principles

  1. Wide Magic. In a world where arcane magic behaves according to scientific laws and is suffused into the fabric of reality, civilization has advanced by mastering that magic. Trains in Eberron are powered not by coal, but by bound elemental creatures. Outlaws and bounty hunters in Eberron sling wands, not guns. Chefs use prestidigitation to heat and season meals. Low-level utility magic is widespread in major cities, providing necessities and conveniences seldom seen in traditional fantasy. Many magical technologies are made possible through the use of dragonshards, rare crystals imbued with arcane power.
  2. The Last War Has Ended—Sort Of. A century of war has shattered the kingdom of Galifar. Four years ago, a massive magical cataclysm known as the Mourning completely wiped out the province of Cyre, transforming it into a fog-shrouded wasteland—and no one knows what caused it. The fear of a second Mourning led the warring factions to come together two years ago and sign the Treaty of Thronehold, ending the Last War and establishing twelve recognized nations. However, tensions remain high, and the new nations struggle for influence in the war's wake, preparing for the possibility of renewed conflict. Meanwhile, veterans of the Last War, including the sapient constructs known as warforged, struggle to find their place in the world.
  3. Dragonmarked Dynasties. Industry and commerce in the post-Galifar nations are dominated by twelve families: the dragonmarked houses. These dynasties manifest hereditary mystical symbols on their skin called dragonmarks, which grant magical abilities such as control over the weather, or communication over long distances. Over thousands of years, these families have leveraged their abilities to solidify their influence, which transcends political boundaries.
  4. The Draconic Prophecy. Across the world, patterns can be found in the movement of moons and the fissures of earthquakes and the actions of individuals. These patterns form a map of possible futures—a map that can shape history. This vast and complex network is more than just one prophecy; it is the source code of past, present, and future, a set of conditionals which define outcomes and the steps that must occur to manifest these outcomes. Dragons and demons study and manipulate the Draconic Prophecy, scheming over centuries to control the world. Player characters themselves may have a prophetic role to play, which could draw them into these schemes.
  5. A World of Adventure. From noir detective stories in a city with mile-high skyscrapers and flying taxis, to swashbuckling action in jungles crawling with fiend-corrupted lizardfolk, Eberron is a setting built for thrilling adventures. Quests may draw heroes to far-flung corners of the world—from the ruins of an ancient goblin empire, to a major city seething with dissent on the verge of revolution, to a demon-haunted maze of canyons patrolled by orcs with a sacred duty, to the court of the archfey Queen of Winter, to another plane of existence where they must entreat the fiendish manifestation of Love Lost in Flame.
  6. If it exists in D&D, then it has a place in Eberron. ...just not where you might expect. Eberron uses the elements of Dungeons and Dragons and transforms or recombines them in surprising ways. Nomadic halflings ride dinosaurs in the Talenta Plains, elves worship their undead ancestors in the cities of Aerenal, and clans of dwarves in the Mror Holds attach symbiotic aberrations to their bodies. Note that you don't need to play D&D in order to engage with the world of Eberron; many folks play Pathfinder, Savage Worlds, or countless other roleplaying games in Eberron.
  7. Fill-in-the-Blank Mysteries. As mentioned above, the Last War ended because no one knows what or who caused the Mourning. So what actually was responsible for this disaster? Eberron books provide many possible answers, but they will never give you an explicit explanation; it's a question you must answer at your table. Another example: do the gods really exist, or are they just gestalt manifestations of the beliefs of mortals? What really happens after we die? These questions may have concrete answers in other campaign settings, but are left open-ended here. Eberron is full of mysteries, factions, and forces with many possible links to each other, and game masters and players can connect these together in any way that furthers the stories they want to tell. Make Eberron your own!

Where Should I Begin?

There is a ton of Eberron content out there, going back to the original Eberron Campaign Setting in 2004. Figuring out where to start can be intimidating!

If you're looking to dive in and start reading, I think the best place to begin would be the D&D 5E campaign setting book: Rising from the Last War. This book provides a broad overview of the setting, and will give you enough information to start a campaign in Eberron. Core setting books from past editions will serve you just as well, since the setting has not dramatically changed since it was first introduced; see the 4E Eberron Campaign Guide, and the 3E Eberron Campaign Setting. Each of these core setting books has some information not found in the others. Another great place to start, and something of a setting book all on its own, is Sharn: City of Towers.

While not technically canon, the recent writings of Keith Baker (the original creator of the setting) are excellent and do a great job of fleshing out the world and providing hooks for players and game masters to tell new and exciting stories. Exploring Eberron and Chronicles of Eberron are both fantastic supplements. You should also check out Keith Baker's Blog. Writings by Keith Baker that aren't WOTC-official are known as "kanon."

For a concise overview of Eberron, and instructions on where to seek out for more information on a wide variety of topics, check out the fan-made Eberronicon.

If you prefer to engage with new content in audio form, you should listen to the Manifest Zone Podcast, hosted by Keith Baker himself and mega-fans of the setting.

You can also check out the Eberron Wiki, but I'd take what you read there with a grain of salt; there are errors aplenty, as well as content taken from dubious sources such as the 3E Monster Manuals. I also maintain the Eberron Tiddlywiki, a resource which includes an interactive map and many other tools along with tons of lore info... but again, take it with a grain of salt, since I use that document for my own personal Eberron games and have taken liberties with certain things (like names, populations, timelines).

As for communities: the Discord is probably the best place to chat with other Eberron fans, and Keith Baker himself often lurks there and answers questions. There's also the subreddit, but many people are seeking alternatives to Reddit at the moment due to unfortunate decisions made by the CEO and top leadership. Hopefully, this community on the Lemmy Fediverse will grow to become a great place to discuss the world of Eberron! Let's foster a friendly, welcoming environment where we can share stories, resources, and harebrained conspiracy theories about whether or not King Kaius III really is a vampire.