Eberron - Main

Eberron, The Ind—Magical Revolution is a D&D 5th Edition campaign set in the Eberron campaign setting, adjusted from D&D 3e to fit the new rules.

The Setting

The campaign is set in World of Eberron, and begins in the year 998 YK, two years after the Treaty of Thronehold was signed, officially ending the Last War. The Last War, so named because it was so horrific that people began to believe that none would ever want to wage war again, had dragged on for more than a hundred years, across many shifting alliances. But it was only after the nation of Cyre was destroyed in a mysterious magical cataclysm that claimed the lives of millions that peace talks even began. That blast completely obliterated hundreds of square miles of land, covering that blasted land, now known as the Mournland, in an arcane mist. Few dare tread there today.

The Treaty officially recognized the nations of Aundair, Breland, Thrane, Karrnath, Talenta, Zilargo, Q’barra, Darguun, Valenar, the Lhazaar Principalities, and the Mror Holds and granted full citizenship rights to the Warforged as sentient beings within those nations. These 11 countries, along with Droaam which remains unrecognized, are the last remnants of the Five Nations, which had peacefully coexisted within the Kingdom of Galifar on the continent of Khorvaire for nearly a thousand years.

Although there are still hard memories from recent battles, in the two years since the war ended trade between the nations has resumed and flourished. The Dragonmarked Houses and the various guilds they control continue to operate across most nations irrespective of borders. The Lightening Rail and Airships again move people and goods across the whole continent rather than just between allies. The industry of magic turns from making war to peace, but the peace is uneasy, and intrigue is high as the nations and houses struggle with each other for supremacy.

The campaign begins in Sharn, the City of Towers.

The Players (Group 1)

Player Tools and Information


Eberron - Main

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