Table Of ContentEBERROtf 
RISING  FROM  THE  LAST  WAR 
. 
.. 
.  . 
.  -· 
• 
.  .  . 
•••
CREDITS 
Lead Designers: Jeremy Crawford, James Wyatt, Keith Baker  Producers: Dan Tovar, Bill Benham 
Designers: Ben Petrisor, Bill Benham, Dan Dillon, James lntrocaso,  Product Engineer: Cynda Callaway 
Adam Lee  Imaging Technicians: Sven Bolen, Carmen Cheung, Kevin Yee 
Art Administrator: David Gershman 
Developers: Jeremy Crawford, Dan Dillon, Mike Mearls, Christopher  Prepress Specialist: Jefferson Dunlap 
Perkins, Ben Petrisor 
Editors: Christopher Perkins, F. Wesley !Schneider, Michele Carter,  Franchise & Global Brand Strategy: Nathan Stewart 
Kim Mohan, Scott Fitzgerald Gray  Director of Licensing & Publishing: Liz Schuh 
Licensing Manager: Hilary Ross 
Art Director: Kate Irwin  Marketing & Communications: Bart Carroll, Pelham Greene, 
Graphic Designer: Trish Yochum  Greg Tito, Anna Vo 
Concept Art Director: Richard Whitters  Brand Manager: Shelly Mazzanoble 
Creative Art Director: Shauna Narciso  Game Designers: Ari Levitch, Kate Welch 
Art Director: Emi Tanji 
Cover Illustrators: Wesley Burt, Vance Kelly  Product Marketing Specialist: Chris Lindsay 
Interior Illustrators: Dave Allsop, john Avon, Mark Behm, Eric 
Belisle, Zoltan Boros, Colin Boyer, Christopher Burdett, Paul  The following D&D books provided material and inspiration: 
Scott Canavan, Sidharth Chaturvedi, Chippy, Adam Cook, Eric  Baker, Keith. Wayfinder's Guide to Eberron. 2018. 
Deschamps, Olga Drebas, Jason A. Engle, Caroline Gariba,  Baker, Keith, Bill Slavicsek & James Wyatt. Eberron Campaign 
Tomas Giorello, Brian Hagan, Leesha Hannigan, Suzanne  Setting. 2004. 
Helmigh, Fred Hooper, Lake Hurwitz, Miles Johnston, Andrew  Baker, Keith & James Wyatt. Sham: City of Towers. 2004. 
Jones, Sam Keiser, Julian Kok, Michael Komarek, Ron Lemen,  Noonan, David, Frank Brunner & Rich Burlew. Explorer's Handbook. 
Titus Lunter, Howard Lyon, Efflam Mercier, Lee Moyer, Ben  2005. 
Oliver, Lucio Parillo, Claudio Pozas, Steve Prescott, Vincent  Slavicsek, Bill, David Noonan & Christopher Perkins. Five Nations. 
Proce, Jenn Ravenna, Wayne Reynolds, Dan Scott, Craig)  2005. 
Spearing, Zack Stella, Matt Stewart, Philip Straub, Matias Tapia,  Wyatt, James, Keith Baker, Ari Marmel/, Robert J. Schwalb & Chris 
Mark Tedin, Cory Trego-Erdner, Brian Valenzuela, Brian Valeza,  Sims. Eberron Campaign Guide. 2009. 
Charlie Wen, Shawn Wood, Ben Wootten, Kieran Yanner,  Wyatt, James, Wolfgang Baur & Ari Marmell. The Forge of War. 2007. 
James Zhang 
Concept Illustrators: Richard Whitters, Shawn Wood  Many thanks to the hundreds of fans who playtested this book! 
Interior Cartographers: Dyson Logos, Lee Moyer 
Poster Map Cartographer: Lee Moyer 
ON THE COVER  ON THE ALTERNATIVE COVER 
The investigations of a warforged wizard, Talenta halfling, and their  Its ring of fire ablaze, an airship soars over the skycrapers of the 
dinosaur companion lead from the ruins of the Last War into the  towering city of Sham, where creatures from all over the war-torn 
depths of the Demon Wastes, in this image by Wesley Burt.  world of Eberron gather. Vance Kelly brought this image to life. 
620C7287000001 EN  CE  DisclaPiumbelri:s bhyte hdbe r ilfginaonmteo sfH  ousSevi i tsh,i isl lustvroilouuemsxe  
postersu tyhosuw  on'bte lievet haLeba osuWtta  r! mYioguht th itnhka te'nso utgohs  atisfy 
ISBN: 978-0-7869-6692-9  youd,e arre adbeurtt,h  ermeo'rseT !h eb ooakl scoo ntadiincse -fruuellfeeosrdr e  enacting 
First Printing: November 2019  thrilelviennigtnt s h weo rlodfE berr(odnin coeit n cfudAefds)do.o,n  f'otr gteort e charge 
thibso okm'asg iwci tahd  ragonsahbaoruodtn  caew  eekI.yf o ud on'tth,be o owki tlul rn 
bacikn taop  otato. 
987654321 
DUNGEONS&  DRAGONSD,& D,W izarodfst  heC oasEtb,e rrotnhe,d  ragoanm persanPdl,a yeHra'nsd boMookn,s tMearn uaDlu,n geMoans teGru'isd ael,olt  her Wizoaftr hdeCs o ast 
produncatm esa,n dt heirre spectliovgeoa sr et rademaorfkW si zarodfst  heC oasitnt  heU SAa ndo thecro untrAileclsh. a ractaenrdts h eidri stincltiikveen esasreeps r operotfWy i zards 
oft heC oasTth.i msa teriiaspl r otecutnedde trh ec opyrilgahwtos f t heU niteSdt atoefsA  mericAan.yr  eproducotriu onna uthoruiszeeod ft  hem aterioaral r twocrokn tainheedr eiisn  
prohibited without the express written permission of Wizardosft  heC oast. 
Printientd h eU SA.© 2019 Wizarodfst  heC oasLtL CP,O  Box70 7, RentoWnA, 9 8057·0707, USA.M anufactubryHe ads brSoA ,R ue Emile·Boe3c1,h 2a80t0  DelemonCtH,.  
Represented By· Hasbro De Entre  e 240 ]JOJ  EEA mste rdamNL
CONTENTS 
Welcomet oE berro..n... ............................ 4  DemonW aste...s... ............................... 112  AdventurienSs h ar.n... ........................... 239 
HistoorfyE  berro...n... ................................ 5  Droaa.m... .............................................. 114  Crimei nS har.n... .................................... 245 
Lifien K horvai...r...e... ................................ 6  EldeeRne ache...s... ............................. 115  TheB oromarC la.n... ..........................2 46 
PulpA dventu..r...e... .................................... 7  Karrna..t...h... ........................................ 117  Daas.k... ................................................. 249 
NaiIrn tri.g...u...e... ....................................... 8  LhazaaPrr incipal...i...t...i...e....s... .... 119  HouseT arkan.a...n... ........................... 253 
A MagicWaolr l.d... .................................... 10  MrorH old.s... ....................................... 120  TheT yrant..s.... .................................... 254 
TheL asWta r. ............................................. 12  Q'bar..r...a... ........................................... 122  SharnWa tc.h... ..................................... 256 
TheD raconic Pro..p...h...e...c...y... .......... 15  ShadowM arche..s.... .......................... 123  AdventuFroer:g ottReenl i.c...s... ..........2  60 
TalenPtlaa i.n...s... ............................... 125 
Ch.1 : CharactCerre ati..o....n... ............. 17  Ch.S : Treasur..e...s... ............................. 275 
Thran..e... .............................................. 126 
Race.s... ........................................................ 17  Dragonsha..r...d...s... ................................ 275 
Throneho...l...d.... ................................. 128 
Changeli..n...g...s... ................................. 17  MagiIct em...s... ......................................... 275 
Valena...r....... ......................................... 129 
Dragonbo..r...n.... ................................... 19  EverydMaayg iIct em..s... .......... :. ........... 281 
Zilar..g...o... ........................................... 130 
Dwarve..s... ............................................. 19  Ch.6 : Friendasn dF oes... ....................2 83 
Distant L..a...n...d....s... ............................ 132 
GEnlvoem...se... s...... ................................................................................................  2202   Aerena....l... ........................................... 132  BeDsateila..k.r...y..y....r.. .... ......................................................................................2  28833  
Goblino..i...d...s.... ................................... 24  Argonness...e...n... ............................... 134  Belashyr....r...a... ...............................2 86 
Half-El...v...e....s... ................................... 26  NKohyrbtaeh.n.r ..d. .S.. .o...u....t..P.h..o. ...l...e.....s...... ..................................  113356   Dyrr.n... ............................................. 288 
HHuamlaflnisn..... g......s...... ....................................................................................  2297   XSeanr'ldo.rn......ia......k ...... ................................................................................  113387   DiCnloaswafuo....ro......s.t..... .. ........................................................................ 22 8899  
OKraelsaa snhdHt. .a.a..l.r..f. ...-...O....r......e........s...... ........................................  2391   FaithosfK  horvai...r...e... ........................ 140  DoFlagsatui..ne......tt...... ..h...... ........................................................................22   9809  
SovereiHgons t.... ................................ 141 
Shift.e..r....s... .......................................... 33  Dolgrim .........................................2..9...1.. . 
DarkS ix... ............................................. 143 
Tieflin...g...s... .......................................... 35  DuskH ag. .............................................2 92 
Churcohf t heS ilvFelra me.... .......... 144 
Warforg..e...d... ....................................... 35 
Bloodo fVo..l... ..................................... 145  Homuncu.l...i... ..................................... 293 
Dragonmar...k...s... ..................................... 37 
Marko fD etect.i...o...n... ....................... 40  Cultosf t heD ragoBne low... ............. 145  ExpeditioMuess seng..e...r... .......... 293 
Patho fL ight................ ......................... 146  IroDne fend..e...r... ........................... 293 
Marko fF indi..n...g... ............................. 41  Inspir...e...d... ........................................ 294 
MMaarrkkoo  ffHH  aenadlli.in....ng........g ...... ....................................................  4432   USnpdiyriiontCftgso h  uePr a..t.s.. ...t...... ......................................................  114487   Karrnathi Undead.. ...S...o....l...d. 2i9e5 r 
DruidosfK  horvai...r...e... .................. 149  LadyI llmarr...o...w.... .......................... 296 
Marko fH ospita..l...i...t...y... ................. 44  LivinSgp el.l...s... .................................2  98 
Marko fM akin.g.... ................................ 45  Ch.3 : Sham, CiotfyT ower...s... ......... 151  LiviBnugr ninHga nd.s... ................ 298 
Marko fP assag...e... .............................. 46  TheS hapeo fS har.n... ............................ 151  LivinCgl oudk.i...l....l... .................... 299 
Marko fS cribi...n...g... .......................... 47  Guidteo t he C.i....t...y... ........................... 152  LivinLgi ghtnBionlgt .............. ........ 299 
Marko fS entin.e...l............... ................. 48  Wardso fS har.n... .................................... 159  TheL ordo fB lade..s... ....................... 300 
Marko fS hadow.... ................................ 49  CentrPalla te.a...u... ................................. 165 
Mordakhe.s...h.... ................................. 301 
Marko fS tor.m.... ................................... 50  Dura... ......................................................... 166  Overlo.r...d...s... .....................................3 02 
Marko fW ardin..g.... ............................. 51  MenthiPsl ate..a...u... ............................... 169  RakT ulkhes...h... ............................. 303 
AberraDnrta gonmar...k...s... ................... 52  Northed...g...e... ......................................... 171  SulK hates...h... ............................... 304 
BackgrounHdo:u se Ag.e...n...t... ............ 53  TavickL'asn di.n...g... ............................... 172  Quor..i... .................................................3  05 
ClasAsr:t ific...e...r... .................................. 54  Abovea ndB elow... .................................. 175  HashalaQqu or..i... ...........................3  05 
Alchemi...s...t... ....................................... 58  DungeonosfS  har.n... ............................. 177 
KalaraQqu or..i... ............................. 306 
Artill.e...r...i...s....t... ................................ 59  CriminAaclt ivi.t...i...e....s... .................... 178  TsucorQau or..i... ..............................3  07 
BattlSem it.h... ....................................... 60  Forceosft  heL aw. ................................... 180  RadianItd o..l.... ................................... 308 
ArtificIenrf usi..o...n...s... ...................... 61 
Ch.4 : BuildiEnbge rron  RakshasZaa,k y.a... ............................ 309 
GroupP atro.n...s... ..................................... 64  Adventur..e...s.... .................................. 183  Undyin...g... ........................................... 310 
AdventureGruisl'...d ... .......................... 65  AdventuTrhee me.s... .............................. 183  UndyinCgo uncil....o...r... ................ 311 
CrimeS yndic.a...t...e... .......................... 68  TheA urum.. .............................................. 187  UndyinSgo ldi..e...r.... ...................... 311 
DragonmarkHeodu se... ...................... 72  Cultosft  heD ragon Bel....o...w... .......... 188  ValenaArn imal...s... ............................ 312 
EspionaAggee nc..y.... ........................... 75  DragonmarkHeodu se..s... ..................... 190  ValenaHra wk.. ................................. 312 
Heado fS tat...e... .................................... 79  Dragon...s.... ............................................... 193  ValenaHro und... .............................. 312 
Immortal B.e...i...n...g... ........................ 82 
TheD reaming D..a...r...k....... ................. 196  ValenaSrt ee..d... .............................. 313 
InquisiAtgievnec ..y.... ........................... 85  Droaam... ................................................... 198  WarforgeCdo loss..u...s... ................... 314 
MilitaFroyr c..e... ................................... 88  Gatekeep..e...r...s... ................................... 202  WarforgeTdi ta...n... ............................ 315 
Newspap.e...r.... ...................................... 92  Goblino(iHdesi rosfD  hakaan....)... .....2 04  GeneriNcP Cs. ......................................... 316 
ReligiOorudse .r.... ................................ 95  TheL asWta r.. ......................................... 206  BoneK nigh...t... ................................... 316 
Univers...i...t...y.... ................................... 98  Lordo fBlade..s... ..................................... 211  Changel.i...n...g... .................................. 317 
Ch.2 : KhorvaiGraez ette...e...r.... ....... 103  TheL ordosf D ust... ................................ 215  Kalasht...a...r... ..................................... 317 
NatioonfsK  horvai...r...e... ..................... 103  TheM ournla.n...d... ................................. 218  Magewrig..h...t.... ................................. 318 
Aundai...r....... ........................................ 103  Ordeorf t heE meralCdl aw... ................ 225  Shift...e...r... ........................................... 319 
Brelan...d... ............................................ 107  PlaneosfE  xiste.n...c...e... .......................2 28  TaraknanA ssass..i...n... ..................... 320 
Cyre( TheM ournlan...d...)... .............. 109  Trave..l... ..................................................... 233  Warforged So...l...d...i...e....r... ........... 320 
Darguu..n... ........................................... 110
NAN ANCIENT RUIN BENEATH THE DEMON WASTES,  USING THIS BOOK 
a band of heroes races to claim the Reaper's 
This book is a gateway to using Eberron as a setting for 
Heart. If the agents of the Emerald Claw reach 
it first, they'll reignite the Last War and un your D&D campaign. It guides players and the Dungeon 
I leash an army of undead.  Master through the process of creating characters and 
adventures set in this world. 
In the city of Sham, a team of spies pulls off an impos
This introduction presents an overview of the world: 
sible scheme-breaking into the impenetrable vaults of 
its history, its calendar, and the themes that drive it. 
House Kundarak. But instead of gold, they find a secret 
that could shatter the fragile peace between the nations.  Chapter 1 details how to create Eberron characters. 
It offers race options and a new class, the artificer, that 
Aboard an airship, a wizard debates the interpretation 
reflect the flavor of the world. It also presents group pa
of an ancient prophecy with a blood-red dragon. If the 
trons, a new concept that adds a shared purpose to your 
sage loses the argument, the dragon will destroy the air
party of adventurers. You can use this material in Eber
ship and everyone on it. But if she wins the debate, the 
ron or any other D&D setting. 
dragon will take them to distant Argonnessen, and no 
human has ever seen the land of dragons and returned!  Chapter 2 provides an overview of the nations of 
Khorvaire (and beyond) and the religions of Eberron, 
The world of Eberron has a rich history built on heroic  handy details whether you're a player seeking inspira
deeds, evolving magic, and the wounds of a long, devas tion for your character's backstory or a DM looking for 
tating war. Action, adventure, good, evil, and a thousand  an intriguing place to set an adventure. 
shades of gray paint the landscape in broad strokes. An Chapter 3 focuses on Sham, the City of Towers. 
cient mysteries await discovery so they can influence the  Sham is one of the wonders of Khorvaire, and a source 
world and its people.  of endless adventures. This chapter presents a host of 
Magic is built into the very fabric of the world. It  interesting locations and activities you can explore in 
pervades everyday life. It provides comforts and con this towering metropolis. 
veniences unknown in either the modern world or any  Chapter 4 provides ideas for adventures in Sham 
world of medieval fantasy. Great cities where castles  and beyond. It introduces sinister forces at work in the 
scrape the sky prosper throughout the continent of  world, along with the impact of the Last War and the 
Khorvaire, and a thriving aristocracy of merchant fam dreadful Day of Mourning. It also includes a short ad
ilies controls much of the world's economy thanks to  venture you can use to launch your campaign in Sham. 
the edge given them by the mysterious and rare drag Chapter 5 includes magic items and other treasures 
onmarks. Its people harness magic as a tool-to build  for an Eberron campaign. It also explores the vital role 
cities, to sail ships through the skies, and to create both  of dragonshards. 
wonders and weapons.  Chapter 6 presents new monsters and NPCs drawn 
Heroes come in all shapes and sizes, all classes and  from the world of Eberron. From mighty archfiends to 
races. They travel the world, battling villains in in helpful homunculi, these creatures add challenges to 
stants of over-the-top action. And they unearth fabulous  your adventures in Eberron (or any other D&D world). 
treasure, and deal with narrow escapes and ominous 
mysteries that are as likely to shed light on centuries of  SEVEN THINGS TO KNOW 
secrets as they are to threaten the world's safety. 
What is Eberron? Here are the key things to know: 
Eberron embraces swashbuckling action and pulp 
adventure while adding a layer of noir intrigue. Stories  1. The Last War Has Ended-Sort Of. The Last War 
don't always end well, and there isn't a perfect answer to  plunged the continent of Khorvaire into civil war 
every problem. The Last War turned old allies into bitter  more than a century ago, shattering the Five Nations 
enemies and destroyed an entire nation, leaving behind  that made up the kingdom of Galifar.Just two years 
terrible scars. Crime and corruption lurk in the great  ago, the war ended with the signing of the Treaty of 
cities of Khorvaire. Hidden dragons shape the course  Thronehold and the establishment of twelve recog
of history, and sinister fiends influence the dreams of  nized nations and a tenuous peace. The conflicts, the 
the unwary. Yet mortal greed and ambition might prove  anger, and the pain of the long war remain, however, 
more dangerous than any dragon or fiend. This dark and the new nations seek every advantage as they pre
ness affords opportunities for a group of bold adventur pare for the next war to break out on the continent. 
ers to make a difference-for better or for worse. 
WELCOME TO EBERRON
2. Dragonmarked Dynasties. The great dragonmarked  merged with human hosts, giving them telepathic 
families are the barons of industry and commerce  abilities. Shifters developed from the mixing of hu
throughout Khorvaire and beyond. Their influence  mans and lycanthropes, a union that grants them lim
transcends political boundaries, and they remained  ited bestial abilities and feral instincts. The warforged 
mostly neutral during the Last War. Not technically  are a constructed race created during the Last War, 
citizens of any nation, the matriarchs and patriarchs  seeking to find its place in a post-war world. 
of each house live in splendor within their enclaves  7. Dl9-D with a Twist. Every race, monster, spell, and 
and emporiums located throughout Khorvaire. These  magic item in the Player's Handbook, Dungeon 
dynastic houses of commerce derive their power from  Master's Guide, and Monster Manual has a place 
dragonmarks-hereditary arcane sigils that manifest  somewhere in Eberron, but it might not be the place 
on certain individuals within the family, granting  you expect. Eberron has a unique spot in the D&D 
them limited but useful magical abilities associated  multiverse, and many familiar elements of the game 
with the trade guilds each family controls.  play different roles in the world. In particular, mortal 
3. Lands oflntrigue. The war is over, and the nations  creatures are products of culture and circumstances, 
of Khorvaire now try to build a new age of peace and  rather than the direct influence of the gods. As a re
prosperity. Ancient threats linger, however, and the  sult, you can't assume that a gold dragon is good or a 
world needs heroes to take up the cause. Nations  beholder is evil; only in the case of celestials, fiends, 
compete on many levels-over economic dominance,  and certain other creatures whose identity and world
political influence, territory, magical power, and  view are shaped by magic (such as the curse of lycan
more-each looking to maintain or improve its status  thropy) is alignment a given. 
by any means short of all-out war. Dragonmarked 
HISTORY OF EBERRON 
houses, churches both pure and corrupt, crime lords, 
monster gangs, psionic spies, arcane universities, 
Every child knows the story of the Progenitor Dragons: 
secret societies, sinister masterminds, dragons, and 
Siberys, Eberron, and Khyber. In the dawn of time, 
a multitude of organizations and factions join the 
these three cosmic beings created thirteen planes of 
struggle for position and power in the aftermath of 
existence, each embodying a concept. Their final work 
the Last War. 
was the Material Plane, where all ideas would become 
4. A Continent of Adventure. From the jungles of 
manifest: a realm that could know war and peace, life 
Q'barra to the blasted hills and valleys of the Demon 
and death, order and chaos. But cruel Khyber sought 
Wastes, from the skyscrapers of Sham to the dino
ultimate dominion over this new reality. She struck Sib
saur-filled Talenta Plains, Eberron is a world of ad
erys without warning and tore him apart. Eberron wres
venture. Adventures can draw heroes from one exotic 
tled with Khyber and bound the traitor in her coils but 
location to another across the continent of Khorvaire. 
could not defeat her. So Eberron became a living prison, 
The quest for the Mirror of the Seventh Moon might 
a world that would forever contain Khyber's evil. 
take the heroes from a hidden mountain shrine in 
Almost every culture in the world shares this story as 
Darguun to a ruined castle in the Shadow Marches 
a myth that explains the world. Shattered Siberys be
and finally to a dungeon deep below the Library of 
came the ring of golden dragonshards wrapped around 
Korranberg. Through the use of magical transporta
the planet, said to be the source of magic. Eberron is 
tion, heroes can reach a wide range of environments 
the world, the source of all natural life. And Khyber is 
over the course of an adventure, and thus deal with a 
the Underdark and the source of aberrations and fiends, 
diverse assortment of monsters and other challenges. 
forever struggling against her bonds and yearning to de
5. A World of Magic. The technology of Eberron has 
stroy the world above. 
developed not through the advance of science but by 
Another tale shared across cultures describes one 
the mastery of magic. The widespread use of magic 
more conflict that occurred in the first age of the world. 
pervades life in the cities and towns. Airships and 
Long ago, powerful archfiends known as the Overlords 
rail transport make rapid travel across the continent 
and their armies of rakshasa and lesser fiends domi
possible. A working class of minor mages, called 
nated Eberron. Forces of light-some versions of the 
magewrights, uses spells to provide energy and other 
story say the nine gods of the Sovereign Host, others 
necessities. Advances in magic item creation have led 
say an alliance of dragons and celestials-eventually 
to everything from self-propelled farming implements 
defeated the Overlords. But these fiends couldn't be de
to sentient, free-willed beings created in artificers' 
stroyed; instead, their immortal essences were bound in 
forges. With the aid of rare crystals called dragon
Khyber. Whatever the true details of this tale, this much 
shards, dragonmarks can be made more powerful, el
is true: if the Overlords ever break their bonds, the con
ementals can be controlled and harnessed, and magic 
sequences would be catastrophic. 
items can be crafted and shaped. 
Over the course of millennia, numerous civilizations 
6. New Races. In addition to the common player charac
rose only to fall. Giants built mighty kingdoms on the 
ter races found in the Player's Handbook, players can 
continent of Xen'drik that were devastated by a war 
choose to play ore or goblinoid characters in Eberron. 
with the dragons of Argonnessen. The goblin empire of 
Or they can choose one of four new races: change
Dhakaan ruled Khorvaire until its reign was shattered 
lings, kalashtar, shifters, am;! warforged. Changelings 
by an invading army of mind flayers, beholders, and the 
have minor shapechanging abilities similar to those 
foul creatures that created them. Today these civiliza
of doppelgangers. Kalashtar are planar entities 
tions are known only through the remnants left behind. 
WELCOME TO EBERRON 
5
THE FIVE NATIONS  With the DM's approval, you can exchange a language 
granted by your race for a different language from the 
In the modern age, the greatest power was the king
Standard Languages of Eberron table. If your halfling 
dom of Galifar, which covered most of the continent 
was raised in the Mror Holds, you might replace 
of Khorvaire. The Five Nations-Aundair, Breland, 
Halfling with Dwarvish to reflect that background. The 
Karrnath, Thrane, and Cyre-formed the heart of the 
DM may change the languages assigned to a monster 
kingdom. Although each has a unique cultural identity, 
or NPC. An ogre from Droaam likely speaks Goblin in
they share this unified foundat�on. Families are spread 
stead of Giant. 
across the Five Nations; the rulers of the Five Nations 
descend from the Wynarns, the royal bloodline of Gal STANDARD LANGUAGES OF EBERRON 
ifar. Despite their differences, an Aundairian has more 
Language  Main Speakers  Script 
in common with a Thrane than with a Zil gnome or a 
Lhazaar pirate.  Common  The Five Nations, trade  Common 
A century ago Galifar collapsed into civil war, and the  language of Khorvaire 
Five Nations became separate countries at odds with  Dwarvish  Mror Holds  Dwarvish 
their neighbors. The Last War came to an end after Cyre  Elvish  Aerenal, Valenar  Elvish 
was destroyed in a cataclysm known as the Mourning.  Giant  Inhabitants ofXen'drik  Giant 
The Five Nations remain divided today, sharing Khor
Gnomish  Zilargo  Dwarvish 
vaire with the new nations established by the Treaty of 
Goblin  Darguun, Droaam, Shadow  Goblin 
Thronehold. The remaining Five Nations remain the 
Marches, monsters of Khorvaire 
largest and most powerful countries in Khorvaire. 
Halfling  Talenta Plains  Common 
THE TREATY OF 'THRONEHOLD  Riedran  People of Sarlona  Common 
The Treaty of Thronehold officially ended the Last War. 
The treaty recognized the following nations as sover EXOTIC LANGUAGES OF EBERRON 
eign states: Aundair, Breland, Darguun, the Eldeen  Language  Main Speakers  Script 
Reaches, Karrnath, the Lhazaar Principalities, the Mror 
Celestial  Celestials  Celestial 
Holds, Q'barra, the Talenta Plains, Thrane, Valenar, and 
Daelkyr  Aberrations, denizens of Khyber  Daelkyr 
Zilargo. These nations abide by a common set of laws 
and maintain diplomatic relations. The Demon Wastes  Draconic  Dragons, dragonborn  Draconic 
and Shadow Marches regions have no unified govern Infernal  Fiends  Infernal 
ment. Droaam has declared itself a nation but has yet to  Ore  Isolated ore tribes  Goblin 
be recognized by the treaty nations.  Primordial  Elementals  Primordial 
Quori  Inspired, kalashtar, quori  Quori 
LIFE IN KHORVAIRE 
Sylvan  Fey creatures  Elvish 
Although Eberron is a vast world with many continents 
NAMES AND SURNAMES 
and cultures, your adventures begin in the land of Khor
vaire. Here are a few details about everyday life there.  The naming conventions among the people of Khorvaire 
tend to follow language, rather than being linked to race. 
LANGUAGES 
A Brelish dwarf who doesn't speak Dwarvish might also 
In Eberron, languages reflect culture and geography; a  carry a name with a human origin rather than a tradi
dwarf raised in Breland might not know Dwarvish, but  tional Dwarvish name. 
a halfling raised in the Mror Holds might. The historical  Most citizens of Khorvaire have a given name followed 
development of languages and cultures also explains  by a surname. A surname associated with the Common 
the scripts used to write various languages. For exam language is usually either a family name or related to an 
ple, the Ore language is written using the Goblin script  occupation or region of origin. So Sorn Fellhorn, Kara 
(rather than Dwarvish, as stated in the Player's Hand of Windshire, and Tellan Magewright are all names you 
book), because the ores of Khorvaire learned writing  might find among the common folk. 
from the goblins.  The noble families of Galifar-along with those 
Common is the language of the Five Nations and the  granted land and titles by one of the sovereigns of the 
language of trade in Khorvaire, known by most of its  Five Nations-add the prefix ir' to their surname. The 
people. Goblin was the trade language of the goblin em name Darro ir'Lain tells you that this individual is a 
pire of Dhakaan and survives as the primary language  landed noble. The Wynarns were the royal line of Gal
in Darguun, Droaam, and the Shadow Marches. Goblin  ifar, and the current rulers of Aundair, Breland, and 
displaced the Ore language; the people of the Shadow  Karrnath are all heirs of the Wynarn bloodline. Thus, 
Marches typically speak Goblin, and Ore is an exotic  Queen Aurala of Aundair is Aurala ir'Wynarn. 
language (see the Exotic Languages of Eberron table).  Another common prefix is d', used by any heir of a 
Members of all races in Xen'drik speak Giant and use it  dragonmarked house who has manifested a dragon
as their trade language. Abyssal is the common tongue  mark. So Merrix d'Cannith is a member of House Can
of all fiends. Abyssal is sometimes called "Khyber's  nith who has manifested the Mark of Making. 
Speech," while Celestial is "the tongue of Siberys." 
WELCOME TO EBERRON 
6
CALENDAR  A number of other coins remain in circulation, such as 
the double crown of Breland (2 cp) and the silver throne 
In the common calendar of Khorvaire, days are 24 
of Cyre (5 sp). However, all the major nations of Khor
hours long, divided into day and night. Seven days make 
vaire make use of the four basic coins described above. 
up a week, four weeks a month, and twelve months a 
year. The months correspond to the twelve moons of  PULP ADVENTURE 
Eberron (see the Eberron Months table), and the prom
inent moon carries the name of the month in which its  Eberron is a world of swashbuckling adventure. 
orbit brings it closest to the planet.  Whether you're a DM developing an adventure in the 
The seven days of the week, in order, are Sul, Mo!,  world or a player preparing to explore it, consider the 
Zol, Wir, Zor, Far, Sar.  following elements. 
The common calendar of Khorvaire tracks the years 
EXOTIC LOCATIONS 
since the founding of the kingdom of Gali far, using 
the abbreviation YK. The last king of Galifar, Jarot  Lightning rails, airships, and other forms of transporta
ir'Wynarn, died on 12 Therendor 894 YK. The Day of  tion facilitate travel to exotic locations. Adventures could 
Mourning occurred a century later, on 20 Olarune 994  take you to the colossal ruins left behind by the giants 
YK. By default, a new Eberron campaign begins on 1  of Xen'drik, the warped landscape of the Mournland, or 
Zarantyr 998 YK.  the dark demi planes within the underworld of Khyber. 
Even if you prefer to stay in a town, you could explore 
EBERRON MONTHS 
the mile-high towers of Sharn or the ancient goblin tun
Month  Name  nels that lie beneath it. 
Zarantyr (mid-winter) 
REMARKABLE HEROES 
2 
Olarune (late winter) 
3  Therendor (early spring)  Eberron is a world in need of heroes. Lingering ten
4  Eyre (mid-spring)  sions of war remain. From the fanatics of the Emerald 
Claw and the mad cults of the Dragon Below to the 
5  Dravago (late spring) 
flesh-warping daelkyr and ancient archfiends, Eberron 
6  Nymm (early summer) 
faces many threats, and few people besides the player 
7  Lharvion (mid-summer) 
characters are able to stop them. The gods are distant 
8 
Barrakas (late summer) 
and don't directly intervene. The Silver Flame is a divine 
9  Rhaan (early autumn) 
force of light, but it can act only through mortal cham
10  Sypheros (mid-autumn)  pions. The few powerful benevolent NPCs have limita
11  Aryth (late autumn)  tions: the Keeper of the Flame loses her powers if she 
12 
Vult (early winter)  leaves her citadel. The Great Druid, the spiritual leader 
of the Eldeen Reaches, is a tree. Most of the powerful 
CURRENCY  people in the world focus on selfish goals. If an angry 
dragon attacks Sharn, there's no one else to deal with 
Merchants and nobles use letters of credit to handle 
the problem: the fate of the city is in your hands. 
large transactions, drawing on the reserves of the dwar
Consider a dynamic backstory when developing your 
ven banks of the Mror Holds. But most day-to-day trans
character and choosing your background, whether you 
actions use coins of precious metal. With the collapse of 
take a background from the Player's Handbook or the 
the kingdom of Galifar, each of the Five Nations began 
house agent background in chapter 1 of this book. If 
to mint its own currency, along with the Mror bankers. 
you take the soldier background, you might have played 
However, while the designs imprinted on these coins 
a role in events of the last few years. What did you do 
vary based on the source, each of these factions has 
during the Last War? What was your greatest triumph 
continued to use the same metals, weights, and denom
or defeat? If you're a spy, are you a prized agent or did 
inations set forth in the days of Galifar, maintaining a 
you disavow your organization after they pushed you too 
simple standard for commerce across Khorvaire. 
far? Don't think of your character as a set of numbers: 
The copper crown (cp) traditionally depicts the crown 
even at 1st level, you're remarkable in Eberron. 
of Galifar on one face. The crown is the lowest denom
ination of coin minted under the rule of Galifar, which 
spawned the saying, "In Galifar, even the beggars  DM TIP: HIGH STAKES 
have crowns."  What's better than a battle on the deck of an airship? A 
The silver sovereign (sp) bears the face of a living or  battle on the deck of an airship that's about to crash! A 
DM should look for ways to raise the stakes of an Eberron 
recent ruler. An unskilled laborer can expect to earn a 
scene, so players feel that every decision matters. This 
sovereign for a day's work. 
could be driven by the consequences of failure: your ac
The gold galifar (gp) bears the image of Galifar I, the 
tions protect your friends, your house, or your nation. It 
founder of the old kingdom. 
could involve time: the alarm's been triggered, and you 
The platinum dragon (pp) bears the image of one of  only have 6 rounds before security arrives. Such things can 
the dragons of legend. With a value of one hundred sov even be incidental. Did you start a fight in an alley behind 
ereigns, these coins are used only by the wealthiest citi a bar? Now you notice the drunk ogre sleeping in the shad
zens of Khorvaire, and the average peasant might never  ows. If she wakes up, this could get ugly. 
see such a coin. 
WELCOME TO EBERRON 
7
To create a compelling villain, the DM and players 
might develop a villain's backstory together. ADM might 
ask a player: When you fought in the Last War, Halas 
Martain served in your unit until he betrayed you. What 
did he do, exactly? Likewise, when a pulp villain appears 
to die, they can devise remarkable escapes from death. 
Perhaps Halas had a ring that cast an illusion of his 
death while stabilizing him or cast feather fall when he 
leapt from that tower in Sham. ADM could engage the 
players in determining the answer: It's Halas Martain, 
all right. How do you think he survived your last encoun
ter? This collaboration can produce a compelling story 
and a sense of investment in the world. 
NOIR INTRIGUE 
Eberron draws inspiration from noir and hard-boiled 
fiction. It's a world where stories don't always end well, 
and where there isn't a perfect solution for every prob
lem. In developing characters or stories in Eberron, con
sider the following concepts. 
EVERYONE HAS REGRETS 
Player characters are remarkable people, but they aren't 
perfect. As you consider a flaw for your character, you 
can add a little hard-boiled flavor by considering the 
past: Did you make a tragic mistake, and if so, is it some
thing you can ever undo? Did you hurt or betray some
one who now seeks revenge? The Regrets table provides 
a few examples of missteps that might haunt you. 
REGRETS 
dlO  Regret 
While you were serving in the Last War, you were 
forced to abandon an injured comrade. You don't 
know if they survived. 
2  You placed your faith in a lover who betrayed you. You 
don't know if you can ever trust anyone again. 
3  You murdered a rival. Your actions may have been 
justified, but their face still haunts you. 
4  You made a promise to a child or a lover that you 
failed to keep. 
5  You squandered your family's fortune and brought 
shame and ruin to your household. 
6  You made a bargain with an extraplanar entity that 
you now regret. 
7  You abandoned your family to pursue a life of adven
ture. Your village was destroyed in the war and you 
don't know ift hey survived. 
8 
You engaged in covert operations for a nation as a spy 
REMARKABLE VILLAINS 
or soldier. While you were serving your country, you 
Eberron is rich in villains, from two-bit hoods to con did unforgivable things. 
tinental masterminds. It might be a long time before  9  Someone put their trust in you and you betrayed 
you're ready to face the sinister leader behind the  them for personal gain. You might regret it now, but 
Order of the Emerald Claw in battle. But part of the 
you can never repair the damage you've done. 
flavor of pulp adventure includes recurring villains who 
10  You volunteered for mystical experiments. These may 
closely match the heroes-rivals who advance in power 
be responsible for your class abilities, but you might 
as you do. 
experience side effects. 
WELCOME TO EBERRON 
8
WHY Do You NEED 200 GOLD PrncEs?  PERSONAL MOTIVES 
A regret helps shape your personality as an element of 
Not every conflict involves a fight between light and 
your past that plays an ongoing role in your story. But 
darkness. The vast majority of people are driven by sim
perhaps you have a problem that needs to be resolved 
ple motives: greed, fear, pride, or ambition. One person 
right now. Another way to define a character's flaw is to 
just wants to get some gold in their pocket. Another 
roll on the Debts table. 
wants to impress a paramour. A leader guiding their na
Why would you want to take on a debt? The obligation 
tion into war is motivated both by fear of their neighbors 
adds depth to a character and provides a compelling, 
and the sincere belief that Khorvaire would be better off 
immediate motive for adventuring-you're not just out to 
under their rule. 
get rich; you need gold to get that bounty off your head. 
Primordial forces strive to change or destroy Eberron. 
It's also an opportunity to establish an element that can 
But more often, characters encounter misguided patri
be part of a character moving forward. If you're trying 
ots, religious extremists, dragonmarked houses looking 
to reclaim a magic item from a pawnshop, you declare 
to wring a few more pieces of gold out of Khorvaire, 
that your character once owned that magic item-an 
spies who will do anything to protect their nations, and 
heirloom, something you created, or a gift from a men
petty criminals trying to build empires. Eberron holds a 
tor-you've just temporarily lost it. If you're trying to 
place for selfless heroes and truly vile villains, as well as 
raise money to join a secret society, it suggests that 
everyone in between. 
membership in this organization may be a part of the 
story later on. 
SHADES OF GRAY 
Establishing a debt requires collaboration and ap
proval by both player and DM. Work together to develop  In Eberron, it's not always easy to separate the heroes 
the details: Who's blackmailing you? Which secret so from the villains. Good people can do terrible things, 
ciety are you trying to join? What's the story behind the  while cruel or heartless people might serve the greater 
magic item you've pawned, and what sort of item is it?  good. An inquisitor might torture innocents in a quest 
You can present ideas, but the DM has final approval.  to root out a cult of the Dragon Below; if she's stopped, 
the cult will survive and flourish. A group of ores peri
DEBTS  odically raids a human settlement because the settlers 
dlO  Debt  built their village on land sacred to the ores and are 
disrupting wards that hold evil at bay. The heroes find a 
You committed a crime during the Last War, and now  powerful magic weapon in a tomb, but the artifact is the 
you're being blackmailed by someone who has proof.  sword of an ancient hobgoblin general, whose descen
You can justify your actions, but the law won't care.  dants want it back. The ways to resolve these problems 
2  You've got a gambling problem. If you can't repay  aren't always simple. 
Daask (see chapter 3), you're going to be playing tag  Certain situations demand straightforward decisions. 
with a cockatrice.  If Emerald Claw cultists are about to detonate a necrotic 
resonator that will kill half of Sham, they need to be 
3  You own an uncommon magic item, but you had to 
stopped. But in a good Eberron story, the simplest solu
sell it to a pawn shop. If you can't reclaim it within the 
tion may not be the best one. 
month, they'll sell it off. 
4  You were making a delivery on behalf of the Boromar  SOMETHING TO LOSE 
Clan (see chapter 3) and you lost the merchandise. 
In a noir story, things don't necessarily end well. But any 
5  Someone knows the whereabouts of a sibling or loved  adventure carries a risk of death or failure, so what ad
one you thought lost in the Mourning, but that infor
ditional factors might be at risk for the characters? They 
mation is going to cost you.  should have something to lose beyond hit points, vul
6  You have a degenerative disease that can't be cured  nerabilities not reflected in game statistics: fear of a tar
by mundane means. If you can't get a lesser restoration  nished reputation, a threat to a friend or lover, a favorite 
soon, you're going to start showing symptoms.  business destroyed or taken over. Character relation
7  Your family lost everything in the Last War. You could  ships require players to invest in the story and work best 
when the DM and player collaborate to develop details 
get them a stake in a new farm, inn, or stagecoach 
(the group patrons in chapter 1 provide a framework for 
with 200 gp. 
fleshing out such details). 
8 
You've got a price on your head. Until you settle 
ADM who introduces an old buddy who served with 
things with House Tharashk, you'd better keep an eye 
the player characters during the war could describe the 
out for bounty hunters.  person and then ask each player to define a connection 
9  You have an opportunity to join an influential secret  to them. Present each player with a prompt: Player 
society. But you've got only one month to raise the  one, how did Smitty save your life? Player two, you and 
membership dues.  Smitty were both in a prison camp; how did you escape? 
10  Roll again. It's not your debt: it's your lover's problem.  The answers to these questions provide details to use in 
a campaign, and they give the players a personal invest
Can you solve the problem before they have to face 
ment, which makes it more significant when the Emer
the consequences? 
ald Claw targets Smitty for assassination! 
WELCOME TO EBERRON 
9
Description:Eberron: Rising from the Last War PDF is a popular Mysterious Fictional Book written by Wizards RPG Team. The book was originally published on November 19, 2019.