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Eberron

Ch. 1 of 8
— CH. 1 · EBERRON —

Contents

Eberron

8 sections
  • Eberron began as one entry among more than 11,000 submissions to a competition run by Wizards of the Coast in 2002. Its creator, Keith Baker, walked away with $100,000 in prize money. The world he invented sits at an unusual intersection: high adventure, a post-war moral landscape, and magic that functions more like a public service than a miracle. Heroes and villains often find themselves on the same side. Magic in Eberron is not rare or sacred. It is everyday infrastructure. How did a cancelled pulp video game inspire a fantasy world that has outlasted four editions of Dungeons and Dragons? Baker's original name for the world was not Eberron. It only received that name after weeks of collaboration at a studio in Seattle.

  • Thrilling Tales of Swords and Sorcery was Keith Baker's original title for what would become Eberron. He developed it in four distinct stages: a single-page pitch, a ten-page expansion, a hundred-page story bible, and finally a full collaborative revision with the team at Wizards of the Coast. Four subteams sorted the original submissions down to 120 entries. A review panel then reduced those to eleven. Each of the eleven finalists was asked to expand their pitch to ten pages. The panel made one final cut, leaving three submissions: those by Baker, Rich Burlew, and Nathan Toomey.

    Wizards of the Coast flew all three finalists to Seattle for face-to-face meetings. Baker later described the collaborators he found there as 'an amazing team of people,' naming Bill Slavicsek, Chris Perkins, and James Wyatt among them. Together they isolated the best parts of Thrilling Tales and discarded what did not work. It was Slavicsek who gave the world its new name: Eberron.

    Lost Continents, a cancelled pulp-adventure online game from the company VR-1, was the project that first shaped Baker's creative direction. His experience working on it drove his goal of fusing pulp fiction and film noir with traditional fantasy and steampunk. The sourcebook Baker eventually published listed nine films as direct tonal influences, including Casablanca, The Maltese Falcon, Raiders of the Lost Ark, and Sleepy Hollow. Baker also drew the war-scarred mood of the main continent from the unstable decades of world history between the First and Second World Wars.

    The 2004 campaign book that resulted was co-authored by Baker, Slavicsek, and Wyatt.

  • In June 2005, the Eberron Campaign Setting won the Origins Award for Best Roleplaying Game Supplement of 2004. Over the four years that followed, Wizards of the Coast released more than twenty supplements expanding the setting. Eberron also became the foundation for Dungeons and Dragons Online in 2006, Atari's major entry into the online gaming market.

    Shannon Appelcline, author of Designers and Dragons, wrote that by 2009 Eberron was 'still big.' That reputation was why it was chosen as the second campaign setting for the 4th Edition of Dungeons and Dragons. The transition came in June 2009 with the Eberron Player's Guide and a free adventure called Khyber's Harvest. The full Eberron Campaign Guide and a paid adventure, Seekers of the Ashen Crown, followed in July. Despite rumors of a planned two-year jump in the in-world timeline, the setting's designers kept the world anchored at the year 998YK.

    The 4th Edition of Dungeons and Dragons came with a new design philosophy called Points of Light. It envisioned a world of scattered civilizations surrounded by open, dangerous wilderness. Eberron's designers chose not to adapt to it. The setting remained as it was: a post-war continent full of competing factions and cities with complex political lives.

    February 2015 brought Eberron's first official content for the 5th Edition, through the online feature Unearthed Arcana. More substantial material did not arrive until July 2018. The Wayfinder's Guide to Eberron appeared on the Dungeon Masters Guild on the 23rd of July 2018 as a PDF. That document was described as a living document, intended to be updated as its contents were tested and refined. A hardcover edition, Eberron: Rising From The Last War, arrived on the 19th of November 2019. An alternative cover by artist Vance Kelly was made available through local game stores on the 17th of November.

    A new season of Adventurers League stories called Oracle of War launched alongside that book, set in a region called the Mournland. The storyline comprised 20 core adventures published at a rate of one per month, designed for roughly two years of active play.

    The most recent Eberron sourcebook, Forge of the Artificer, was originally scheduled for August 2025. A warping defect in the cover required a complete reprint, pushing the release to the 9th of December 2025. Wizards of the Coast previewed the book's content at PAX East in May 2025. Premade characters were provided for game sessions featuring a new adventure called Race for the Crab Temple.

    The 2025 sourcebook also expanded the artificer character class and introduced the khoravar, Eberron's half-elves, as a full species choice for the first time.

  • Khorvaire is the most populated of Eberron's seven continents, and it is where most of the setting's stories take place. Humans are the dominant group there, living primarily in a region called the Five Nations. Southeast of Khorvaire lies Aerenal, a smaller continent ruled by elves. Due south is Xen'drik, a jungle land once controlled by a giant empire that collapsed. Parts of Xen'drik now fall under the tribal dominion of the drow, while much of it remains uncharted wilderness. Everice, a continent-sized sheet of ice, lies further south still. Frostfell, equally frozen and equally unexplored, sits in the north.

    The remaining two main continents are Sarlona and Argonnessen. Sarlona is ruled by the quori, creatures from a plane called the Region of Dreams. Argonnessen is the home of dragons.

    Eberron has twelve moons. Some of the world's sages believe there is a thirteenth, a moon that has either vanished or become invisible to the naked eye. The number thirteen has been a recurring design theme for this world. Baker has noted its connection to the 'baker's dozen' and said the number carries significance across many aspects of the setting.

    The creation myth divides the cosmos into three layers, each named for one of three progenitor wyrms. Siberys is the Dragon Above, represented by the rings that encircle the planet. Eberron is the Dragon Between, the land itself. Khyber is the Dragon Below, the underworld beneath the earth. According to the founding story, Siberys and Khyber fought, and Siberys was broken apart. To contain Khyber, Eberron wrapped around him. The shattered body of Siberys became the planetary rings. Each wyrm then created life: Siberys made dragons, Eberron made humanoids, and Khyber made demons. Baker has confirmed that the names Siberys, Eberron, and Khyber all share the morpheme 'ber,' and that this is intentional. He has never explained what it signifies.

    What animates this geography day to day is a system of low-level magic that functions less like a miracle and more like a public utility.

  • Street lanterns in Eberron's cities burn on low-level magic, not torches or oil. A continent-spanning railway called the lightning rail moves passengers between cities at high speed, powered by the same practical enchantment. Magewrights, an arcane class introduced in the setting, are practitioners limited to a small selection of low-level spells. Their widespread presence across cities and towns explains why small magic is everywhere. A magewright can maintain a lamp, brew a potion, or deliver a message with the same matter-of-fact professionalism as any other tradesperson.

    High-level magic, including spells capable of resurrection, is deliberately harder to come by. This asymmetry gives Eberron a different texture from most fantasy settings. Death is more final. Grand magical interventions are less available as plot solutions.

    The artificer is the setting's signature character class. Artificers are spellcasters, but their magic works differently from other casters. Rather than casting a strength spell on a person, an artificer infuses that effect into a physical object. The result might be a temporary magical belt that grants extra strength. Artificers draw on a pool of craft points, which function as experience points reserved solely for creating magical items. By draining power from an existing item, an artificer can replenish this pool, destroying the original object in the process.

    Alignment in Eberron is designed to be murky. Evil beings of traditionally good races and virtuous beings of traditionally evil ones are both encouraged by the setting. The situation commonly arises where characters of opposing moral outlooks will work together against a shared threat, and where both sides infiltrate each other's organizations. Religion takes a similarly ambiguous approach. Eberron's pantheon does not make itself overtly known. Even the presence of divine magic does not confirm that gods exist. A cleric who follows a philosophy or belief system, rather than a named deity, still receives spells. A cleric can even work against their own church and continue to channel divine power.

    To capture the energy of pulp adventure, the original Eberron Campaign Setting included action points. Each character begins with a set number per level. Spending one allows a player to add a six-sided die to a roll made with a twenty-sided die. Certain feats upgrade this to an eight-sided die, or let two points grant an extra action. Spending two points can also reactivate an ability that has been used up for the day. Barbarians can rage again, clerics can turn undead again, and druids can change shape again. A single action point spent on a dying character can stabilize them.

    The twelve Dragonmarked houses, each carrying a specific hereditary magical ability, were designed to explain who builds and controls this infrastructure.

  • Baker compared the Dragonmarked houses to the Spacing Guild from Dune. Like that organization, each house operates as a power that exists beyond the authority of any king or prince. The original concept for this system was more expansive: Baker had considered giving all humanoids minor magical gifts. He found that approach 'made the world a little too chaotic and unfocused.' The solution was twelve extended families, each carrying a single hereditary magical ability. Baker described the resulting structure as giving each house 'economic influence' alongside a distinct agenda. Those competing agendas create conflict useful to both players and Dungeon Masters.

    Shannon Appelcline, author of Designers and Dragons, called Eberron's dragonmarks 'one of the most notable new game systems in 3e.' Each mark had a unique mechanical effect, and many were restricted to specific races. When 4th Edition arrived, the designers concluded that dragonmarks had not met their goal. Players did not use them enough. The powers were often more compelling for non-player characters than for player characters. Many players never reached the higher levels where the marks became genuinely powerful. The 4th Edition revision removed the racial restrictions and simplified the hierarchy. The 2019 5th Edition sourcebook brought dragonmarks back as variant subraces of specific races. In February 2025, a public playtest document shifted them to feats with a built-in progression path.

    The four races Baker created specifically for Eberron were each shaped by the same world of magical industry and inter-faction conflict that the Dragonmarked houses inhabit.

  • The Warforged were built for a single purpose: to fight and die in the Last War. House Cannith created them inside magical structures called creation forges, assembling each one from stone, wood, and metal. When the Last War ended and the Treaty of Thronehold was signed, the Warforged received their legal freedom. They now carry free will, but a fundamental question follows them: whether they possess a soul. They can be raised from death by resurrection spells, but unlike other races, Warforged never retain any memory of the afterlife after such an event. They do not age in the way other races do, and no one yet knows what time will do to their bodies.

    Alongside the Warforged, Baker introduced the Kalashtar, a psionic people with a complicated origin. Long ago, a group of human monks from Adar on the continent of Sarlona opened themselves to possession by a band of good-aligned Quori. These Quori had rebelled against their own kind and fled the plane of dreams called Dal Quor. The possession was total and permanent. Over generations, the descendants of those monks became a distinct hybrid race. The spiritual essence of each Quori does not exist in a single body but is spread across many Kalashtar, forming a group called a lineage. To fully destroy one of these Quori spirits, every member of its lineage must be killed. The evil Quori faction called the Dreaming Dark actively seeks to exterminate the Kalashtar. Their agents, known as the Inspired, rule most of the continent of Sarlona.

    Changelings and Shifters rounded out Baker's four new races. Changelings descended from doppelgangers, and Shifters from lycanthropes. Eberron also reshaped existing races by placing national and cultural identity above racial assumptions. Gabrielle Lissauer, in The Tropes of Fantasy Fiction, highlighted that the setting's orcs reject the traditional savages trope. Rather than menacing wilderness threats, Eberron's orcs are interested in peace and in living harmoniously with nature. Sean K. Reynolds illustrated the same principle with elves. House Phiarlan elves are celebrated as artists across Eberron. The elves of Valenar, meanwhile, are seen as land thieves and a threat to the peace established by the Treaty of Thronehold.

    Geek and Sundry, writing about the setting in 2015, singled out the Warforged in particular. The race 'puts you in the mind of a soldier drone seeking purpose,' the piece noted.

  • Gabrielle Lissauer, in The Tropes of Fantasy Fiction, argued that Eberron altered ideas 'considered fundamental to the concept of Dungeons and Dragons for the past thirty years.' The changes were both mechanical and aesthetic. Players who had built years of instinct about D&D were no longer able to rely on that knowledge. The familiar landmarks of alignment, race, and religion all worked differently in Eberron.

    Stefan Ekman, writing in Urban Fantasy: Exploring Modernity through Magic, placed Eberron in an unexpected literary category. His argument was that the setting qualifies as urban fantasy because its core premise is that magic developed the way technology does in the real world: gradually, practically, and everywhere at once. He also identified the setting's interwar 1920s atmosphere as central to its character. The world mixes fantasy, noir, and adventure in a post-conflict moment when the next disaster has not yet arrived. Ekman noted that Eberron 'makes use of the layering of cities to create underground spaces of the past.' He further observed that those subterranean zones 'are also reflections of the present surface.'

    Wired called Eberron 'my new favorite game world' after the 4th Edition Campaign Guide arrived. The review praised how magic was woven into daily life. Wired added that it could not think of another game world whose residents 'foment such complex, yet totally logical machinations.' Tabletop Gaming, a UK print magazine, called the 5th Edition Wayfinder's Guide 'a wonderful example' of how to take a standard fantasy world and make it feel fresh. That review noted that rather than good-versus-evil conflicts, Eberron 'is gripped in a cold war where there is very little black-and-white morality to spare.' Polygon, reviewing Eberron: Rising From The Last War, described it as 'an amazing place.'

    In Eberron, as Ekman observed, history is never simply buried.

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Common questions

Who created Eberron and when was it first published as a Dungeons and Dragons setting?

Eberron was created by Keith Baker, who won a $100,000 prize in Wizards of the Coast's 2002 Fantasy Setting Search. The first official sourcebook, the Eberron Campaign Setting, was published in June 2004 and co-authored by Baker, Bill Slavicsek, and James Wyatt.

How did Eberron win the Wizards of the Coast Fantasy Setting Search competition?

Wizards of the Coast received more than 11,000 submissions for the 2002 Fantasy Setting Search. Four subteams reduced the pool to 120 entries, which a panel narrowed to eleven proposals, then three finalists: Keith Baker, Rich Burlew, and Nathan Toomey. Baker's entry, originally titled Thrilling Tales of Swords and Sorcery, was chosen as the winner.

What films inspired the tone of the Eberron campaign setting?

The Eberron Campaign Setting sourcebook listed nine films as direct tonal influences: Brotherhood of the Wolf, Casablanca, From Hell, The Maltese Falcon, The Mummy, The Name of the Rose, Pirates of the Caribbean, Raiders of the Lost Ark, and Sleepy Hollow. Creator Keith Baker also drew on the unstable period of world history between the First and Second World Wars to shape the setting's post-war atmosphere.

What are the Warforged in Eberron and where do they come from?

The Warforged are sentient constructs made from stone, wood, and metal, built by House Cannith in magical creation forges to fight in the Last War. When the war ended, they were granted freedom under the Treaty of Thronehold. Whether Warforged possess a soul remains an unresolved question in the setting's lore.

What makes Eberron different from standard Dungeons and Dragons campaign settings?

Eberron treats low-level magic as everyday infrastructure, powering the continent-spanning lightning rail and city lanterns, while making high-level magic including resurrection rare. The setting blends traditional fantasy with pulp adventure and film noir and deliberately muddies alignment, encouraging evil beings of typically good races and good beings of typically evil ones. Gabrielle Lissauer, in The Tropes of Fantasy Fiction, described it as changing ideas 'considered fundamental to Dungeons and Dragons for the past thirty years.'

When was Eberron: Rising From The Last War published and what accompanied its release?

Eberron: Rising From The Last War was published as a hardcover on the 19th of November 2019. An alternative art cover by Vance Kelly was released through local game stores on the 17th of November. The launch also introduced a new Adventurers League campaign called Oracle of War, set in the Mournland, comprising 20 core adventures published one per month.

All sources

75 references cited across the entry

  1. 1Eberron Campaign SettingChris Przybyszewski — SF Site — 2004
  2. 2Gearing Up for Eberron: OverviewMat Smith — December 16, 2002
  3. 3BookDungeons and Dragons Art and Arcana: A Visual HistoryKyle Newman et al. — Potter/TenSpeed/Harmony/Rodale — 2018
  4. 5BookDesigners & DragonsShannon Appelcline — Mongoose Publishing — 2011
  5. 7The Origins of Eberron: Bill SlavicsekKeith Baker — April 28, 2019
  6. 16Unearthed Arcana: EberronMike Mearls — February 2, 2015
  7. 17Free Update Brings Eberron To Dungeons & Dragons 5eMarshall Lemon — February 3, 2015
  8. 19Dungeons & Dragons: Eberron ExplainedPatrick Tierney — 2019-12-01
  9. 20Wayfinder's Guide to Eberron (5e)Wizards of the Coast — July 23, 2018
  10. 21Unearthed Arcana: Races of EberronKeith Baker et al. — July 23, 2018
  11. 24An Exploratory CommencementChris Lindsay — July 31, 2018
  12. 25Embers of the Last WarAlan Patrick — August 7, 2018
  13. 26D&D: Eberron Comes To The Adventurer's LeagueJ. R. Zambrano — 2018-08-07
  14. 31Behold the Oracle of War!Shawn Merwin — October 18, 2019
  15. 32Press releaseAn Important Update on Eberron: Forge of the Artificer's ReleaseD&D Beyond — July 18, 2025
  16. 37Dungeons & Dragons at PAX East 2025Chris Tulach — May 2, 2025
  17. 39Dragonshards - So It BeginsKeith Baker — Wizards of the Coast — June 18, 2004
  18. 40Dragonshards - Intrigue and BetrayalKeith Baker — Wizards of the Coast — August 9, 2004
  19. 41Eberron Flashback: Good and EvilKeith Baker — March 28, 2018
  20. 42Religion in EberronKeith Baker — July 5, 2004
  21. 43Character Class: Artificer, Magical TechnologistSkip Williams — Wizards of the Coast — March 28, 2006
  22. 44Magic in Eberron: MagewrightsKeith Baker — August 23, 2004
  23. 45BookEberron Campaign SettingKeith Baker et al. — Wizards of the Coast — 2004
  24. 47Dragonmarks 10/18: Converting EberronKeith Baker — October 19, 2012
  25. 48Whirlwind Tour of KhorvaireMat Smith — Wizards of the Coast — June 8, 2004
  26. 49The Moons of EberronKeith Baker et al. — March 7, 2005
  27. 50Baker's DozenKeith Baker — September 14, 2006
  28. 52Dragonshards - The Draconic ProphecyKeith Baker — December 27, 2004
  29. 53Some Perspective on the World of EberronMat Smith — March 9, 2004
  30. 54MagazineCountdown to Eberron: Dragonmarks, Dragonshards, and Dynasties of PowerMat Smith et al. — June 2004
  31. 55Wayfinder's Guide to Eberron BreakdownBrandes Stoddard — 2018-08-03
  32. 57BookEberron: Rising from the Last WarJeremy Crawford et al. — Wizards of the Coast — November 19, 2019
  33. 60Unearthed Arcana 2025 Eberron UpdatesWizards of the Coast — February 27, 2025
  34. 66NEWS: Warforged, Shifters, Changelings, and Kalashtar in Your D&D GameStephen Schubert — Wizards of the Coast — March 10, 2005
  35. 67Eberron Under the Glass - Race Relations and PrejudiceSean K. Reynolds — Wizards of the Coast — November 14, 2004
  36. 68BookRaces of EberronWizards of the Coast — 2005
  37. 69IFAQ: The InspiredKeith Baker — July 13, 2020
  38. 70Rising From The Last War: The WarforgedKeith Baker — November 20, 2019
  39. 71BookThe Tropes of Fantasy FictionGabrielle Lissauer — McFarland — 2014
  40. 72BookUrban Fantasy: Exploring Modernity through MagicStefan Ekman — Lever Press — 2024
  41. 74MagazineD&D's Eberron Campaign Sourebook Details a Fascinating WorldWIRED Staff — October 5, 2009
  42. 75Dungeons & Dragons: Wayfinder's Guide to Eberron RPG reviewRichard Jansen-Parkes — November 14, 2018

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