The Ten Bullet Points of Eberron
The 4E Eberron Player’s Guide has a great section called “Ten Important Facts” that boils down the highlights of the setting into two brief pages. Here’s an even shorter version:
- If it exists in D&D then it has a place in Eberron.
- Eberron takes the cinematic action of D&D and adds a strong dose of mystery and scheming.
- Magic is common enough to allow conveniences and services usually unavailable in traditional medieval fantasy. (Binding elementals to create trains and airships, mail services through scrying, etc.)
- Eberron is full of exotic, dangerous places to have pulp adventures.
- The world is emerging from the Last War, which has either ended for good or been put on hold, depending on who you talk to.
- The Draconic Prophey is as complex and unfathomable as the dragons themselves. The prophecy can be read through the sky’s celestial bodies and through strange phenomenon on land.
- Now technically four kingdoms after the destruction of Cyre, the Five Nations are the major players in the setting.
- With the ink still drying on the Treaty of Thronehold, intrigue is everywhere.
- The Dragonmarked Houses, transcending political boundaries, fundamentally shape life in Khorvaire.
- Dragonshards are ever-present and are the ultimate “a wizard did it” explanation. They come in three flavors: portentous Siberys shards that fall from the sky, arcane Eberron shards found in the soil, and elemental Khyber shards found in the impossible depths.
