Geography & Nations
Nations of Khorvaire — what they are and what they do
Breland
What it is: A pragmatic, industrial kingdom and the most populous nation on Khorvaire.
What it does: Runs major trade hubs and industry (Sharn is its economic engine), hosts diverse populations and refugees, and serves as a center for commerce, espionage, and innovation. Breland’s flexible politics make it a magnet for entrepreneurs, mercenaries, and covert operators.
Aundair
What it is: A nation of arcane scholarship, vineyards, and cultured estates.
What it does: Produces powerful wizards and magical research through academies; exports arcane goods, enchanted agriculture, and learned expertise. Aundair projects soft power via culture and magical prestige, and it quietly pursues influence through espionage and patronage.
Karrnath
What it is: A disciplined, militaristic kingdom with a harsh climate and strong martial tradition.
What it does: Maintains a large standing army and military industry; uses necromancy pragmatically for labor and defense; exports soldiers, military contractors, and martial doctrine. Karrnath’s reputation for efficiency makes it feared and respected.
Thrane
What it is: A theocratic nation governed by the Church of the Silver Flame.
What it does: Enforces religious law and social programs, leads crusades against perceived fiendish threats, and provides moral authority and social services. Thrane’s internal politics swing between moderate clergy and zealous factions, affecting regional diplomacy.
The Eldeen Reaches
What it is: A loose confederation of druidic circles, farming communities, and small towns.
What it does: Protects natural sites and ancient seals, supplies food and herbal goods, resists industrial encroachment, and acts as a spiritual counterweight to urban nations. The Reaches export timber, herbalism, and druidic knowledge.
Lhazaar Principalities
What it is: A maritime confederation of pirate princes, captains, and island polities.
What it does: Controls sea lanes, privateering, and coastal trade; offers mercantile and naval services; serves as a haven for smugglers and adventurers. Law and allegiance are local and transactional.
Talenta Plains
What it is: Wide plains dominated by halfling nomadic clans who ride dinosaurs.
What it does: Maintains a pastoral, clan‑based economy centered on herding, hunting, and oral tradition; resists urbanization and large‑scale exploitation; provides unique mounts and cultural goods to outsiders.
Shadow Marches
What it is: Swampy, dangerous borderlands where ancient magic and fiendish threats linger.
What it does: Guards ancient seals and manifest zones; supplies rare herbs, swamp resources, and hardened warriors; acts as a buffer against Khyber‑touched horrors. The Marches are a source of both danger and opportunity.
Darguun
What it is: A goblinoid nation formed after the Last War, attempting to modernize while honoring Dhakaani traditions.
What it does: Rebuilds infrastructure and governance for goblinoid peoples, exports disciplined troops and mercenaries, and negotiates recognition and trade while wrestling with internal warlord politics.
Droaam
What it is: A monster‑ruled state led by the Daughters of Sora Kell and a coalition of monstrous leaders.
What it does: Seeks diplomatic recognition and trade while leveraging fear and military strength; exports unique mercenaries and exotic goods; functions as a wildcard in regional politics.
Zilargo
What it is: A compact, highly organized gnome nation famed for diplomacy, invention, and intelligence networks (the Trust).
What it does: Excels at trade, legal arbitration, magical invention, and information brokerage; exports clockwork and elemental binding expertise, and exerts outsized influence through contracts and espionage.
Valenar
What it is: An elven nation of mounted warriors who reenact and honor ancestral heroes.
What it does: Exports elite cavalry and martial culture; occupies former Cyre lands and pursues a society organized around glory, ritual combat, and the maintenance of ancestral legacies.
Q’barra
What it is: A frontier region of jungles, dragonshard deposits, and contested settlements.
What it does: Attracts colonists, prospectors, and House expeditions; supplies raw dragonshards and exotic resources; is a hotbed for exploration, conflict with native dragonborn and tribes, and frontier commerce.
Cyre / The Mournland
What it is: Formerly a prosperous nation; now the Mournland, a gray, dead wasteland after the Mourning.
What it does (pre‑Mourning): Cultural and industrial center; post‑Mourning: serves as a dangerous research site, source of salvage and forbidden knowledge, and a grim reminder that catastrophic magic can reshape geopolitics.
Other Major Nations and Regions (beyond Khorvaire)
Aerenal
What it is: The elven homeland and island continent ruled by the Undying Court.
What it does: Preserves ancestral memory and deathless leadership; exports ritual knowledge, necromantic (positive‑energy) rites, and diplomatic stability among elven peoples. Aerenal’s politics are slow, ritualized, and focused on lineage.
Xen’drik
What it is: A shattered southern continent of giant ruins, jungles, and arcane anomalies.
What it does: Serves as the primary source of lost artifacts, dangerous magic, and exploration opportunities; attracts treasure hunters, House expeditions, and scholars seeking giant and ancient technologies.
Sarlona (including Riedra and Adar)
What it is: The eastern continent, birthplace of humanity; politically dominated by the Inspired (Riedra) and pockets of resistance (Adar).
What it does: Riedra enforces psionic order and exports political models of dream‑based control; Adar and other regions harbor resistance movements (kalashtar) and export psionic knowledge and refugees.
Argonnessen
What it is: The dragon continent—vast, hostile, and governed by dragons and draconic law.
What it does: Serves as the seat of draconic power and the Draconic Prophecy’s custodianship; rarely interacts with mortals but shapes events through prophecy and dragon agents.
Everice
What it is: A frozen northern land of glaciers, primal magic, and ancient ruins.
What it does: Hides ancient secrets and artifacts; attracts hardy explorers and scholars; influences northern trade and myth.
Minor Polities and Notable Non‑Nation Entities
Mror Holds (Dwarves): Clan‑run mountain holds focused on mining, metallurgy, and contracts; export ores, craftsmanship, and mercantile networks.
Lhazaar Principalities (reiterated): Maritime microstates controlling piracy, privateering, and coastal trade.
City‑states and freeholds: Sharn (vertical metropolis), Korranberg (scholarly and mercantile center), Stormreach (Xen’drik gateway), and other urban centers function as economic and political hubs independent of national control.
How nations interact (short note)
Nations in Eberron are defined by specialization: some supply arcane knowledge (Aundair), others military power (Karrnath), trade and infrastructure (Breland, Orien, Lyrandar), religious authority (Thrane), or frontier resources (Q’barra, Xen’drik). The Dragonmarked Houses overlay these nations with transnational services, making political borders porous to commerce and corporate influence. The Treaty of Thronehold enforces a fragile peace; beneath it, espionage, House rivalry, and manifest‑zone pressures drive daily politics
Races & Cultures
Humans
Culture
Humans are the most numerous and culturally diverse group. They found Galifar, run most cities, and populate every social role from merchant to soldier to mage. Regional identity (Brelander, Aundairian, Karrnathi, Thraneite) often matters more than ancestry.
Typical roles
Merchants, politicians, artificers, soldiers, clergy, explorers.
Interactions
Form the backbone of national governments and Dragonmarked House leadership.
Often act as cultural brokers between other races.
Social mobility is high; humans are both allies and rivals to every other race.
Elves
Culture
Elven culture is long‑view and ritualized. Two major elven traditions dominate: Aerenal (ancestor veneration, the Undying Court, ritual continuity) and Valenar (mounted warrior clans honoring ancestral heroes). Khoravar elves in cities blend tradition with modern politics.
Typical roles
Ritualists, diplomats, cavalry, scholars, guardians of lineage.
Interactions
Aereni maintain formal ties with other nations through ritual diplomacy; they are slow to change but reliable.
Valenar elves are militaristic and can clash with neighbors over honor and land.
Elves often serve as custodians of ancient knowledge and are sought by Houses for ritual expertise.
Dwarves
Culture
Dwarves of the Mror Holds are clan‑based, contract‑oriented, and honor‑driven. They value craftsmanship, mining, and long memories of debt and oath.
Typical roles
Miners, smiths, mercantile clan leaders, contract enforcers.
Interactions
Trade extensively with Houses for ore and craftsmanship.
Hold grudges and favors for generations; their contracts are legally and culturally binding.
Often act as neutral arbitrators in mining and trade disputes.
Gnomes
Culture
Zil gnomes prize invention, diplomacy, and information. Their society is organized around the Trust, a pervasive intelligence and legal network that enforces contracts and national security.
Typical roles
Inventors, diplomats, information brokers, artificers.
Interactions
Gnomes trade legal and informational services widely; Houses rely on Zilargo for arbitration and encryption.
Their secrecy breeds suspicion but also makes them indispensable in diplomacy and espionage.
Halflings
Culture
Two dominant halfling modes exist: Talenta nomads (plains clans who ride dinosaurs and maintain oral tradition) and urban halflings (innkeepers, merchants). Halflings prize clan ties, hospitality, and survival skills.
Typical roles
Riders, herders, innkeepers, scouts, traders.
Interactions
Talenta clans resist assimilation and trade selectively; urban halflings integrate into city economies.
Halflings are valued for logistics, animal handling, and hospitality services.
Warforged
Culture
Constructed for war, Warforged are newly recognized persons after the Treaty of Thronehold. Their cultures vary: some form artisan guilds, others join faiths, some follow militant ideologies (Lord of Blades).
Typical roles
Laborers, soldiers, craftsmen, philosophers, radicals.
Interactions
Face legal recognition but social prejudice; employment and rights vary by nation.
Some Houses employ Warforged for dangerous work; others fear or exploit them.
Warforged communities can be centers of innovation or insurgency.
Shifters
Culture
Shifters retain tribal, animal‑touched traditions. They value freedom, kinship, and adaptability. Many live on frontiers or within mixed communities.
Typical roles
Hunters, scouts, frontier fighters, mercenaries.
Interactions
Often marginalized but respected for survival skills.
Serve as scouts or shock troops for nations and Houses; sometimes romanticized or feared in urban centers.
Changelings
Culture
Changelings prize adaptability and social fluidity. They excel in espionage, performance, and diplomacy. Identity is often pragmatic rather than fixed.
Typical roles
Spies, diplomats, actors, con artists.
Interactions
Employed by spy houses (Phiarlan, Thuranni) and intelligence networks.
Distrusted by some but indispensable for undercover work and negotiation.
Kalashtar
Culture
Kalashtar are humans bonded to quori spirits; they form disciplined, contemplative communities focused on resisting the Dreaming Dark. Their culture emphasizes meditation, mental discipline, and collective security.
Typical roles
Psionic guardians, counselors, mystics, resistance leaders.
Interactions
Maintain tight-knit communities and alliances with nations that oppose the Inspired.
Sought after for psionic insight; targeted by Dreaming Dark agents.
Dragonborn
Culture
Dragonborn are honor‑driven and often tied to draconic traditions. They value clan honor, martial prowess, and service. Their communities vary from urban enclaves to frontier clans.
Typical roles
Soldiers, guards, clan leaders, mercenaries.
Interactions
Frequently serve as enforcers or champions for Houses and nations.
Respected for martial reliability; sometimes stereotyped as blunt or proud.
Goblinoids
Culture
Goblins, hobgoblins, and bugbears share Dhakaani heritage and are rebuilding political identity in Darguun and beyond. Culture blends martial tradition with efforts at modern governance.
Typical roles
Soldiers, laborers, clan leaders, mercenaries.
Interactions
Reasserting political legitimacy; tensions exist with neighbors but also pragmatic trade.
Some factions seek revenge for past subjugation; others pursue integration and commerce.
Orcs
Culture
Orcs often serve as guardians of ancient sites and seals, especially in the Shadow Marches. Their culture blends druidic reverence with martial duty.
Typical roles
Guardians, shamans, frontier defenders.
Interactions
Respected where they guard sacred sites; sometimes feared elsewhere.
Work with druids and nations to maintain seals against Khyber threats.
Tieflings and Aasimar
Culture
Tieflings face stigma due to infernal heritage; they form subcultures ranging from urban outcasts to occult scholars. Aasimar are rare and often burdened by expectations of virtue or destiny.
Typical roles
Occultists, outcasts, clergy, champions.
Interactions
Tieflings navigate prejudice but can thrive in shadow economies and arcane circles.
Aasimar are sought as symbols or leaders but may be isolated by their rarity.
Kobolds
Culture
Kobolds revere draconic lineage and often live in tight, craft‑oriented communities. They are practical, industrious, and skilled at traps and mining.
Typical roles
Miners, trapmakers, draconic cultists, artisans.
Interactions
Work with dwarves and dragonborn in mining and craft; sometimes exploited by Houses for labor.
Cross‑Cultural Dynamics and Institutions
Dragonmarked Houses cut across racial lines; marks and House membership often override national or racial identity in commerce.
Religion binds mixed communities; the Silver Flame, Sovereign Host, and Undying Court attract multi‑racial followings.
Military service and mercenary work are common integration points: Karrnath, Deneith, and private Houses hire across races.
Prejudice and privilege vary by nation: Warforged and tieflings face stigma; gnomes and dwarves wield institutional power in specific niches; elves and kalashtar maintain cultural autonomy.
Frontier regions (Q’barra, Xen’drik, Shadow Marches) force cross‑racial cooperation and conflict over resources and ancient magic.
Cultural Truth of Eberron
Race ≠ morality
Culture ≠ alignment
Monsters can rule nations
Heroes are defined by choices, not blood
Eberron is a world where who you are matters less than what you do—and history is watching.
Magic & Religion
Magic — how it works and how it shapes the world
Core idea: magic functions like technology. Everyday services, infrastructure, and industry rely on enchantment, bound elementals, and engineered rituals rather than steam or electricity.
Forms of magic
Arcane: Wizards, sorcerers, and artificers drive research and invention. Artificers and magewrights translate spells into repeatable services (lighting, locks, messagecasting).
Divine: Clerics and paladins draw power from belief and institutions; miracles reflect social faith, not direct godly intervention.
Primal: Druids and shamans tap Eberron’s living essence for nature magic and to maintain seals against the Dragon Below.
Psionic: Concentrated in Sarlona and among the kalashtar; used for dream‑influence, espionage, and mental defense.
Dragonshards and elemental binding
Dragonshards are the industrial fuel: Siberys, Eberron, and Khyber shards power constructs, airships, and bound elementals. Elemental binding (trapping elementals in devices) underpins lightning rails, airships, and many House services.
Manifest zones and planar drift
Orbital planes periodically influence regions; manifest zones create permanent planar traits (frozen wastes, fey logic, necrotic blight). These zones drive local economies, cults, and conflict.
Social and political effects
Houses and corporations (Dragonmarked Houses) control services and thus political leverage.
Magic lowers barriers to travel, communication, and medicine, accelerating urbanization and corporate power.
High magic is dangerous: large rituals (the Mourning, Daelkyr experiments) can reshape nations, so powerful rites are tightly policed or secreted.
Religion — major faiths, locations, and roles
General note: Worship in Eberron is pragmatic. Clerical power reflects communal belief and ritual practice; gods are not visibly intervening actors.
The Sovereign Host
Where: Widespread across Khorvaire and many human communities.
What they worship: A pantheon of nine deities (Arawai, Aureon, Balinor, etc.) representing civic virtues.
What they do: Provide civic ritual, law, and social cohesion; temples act as courts, schools, and community centers.
The Dark Six
Where: Scattered cults across continents, often in frontier or maritime regions.
What they worship: Six darker, necessary forces (The Devourer, The Shadow, The Traveler, etc.).
What they do: Serve as patrons for sailors, outcasts, and those who embrace danger or change; sometimes tolerated as balance to the Host.
The Church of the Silver Flame
Where: Thrane is its political center; influence across Khorvaire.
What they worship: The Silver Flame, born of a mythic binding against fiends; less a god and more a metaphysical force.
What they do: Crusade against fiendish corruption, run hospitals and militias, and exert strong political power; internal factions range from moderate protectors to zealous inquisitors.
The Undying Court
Where: Aerenal (elven homeland).
What they worship: Ancestors and the preservation of lineage; deathless rulers (positive‑energy undead) are venerated.
What they do: Maintain ritual continuity, guide elven policy, and perform ancestor rites that shape Aerenal’s society.
Path of Light / Kalashtar faiths
Where: Adar and kalashtar communities across the world.
What they worship: Philosophies and practices opposing the Dreaming Dark; emphasis on mental discipline and inner light.
What they do: Train psionic defenders, preserve cultural memory, and resist quori influence.
Local and folk cults
Where: Shadow Marches, Xen’drik, Talenta, and frontier zones.
What they worship: Nature spirits, ancestor cults, or localized powers (manifest‑zone spirits).
What they do: Protect local seals, steward manifest zones, and provide community rites that bind people to place.
Practical consequences for play
Magic services are purchasable: expect magewrights, air travel, and enchanted goods in cities.
Religious power is political: temples run hospitals, courts, and militias; faith choices affect social standing.
High‑level rituals are plot devices: investigations into the Mourning, Daelkyr experiments, or Prophecy rites drive campaigns.
Planar Influences
Planes of Eberron — concise field guide
Eberron’s cosmology is built from a set of orbital planes whose influences wax and wane. When a plane becomes coterminous with the Material Plane its traits bleed through, producing manifest zones and regional effects. Planes are not merely “places to visit” — they are sources of power, patrons for cults and factions, and engines of conflict. Below is a practical breakdown: what each plane is, where it tends to touch the world, who lives there, and the typical allies and enemies you’ll encounter or exploit in play.
Fernia — Plane of Fire and Industry
What it is: A realm of flame, forges, and relentless heat; elemental industry and passion.
Where it touches: Volcanoes, forge‑cities, industrial manifest zones (found in mining regions, foundries, and lightning‑rail depots).
Denizens: Fire elementals, efreeti, salamanders, forge spirits, elemental lords and genasi‑like natives.
Allies: Artificers, smith cults, House Cannith and Lyrandar engineers who bind elementals.
Enemies: Cold‑aligned forces (Risia), creatures that thrive on stasis (Daanvi), and planar predators that feed on heat.
Campaign use: Fernian manifest zones power factories and create dangerous salvage sites; rival Houses vie for access to bound fire elementals.
Risia — Plane of Ice and Preservation
What it is: A frozen, crystalline plane of preservation, memory, and endurance.
Where it touches: Glacial regions, tombs, and places where time seems to slow (northern wastes, ancient crypts).
Denizens: Ice elementals, frost spirits, preservation wights, and guardians of memory.
Allies: Aerenal ritualists who preserve ancestors; scholars seeking lost knowledge.
Enemies: Fernian forces and anything that seeks to burn or erase memory.
Campaign use: Risian bleed can preserve corpses or artifacts intact for centuries — useful for tomb raids or rescue missions.
Lamannia — Plane of Untamed Nature
What it is: Wild, fecund nature unbound by civilization; primal growth and metamorphosis.
Where it touches: Jungles, ancient groves, the Talenta and Shadow Marches, and Xen’drik ruins.
Denizens: Archfey, primal spirits, treants, massive beasts, and nature elementals.
Allies: Druids, shifters, orcish guardians, and communities that steward seals.
Enemies: Industrial expansion (Aundair/Breland interests), planar predators that desiccate life.
Campaign use: Lamannic manifest zones create rampant growth, strange flora, and fey bargains; they attract explorers and conservationist cults.
Shavarath — Plane of War and Conflict
What it is: Endless battlefields and martial order; a plane where armies and tactics are eternal.
Where it touches: Battlefields, military academies, and sites of prolonged conflict (former Last War battlefields).
Denizens: Celestial generals, battle spirits, legions of planar soldiers, and warlords.
Allies: Militaristic cultures (Karrnath), mercenary houses (Deneith), and war cults.
Enemies: Pacifist planes (Syrania), chaotic forces that disrupt order (Kythri).
Campaign use: Shavarath’s influence can inflame local conflicts, animate battle spirits, or empower warlords with tactical insight.
Kythri — Plane of Chaos and Change
What it is: A realm of wild, unpredictable change and raw possibility; chaos incarnate.
Where it touches: Areas of wild magic, riotous cities, and places of sudden transformation.
Denizens: Chaotic elementals, trickster spirits, unpredictable fey, and reality‑bending entities.
Allies: Agents of revolution, anarchic cults, and certain fey.
Enemies: Law‑bound planes (Daanvi) and rigid institutions.
Campaign use: Kythri manifest zones produce wild magic surges and unpredictable phenomena—great for weird, high‑risk adventures.
Xoriat — Plane of Madness and Aberration
What it is: The Dreaming Dark’s alien opposite: madness, incomprehensible geometry, and aberrant life.
Where it touches: Sites of Daelkyr activity, corrupted settlements, and places where reality frays (Xen’drik ruins, Daelkyr cult lairs).
Denizens: Daelkyr, aberrations (mind flayers, gibbering horrors), maddened cultists, and reality‑eating entities.
Allies: Daelkyr cults, aberration‑touched creatures, and those who worship alien forms.
Enemies: Most civilized societies; the Lords of Dust oppose Daelkyr aims (different agendas).
Campaign use: Xoriat influence spawns horrific mutations and cults; it’s the source of many body‑horror plots and long‑term corruption arcs.
Dal Quor — Plane of Dreams (severed)
What it is: The plane of dreams and thought; in current canon it is severed from Eberron, its direct influence cut.
Where it touches: Historically influenced Dal Quor manifest zones and dreamlands; now its influence is indirect.
Denizens: Quori (dream spirits) — many now operate through the Dreaming Dark and the Inspired in Sarlona.
Allies: Kalashtar and anti‑quori movements (who resist quori control).
Enemies: The Dreaming Dark’s quori agents (who seek control), and those who would re‑sever or exploit dream pathways.
Campaign use: Dal Quor’s severing is a major plot point; quori still manipulate dreams via agents, and dream‑based adventures remain potent.
Irian — Plane of Life and Renewal
What it is: Positive energy, healing, growth, and renewal; the counterpoint to Mabar.
Where it touches: Healing sanctuaries, places of miraculous recovery, and sites of fertility.
Denizens: Celestials of life, healing spirits, and positive‑energy entities.
Allies: Clerics, paladins, the Undying Court (in its positive‑energy rites), and communities that venerate life.
Enemies: Mabar (decay), necromancers, and forces that drain life.
Campaign use: Irian manifest zones can heal blighted lands, sustain undead‑free sanctuaries, or empower life‑based rituals.
Mabar — Plane of Decay and Undeath
What it is: Entropy, hunger, decay, and the source of undeath.
Where it touches: Necropolises, battlefields, and the Mournland’s edges.
Denizens: Undead, hunger spirits, death elementals, and necromantic entities.
Allies: Necromancers, certain cults, and factions that weaponize undeath.
Enemies: Irian and life‑oriented faiths; communities that maintain seals against decay.
Campaign use: Mabar bleed fuels undead outbreaks and necromantic experiments; it’s central to plots about the Mourning and undead armies.
Dolurrh — Plane of Death and the Afterlife
What it is: The realm of the dead and fading memory; where souls pass and are catalogued.
Where it touches: Graveyards, ancestral halls, and places of strong mourning (Aerenal rituals).
Denizens: Psychopomps, death guardians, ancestral spirits, and the bureaucratic aspects of the afterlife.
Allies: Aerenal’s Undying Court (which manipulates positive energy to preserve ancestors), funeral cults.
Enemies: Forces that would unmake souls (Mabar, Khyber‑touched horrors).
Campaign use: Dolurrh ties into ancestor rites, resurrection politics, and quests to recover lost souls.
Daanvi — Plane of Law and Structure
What it is: Order, contracts, bureaucracy, and the metaphysics of law.
Where it touches: Courts, contract halls, and places where oaths are enforced (Zilargo arbitration halls).
Denizens: Law spirits, constructs of order, and beings that embody contractual logic.
Allies: Zilargo, House Kundarak, legal cults, and institutions that enforce pacts.
Enemies: Chaotic planes (Kythri), oath‑breakers, and those who exploit loopholes.
Campaign use: Daanvi manifest zones strengthen contracts and make bargains magically binding; useful for intrigue and legal‑mystery arcs.
Syrania — Plane of Peace, Flight, and Celestial Order
What it is: Sky, peace, flight, and angelic order; a realm of grace and aerial majesty.
Where it touches: High places, airship routes, and sites of diplomacy or sanctuary.
Denizens: Celestials, angels, avian spirits, and noble guardians.
Allies: Lyrandar (airship culture), paladins, and diplomatic orders.
Enemies: Shavarath (war), Mabar (decay), and forces that corrupt peace.
Campaign use: Syranian zones grant flight, sanctuary, and diplomatic leverage; they can also be contested by martial powers.
Thelanis — Plane of Story and Fey Logic
What it is: A realm of fey, stories, bargains, and mutable narrative truth.
Where it touches: Enchanted forests, fey courts, and places where promises bind (Lamannia borderlands, Thelanic groves).
Denizens: Archfey, courtly fey, tricksters, and story‑spirits.
Allies: Fey, druids, and those who honor bargains.
Enemies: Those who break oaths or treat stories as disposable; certain planar predators.
Campaign use: Thelanis is ideal for bargains with consequences, quests that change based on narrative choices, and fey bargains that reshape characters.
Rhaan — Plane of Commerce and Culture
What it is: Trade, art, culture, and the metaphysics of exchange.
Where it touches: Market cities, trade hubs, and places where culture is currency (Sharn, Korranberg, Zilargo markets).
Denizens: Merchant spirits, trickster patrons, and cultural avatars.
Allies: Merchants, the Aurum, Dragonmarked Houses, and urban patrons.
Enemies: Isolationist forces and those who would collapse markets.
Campaign use: Rhaan manifest zones boost trade, create cultural booms, or empower patronage networks.
Khyber — The Dragon Below (subterranean prison)
What it is: Not an orbital plane in the same sense; the Dragon Below is the subterranean source of fiends, aberrations, and the Overlords’ prison. It is the origin of Khyber dragonshards and many sealed horrors.
Where it touches: Deep caverns, the Shadow Marches, ancient seals, and the underworld.
Denizens: Fiends, rakshasa (Lords of Dust), subterranean aberrations, and bound Overlord remnants.
Allies: Cults that worship the Dragon Below, the Lords of Dust (rakshasa cabal).
Enemies: The Silver Flame, couatl, and groups that maintain seals (orcs, druids, certain dragon factions).
Campaign use: Khyber is the source of the greatest existential threats—Overlord plots, fiendish cults, and fissures that can unleash apocalyptic forces.
How planes interact with factions and the Material Plane
Manifest zones are the primary mechanism: permanent planar bleed creates strategic sites that nations, Houses, and cults contest.
Factions exploit planes: Houses bind elementals (Fernia, Lamannia), the Lords of Dust use Khyber, the Dreaming Dark exploits Dal Quor’s severed pathways, and the Daelkyr use Xoriat.
Alliances and rivalries often mirror planar oppositions: Irian ↔ Mabar (life vs decay), Daanvi ↔ Kythri (law vs chaos), Syrania ↔ Shavarath (peace vs war).
Travel and access: Planar travel is possible but difficult—rituals, powerful artifacts, manifest zones, and planar gates are required. Many planes are hostile environments; few mortals can survive long without protection.
Historical Ages
Mythic Origins and Early Ages
Progenitor Era
Who: The Progenitor Dragons Siberys, Eberron, and Khyber; couatl and early dragonkind.
What: The world is shaped: Siberys is shattered (creating the Ring of Siberys and dragonshards), Eberron becomes the living world, and Khyber is bound beneath the earth.
Why it matters: The physical and metaphysical architecture of the setting—dragonshards, the Dragon Below, and the pattern of planes—originates here. These elements are the fuel for later industry, magic, and sealed threats.
Age of Demons and the Silver Flame
Who: Overlords (apocalyptic entities), dragons, couatl, and early mortal cults.
What: Overlords rise from Khyber and threaten reality; dragons and couatl bind them, producing the Silver Flame as a metaphysical prison.
Why it matters: The idea that cosmic threats are bound rather than destroyed becomes a recurring theme. The Silver Flame’s origin explains later religious and political institutions that police fiendish influence.
Age of Dragons
Who: Dragonkind and prophetic seers.
What: Dragons rule openly and study the Draconic Prophecy; they withdraw to avoid creating prophecy‑triggering variables.
Why it matters: The Draconic Prophecy becomes a contested pattern that motivates secretive factions and long‑term manipulation of events.
Civilizations Rise and Fall
Age of Giants and the Xen’drik Cataclysm
Who: Giant civilizations on Xen’drik, arcane engineers, and planar forces.
What: Giants use continent‑shaping magic; experiments fracture Xen’drik and sever Dal Quor’s full influence.
Why it matters: Xen’drik’s ruins become a source of lost technology and dangerous magic; the cataclysm is a cautionary precedent for large‑scale ritual hubris.
Age of Elves
Who: Elven peoples who found Aerenal and Valenar.
What: Aerenal develops the Undying Court (positive‑energy ancestor rites); Valenar forms warrior clans.
Why it matters: Elven cultures preserve ritual continuity and ancestor politics that shape Aerenal’s diplomacy and Valenar’s martial expansion.
Age of Goblinoids and the Daelkyr Invasion
Who: The Dhakaani Empire and the Daelkyr from Xoriat.
What: Dhakaan unites goblinoids; Daelkyr invade, creating aberrations and collapsing the empire.
Why it matters: The Daelkyr’s influence explains persistent aberrations, cults, and the political fragmentation that later allows new nations to rise.
Rise of Humanity and the Age of Galifar
Human Expansion and Galifar’s Founding
Who: Human houses and leaders from Sarlona and Khorvaire.
What: Humans spread, consolidate power, and found the kingdom of Galifar—centuries of relative stability follow.
Why it matters: Human political structures and the later fragmentation of Galifar set the stage for the Last War and the modern nation system.
Emergence of Dragonmarks and Houses
Who: Individuals bearing dragonmarks and the families that organize around them.
What: Dragonmarks appear; families institutionalize into Dragonmarked Houses that monopolize services (travel, healing, communication, manufacturing).
Why it matters: Houses become transnational economic powers whose influence often supersedes national borders; they are central actors in politics, war, and commerce.
The Last War and the Mourning
Death of King Galifar and the Succession Crisis
Who: King Galifar and his heirs.
What: The monarch’s death triggers a succession crisis; rival claimants and ambitious lords fracture the realm.
Why it matters: The collapse of centralized authority leads directly to the Last War—centuries of conflict that reshape borders, economies, and social orders.
The Last War (894–996 YK)
Who: The Five Nations (later many factions), Dragonmarked Houses, mercenary companies, and secret cabals.
What: A century of total war across Khorvaire; magic industrializes warfare (bound elementals, constructs, magewrights).
Why it matters: The Last War accelerates technological and magical innovation, creates veterans and refugees, and leaves political wounds that persist in peacetime.
The Mourning and the Creation of the Mournland (996 YK)
Who: The nation of Cyre, unknown causal agents (ritual, weapon, or catastrophe), and survivors.
What: In a single day, Cyre is annihilated by a magical catastrophe called the Mourning; the Mournland is born—a gray, dead zone with unpredictable magic.
Why it matters: The Mourning ends the Last War, triggers the Treaty of Thronehold, and becomes the central mystery of the modern era. Its unknown cause drives espionage, salvage expeditions, and dangerous research.
Treaty of Thronehold and the End of Open War
Who: Surviving nations, delegates, and the newly recognized Warforged.
What: The treaty ends open hostilities, recognizes the rights of the Warforged, and redraws borders.
Why it matters: Peace is fragile; the treaty institutionalizes a Cold War of espionage, House rivalry, and proxy conflicts rather than outright conquest.
Postwar Era and Contemporary Events
House Schisms and Industrial Competition
Who: Dragonmarked Houses, especially House Cannith.
What: Cannith fractures into splinter groups; Houses compete for resources, patents, and influence.
Why it matters: House rivalry fuels corporate espionage, black markets for dangerous artifacts, and the creation of new constructs and weapons.
Rise of the Lord of Blades and Warforged Movements
Who: The Lord of Blades and warforged communities.
What: Warforged leaders organize for autonomy or supremacy; the Lord of Blades conducts raids and builds a following in the Mournland.
Why it matters: Warforged unrest threatens regional stability and forces nations and Houses to choose between repression, accommodation, or exploitation.
Lords of Dust and Overlord Plots
Who: Rakshasa cabal known as the Lords of Dust, mortal agents, and cults.
What: Long‑term schemes aim to weaken seals and free Overlords from Khyber.
Why it matters: These conspiracies are slow and subtle but existential—if successful, they would unmake civilizations.
Dreaming Dark and Sarlona’s Influence
Who: Quori, the Inspired (Riedra), and the kalashtar resistance.
What: The Dreaming Dark manipulates politics through dream possession and sleeper agents; Sarlona’s Inspired export psionic control models.
Why it matters: Dream manipulation undermines sovereignty and creates hidden puppet regimes and sleeper cells across continents.
Daelkyr Activity and Aberration Outbreaks
Who: Daelkyr agents, aberration cults, and corrupted communities.
What: Daelkyr experiments and cults produce localized horrors—mutations, mind‑bending creatures, and social collapse.
Why it matters: These outbreaks are both immediate threats and long‑term sources of corruption that can destabilize regions and attract House or military intervention.
Recent and Ongoing Flashpoints
Mournland Salvage and Research
Who: Houses (Cannith splinters), mercenaries, and independent explorers.
What: Salvage operations seek Mourning technology and artifacts; some experiments risk repeating catastrophe.
Why it matters: The Mournland is a resource and a hazard—control of its secrets could shift power balances.
Manifest Zone Conflicts
Who: Nations, Houses, druids, and cults.
What: Permanent planar bleed sites (manifest zones) create strategic resources and hazards; factions contest them.
Why it matters: Control of manifest zones grants magical advantages, economic windfalls, and religious legitimacy.
Border Tensions and Proxy Wars
Who: Nations with unresolved grievances, mercenary companies, and House proxies.
What: Skirmishes, sabotage, and covert operations replace open war.
Why it matters: The Cold War dynamic keeps the world unstable—small incidents can cascade into larger crises.
How and Why the Timeline Matters for Play
Who drives events: Nations, Dragonmarked Houses, secret cabals (Lords of Dust, Dreaming Dark), and powerful individuals (Lord of Blades, Daelkyr agents).
What changes the world: Large rituals, industrialized magic, and planar phenomena (manifest zones, Mourning) produce sudden, lasting change.
Why conflicts persist: Competing interests (wealth, survival, ideology, prophecy) and the presence of sealed cosmic threats create incentives for secrecy, sabotage, and long‑term manipulation.
Economy & Trade
Overview
Eberron’s economy is an arcane‑industrial system where magic is infrastructure. Everyday enchantments, bound elementals, and dragonshards power transport, manufacturing, and services. Political borders matter, but Dragonmarked Houses and transnational guilds often control the real levers of wealth. The Last War and the Mourning reshaped supply chains, created salvage economies, and left a persistent market for military tech and secrets.
Currency and Strategic Resources
Currency
Galifar coin is the common standard across Khorvaire; local mints and House credits supplement it. Contracts, favors, and House credit often carry as much weight as coin in high‑level deals.
Dragonshards
Primary industrial fuel. Siberys, Eberron, and Khyber shards power bound magic, elementals, and many manufactured goods. Control of dragonshard deposits drives exploration, colonial ventures, and House competition.
Elementals and Bound Power
Bound elementals are leased or owned by Houses and cities; they power lightning rails, airships, and factories. Access to binding expertise is a strategic advantage.
Artifacts and Mourning Salvage
Mournland salvage and Xen’drik relics are high‑value, high‑risk commodities—sought by Houses, nations, and privateers.
Dragonmarked Houses and Economic Roles
House Primary Service Economic Role
Cannith Manufacturing, artifice Industrial R&D; arms and constructs
Lyrandar Air and sea transport Airship commerce; weather control services
Orien Land transport, lightning rail Rapid logistics and passenger movement
Kundarak Banking, vaults, security Financial infrastructure and escrow
Sivis Communication, messagecasting Information networks and encryption
Jorasco Healing houses Healthcare industry and medical services
Deneith Mercenary companies Security and private military contracting
Ghallanda Hospitality, provisioning Food, lodging, and event services
Tharashk Prospecting, bounty Resource discovery and risk markets
Medani Detection, investigation Insurance‑adjacent risk assessment
Vadalis Breeding and animal husbandry Agricultural innovation and mounts
How Houses shape trade
Houses operate like multinational corporations: patents, monopolies, and service franchises.
Houses enforce contracts through private security and legal influence; Kundarak vaults and Zilargo arbitration make high‑value trade feasible.
House schisms (especially Cannith) create black markets and competing standards.
Infrastructure and Trade Routes
Lightning Rail
Fast, reliable land transport connecting major cities; Orien controls routes and tariffs. Freight and passenger lanes are economic arteries.
Airships
Lyrandar airships enable long‑distance trade and rapid movement of high‑value goods; weather control services reduce risk.
Sea Lanes and Lhazaar Trade
Coastal trade and privateering dominate maritime commerce; Lhazaar Principalities control many informal routes.
Frontier Routes
Q’barra, Xen’drik, and the Talenta Plains supply raw materials and exotic goods; routes are dangerous but lucrative.
Manifest Zone Nodes
Permanent planar bleed sites create localized industries (e.g., Fernia for forges, Irian for healing sanctuaries). Control of a manifest zone can create a regional monopoly.
Markets and Illicit Trade
Legitimate markets
Urban hubs (Sharn, Korranberg) host commodity exchanges for dragonshards, bound elementals, and arcane patents. Guild halls and House offices regulate standards and licensing.
Financial instruments
House credit, vault bonds, and escrow are common. Kundarak and Zilargo provide arbitration and enforcement that make complex deals possible.
Black markets and salvage economies
Mournland salvage, Cannith black tech, and Daelkyr artifacts fuel illicit trade. Smugglers, pirate princes, and House splinters traffic in banned constructs and weaponized rituals.
Information as commodity
Sivis networks, Zilargo Trust, and spy houses monetize secrets. Intelligence brokers sell routes, manifests, and political leverage.
Labor markets
Warforged labor is contested—some nations employ them widely, others restrict rights. Mercenary companies (Deneith) and House contractors absorb veteran labor.
Trade Governance and Legal Frameworks
Treaty of Thronehold
Enforced a fragile peace and recognized Warforged rights; it also created diplomatic and legal norms that shape cross‑border commerce.
Zilargo arbitration and Daanvi influence
Zilargo provides legal arbitration and encryption; Daanvi‑aligned cults and institutions make contracts magically binding in some locales.
Tariffs and embargoes
Nations use tariffs, embargoes, and House privileges to exert pressure; blockades and covert sabotage are common tools short of war.
Economic Conflicts and Pressure Points
Cannith schism
Competing Cannith factions produce incompatible tech and weapons, sparking corporate espionage and violent raids.
Mournland scramble
Salvage rights to the Mournland are contested by Houses, nations, and the Lord of Blades; control of Mourning tech could shift power.
Manifest zone competition
Nations and Houses contest zones for resources and magical advantages; druids and local cults resist exploitation.
Labor and rights
Warforged integration vs. exploitation fuels social unrest and recruitment for extremist movements.
Information wars
Control of intelligence networks (Sivis, Zilargo Trust, spy houses) determines market advantage and political leverage.
Law & Society
Overview of Law and Society
Eberron blends modern institutions with magical enforcement. Nations maintain formal legal systems, but transnational powers such as Dragonmarked Houses, guilds, and religious orders often exercise equal or greater authority. Law is pragmatic and contractual; social order depends on enforceable bargains, magical guarantees, and the balance between state power and corporate influence.
Legal Systems and Enforcement
National law
Each nation has its own courts, codes, and enforcement bodies. Breland favors flexible common law and municipal courts. Karrnath emphasizes martial codes and military tribunals. Thrane’s legal system is fused with the Church of the Silver Flame and its inquisitorial courts.
Private enforcement
Dragonmarked Houses maintain private security forces and arbitration mechanisms that resolve disputes across borders. House Kundarak enforces contracts through magically sealed vaults and escrow. Deneith and other mercenary companies act as licensed enforcers and private armies.
Magical law tools
Oaths, binding rituals, truth spells, and enchanted contracts are legally recognized in many places. Zilargo arbitration often uses magical seals to make agreements enforceable. Magical evidence and ritual testimony are admissible in courts where the local legal culture accepts them.
Extra‑legal power
Espionage, black markets, and secret cabals operate outside formal law. The Lords of Dust, Dreaming Dark, and House splinters use covert methods that formal courts cannot touch.
Courts, Contracts, and Dispute Resolution
Courts and tribunals
Local magistrates handle everyday disputes. National courts adjudicate major crimes and interstate issues. Zilargo arbitration and House tribunals provide neutral or corporate venues for complex commercial cases.
Contracts and enforcement
Contracts are the backbone of commerce. Escrow, Kundarak vaults, and Daanvi‑style ritual enforcement make promises tangible. Breaking a contract can trigger legal penalties, magical sanctions, or private retaliation.
Punishments and remedies
Remedies range from fines and restitution to indenture, exile, imprisonment, or execution. Magical punishments include binding sigils, geas, or enforced oaths. In some regions, restorative justice and ritual reconciliation are preferred.
Social Structure and Mobility
Class and status
Society is stratified but fluid. Nobility and landed elites retain prestige in some nations. Dragonmarked House membership confers wealth and influence that often trumps noble titles. Urban professionals, guild members, and House employees form a powerful middle class.
Veterans and refugees
The Last War created a large population of veterans and displaced people. Veterans often join mercenary companies or House security; refugees cluster in border cities and fuel informal economies.
Marginalized groups
Warforged have legal personhood in many places but face prejudice and inconsistent rights. Tieflings, changelings, and other minorities may encounter social stigma or legal discrimination depending on locale.
Social mobility
Joining a House, mastering a trade, or serving in a notable military unit are common paths to advancement. Education, patronage, and access to House networks accelerate upward movement.
Religion, Custom, and Local Law
Religious law and influence
The Church of the Silver Flame wields legal and military power in Thrane and influences anti‑fiend statutes elsewhere. The Undying Court in Aerenal governs ancestor rites and legal succession according to ritual law. Local temples often act as courts, hospitals, and social services.
Customary law
Many communities rely on customary rules enforced by elders, druids, or clan leaders. Valenar and Aerenal follow ritualized codes of honor that function as law. The Shadow Marches and Talenta Plains enforce local customs tied to seals and stewardship.
Magical and planar considerations
Manifest zones and planar bleed can alter legal norms. Areas under strong planar influence may require special permits, ritual oversight, or druidic guardianship to conduct certain activities.
Institutions That Shape Society
Dragonmarked Houses
Houses regulate trade, provide services, and adjudicate disputes among clients. Their private courts and enforcement arms make them quasi‑sovereign actors.
Guilds and mercenary companies
Guilds control trades and apprenticeships. Mercenary companies provide security, enforce contracts, and sometimes act as political brokers.
Zilargo Trust and Kundarak vaults
Zilargo’s Trust enforces information law and arbitration. Kundarak vaults and magical escrow reduce transaction risk and underpin high‑value commerce.
Secret cabals and criminal networks
Spy houses, the Aurum, and pirate confederacies operate in legal gray zones, shaping policy through bribery, blackmail, and covert action.
Everyday Life and Social Norms
Pragmatism and contract culture
People expect bargains to be enforceable. Reputation, written agreements, and House seals matter more than abstract ideals.
Public services
Magic provides many public goods: lightning rails, airships, healing houses, and bound elementals. Access depends on wealth, House ties, or citizenship.
Policing and surveillance
Cities use mundane watchmen, House security, and magical surveillance. Zilargo and House Sivis maintain sophisticated information networks that can be used for law enforcement or manipulation.
Conflict resolution
Many disputes are settled through negotiation, arbitration, or duels of honor rather than protracted litigation. Where stakes are high, parties hire mercenaries or use magical enforcement.
Monsters & Villains
Major transnational threats (big, long‑running antagonists)
Lords of Dust
Who: A cabal of rakshasa and their mortal agents.
What they do: Manipulate politics, finance cults, and orchestrate long‑term plots to free the Overlords sealed in Khyber.
Why: Freeing the Overlords would restore their masters’ power and reshape the world; the Lords of Dust seek to overturn the current order.
Methods: Infiltration, corruption, ritual sabotage, use of mortal cults and puppet leaders.
Where active: Shadow Marches, Khyber‑touched sites, major capitals via sleeper agents.
Notable hooks: A seemingly minor noble is a rakshasa agent; a seal in the Marches is being undermined; a prophetic fragment points to a ritual site.
The Overlords (Bound Evils)
Who: Primordial, apocalyptic entities born from Khyber.
What they do: Historically attempted to remake the world; now bound but still exert influence through cults and the Lords of Dust.
Why: Their release would bring cataclysmic change.
Methods: Possession, cults, weakening of seals, manipulation of prophecy.
Where active: Deep caverns, ancient seals, Khyber‑touched ruins.
Notable hooks: Signs of an Overlord’s influence in dreams; cultists performing a centuries‑old rite.
The Daelkyr and Xoriat
Who: Alien lords from Xoriat and their aberrant servants.
What they do: Create aberrations, mutate life, and spread madness and cults.
Why: To remake reality in alien image and expand Xoriat’s influence.
Methods: Biological experiments, cult infiltration, planar corruption.
Where active: Xen’drik ruins, Daelkyr cult enclaves, isolated frontier towns.
Notable hooks: A town’s children are changing into something else; a Cannith lab’s experiments go wrong.
Psionic and dream threats
The Dreaming Dark / The Inspired
Who: Quori (dream spirits) and their human vessels; the Inspired rule Riedra.
What they do: Manipulate minds, run sleeper networks, and pursue political control through dream‑possession.
Why: Quori seek influence and control over waking societies; the Inspired pursue empire and stability through domination.
Methods: Psionic possession, sleeper agents, subtle political manipulation, assassination.
Where active: Sarlona (Riedra), sleeper cells across Khorvaire and beyond.
Notable hooks: A politician is acting strangely after a dream; a kalashtar prophet is targeted.
Nationalist, terrorist, and extremist groups
The Order of the Emerald Claw
Who: Militant Karrnathi/necromantic order turned terrorist organization.
What they do: Espionage, assassination, necromantic experiments, and attempts to destabilize neighbors.
Why: Varies by cell—revenge, power, or service to darker patrons (sometimes Lords of Dust).
Methods: Terror attacks, black ops, necromancy, cult recruitment.
Where active: Karrnath remnants, borderlands, black markets.
Notable hooks: An Emerald Claw cell seeks Mourning tech; a necromantic ritual is interrupted.
Lord of Blades and Warforged Extremists
Who: Charismatic warforged leader and his followers.
What they do: Advocate warforged supremacy, conduct raids, and build warforged enclaves and weapons.
Why: Reaction to exploitation and prejudice; some seek a homeland, others domination.
Methods: Guerrilla warfare, sabotage, recruitment of disenfranchised warforged.
Where active: The Mournland, border regions, hidden forges.
Notable hooks: A warforged village is radicalizing; a Lord of Blades emissary offers recruits.
Corporate and House‑level threats
House Cannith Splinters and Blacksmiths
Who: Factions of House Cannith (and rogue artificers).
What they do: Create illegal constructs, weaponize Mourning tech, sell forbidden artifice.
Why: Profit, power, or ideological belief in artifice supremacy.
Methods: Secret labs, black markets, sabotage of rivals.
Where active: Cannith enclaves, Stormreach, Mournland salvage sites.
Notable hooks: A new construct prototype goes berserk; a Cannith heir hires the party to steal plans.
The Trust / Aurum / Criminal Syndicates
Who: Organized crime and elite cabals (Zilargo’s Trust, the Aurum, pirate confederacies).
What they do: Smuggling, extortion, information brokering, and political manipulation.
Why: Wealth and influence.
Methods: Bribery, blackmail, assassination, market manipulation.
Where active: Sharn, Korranberg, Lhazaar waters.
Notable hooks: A Trust ledger reveals a senator’s bribes; pirates hijack a dragonshard shipment.
Religious and cultic threats
Blood of Vol and Fanatical Sects
Who: A faith that venerates the power of blood and undeath; extremist offshoots exist.
What they do: Necromancy, ritual murder, and attempts to harness death as power.
Why: Belief that death is a source of strength and transcendence.
Methods: Cult rites, secret cemeteries, infiltration of hospitals.
Where active: Thrane (underground), Karrnath, shadowy cult cells.
Notable hooks: A healing house is a front for a Blood of Vol cell; stolen corpses vanish.
Local and Xen’drik Cults
Who: Daelkyr cults, Khyber worshipers, and fey‑bent sects.
What they do: Summon aberrations, weaken seals, bargain with fey or fiends.
Why: Power, survival, or madness.
Methods: Rituals, sacrifices, planar bargains.
Where active: Xen’drik, Shadow Marches, remote villages.
Notable hooks: A village’s elders are cultists; a Daelkyr shrine is uncovered.
Supernatural and ancient evils
Khyber‑touched horrors and Fiendish Cults
Who: Fiends, rakshasa, and cults that worship the Dragon Below.
What they do: Corrupt leaders, open fissures, and seek to free Khyber’s prisoners.
Why: To gain power and release ancient masters.
Methods: Possession, bargains, undermining seals.
Where active: Deep caverns, the Shadow Marches, ancient ruins.
Notable hooks: A mine awakens with fiendish whispers; a rakshasa offers a bargain.
Daelkyr Spawn and Aberrations
Who: Aberrations spawned by Daelkyr experiments.
What they do: Spread mutation, create cults, and destabilize ecosystems and societies.
Why: Serve Xoriat’s agenda of madness and transformation.
Methods: Infection, mutation, psychic contagion.
Where active: Xen’drik, isolated towns, corrupted laboratories.
Notable hooks: A child’s nightmares manifest physically; a town’s animals become hostile.
Regional and opportunistic threats
Manifest‑zone cults and planar predators
Who: Groups that worship or exploit a plane’s influence (Fernia forge cults, Thelanis fey courts).
What they do: Control resources, extort locals, and defend zones with planar allies.
Why: Power, wealth, or devotion to a plane.
Methods: Binding elementals, bargains with fey, ritual control of zones.
Where active: Any manifest zone.
Notable hooks: A manifest zone’s guardian is slain; a House tries to bind a zone’s power.
Pirates, Privateers, and Frontier Warlords
Who: Lhazaar captains, frontier barons, and opportunists.
What they do: Raid trade, traffic in illicit goods, and carve out fiefdoms.
Why: Profit and autonomy.
Methods: Raids, smuggling, mercenary hire.
Where active: Lhazaar Sea, Q’barra, Xen’drik coasts.
Notable hooks: A dragonshard freighter is hijacked; a warlord demands tribute.