The Last War has ended, but much of the anger and pain remains. The new nations of Khorvaire, while technically at peace, continue to vie for political and economic supremacy. In the wake of war, new treaties and alliances are forming, new weapons and armies are being built, and another great war is inevitable. Still, that war is years away. In the meantime, a new age of exploration and growth creates an exciting era in which to adventure. During the Last War, not everyone saw action and not every location was a battle zone. Great portions of every nation never suffered invasion or attack. On the other hand, locations in every nation did suffer through the war, and some sites switched hands a dozen times or more as the century-long confl ict unfolded. Particularly along the borders of the nations, bloodshed and violence came and went as the war progressed.

The Treaty of Thronehold was signed on the 11th day of Aryth in 996 YK, thus ending the Last War. After more than a century of war, soldiers and kings alike must learn to live in a peaceful world. The long struggle and the shocking destruction of Cyre, which occurred in 994 YK, have left deep scars on the psyche of the continent. There is an undercurrent of despair and doubt, a fear that the fate of the Mournland may herald the doom of Khorvaire itself.

This sense of trepidation has provoked many different reactions. Crime is on the increase in the major cities of the nations; many question moral standards, as people no longer believe in the security of their old way of life. Murder and theft are far more common than they used to be. Sinister conspiracies such as the Aurum and the Order of the Emerald Claw are using the overall sense of confusion and uncertainty to increase their own power and infl uence. The elves of Valenar have been ignoring the Treaty of Thronehold, and elf forces continue to clash with the Karrns, the Talenta halfl ings, and the Q’barrans. Rumors tell of graft and corruption even w ithin the Church of the Silver Flame, the traditional bastion of law and order.

Not everyone gives in to despair, however. Academic institutions such as the Library of Korranberg and Morgrave University have redoubled their efforts to explore the mysterious continent of Xen’drik, seeking knowledge and wonders. There are those who fight to make Khorvaire a safer place, battling in the shadows, the streets, and the courts of the land.

This is a time of opportunity and adventure. The lost treasures of forgotten civilizations are only beginning to be recovered. Untold wealth and powerful artifacts can be gained—assuming one can get past the deadly guardians and cunning traps that protect them. Crime lords and corrupt priests clash in the cities. Spies, courtiers, and assassins battle with words and swords in the courts of Khorvaire. Mad wizards, ancient demons, and sinister cults pursue deadly schemes that could threaten Eberron itself. This is a time when new heroes must arise to replace those slain in the Last War, to find a way to restore light and hope to the people of Khorvaire.

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Kol Korran is the Sovereign of World and Wealth. He guards travelers and guides traders. Although the Trickery domain is suggested for his clerics, Kol Korran guides fair negotiation; those driven solely by greed prefer the Keeper of the Dark Six.

Source: Rising from the Last War


Kol Korran's likeness appears on coins throughout the Five Nations, for he is the god of commerce and wealth. In the postwar world, where trade is cautiously emerging and expanding, his following is on the rise. Merchants, traders, and thieves are his primary Vassals, but anyone who has money, or wants more, pays him homage. Religious texts say he and his twin brother The Keeper are the sons of Olladra and Onatar. These same books depict him as a plump, cheerful human or dwarf in fine clothes. A few ancient depictions show him as a white dragon atop a bed of ice-blue gemstones.

Source: Eberron Player's Guide


“The Sovereign of World and Wealth,” Neutral

Kol Korran is the god of trade, wealth, and commerce. He is the only second-generation member of the Sovereign Host, which is appropriate since wealth and trade appear only after the other elements of society fall into place. As the most avaricious of the Host, Kol Korran is patron to merchants, traders, and all who seek wealth; in his darker aspect, he is also the patron of thieves and fences. He is loyal to the Host, but some legends ascribe to him a sense of resentment and a feeling that the other gods do not consider him an equal. This does not manifest as overt hostility, but rather as schemes to enrich himself at the expense of the others. Thus, fables sometimes portray Kol Korran—despite his usually serious demeanor—as the prankster of the gods.

Portfolio: Wealth, money, trade, commerce, theft.

Domains: Charm*, Commerce*, Pact‡, Trade‡, Travel, Wealth‡.

Priest Training: Most of Kol Korran’s priests have a head for numbers and commerce, and many were merchants or shopkeepers before taking the oaths. All are expected to learn something of business so they can counsel entrepreneurs who seek advice.

Quests: Quests in Kol Korran’s name include opening up new trade routes, or discovering and retrieving items of great worth.

Prayers and Rites: Most rites to Kol Korran require the supplicant to melt money or similar valuables, sacrificing a small amount of wealth in exchange for earning far greater.

Shrines: Kol Korran’s temples might be of stone or wood, but they always use the best available materials. The most opulent are decorated in tapestries and silks of gold and silver. Those in the poorest communities sport the greatest riches that can be spared, and are painted to appear as though they contain more than they do.

Favored Weapon: Heavy mace.

Holy Symbol: A nine-sided gold coin stamped with the Octogram, or the Octogram in gold and silver, representing the wealth of precious metals.

Source: Faiths of Eberron


Kol Korran is the son of Olladra and Onatar, and the twin brother of the Keeper. He is described as a fat, cheerful human or dwarf in fine clothes. Kol Korran oversees all financial transactions, businesses, and places where great wealth is stored. His most devoted worshipers are merchants, money lenders, landowners, thieves, and members of wealthy families.

Source: Player's Guide to Eberron


Merchants, traders, and thieves revere Kol Korran, the neutral deity of trade and money—as might anyone who has money or wants more. He is depicted as a fat, cheerful human or dwarf in fine clothes. A few ancient representations of him show a white dragon lying on a bed of ice-blue gemstones. Said to be the son of Olladra and Onatar and the twin brother of the Keeper, he oversees the domains of Charm, Commerce, and Travel. His favored weapon is the mace.

Source: Eberron Campaign Setting

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