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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This shop is located in a small side tunnel behind Shamukaar. It has no windows, and the door is locked with seal of the magi. The only indication of its purpose is a small sign above the door, showing a stylized dragon with an injured leg; a few drops of blood fall from its raised foreleg. This is the abode of Cask (NE male changeling artificer 5), a changeling artificer allied with Daask. Cask’s specialty is alchemy, and he provides Daask with wrath, noxious smokesticks, and other alchemical weapons. More importantly, he plays a key role in the dragon’s blood trade, selling from his shop. Dragon’s blood is smuggled into Sharn in an inert, unrecognizable solid form. Cask prepares a special salve; when this is applied to the dragon’s blood, it restores the drug to its proper consistency. Cask cannot create dragon’s blood on his own, and he does not know the ingredients of the drug.

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