The Grand History of Eberron - Free ebook download as PDF File .pdf), Text File .txt) or read book online for free. Within this supplement you will find the. The Grand History of Eberron · d20 System / OGL Product PDF Version. Version Publisher Electronic (PDF, DOC, eBook, HTML, etc.) Product Code. ISBN-. Within this supplement you will find the complete, chronological history of the world of Eberron, as well as information about the races and.

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Article Edit | History | Editors. The Grand History of Eberron (PDF Version) [RPG Item Version Link]. [What Links Here]. Front Page | Welcome | Contact | Privacy. File: KB, x, Eberron Campaign (page 15 of ).png [ View same] [iqdb] [saucenao] The Grand History of Eberron. ory-of-Eberron pg pdf everything you would ever want or need to know about Eberron.

A device resembling a telegraph powered by magic rather than electricity provides long-range communication between two locations. An arcane analog of a railroad connects defined routes among the civilized areas of Khorvaire. Magic is used to accomplish tasks otherwise impossible for the pre-industrial technology of the day—if one can find the right arcanist and there is enough gold available to pay for the privilege. Even in Eberron money talks.

The five major kingdoms of the continent of Khorvaire were once part of a greater kingdom of legend, the mighty state of Galifar. When King Jarot, the last Galifaran monarch died, his five heirs, each in command of one of the Five Nations that comprised the kingdom, refused to bow to ancient tradition in regards to the succession. Instead of allowing the eldest scion to take the crown, the siblings rallied their vassals and individually sought to gain control of the kingdom for themselves.

Over time, this decades-long destructive conflict became known as the Last War, for everyone involved came to imagine that the taste for bloodshed and violence would be wiped from the face of Khorvaire when it ended, never to return.

/tg/ - Traditional Games

The Last War continued for more than a century, with each of the Five Nations alternately fighting againt or alongside one or more of the others as alliances shifted with the wind. In time, new, independent kingdoms were formed as deals were cut and opportunities for rebellion presented themselves.

After years of war, the leaders of the twelve recognized nations of Khorvaire that had emerged from the wreckage of Galifar met at the city of Thronehold, the ancient capital city of that kingdom, to draft a peace agreement. With the signing of the Treaty of Thronehold, the Last War at last came to an end.

Today, two years later, the nations of Khorvaire seek to rebuild what has been destroyed and find a long-absent prosperity as the new and uncertain peace spreads across the continent. While officially at peace, the nations continue to vie for economic and political supremacy across the face of Eberron.

Minor skirmishes break out every so often, especially in the more remote regions of the continent and on the more hotly contested international frontiers. Espionage and sabotage are the preferred methods of true diplomacy between the Five Nations and the other Galifaran successor 11 states.

The nations engage in trade and diplomatic talks publicly while working their intrigues and double-crosses in the shadows. From its inception, the world of Eberron has been defined by ten characteristics which set it apart from any of the more traditional fantasy settings. First, if it exists in the Dungeons and Dragons game, then it has a place in Eberron.

Though originally a dictum laid out for the Third Edition of the game, this holds just as true for the Fourth Edition. In fact, this characteristic is even more true in the new rules of the game, since individual campaign settings are tied more strongly to the core rules than ever before.

Second, Eberron possesses a very distinctive tone and attitude.

Eberron combines traditional medieval high fantasy with dark heroic fantasy and pulp noir. Put simply, sometimes good people do bad things and even confirmed villains might have a soft spot for puppies. It is possible to encounter an evil metallic dragon or even a good vampire.

Traditionally good-aligned creatures might wind up opposed to your heroes, while well-known adherents of darkness might provide timely assistance. In Eberron, nothing is simple and nothing is as it seems.

Third, Eberron is a world defined by arcane magic and technology based on magic.

/tg/ - Traditional Games

Eberron is a world whose cultures developed not through the advancement of science but through the mastery of arcane magic. This reality allows the existence of certain conveniences which would be impossible in a truly medieval or Renaissance-era civilization. The magical binding and harnessing of elemental creatures makes airships, elemental galleons and lightning rail transport possible. Advances in the creation of magic items led to everything from self-propelled farming implements to the birth of the sentient, free- willed constructs called the warforged.

Fourth, Eberron is a world of swashbuckling adventure.

These adventures can and should draw heroes from 12 one exotic location to another across multiple nations, continents and even the entire world for the most epic of journeys.

Even other planes should eventually come into play. Fifth, the Last War has ended—for now. The Last War, which plunged the continent of Khorvaire into a century-long conflict of enormous destruction, ended with the signing of the Treaty of Thronehold and the establishment of twelve recognized nations that succeeded to the territory of what had once been the united Kingdom of Galifar.

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At least publicly. This peace has held for almost two years as the campaign begins. However, the conflicts, the anger and the grief engendered by the long war remain and the new nations seek every advantage as they prepare for the inevitable new war that will eventually break out on the continent. Sixth, the center of civilization on Khorvaire lies in the Five ations.

The human- dominated kingdoms of the continent of Khorvaire trace their lineage to the Kingdom of Galifar, which was made up of five distinct provinces, or nations.

Four of these states survive in the present day as independent kingdoms; Cyre was utterly destroyed several years before the start of the campaign and was the event that essentially ended the Last War. The devastated territory that was once Cyre is now known as the Mournland.

Seventh, Eberron is a world of constant intrigue.

The war is over, and the nations of Khorvaire now try to build a new age of peace and prosperity. Ancient threats from long before the outbreak of the Last War linger, however, and the world desperately needs new heroes to take up its cause. The nations of Khorvaire compete on many levels—economic, political, diplomatic, territorial and magical—each looking to maintain or improve its current standing in the game of kings by any means short of open war.

Espionage services find enormous amounts of employment across the continent. The dragonmarked houses, churches both pure and corrupt, crimelords, monster-run gangs, psionic spies, arcane universities, royal orders of knights and wizards, secret societies, sinister masterminds, dragons in disguise and a multitude of other organizations and factions jockey for position in the afterglow of the Last War.

Eberron simply teems with conflict and intrigue. James did something miraculous in the Grand History of the Realms : It's the first truly unsolicited and fan-created project published by Wizards of the Coast, a work of passion that was first written and placed on the internet by a fan in the form of a page PDF. Richard Baker of WotC noticed it, loved it, contacted the author, and arranged for Wizards to publish it officially.

If you've ever dreamed that your fan-created work for Dungeons and Dragons might be published by the people who make the game, well, Brian James managed to pull it off.

What It Is. The Forgotten Realms is a huge and rambling place. That's no surprise, considering the number of authors and game designers who have added to the Realms over the past decades.

The world is a fine place and worth the fighting for…

With the quantity of products, however, it's often impractical for a single DM to understand the scope of a campaign's history or to understand what's happening at the same time elsewhere in the campaign world.

Brian James made it possible by creating one massive and coherent timeline of the Forgotten Realms' published history, listing dates and events from every single Realms product published by TSR and Wizards of the Coast. The amount of work and attention to detail needed to pull this off somewhat boggles the mind, but the results are delightful for fans of the setting.

It's particularly effective to see this history collected in chronological order because the Realms' rich history has a variety of ways to count years in its calendar.

Tracking what happens at what time isn't easy for DMs who set their game there. This book solves that challenge neatly. Commentary Galore.

Adding value over the original free publication, the Grand History of the Realms has sidebars throughout, featuring commentary from Ed Greenwood and many other official Realms designers. These sidebars explain campaign features, discuss historical events, give first-person accounts of events as recounted by characters in the Forgotten Realms, and generally serve to round out the short descriptions of every notable event that has occurred in official products.

Even historically important blood-stained letters and personal notes that describe notable events are included. Along with maps from different eras, these additions even out the book's pacing, stopping it from becoming a dry encylopedic accounting of events and turning it into graphically rich account of Realms lore.Moderator of the Spelljammer forum and administrator.

Gnome explorers from their homeland of Zilargo claimed the isle of Lorghalen long before Lhazaar made her crossing with the Sarlonan humans.

It was the first war between elves—and the first time that dragons and elves sided against a common foe, as the draconic forces of Argonnessen joined the Undying Court to destroy House Vol and its allies. With the signing of the Treaty of Thronehold, the Last War at last came to an end. The first Aereni conflict against the dragons cemented this unity.

House Jorasco was originally the Jorasco tribe, a collection of related halfling family lines.

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