Appendix A: Further Reading
After reading this Wayfinder’s Guide, you may have questions. What’s the Aurum? Who are the Daughters of Sora Kell? Just how many districts are there in Sharn, and what happens to adventurers in the Mournland? What’s in Xen’drik? Until new material becomes available for the fifth edition of the Dungeons & Dragons Roleplaying Game, you can find the answers to these questions and many more in the resources created in previous editions of the game.
These resources are currently available as ebooks via the Dungeon Master’s Guild at: DMsGuild.com
The Eberron Campaign Setting and Eberron Campaign Guide both provide an overview of the world, including advice on creating adventures and a deeper look at the nations of Khorvaire and the lands beyond it. Either of these books can be useful for a Dungeon Master who wants further insight into the setting. The other books are largely tied to specific subjects. If you want to run a campaign in the mysterious lands of Xen’drik, Secrets of Xen’drik and City of Stormreach have a lot to offer. If you’re going to stay home, Five Nations reveals more information about the nations at the heart of Khorvaire, while Dragonmarked expands on the dynasties that dominate the magical economy.
All of these books were written for the revised third edition (3.5E) or the fourth edition (4E) of the Dungeons & Dragons Roleplaying Game. The setting material in these books is suitable to any Eberron campaign but the monsters, spells, classes, feats, or other game material in these books require adaptation for use in modern campaigns.
City of Stormreach (3.5E): Stormreach is an adventurer’s first stop when exploring the distant land of Xen’drik. This book describes the shadowy ruins, sinister organizations, and treasure-laden dungeons of Stormreach. In addition to providing Dungeon Masters with a richly detailed city for their Xen’drik based campaigns, this supplement presents information on the movers and shakers of Stormreach, ready-to-use adversaries, adventure hooks, and location maps.
Dragons of Eberron (3.5E): This supplement delves into the mysterious Draconic Prophecy. It explores the continent of Argonnessen, homeland of the dragons, and describes various new adventure sites. This book also investigates dragons on the continents of Khorvaire, Sarlona, and Xen’Drik.
Dragonmarked (3.5E): This supplement explores each of the thirteen dragonmarked houses in detail and presents advice for playing dragonmarked characters within a house or guild. It also introduces new options for dragonmarked characters, including prestige classes, feats, and spells. Finally, it discusses aberrant dragonmarks and their role in a campaign.
Eberron Campaign Guide (4E): Designed for the fourth edition of the Dungeons & Dragons Roleplaying Game, this book presents a historical and geographical overview of the setting; information on key locations, personalities, and organizations; an introductory adventure; and a bestiary of monsters and villains.
Eberron Campaign Setting (3.5E): The first sourcebook for the setting, this provides a general overview of the world. This includes the artificer class and statistics for monsters unique to Eberron (deathless, daelkyr, quori), along with a host of spells, feats, prestige classes, and other game material.
Eberron Player’s Guide (4E): This book presents Eberron from the point of view of the adventurer exploring it. This includes everything a player needs to create Eberron characters in the fourth edition of the Dungeons & Dragons Roleplaying Game. Explorer’s Handbook (3.5E): This book gives players everything they need to explore a variety of sites across Eberron, including modes of travel, exploring tips, and rules for joining organizations such as the prestigious Wayfinder Foundation. For DMs, the book describes several likely “launching pads” and destinations, complete with maps, ready-to-play encounters, and pregenerated NPCs.
Faiths of Eberron (3.5E): This supplement presents detailed descriptions of the major religions of Eberron, including the rival pantheons of the Sovereign Host and the Dark Six, the young faith of the Silver Flame, and the mysterious Blood of Vol.
Five Nations (3.5E): This provides comprehensive overviews of Aundair, Breland, Karrnath, Thrane, and the Mournland, including postwar status, government, and economy, as well as important locations, communities, organizations, and NPCs.
Forge of War (3.5E): This comprehensive overview of the Last War provides all you need to know about the events, armies, battlefields, and themes of Eberron’s greatest clash of nations.
Magic of Eberron (3.5E): In addition to presenting new arcane and divine spells, feats, prestige classes, and magic items, this book offers new options and infusions for artificers, explores dragon totem magic and the twisted experiments of the daelkyr, sheds light on the process of elemental binding, and touches on other types of magic present in the world.
Player’s Guide to Eberron (3.5E): An overview of important locations, events, organizations, races, and features of the Eberron campaign setting, this gives a sense of what a player character might know about the world, while providing additional character options.
Races of Eberron (3.5E): This sourcebook delves deeply into changelings, kalashtar, shifters, and warforged. It provides detailed information on the psychology, society, culture, behavior, religion, folklore, and other aspects of these races, as well as exploring the role of other core D&D races in the setting.
Secrets of Sarlona (3.5E): This sourcebook explores the continent of Sarlona, home to the kalashtar and the villainous Inspired. It explores the mountain refuge of Adar, the vast empire of Riedra, and the mysterious lands of Syrkarn and the Tashana Tundra.
Secrets of Xen’drik (3.5E): This book delves into the mysteries of Xen’drik, including encounters, exotic locations, and new monsters, magic items, and more.
Sharn: City of Towers (3.5E): This book provides an in-depth exploration of the City of Towers. In addition to describing more than 100 city districts, it delves into the organizations that are active in Sharn and explores the laws enforced in the city… and the many forces that break them. It includes maps of Sharn and locations within it, along with NPCs, spells, prestige classes, magic items, and more.
There are dozens of novels that explore the world of Eberron. Here are a few that are currently available as ebooks or audiobooks:
The Draconic Prophecy trilogy by James Wyatt: Storm Dragon, Dragon Forge, Dragon War. A half-elf seer with the Mark of Storms discovers his role in the mysterious Draconic Prophecy—a destiny that will take him from the dungeons of Dreadhold to Aundair and Argonnessen.
The Dragon Below trilogy by Don Bassingthwaite: The Binding Stone, The Grieving Tree, The Killing Song. Beginning in the gloom of the Shadow Marches, this series draws in the Gatekeeper druids, the daelkyr, the kalashtar, and the Cults of the Dragon Below.
The Dreaming Dark trilogy by Keith Baker: City of Towers, The Shattered Land, Gates of Night. In the wake of the Mourning, a band of Cyran soldiers travel to the city of Sharn. Trouble in the City of Towers leads them to the ruins of Xen’drik and the planes of Thelanis and Dal Quor as they unravel the schemes of the Dreaming Dark.
The Heirs of Ash trilogy by Rich Wulf: Voyage of the Mourning Dawn, Flight of the Dying Sun, Rise of the Seventh Moon. This series follows the crew of an airship on a journey across Eberron in pursuit of a mysterious superweapon.
The Legacy of Dhakaan trilogy by Don Bassingthwaite: The Doom of Kings, Word of Traitors, The Tyranny of Ghosts. The shifter Geth is drawn into the intrigues of the goblin nation of Dhakaan, dealing with the precarious balance between the Ghaal’dar, the Dhakaani, and the elves of Valenar.
The Thorn of Breland trilogy by Keith Baker: The Queen of Stone, The Son of Khyber, The Fading Dream. A member of the elite Dark Lanterns, Thorn clashes with House Tarkanan in Sharn; pursues a dangerous mission in the monstrous nation of Droaam; and follows a mysterious lead deep into the Mournland.
Eberron: Inquisitives is a series of standalone novels focusing on inquisitives— Eberron’s answer to the private investigator.
- Bound By Iron by Edward Bolme follows a mystery in the grim nation of Karrnath.
- The Night of Long Shadows by Paul Crilley. Inquisitive Abraxus Wren investigates a murder at Morgrave University, uncovering a mystery that reaches to the highest towers of Sharn.
- Legacy of Wolves by Marsheila Rockwell is set in the nation of Thrane, and deals with shifters and the dark history of the Church of the Silver Flame.
- The Darkwood Mask by Jeff LaSala explores the politics of Breland and Karrnath through the fallout of an ambassador’s murder in the city of Korth.
Appendix B: Glossary
Aberrant Dragonmark. A mark that manifests on the skin and grants magical abilities to the bearer. Aberrant dragonmarks are diverse in their effects and appearance, but generally grant destructive abilities. Superstition leads many people to distrust those who carry aberrant dragonmarks. Chapter 4.
Adept. A divine spellcaster who knows 1-4 cantrips or rituals. Chapter 2.
Aerenal. An island nation in Eberron. Homeland of the elves and the Undying Court. Chapter 2.
Arawai. The Sovereign of Life and Love. A deity of the Sovereign Host often associated with the Life and Nature domains. Chapter 2.
Arcanix. The finest institute for arcane research in Khorvaire, located in the nation of Aundair. Chapter 2.
Aundair. A nation in northwestern Khorvaire. Known for education and arcane magic. One of the Five Nations that formed the Kingdom of Galifar. Chapter 2.
Aureon. The Sovereign of Law and Lore. A deity of the Sovereign Host often associated with the Knowledge and Order domains. Chapter 2.
Aurum. A powerful conspiracy operating in Khorvaire. Chapter 1.
Balinor. The Sovereign of Horn and Hunt. A deity of the Sovereign Host often associated with the Nature domain. Chapter 2.
Blood of Vol. A grim religion that believes that death is oblivion, but that mortals have a spark of divinity in their blood. Associated with the Life and Death domains. Chapter 2.
Boldrei. The Sovereign of Hall and Hearth. A deity of the Sovereign Host often associated with the Life and Protection domains. Chapter 2.
Boromar Clan. A powerful criminal organization with deep roots in Sharn. Primarily associated with theft, gambling, and smuggling. Chapter 6.
Breland. A nation in southern Khorvaire. Known for industry and pragmatism. One of the Five Nations that formed the Kingdom of Galifar. Chapter 2.
Callestan. A district in the Lower Dura ward of Sharn. A dangerous and lawless region of the City of Towers. Chapter 6.
Cannith. A dragonmarked house associated with the Mark of Making. Chapter 4.
Changeling. A race of shapeshifters found in Khorvaire. Chapter 3.
Clifftop. A district in the Upper Dura ward of Sharn. Known as a reliable source of capable adventurers. Chapter 6.
Crown. A copper coin with a value of 1 cp. Chapter 2.
Cyre. One of the Five Nations that formed the Kingdom of Galifar, Cyre was known for art and artifice. Cyre was destroyed by the Mourning and is now known as the Mournland. Chapter 2.
Daanvi. The plane of order. Chapter 2.
Daask. A criminal organization with ties to the monstrous nation of Droaam. Primarily associated with violent crime and extortion. Chapter 6.
Dark Six. The sinister counterpart to the Sovereign Host. The deities of the Dark Six embody dangerous forces: death, darkness, destruction, treachery, chaos, passion. Most followers of the Sovereign Host view the Dark Six as evil, but their followers believe that the forces they represent are important aspects of life. Chapter 2.
Daelkyr. Powerful fiends from the plane of Madness. Daelkyr create aberrations and brought mind flayers and beholders to Eberron. The daelkyr are currently bound in Khyber by seals created by the Gatekeeper druids. Chapter 1.
Dal Quor. The plane of dreams. Chapter 2.
Darguun. A nation in southeast Khorvaire. Primarily populated by goblins who seized the region from Cyre during the Last War. Chapter 2.
Demon Wastes. A barren region in northwestern Khorvaire. The Demon Wastes are twisted by dark powers and home to a wide variety of fiends. Chapter 2.
Deneith. A dragonmarked house associated with the Mark of Sentinel. Chapter 3.
Devourer, the. A deity of the Dark Six, often associated with the Tempest domain. Chapter 2. Dhakaan. A goblin empire that existed before humanity came to Khorvaire. Destroyed thousands of years ago after fighting the daelkyr. Chapter 3.
Dol Arrah. The Sovereign of Sun and Sacrifice. A deity of the Sovereign Host often associated with the Light and War domains. Chapter 2.
Dol Dorn. The Sovereign of Strength and Steel. A deity of the Sovereign Host, often associated with strength, courage, and the War domain. Chapter 2.
Dolurrh. The realm of the dead, where mortal souls go after death. Many faiths believe that Dolurrh is a gateway to a higher level of existence. Chapter 2.
Draconic Prophecy. Signs of the Prophecy manifest in the movement of the moons and planes, in the manifestation of dragonmarks and natural phenomena. The Prophecy doesn’t define the future, but it reveals paths that it can take. Chapter 1.
Dragonmark. A mark that manifests on the skin and grants magical abilities to the bearer. There are twelve known dragonmarks. Dragonmarks are hereditary and tied to a specific set of bloodlines. Chapter 4.
Dragonmarked Houses. An alliance of families that carry a particular dragonmark; House Cannith carries the Mark of Making, House Sivis holds the Mark of Scribing. Each dragonmarked house has used the power of its marks to gain influence over a particular element of the magical economy of Khorvaire. Chapter 4.
Dragonshard. A form of crystal with mystical properties. Eberron dragonshards are found in upper earth and are the primary fuel of the magical economy. Khyber dragonshards are found deep below the surface and used with binding enchantments. Siberys dragonshards fall from the sky and amplify magical energies. Chapter 5.
Droaam. A nation in western Khorvaire. Droaam was formed ten years ago and isn’t recognized under the Treaty of Thronehold. Its inhabitants are largely creatures considered to be “monsters”: ogres, trolls, gnolls, harpies, medusas, and similar creatures. Chapter 2.
Dreaming Dark. An alliance of fiends said to be manipulating mortal dreams. Chapter 1.
Eberron. 1. One of the legendary Progenitor Dragons, said to be the source of natural life and druidic magic. 2. The natural world. Chapter 1.
Eldeen Reaches. A nation in western Aundair, formed by an alliance between the druids of the western woods and farmers who broke away from Aundair. Chapter 2.
Emerald Claw. The Order of the Emerald Claw is a group of Karrnathi patriots who serve a mysterious figure known as the Queen of Death. Many follow the Blood of Vol faith, but most followers of the Blood of Vol don’t support the Emerald Claw. Chapter 1.
Excoriate. A dragonmarked heir who’s been cut off from their house, usually due to a crime against the house. Chapter 4.
Everice. An arctic continent in Eberron. Chapter 2.
Fernia. The plane of fire. Chapter 2.
Five Nations. Aundair, Breland, Cyre, Karrnath, and Thrane. These five nations served as the foundation of the Kingdom of Galifar and were the primary combatants in the Last War. Chapter 2.
Forgehold. A Cannith workshop focusing on arcane production or innovation. Chapter 4.
Foundling. Someone who develops a dragonmark without having any established ties to one of the dragonmarked houses. Chapter 4.
Frostfell. An arctic continent in Eberron. Chapter 2.
Fury, the. A deity of the Dark Six, associated with passion, madness, and vengeance. Chapter 2.
Galifar. A human civilization that once dominated the continent of Khorvaire, named after the king who established it. Galifar came to an end when the Five Nations turned on one another, triggeering the Last War. Chapter 2.
Ghaal’dar. The alliance of goblin clans that established and currently rule the nation of Darguun. Chapter 3.
Ghallanda. A dragonmarked house associated with the Mark of Hospitality. Chapter 4.
Greater Dragonmark. A dragonmark that has grown in size and grants greater powers to the character that possesses it. Chapter 4.
Irian. The plane of light and hope. The source of positive energy in Eberron. Chapter 2.
Jorasco. A dragonmarked house associated with the Mark of Healing. Chapter 4.
Kalashtar. A hybrid race formed by a bond between humans and renegade spirits from the plane of dreams. Primarily found in the nation of Adar in Sarlona. Chapter 3.
Karrnath. A nation in northeastern Khorvaire. Known for stoicism and martial discipline. One of the Five Nations that formed the Kingdom of Galifar. Chapter 2.
Keeper, the. A deity of the Dark Six, often associated with the Death and Grave domains. Chapter 2.
Khoravar. The half-elves of Khorvaire use this term—Elvish for “child of Khorvaire”—as the name of their race. Chapter 3.
Khorvaire. A continent in Eberron. Home of the Thronehold nations. Chapter 2.
Khyber. 1. One of the legendary Progenitor Dragons, said to be the source of fiends and other evil creatures. 2. The Underdark of Eberron. Chapter 1.
Kol Korran. The Sovereign of World and Wealth. A deity of the Sovereign Host associated with trade and travel. Chapter 2.
Kundarak. A dragonmarked house associated with the Mark of Warding. Chapter 4.
Kythri. The plane of chaos. Chapter 2.
Lamannia. The plane of nature. Chapter 2.
Last War. A conflict fought to determine which of the Five Nations would rule Galifar. The Last War began in 894 YK. The Last War officially ended in 996 YK with the signing of the Treaty of Thronehold. Chapter 1.
Lhazaar Principalities. An alliance of city-states in northeastern Khorvaire. Known for ships and sailors, and for both merchants and pirates. Chapter 2.
Library of Korranberg. Located in Zilargo, the Library of Korranberg is widely considered to be the most extensive collection of literature and general knowledge in Khorvaire. Chapter 2.
Lyrandar. A dragonmarked house associated with the Mark of Storms. Chapter 4.
Mabar. The plane of darkness and entropy. The source of negative energy in Eberron. Serves the role of the Shadowfell in Eberron. Chapter 2.
Magewright. Someone who uses arcane magic as part of their occupation. A typical magewright knows 1 to 4 practical cantrips or rituals. Chapter 2.
Manifest Zone. A region where one of the planes influences Eberron. A manifest zone usually displays traits associated with the connected plane, and it can serve as a portal to that plane.
Medani. A dragonmarked house associated with the Mark of Detection. Chapter 4.
Mockery, the. A deity of the Dark Six, often associated with the Trickery and War domains. Chapter 2.
Morgrave University. Located in the Upper Menthis Plateau ward of Sharn, Morgrave University is the largest institute of learning in Breland. Chapter 6.
Mournland. Formerly the nation of Cyre, the Mournland is an unnatural wasteland created by the Mourning. It is home to many dangerous creatures and unpredictable magical effects. Chapter 1.
Mourning. The mystical cataclysm that destroyed the nation of Cyre and transformed it into the Mournland. The Mourning took place on 20 Olarune 994 YK. The cause of the Mourning remains a mystery. Chapter 1.
Mror Holds. A mountainous nation in eastern Khorvaire. Primarily inhabited by dwarves. Known for its mines and mineral wealth. Chapter 2.
Olladra. The Sovereign of Feast and Fortune. A deity of the Sovereign Host often associated with the Life and Trickery domains. Chapter 2.
Onatar. The Sovereign of Fire and Forge. A deity of the Sovereign Host often associated with the Forge and Knowledge domains. Chapter 2.
Q’barra. A nation in eastern Khorvaire. Home to lizardfolk and dragonborn, it was colonized by settlers from the Five Nations during the Last War. Chapter 2.
Orien. A dragonmarked house associated with the Mark of Passage. Chapter 4.
Path of Light. A kalashtar religion that seeks to guide Eberron through an age of darkness and into light. Often associated with the Life and Light domains. Chapter 2.
Phiarlan. A dragonmarked house associated with the Mark of Shadows. Chapter 4.
Risia. The plane of ice. Chapter 2.
Sarlona. A continent in Eberron. Home of humanity and the kalashtar. Dominated by the Inspired lords of Riedra. There is limited contact between Khorvaire and Sarlona. Chapter 2.
Shadow, the. A deity of the Dark Six, often associated with the Knowledge domain. Chapter 2.
Shadow Marches. A region of swamps in southwestern Khorvaire. Primarily inhabited by orcs, humans, and half-orcs. Chapter 2.
Shifter. A race thought to have ties to lycanthropes, primarily found in the Eldeen Reaches. Chapter 3.
Siberys. 1. One of the legendary Progenitor Dragons, thought to be the source of celestials and magic. 2. The ring of dragonshards that circles the world. Chapter 1.
Silver Flame. A source of divine energy, the Silver Flame binds fiends and empowers those who fight evil. Often associated with the Life, Light, and War domains. Chapter 2.
Sivis. A dragonmarked house associated with the Mark of Scribing. Chapter 4.
Skycoach. A small flying vessel found in the city of Sharn. Skycoaches are sustained by the manifest zone around Sharn and can’t be used elsewhere in Khorvaire. Chapter 6.
Sovereign. 1. One of the deities of the Sovereign Host; occasionally used to describe the Dark Six. 2. A coin with a value of one silver piece (1 sp). Chapter 2.
Sovereign Host. The most widespread religion in Khorvaire. The Host is a pantheon of nine deities. Followers believe the Sovereigns are omnipresent, guiding and influencing all things. Most people worship the pantheon as a whole, but there are variations that focus on subsets of the host. Chapter 2.
Stormreach. The largest human colony in Xen’drik. Chapter 2.
Syrania. The plane of peace. Known for its floating citadels. Chapter 2.
Talenta Plains. A nation in eastern Khorvaire. Primarily inhabited by halflings. Chapter 2.
Tarkanan. House Tarkanan is a criminal organization primarily associated with theft and assassination. Members have aberrant dragonmarks. Chapter 6.
Tharashk. A dragonmarked house associated with the Mark of Finding. Chapter 4.
Thelanis. The Faerie Court. This plane serves the role of the Feywild in Eberron. Chapter 2.
Thrane. A nation in central Khorvaire. Known for devotion and the Church of the Silver Flame. One of the Five Nations that formed the Kingdom of Galifar. Chapter 2.
Thronehold. This island city was the former capital of Galifar. The treaty that officially ended the Last War was negotiated and signed here. Thronehold Nation. A nation in Khorvaire recognized by the Treaty of Thronehold and bound by the terms of the treaty. The Thronehold nations are Aundair, Breland, Darguun, the Eldeen Reaches, Karrnath, the Lhazaar Principalities, the Mror Holds, Q’barra, the Talenta Plains, Thrane, Valenar, and Zilargo. Chapter 1.
Thuranni. A dragonmarked house associated with the Mark of Shadow. Chapter 4.
Traveler, the. A deity of the Dark Six, often associated with the Forge and Trickery domains. Chapter 2.
Treaty of Thronehold. The agreement that brought the Last War to an end. Chapter 1.
Tyrants, the. A criminal organization primarily comprised of changelings and doppelgangers. Associated with forgery, blackmail, and fraud. Chapter 6.
Twelve. An organization that facilitates communication and cooperation between the Dragonmarked Houses. Chapter 4.
Undying Court. The council of deathless elves that guides and protects the elves of Aerenal. As a source of divine power, often associated with the Grave, Knowledge, and Light domains. Chapter 2.
Valenar. 1. A nation in southeastern Khorvaire. Established by elf mercenaries who seized the territory from Cyre. 2. One of the elves who seized this region. Valenar elves known for their devotion to the arts of war. Chapter 2.
Wandslinger. Someone who uses an arcane focus as a primary weapon. NPC wandslingers typically know 2 cantrips, and up to three additional cantrips or spells. Chapter 2.
Warforged. A race of sentient golems created by House Cannith during the Last War. The Treaty of Thronehold granted freedom to the warforged and forbid the creation of new warforged. Chapter 3.
Xoriat. The plane of madness. Chapter 2.
YK. “Year of the Kingdom.” A calendar abbreviation used to mark the foundation of the Kingdom of Galifar. By default, an Eberron campaign begins in 998 YK. Chapter 2.
Xen’drik. A continent in Eberron. Once home to an empire of giants, it’s now a nation of ruins and mysteries. Chapter 2.
Zilargo. A nation in the southern Khorvaire. Primarily populated by gnomes. Known for elemental binding and the pursuit of knowledge. Chapter 2.