Eberron

Eberron is a unique and interresting setting. It has a fairly steampunk feeling for the “technology”, as magic has become something that is harnessed for daily use. Magic powers many things, from simple everburning lamps lighting the streets to the mighty and impressive lightning rails that provide fast travel to every civilized country.

House Rules

The biggest difference between official Eberron and my campaign is the cosmology. The classic Planar wheel design of the 3rd edition Manual of the Planes is combined with the Planar Orary of Eberron. The Eberron planes are demi-planes that have, for various reasons, sepperated from the main planed to drift and orbit the Great Wheel. Consequences are that the various Eberron planes are always coterminous to at least one of the outer planes, with the exception of Dal Quor and Xoriat. Both are always distant due to mortal interferrence.

Eberron

Triscadeca Belario Khenal