Artificers in Eberron draw power from the magic inside objects, changing the flow of energy to make items temporarily magical.
Eberron is the material plane at the center of a multiverse that has planes traveling around it in orbits.
The magical symbols known as dragonmarks look like tattoos, but they glow vibrantly with innate magic.
Do you know what Ruty Rutenberg likes about Eberron? You’re about to!
In the 100th year of the conflict, a great cataclysm of unknown origin destroyed the nation of Cyre, ending the war in the worst possible way.
The Last War, a conflict that raged for over a century, radically changed Eberron.
Pirate lords and merchant princes control the islands and waves of the Lhazaar Sea.
Satine Phoenix is the first of our three special guests in 12 (+1) Days of Eberron. Get to know her a little better!
A schismatized pantheon, a pious theocracy, some dark cults and radiant undeads populate Eberron’s faiths.
Eberron introduces four fantastic races to play with.
Let’s talk about Sharn, the City of Towers, and what an urban environment can bring to a fantasy campaign.
Join us and celebrate as “Eberron: Rising from the Last War” and “Exploring Eberron” get published.