History of Ebberon

Eberron is an old world. Throughout its lengthy history, empires have risen from the dust of previous centuries, thrived for a time, and then fallen into ruin. This rubble still dots the wilderness (and even some civilized areas). resting unexplored for millennia.Treasure, mysteries, and the answers to age-old questions might be hidden in the thick shadows.

THE DAWN OF TIME
Different cultures and races have various ideas about the world’s origin, but one particular tale has achieved widespread acceptance. Priests and philosophers of varied beliefs teach this story to their followers—if not as true history, then at least as a valuable allegory and the most accurate tale they have. Three great dragons existed in the time before time: Siberys the Dragon Above, Eberron the Dragon Between, and Khyber the Dragon Below. Unable to coexist, the progenitor dragons fell to fighting. Khyber tore Siberys apart after a great battle. Eberron wrapped Khyber in sinuous coils and imprisoned the Dragon Below. The pieces of the Dragon Above became the Ring of Siberys overhead, Eberron’s body formed the continents and oceans, and imprisoned Khyber twisted into labyrinthine tunnels beneath the earth. The creation of all that is was completed when dragons arose from the remains of Siberys, fiends crawled from the depths of Khyber, and all other living beings were born from Eberron’s fertility.

THE AGE OF GIANTS
No one knows exactly how many years passed, how much life thrived, and how many cultures rose, fell, and were forgotten before a civilization of giants arose on the continent now called Xen’drik. The giants expanded their empire, enslaved races of smaller humanoids and gathered vast knowledge. The greatest legacy of the Age of Giants. however, is the cyclopean structures that dot Xen’drik. Scholars claim that such buildings could not have been raised without powerlitl magic—magic the giants must have learned from a mighty creature or creatures. The giants ruled for tens of thousands of years. Scholars are not certain what brought about the civilization’s collapse, but rumors abound. Some say the dragons destroyed it to protect the world. Others
claim that the giants’ slaves rebelled and overthrew their masters. A few whisper that horrific creatures from another plane appeared in the world and brought down the giant empire.
Whatever Xen’drik was like in the time of the giants. it is now a steaming jungle of disease. carnivorous plants, vicious beasts, sinister yuan-ti, and cruel drow. Various archeological expeditions have attempted to penetrate the jungle. but few return. Real evidence of the giant empire is sparse, and scholars are hungry fir more information. Because of this. Xeredrik’s name has become synonymous with adventure: It holds great dangers, great rewards, great mysteries, and the chance to find places, objects, and creatures unseen for millennia.

THE AGE OF MONSTERS
In the wake of the giants’ fall, their slaves were freed. The elves hid in the ruins of Xen’drik. or disappeared into the jungles of Aerenal. More active were the goblins and the ores. Lead by the Dhakaani goblins, they built an empire on the continent of Khorvaire that lasted for thousands of years.

As with the Age of Giants, the end of the Age of Monsters is shrouded in mystery. Some priests and philosophers say that, by their nature, savage ores and chaotic goblins could not live long in peace. These thinkers claim the monsters feuded and ripped their own empire apart. Other scholars point to an inva- sion from creatures from another plane as the cause of the Dhakaani Empire’s collapse. Many historians view the Age of Monsters as a dark time because monstrous races ruled the world. Other commentators see the Age of Monsters as a time that never achieved its potential, crushed before it could truly evolve. Goblins and ores look back on it with longing. Many, especially among the hobgoblins. seek to reclaim the empire’s former glory.
Ruins oldie Dhakaani Empire are some of the most prevalent throughout Khorvaire. Dhakaani
relics are valuable—the goblins were fine crafters and accomplished magicians. The more potent items are highly prized by monstrous races for their power and their historical significance.

THE CURRENT AGE
Although life continues to thrive on Sarlona, Xeridrik, Aerenal, and Argonnessen, the nature of
those places seems timeless, and little changes. in the Current Age. the events of the greatest note occurred on Khorvaire. Hundreds of years after the collapse of the Dhakaani Empire, human refugees from Sarlona arrived on Khorvaire’s northeast coast, led by the famous explorer Lhazaar. The humans quickly pushed inland, seizing the land from monstrous inhabitants, both civilized and wild. The remnants of the Dhakaani were in no position to resist the humans. Fledgling human nations began to appear. In central Khorvaire, five communities arose. Since that time, the central areas of Khorvaire and the collective human civilization on those lands have become known as the Five Nations. Over the years, these nations built, farmed. traded, explored, quarreled, and fought. Periodically, a great leader sought to unite the peoples under one banner, but all—even the mighty Karrn. one of Eberron’s greatest conquerors—lacked the combination of vision, force of arms, diplomacy, and luck needed to accomplish so monumental an undertaking. One thousand years ago, a male human named Galifar succeeded where so many before him had failed. He bound the human populations into a great nation and named it the Kingdom of Galifar. For nearly a thousand years, the kingdom thrived, creating a golden age for Khorvairians. Arts, culture. scholarship, and civilization flourished. Trade routes crossed the land, sea, and air; great urban centers grew up across the continent: relations were established with Aerenal; a gateway city to the riches and mysteries of Xen’drik. Stormreach, was founded. For hundreds of years, peace and prosperity reigned. All came to an end with the death of la rot. the last king of Galifar. The human lands divided into five feuding nations, and they turned on each other.
The war tore the continent apart and killed millions. Some scholars see the Last War as the end of what they call the Age of lIumans. In the aftermath, the Five Nations remain, but they are exhausted and greatly diminished. Monsters again stalk the wilderness between cities, people turn on each other, and dark creatures stir in the shadows.

CALENDAR
People are concerned with the events of their ownera. marking time by reference to the recent past. Not surprisingly. Khorvairians use a calendar devised in the early days of the Kingdom of Galliar. Hundreds of years ago. the dragonmarked houses adopted this system of timekeeping, claiming that it was partially based on draconic measurements. Years arc numbered. with the founding of the Kingdom of Galifar marking year 1. For 998 years, since Galifar declared his kingdom. the years have been designated YK for the Year since the founding of the Kingdom of Galifar. Years before that time are marked with a minus sign. Thus, the year of King Galifar ’s birth is known as -45 YK.

DAYS AND MONTHS
A day is 24 hours long. Seven days fill a week, and four weeks make a month. A year contains 12 months, which correspond to the 12 moons in the Ring of Siberys. Folklore and tradition associate the moons and months with the twelve dragonmarks, as shown below.

DAYS OF THE WEEK (FIRST TO LAST)
Sul Mal Zol Wir Zor Far Sar

MONTHS OF THE YEAR (FIRST TO LAST)
Associated
Month Season Dragonmark
Zarantyr Mid-winter Storm
Olarune Late winter Sentinel
Therendor Early spring Healing
Eyre Mid-spring Making
Dravago Late spring Handling
Nyrnm Early summer Hospitality
Lharvion Mid-summer Detection
Barrakas Late summer Finding
Rhaan Early autumn Scribing
Sypheros Mid-autumn Shadow
Aryth Late autumn Passage
Vult Early winter Warding

History of Ebberon

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