Setting Information
Eberron Overview
Eberron is a wide magic setting, where magic is a part of the world as much as normal science is. Streets are lit by everbright lanterns, there are repair shops using mending to repair things, lightning trains and airships are powered by bound elementals. Wandslingers duel at high noon, while halfling mobsters accost a shopkeeper for protection money. However higher magics are still there and mystical
History Overview
Over a hundred years ago a great civil war over the succession of the crown erupted in the kingdom of Galifar. The five provinces (Aundair, Breland, Thrane, Karrnath, Cyre) fought each other in a brutal war where no one won and Cyre lost, after it was destroyed in the Mourning. After this the war ended in the Treaty of Thronehold with the formation of twelve new nations. The war has been over for two years but there are still tensions.
Dragonmarked Houses Overview
Twelve houses of common races are marked with symbols granting them mystical power. Over time the houses have grown into titans of industry, especially since they stayed neutral in the war while profiteering. Now they have political power while also competing with each other. One can think of them similar to megacorporations.
Modern History:
Galifar and the civil war
After the end of the goblins, humans came and began to settle Khovaire. The kingdom of Galifar conquered most of Khovaire and was made up of the five nations: Breland, Aundair, Cyre, Karrnath and Thrane. These rulers of these five nations descend all from the royal bloodline of Galifar the Wynarns. This kingdom lasted for hundreds of years until the death of king Jarot in 894 YK who wished his eldest daughter princess Mishann of Cyre to succeed however her siblings, who ruled the other territories disagreed and a war over succession broke out.
The war way a bitter struggle of shifting alliances and gruelling conflicts that tore the land apart and deeply scared the countryside. Everyone lost. In 994 YK the nation of Cyre was consumed in an event known as the Mourning. Almost all inhabitants died and now a dangerous fog hangs over the land. The shock and fear brought the nations to the negotiating table and in 996 YK the Treaty of Thronehold was signed. There were twelve new nations now and Galifar was no more.
The situation now:
It’s been four years since the war and two since the peace treaty has been signed. Some believe that peace will last, others that war will soon break out again. The nations are in a state of cold war, seeking advantages over each other for the conflicts that could lie ahead.
The dragonmarked houses have stayed neutral but sold their services to the highest bidder. They emerged stronger than ever, amassing political power. Now no ruler can afford to break with the dragonmarked houses or face the consequences.
Religion
Sovereign Host:
Biggest religion in Khovaire, believed to be the embodiment of all that is good in the world, very diverse deities that can have different names, all can be worshiped or only one, don’t have a hierarchical structure. There are cathedrals but the many cultures have their own names for the gods. They often support the hierarchical and structure of the nations. The gods are not very active but are seen as all surrounding the people of Khovaire. They are gods of Civilization
They are:
Arawai – Light and Love, (Light, Life)
Aureon – Knowledge and Law, (Knowledge, Arcana, Order)
Balinor - Horn and Hunt, (Nature, War,)
Boldrei – Hall and Hearth, (Life, Peace)
Dol Arrah – Sun and Wisdom in War; (Light, War, Knowledge)
Dol Dorn – Strength and War; (War, Order)
Kol Korran – World and Wealth; (Forge, Trickery)
Ollandra – Feast and Fortune; (Life, Trickery)
Onatar – Fire and Forge; (Forge)
Dark Six:
Shadows of the Sovereign Host, opposite side of the same coin, worshipped but mostly in secret, often devoted to a single member of Dark Six. It is believed that they are kin to the Sovereign Host but turned or got banished for their actions. Many people worship them to keep bad luck and terror at bay. Many priests of the Dark Six claim to be “at least honest about the world.”
The Devourer – Destructive Nature and Savagery; (Tempest)
The Keeper – Greed and Undead; (Death)
The Fury – Passion, Revenge and Despair; (War)
The Mockery – Treachery and Terror; (War, Trickery)
The Shadow – Dark Knowledge and Ambition; (Knowledge, Arcana)
The Traveler – Chaos and Change (Trickery)
Church of the Silver Flame:
Religion built around the Silver Flame and the legend of Tara Miron. Less a god and more a source of power. Big on fighting evil such as undead, lycanthropes, defined structure with military might in the form of templars, sometimes overzealous. There are other faiths based on the silver flame. There is always one speaker of the Flame, which is currently a child with a council of cardinals at its side. Very strong in Thrane where a manifestation of the Silver Flame exists.
There are also other people who worship their own version of the Silver Flame such as the orcs worshiping the “Binding Flame” or the yuan-ti known as the Shusalakar worshiping the coatls as a manifestation of the Silver Flame. The Silver Flame in Thrane is split on that.
Domains Light, Life, Twilight, War
Blood of Vol/ Seekers of the Divinity Within:
Believing that death is the end, the gods are not good, all we have is each other and that true divinity lies within, founded in Aerenal and was popular in Karrnath during the war. Using undead as tools is alright with them and they wish to reach divinity, some become undead to guide others. These are known as Martyrs as they give up their chance to reach divinity for the chance of guiding others.
The faith is not particularly well liked by the others, often seen as undead loving and evil. The worshipers of the Blood of Vol also known as the Seekers of the Divinity within would disagree with that. Their goal is to break out of the circle of death and live and reincarnate and reach the divinity. The religion is very community focused as they believe that the only thing they have is each other.
Domains: Grave, Death, Life,

Cults of the Dragon Below:
Describes various cults that worship the archfiends and/or the daelkyr and wish to free them. Often based on madness and power hungry, Believe that when these powers are freed they will be spared and granted power. Secret cults often hunted down by the Silver Flame. It is said that a mysterious power often stands behind them, controlling many cults from behind the scenes.
Many cults are joined out of madness or lust for power, however some cults are hereditary especially in the Demon Wastes and in some rural regions.
Domains: Varies depending on the Overlord. Please contact me if you want to play this.

Spirits of the Past:
The Tairnadal elves of Valenar believe that the spirits of champions are your ancestors can live on through the living and one of them lives on in you. You must emulate the deeds of this ancestor and achieve great deeds of your own
Domains: Nature, War, Grave
Undying Court:
The wisest and greatest members of the high elves in the far away island of Aerenal are preserved after death becoming good undead fueled by positive energy and the devotion of the living elves. This Undying Court has power and the living elves honor the past and wish to become eternal through their deeds. They hunt down evil undead.
The devotion and belief of the elves fuels the Undying Court and allows for its clerics and paladins to have mystical powers.
Domains Life, Grave, Order, Light