
Khorvaire — The Great Continent
Khorvaire is where the campaign lives, and it is not a peaceful place.
On paper, the continent is a postwar success story. The Treaty of Thronehold ended a century of bloodshed. Lightning rail lines reconnect capital cities. Airships resume commercial routes. Dragonmarked Houses broker trade across borders that, two years ago, were war fronts. The Five Nations of old Galifar—or what remains of them—have settled into an uneasy coexistence, each flying its own flag for the first time in a thousand years.
Beneath that surface, nothing is settled. Borders drawn at Thronehold are contested in practice by every signatory. Espionage services that scaled up during the war never scaled back down. Refugees from a nation that no longer exists crowd into the cities of their former enemies and are met with suspicion, pity, or open hostility. Veterans who spent their whole lives fighting now find themselves redundant in a world that insists the fighting is over. And power on Khorvaire doesn't flow neatly from thrones—the Dragonmarked Houses command economic leverage that rivals any government's, criminal syndicates provide services the state won't, and underneath all of it lie remnants of civilizations that were ancient before humans ever set foot on this continent.
Khorvaire is interconnected, industrialized, and deeply unstable. It is the most "modern" place on Eberron, and modernity here means the same thing it always does: new tools applied to old problems, with the persistent suspicion that the tools might be making things worse.
"Can it last, or will another war fracture us further? Should I dwell on such things when the Mourning might simply consume us all? Gods, how I fear the future." — Lyrian Das, Morgrave historian
Everyday Life After the War
There is no place in Khorvaire that escaped the Last War unscathed. Even villages that were never attacked lost children to conscription or suffered from shortages. The war's aftermath is not history—it is the texture of daily life. Forests and farmlands scorched by battle magic are still recovering. Ruined cities have yet to be reclaimed. Refugees live in every major city, including tens of thousands of Cyrans. Supply shortages remain common. Disabled veterans beg for copper in city squares. Street vendors sell curiosities from the war—shards of an airship, pieces of a warforged titan. Memorials stand in every town for members of the community who didn't come home.
And underneath the grief, a cold calculation: no one is happy with the outcome of the war, but no one dares continue fighting, because the Mourning proved that the cost of another round might be total. Everyone believes the mystery of the Mourning will eventually be solved. A nation that could learn to control that power—or prove it can't happen again—would reshape the political landscape overnight. Every government on the continent is quietly searching for that answer.
"No one won the war. Even though people optimistically refer to it as the Last War, most believe that it's only a matter of time until conflict begins anew. The mystery of the Mourning is the only thing holding the warmongers at bay." — Eberron: Rising from the Last War
