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Regions of Origin

Eberron

The prime material plane of the setting.

Khorvaire

The main continent that's home to most humanoid civilization on Eberron.

Recognized Nations

The twelve nations that were signatories to the Thronehold Accords which ended the Last War. These nations are mutually diplomatically recognized by each other and tend to be the more civilized with availability of modern services, at least in some places.

Aundair
A nation devoted to the arcane arts, fine wines, and ambitious academic; home to 3 out of 6 of the continent's institutions of higher education.
Breland
An industrialized monarchy known for pragmatism, innovation, democratic ideals, and shady dealings.
Darguun
A militant goblinoid nation forged from rebellion of mercenary hobgoblins against Cyre late in the war, and driven by warlords and ancient Dhakaani heritage.
The Eldeen Reaches
A forested nation ruled by a confederacy of druids and ranger where nature, primal magic, and the subtle influence of the fey hold sway.
Karrnath
A disciplined, militaristic kingdom often hit by hard winters that's notorious for using undead soldiers during the war.
The Lhazaar Principalities
A coldwater archipelago settled by a loose confederation of sea-bound pirate lords, merchants, and explorers.
The Mror Holds
A mountainous federated nation made up of 12 fiercely independent dwarven clans united by tradition and shared enterprise, but divided by old feuds.
Q'barra
A frontier nation carved from jungle wilderness, torn between colonial ambition and aggressive kobolds defending their homeland.
The Talenta Plains
Vast grasslands home to a nomadic civilizations of halflings who ride dinosaurs (mainly raptors).
Thrane
A theocratic state ruled by the Church of the Silver Flame, known for exporting its faith while falling short of its standards at home.
Valenar
A militant elven nation founded by elven mercenaries who also seized territory from Cyre (it's weird that it happened twice) seeking to emulate their heroic ancestors.
Zilargo
A gnome-ruled land of cheerful scholarship and ruthless secret-keeping, watched over by the Trust, a literal secret police.

Other Regions

These are other regions of Eberron not recognized as above, plus Cyre which has been destroyed but is included here since this about regions of origin.

Cyre
Once a wealthy and artistic kingdom, that brimmed with culture, innovation, and ambition. But no longer.
Droaam
A nation of the unwelcome races of Khorvaire, governed by an anarchic confederacy and council in a wild densely forested land.
The Demon Wastes
A blasted, cursed land of fiendish ruins and barbaric cults guarding against ancient demonic forces which are still very much active.
The Mournland
A ruined wasteland that's all that remains of Cyre after its sudden and complete magical annihilation, where time warps and the dead don’t stay dead.
The Shadow Marshes
A swampy, isolated region at the western edge of the continent, home to an ancient alliance of humans and orcs.

Beyond Khorvaire

These are other areas beyond Khorvaire that it's possible to be from.

Aerenal
An isolated subcontinent nation of ancient elves ruled by their deathless ancestors, where tradition and ancestor worship dominate everyday life.
The Seren Islands
A scattered chain of volcanic isles off the northwest coast of Argonnessen inhabited by dragon-worshiping barbarians who fiercely guard the coast.
Xen'drik
A vast, wild continent of shattered giant empires, unstable magic, and deadly secrets, where explorers risk death and worse for ancient treasures.

Other Planes

The Planetouched (Djinnasi)

A djinnasi has in their bloodline the influence of one of the other planes, almost always an elemental one. On occasion this sources to a tryst between one of their ancestors and a being from another plane. But far more often it is the doing of a powerful djinni, a potentate of one of the 7 races of the djinn. These powerful beings exert control over their seven elemental planes, but that's not enough. They mount campaigns of influence and empire over other planes, including that of Eberron.

The djinn are known to grant wishes, but there's no djinni alive that doesn't exact a price for this service. Very often they'll transform the supplicant into a planetouched of their element. Such planetouched are created by djinni magic; the influence of the djinn remains with them ever after, and is passed down through their bloodline. Should any such djinnasi grow powerful in blade or spell, it's likely their progenitor— for the djinn do not know death by old age— may come calling….

Fiernia
A blazing realm of endless fire, volcanic landscapes, and relentless heat where creatures of flame thrive.
Golubhh
A boundless surfaceless ocean of endless depths, punctuated by swirling maelstroms where earthbergs great enough to host cities still are tossed on the current.
Irian
A brilliant, radiant plane flowing with life-giving energy, where light suffuses everything.
Mabar
A cold, lightless plane where shadows cling and the dead linger, that slowly drains warmth and hope from all who venture there.
Ossura
A vast plane of stone, shot through with twisting caves and vast caverns, that echo with the slow grind of tectonic plates that dwarf Eberron.
Risia
A desolate realm of ice, snow, and freezing winds— where glaciers stretch forever and cold is everpresent.
Syrania
A vast, airy plane of endless winds, floating islands, and ever-shifting currents— an expanse home to creatures of flight.