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I
n the city of Graywall, a Tharashk bounty hunter signals the Sentinel Marshal he’s working with. He’s found their quarry… In a tavern filled with drunk ogres and trolls. The stench of stale alcohol and sweaty troll is overpowering, and the denizens of the bar have no love for people from the east. One misstep and it will be a short and bloody night…

On the Border Road, a gargoyle soars above an Orien Thunder Coach, keen eyes searching for any evidence of brigands. On the deck of the coach, a warforged sorcerer traces the sigils on their battle staff and contemplates cantrips. It’s not a question of if bandits will strike, only a question of when.

In the town of Quickstone, Three Widow Jane studies the tiefling standing at the other end of the Square. Her fingers brush against the hilt of her wand. The horn of the lightning rail howls in the distance as the train pulls into the station, and the duel begins.

When people think about adventures in Eberron, they often think of distant and legendary locations—the jungles of Xen’drik, the dragon-realms of Argonnessen, the hidden lands of Sarlona. Others look to the great cities of Sharn, Korth, or Fairhaven, metropolises teeming with people. But there is adventure to be had in the cracks between the great cities and distant lands. In the wake of the Last War, new nations have broken away from the yoke of Galifar, and this has created a host of unique frontiers and untapped opportunities. West of Breland, a number of different cultures have joined together as the nation of Droaam. The medusas of Cazhaak Draal have opened their stone gates, the tieflings of the Venomous Demesne have emerged from their hidden kingdom, and the infamous Daughters of Sora Kell stand above it all. Breland and the other Thronehold nations have refused to recognize Droaam—and this, in turn, means that Droaam isn’t obliged to respect the laws and traditions of the nations of the east. And it further means that the border between Droaam and Breland is largely a theoretical concept. This has left a wide swath of land where no one truly holds sway—where each village must stand ready to defend itself from brigands and raiders, where Brelish and Droaamite may dwell side by side, where Cannith goods can be found alongside the arcane creations of the Venomous Demesne. It’s a region filled with ancient ruins, some of which have been shunned for centuries—often with good reason. And it is a region filled with expanding cities and newborn hamlets, where people have come in search of opportunity in spite of the danger. This is the Western Frontier.

All the themes of Eberron—the concepts discussed in Eberron: Rising from the Last War—are in play on the frontier. There is opportunity for pulp adventure, for fighting demon-fueled champions in ancient Dhakaani ruins or racing to stop nefarious cultists from releasing the deadly daelkyr. And there’s room for noir intrigue, for schemes driven by petty greed and human weakness. The impact of the Last War can be felt here, as veterans and refugees settle in unclaimed lands and war criminals and deserters from the east hide from justice. But there are other themes that are unique to this time and place. This is an opportunity to explore the shifting balance between Droaam and Breland, to find mysteries in towns too small to show up on any map, to bring justice to places where it’s long been forgotten. So strap on your wand and saddle up the tribex—Quickstone awaits.

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