All officially published material not from a setting-specific sourcebook is allowed without question. If you aren't sure if a book is specific to a setting or not, ask. Materials from such sourcebooks may also be allowed if they are not intrinsically tied to that setting. For example, Blood Hunters could be slotted in as a faction within House Tharashk, with the Mark of Finding.
Most material from Eberron: Rising From the Last War is allowed without question, as that is the primary sourcebook specific to this setting. The exceptions are the "Mark of (x)" variant races and the Aberrant Dragonmark feat. These are effectively banned; I have a different system for Dragonmarks (see the shardspace homebrew page).
If material exists in multiple sourcebooks including ERLW, use the ERLW material. For example, Changelings are Humanoids on Eberron, not Fey.
KibblesTasty's Inventor class is allowed in this setting.
For your background, you may choose any two skill proficiencies and any two tool/weapon proficiencies or languages.
When rolling stats, roll 4d6 drop lowest six times. You may reroll if the total is less than 75.
When creating a low-level character, you start with the equipment provided in your class features and background, the starting wealth listed for your class, and 2 common magic items.
If you are creating a character at level 5 or higher, you get a different amount of money with which to purchase starting equipment, and get more free magic items. Use the following list instead of your class' starting wealth and equipment:
Level 5-8: 500 + 1d10×25 gp, 2 common, 1 uncommon
Level 9-12: 2,500 + 1d10×125 gp, 2 common, 2 uncommon
Level 13-16: 5,000 + 1d10×250 gp, 3 common, 3 uncommon, 1 rare
Level 17-20: 20,000 + 1d10×1,000 gp, 4 common, 3 uncommon, 2 rare
You can forgo getting two free magic items of one tier in order to start with one free magic item of a higher rarity tier. For example, you could give up two uncommon items to start with one rare item. This can stack with other free magic items; for example, at level 17 you could start with one uncommon and one legendary magic item.
Cantrip. Every character starts with 1 free cantrip of their choice, from any spell list. You may choose any mental stat to be your spellcasting ability for this spell (or Con if you have an Aberrant Dragonmark).
Dragonmarks: If your character is from one of the 13 Dragonmarked Houses and of the appropriate race, you can start with a True Dragonmark. See the Shardspace Homebrew page for a list of the Dragonmark options. In addition, you can freely reflavor your entire class and its abilities as originating from their Dragonmark.
Aberrant Dragonmarks: If your character is a descendant of two Dragonmarked people from separate Houses, or your backstory involves having been exposed to a source of powerful wild magic, and you do not have a True Dragonmark, you can start with an Aberrant Dragonmark. See the Shardspace Homebrew page for the rules on this. As with True Dragonmarks, you can freely reflavor all your class abilities around an Aberrant Dragonmark.
Feat: If your character does not have any type of Dragonmark, you can start with one free feat. You gain another free feat at level 5, and a third at level 9.
Spells: If there are any specific spells that fit perfectly for your build, that aren't on your class' spell list, let me know, and I may allow you to take one or more of them as class spells regardless. If you choose to reflavor a spellcasting class as getting all its power from a True Dragonmark, you can add all spell options from your dragonmark to your class' spell list.
Alignment in Shardspace affects characters less than in most other spheres. Almost every creature, regardless of race or origin, has an equal tendency towards any alignment.
The only exception to this is creatures which physically embody their alignment (e.g. Celestials, Fiends, etc). If such a creature's alignment ever changes, their creature type changes with it.
EXP is awarded in large amounts for successfully navigating social encounters, but is also awarded in smaller amounts for surviving or bypassing combat encounters, discovering secrets, and completing objectives.
Gunpowder does function in Shardspace, but nobody uses it because it's messy and less efficient than magic. Most people will just carry wands around instead of guns, but it is possible to build guns in Eberron that use magic instead of explosives.
See the Eberron homebrew page for details on how firearms and bullets function in Shardspace.
There are two types of healing potion generally available in Khorvaire: Mass-produced potions created by House Jorasco's Healer's Guild with help from the Mark of Healing, and artisanal healing potions created in a more traditional way. House Jorasco's healing potions are cheap, and work as RAW. Artisanal healing potions, while more expensive, heal the maximum possible amount if a creature drinks one as an Action. Artisanal potions' prices tend to vary based on House Jorasco's potion availability.
A creature with the Mark of Healing can make a healing potion over a short rest using Alchemical Tools or a Herbalism Kit for materials worth half the cost of a Jorasco healing potion. Other creatures require materials equal to half the maximum price of the artisanal potions, and can craft a potion over a long rest. Such potions only have the artisanal effect if the person crafting it succeeds on a DC 15 Intelligence (Alchemical Tools) or Wisdom (Herbalism Kit) check. Otherwise, they act the same as House Jorasco's potions.
Magic items in Eberron can be crafted in three ways:
Using innately magical materials. Magical processes within the world can create materials such as mithral or adamantine. Similarly, body parts of slain creatures inherit the magical properties of the original creature. This allows for the crafting of items such as adamantine swords or dragonscale armor with the relevant tool proficiencies.
Binding magical energy into physical items using a Khyber Dragonshard. This is how most classical magic items are created - a deepstone is mounted in a set of Enchanter's Tools, and then a spellcaster proficient in said tools focuses their own spell energy through the shard and into the item.
Using multiple Dragonshards alongside enchanted machine parts as components in a complex arcane device, such as an airship.
Almost all forms of flight in Shardspace function by manipulating air currents, including magical flight. As such, all creature and vehicle fly speeds are reduced to 0 within a vacuum.
Any spell scroll of 5th level or lower can be used by any creature with proficiency in Arcana, Religion, or Nature, without needing to roll. If a creature does not have any of those three proficiencies, or if the spell is 6th level or higher, the creature can make an unskilled Intelligence check against a DC equal to 10 + the spell's level in order to use it.
If a creature has the Spellcasting or Pact Magic traits, it does not need to roll to use any spell scroll up to the highest level spell it can cast.