Kythri Risian
The Churning Chaos of Kythri is a plane of Those tieflings tied to the Plane of Ice are cold-
constant change and instability. Tieflings tied hearted and cold to the touch. A Risian tiefling
to Kythri are wildly diverse. One Kythri tiefling has pale skin, silver-white hair, and horns that
might have scaly skin and hair that slowly seem to be made from ice. Risian tieflings rarely
moves of its own accord; another might have show their emotions, but when they grow angry
silver eyes and flesh that’s almost translucent. the temperature around them drops.
Kythri tieflings are energetic and chaotic in their
thinking, preferring to stay in motion and never Ability Score Increase. Your Charisma score
remain in one place or path for too long. increases by 2, and your Constitution score
increases by 1.
Ability Score Increase. Your Charisma score
increases by 2, and your Intelligence score Chilling Resistance. You are resistant to cold
increases by 1. damage.
Corrosive Resistance. You are resistant to Legacy of Ice. You know the frostbite cantrip.
acid damage. When you reach 3rd level, you can cast the
armor of Agathys spell as a 2nd-level spell once
Legacy of Chaos. You know the infestation with this trait and regain the ability to do so
cantrip. When you reach 3rd level, you can cast when you finish a long rest. When you reach 5th
the chaos bolt spell as a 2nd-level spell once with level, you can cast the Snilloc’s snowball swarm
this trait and regain the ability to do so when you spell once with this trait and regain the ability to
finish a long rest. When you reach 5th level, you do so when you finish a long rest. Charisma is
can cast the blindness/deafness spell once with your spellcasting ability for these spells.
this trait and regain the ability to do so when you
finish a long rest. Charisma is your spellcasting Shavaran
ability for these spells.
Shavaran tieflings resemble the fiends that fight
Mabari the endless war of the Eternal Battleground.
Their horns appear to be made of iron, and
The Endless Night is the plane of shadows and their skin has a scaly texture. While they aren’t
negative energy. Mabari tieflings take after the as quick to anger as the Fernians, Shavaran
succubi and incubi that dwell there; they are tieflings are naturally aggressive, ever watchful
often painfully beautiful, but their fangs and for threats, and only comfortable with a blade in
small horns reveal their unnatural heritage. hand.
Mabari tieflings are driven by predatory instincts,
and most are cruel and manipulative. Ability Score Increase. Your Charisma
score increases by 2, and your Strength score
Ability Score Increase. Your Charisma score increases by 1.
increases by 2, and your Wisdom score increases
by 1. Battle Hardened. You have proficiency with
light and medium armor and with shields.
Shadowy Resistance. You are resistant to
necrotic damage. Legacy of War. You know the blade ward
cantrip. When you reach 3rd level, you can cast
Legacy of Night. You know the minor illusion the heroism spell as a 2nd-level spell once with
cantrip. When you reach 3rd level, you can cast this trait and regain the ability to do so when
the charm person spell as a 2nd-level spell once you finish a long rest. When you reach 5th level,
with this trait and regain the ability to do so you can cast the shadow blade spell once with
when you finish a long rest. When you reach 5th this trait and regain the ability to do so when you
level, you can cast the suggestion spell once with finish a long rest. Charisma is your spellcasting
this trait and regain the ability to do so when you ability for these spells.
finish a long rest. Charisma is your spellcasting
ability for these spells.
Chapter 2 | CULTURES OF EBERRON 99
Dragonforged mystery to the dragonforged, all are designed to
make a difference in the world and that is evident
Warforged in Peacetime. The warforged even without the Draconic Prophecy’s dictate.
pose difficult questions. What is the role
of a living weapon in a time of peace? Is it The Hidden Forge
possible for a manufactured thing to have
a soul? What is the economic impact of Merrix d’Cannith pioneered House Cannith’s
warforged labor? This course explores the use of automatons during the Last War, but it
history and possible future of this new race. was his son, Aaren d’Cannith, who created the
first true warforged. Aaren was a philosopher
–– Fang searching for meaning, but House Cannith
Adjunct Professor of Arcane Engineering was only interested in weapons. Succeeding
in repurposing Aaren’s work, the moniker
CHG1107: “warforged” was Merrix’s invention, and
Cultures Future & Past cemented the martial purpose of the beings in
their very identity. Aaren d’Cannith protested
The Last War has shaped Khorvaire over what he saw as the abuse of his creations and
the last century, and the warforged are a fought to prevent the production of warforged
physical manifestation and constant reminder soldiers. For his efforts, Aaren was excoriated
of this bitter struggle. Most who encounter from House Cannith in 970 YK and disappeared
dragonforged assume that these reptilian into the shadows of Khorvaire.
constructs were designed for war, one more
weapon in the clash between nations, but Despite his best efforts, Aaren lacked the
nothing could be further from the truth. While resources to change the course of House Cannith
each being’s true purpose might remain a and he was furious that his creations were being
condemned to the drudgery of lives in a state
of endless war. His obsession with stopping
the war led him to prioritize his remaining
assets toward further research, working to
understand the warforged he had created more
fully. Any spare time was devoted to his second
100 Chapter 2 | CULTURES OF EBERRON
love, the Draconic Prophecy, and over time Dragonforged Purpose
these two obsessions blended together in more
than philosophical terms. Aaren located a rare d6 Dragonforged Purpose
convergence of planar influence somewhere
along the borders of Cyre and constructed a 1 Bringer of War. Your task is to fight a war and
hidden forgehold, which he would later dub the win it. There’s just one problem: The Mourning
“Dragonforge” in his notes. He experimented came before you learned which war you’re
with unusual materials, blending dragon scale supposed to fight. Now you search for conflicts
and bone into the construction of the warforged, that feel justified to you, hoping to find the war
and timing the moment of creation to align with you’re meant to win.
the planes and moons. In 993 YK, he created
the first of his dragonforged. He continued to 2 House Breaker. You are charged to bring down
develop and train these living constructs, but one of the dragonmarked houses, or potentially,
his efforts were brought to a sudden halt by the all of them. This could simply be a matter of
devastation of the Mourning. breaking their monopoly, or it could require you
to shatter the entire institution.
Rumored to have been away from his
Dragonforge on the Day of Mourning in 994 YK, 3 Pioneer of Artifice. Aaren was a brilliant
Aaren hasn’t been seen since, while the location artificer, and your task is to follow in his
of his forgehold and the creation process of the footsteps, but to what end? You’re just
dragonforged remain entirely unknown, save for beginning to master your skills, and before
scattered pages of partial notes found by relic you’re done you want to create something that
hunters and scavengers across the wastes and will change the world.
craters of the Mournlands. Treasure seekers
believe the presence of these notes would 4 Seeker of Knowledge. It’s your duty to uncover
indicate that the Dragonforge was lost in the secrets and to share hidden knowledge with
devastation of the cataclysm, its workshops the world. You could be focused on a particular
collapsed, and enchantments broken or subject, exposing the plans of the Lords of
transformed into deadly living spells that wander Dust, for example, or you might be devoted to
the badlands. advancing knowledge in any way you can.
However, the existence of these dragonforged, 5 Unifying Force. Your purpose is to reunite the
all seemingly unaffected as the Mourning Five Nations. It’s up to you whether this means
obliterated Cyre, and their inability or restoring the monarchy of Galifar, or whether
unwillingness to recall the events surrounding you can forge an entirely new united nation.
their appearance, leave some to wonder if they This is a vast and lofty goal, but in the meantime,
are simply agents of a conspiracy to misinform you feel compelled to resolve conflicts and
any possible explorers, or to keep House strengthen relationships between nations
Cannith from corrupting this contribution as however you can.
Aaren’s father did before. In the wrong hands,
a Dragonforge might recalibrate the draconic 6 Warforged Defender. Your task is to find a way
prophecy, possibly altering Eberron’s future in to protect and preserve the warforged. You
unimaginable ways. must help them find a peaceful and secure place
in the world, free from House Cannith or the
Regardless of whether Aaren d’Cannith nations that denounce their sentience. At the
returns, or if the Mourning buried the moment, warforged have no way to reproduce,
Dragonforge in rubble and forced the and if you want to ensure their future, you’ll
dragonforged, alone and afraid, into the have to find an answer to this.
shattered lands of Cyre, these draconic
constructs have been left to find their own way in Prophetic Purpose
the world, and not even Aaren knows if they will
fulfill their part in the Prophecy. As a dragonforged, you were created for a
purpose. This purpose is a part of your essence,
tied to your moment of sentience, and the energy
that grants you life. Whether it was Aaren,
or one of the dragonforged only months your
senior, your progenitor was working with you,
training you for something, but the Mourning
came before that training was complete. As an
adventurer you must discover and fully harness
your hidden talents. You believe in your purpose,
Chapter 2 | CULTURES OF EBERRON 101
but you know that you need to develop your skills in the Five Nations. Fang chose a position
and resources to make a difference in the world. among the faculty of Morgrave University, and
occasionally appears as a guest lecturer around
Each of the dragonforged has a broad purpose, Khorvaire, acting as a unifying voice in a continent
but a few of them believe a deeper destiny that still teeters on the brink of war.
awaits them. Aaren was one of the most prolific
scholars of the Draconic Prophecy, and some All dragonforged range in shape and size
of the dragonforged believe that each of them similar to the dragonborn or lizardfolk of Qbara,
is tied to a particular passage of the Prophecy, and share the same general reptilian design of
but, like most interpretations, not all of them a heavy-set humanoid, but with dragon marrow
agree on the predictions of the passages. As a and sinew incorporated into a livewood frame,
dragonforged character, you might believe that and warforged plating infused with dragon scales
it is your destiny and duty to ensure that the While dragonforged temperament and head
future follows a particular path. If this is true, it shape are often similar to dragonborn, they don’t
is something you will have to discover as your carry the same elemental resistance typically
story unfolds. It is also something that could inherent to the color of their namesake.
draw you into the ancient struggles between
demons and dragons. The question is whether They typically run cool to the touch and, as
the dragon’s visions of the future included your other warforged do, Dragonforged possess a
kind and if they will see you as a useful ally or as ghulra, the sigil engraved into the forehead of a
the work of a human meddling to be eradicated. warforged. Aaren engraved other indecipherable
Find inspiration for your journey from the symbols across each frame and body, which
Dragonforged Purpose table to find out what you some of the dragonforged believe are tied to their
might have been made to do. draconic heritage and it’s by these sigils that they
might identify their draconic “ancestors”, while
Dragonforged in the World others believe the sigils are a form of prophetic
mark, waiting to unlock clues about the destiny
There are likely fewer than two dozen of the individual dragonforged.
dragonforged in the world. They scattered
across the globe in the wake of the Mourning, Dragonforged Traits
and most have no knowledge of the locations
of their cousins or specific origin. The Your dragonforged character has the following
dragonforged were made in the same forge and traits.
trained together, but they aren’t necessarily
friends. Bringers of war might oppose unifiers, Ability Score Increase. Your Strength score
and dragonforged with the same purpose could increases by 2, and your Intelligence score
disagree on how to accomplish the same goals. increases by 1.
A few of the dragonforged believe that they are
in competition with their cousins, that Aaren A ge. All known dragonforged are between
is watching and judging their progress, and five and six years old. Like warforged, their
only one dragonforged will accomplish their maximum lifespan remains a mystery; so far,
purpose. These dichotomies can engender a warforged have shown no signs of deterioration
dragonforged to recognize each other as loyal due to age, and neither do the dragonforged.
allies or bitter foes.
Alignment. Dragonforged find order and
Most of the people of the Five Nations, including discipline compelling. Most tend toward a
the original warforged, assume the dragonforged benevolent consideration for other creatures
are a rare Cannith design, like the envoy model, inherited from their maker. While most
and as such, dragonforged are typically treated assimilate the ethics and reasoning of the beings
like any other warforged. The most prominent they share company with, the general approach
dragonforged is Fang, Special Adjunct Professor and personality can be affected by their draconic
of Arcane Advancements and artificer, once history, but dragonforged aren’t bound to a
offered positions at every prestigious academy specific alignment.
Size. Your size is Medium. Dragonforged stand
between 6 and 7 1⁄2 feet tall averaging over 400
pounds.
102 Chapter 2 | CULTURES OF EBERRON
Speed. Your base walking speed is 30 feet. Marked by Prophecy
Warforged Resilience. You were created to
have remarkable fortitude, represented by the Khyber and Siberys, Aberrant and True.
following benefits:
The common dragonmark is the cornerstone
• You have advantage on saving throws against
being poisoned, and you have resistance to of modern industry. But, there’s a wide range
poison damage.
of rare dragonmarks that have a hidden
• You are immune to disease.
impact on daily life. This course explores all
• You don’t need to eat, drink, or breathe.
manner of unusual manifestations, including
• You don’t need to sleep and don’t suffer the
effects of exhaustion due to lack of rest, and Khyber marks, Siberys marks, and late-
magic can’t put you to sleep.
blooming fledgling dragonmarks.
Forged Scale. Your hide is a blend of organic
scale and segmented plates. You have a natural –– Ohnal Caldyn
armor class of 15 + Proficiency Bonus and you Adjunct Professor of Draconic Prophecy
count as both dragonborn and warforged. You
gain no benefit from wearing armor, but if you PMA1107: Arcane Prophecy I
are using a shield, you can apply the shield’s
bonus as normal. The Dragonmarked Houses are founded on
twelve marks. These are known as the true
Sentry’s Rest. When you take a long rest, you marks, and part of what makes them distinctive
must spend at least six hours of it in an inactive, from aberrant marks is the consistencies to
motionless state, rather than sleeping. In this which they are tied. A true dragonmark is
state, you appear inert, but it doesn’t render primarily defined by its common form and
you unconscious, and you can see and hear as hereditary nature, whereas aberrant marks
normal. appear to be entirely unpredictable, and two
aberrant marks might grant the same exact
Draconic Fission. During your creation, you ability or abilities while appearing wildly
were fitted with a magical device in your maw different. In all, there are thirteen documented
that mimics the effects of a dragon’s breath dragonmarks, although only twelve true
weapon. You know the gust cantrip. When you dragonmarks remain and, even while their
reach 3rd level, you can cast the chromatic orb tendency remains somewhat of a mystery, the
spell once with this trait and regain the ability bloodlines to which they manifest are solidly
to do so when you finish a long rest. When you affirmed.
reach 5th level, you can cast the dragon’s breath
spell once with this trait and regain the ability to True dragonmarks typically appear at
do so when you finish a long rest. Constitution is adolescence, manifesting in response to stressful
your spellcasting ability for these spells. and challenging situations. However, it’s possible
for a dragonmark to manifest later in life, and it
Languages. You can speak, read, and write is believed that even the timing of appearance is
Common and Draconic. an important clue into deciphering the draconic
prophecy. When someone develops the weakest
Wanna hear a joke? A dragon and a form of a true mark after any adolescent trials,
warforged walk into House Cannith, but such a mark is termed a fledgling dragonmark.
It’s also possible for an individual to develop an
only one walks out. HA! extremely large and exceptionally powerful form
of a true mark known as a Siberys dragonmark.
Aberrant dragonmarks have been relatively
rare since the War of the Mark, but over the
last century there’s been a surge in the number
of aberrant dragonmarks seen in the world.
Chapter 2 | CULTURES OF EBERRON 103
Children of Khyber are becoming more common, • Mark of Detection. An interview in which
leading to the rise of groups such as the criminal a candidate is locked in a room slowly
House Tarkanan. Worse still, there are rumors filling with water, faced with two identical
of aberrant dragonmarks with far greater power subjects and must determine if either, both,
than what has been seen in recent centuries: or neither are changelings, and the correct
greater aberrant dragonmarks and the dreadful answer yields the key to safety. Many
Khyber dragonmark. applicants manifest the mark simply from
the stress of suffocation, even if they fail the
The Test of Siberys requirements of the test. Since that is the
true purpose of the test, such successes are
The dragonmarked races and subraces in the praised just as are those who exit the room
Wayfinder’s Guide to Eberron are for characters with dry boots.
who developed a dragonmark early in life.
Dragonmarks normally manifest in response to • Mark of Finding. A candidate must track a
stress, and each of the houses has developed a designated target, often through the Shadow
battery of trials that are designed to draw out Marches and, depending on the skill of the
a latent dragonmark. All members of a house candidate, such extended hunting might
bloodline undergo this Test of Siberys during involve ever increasingly dangerous beasts.
adolescence. Those heirs who don’t develop a In a city, the test might involve tracking a
dragonmark are presumed not to have it, though House mentor. In either case, failure will
some do develop fledgling or Siberys marks later bring shame on the family, and could involve
in life. injury or death, especially if the prey gets the
drop on a would-be hunter.
The Test of Siberys varies for each
dragonmark. The basic principles are the same • Mark of Handling. The dragonmark allows
across a particular mark, but different house its bearer to befriend monstrosities, and the
enclaves and barons are known to put unique most common test is to be locked in a small
twists on the test, thus keeping the young space with an angry hippogriff. Candidates
scions from attempting to duplicate dangerous might also be faced with a stampede of
tests on their own. While the Test of Siberys lesser beasts, challenged to wrangle a herd
is specifically designed to trigger a mark, it’s of cats, or otherwise presented with a
not the only way to force a manifestation. Any difficult task involving the handling animals.
stressful situation might trigger a spontaneous
manifestation. An heir of a house could develop • Mark of Healing. Jorasco heirs are often
their mark before being tested, while a foundling paired with a small pet for a year before
born outside of the house could trigger a latent the test. Once the two have had time to
mark by unknowingly replicating the conditions bond, they’re locked in a room and the
of a Test of Siberys. Additionally, some records animal is mortally wounded, and it is up to
reflect accounts of heirs within the true the heir to stabilize the creature and nurse
dragonmarked bloodlines manifesting aberrant it overnight. At regular intervals, and if the
dragonmarks, much to the dismay of the House. candidate manages to use natural medicine
Many of the foremost experts on the Draconic to stabilize the creature, additional wounds
Prophecy, like Professors Caldyn and Ennis, are sustained until the dragonmark appears,
hypothesize that such instances are the design of or the subject expires. If the mark manifests,
the larger tapestry of fate, and marks appear in candidates are innately able to cast spare
completing the necessary steps toward whatever the dying or some other spell to save their
end the Draconic Prophecy declares. beloved pet. As inhumane as this might
appear, Jorasco has one of the highest rates
In creating a dragonmarked character, think of manifestation among the Dragonmarked
about the events that caused your dragonmark to bloodlines, and other tests have been
manifest. Did you undergo the Test of Siberys or theorized but proved ineffective. This
did your mark manifest independently? practice was deemed more favorable than
sending Jorasco heirs into the field during
The following list looks at just a few of the the Last War in hopes that a mark manifests
challenges and forms of stress involved in the as members of their squad lay dying.
Test of Siberys.
104 Chapter 2 | CULTURES OF EBERRON
• Mark of Hospitality. The most common heir must keep their animal companion alive
feature of the Mark of Hospitality includes through a harrowing week of unexpected
a strong power of persuasion, and the assaults and hidden threats otherwise
Ghallanda trials largely revolve around impossible without the assistance of a
high-stakes baking tournaments. In these dragonmark.
bake-offs, candidates often aren’t given all
the ingredients they require, challenging the • Mark of Shadow. The heir is sealed in a
heirs to either find a way to overcome this space with a brutal foe and must successfully
handicap through exceptional talent with evade the enemy for a period. Some
cook’s utensils or to convince the judges that enclaves prefer to avoid these tests of
the proposed meal was a subpar selection, stealth and instead focus purely on a display
and the dish presented is more appropriate of artistic talent well beyond the level of
to suit the pallet given the ingredients, most professional entertainers.
which likely requires the ability to make fast
friends. • Mark of Storm. The candidate is stranded
in a dinghy on storm-tossed water and must
• Mark of Making. The heir is stranded in a make their way safely to land. If the fear of
junk heap with a specific challenge that will drowning is not enough to awaken the heir’s
allow them to escape imprisonment. To mark, the fear of being lost at sea is often
accomplish this, the heir must either mend cited as the catalyst to achieve the desired
broken equipment or use magecraft to result.
cobble together something entirely new.
• Mark of Warding. A common trial involves
• Mark of Passage. Speed is the defining heirs being sealed in vaults and abandoned.
feature of the Mark of Passage, and the The candidate works to overcome the
candidates are often pitted against each locks before succumbing to hunger and
other in foot races to deliver packages thirst. Alternatively, late bloomers might
to the administrators containing letters face a dangerous threat approaching in the
of their success, dodging iron defenders distance, and the candidate must repair a
while wild beasts are set after them. Those chamber’s locks and enter before it arrives.
who fall behind might suffer a mauling.
As a final safeguard against the crafty Fledgling Dragonmarks
candidate, an heir that takes too long to
deliver the package also carries with it the The dragonmarked races and subraces
mark manifesting stress of the explosive presented in the Wayfinder’s Guide to Eberron
properties infused within the parcel. reflect characters who developed dragonmarks
early in life and have experience using their
• Mark of Scribing. Some enclaves focus abilities. But it’s possible for a character to
on the translating abilities of the mark, develop a dragonmark later in life. This is
creating tests that require an immediate reflected by acquiring a fledgling feat. While
translation. An heir could be placed in a dire a character with a fledgling feat doesn’t have
situation such as being poisoned, or locked all the abilities of a full heir, they do have a
in an increasingly inhospitable space, left dragonmark in its least form. A fledgling feat
only with incomprehensible instructions allows its bearer to use dragonmark focus
that reveal the keys to survival. Others items associated with their mark, and it serves
require a perfect act of scribing, which some as a prerequisite for acquiring the Greater
might call forgery, perfectly duplicating a Dragonmark feat tied to the mark.
challenging piece of writing, such as a legal
document. Failing this test could very well True dragonmarks are tied to specific races
mean imprisonment, should the authorities and bloodlines, and if a character manifests
happen upon such replication and detect its the Fledgling Mark of Making, it means that
imperfections. character has a blood connection to one of the
families of House Cannith. A character with
• Mark of Sentinel. Similar to House Jorasco, a new fledgling mark could embrace such a
Sentinel heirs are often paired with dogs or connection, reaching out to volunteer as a house
other animals. After a year of bonding, the agent. The Dragonmarked Houses are always
Chapter 2 | CULTURES OF EBERRON 105
willing to reclaim fledglings and foundlings, can roll one Intuition die, a d4, and add the
but if an heir chooses not to build on this number rolled to the ability check.
connection, the houses won’t seek them out
without cause. With thousands of heirs with far • You can cast locate animals or plants, but
more experience, House Lyrandar won’t mind only as a ritual. Wisdom is your spellcasting
if a single fledgling is using the Mark of Storm ability for this spell
to pilot an airship for a band of adventurers.
They will mind if you start your own commercial Fledgling Mark of Handling
airship business, though, and active competition
with House Lyrandar will invite trouble with a Prerequisite: Human; no Mark of Making,
lightning fast response. Generally, the houses Passage, or Sentinel
won’t engage with fledglings unless they initiate
the contact or pose an active threat to them. You possess the least form of the Dragonmark of
Handling. This provides the following features:
Taking a fledgling feat means that a
dragonmark has appeared on your body, and • Increase your Dexterity or Wisdom score by
you should decide where it is. You can also 1, to a maximum of 20.
take a fledgling feat to enhance your existing
dragonmark. For example, if you’re playing a • When you make a Wisdom (Animal Handling)
half-elf with the Mark of Storm, you can take or Intelligence (Nature) check, you can roll
the Fledgling Mark of Storm, with the primary one Intuition die, a d4, and add the number
benefit of increasing the size of the mark’s rolled to the ability check.
Intuition die. If you already have the Mark of
Storm and you take the Fledgling Mark of • When you cast a spell that affects only
Storm, your intuition die increases from 1d4 beasts, it also affects monstrosities with an
to 1d6 and if you acquire the Greater Mark of Intelligence score of 3 or lower.
Storm thereafter, it increases to 1d8.
Fledgling Mark of Healing
Fledgling Mark of Detection
Prerequisite: Halfling, no Mark of Hospitality
Prerequisite: Half-elf, no Mark of Storm
You possess the least form of the Dragonmark of
You possess the least form of the Dragonmark of Healing. This provides the following features:
Detection. This provides the following features:
• Increase your Dexterity or Wisdom score by
• Increase your Intelligence or Charisma score 1, to a maximum of 20.
by 1, to a maximum of 20.
• As an action, you can use your mark to spend
• When you make an Intelligence one of your Hit Dice to stabilize a dying
(Investigation) or Wisdom (Insight) check, creature you touch.
you can roll one Intuition die, a d4, and add
the number rolled to the ability check. • When you make a Wisdom (Medicine) check,
you can roll one Intuition die, a d4, and add
• You can cast the detect magic spell, but only the number rolled to the ability check.
as a ritual. Intelligence is your spellcasting
ability for this spell. Fledgling Mark of Hospitality
Fledgling Mark of Finding Prerequisite: Halfling, no Mark of Healing
Prerequisite: Half-orc You possess the least form of the Dragonmark of
Hospitality. This provides the following features:
You possess the least form of the Dragonmark of
Finding. This provides the following features: • Increase your Dexterity or Charisma score by
1, to a maximum of 20.
• Increase your Strength, Dexterity, or Wisdom
score by 1, to a maximum of 20. • You learn the prestidigitation cantrip.
• Your mark sharpens your senses and helps • When you make a Charisma (Persuasion)
you find your prey. When you make a check or an ability check involving brewer’s
Perception or Survival ability check, you supplies or cook’s utensils, you can roll one
Intuition die, a d4, and add the number
rolled to the ability check.
106 Chapter 2 | CULTURES OF EBERRON
Fledgling Mark of Making • Increase your Strength or Wisdom score by
1, to a maximum of 20.
Prerequisite: Human; no Mark of Handling,
Passage, or Sentinel • You can cast the shield spell. Once you cast
it, you must finish a long rest before you can
You possess the least form of the Dragonmark of cast it again using this feat.
Making. This provides the following features:
• When you roll for Initiative or make a
• Increase your Dexterity or Intelligence score Wisdom (Perception) check to notice a
by 1, to a maximum of 20. threat, you can roll one Intuition die, a d4,
and add it to the ability check.
• You learn the mending cantrip.
Fledgling Mark of Shadow
• When you make an ability check with
artisan’s tools, you can roll one Intuition Prerequisite: Elf
die, a d4, and add the number rolled to the
ability check. You possess the least form of the Dragonmark of
Shadow. This provides the following features:
Fledgling Mark of Passage
• Increase your Dexterity or Charisma score by
Prerequisite: Human; no Mark of Handling, 1, to a maximum of 20.
Making, or Sentinel
• You learn the minor illusion cantrip.
You possess the least form of the Dragonmark of Charisma is your spellcasting ability for this
Passage. This provides the following features: spell.
• Increase your Dexterity or Constitution score • When you make a Charisma (Performance)
by 1, to a maximum of 20. or Dexterity (Stealth) check, you can roll
one Intuition die, a d4, and add the number
• When you use the Dash action, difficult rolled to the ability check.
terrain doesn’t cost you extra movement on
that turn. Fledgling Mark of Storm
• When you make a Strength (Athletics) check Prerequisite: Half-elf, no Mark of Detection
or any ability check to operate or maintain a
land vehicle, you can roll one Intuition die, a You possess the least form of the Dragonmark of
d4, and add the number rolled to the ability Storm. This provides the following features:
check.
• Increase your Dexterity or Charisma score by
Fledgling Mark of Scribing 1, to a maximum of 20.
Prerequisite: Gnome • You learn the gust cantrip. Intelligence is
your spellcasting ability for this spell.
You possess the least form of the Dragonmark of
Scribing. This provides the following features: • When you make a Dexterity (Acrobatics)
check or any ability check involving operating
• Increase your Charisma score by 1, to a or maintaining a water or air vehicle, you
maximum of 20. can roll one Intuition die, a d4, and add the
number rolled to the ability check.
• You learn the message cantrip. Intelligence is
your spellcasting ability for this spell. Fledgling Mark of Warding
• You are proficient with calligrapher’s Prerequisite: Dwarf
supplies and forgery kits. When you make an
ability check using either one of these tools, You possess the least form of the Dragonmark of
you can roll one Intuition die, a d4, and add Warding. This provides the following features:
the number rolled to the ability check.
• Increase your Dexterity or Intelligence score
Fledgling Mark of Sentinel by 1, to a maximum of 20.
Prerequisite: Human; no Mark of Handling, • You learn the alarm spell and can cast it as
Making, or Passage a ritual with this feat. Intelligence is your
spellcasting ability for this spell.
You possess the least form of the Dragonmark of
Sentinel. This provides the following features:
Chapter 2 | CULTURES OF EBERRON 107
• When you make a History, Investigation, or Siberys Mark of Detection
Thieves’ Tools check involving lock and trap
mechanisms, you can roll one Intuition die, a Prerequisite: Half-elf, Greater Mark of Detection
d4, and add the number rolled to the ability or no dragonmark, 12th level
check.
The Siberys Dragonmark of Detection provides
Siberys Marks the following benefits:
Dragonmarks are one of the great mysteries of • Increase your Intelligence or Charisma score
Eberron, and the Siberys marks are the most by 1, to a maximum of 20.
mysterious of them. While a true dragonmark
typically manifests during adolescence, a • You gain the ability to sense and pinpoint
Siberys mark can manifest at any point in hidden objects in your vicinity. As an action,
life and can expand from the foundation of you can open your awareness for the next
an existing greater dragonmark or appear on minute to magically detect the location of
someone who never realized that they had a hidden creatures, objects, secret doors,
blood tie to a dragonmarked house. To scholars or traps within 30 feet of you that aren’t
of the Draconic Prophecy, the Siberys mark is behind total cover and aren’t protected from
regarded as a symbol of a remarkable destiny divination magic. When you do, you can’t
waiting to be fulfilled. use this feature again until you finish a short
or long rest.
A Siberys mark is physically similar to any
dragonmark, with the exception that such marks • When you reach 15th level, you can cast
generally cover the majority of the bearer’s body. foresight once without expending a spell slot
In the cases where a Siberys mark appears using your Siberys mark. When you cast it in
on someone who previously lacked a greater this way, its duration is an hour and its range
dragonmark, the skin at the heart of the mark is self. You regain the ability to cast it in this
remains unchanged, a small negative space way after you finish a long rest. Intelligence
where a normal mark would originate. Such an is the spellcasting ability for this spell.
heir can be distinguished by more than visual
inspection, as these anomalies possess the Siberys Mark of Finding
exclusive powers of the Siberys Mark but lack
the practical abilities of those with lesser marks. Prerequisite: Half-orc, Greater Mark of Finding
or no dragonmark, 12th level
In Eberron, a Siberys mark means that a
character will play a significant role in the The Siberys Dragonmark of Finding provides the
Draconic Prophecy. They might be the only following benefits:
person who can defeat a demon overlord or find
themselves positioned to change the balance • Increase your Strength, Dexterity, or Wisdom
of power in Khorvaire. All the Dragonmarked score by 1, to a maximum of 20.
Houses take great interest in anyone who
develops a Siberys Mark, regardless of the • As an action, you can imprint a creature in
bearer’s bloodline, and will try to draw them into your mind as your quarry whenever you
the schemes of their house. The dragons of the succeed on a Wisdom (Survival) check to
Chamber and the fiendish Lords of Dust might track it. The target is imprinted in your mind
also have plans for a character with a Siberys until it dies or you use this feature again.
mark. In any case, developing this mark should While you are tracking only that creature,
have far reaching consequences for a character, you can follow its trail exactly, and if
for the life of the story, or in creating a new story presented with a choice of paths along the
altogether. With the immense power they wield way, you automatically determine which is
and the attention they draw, characters with the most recent route and when the creature
Siberys marks can very easily change the face traveled it, accurate within one week’s time.
of Eberron. Work with your DM to decide when You don’t learn information about the route,
and if a character receives a Siberys mark. the means needed to traverse the path, or
whether it is on the same plane of existence,
if you don’t already know.
108 Chapter 2 | CULTURES OF EBERRON
Siberys Mark of Handling Siberys Mark of Hospitality
Prerequisite: Human, Greater Mark of Handling Prerequisite: Halfling, Greater Mark of
or no dragonmark, 12th level Hospitality or no dragonmark, 12th level
The Siberys Dragonmark of Handling provides The Siberys Dragonmark of Hospitality provides
the following benefits: the following benefits:
• Increase your Dexterity or Wisdom score by • You are always under the effects of a detect
1, to a maximum of 20. poison and disease spell while you are
conscious.
• When you make a Wisdom or Charisma
ability check to interact with a beast, you can • When you, and friendly creatures within 30
roll one Intuition die and add the number feet of you, would normally roll one or more
rolled to the ability check. With these Hit die to restore hit points during a short
interactions, the minimum Intuition die you rest, you can roll one Intuition die and add
can roll is a d6. For example, if you already the number rolled to the total number of hit
have a greater dragonmark, your Intuition points a creature regains at the end of the
die is a d8. rest.
• You can cast the enhance ability spell on a • You learn the Heroes’ Feast spell and can
beast once with your Siberys mark. When cast it once without expending a spell slot
you do, its casting time is 10 minutes (as if using your Siberys mark. This requires
casting a ritual spell), the beast gains the the expenditure of 1,000 gp worth of
benefit of all of the spell’s properties, and its dragonshards. You regain the ability to cast
duration is 24 hours. You can’t cast it again this spell in this way when you finish a long
this way until you finish a long rest. If you rest. Charisma is your spellcasting ability for
use your mark in this way on the same beast it.
for 30 days, the effect becomes permanent.
Wisdom is your spellcasting ability for this Siberys Mark of Making
spell.
Prerequisite: Human, Greater Mark of Making or
Siberys Mark of Healing no dragonmark, 12th level
Prerequisite: Halfling, Greater Mark of Healing The Siberys Dragonmark of Making provides the
or no dragonmark, 12th level following benefits:
The Siberys Dragonmark of Healing provides • Increase your Dexterity or Intelligence score
the following benefits: by 1, to a maximum of 20.
• Increase your Dexterity or Wisdom score by • When you make a Charisma ability check
1, to a maximum of 20. to interact with a dragon or another
dragonmarked creature, you can roll one
• When you would normally roll one or Intuition die and add the number rolled to
more dice to restore hit points with a spell, the ability check. With these interactions, the
you can roll one Intuition die and add the minimum Intuition die you can roll is a d6.
number rolled to the total. For example, if you already have a greater
dragonmark, your Intuition die is a d8.
• You learn the greater restoration and mass
cure wounds spells and can cast these spells • You gain the ability to spend 10 minutes
once without expending a spell slot using (as if casting a ritual spell), to enchant a
your Siberys mark. You regain the ability to nonmagical weapon or suit of armor. For the
cast these two spells in this way when you next 24 hours or until you finish a long rest,
finish a long rest. Wisdom is your spellcasting it becomes a magic item, granting a +1 bonus
ability for them. to AC if it’s armor or a +1 bonus to attack and
damage rolls if it’s a weapon. You can’t use
your mark in this way again until you finish
a long rest. If you enchant the same armor
or weapon for 30 days, the effect becomes
permanent.
Chapter 2 | CULTURES OF EBERRON 109
Siberys Mark of Passage Siberys Mark of Sentinel
Prerequisite: Human, Greater Mark of Passage Prerequisite: Human, Greater Mark of Sentinel
or no dragonmark, 12th level or no dragonmark, 12th level
The Siberys Dragonmark of Passage provides The Siberys Dragonmark of Sentinel provides
the following benefits: the following benefits:
• Increase your Dexterity or Constitution score • Increase your Strength or Wisdom score by
by 1, to a maximum of 20. 1, to a maximum of 20.
• When you make an ability check to operate • When you roll initiative, you can cast
or maintain a land vehicle, you can roll one warding bond on one willing creature. When
Intuition die and add the number rolled to you cast it in this way, its duration is equal to
the ability check. With these interactions, the a number of rounds equal to your Strength
minimum Intuition die you can roll is a d6. modifier.
For example, if you already have a greater
dragonmark, your Intuition die is a d8. • When you reach 15th level, you can cast the
sequester spell once using your Siberys mark
• You learn the teleportation circle spell and and its duration lasts a number of minutes
can cast it once without expending a spell equal to your Strength modifier. You regain
slot using your Siberys mark. When you cast the ability cast it in this way when you finish
it in this way, you don’t need to provide the a long rest. Strength is your spellcasting
spell’s material components and its duration ability for these spells.
becomes 1 minute. You regain the ability to
cast it in this way when you finish a long rest. Siberys Mark of Shadow
Siberys Mark of Scribing Prerequisite: Elf, Greater Mark of Shadow or no
dragonmark, 12th level
Prerequisite: Gnome, Greater Mark of Scribing
or no dragonmark, 12th level The Siberys Dragonmark of Shadow provides
the following benefits:
The Siberys Dragonmark of Scribing provides
the following benefits: • Increase your Dexterity or Charisma score by
1, to a maximum of 20.
• Increase your Intelligence or Charisma score
by 1, to a maximum of 20. • You learn the mislead spell if you don’t
already know it, and can cast it once using
• When you make a Charisma ability check your Siberys mark without expending a spell
to interact with a dragon or another slot. When you reach 15th level, you learn
dragonmarked creature, you can roll one the programmed illusion spell and can cast
Intuition Die and add the number rolled to it once without expending a spell slot. You
the ability check. With these interactions, the regain the ability to cast these two spells
minimum Intuition die you can roll is a d6. in this way when you finish a long rest.
For example, if you already have a greater Charisma is your spellcasting ability for these
dragonmark, your Intuition Die is a d8. spells.
• You can cast the magic mouth spell at-will, Siberys Mark of Storm
without expending a spell slot. When you
reach 15th level, you learn the telepathic Prerequisite: Half-elf, Greater Mark of Storm or
bond spell, if you don’t already know it, and no dragonmark, 12th level
can cast it once without expending a spell
slot. When you do, you can choose to connect The Siberys Dragonmark of Storm provides the
to a magic mouth you have created, instead following benefits:
of one of the creatures the spell allows. While
this spell is active, you can spend 1 minute to • Increase your Dexterity or Charisma score by
change its message and the circumstance that 1, to a maximum of 20.
will trigger the spell to deliver your message.
You regain the ability to cast it in this way • You learn the planar binding spell and can
when you finish a long rest. cast it once without expending a spell slot.
When you cast it with your Siberys mark
in this way, its casting time becomes 10
110 Chapter 2 | CULTURES OF EBERRON
minutes (as if casting a ritual spell), and it the spells it grants needn’t follow an obvious
targets only elementals. When you reach theme, the powers granted to the aberrant are
15th level, you learn the control weather generally calamitous or sinister. If the power
spell and can cast it once without expending itself isn’t threatening, there might be something
a spell slot. You regain the ability cast these about the way in which it manifests that feels
two spells in this way when you finish a long malevolent. An aberrant mark that grants
rest. Charisma is your spellcasting ability for enhance ability might cause the subject to gain
these spells. fiendish traits for the duration of the spell. For
example, if a character takes Greater Aberrant
Siberys Mark of Warding Dragonmark and chooses the spells darkness
and fly, they might say that when they cast fly, it
Prerequisite: Dwarf, Greater Mark of Warding or manifests bat-like wings of pure shadow. There’s
no dragonmark, 12th-level a reason why people are frightened of aberrant
dragonmarks, even if the powers they grant are
The Siberys Dragonmark of Warding provides entirely beneficial, the masses tend to feel as if
the following benefits: they originate from a dark source.
• Increase your Dexterity or Intelligence score Greater Aberrant Dragonmarks
by 1, to a maximum of 20.
The Greater Aberrant Dragonmark feat can
• You learn the alarm spell if you don’t be taken by a Child of Khyber or any character
already know it, and can cast it once without with the Aberrant Dragonmark feat. It reflects a
expending a spell slot. When you reach 15th sinister expansion of the aberrant mark, which
level, you learn the demiplane spell and grows in power and also spreads further across
can cast it once without expending a spell the character’s body.
slot. You regain the ability to cast these two
spells in this way when you finish a long rest. Greater Aberrant Dragonmark
Intelligence is your spellcasting ability for
these spells. Prerequisite: Aberrant Dragonmark or Child of
Khyber, 8th level
• When you cast the alarm spell with your
Siberys mark, or when you use a 2nd-level Your aberrant dragonmark has grown in size and
spell slot or above, you can also choose to power. This provides the following benefits:
arm it with the glyph of warding spell, in
addition to its normal effects. Both spells end • Your Constitution score increases by 1, to a
when the alarm spell is triggered or ends. maximum of 20.
Aberrant Dragonmarks • Choose a 2nd-level spell from the Sorcerer
spell list. At 9th level, choose one 3rd-level
The term “true marks” was adopted by the Sorcerer spell. You can cast each of these
twelve Dragonmarked Houses to distinguish spells once without expending a spell slot.
them from aberrant dragonmarks, the You regain the ability to cast these spells
unpredictable and dangerous marks thought to in this way when you finish a long rest.
be the result of the corrupting touch of Khyber. Constitution is your spellcasting ability for
For centuries, aberrant dragonmarks have these spells.
been a rare and relatively weak manifestation
of power, which is reflected by the Aberrant • You can channel your reserves to endure
Dragonmark Feat presented in the Wayfinder’s in your most dire hour. When you would
Guide to Eberron. In recent years, some be reduced to 0 hit points but not killed
developed larger aberrant dragonmarks outright, you can use your reaction to
possessing far greater powers, usually of the immediately spend a number of Hit Dice
destructive nature that wrought mass hysteria, equal to half of your level (rounded down) to
leading to the War of the Mark. gain immunity against all incoming damage,
including the triggering damage, until the
Both the Greater Aberrant Dragonmark and end of your next turn.
Khyber Dragonmark feats provide access to
arcane power and spells from the Sorcerer spell
list. While the entire spell list is available and
Chapter 2 | CULTURES OF EBERRON 111
Khyber Dragonmarks Khyber Reservoir
A Khyber dragonmark is the dark reflection Wondrous item, varies (requires attunement
of a Siberys dragonmark. It is a mark of the by a Child of Khyber or a character with an
Prophecy on the character, beckoning them to a Aberrant Dragonmark)
greater destiny, potentially changing Eberron’s
future, but a Khyber mark is nearly always the Dragonmark focus items focus and enhance
harbinger of a destructive or tragic role. Even the power of true dragonmarks. The houses
if the character avoids setting disasters in have spent centuries developing these tools.
motion, the fear others have of them might cause Far less work has gone into creating items
tragedy. The last time the number of Khyber that enhance aberrant dragonmarks, but
marks swelled, it led to the War of the Mark. a few exist. The Khyber reservoir is a shard
attached to a cord or chain, and holds a
A Khyber dragonmark can appear on any reserve of power that can be tapped by
character who doesn’t possess a standard anyone who carries an aberrant dragonmark.
dragonmark or a Siberys mark. A character
who already possesses a Greater Aberrant A Khyber reservoir holds a number of
Dragonmark can develop a Khyber mark. Hit Dice based on the rarity of the item:
uncommon (2d6), rare (4d6), very rare (8d6),
Khyber marks cover the entire body, but as legendary (10d6). While you’re attuned to the
with all aberrant marks, each one is unique. Roll reservoir, you can use these Hit Dice any time
or choose from the aberrant dragonmark flaw you would normally spend a Hit Die. Once
table in the Wayfinder’s Guide to Eberron.The all of the hit dice in the reservoir have been
flaw associated with a Khyber mark should be expended, the shard crumbles to dust.
extremely hard, if not impossible, to conceal.
Marked by Death
Khyber Dragonmark
Dragonmarked Mysteries. Where did the
Prerequisite: Greater Aberrant Dragonmark or dragonmarks come from? Are they a strange
no existing dragonmark, 12th level manifestation of nature, or truly tied to a vast
prophecy? What of the stories of a thirteenth
You possess a Khyber Dragonmark, the largest mark, lost long ago? Explore the stories and
and most powerful expression of an aberrant the history of the dragonmarks, and see what
dragonmark. This provides the following mysteries can be solved.
benefits:
–Ohnal Caldyn
• Your Constitution score increases by 1, to a Adjunct Professor of Draconic Prophecy
maximum of 20.
PMA1108: Arcane Prophecy II
• Choose one 4th-level and one 5th-level
spell from the Sorcerer spell list. At 15th Any citizen of the Five Nations can name the
level, choose a 6th-level Sorcerer spell. You twelve true dragonmarks. The marks are pillars
can cast each of these spells once without of modern society, cornerstones of the tools
expending a spell slot. Constitution is your people use every day. Everyone knows them,
spellcasting ability for these spells. You but there is another dragonmark. Few now
regain the ability to cast these spells in this remember the thirteenth dragonmark, once an
way when you finish a long rest. accepted member of the known houses, and
once wiped from the world, known as the Mark
• You can now control the flow of your life of Death.
force to better command the power within
your aberrant mark to suit your goals. Along The Dragonmark of Death manifested on the
with the benefit you gain from your Aberrant line of Vol, a noble house of elves in Aerenal.
Dragonmark, each time you cast one of your
aberrant spells, you can choose to spend two
additional Hit Dice to affect your spell with
one Metamagic option from the following
list: Careful Spell, Extended Spell, Subtle
Spell. Immediately after you cast the spell,
roll those Hit Dice. You take damage equal to
the total.
112 Chapter 2 | CULTURES OF EBERRON
The mark granted horrifying powers, and the any sort of tampering with the Draconic
line of Vol allied with a clan of evil dragons, Prophecy, and the elves of the Undying Court
who planned to use the malevolent powers of saw a chance to eliminate a long-time rival. If
the mark to dominate Aerenal and usher in an this version of the story is to be believed, the
age of undead terrors. The elves of the Undying eradication of the line of Vol and the Mark of
Court were forced to join forces with heroic Death had nothing to do with saving the world,
dragons from Argonnessen. It was a bloody but it was instead about elven politics and the
war, but ultimately the champions of light and dragons’ determination to contain and control
life overcame the forces of darkness and death. any possible manipulation of the Prophecy.
After careful study, the Sibling Kings of Aerenal
regretfully concluded that the Mark of Death Was the line of Vol cruel tyrants determined
was deemed too dangerous to exist, and must on building an undead empire, or innocent
be completely eradicated for the greater good. researchers seeking answers to an important
This meant the execution of everyone with arcane mystery? It hardly matters, as the last
any connection to the bloodline of Vol, and the Vol heir died thousands of years ago, unless, of
dragons and the Aereni solemnly carried out this course, the Mark of Death returns.
sentence, erasing the Mark of Death from the
world. The Exiled Mark
At least, this is the tale as it is recorded in the There are a few ways a character could develop
archives of Aerenal. Even though the line of Vol the Dragonmark of Death.
was wiped out, they had allies. Some of these
allies were assimilated into the Aereni culture. • The Aereni wiped out the elves that carried
Many were killed along with the Vol, but some the blood of Vol, but the line of Vol had
fled to Khorvaire and spread out across the mingled its blood with the blood of dragons,
continent. Most of these refugees abandoned and a few of these hybrids might have
their old culture, though their beliefs inspired a escaped notice. While dragonborn manifest
religion called the Blood of Vol. Those who dig no dragonmarks of their own, a DM may
deep enough can find the history once told by allow a dragonborn character to bear one,
these renegades. These hidden secrets present suggesting that their bloodline is a direct
the line of Vol in a different light. The Vol were path to these Vol experiments.
accomplished necromancers, and preserved
their greatest citizens as mummies, liches, • The Mark of Death is a part of the Draconic
and other undead, as the edicts of Aerenal Prophecy, and it can’t be destroyed. The
encourage. They practiced these techniques character, or characters, manifesting the
peacefully for many thousands of years, and mark are the founders of a new bloodline
their philosophies dominated southern Aerenal. that could carry the mark into the future.
When the Mark of Death manifested, they
embraced it as a gift to further their contribution • The character might have a blood connection
to their ancestors and society. The mark wasn’t to the line of Vol, a strand of the bloodline
a weapon, but a tool that facilitated interaction that somehow escaped the destruction.
with the dead and undead. Its bearers were Perhaps the Vol matriarch performed a ritual
master mediums, not cruel tyrants. that suppressed the bloodline to hide it from
their enemies, and as those wards finally
The stories did agree on one point. The line of fade, the mark has returned.
Vol sought to understand the Mark of Death, and
to this end they formed an alliance with a clan • An unwitting pawn, such a character could
of dragons from Argonnessen. According to the be the subject of an arcane experiment,
Vol’s version of the story, these dragons were such as the work of the dragons of
researchers, not conquerors. In their attempts Argonnessen, the Lords of Dust, the Order
to unlock the secrets of the dragonmarks, they of the Emerald Claw, or even House Vadalis.
began to breed dragon-elf hybrids, seeking to Just how involved was the character in this
produce what they called an apex dragonmark, experiment?
and this is ultimately what drew the wrath of
Argonnessen. The elder dragons had forbidden If the Mark of Death reappears, there will
be a range of reactions. Common folk will be
confused. Recognizing the Dragonmark of Death
Chapter 2 | CULTURES OF EBERRON 113
The Queen of Death twelve. While the typical reaction will be to
assume that it’s some sort of aberrant mark,
All official histories say that the bloodline of treating it with fear and suspicion, upon closer
Vol was completely eradicated, but there is inspection, a successful DC 14 Intelligence
an obscure story that suggests otherwise. (Arcana) check will discern otherwise. Those
According to this tale, a single hybrid who recognize the mark for what it is may be
child developed the Apex Mark of Death, fascinated, or they may be terrified.
a dragonmark with unprecedented power
over life and death. The girl, Erandis Vol, According to Aereni histories, the Mark of
was killed before she could fully master this Death is a threat to all life. Many could feel
power, but her mother refused to let her die, that the bearer needs to reveal it to the Arcane
resurrecting her daughter as a lich. Even a Congress, the Twelve, or the Church of the
lich would be easily destroyed by the power Silver Flame so it can be studied or destroyed.
of Aerenal and Argonnessen, so the grieving If that wasn’t enough, there are many factions
mother worked a greater magic, enchanting that would want to control the mark or eliminate
her daughter’s phylactery so that each time its bearer. Like those who bear aberrant marks,
she was reborn, it would be in a new and the wisest path is to keep a low profile, but in a
distant location. Thus, the phylactery could bustling world like Eberron, it is only a matter of
be hidden where no one, not even Erandis time until the truth gets out.
herself, would know where it could be found
and destroyed. This plan succeeded, but Using the Mark of Death in a campaign is
with one terrible catch. Dragonmarks don’t a choice both DM and player should make
function on the undead. The girl was reborn carefully. It’s something that should have a
with the Apex Mark spread across her dead tremendous impact on a campaign and on a
skin, leaving the mark as useless as her character’s personal story. A player should be
withered flesh. She was the incarnation of prepared for their character to be a literal and
the question her family had died to answer, figurative target. The DM will need to decide on
and yet the power remains just beyond her the exact truth behind the legends, regardless of
grasp. if that truth is ever revealed to the characters.
According to the legends, Erandis went The Mark of Death
mad. She sought to join her parents in death,
but she couldn’t find a way to destroy herself. The Dragonmark of Death is one of the great
After each death, she would simply be reborn mysteries of Eberron, and it is unlikely that it will
in a new undead form. Over the course of become official content or ever have an official
centuries, she slowly mastered her new form answer. In this section, the designers present
and became the greatest necromancer the rules for using the mark in fifth edition, which
world has ever seen. Perhaps she yearns to intends the Mark of Death to be a useful tool
destroy Argonnessen and Aerenal to avenge as opposed to a deadly weapon, supporting the
her family, or perhaps she simply wants to sympathetic view of the line of Vol. As always,
regain the powers of her own apex mark and a DM may decide to use the mark as presented
complete her parents’ quest. Either way, the here or introduce a different form of the mark to
Queen of the Dead will want to lay her hands suit the campaign.
on anyone who developed the Mark of Death
anew, perhaps to use their power for her The Mark of Death is designed with the
own purposes, help rekindle the bloodline, or assumption that the mark will reappear on a
to torment the bearer for reminding her of her character with a blood tie to the line of Vol.
own failure. While an elf makes the most logical choice, a
more exotic story option might involve one of
and knowing anything of its history requires a the dragonborn race. However, the DM could
successful DC 14 Intelligence (History) check. use the feats presented here to assign the mark
Those unaware of its history can see that it to any race, or even to multiple races. As such,
has the same general appearance as a true the ultimate approval to the prerequisites for the
dragonmark, but that it’s not one of the known feats is the DM’s approval.
114 Chapter 2 | CULTURES OF EBERRON
Fledgling Elf Subrace: The Mark of Death
Mark of Death
This form of the Mark of Death only manifests
Mark of Death on elves. If your character has the Mark of
Death, this is their elf subrace.
Greater
Mark of Death Ability Score Increase. Your Wisdom and
Charisma scores increase by 1.
Siberys
Mark of Death Death’s Favor. When you make a Charisma
ability check to interact with the dead or undead,
you can roll one Intuition die, a d4, and add the
number rolled to the ability check.
Unliving Bond. As an action, you establish
a telepathic link with one undead creature you
touch that isn’t hostile toward you. For the next
10 minutes, the link is active while you and the
creature are within line of sight of each other.
Through the link, the undead creature can
understand your telepathic messages to it, and it
can telepathically communicate simple emotions
and concepts back to you. While the link is
active, the undead creature gains advantage on
attack rolls against any creature within 5 feet of
you that you can see.
Fledgling Mark of Death (Feat)
Prerequisite: Elf or dragonborn, no dragonmark
You’ve developed a dragonmark. The mark
has appeared unusually late in life, and you
don’t have the training or experience most
heirs receive after the Test of Siberys. Your
dragonmark provides the following benefits:
• Increase your Charisma score by 1, to a
maximum of 20.
• You learn the spare the dying cantrip and
Charisma is your spell casting ability for this.
• When you make a Charisma ability check
to interact with the dead or undead, you
can roll one Intuition die, a d4, and add the
number rolled to the ability check.
Greater Mark of Death (Feat)
Prerequisite: Mark of death, dragonborn or elf,
8th level
Your dragonmark has grown in size and power.
This enhances your existing dragonmark, and
the benefits are based on the mark you already
possess. The Greater Mark of Death provides the
following benefits:
• Increase your Charisma score by 1, to a
maximum of 20.
Chapter 2 | CULTURES OF EBERRON 115
• The die type of your dragonmarked Intuition Child of Khyber
die increases by one.
The War of the Mark. An in-depth look at
• You can use your mark to cast the gentle
repose and speak with dead spells as a the role of aberrant dragonmarks, from their
ritual. You can also cast spirit guardians
once with your mark. When you reach 15th earliest recorded appearances to the present
level, you can cast danse macabre once with
your mark. You can’t cast these spells again day. Is the fear of aberrant marks justified,
until you finish a long rest. Charisma is your
spellcasting ability for these spells. or is it the result of the propaganda of the
Siberys Mark of Death (Feat) Twelve?
Prerequisite: Dragonborn or elf, Greater Mark of –– Cord Ennis
Death or no dragonmark, 12th level Professor of Arcane Sciences
You possess a Siberys Dragonmark, the largest PMA1109: Arcane Prophecy III
and most powerful expression of a dragonmark.
This may have evolved from an existing Greater An aberrant dragonmark is a gift of mystical
Dragonmark, or you may have manifested it power, though it can be a painful and distressing
spontaneously. The Siberys Dragonmark of curse to bear, and its powers might even
Death provides the following benefits: be difficult or, in some cases, impossible to
control. The legendary Lady of the Plague was
• Increase your Charisma score by 1, to a responsible for the deaths of thousands before
maximum of 20. she learned to control her abilities. Even an
ability that duplicates a spell as simple as fire
• When you make a Charisma ability check bolt can be devastating to the individual, and a
to interact with a dragon or another person who possesses such a mark could have
dragonmarked creature, you can roll one killed friends or even destroyed city blocks in a
Intuition die and add the number rolled to fiery blaze before mastering this power. This has
the ability check. With these interactions, the led the common people to fear those who carry
minimum Intuition die you can roll is a d6. aberrant marks, paranoid that all of them could
For example, if you already have a greater be murderers, mad, or both. The progenitor
dragonmark, your Intuition die is a d8. dragon Khyber is said to be the source of all
things monstrous and evil, and those who carry
• You know the revivify, speak with dead, and aberrant dragonmarks in adolescence are called
spirit guardian spells and can cast these Children of Khyber.
spells once with your mark. You can’t cast
these spells again until you finish a long rest. The Aberrant Dragonmark feat in the
If you already have a greater mark of death, Wayfinder’s Guide to Eberron allows a character
you can cast spirit guardians twice before to manifest an aberrant dragonmark over
you finish a long rest. Charisma is your the course of a campaign. A Child of Khyber
spellcasting ability for these spells. has developed their mark earlier in their life
and faced prejudice because of this tragic but
I’d think people would want to understand rare power. An aberrant mark can appear on
something before they feel the need kill it members of almost any race or family that has
but fear is a powerful anesthetic. been recorded to bear a dragonmark, and a
Child of Khyber chooses a subrace to define their
original racial identity.
Defining Tragedy
Whether it occurred the first time an aberrant
mark manifested or before mastery of its
116 Chapter 2 | CULTURES OF EBERRON
Defining Tragedy
d6 Tragic Event
1 Betrayal. The manifestation of your mark
turned someone you care about against
you. This could have been a lover, a child, a
comrade-in-arms. Whoever it is, they now fear
and despise you, while you hope that you can
someday regain their affection.
2 Death. Your aberrant mark caused a tragic
death. This could have been someone you
cared about, such as a lover or sibling, or
you could have killed someone you hated, a
tyrannical officer, a corrupt noble. Either way,
you needed to flee from the consequences of
that unintended murder.
3 Massacre. You were responsible for the
deaths of a large number of people. You may
have triggered a riot or set fire to a crowded
building. Do you feel personally responsible
for each death, or do you not even know how
many people died?
4 Public Humiliation. Your mark manifested
during a public and important event. You could
have been giving a performance, negotiating
a treaty, or conducting a sermon. Whatever it
was, it ruined the event and you are now well-
known as a Child of Khyber.
5 Rift. The manifestation of your aberrant
mark caused a deep rift between you and an
organization you were once part of. You may
have been excoriated from your dragonmarked
house, banished from your family home, or
dishonorably discharged from the military.
Beyond the broad enmity of the organization,
you could have a specific rival within the group.
6 Ruin. Your mark caused the destruction of
something that was extremely precious. You
could have destroyed your home, an important
document, an arcane research project, or
something else that was extremely valuable to
you or to others.
abilities, aberrant marks are usually central
to a terrible tragedy that has had a deep and
lasting impact. The consequences of this event
could be public and social, an ongoing scar to a
reputation, or they could be secret and deeply
personal. Many a Child of Khyber has caused
the death of a loved one with their mark and
fled, ashamed of the embarrassment, but never
publicly tried with the crime. In their deepest
sleep, most aberrant marked relive these
nightmares, which prove more prevalent than
any the Quori might dream up. The road to self-
Chapter 2 | CULTURES OF EBERRON 117
forgiveness is often as fraught as the mark itself. • Outlander. You fled civilization after
You can use the Defining Tragedy table as manifesting your dragonmark and lived in
the wilds ever since your defining tragedy.
a source of inspiration to determine the tragic Now, something has called you back, ready
past of your character. Work with your DM to to make a difference.
finalize the details of your personal tragedy and
to understand how it could play a role in your • Urchin. You stayed in the city but clung to
ongoing story. Be sure to consider the nature of the shadows, eking out a life in alleys and
your mark as you develop your story. It’s easy to sewers. You didn’t become a criminal, but
see how the fireball spell could be responsible you’ve fought a bitter struggle for survival
for a death, while a generally harmless and more with nowhere else to turn.
subtle mark containing the suggestion spell
could still have unexpected consequences, like While you’ve been forced from your previous
triggering a riot or pushing an individual to the life, the benefits of your first background still
brink of madness. linger. If you’re a noble, you have your Position
of Privilege and can demand entry to court. As a
A Hard Road soldier, you could still assert your Military Rank.
As an entertainer, you might still be in demand.
Every Child of Khyber has faced hardship In all three of these examples, that first benefit
because of their mark. In creating a Child of could have been tainted by your aberrant mark,
Khyber, start by defining your life before you and you should work with your Dungeon Master
developed your aberrant dragonmark, which to see if this will impact the campaign you’re set
is usually reflected by your background. You to embark. Those in court will likely respond
might have been a popular entertainer, from a to your rank or status, until they realize you’re
respected noble family, or a devout acolyte of the a Child of Khyber, and you’ll have to deal with
Sovereign Host. Whatever path you followed, their fears and suspicions once you’ve placed
you had a good life once, but now adventuring is yourself in the spotlight.
all you have left.
While creating a Child of Khyber, think about
Whatever your life was, it changed when you the life you once led, the path you’re on now,
developed your aberrant dragonmark. Your and the tragedies that you’ve endured along the
defining tragedy forced you down a difficult way. Together these create a unique and, like the
path, and the benefits you gain from the Hard dragonmark you possess, distinguished impact
Road trait reflect that of a new life. Work with on the world of Eberron.
your DM to find inspiration in some of the other
backgrounds, and adapt their story to suit the Child of Khyber Traits
life you now lead, especially when starting a
campaign at zero level. How have you dealt Your Child of Khyber has a number of talents
with your aberrant mark? What have you been and supernatural abilities in common with other
forced to do? Here are some examples of how aberrant marked creatures.
you might tie your background into the campaign
moving forward. Ability Score Increase. Your Constitution
score increases by 1.
• Charlatan. You’ve hidden your aberrant Aberrant Birth. You know a cantrip from the
mark from others. A talent for disguise helps sorcerer spell list. When you reach 3rd level, you
you physically conceal the mark, while your can choose one 1st-level spell from the sorcerer
proficiency with Deception helps ward off spell list and cast it as a 2nd-level spell once
suspicion. with this trait and regain the ability to do so
when you finish a long rest. Constitution is your
• Criminal. You’ve descended into the spellcasting ability for these aberrant spells.
underworld and used your mark for personal
profit. The Wayfinder’s Guide to Eberron Hard Road. It’s been a hard road, and you
describes House Tarkanan, a gang comprised learned a few tricks from those around you, just to
of people with aberrant marks, and you survive. Choose one of the following backgrounds:
could use your new skills to establish a Charlatan, criminal, outlander, or urchin. You
connection with House Tarkanan. gain the background’s proficiencies and feature,
but not its equipment, in addition to your own.
118 Chapter 2 | CULTURES OF EBERRON
Marked for Disturbance. Dragons or other Aberrant Elf
dragonmarked creatures have advantage on
Intelligence (Investigation) checks made to Aberrant marks have no place in Aerenal. The
locate your mark, and you have advantage elves take pride in their ancient bloodlines and
on Charisma (Intimidation) checks made to traditions and see aberrant marks as a form
influence them, whether the creature has seen of corruption. While you may be shunned by
your mark or not. the Aereni and the Valenar, your fey ancestry
provides you with natural gifts.
Will to Survive. As an action, you can
expend the use of one of your aberrant spells to Ability Score Increase. Your Dexterity or your
immediately spend a number of Hit Dice up to Intelligence score increases by 1.
the spell’s level, add your Constitution modifier, Darkvision. You can see in dim light within
and regain a number of hit points equal to the 60 feet of you as if it were bright light, and in
total (minimum of 1). darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray.
Language. You can speak, read, and write
Common and Goblin. Fey Ancestry. You have advantage on saving
throws against being charmed, and magic can’t
Subrace. While your aberrant mark makes you put you to sleep.
a Child of Khyber, and firmly outside the social
boundaries of your heritage, you aren’t without Trance. Elves don’t need to sleep. Instead,
some of the natural gifts inherent to your birth they meditate deeply, remaining semiconscious,
race. Choose one of these subraces. Your age, for 4 hours a day. (The Common word for such
size, and speed match the standard values of meditation is “trance.”) While meditating, you
your subrace and you count as both a Child of can dream after a fashion; such dreams are
Khyber and a member of your subrace for feats actually mental exercises that have become
and other requirements. reflexive through years of practice. After resting
in this way, you gain the same benefit that a
Aberrant Dwarf human does from 8 hours of sleep.
You have no affinity for stone or smithing, no Aberrant Gnome
training with axe and hammer. But you’re tough
and resilient, and your darkvision serves you well The Trust of Zilargo keeps a close rein on
in alleys and shadows. anything that could disturb the peace. However,
the Trust occasionally conscripts Children of
Ability Score Increase. Your Constitution Khyber, training them as agents and assassins.
score increases by 1. The charlatan/spy background is a way to reflect
this. Are you still working for the Trust, or have
Darkvision. Accustomed to life in the you escaped the agency?
shadows, you have superior vision in dark and
dim conditions. You can see in dim light within Ability Score Increase. Your Intelligence
60 feet of you as if it were bright light, and in score increases by 1.
darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray. Darkvision. Accustomed to life in the
shadows, you have superior vision in dark and
Dwarven Resilience. You have advantage dim conditions. You can see in dim light within
on saving throws against poison, and you have 60 feet of you as if it were bright light, and in
resistance to poison damage. darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray.
Dwarven Toughness. Your hit point maximum
increases by 1, and it increases by 1 every time Gnome Cunning. You have advantage on all
you gain a level. Intelligence, Wisdom, and Charisma saving
throws against magic.
Chapter 2 | CULTURES OF EBERRON 119
Aberrant Half-Elf Aberrant Human
House Medani and House Lyrandar are the You might have begun your life as an acolyte
closest thing half-elves have to a homeland, and in the Church of the Silver Flame, a noble of the
your aberrant dragonmark turned these forces Wynarn line, or a decorated Karrnathi officer.
against you. How do you make do in the world? Your aberrant mark has dragged you down into
the dirt, but humans are exceptionally adaptable,
Ability Score Increase. Your Charisma score and you’ll find a way to survive.
increases by 1.
Ability Score Increase. Two different ability
Darkvision. You can see in dim light within scores of your choice increase by 1.
60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern Exotic Whispers. You can speak, read, and
color in darkness, only shades of gray. write one exotic language of your choice, as
described in chapter 4 of the Player’s Handbook.
Fey Ancestry. You have advantage on saving
throws against being charmed, and magic can’t “Aberrant” isn’t a friendly word, not
put you to sleep. that “Child of Khyber” seems much less
ominous or more inclusive. I’m surprised
Aberrant Halfling the Sharn “enlightened” can’t do better.
Talenta halflings who develop aberrant marks
are said to be touched by dark and angry spirits.
True or not, you’re not as lucky as most halflings,
but you still possess remarkable agility.
Ability Score Increase. Your Dexterity score
increases by 2.
Halfling Nimbleness. You can move through
the space of any creature that is a size larger
than yours.
Aberrant Half-Orc
Aberrant creations of the daelkyr linger in the
depths of the Shadow Marches. The people of
this land are used to dark secrets and corruption,
and a Cult of the Dragon Below might consider
your mark to be a blessing.
Ability Score Increase. Your Strength score
increases by 1.
Darkvision. Thanks to your orc blood, you
have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as
if it were dim light. You can’t discern color in
darkness, only shades of gray.
Menacing. You gain proficiency in the
Intimidation skill.
120 Chapter 2 | CULTURES OF EBERRON
Evolutionary Feats of fantasy literature and folklore. Figuring out
why your character has changed can be a rich
Supernatural Heritage. From the addition to your campaign’s story.
shapeshifting powers of changelings Evolutionary Feats
and shifters, to the telepathic gifts of the Feat Prerequisite
kalashtar, many of the creatures of Eberron Atavist Kalashtar
have mystical powers tied to their blood. Chameleon Changeling
Can these abilities be harnessed and honed? Hierophant The ability to cast a druid or
ranger spell
How can you unlock your full potential?
Moonspeaker Shifter, Weretouched Master
— Ange Thornlong (feat), 8th level
Professor of Natural Evolution
Quori Nightmare Kalashtar
Talaen Tolaoi
Professor of Military Studies Spirit Rider Halfling or Wood Elf
& Warforged Colossus Warforged, Strength 13 or
Fang higher
Adjunct Professor of Arcane Engineering
Warforged Reclaimer Warforged, 6th level
Weretouched Master Shifter
PMA1110: Feats of Evolution Atavist
While most characters evolve during campaigns Prerequisite: Kalashtar
through leveling up, some DM’s also allow the
use of feats to customize a character. Feats By embracing your unique heritage and
are an option rule in chapter 6, “Customization deepening the bond between you and your Quori
Options,” of the Player’s Handbook. The spirit, you gain the following benefits:
DM decides whether they’re used and may
also decide that some feats are available in a • Increase your Intelligence or Wisdom score
campaign and others aren’t. You can take a feat by 1, to a maximum of 20.
only once, and you must meet any prerequisite
specified in a feat to take that feat. • When you communicate telepathically with
a creature using your Mind Link trait, you
This section introduces a collection of special can simultaneously communicate with any
feats that allow you to explore your character’s number of creatures up to your proficiency
growth further in Eberron and other campaign bonus. As a bonus action, when you’re
settings. These feats are each associated speaking telepathically to one or more
with a race or culture from the Wayfinder’s creatures, you can give those creatures the
Guide to Eberron, as summarized on the ability to speak telepathically to each other
Evolutionary Feats table, and represents a until the start of your next turn. To use this
deeper connection to your race’s culture or a ability, the creatures must be within 60 feet
physical transformation that brings you closer to of you and be able to see you.
an aspect of your character’s journey. The cause
of a particular transformation is up to you and • You can call to your Quori spirit for guidance
your DM. A transformational feat can symbolize in all things. If you miss with an attack roll,
a latent quality that has emerged as you age, or fail an ability check or a saving throw, you
or it might be the result of an event in the can gain a bonus to the roll equal to your
campaign, such as exposure to powerful magic Intelligence or Wisdom modifier. You choose
or visiting a place of ancient significance to your when you make the roll, provided you aren’t
race. Transformations are a fundamental motif incapacitated. Once you use this ability, you
can’t do so again until you finish a short or
long rest.
Chapter 2 | CULTURES OF EBERRON 121
Chameleon • If you are conscious when your shifting trait
ends, you regain a number of hit points
Prerequisite: Changeling equal to your Constitution score, up to
your Hit Point Maximum, instead of your
You have honed your natural shapeshifting Constitution modifier.
powers. You gain the following benefits:
Quori Nightmare
• Increase your Charisma score by 1, to a
maximum of 20. Prerequisite: Kalashtar
• You can use your Change Appearance trait as Your Quori spirit once crafted nightmares, and
a bonus action. now you can draw on its power to inspire fear in
others. You gain the following benefits:
• You can use Unsettling Visage twice before
completing a short or long rest. • Increase your Intelligence by 1, to a
maximum of 20.
Hierophant
• You gain proficiency in the Intimidation skill.
Requirements: The ability to cast a druid or If you are already proficient in the skill, your
ranger spell. proficiency bonus is doubled for checks you
make with it.
You have strengthened your connection to
the beasts of the natural world. You gain the • When you telepathically communicate with
following benefits: a creature, you can attempt to frighten it
as an action. The creature must succeed
• You gain proficiency in either the Nature or on a Wisdom saving throw (DC equals 8 +
Survival skill. your Intelligence modifier + your proficiency
bonus) or be frightened of you until the end
• You learn the speak with animals spell and of your next turn. A creature that succeeds
can cast it once without expending a spell on this saving throw can’t be frightened by
slot. Once you do, you can’t do so again until you in this way for 1 hour.
you complete a short or long rest. Wisdom is
your spellcasting ability for this spell. Spirit Rider
• You gain one use of the Wild Shape feature Prerequisite: Halfling or Elf (wood)
available to the druid class and can use it to
shift into any beasts you have seen before You learn an ancient ritual that creates a
with a CR rating 1/8 or below, including spiritual totem from a bracelet, figurine, tribal
those with a swim or fly speed. mask, or other item, that unites rider and mount
in a sacred bond. While you possess your totem,
• Once you do, you can’t do so again until you you gain the following benefits:
complete a short or long rest. If you have the
Wild Shape feature from another source, you • You can communicate telepathically with
gain an additional use with the benefits and your mount.
restrictions of that feature instead.
• You have advantage on Animal Handling
Moonspeaker checks made to control your mount, and
your mount has advantage on Acrobatics and
Prerequisite: Shifter, Weretouched Master, 8th Athletics checks.
level.
• You can communicate simple ideas through
You call to the moon to entice your lycanthropic sounds and gestures with other creatures of
ancestors to further enhance your shifting the same type as your mount.
abilities. You gain the following benefits:
• Your Dexterity score increases by 1, to a
maximum of 20.
• Choose a shifter subrace other than your
own. When you shift, you also gain the
benefits of its Shifting Feature, in addition to
your own.
122 Chapter 2 | CULTURES OF EBERRON
Warforged Colossus Backgrounds
Prerequisite: Warforged, Strength 13 or higher Leaving the Nest. There comes a time when
An unstoppable force on the field of battle, you even the most enthusiastic student has to
gain the following benefits:
face the dreadful challenges of the world.
• Increase your Strength by 1, to a maximum
of 20. Through a series of extracurricular activities
• You can use your reaction to reduce the and internships—and in exchange for a small
distance you are moved against your will by
up to 10 feet. ongoing donation to faculty funds—our staff
• When you move at least 30 feet in a straight will help you find a promising career.
line right before you make a melee weapon
attack using Strength and you hit, you can – Jolan Hass Holan
add your Strength modifier to the damage Professor of Galifarian History
twice, instead of once.
CHG1109: Cultural Beginnings
Warforged Reclaimer
A background is more than a set of proficiencies
Prerequisite: Warforged, 6th level and a seldom called upon feature, but rather a
way to establish a deeper connection between
You can transfer the power of magical armor the character and world. Through the avenue
you find during your travels into your integrated of a character’s background, a DM and player
armor. Magical armor you absorb must have a can explore the personal history, flaws, and
rarity of very rare or lower and can’t be sentient. vices that shaped the overall story thus far. This
Transferring the armor’s magical properties adds depth and flavor, but it’s also a tool that
requires 8 hours of uninterrupted work, which a DM can use in developing adventures. If one
you can complete when you finish a long rest, of the characters is a soldier, the DM has room
and destroys the armor in the process. If you to use an old comrade-in-arms as a story hook
repeat the process, the old enchantment is lost to propel the next adventure through a plea for
and the new one takes its place. If the armor’s aid. In that same vein, perhaps the character
magical properties include a curse, you always remembers the location of an abandoned
gain that property, and can’t replace it with a military cache that provides characters cover
new enchantment unless you are targeted by or supplies in a time of dire need. If a character
the remove curse spell or similar magic as you is a noble, the character could be called upon
complete the new enchantment. to defend their family’s honor, or to represent
the family at an important political engagement.
Weretouched Master This section examines the existing backgrounds
and how they fit into Eberron, along with new
Prerequisite: Shifter backgrounds tied to the setting.
The strength of your lycanthropic heritage Aspirant
increases, expanding your primal abilities. You
gain the following benefits: The druidic sects of Khorvaire are as organized
and established as any divine faith. You have
• Your Dexterity score increases by 1, to a spent your life in the service of a druidic sect,
maximum of 20. serving as an intermediary between civilization
and the wild. You are trained in the rituals and
• Choose a shifter subrace other than your rites of your sect; you can offer both spiritual and
own. You also gain the traits of that subrace, practical guidance to those who follow you into
but not its ability score increase or shifting the wilderness. You don’t have to be a druid, and
feature. you might not be able to perform magic, but you
• If you are conscious when your shifting
feature ends, you regain a number of hit
points equal to your Constitution modifier,
up to your Hit Point Maximum.
Chapter 2 | CULTURES OF EBERRON 123
understand the primal mysteries of your sect, d6 Ideal
and the world itself is your temple.
1 Protection. The common people must be
Choose a druid sect, or work with your DM to protected from the dangers of the natural
develop a new nature focused order. The Druid world, and nature must be defended from the
section contains a sample of organizations, from ignorance and greed of outsiders. (Wardens of
the Eberron setting. Were you a youth brought the Wood)
up learning about the seasons and solstice from
the rural priests of your homeland? Perhaps 2 Nature. When civilization harnesses unnatural
you were a warden watching over travelers, an forces and defies the laws of nature, it should
initiate performing the sacred rites, an advisor be challenged; even if these violations are
guiding a farming community, and it is up to you allowed to continue, people should realize the
to discern why you decided to leave? dangers of their actions. (Ashbound)
Skill Proficiencies: Nature, Survival 3 Preservation. The cycle of life and death is
Tool Proficiencies: Herbalism kit a vital balance. Destroy the undead. Search
Languages: Any one for ways to strengthen the pack, and offer a
Equipment: A druidic focus (a gift to you when merciful end to suffering. (Children of Winter)
you entered the sect), a shepherd’s wood 4 Order. Protect the natural world from threats
staff, a set of traveler’s clothes, an herbalism that come from beyond reality such as
kit, and a pouch containing 5 gp aberrations, fiends, and other things with no
place in the world. (Gatekeepers)
Feature: Wild Hospitality
5 Freedom. Search for signs of the fey in the
As an aspirant, you can perform the rituals of world around you. Respect the ways of the fey.
your sect and can demand respect from those Look for ways to bring a touch of wonder into
who share your faith. You and your adventuring everyday life. (Greensingers)
companions can expect to receive shelter and
support in any established outpost of your sect, 6 Balance. Preserve balance in all things: the
though druidic outposts are often sparse in what balance between civilization and the wild, life
they can provide. Nature itself will also provide and death, the material world and the planes.
for you; when in the wilderness you can find food (Any)
and fresh water for yourself and up to five people
each day, provided you aren’t in an unnatural or d6 Bond
exceptionally barren environment.
1 I will do anything to protect my adopted pack.
Suggested Characteristics
2 I am determined to discover the cause of the
You’re shaped by your devotion to the ideals of Mourning.
your sect and the time you’ve spent in the wilds.
You have little experience with large cities and 3 I must find the answer to a question set by the
the demands of high society. leader of my sect.
d8 Personality Trait 4 It’s my duty to care for commoners and show
them the right path.
1 I talk to every animal I meet, even if they can’t
talk back. 5 I am carrying a relic that must be protected
from those who would destroy it.
2 I have a parable for every occasion.
6 I am pursuing an enemy of my sect and will not
3 I see omens in the actions of animals. rest until I have destroyed them.
4 I’m always interested in discussing the weather. d6 Flaw
5 I prefer to sleep under the open sky. 1 I distrust those who wield arcane magic or
unnatural power.
6 I continually question the ways of the civilized
world. 2 I don’t understand the customs of the civilized
world.
7 I model my behavior on a particular animal.
3 I believe the weak should be allowed to perish.
8 I always want to talk shop with hunters and
farmers. 4 I don’t understand civilized politics or power
structures.
5 I never back down from a challenge.
6 I’m often unintentionally rude.
124 Chapter 2 | CULTURES OF EBERRON
Auditor d6 Ideal
1
You don’t work with taxes or accounts. Your Perfection. A perfect world is one in which
job is testing security systems, finding the flaws 2 everything is foolproof, and nothing can be
in vaults, prisons, and other secure systems. broken. (Lawful)
Most auditors work for the Warding Guild of 3
House Kundarak, testing locks, traps, and other Security. The world is a dangerous place, and
Kundarak creations. You could also have worked 4 everyone should be able to feel safe. Do what
for the Warning Guild of House Medani, helping you can to help give innocent people a sense of
to spot threats before they occur. In those days, 5 security. (Good)
locks and wards were something you studied 6
for your job; now you’re putting your skills to Freedom. Nothing should be hidden. No door
practical use as an adventurer. d6 should be barred. Those who wish should have
1 access to every path and every secret. (Chaotic)
Skill Proficiencies: Insight, Investigation 2
Tool Proficiencies: Thieves’ Tools, Tinker’s 3 Neighborly. Helping people establish
4 strong defenses is a way to maintain one’s
Tools 5 relationships and financial securities. (Neutral)
Equipment: Thieves’ Tools, a set of common 6
Domination. The perfect system is one that I
clothes, an Auditor’s badge, a pouch with 5 gp d6 control. (Evil)
1
Feature: Keeper of Vaults 2 Efficiency. Anything can be improved, and I’m
3 always looking for ways to do it. (Any)
You have an excellent memory for traps and 4
security structures and can always recall 5 Bond
the general construction of such apparatus, 6
including their triggers. You can also find I have a loved one that I would do anything
blueprints of a specific trap in order to learn form as long as they are safe.
the details of its application. Such blueprints
might provide knowledge of points of I want to help friends achieve peak efficiency.
weakness, possible advancements, and magic
or mechanisms that might trigger them. Your I’m going to pull off the heist of the century,
access to such information isn’t unlimited. If but I need a team I can trust.
obtaining or using the information gets you in
trouble with the law, your affiliation can’t shield A criminal mastermind used me to commit a
you from the repercussions. crime. I’m on the run, trying to clear my name.
Suggested Characteristics My mentor was locked away behind
impenetrable defenses. I aim to crack them.
You have a critical eye, and you’re always
looking for weaknesses and trying to find ways I uncovered a secret I wasn’t meant to know
that things can be improved. and now it haunts my dreams.
d8 Personality Trait Flaw
1 I’m always pointing out peoples’ flaws, for I’m always looking for weaknesses in the
their own good. people and things around me.
2 I always have a suggestion as to how I’m never satisfied; there’s always a way to
something could be improved. improve things.
3 I try to get to know everyone; it makes finding I’m paranoid, always imagining threats I have
weaknesses easier. to defend against.
4 I question every decision. It’s the only way to I push everything and everyone to find their
find the best answer. breaking point. Nothing is true until tested.
5 I want to test every limit, looking for patterns, I’m always hungry for new challenges.
sequences, and cyphers when I’m bored.
My instincts seem more trustworthy to me
6 I hate to waste time. Get to work. than my allies.
7 I’m always speculating about possible threats. Keeping track of your money is keeping it safe!
Kundarak auditors do both at once!
8 I’m suspicious of everyone and everything.
Chapter 2 | CULTURES OF EBERRON 125
Cadet d8 Personality Trait
You were commissioned as an officer, but you 1 I speak plainly and directly. Not because it’s
never actually made it to the battlefield. Perhaps easier, but because it saves time and lives.
someone pulled strings on your behalf to save
you from conflict, or perhaps the war ended 2 I have a tendency to compare situations at
before you had a chance to serve. Rather than hand to famous battles and notable heroes.
being thrown into war, you were left to choose
your own path. Are you angry that you never had 3 I am easily bored; I long for action and
an opportunity to prove yourself, or glad to have excitement.
dodged the front lines?
4 I readily seek to outperform others in word
When you choose this background, work and deed.
with your DM to determine which military
organization you trained to be a part of, and 5 If I give someone my word, I will keep it. Even
what lifestyle you have led up until you began if it kills me.
adventuring. You might have immediately
pursued the lifestyle of an adventurer, served as a 6 I do my best to keep morale up, and if it is a
military advisor, or even returned to civilian life. low, I will figure out how to inspire it.
Skill Proficiencies: Athletics, History 7 To me, a new weapon is like a shiny new toy,
Language Proficiencies: One language of your full of possibilities.
choice. 8 I am stoic and professional above all else.
Tool Proficiencies: Navigator’s tools or
d6 Ideals
vehicles (land).
Equipment: A cadet’s uniform, a set of 1 Order. War’s main purpose is to exact justice
and maintain peace. (Law)
common clothes, a diploma from a military
school, a map, and a pouch containing 10 gp 2 Honor. The might doesn’t reveal the value of
might, but of character. (Any)
Feature: Pupil of Conflict
3 Valor. Courage stokes the flame of hope,
Your military training allows you to easily and inspires others to fight for what is good.
recognize and distinguish weapons, uniforms, (Good)
military strategies and important military figures,
such as notable generals, both historical and 4 Tyranny. Only through demonstrations of
modern. strength and superiority can any form of
respect be earned. (Evil)
Suggested Characteristics
5 Glory. Those destined for victory make
Cadets have been taught to adopt the lifestyle of history, and those who make history rule the
a soldier, but lack both the tempering of combat world. (Any)
experience and the physical and emotional
scarring of war. These individuals who seek to 6 Perseverance. War is never quick and always
fight for what they believe are often idealists complicated, but those who fight for the right
and desiring to leave their impact on the world cause will outlast the most blusterous foes.
through their service to their nation or sovereign. (Neutral)
While not true soldiers, they often embody what
they envision soldiers to be. d6 Bonds
1 The friends I made in training are closer to
me than my real family.
2 I come from a long line of soldiers, and I must
continue their legacy.
3 My mentor died in battle, and I will stop at
nothing to avenge them.
4 The conflict separated me from a person I
love, and I’m still searching for them.
5 My community sees me as a local hero, and I
refuse to disappoint them.
6 I am destined to be a hero, and I will be
nothing less than that, or die trying.
126 Chapter 2 | CULTURES OF EBERRON
d6 Flaws d8 Chronicle
1 The Korranberg Chronicle. The most trusted
1 I fly into a fit of rage when others disrespect
my lands, my king, or my people. source of news across Khorvaire.
2 The Sharn Inquisitive. A blend of national
2 I never wanted to be a soldier, and have no
taste for fighting. news and the local gossip of Sharn.
3 Aureon’s Arcanix. A monthly publication on
3 I don’t take orders from anyone that isn’t in
a position of authority. the latest developments in magic.
4 The Wayfinder’s Weekly. A digest of the
4 Because I fear my lack of experience, I
become paralyzed with indecision. exciting deeds of legendary adventurers
across Eberron.
5 I am overconfident in my martial skill, and 5 The Voice of Cyre. A chronicle focusing on
pick fights I don’t know if I can win. the plight of Cyran refugees and helping to
preserve Cyran culture.
6 I am meant to lead, not to be on the front 6 The Voice of the Flame. A Thrane publication
lines; I’d rather have someone else fight my dealing with news and inspiring stories of
battles for me. interest to followers of the Silver Flame.
7 The Daily Prophecy. A fringe publication
Chronicler focusing on conspiracy theories and bizarre
rumors. Headlines like, “Dragons are
People need news, and you’re the one to running Zilargo! King Kaius is a vampire!” are
provide it. You could be an investigative reporter commonplace.
searching for issues of national importance 8 The Library of Korranberg. You gather
such as conspiracies, corruption, threats of knowledge on behalf of the grandest
war, or news about the Mourning. You could repository of information in Khorvaire.
be gathering gossip, or sharing the tales of
bold adventurers, so make sure your friends do Feature: Press Pass
something worthy of a story! You could also be
a general agent of the Library of Korranberg, You’re an established reporter for a known
always watchful for anything that could expand source of news. You can often get access to
the repository of general knowledge. restricted events for yourself and your “crew”
so you can cover the story. People familiar with
Skill Proficiencies: Insight, Investigation your work may be excited to talk to you, and
Tool Proficiencies: Calligrapher’s supplies even people who have something to hide may not
Languages: Any one want to turn you away without explanation. Of
Equipment: Calligrapher’s supplies, a set of course, using your credentials in this way draws
a lot of attention!
common clothes, and a pouch containing an
ink pen, a bottle of ink, ten sheets of paper, mIIpi’lasvo-sevtgnebaoetnemondewrpca.rrlieGtlseeeedntatbia,to?ubcuhtrIta’otmlnhliactptlh’reesorutrbhdeyianolsglfoysmtIha’eavtbbeieotcsnaeoeeuf!ns,e
and 5 gp
Chronicle
As a chronicler, you work for an ongoing
publication. What’s your agency, and what are
they best known for? Do you work for the trusted
Korranberg Chronicle, or are a muckraker for
the Daily Prophecy?
Chapter 2 | CULTURES OF EBERRON 127
Suggested Characteristics d6 Bond
You’ve spent your life asking questions and 1 I’m sure that one of the other party
uncovering secrets. You may be driven by members has a grand destiny, and I’m
insatiable curiosity, or you could have a deep going to record their story from the very
belief that the people deserve to know all that beginning.
can be known.
2 My family was ruined by a corrupt
d8 Personality Trait conspiracy. I’m going to expose this cabal
and bring it down.
1 I’m always asking questions, even when it’s
inappropriate. 3 The people have a right to know the truth.
2 I’m constantly taking notes on everything 4 People need to know about the long-term
around me. impact of the war.
3 I frequently narrate the events around me. 5 I’m going to break the story of the century.
4 I’m sure there’s more to the story, whatever 6 I want my work to bring people together.
the story may be.
d6 Flaw
5 I never use one word when I could use five.
1 I’m convinced there’s a vast conspiracy
6 I’m always chasing after celebrities. behind everything that goes wrong.
7 I’ll do anything to get a good story. 2 I won’t take “no” for an answer.
8 I have a pen name and exaggerated 3 I’ve made a lot of enemies with my writing.
personality I use when I’m reporting.
4 I don’t trust anyone. Everyone has
d6 Ideal something to hide.
1 Balance. Revealing the absolute truth is all 5 I’m happy to exploit my friends to get a
that matters, regardless of whether it tips good story.
the balance towards good or evil. (Neutral)
6 Once I’ve settled on a story, I become
2 Honor. The best way to fight corruption and completely obsessed with it.
evil is to expose it to the public. (Good)
Existing Backgrounds
3 Revolution. Opponents who can’t be fought
with swords can be beaten with words. You The shape of different backgrounds is molded by
use your writing to undermine established their relationship to a setting as a whole, and this
authority and introduce new ideas. (Chaotic) is paramount in the tumultuous era in which we
embark on campaigns in Eberron. What does it
4 Civilization. It’s your duty to record the mean to be a noble in Khorvaire? If a character
history of your nation and to preserve and served in the Last War, are they required to be
celebrate the values of your culture. (Lawful) a soldier? In developing a background, consider
the following ideas.
5 Power. Truth is irrelevant. People believe
what they want to believe, or what you Acolyte
want them to believe. How can you use your
writing to gain power and influence? (Evil) You’re a recognized servant of an established
faith, such as the Church of the Silver Flame, the
6 Entertainment. People need diversion and Sovereign Host, or the Blood of Vol. The critical
entertainment. You’re not interested in idea is that you are recognized; with your Shelter
news; you just want to find brilliant stories of the Faithful feature, you can command the
to share. (Any) respect of those who share your faith and expect
to receive shelter and support at any temple tied
There’s nothing inherently wrong with to your religion. Work with your DM to establish
a normal job, not that I’m speaking from what you did to earn this respect. You might
have served as a missionary or evangelist, and
background experience. your zeal has earned you praise and renown.
128 Chapter 2 | CULTURES OF EBERRON
Alternatively, you could have been an inquisitor criminal underworld or not. The Rogue section
who worked to purge your church of corruption, includes a list of some of the prominent criminal
garnering infamy among the heretics, or a priest organizations in Khorvaire. Your criminal
in a prominent temple with a devoted following. contact could connect you with any of these
Are you still an active agent of your faith, or groups, or you and your DM can develop a lesser
are you simply respected for the services you known organization. In addition to choosing your
performed in the past? criminal specialty, consider how, or if, you left
the business. You could have retired gracefully,
Shelter of the Faithful works both ways. You with the respect and admiration of your former
can demand the respect of those who share colleagues, or maybe you drew too much heat
your beliefs, but they will also look to you for in a struggle with a rival gang, and had to be cut
aid and support. As an acolyte, you can perform loose, narrowly negotiating to be spared from
religious ceremonies, even if they incur no divine swimming with the sahuagin. Perhaps your old
power, and you could be called upon to officiate a boss wants you back for another job, or you’re
wedding or to bless a child. still an active member of the organization, simply
taking a little sabbatical while you adventure.
Charlatan
The variant of a Spy is a prominent
A charlatan is a grifter, skilled at deception, background choice in Eberron. Work with your
disguise, and sleight of hand. While you might DM to determine who you worked for and how
be a criminal, you don’t begin with a strong you left. You might have left in such a way that
connection to an existing organization. You you could still be called back into service, or
could be a lone wolf, or you could have once maybe you defected from the organization,
worked with a gang that was destroyed during and your contact is helping to cover your trail.
the Last War or the Mourning. A few other ideas The Bard and Rogue sections include a list of
to consider might be any of the following. intelligence agencies you can choose from.
• False Prophet. You started your career as
a con artist taking advantage of peoples’
faith, only to discover a true and personal
connection to the divine as a cleric or
paladin.
• Refugee. You’re a refugee who lost
everything during the war. You’re not
greedy, nor are you a criminal by nature.
You’ve just had to rely on your wits and
words to survive, and you had to learn to
forge papers and passports as you’ve made
your way across the war-torn world for the
sake of your search for safe haven.
• Fey Favor. An Archfey of Thelanis blessed
you with a silver tongue and light fingers, but
these gifts came with a price. Contracts need
not only be for the warlocks of this world.
What did you promise your fey benefactor
and how might that shape your future?
Criminal (Spy)
Any character could have engaged in illegal
activities, but you were a professional. The
defining feature of a criminal is Criminal
Contact, implying you still know people in the
business, whether you are still affiliated with the
Chapter 2 | CULTURES OF EBERRON 129
Entertainer people who follow your faith consider you
a hero, but you’re not recognized by the
Whether you are an acrobat, actor, or musician, hierarchy of your church and you may not
as an entertainer, the first step is to define your even know all the rituals of your faith.
talent. By Popular Demand allows you to get
work when you choose; you could have been • Refugee Champion. You’re a Cyran, perhaps
pursuing a career in entertainment, or simply even a former soldier, a sheriff, or refugee
have a remarkable talent that shines when you leader. You led a band of survivors to safety
choose to reveal it. Consider a few ideas. after the Day of Mourning, and you continue
to do everything you can to protect and
• Fallen Star. You were found by a House serve the scattered people of your nation.
Phiarlan talent scout. You trained at the This same idea could apply to any scattered
Five Demesnes and toured as part of people; you could be the defender of
the Entertainer’s Guild or the Carnival of Q’barran settlers or Eldeen farmers, or even
Shadows. You had quite a career at one as a warforged hero, focusing on helping
point, but something changed that. What other warforged find a place in the world.
happened; did you choose to quit, or did
rivalries, feuds, or off-stage drama drive you
from the act?
• Fife & Drum. You served as a regimental
musician during the Last War. You never
considered yourself to be an entertainer,
but you’ve got the talent. Now it is up to
you what to do with that talent.
• Inheritor. You’re an elf heir of House
Thuranni. Whether or not you have a
dragonmark, you’re a remarkable artist.
You’ve inherited a performance from your
ancestors; you’re the only person allowed
to perform the routine, but do you really
have the talent to do it justice?
Information about House Phiarlan, Thuranni,
and other options for entertainers can be found
in the Bard section.
Folk Hero
You’re a commoner who’s made a stand and
earned the trust and respect of the people
around you. Here’s a few ideas to consider.
• Deserter. You’re a veteran of the Last War,
but you put your loyalty to the people ahead
of your service to your nation. You may have
refused a brutal order or even turned against
fellow soldiers who were pillaging or hurting
innocents. You may have been discharged, or
you could be a fugitive hiding in plain sight but
you’re still fighting to protect people in need.
• Divinely Inspired. As a paladin or a cleric,
you may be a former farmhand or blacksmith
who’s felt the call of the divine. The common
130 Chapter 2 | CULTURES OF EBERRON
Guild Artisan your Discovery. Perhaps you have insight into the
Draconic Prophecy or you know a surprising truth
The most powerful mercantile guilds in about the Silver Flame or the Sovereign Host.
Khorvaire are tied to the dragonmarked houses,
as described in the Wayfinder’s Guide to Noble
Eberron. If you possess a dragonmark you might
work directly for one of the houses. However, The aristocracy of the Five Nations can be
the guilds also license many independent identified by the ir’ prefix before the surname—
businesses. If your character is a bartender, the Boranel ir’Wynarn. As a noble, it’s important to
Hosteller’s Guild of House Ghallanda is certainly establish where your family is from.
the most powerful guild you could be connected
to. Alternately, you and your DM could develop • Aundair. This is the strongest bastion of
a smaller mercantile organization for your feudal tradition. Arcane magic is important in
background, something operating in the space Aundair, and as a noble you will be expected
below the dragonmarked houses, or a union that to demonstrate some degree of mystical
answers to the houses but doesn’t require direct talent. This could be reflected by the Magic
communication with the individual businesses. Initiate feat or levels in a spellcasting class.
Alternatively, you could be a mundane black
Hermit sheep; an embarrassment to the family
name with no arcane talent.
As a hermit you lived a life of seclusion. The
Player’s Handbook suggests a number of options • Breland. The aristocracy still has a place in
for a life of seclusion, and here are more: Breland, but there is a slow push towards
democracy. There’s also a growing amount
• Dreadhold. You were a prisoner in one of of new blood, both people who have bought
the deep wards of Dreadhold, the most noble titles and powerful plutocrats and
secure prison in Khorvaire. You might have socialites whose influence is equal to any
been imprisoned by a jealous relative, or traditional noble. You don’t have to have
perhaps you discovered a terrible secret the ir’ prefix to be counted among the Sixty
that someone is determined to keep hidden. Families of Sharn!
Rarely do prisoners complete a sentence at
Dreadhold and secure a peaceful release. • Cyre. The aristocracy was still strong in Cyre
How did you manage to escape the highest prior to the Mourning. Your estates and
security prison, with all forms of magical your wealth might be lost in the Mournland,
traps and wards, and live to tell about it? but your family may still have pride and the
loyalty of survivors. Do you want to reclaim
• Experiment. You are the product of an heirlooms lost in the Mourning?
experiment. You could have been magebred
by House Vadalis and born in seclusion, or • Karrnath. The nobles of Karrnath are
you could have been trapped by a daelkyr warlords and are expected to maintain
and held in isolation while your captor armies and lead troops into battle. If you’re
conducted experiments. Did you escape this not a capable warrior or strategist, it is
imprisonment, or were you released? likely that you’re an embarrassment to your
family. Some Karrnathi nobles are loyal
• Wild Mystic. You’re a paladin of the to the Blood of Vol religion, while others
Ghaash’kala, a tribe in the Demon Wastes. despise this faith and the use of undead in
You’ve been charged with a divine revelation battle.
and mission from the Silver Flame, but you
have no connection with the church of • Thrane. The Church of the Silver Flame
Thrane. However, you were surrounded by governs Thrane, and the nobility persists in
the warriors of your tribe, not living in total a largely ceremonial role. Your family might
seclusion, but you know little or nothing of have tied itself closely to the Church in order
the Five Nations or their traditions. to maintain its power. Alternatively, your
family could bitterly oppose the Church,
Beyond the circumstances of your seclusion, secretly hoping that the monarchy will be
you and your DM should develop the details of restored.
Chapter 2 | CULTURES OF EBERRON 131
• The Dragonmarked Houses. The leaders of For example, the King’s Forest of Breland is a
the dragonmarked houses have vast wealth vast jungle, and you could have never seen a city.
and international influence. As the heir of a
powerful dragonmarked family, you may not Sage
be a member of the aristocracy, but you still
have a Position of Privilege based on your As a sage, you’re well versed in arcane lore and
bloodline. history, and you have a knack for digging up
facts. You could be a clever person pursuing your
Outlander own interests, an itinerant scholar following a
lead. But there’s many other options.
As an outlander, you are most likely from one
of the wild regions of Khorvaire. The Barbarian • University. You have a position with one of
section describes some of these areas: the the grand institutes of learning such as the
Demon Wastes, the Talenta Plains, the Eldeen Library of Korranberg, Arcanix in Aundair, or
Reaches. Alternatively, you could be from rural Morgrave University. You’re not a professor
or undeveloped areas within the Five Nations. yet, but if you can make a grand discovery
that could change.
132 Chapter 2 | CULTURES OF EBERRON
• Inquisitive. You’re a private investigator, defining that role. Consider whether you served
specializing in cases that deal with ancient one of the Five Nations, or if you were part of an
or arcane matters. Your Researcher feature independent force. Did you serve on the front
means that you often know where to find lines, or were you primarily a strategist?
information you don’t possess. While this
could involve a trip to the library, in your • Blademark. The Blademarks of House
case it’s more that you know a wide range of Deneith are the largest mercenary
experts. Given time, you can get information, organization in Khorvaire. Blademark
but you won’t necessarily find it in a book. enclaves can be found in any major city, and
a Blademark broker will usually have jobs
• Chronicler. The chronicler background for reliable blades. The Blademarks have
presented in this section represents an no unifying cause beyond gold, but they’re
active reporter, someone who’s out on the widespread and reliable.
front lines gathering information. As a sage,
you could work for any of the chronicles • Cyre. Holding military rank in a fallen nation
described there as a researcher and fact might seem like a bad choice, but it can
checker. You’re still devoted to uncovering actually make an excellent story. Former
secrets and sharing news with the public; Cyran soldiers may not have much to offer,
you just use different methods. but they’re spread among the refugees and
found across Khorvaire. In addition, your
Sailor (Pirate) DM may decide to let you hold a higher
former rank if you’re from Cyre. It’s not as
The foremost sailors in Khorvaire are the half- unbalancing for you to be a former general
elves of House Lyrandar. The Windwright’s if there’s very limited ways for you to use
Guild dominates the shipping trade in Khorvaire, that rank.
and no mundane ship can match the speed
of an elemental galleon with a dragonmarked • Templar. The templars are the military
captain. However, speed isn’t everything. The arm of the Church of the Silver Flame. This
Windwright’s Guild licenses all manner of exists as a separate entity from the army of
captains. You could also have served on an Thrane, and as a former templar, you can
independent vessel. Aside from this, every nation find assistance at any outpost of the Silver
has maintained some form of navy, and you could Flame. This can be an excellent choice for a
have served your nation on the seas. During paladin or cleric. However, templars, even
the Last War, the Lhazaar operated outside the former templars, are expected to protect the
Windwright’s Guild and sold their services as innocent from supernatural threats. If you
privateers. Now that the war is over, a few have exercise your rank, you could be called back
continued to ply their trade as smugglers and into service.
pirates, making the Lhazaar a suitable choice
should you wish to choose the pirate background. • Valenar. All of the Valenar elves are tied to
the military. As a Valenar adventurer, you
Soldier might be on extended leave, but if you have
a Military Rank within the tribes, you can
You can be a former soldier without taking this command the respect and attention of other
background. Many of the other backgrounds Valenar. This could be tied to your personal
here suggest possible military connections. What deeds, but it could also be based on your
defines the soldier background is your Military patron ancestor. The spirits of the ancestors
Rank; it’s not simply that you served in the war, choose their hosts, and if you were chosen
it’s that you held a meaningful rank and still have by a legendary hero other elves might
influence and respect based on that. respect you, not because of what you have
done, but because of what they expect you
Military rank primarily applies to the to do in the days ahead.
organization you served, so the first step is
Chapter 2 | CULTURES OF EBERRON 133
Urchin
You grew up in the shadows of one of the great
cities of Khorvaire, carving out a niche in the
alleys of Fairhaven or the sewers of Sharn. Your
defining feature, City Secrets, grants you the
street smarts and know how to move swiftly
from place to place in a bustling city.
• Cellar Dweller. You’re part of a community
that dwells in the dark places within cities.
You might have been born in the Cogs below
Sharn or the vast sewers of Korth but aren’t
an orphan. Does your family still live in the
darkness, or have they moved on or been
driven from their home?
• Low-born Friends. You were orphaned and
had to struggle to survive, but you didn’t do
it alone. You forged an alliance with other
urchins, people you met on the streets,
your companions in an orphanage, and, as
a group, looked after one another. Your City
Secrets feature reflects that it’s not just that
you know the layout of the city, but it’s that
you have allies and friends who help you find
what you’re looking for.
• Refugee. The Last War raged for almost a
century, and many people lost their homes
during the course of it. You could have been
a recently displaced Cyran or your home
along two country’s borders might have
been destroyed in the conflict, and your City
Streets feature might reflect a familiarity
with the consistent layouts of small towns
and villages.
Harrumph! I thought there was more to this section.
Something about anthropologists in Xen’drik or
archaeologists in the Demon Wastes. I wonder if
some little urchin ran off with it?
134 Chapter 2 | CULTURES OF EBERRON
Chapter 3: Fantasy Noir
F ar from a dungeon crawl, dragon- of the past dominate the lives of the characters
fight, or lich hunt where characters in it, only greater sins stand to change it, and
expect gifts, gold, and glittering embracing vice and wrongdoing is the easiest way
prizes, fantasy noir makes a perfect to exert control over the setting and those within
starting touchstone, or one to it. The actions of the characters can, of course,
return to, for players that desire a impact the influence crime has on a setting. By
more dynamic experience in style, interfering with organized crime, and the most
character development, and roleplay.. In these ignoble of adversaries, the characters could
types of stories, moral ambiguity, violence, and impact the setting for the better but at a price. If
corruption are part of everyday life, and outside the party manages to take down a local gangster,
of those hard truths, little is what it seems. Every the characters might draw the attention of an
choice is a decision that has consequences and even more powerful crime boss, and the effects of
will come back to either haunt or reward the this will be represented in the setting.
characters in some way as the story comes to
fruition. These types of campaigns are usually The same could occur should the party
comprised of a series of one-shot odd jobs, choose to help another character. They might
deliveries, heists, and mysteries, where each unknowingly ensure the deaths of others. Any
individual event grants a moment, a clue, or a character the players might encounter could
witness, leading the characters to piece together have pasts that are not only as equally dark as
the circumstance of larger notions at play. their own, but they might also carry dangerous
Coupling these themes with the low-wide magic secrets to the player characters and others in
setting of Eberron creates a perfect culmination the present. These perils further contribute to
of technological convenience through esoteric the thematic element that the world around the
cantrips and low-level spells, without nullifying characters is not to be trusted, and is made up
a great deal of the challenges that the lowly of others who, if they haven’t fallen to the nature
protagonists of noir stories grapple with of the moral darkness around them, have every
throughout their journey. reason to turn on them for a chance to get ahead.
Greater Expectations Precarious Pasts
In establishing a noir setting for your game, the In most adventuring, the characters are at the
location is not as important as the nature of the center of the conflict. Ultimately, the outcome
location. Noir settings are built on shattered will dictate huge swaths of their lives, which
lives and broken dreams. The inhabitants are morally black and white, clear cut, and even
share similar attitudes about the world in when in doubt, they will likely be vindicated.
which they live in, often equating morality For such hard-boiled equivalents, like capers,
with vulnerability and weakness. The setting crime thrillers, and detective narratives, hope
itself seems to perpetuate the impression that remains intact; solving the crime will save the
idealism and self-preservation can’t coexist. day and reset normality. However, in a noir, the
This bleak outlook should remain the backdrop contrary is the norm; the sins of a character’s
to the story, as though the only thing keeping past typically live alongside the hope that they
the characters from being swallowed up by will finally be accepted for who they are, and that
the meaninglessness of the setting is their all will be right with the world. This is not to say
motivation to rise above this atmosphere. they aren’t empathetic, or entirely without hope.
For the questionable protagonists of hardboiled
Crime and consequence contribute heavily and noir narratives, a glimmer of success is all
to a noir story and its setting. Because secrets the hope necessary to keep them going, and that
permeate the story and drive the events that occur glimmer could also be what pushed them to take
over the course of a noir style narrative, crime is the moral or ethical risk that dropped them into
currency of change. In a setting where the sins their current lot in life.
Chapter 3 | FANTASY NOIR 135
Noir stories don’t put the characters in the backgrounds, their corrupted past choices, and
center of unfolding events, but instead make the vices or flaws that comprise their origin and
them participating observers who can attempt current predicament when the story begins.
to ignore the situation or come to the rescue and Every character has lies they tell others, but
get embroiled in the saga by meddling in the these characters have lies they tell themselves,
machinations of a foe that is smarter and better and by the end of the campaign, each house of
prepared than they might have hoped they’d be. lies should be the heartstrings that make their
The benefit is that with each glimpse of success, interconnected campaign narrative impossible
the seed of heroism grows a little more within. to duplicate. Protecting the foundation of those
lies will become paramount to drawing the
While mysteries are usually singular, a noir is characters back in when abandoning ship seems
ongoing and all encompassing. These stories are the wisest course of action.
always greater than the sum of their individual
plots. No matter how far the protagonists To start, the tropes of the crime thriller can
attempt to run, or how poorly they fail, there help to color your story, but it’s the shades of
is a moral, ethical, and emotional weight that gray that will determine the volatility of each
usually draws them back in to right a wrong outcome. These are no fantastical or stalwart
that they wouldn’t dare risk for someone else. heroes, and every character is a pariah of sorts.
For this sort of story to work, special attention In Eberron, it is easy to use the Last War as the
needs to be put on the characters’ questionable catalyst of a soldier’s return home or a prisoner
of war released to wander about a foreign
nation. In either case, the world will never be as
it was, and they are left questioning their oldest
assumptions, mired in loss and the futility of it
all. However, while atoning for their history, the
adventurers of a noir campaign might linger over
these existential quandaries during roleplay, as
the characters seek potential solace from the
past in each other’s company.
Noir allows characters to push beyond the
standard fantasy tropes that are common to
many campaigns, such as the gallant knight or
sagely spellcaster, in favor of more unfamiliar
possibilities like the disgraced inquisitive, or
reluctant criminal. These stories allow the
characters to explore moral dilemmas as well
as test their mettle. Characters might go as
far as betraying their families, friends, and all
they believe, if it is worth saving themselves.
Ultimately, a noir character’s journey is a long,
stagnated road to redemption, where the final
choice is often a matter of heroism versus self-
preservation, but if someone has already decided
altruism is its own reward, what compelling
character journey remains to be had?
Session Zero
First and foremost, in order to create a story
that explores these themes, there needs to be
a collaboration between player and Dungeon
Master. The shift from a hack-and-slash
exploration can be jarring, and if players don’t
want to explore a different tone, attempting to
136 Chapter 3 | FANTASY NOIR
force it on them would be as tragically fated adventure still maintain all of these traits, but
as most noir adaptations. It is important to they remain layered under a tough cynicism
remember that nearly all classic noir sees that has built up to protect them, rationalizing
that virtue ultimately triumphs over greed their ability to look the other way when they
and vice, while suffering is a hallmark of the stand to lose everything just to lend the hand.
character’s tribulation. These types of stories Player’s looking to create noir characters
are not necessarily uplifting at every turn, but should understand that these characters are
for storytellers and players who are looking to not antiheroes, but are alone, likely abandoned
question the societal attitudes and emotions by loved ones that they have wronged, or they
they expect to see flourish in society during their have chosen that isolation to protect those they
sessions, the switch to noir can be just the trick, love. By embracing realistic and often negative
and is easily accomplished with the slightest characteristics, flaws, and vices, the players
melancholy or melodramatic twist within the should be able to ensure that their characters
appropriate atmosphere. have believable motivations without being
evil. Fatalism and nihilism are that which they
Level Zero Adventuring dread, but must grapple with just the same, and
over indulging in those tropes might remove
Players and DM’s alike should consider reveling a character’s desire to achieve. It is pivotal to
in the lower levels of the campaign, so that the ensure that the characters want something. The
power inherent to each class doesn’t outpace, more empathetic that desire, the easier it will be
or make irrelevant through high-magic, some for the group to stand beside a character when
of the tough spots and decisions where a gritty, push comes to spell-slinging.
street-level campaign thrives. Equipped only
with backgrounds, and racial traits, the story can Origin Fuels Tone
advance at a slower pace, progressing months of
in-game time compressed between the unfolding More than anything else, a character helps
events. reinforce the tone of a noir story through
their origin and outlook. Beyond the abilities,
Player Characters at Level 0 skill-sets, and mystical nature of each class,
there are three things that are critical to
When starting an adventure before the backstory of every character. Far from
characters would gain a level in any class, perfect, every character has a penchant, a
these characters are considered to be level great mistake, and a fall from grace. This
0. This means: gives characters greater flexibility to define
their motivation, even if reluctantly, and
• A player chooses the character’s name, conceptualize how to strive to be better than
race, and background but NOT a class. their past.
• A character’s gear is granted by the Group Mentality
choices within their background.
Noir characters will work best if they are mired
• A character possesses the proficiencies within a hyper-localized setting, scope, and
granted by their race and background, systemic outlook, where mimetic description of
while their proficiency bonus is 2. atmosphere, plot, and violence can all help set
the tone and gravity of the consequences that
• A level 0 character has 4 + their scale with the character’s familiarity to the world
Constitution modifier for hit points and and choices. It is up to the DM to communicate
1d4 Hit Die. When the character gains that world through such narration, but it is
a level in any class, their Hit Die type the players’ responsibility to accept it as if it
changes based on their new class but were real, and care for it with the same energy
the total Hit Die remains 1. that those within the world seem to respond,
otherwise the story and campaign will collapse
Flawed Characters under its own pretensions of the noir style.
Antiheroes, instead of being the direct opposite
of heroes, lack courage, idealism, and morality,
whereas the flawed protagonists of a noir style
Chapter 3 | FANTASY NOIR 137
It is important to remember that a campaign inevitable ascension, encourage the DM to pace
focuses on a group of characters, and thus a the story to convey the gravity of your abilities
single character that embodies all the tropes of and allow you the time to establish how your
a noir protagonist might spell trouble, taking the character came to possess such talents, whether
“woe-is-me” or “tough-as-nails” focus in every magical, martial, or otherwise. Academies,
interaction. Instead, work with the entire group mentors, or previous adventures are all plausible
to break apart some of the noir tropes, from the origins for the unconventional practices you’ve
private investigator, the patsy, to the journalist, learned, and reveling in those origins might
dock worker, femme or homme fatale. further layer motivations, transgressions, and
vices that align with a noir’s conceptual core,
Characters can be bitter, damaged, violent, while keeping your party’s characters grounded
and taciturn but still possess a desire for and mindful of their less than heroic pasts.
redemption. Knowing that giving up the secrets Former magewrights, insubordinate soldiers,
of their past might slide them further downward disgraced watchmen, or shamed nobles all
into the world they hope to escape, could be possess skills and abilities that separate them
just as potent a motivator as the character’s from the rest of the inhabitants of the story, but
drive for redemption. The relationship between still maintain the theme of being outcast from
characters must be desperate enough to bind their usual positions in society.
them into a cohesive group and save them from
themselves by helping them make the choice to Motivation
avoid self-destructive behaviors. Otherwise, they
might repeat the pattern that lead them to where While noir characters are flawed individuals,
they are now and doom them to stay there. By they stand out in a grimy world because they
spreading the different elements around the are driven by some positive force or ambition.
table, it could help layer the players’ characters Professional pride, a code or sense of honor,
in a surprisingly realistic and complex way perhaps simply a desire to see justice done in
that might motivate each in a dozen different a world where the law won’t provide it, are all
directions, saving the tears for when they are motivations that keep a character from becoming
truly alone together. as damned as the world around them. At times
in noir stories, it isn’t only the survival of a
Ability character that matters, but rather the persistence
of their motivations that propels the story, even
In true noir fashion, when catastrophe strikes, in defeat. Without a reason to try to rise above
gods don’t materialize to set things right, and the situation, your character might succumb
there is rarely a coalition of do-good wizards to their vices and flaws, or simply fade into the
or incorruptible avengers to right the situation. melancholy monotony of their black and white
People with abilities similar to those your purgatory. When creating a character, work with
characters will gain are significant to the story your DM to identify intrinsic victories that don’t
and setting and are well-known among the necessarily require beating the adversary of each
people. Many non-player characters never encounter. Embrace the possibility of failure,
gain experience that yields tactical power. It and communicate with the party to understand
falls to your character to salvage any possible when the exit strategy is the best plan available.
victory and pick up the pieces. In Eberron, the By establishing motivations like these in advance
commoners of the realm are just that, and even with your DM, the story can continue to move
the most skilled warriors from the Last War forward even if your character meets a poignant
might be equivalent to 1st-level fighters, rogues, dead end.
or barbarians, while the most elite champions
of each nation might embody one of the class Transgression
archetypes at its lowest rung. In this way, your
character’s experience and ability is amplified by Every person is haunted by mistakes and regret.
the absence of beings who might run rampant Even those who’ve made peace with failure
in other settings. This is what primes your know that transgressions shape the core of their
character as a force to be revered or feared.
Before embarking on your character’s
138 Chapter 3 | FANTASY NOIR
personality, perspective, and outlook on the Advanced Warning
world. What your character is willing to risk,
and what they aren’t, becomes central to the These campaigns allow groups to inhabit
journey ahead when viewed through the lens of unethical worlds with flawed characters who are
the past. In this sort of story, no one is perfect, cynical but pray for moral ground. Characters
and the typical tragic past, where the character might find that the crimes within each session
was played for a patsy, or a hapless victim of provide quandaries unique to an evolving amoral
circumstance, won’t provide the type of depth code, ripe with the futility of the “old ways”
that is so rewarding throughout a typical noir and will likely grapple with the changing value
story. These sins should be selfish. Giving in systems of society as a whole. When flexing its
to greed with the knowledge that a disastrous full weight, this style lends itself to unsavory
outcome was possible, or purposely ignoring criminal elements, and sometimes the analyzing
the warning of a friend, makes whatever choice of brutal crime scenes, even when handled
presented to the character at the time more delicately, might be too much both for a DM or a
appealing, and the consequence, and guilt, player. Brave roleplay in such adventures should
entirely their own. It can be a slow-burn secret be treated just as cautiously as the moral lines
revealed over time to the party, or a shameful the characters stride and everyone must agree
brand your character wears openly to atone. to the shapes the scenes might take from the
Not only can such sins help create story hooks outset. More than any other style of campaign,
for your DM, but they allow you and your group regular communication can help the explorations
to negotiate what each character regrets and of such things to be consensual and thoughtful,
why, paving the way for mutual storytelling and a focus on aftercare should remain
that can further the atonement process for paramount between sessions.
their wrongdoing, eventually surmounting the
condition of their suffering. The Cost of Winning
Vice When exploring the seedy underbelly of any
situation or encounter, real or imagined,
The classic detective is a rough and tumble, remember that you have entered into a social
snub-nosed, hard-drinker with a broken heart, contract of trust and respect with the group,
but your character might prefer gambling, and each in turn has agreed to honor those
companionship, or brawling to release their gifts during the course of your experience
tensions. As a player, you might wish to expand together. Collaborative storytelling in gaming
on these vices. If the character likes to drink, do requires thoughtful consideration of all those
they prefer hard dwarf whiskey or fine wines? Do who have come to play, and while every
they like to carouse with dozens, or drink alone game might not be for every player, the
to numb the pain? What are the parameters of kindness that maintains these friendships
the activity your character can’t pass up, and and bonds we forge together is exactly the
how far are they willing to go to sate the beast? why these mutual pursuits can change the
In some cases, such a vice would throw a wrench world for the better. If ever in doubt, put
into the most carefully laid plans and present a the well-being of those engaged ahead of
crucial story moment when the intervention of “winning” the scene.
the group, or perhaps the wherewithal to grapple
the vice head-on in order to save the party, leads It isn’t a question of winning or losing.
to the vice finally being conquered. As the tropes The question is “what do you do with the time
of addicts, alcoholics, brawlers, and gamblers
are quickly exhausted, work you’re your DM the gods loan you?”
and the other players to distinguish alternatives
and provide characters that are as different in
their shattered pasts as they will become in their
future adventures.
Chapter 3 | FANTASY NOIR 139
Throes of Death Each time you fail an injury saving throw,
subtract the number rolled from 10, and record
Becoming unconscious can be a steep price to the result. Each injury heals after a number of
pay in a noir narrative because of each player full rests equal to the result, but the rests need
character’s role in the game and how dependent not be consecutive. For example, if you roll an
the rest of the party might be on their skills. 8, the injury you receive requires two days of full
In addition to the setback in capability the rests to heal.
party experiences, the most obvious problem
with a character being knocked unconscious When you are hit with an attack while at 0 hit
remains true: the player is removed from points, the attacker can choose to knock you
participating until the character is brought back out, instead of dealing the attack’s damage. You
to consciousness. instantly fall unconscious and are stable (see
below). This unconsciousness ends if you regain
Danger abounds in a noir game, and to make any hit points. It also ends if you take damage
the mechanics of D&D better suit the gritty from another source and you must make injury
hopelessness of such a story, you might want to saving throws as normal.
incorporate injuries into your game in addition
to the normal hit point system, which you might Rolling 1 or 20. When you make an injury
better explain as adrenaline or stamina. By saving throw and roll a 1 on the d20, it counts
using injuries, you can create setbacks that not as two injuries. If you roll a 20 on the d20, you
only generate drama and tension, but serve as regain 1 hit point and overcome your latest
limiters to discourage overtly reckless behavior injury, if you have sustained any.
while enhancing the concept of mortality and
physical limitations. If the characters can Damage at 0 Hit Points. If you take any
overcome their limitations by pushing past their damage after you have reached 0 hit points, you
injuries, the labors of their adventures become must immediately make an injury saving throw.
that much more memorable and triumphant, and If the damage is from a critical hit, and you fail
such decisive triumphs are a rare occurrence in the saving throw, you suffer two injuries instead.
noir stories. If the damage equals or exceeds your hit point
maximum, you suffer instant death.
Optional Mechanics
Describing Injuries
Below are some optional mechanics that you
can use to increase the party’s attention and the Dungeon Masters describe hit point loss in
game’s tension during the most critical junctures different ways, and you typically don’t show
between life and death. signs of injury. When an attack reduces
you to 0 hit points, injuries should become
Injury saving throws evident. It is up to you or the Dungeon
Master to describe any injuries in a way that
Whenever you end a turn, or suffer damage, with is consistent with the situation and type of
0 hit points, you don’t fall unconscious but must damage sustained in action.
make a special saving throw, called an injury
saving throw, as your traumas mount. Each time Stabilizing an Injury
you fail an injury saving throw, you immediately
receive one additional injury. The best way to stabilize a creature is to heal it.
If healing is unavailable, a creature’s injuries can
Roll a d20. If the roll is 10 or higher, you be stabilized with a successful DC 10 Wisdom
succeed. On your third success, you become (Medicine) check. A stable creature doesn’t
stable (see below). Otherwise, you fail, and make injury saving throws, even though it has
receive an injury. On your third cumulative 0 hit points, and it wakes if it was unconscious.
failure, you die. Magical healing of 6th level or The creature stops being stable if it takes any
higher, such as heal and regenerate, immediately damage.
removes all of your injuries.
When a stable creature with an injury takes
an action on its turn, it must make a DC 10
Constitution saving throw, if it has 0 hit points at
the end of its turn. On a failure it aggravates its
140 Chapter 3 | FANTASY NOIR
wounds, immediately sustaining an injury, and encounters are revealed to be connected by the
must start making injury saving throws again, clues that come from each encounter and the
unless it is healed, stabilized again, or it dies. The truth of the matter is far bigger than any outside
DC for the Constitution saving throw increases by observer could have anticipated.
5 for each additional injury after the first.
Noir adventures can be bleak for DM’s and
Mastering Noir players alike, which is why it is an advanced
narrative that must be well communicated
In the simplest terms, a deceptive client might throughout, but in return they invite a
initiate a relatively simple or routine challenge grander, more cerebral, contemplative, and
to begin the adventure. This client is likely daring approach to roleplay. Characters will
associated with the greater problem in some often witness daily transgression or violence
way, and the challenge spirals out of control perpetrated by organized crime, and the
or leads to clues that hint at a grand scheme machinations of corrupt legal systems that often
that the characters are in no way prepared to offer more justice for the criminal, while the
handle. Each smaller case solved gleans some sacrifices of the hardworking, average citizen go
small clue that places the characters in the unnoticed and unrewarded.
right place, at the right time, with the wrong
people. The protagonists might eventually These stories aren’t for the faint of heart and
gain the upper hand through investigative shouldn’t be tread lightly or blindly. Check-in with
action and shrewd wit, often leading to a your players at the beginning and end of each
blaze of brawn, but escalation of force rarely session to make sure they remain comfortable
comes without consequence. The hallmark of and enthusiastic about the approach to the
noir, unlike other tonal mysteries, is that the narrative. This is, effectively, the deep-end of
series of seemingly unconnected events aren’t story telling, and characters will sink or swim,
coincidence. Every inconsistency adds up, even based on the quandaries the DM provides. If each
if temporarily obscured by the secrets and sins choice is a clear-cut decision, and there is no
of the individuals central to these schemes. As discussion of right or wrong, ethics and morals,
the overarching story unfolds, these chance the characters can’t grow and subsequently, the
character’s personal story is neglected. While you
prepare your players for the campaign, ensure
that the characters have a variety of outlooks,
Chapter 3 | FANTASY NOIR 141
open desires, and secret goals, and watch Thematic Elements
their role-playing conversations come to life as
characters grapple with topics and evolve. Protagonists don’t have to be heroic, or even
likeable, for noir stories to succeed. Endings
Campaign Structure don’t have to be happy. The form and style
should reflect the themes that make noir unique,
In the beginning, an individual mystery or a and using the optional rules, like Slow Natural
pedestrian task are perfect one-offs to kickstart Healing or adding Gritty Realism to resting,
a noir style campaign. Many noir stories start found in the Dungeon Master’s Guide can help
with the phrase, “It was a day like any other” to emphasize the thought, and careful planning,
to illustrate how innocuous the start to a noir’s that one might expect from the all-or-nothing
grand scheme seems. To the characters’ danger associated with political intrigue.
perspectives, the problems in front of them
should be simple, but later reveal themselves Narration that incorporates subtle pauses,
to be much more complicated. When choosing stilted phrases, and stagnated pacing can help a
how you might start a noir story, don’t get DM to deliver clues and emphasize story points
caught up in weaving a complex narrative from with gravitas akin to the gritty noir themes
the first beat when any simple challenge could throughout the session. Juxtaposition of simile,
work. As with most long running campaigns, rather than metaphor, allows the characters to
allow the characters to latch onto the things inject their own emotional qualifiers into the
that seem important to them, and then craft conversation and shape the path of the story. It is
the story around those threads. It’ll be easier to the DM’s job to communicate the world-building
draw distant characters back into the action if through the narration of familiar layering, until
someone or something they feel strongly about is the unfamiliar begins to stand out.
implicated.
In order to maintain the atmosphere of a
Focus facilitating the group’s session zero, noir story, there are several thematic elements
gathering plot hooks from the things each that should remain present throughout. These
highlights as central to their characters, taking themes emphasize the characters’ places in a
special note of their fall from grace, their vices, setting that is bleak, allow their ideals stand
and what they lost along the way. A noir plot out, and makes their flaws feel right at home.
looks to string together a bevy of mini-mysteries, Without these elements, the very notion of a
crime scenes, coincidences, and a lot of legwork, noir story is lost, because the themes ground the
that all add up to the greater overall plot. This narrative in a style that is dependent on contrast.
might take the form of back alley bargains, Consider the following subjects, and discuss
coordinated deception, blackmail, street fights, them during your session zero, and again with
and maybe even a big heist the characters must each player individually.
accomplish against their will. If there is a big
conspiracy that the players must foil, how many Amoral World. The world of a noir story
bread-crumb mysteries are required to create is stereotypically dark and stormy, and the
that big moment? Once you have established the community usually has a seedy underworld just
necessary hints, allow the players time to piece waiting to embrace the player characters. The
together the clues, giving them the agency to pace should be equally as grueling, even using
discover and unravel the plot in a timely manner. fights to highlight reminders of the broken,
The slow crawl of noir stories is all about timing, treacherous, and unsavory surroundings. The
and the DM may be steps ahead of the party. world is a character itself and should feel as
The reveal of the convoluted web of lies might such. Make it come alive with regular expression
feel forced if the group hasn’t had a hunch that and personifications. It’s usually worthwhile to
they’ve been lied to in the first place. help the players understand the moment they’re
in, which is key to keeping their actions in check
and not ruining the campaign for everyone else.
Consistency. In every game, the world is only
as real as it is consistent. Most settings can
get away with minor inconsistencies, forgiving
oversight in favor of the established narrative.
The noir setting requires greater attention to
142 Chapter 3 | FANTASY NOIR
detail and consistency, as each modification Once the tendencies and vices to the setting
to the normality that is established during, are established within the game, offer them as
represents a new fact or clue. For characters to options for the players to use as they create their
be able to effectively pick out the subtle clues characters. Further, reward the play of these
that will build the tension of the case and reveal vices, don’t just use them to punish the players.
the true culprit, consistency is paramount. Perhaps fulfilling a vice leads to the coincidental
clue that had stumped the party until now. For
Cynicism, Fatalism, and Pessimism. The example, if a party supplants an underground
underworld is a dark place of fleeting hope. speakeasy, a character whose vices favor
Its denizens have filled the void inside their carousing might be tempted to allow a bartender
hearts with carnal distractions, and replaced underling to escape arrest. Later, as a reward,
their virtuous endeavors with pursuits of vice. their underling confidant can provide new leads
Characters that the players encounter will often when a case goes cold, and complicate matters
seek the mollification of their troubles over when the bartender’s story presents another risk
doing the right thing. Characters who have for the party to overcome.
made themselves at home in these settings
often lack the same motivations of the players Group Composition. Most Dungeons
and view many endeavors outside the norm, if and Dragons games are a free-for-all for
not all, as pointless. backgrounds, character classes, and races;
however, these factors are all very informative
Extrinsic vs Intrinsic Rewards. In a noir style to the events of a noir story. In juxtaposition
game, extrinsic and intrinsic rewards are of to the usual party roles of “tanks”, “damage”,
equal value. You might not want to reward your “healers”, or “utility”, consider discussing
players in items or experience, but always in the diverse team of specialists more suited to
clues, goodwill, information, and reputation. It’s espionage or heist narratives. During character
okay to give out magic items but give players the creation, encourage the concept that the noir
choice to turn them down in favor of the goodwill style can encompass many different genres and
of a neighboring faction. Noir stories assume the group will need a flexible arsenal, allowing
that at the start of the story, the player characters the character best equipped for a specific task to
don’t matter. By becoming more important and shine. Discuss some examples of how the D&D
influential, they stand to gain as much power as related classes might relate to the common roles
they would from gaining a level or magic item. of fantasy noir stories in your setting to help
players establish the role they want to occupy
The DM must communicate the gritty, slow within the group. Artificers, bards, paladins,
crawling detail to the players before getting rangers, and rogues work well as confidence
started so the players understand their rewards manipulators, infiltrators, or classic saboteurs,
and the challenge that comes with obtaining just as barbarians and fighters represent obvious
them. However, the players must understand muscle. Clerics, psions, sorcerers, and wizards
that the world doesn’t revolve around them, and might all inhabit the space of a mystical adept or
they are constantly working against an ever- specialist with a particular field of study.
evolving plot that isn’t dependent on their whims.
Intelligent Villains. The more public the
From Zero to Hero. Most players are figure, the more layers of plausible deniability
accustomed to racking up XP to level, but noir or separation a villain will have built into their
stories really thrive on Milestone leveling, schemes. One mystery might take many, many
where the prospect of gaining new skills can sessions to unfold. In a noir-style setting, it is
help motivate the players into solving the crime, normal for the players to have many clues to
especially for players that enjoy character piece together, and as they get close, the villain is
advancement and optimization. This can be done usually a few paces a head with an escape plan.
by awarding a set amount of experience based on However, the careful use of intrinsic rewards,
the successes the group brings about. Consider and expendable lieutenants, can keep the
the optional rules for characters starting without enthusiasm of the delayed gratification required
a class to reinforce their initial insignificance in to chase a villain across many continents and
the world. Even the most impulsive characters are worlds for years.
less likely to pick a fight when each situation has
the potential to kill them outright. See the sidebar
on 0-Level Characters earlier in this chapter.
Chapter 3 | FANTASY NOIR 143
144 Chapter 3 | FANTASY NOIR
Player Spotlights. Each scene or encounter Purposeful Isolation. Typically, the main
should benefit from clues that specific characters characters in these stories feel alone even in
can use their unique skills to unearth to benefit big cities. This can be a challenge for a DM
the party. Noirs pose particularly fertile ground because the players are in a group. By showing
for spotlighting the contributions and familiarity the player characters that the inhabitants regard
with inconsistencies that might be evident to them indifferently, or they care more about not
certain backgrounds, classes, and races. For getting into trouble with the factions within
instance, instead of general group ability checks their neighborhoods, you can create a sense
as the party searches the room, the DM might of isolation that suggests the same futility the
volunteer that the rogue notices a desk drawer player characters strive to reject.
with a false bottom because of their experience
confiscating valuables from noble families. Focusing on the characters’ “day jobs”
Similarly, one with a noble background might can provide some early adventure hooks
also have a similar eye for such hiding spots. to encourage the use of their professional
This method of highlighting party members traits and background features, help them
rewards the players for choosing a skill-set and earn their keep, and acclimate them to the
contribution in the unique role they chose that humdrum of their everyday on their own. Once
advances the plot. When group checks might be they’ve earned the trust and respect of those
necessary, but the information isn’t, a DM might individuals in some way, this feeling of isolation
set a task beyond the reach of a non-specialized might lessen, as isolation is one of the many
role or assign varying Difficulty Checks from one challenges the party faces.
class to the next. In either case, the method of
discovery should be specialized to the character, As the campaign continues, there are ways
even if the information isn’t, and different than to create this isolation on a larger scale, by
whatever the main clue the party will find. exhibiting the way outside communities feel
about the one the characters inhabit, and
Crafting clues to suite the specialties of the what it means to be from there. Ultimately,
group can be a rewarding creative-endeavor. this should create a sense of pride in our
For instance, the party enters the crime scene champions, and through their perseverance,
of a murder investigation, making quick work their influence will grow to encompass each
of the more obvious clues, including the stab new ring of their surroundings.
wound along the midsection. A character with
proficiency in medicine might surmise this Relationships and Reputation. Every
singular wound shouldn’t have been enough workplace, every school, every religious
to kill the target, and evidence of discoloration organization, or group of friends, comprises
indicating a rare poison. Additionally, an a unique faction with its own varying levels of
assassin character might be able to identify the notoriety and sway within a noir world. Further,
poison and leads concerning the black-market the underbelly is shaped by those that inhabit it
merchants that sell it. Perhaps a ranger notes alongside the characters, and the usual suspects
a footprint with a particular mud-clay residue, might include anything from surly club owners,
narrowing the search area, while the muscle can bartenders, bouncers, femme fatales, black-
judge the skill of the assailant by the athleticism market fences, and busboys all bustling about
required to navigate the escape route. the world after dark.
The same distinctions could be made for a The characters aren’t the only ones with
character’s race or background. A character relationships involving various factions.
with the noble background might immediately Someone as lowly as a paperboy might have a
recognize the seal of another noble house, mobster for a cousin. A baker might be under
while the criminal in the group may be the a mobster’s protection, and for a price, the
only character who stands a chance of gaining characters might gain favor, information, or
an audience with an influential crime lord, other forms of leverage by playing, or preying,
additionally the only tiefling in the group could on these relationships. Work with your players
decipher a cryptic message written in Abyssal to create a rich web of contacts from the
and understand what it is in reference to. relationships that relate to each character’s
backstory. These relationships help the players
to pick up useful information when the case goes
cold, receive special discounts and services, and
Chapter 3 | FANTASY NOIR 145
allow them to pass information between the Splitting the Party. Though complications
different factions in play. could arise, consider how the adventure might
encourage splitting the party to accomplish
In Eberron, most commoners rarely, if ever, see their goals. Through careful and consistent
archetypical characters up close, and inquiring reinforcement of the populous, players should
minds will relish the opportunity to interact with learn that characters who behave appropriate to
characters they recognize, for good or for ill. For their surroundings should come to no harm, but
perspective, the legendary war hero and leader make sure that the story motivates the purpose
of Breland, King Boranel ir’Wynarn, is only a behind splitting the party and the results remain
fighter of 7th-level, but known throughout the consistent to the actions the party would take
continent of Khorvaire, if not the world. Distant if they remained together. When the stakes are
villages and far off kingdoms might send requests set appropriately, players will focus on the story,
for an audience, while reputable newspapers and even during scenes their characters are absent,
not so reputable tabloids might help publicize because they’ll want to know every detail.
a character’s exploits, or discredit a character’s
endeavors or following, adding yet another layer Travel. For most noir stories, movement is
of intrigue and political sabotage to an advancing contained within an urban environment or one
campaign. Eventually, you may choose to involve specific neighborhood. As the players advance,
different levels of celebrity, full-time paparazzi, perhaps after the first big story arch has been
and scrying devices as the characters’ reach solved, they can branch out to a new location,
expands and they become relevant topics of even as vast as a sprawling countryside, but
gossip, or recognized throughout this and other travel should take its shape in the form of
planes. If the campaign reaches its highest levels, narrative context to continue the tone even as the
the strengths, weaknesses, and tendencies of the characters make their way away from the city.
characters would likely be known throughout the
multiverse. Use the following table to relay the It’s a good thing when the local baker tosses a little
reach of a character’s notoriety as they advance extra into the dozen. It’s another thing entirely
in level. when the wizard in the tower down the road
is plotting against you. That’s why, no matter
Fame & Notoriety Notoriety where I go, I always carry a wand of disguise.
Unknown
Level Reach Relevant Sometimes, two!
0 None Recognized
1 District Relevant
2 District Recognized
3 Metropolitan Relevant
4 Metropolitan Recognized
5 National Relevant
7 National Recognized
9 International Relevant
13 International Recognized
15 Interplanetary Known
17 Interplanetary
20 Universally
146 Chapter 3 | FANTASY NOIR
Chapter 4: The Gumshoe Chronicles
T his final chapter of the book to investigate for her. As a last resort, she could
contains a selection of zero-level ask her younger brother, Todd, a patronizing
adventures called the Gumshoe Silver Flame knight, but would prefer not to
Chronicles, aptly named for the involve him. If asked, she relays her worry that
series of mysteries that your players he’ll tell his superiors and remind her about the
will be tasked with solving. The misstep for the rest of her days.
“Broach Poacher Mysteries” are
part of a set, while the others may be inserted Case File
anywhere, concluding with the adventure
“Gumshoe Graduation Day.” These chronicles Use the details from “Objectives” to instruct
help the player characters to explore their the characters on their job. Further details are
surroundings, as well as explore their functional below:
role as part of a team, without having the benefit
of a character class to guide them. • Silindra is a middle-aged human who appears
wrinkled with fretful worry-lines cut deep
Nine-Pin Pontra into her face.
The first encounter of the Eberron Gumshoe • She hopes for the characters to find her
Chronicles: Broach Poacher Mysteries for 0-level Silver Flame pendant before her superiors in
characters. the Church realize it is missing.
A corrupt gnome scoundrel has stolen an • Nine-Pin runs her bowling game out of a
insignia of the Silver Flame from one of their tavern called the Pleasant Perch. There is a
acolytes, Silindra Sloan, and she contracts the secret area below the Pleasant Perch that
upstart detective agency where the characters the owner lets Nine-Pin use.
moonlight to retrieve it without drawing
attention. • Bowling isn’t illegal, and neither is gambling.
But Nine-Pin consorts with some rough
Objectives characters from Lower Dura and elsewhere,
and they prefer the privacy. Silindra’s
A gnome named Pontra, who goes by the superior in the church would banish her if he
moniker “Nine-Pin” because of the underground learned she was bowling and gambling.
game of nine-pin bowling that she runs, earns a
small income from her bowling business. She • The brooch that Silindra lost isn’t terribly
makes her larger scores by stealing valuable valuable in terms of monetary value, but
jewelry from the patrons of her business. someone wearing it could pose as an acolyte
of the Silver Flame to gain access to the
Nine-Pin’s latest victim was Silindra, an church’s resources or locations.
acolyte of the Silver Flame who, despite her
order’s ban on gambling, can’t help herself: she • There is a password that changes each week
loves bowling. Nine-Pin stole the brooch that to gain access to the game, but Silindra
Silindra wears that marks her station within the hasn’t been told the new password. The
Church of the Silver Flame. characters must find their way in. The secret
door and staircase to the bowling area is
Silindra strongly suspects that Nine-Pin stole behind the bar.
the brooch, but she doesn’t want to take the
matter to the authorities, because her “illegal” The Pleasant Perch
bowling habit might be reported to her superiors
in the church. So, she comes to the adventurers The Pleasant Perch is a working-class tavern
operated by Schlay Groo, a respectable goblin
who keeps her place clean and her clients happy.
Chapter 4 | THE GUMSHOE CHRONICLES 147
Nine-Pin gives Schlay a cut of the gambling Nine-Pin doesn’t cheat, and she expects the
profits from the bowling to keep her out of the characters to play fairly as well. DC 12 checks
public eye. are needed to successfully cheat, or to hide
cheating, such as using magic.
Schlay greets the characters when they enter.
She feigns ignorance if they mention a bowling Each character makes two checks. In order to
area, but a DC 12 Charisma check can get her beat Nine-Pin, 75% of the checks must succeed.
to relent. Decrease the DC by 1 for every 2 So, if there are six characters, nine ability checks
sp of bribes forked over. They can also try to must succeed. If the party fails, they must bribe
find the secret door with a DC 12 Intelligence Nine-Pin with most of their gold to get the
(Investigation) check. Schlay doesn’t want to call information.
the City Watch and draw attention to the game.
Complication: Attacking or
Complication: Bouncer Intimidating Nine-Pin
Schlay employs a hobgoblin bouncer called Nine-Pin’s alleys are teeming with ruffians
Sweetie to deal with trouble. If the characters and other skilled fighters. If the characters
give Schlay a difficult time, Sweetie can raise arms against the gnome, these people
insert herself into the discussion, weapon quickly come to her rescue and overwhelm
first. the characters. They are rudely ejected from
the tavern.
The Game
Aftermath
In the bowling area beneath the Pleasant Perch,
Nine-Pin the gnome holds court. There are 6 If the characters defeat Nine-Pin at her own
lanes, each full of bowlers of varying skill. Some game, or if they bribe her, she tells them that
lanes contain people practicing, whereas high- she sold the Silver Flame brooch to a goblin
stakes games are taking place on other lanes. cutpurse from the Cogs called Gomey. She’s not
sure what he plans to do with it, but it probably is
Nine-Pin greets the characters when they something illegal and profitable.
descend, asking what she can do for them.
She doesn’t have the brooch anymore (see If the characters take advantage of Silindra’s
“Aftermath”), so the characters can’t locate it. situation, or the money, without fulfilling the
After some conversation, the characters might mission, Silindra’s brother, Todd tracks them
be able to convince Nine-Pin to admit she sold down to insist they reconsider, should news of
the brooch (“I found it, and no one came to their misdeed spread like wildfire through the
claim it, so I sold it to an interested party”) to Church.
another goblin from the Cogs called Gomey.
This information costs almost all the gold the See the adventure “Cogs on Fire” for the
characters possess unless they can beat Nine- continuation of this story.
Pin in a game of bowling.
Treasure & Rewards
In order to play, Nine-Pin insists the characters
put up a total of 5 sp. To win the match, each Silindra gives the characters 5 gp at the start of
character must succeed on a DC 12 ability their mission.
check. The following ability/skill combinations
are suggested, but you can use your own
judgement:
• Dexterity (Athletics)
• Intelligence (Athletics)
• Strength (Sleight of Hand)
• Dexterity (Nature)
148 Chapter 4 | THE GUMSHOE CHRONICLES