WAYFINDER’S GUIDE
TO EBERRON
WAYFINDER’S GUIDE TO EBERRON
Explore the world of Eberron in this campaign prototype
for the world’s greatest roleplaying game
Ù®ãÝ
Lead Designer: Keith Baker Playtesters: Teos Abadia, Kurt Caceres, Chelsea
Designers: Jeremy Crawford, Ben Petrisor Caine, Cory Casoni, Wayne Chang, Charlie
Developers: Jeremy Crawford, Ben Petrisor, Dan Chu, Kenna Conklin, Ryan Conklin, Jenny
Dillon, Christopher Perkins Conlee, Chris Funk, Dan Garrison, Hrishikesh
ĚĚŝƟŽŶĂů ĞƐŝŐŶ͗ Ruty Rutenberg Hirway, Jason Hobson, Noura Ibrahim, Kym
:ĂĐŬƐŽŶ͕dĂůŝĞƐŝŶ :ĂīĞ͕ :ŽŶĂƚŚĂŶ <Ğůƚnj͕ ĞƌĞŬ
ƌƚ ŝƌĞĐƟŽŶ Θ /ůůƵƐƚƌĂƟŽŶ͗ Lee Moyer Mears, Jason Charles Miller, Marc Mohan,
Book Design: Will Hindmarch >ŝŶĚƐĞLJ DŽƌƚĞŶƐĞŶ͕ DĂƌƚLJ DŽƌƟŵĞƌ͕ ŝŐ
Editors: Kenna Conklin, Will Hindmarch, Ruty EĞƵƚƌŽŶ͕ <Ăŝ EŽƌŵĂŶ͕ ^ĂƟŶĞ WŚŽĞŶŝdž͕ DŝůLJŶŶ
Rutenberg ^ĂƌůĞLJ͕ ƵƐƟŶ ^ĐŽŐŐŝŶ͕ <ƌŝƐƟĂŶ ^ĞƌƌĂŶŽ͕
ŽǀĞƌ /ůůƵƐƚƌĂƚŽƌ͗ Chippy Eugene Simon, Jimmy Tamborello, Shana
/ŶƚĞƌŝŽƌ /ůůƵƐƚƌĂƚŽƌƐ͗ 'ƌĂĐĞ ůŝƐŽŶ͕ DŝƚĐŚ ŽƟĞ͕ Targosz, Ivan Van Norman, Kyle Vogt, B Dave
Rich Ellis, Steve Ellis, Tomas Giorello, Howard tĂůƚĞƌƐ͕ ^ĐŽƩ tĞůŬĞƌ͕ ŝŶŽƌĂ tĂůĐŽƩ
>LJŽŶ͕ tŝůůŝĂŵ K͛ ŽŶŶŽƌ͕ ^ƚĞǀĞ WƌĞƐĐŽƩ͕
Wayne Reynolds, Anne Stokes, Mark Tedin, Special thanks to the people who helped bring
Francis Tsai, Brian Valenzuela, Anthony S. Eberron to life, including Peter Archer, Mary
Waters, Charlie Wen, James Zhang <ŝƌĐŚŽī͕ >ĞĞ DŽLJĞƌ͕ ŚƌŝƐƚŽƉŚĞƌ WĞƌŬŝŶƐ͕
^ƚĞǀĞ WƌĞƐĐŽƩ͕ ZŽďĞƌƚ ZĂƉŝĞƌ͕ >ŝnj ^ĐŚƵŚ͕ DĂƌŬ
This book includes some rules and spells that Sehestedt, Bill Slavicsek, Mark Tedin, and
originally appeared in Xanathar’s Guide to :ĂŵĞƐ tLJĂƩ͘
Everything (2017).
hE' KE^ Θ Z 'KE^͕ Θ ͕ tŝnjĂƌĚƐ ŽĨ ƚŚĞ ŽĂƐƚ͕ &ŽƌŐŽƩĞŶ ZĞĂůŵƐ͕ ZĂǀĞŶůŽŌ͕ ƚŚĞ ĚƌĂŐŽŶ ĂŵƉĞƌƐĂŶĚ͕ ĂŶĚ
Ăůů ŽƚŚĞƌ tŝnjĂƌĚƐ ŽĨ ƚŚĞ ŽĂƐƚ ƉƌŽĚƵĐƚ ŶĂŵĞƐ͕ ĂŶĚ ƚŚĞŝƌ ƌĞƐƉĞĐƟǀĞ ůŽŐŽƐ ĂƌĞ ƚƌĂĚĞŵĂƌŬƐ ŽĨ tŝnjĂƌĚƐ ŽĨ ƚŚĞ
Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright © 2018 by Keith Baker, and published under the Community
Content Agreement for Dungeon Masters Guild.
II THE WAYFARER’S GUIDE TO EBERRON
CONTENTS
INTRODUCTION ..........................................................4 CHAPTER 4: DRAGONMARKS ..................................89
Creating a Dragonmarked Character .......................90
CHAPTER ONE: WHAT IS EBERRON? ....................5 Dragonmarks and Backgrounds ................................90
The Powers of the Mark ............................................91
A Magical World .......................................................6 Dragonmark Appearance ..........................................92
Pulp Adventure ..........................................................7 Background ...............................................................94
Neo-Noir Intrigue ......................................................9 The Mark of Detection ..............................................96
The Last War ............................................................12 The Mark of Finding .................................................97
The Mourning ...........................................................14 The Mark of Handling ..............................................98
Ancient Mysteries ......................................................17 The Mark of Healing.................................................99
If It Exists In D&D, The Mark of Hospitality ............................................100
There’s A Place for It in Eberron ............................19 The Mark of Making .................................................101
The Mark of Passage .................................................102
CHAPTER 2: WELCOME TO KHORVAIRE ..............21 The Mark of Scribing ................................................103
Nations of Eberron ....................................................22 The Mark of Sentinel ................................................104
Aundair .....................................................................23 The Mark of Shadow ................................................105
Breland .....................................................................24 The Mark of Storm ...................................................106
Cyre (The Mournland) .............................................25 The Mark of Warding ...............................................108
Darguun ...................................................................26 Aberrant Dragonmarks .............................................111
The Demon Wastes ...................................................27
Droaam .....................................................................28 CHAPTER 5: MAGIC ITEMS .......................................113
The Eldeen Reaches ..................................................29 Magic Items ...............................................................114
Karrnath ....................................................................30
The Lhazaar Principalities ........................................31 CHAPTER 6: SHARN, CITY OF TOWERS ..................123
The Mror Holds ........................................................32
Sharn Backgrounds .................................................124
Q’barra ......................................................................33
The Shape of Sharn ..................................................131
The Shadow Marches ...............................................34
Central Plateau Quarter ............................................134
The Talenta Plains ....................................................35
Dura Quarter ............................................................135
Thrane .......................................................................36
Menthis Plateau Quarter ...........................................136
Valenar ......................................................................37
Northedge Quarter ....................................................137
Zilargo .......................................................................38
Tavick’s Landing Quarter .........................................138
Everyday Life.............................................................39
Sharn: Above and Below ..........................................140
MAGIC IN KHORVAIRE ......................................41
Things to Do in Sharn ...............................................141
Magewrights ..............................................................42
Criminal Activities in Sharn ......................................144
Wandslingers .............................................................43
Starting Points ..........................................................147
The Magical Economy .............................................44
Starting Point: Callestan ............................................148
Faiths of Khorvaire....................................................48
;\IZ\QVO 8WQV\" +TQٺ\WX ..............................................150
Distant Lands ............................................................52
Starting Point: Morgrave University .........................152
Eberron: Above and Beyond .....................................55
A Quick Sharn Story .................................................155
CHAPTER 3: RACES OF EBERRON ...........................59 The Streets of Sharn ..................................................157
Changelings ...............................................................60 APPENDIX A: FURTHER READING ..........................134
Shifters .......................................................................64
Eberron Sourcebooks ................................................134
Warforged ..................................................................67
Eberron Novels ..........................................................135
Dwarves .....................................................................71
Gnomes .....................................................................76 APPENDIX B: GLOSSARY ...........................................137
Half-Elves ..................................................................77
Half-Orcs ...................................................................78 APPENDIX C: DRAGONMARKED HOUSE CRESTS .142
0ITÆQVO[.....................................................................79
Humans .....................................................................82 APPENDIX D: ARTIFICER ..........................................146
Other Races ...............................................................83
THE WAYFARER’S GUIDE TO EBERRON III
INTRODUCTION
)ZK[ WN MTMK\ZQKQ\a [XIZS IVL ÆIZM KIZZaQVO \PM hooks for compelling adventures, as well as an
TQOP\VQVO ZIQT \W_IZL \PM JZQLOM 1N ;]VLZa Q[ appendix with a list of sources you can use to
learn more about the setting.
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Bear in mind: this book presents Ua vision
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of Eberron. This is the world I run at my own
ZMN]OMM[ [KI\\MZML IKZW[[ *ZMTIVL )VL QN ;]VLZa Q[ table, and the way that I’ve converted its ideas
\MTTQVO \PM \Z]\P \PI\ OWTL Q[ O]IZLML Ja I KILZM WN \W \PM ÅN\P MLQ\QWV Z]TM[ )TT WN \PM UI\MZQIT PMZM
]VLMIL [WTLQMZ[ \PM MTQ\M _IZZQWZ[ WN 3IZZVI\P is presented for playtesting and to spark your
imagination. The game mechanics are in draft
<PM IQZ[PQX Revenge OTQLM[ \W_IZL \PM JZQLOM
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of Revenge 8QMZKM Q[ I TQ^QVO _MIXWV J]QT\ D&D Adventurers League events. If Wizards of
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appear in a D&D book. Beyond that: Eberron
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is aW]Z world as much as it is mine. I hope that
TW[\ \ZMI[]ZM 1N PM \QUM[ Q\ _ZWVO PM¼TT JM [UI[PML this book provides you with
\W XQMKM[ I\ \PM JW\\WU WN \PM KIVaWV inspiration, but don’t
) P]UIV _W]TL PWTL PQ[ JZMI\P J]\ 8QMZKM be limited by my
ideas or decisions.
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Think of this
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you can
BERRON WAS BORN IN 2002 WHEN build upon,
Wizards of the Coast launched not a codex of
a worldwide search for a new absolute law.
campaign setting. I imagined a Welcome
Eworld of swashbuckling adventure to Eberron:
and dark fantasy, a place where magic formed let’s explore!
the foundation of civilization. Over the course of
the next year I worked with a team of amazing
IZ\Q[\[ IVL OIUM LM[QOVMZ[ \W ZMÅVM IVL LM^MTWX
that core idea, and the end result was the -JMZZWV
+IUXIQOV ;M\\QVO In the years that followed, a
host of authors, designers, and dungeon masters
across the world have continued to expand and
explore this setting.
<PQ[ JWWS JZQVO[ -JMZZWV \W \PM ÅN\P MLQ\QWV WN
DUNGEONS & DRAGONS, providing an overview
of the core themes of the setting and the rules to
connect them to current campaigns. It explores
the continent of Khorvaire and the great city of
Sharn. <PM ?IaÅVLMZ¼[ /]QLM provides ideas and
4 THE WAYFARER’S GUIDE TO EBERRON
CHAPTER ONE: WHAT IS EBERRON?
1V IV IVKQMV\ Z]QV JMVMI\P \PM ,MUWV ?I[\M[ I This chapter explores these core themes
JIVL WN PMZWM[ ZIKM \W KTIQU \PM :MIXMZ¼[ 0MIZ\ IVL \PM _Ia[ \PI\ \PMa KIV IٺMK\ \PM [\WZQM[ WZ
characters you create in Eberron. Here’s a quick
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overview of what lies ahead.
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• A Magical World. From warforged
XMWXTM WN 3PWZ^IQZM and airships to the mighty dragonmarked
1V \PM KQ\a WN ;PIZV I JZQTTQIV\ \MIU WN [XQM[ houses, magic is a part of the world and its
stories.
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• Pulp Adventure. Whether you’re
\PM QUXMVM\ZIJTM ^I]T\[ WN 0W][M 3]VLIZIS *]\
leaping from an airship or battling demons
QV[\MIL WN OWTL \PMa ÅVL I [MKZM\ \PI\ KW]TL [PI\\MZ in forgotten ruins, Eberron encourages
\PM NZIOQTM XMIKM JM\_MMV \PM .Q^M 6I\QWV[° cinematic action and swashbuckling
7V \PM LMKS WN IV IQZ[PQX I _QbIZL LMJI\M[ \PM adventure.
• Neo-Noir Intrigue. Eberron is a world
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WN LQٻK]T\ KPWQKM[ <PM TQVM JM\_MMV PMZW
ZML LZIOWV 1N \PM [IOM TW[M[ \PM LMJI\M \PM LZIOWV and villain is easily blurred, and even the
_QTT LM[\ZWa \PM IQZ[PQX IVL M^MZaWVM WV Q\ *]\ QN champions of the light may have things
[PM _QV[ \PM IZO]UMV\ \PM LZIOWV _QTT \ISM \PMU they regret.
\W LQ[\IV\ )ZOWVVM[[MV° IVL VW P]UIV PI[ M^MZ • The Last War. Eberron has just emerged
[MMV \PM TIVL WN LZIOWV[ IVL ZM\]ZVML from a century-long civil war, and the scars
WN \PI\ JQ\\MZ KWVÆQK\ ZMUIQV 0W_ LQL \PM
_IZ IٺMK\ aW]Z KPIZIK\MZ IVL PW_ _QTT Q\
HAT IS EBERRON? IT’S A WORLD shape your story?
bound by a golden ring • The Mourning. This mystical cataclysm
and surrounded by twelve destroyed an entire nation and created a
moons. It’s the intersection of deadly wasteland in the heart of Khorvaire.
Wthirteen planes of existence, The Mourning brought the war to an end,
which shift in and out of alignment. It’s a place but it is a mystery and a threat that looms
where magic has been harnessed as a tool—used large over Eberron.
to build cities, to sail ships through the skies, to • Ancient Mysteries. Powerful artifacts
create both wonders and weapons. are hidden in the ruined cities of giants.
Eberron embraces swashbuckling action and Dragons and demons scheme in the
pulp adventure and adds a layer of neo-noir shadows, unraveling a prophecy that could
intrigue. Stories don’t always end well and there shape the future. These ancient mysteries
isn’t a perfect answer to every problem. The can be a source of fantastic adventures and
Last War turned old allies into bitter enemies terrible danger.
and destroyed an entire nation, leaving terrible • If it exists in D&D, it has a place in
scars behind. Crime and corruption lurk in the Eberron… But it may not be the place
great cities of Khorvaire. Hidden dragons shape you’re used to.
\PM KW]Z[M WN PQ[\WZa ;QVQ[\MZ ÅMVL[ QVÆ]MVKM These elements are all part of Eberron, but
the dreams of the unwary. Human greed and you don’t have to use all of them in every story.
ambition may prove more dangerous than any As you go through this chapter, decide which
devil or demon. But through this darkness, there \PMUM[ IXXMIT \W aW] IVL JM[\ Å\ \PM [\WZQM[ aW]
are opportunities for a group of bold adventurers want to tell.
\W UISM I LQٺMZMVKM° NWZ JM\\MZ WZ NWZ _WZ[M
CHAPTER 1 | WHAT IS EBERRON? 5
A MAGICAL WORLD
The creation myths say that magic is the
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from the golden ring in the sky. Whether this
is truth or mere myth, magic pervades the
world.
Magic as a Tool. In Eberron, arcane
magic is a form of science. The spells and
ZQ\]IT[ WN _QbIZL[ IVL IZ\QÅKMZ[ PI^M JMMV
developed and honed over centuries, and
those principles have been incorporated into
daily life. Magic is used for entertainment,
transportation, communication, warfare, and
much more. While magic is widespread, there
are limits to is power. You can book passage
on an airship or get an illness cured by lesser òÙùù D¦®
restoration, but resurrection, teleportation, and Here are a few examples of how magic is
[QUQTIZ MٺMK\[ IZM PIZL \W KWUM Ja <Z]M _QbIZL[ integrated into everyday life in Khorvaire.
are rare and remarkable; most common magic The lightning rail uses bound elementals
is performed by a working class of magewrights, to drive a train of carriages along a path of
professional spellcasters who master a small conductor stones. The rail links most major
cities and is a simple way to travel long
handful of rituals or cantrips. The magical
distances.
services available in Khorvaire are discussed
An elemental airship XVHV D ÀUH RU DLU
in more detail in chapter 2, along with the
elemental, bound into a ring that holds
availability of magic items.
the ship aloft and provides motive force.
Dragonmarked Dynasties. The magical The airship is a recent innovation that is
economy is dominated by a handful of powerful transforming the business of transportation.
families and the guilds they maintain. These are Everbright lanterns use FRQWLQXDO ÁDPH
the dragonmarked houses, barons of industry WR OLJKW WKH VWUHHWV RI .KRUYDLUH 7KH ÁDPH
_PW[M QVÆ]MVKM ZQ^IT[ \PI\ WN SQVO[ IVL Y]MMV[ never goes out, but metal shutters allow a
These dynastic houses derive their power lantern to be dimmed or shut down.
from their dragonmarks: arcane sigils that Speaking stones allow communication
are passed down through their bloodlines. A between distant communities. A short
message can be sent from one stone to
dragonmark grants limited but useful magical
another, functionally similar to a telegraph.
abilities, and over the course of centuries the
Warforged are sentient humanoid
houses have used these powers to establish
golems. Developed during the Last War,
powerful monopolies. House Jorasco dominates warforged were created as weapons. The
the medical trade with its Mark of Healing, Treaty of Thronehold forbid the creation of
while only someone with House Lyrandar’s new warforged, while granting freedom to
Mark of Storms can pilot an airship. Chapter 3 the golems that survived the war. Rules for
provides more details about dragonmarks and making warforged characters can be found in
the dragonmarked houses, along with rules for chapter 3.
creating dragonmarked characters.
6 CHAPTER 1 | A MAGICAL WORLD
PULP ADVENTURE your actions, you’re protecting your friends, your
house, or your nation. It could be about time: <PM
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Eberron is a world of swashbuckling adventure
IVL \_W Å[\ML IK\QWV ?PM\PMZ aW]¼ZM I ,5 [MK]ZQ\a IZZQ^M[ Such things can even be incidental.
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developing an adventure in the world or a
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player preparing to explore it, here are a few
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things to consider.
Player Characters Are Remarkable.
Exotic Locations. Lightning rails, airships,
Eberron is a world in need of heroes. Lingering
and other forms of transportation can facilitate
tensions of war remain. From the fanatics of
travel to exotic locations. Adventures could
the Emerald Claw and the mad cults of the
take you to the colossal ruins left behind by the
,ZIOWV *MTW_ \W \PM ÆM[P _IZXQVO LIMTSaZ
giants of Xen’drik, the warped landscape of the
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Mournland, or the dark demiplanes within the
\PZMI\[° IVL \PMZM¼[ VW WVM W]\ \PMZM \W [\WX
underworld of Khyber. Even if you prefer to stay
QV I \W_V aW] KW]TL ÅVL aW]Z[MTN QV \PM UQTM them. In Eberron, the gods are distant and
PQOP \W_MZ[ WN ;PIZV° WZ \PM IVKQMV\ OWJTQV don’t directly intervene. The Silver Flame is a
divine force of light, but it can only act through
tunnels that lie beneath it.
mortal champions. The few powerful benevolent
What Are the Stakes? What’s better than
NPCs have limitations: the Keeper of the Flame
a battle on the deck of an airship? A battle on
loses her powers if she leaves her citadel. The
the deck of an airship \PI\¼[ IJW]\ \W KZI[P Look
UQOP\a OZMI\ LZ]QL Q[° _MTT° I \ZMM 5W[\ WN
for ways to raise the stakes of a scene, so players
the powerful people in the setting are driven by
feel that every decision matters. This could be
[MTÅ[P OWIT[ 1N \PM <IZZI[Y]M KWUM[ \W ;PIZV
driven by the consequences of failure: through
CHAPTER 1 | PULP ADVENTURE 7
there’s no one else to deal with the problem: the
fate of the city is in your hands.
This is something to consider in developing
KÖã®ÊĽ Zç½͗
your character and choosing your background.
Äò®ÙÊÄÃÄã½ ½ÃÄãÝ
If you take the soldier background, you can be
more than just a grunt. What did you do during ) ÅOP\ JZMIS[ W]\ QV <PM +I\ *Q[K]Q\ <PM
the Last War? What was your greatest triumph OVWUM ZWO]M TMIX[ NZWU \PM TIVLQVO IVL [_QVO[
or most tragic defeat? If you’re a spy, are you a IKZW[[ \PM ZWWU XI[[QVO W^MZ \PM PMIL[ WN \PM
prized agent or did you break loose from your []ZXZQ[ML \P]O[ \W TIVL QV \PM XMZNMK\ XW[Q\QWV
organization after they pushed you too far? Don’t NWZ I [VMIS I\\IKS <PM [PQN\MZ JIZJIZQIV [\ZQSM[
just think of your character as a set of numbers:
even at 1st level, you’re remarkable. I UQOP\a JTW_ \PI\ SVWKS[ PMZ MVMUa QV\W \PM
JTIbQVO PMIZ\P# \PM JIVLQ\ [PZQMS[ I[ \PM ÆIUM[
Hero Points. The heroes of pulp adventure
are often able to overcome seemingly impossible [XZMIL \W PQ[ KTW\PM[
WLL[ 7VM _Ia \W ZMÆMK\ \PQ[ Q[ \W ][M \PM
Combat can feel very mechanical. , PRYH
optional hero points rule from chapter 9 of the
IHHW , PDNH DQ DWWDFN UROO , XVH D UHDFWLRQ One
,]VOMWV 5I[\MZ¼[ /]QLM This is optional; hero points
way for the DM to encourage more cinematic
change the balance of the game and give player
action is to present a list of Environmental
characters an opportunity to turn certain failure Elements. In a tavern, this list could include
into success. It’s a way to make heroes feel Chandelier, Plate Glass Window, Roaring
largely than life, but it’s not a good match for Fireplace, Tray of Drinks, Drunk Patron. If
every story. \RX·UH ÀJKWLQJ LQ DQ DQFLHQW WRPE WKH OLVW FRXOG
Remarkable Villains. One reason the world be Pile of Gold Coins, Scattered Bones,
needs heroes is because it already has villains. It Rotting Tapestry, Moss-Covered Statue.
may be a long time before you’re ready to face Each turn, a player can work one of these
elements into their description of their action.
the archlich Erandis Vol in battle. But part of
The primary purpose of this is to give players
\PM ÆI^WZ WN X]TX IL^MV\]ZM Q[ \W PI^M ZMK]ZZQVO
ideas; interesting details to use while describing
villains who are closely matched with the
their actions. But if a player comes up with a
heroes—rivals who advance in power as you do.
particularly clever way to use an element, the
One way to create a compelling villain is for the DM could grant advantage on a check or attack
DM and players develop the villain’s backstory UROO RU VRPH RWKHU EHQHÀW 7KH URJXH QHHGV WR
together. As a DM, you might ask a player: ?PMV cross a room full of enemies and wants to swing
aW] NW]OP\ QV \PM 4I[\ ?IZ 0ITI[ 5IZ\IQV [MZ^ML QV aW]Z RQ WKH FKDQGHOLHU" $V WKH '0 ,·G OHW WKHP
]VQ\° ]V\QT PM JM\ZIaML aW] ?PI\ LQL PM LW M`IK\Ta' make a simple Dexterity (Acrobatics) check to
Likewise, even when a pulp villain appears to avoid opportunity attacks, essentially getting a
die, they can have their own remarkable escapes free Disengage action.
from death. Perhaps Halas had a ring that cast Environmental elements are always
optional and largely cosmetic. As a DM, you
an illusion of his death while actually stabilizing
GRQ·W KDYH WR JUDQW D ERQXV IRU HYHU\ XVH RI DQ
him, or cast NMI\PMZ NITT when he leapt from that
element. But presenting a list can help players
tower in Sharn. Here as well, as a DM you could
think of the location as more than just squares
engage the players: 1\¼[ 0ITI[ 5IZ\IQV ITT ZQOP\ on a map and challenge them to add more
0W_ LW you \PQVS PM []Z^Q^ML aW]Z TI[\ MVKW]V\MZ' FLQHPDWLF ÁDLU WR WKHLU DFWLRQV
This isn’t something every group will enjoy,
and you never want players to feel as though they
can’t succeed. But for some groups, this sort of
collaboration can produce a compelling story and
a sense of investment in the world.
8 CHAPTER 1 | PULP ADVENTURE
There are ancient and primordial forces at
NEO-NOIR INTRIGUE work in Eberron. But there are also misguided
patriots, religious extremists, and dragonmarked
While Eberron embraces the swashbuckling
houses looking to wring a few more pieces of
action of pulp adventure, it also draws inspiration
NZWU VMW VWQZ IVL PIZLJWQTML ÅK\QWV 1\¼[ I gold out of Khorvaire. There are spies who
will do anything to protect their nations and
world where stories don’t always end well, where
petty criminals trying to build empires. There’s
there isn’t a perfect solution for every problem.
I XTIKM QV -JMZZWV NWZ [MTÆM[[ PMZWM[ IVL \Z]Ta
In developing characters or stories in Eberron,
vile villains, but there’s a lot of middle ground in
consider the following concepts.
between.
Shades of Gray. In Eberron, it’s not always
easy to separate the heroes from the villains.
Good people can do terrible things, while cruel
or heartless people may be serving the greater
good. An inquisitor may torture
innocents in a quest to root out a cult
of the Dragon Below; but if she’s
stopped, the cult will survive and
ÆW]ZQ[P ) OZW]X WN WZK[ IZM ZIQLQVO
a human settlement; but the settlers
have built their village on land sacred to the
orcs and may be disrupting wards that hold
M^QT I\ JIa <PM PMZWM[ ÅVL I XW_MZN]T UIOQK
weapon in an ancient tomb; but this artifact is
the sword of an ancient hobgoblin general, and
his descendants want it back. There are ways to
resolve these problems, but the answers aren’t
always simple or obvious.
There can certainly be times when decisions
are straightforward. If the Emerald Claw is about
to detonate a necrotic resonator that will kill half
of Sharn, they need to be stopped. But a good
Eberron story challenges you to think about your
actions, and the simplest solution may not be the
best one.
Human Motives. 6W\ M^MZa KWVÆQK\ Q[ I
ÅOP\ JM\_MMV TQOP\ IVL LIZSVM[[ 1V -JMZZWV \PM
vast majority of people are driven by simple
motives: Greed. Fear. Pride. Ambition. One
person just wants to get some gold in their
pocket. Another wants to impress their
paramour. A leader forcing the Five
Nations into war is driven both
by fear of their neighbors and the
sincere belief that Khorvaire would
JM JM\\MZ Wٺ ]VLMZ \PMQZ Z]TM
CHAPTER 1 | NEO-NOIR INTRIGUE 9
Everyone Has Regrets. Player characters
Z¦ÙãÝ d½ are remarkable people, but that doesn’t mean
1d10 ZĞŐƌĞƚ they’re perfect. 5E already encourages you to
1 While you were serving in the Last XQKS I ÆI_ NWZ aW]Z KPIZIK\MZ [WUM\PQVO \PI\
War, you were forced to abandon PMTX[ LMÅVM aW]Z UW\Q^I\QWV[ *]\ QN aW] _IV\ \W
an injured comrade. You don’t know ILL I TQ\\TM PIZL JWQTML ÆI^WZ \W aW]Z KPIZIK\MZ
if they survived. you might consider a few additional aspects: Do
2 You placed your faith and your you have a debt you need to repay and, if so, do
fortune in the hands of a lover who you need to resolve this in a week or in a year?
betrayed you. You don’t know if you Did you make a tragic mistake, and if so, is it
can ever trust anyone again. something you can ever undo? The Regrets table
provides a few examples of missteps that might
3 zŽƵ ŵƵƌĚĞƌĞĚ Ă ƌŝǀĂů͘ zŽƵƌ ĂĐƟŽŶƐ
haunt you.
ŵĂLJ ŚĂǀĞ ďĞĞŶ ũƵƐƟĮĞĚ͕ ďƵƚ LJŽƵƌ
ƌŝǀĂů͛Ɛ ĨĂĐĞ ƐƟůů ŚĂƵŶƚƐ LJŽƵ͘ The Balance of Pulp and Noir. As a
setting, Eberron works with both pulp and noir
4 Someone put their trust in you and
themes. This is a spectrum: on one end you have
you betrayed them for personal
over-the-top swashbuckling adventure—battling
gain. You may regret it now, but
incarnations of evil on the deck of a burning
you can never repair the damage
airship! On the other end you have gritty hard-
you’ve done.
boiled action in the alleys of Sharn, a brutally
5 You squandered your family’s human scenario where there’s no easy choices.
fortune and brought shame and The most interesting path often lies between the
ruin to your household. two extremes, but don’t be afraid to focus on one
6 zŽƵ ĞŶŐĂŐĞĚ ŝŶ ĐŽǀĞƌƚ ŽƉĞƌĂƟŽŶƐ end of the spectrum if that’s what suits your story.
ĨŽƌ Ă ŶĂƟŽŶ ;ĞŝƚŚĞƌ ĂƐ Ă ƐƉLJ Žƌ
soldier). While you were serving
your country, you did unforgivable
things.
7 You abandoned your family to
pursue a life of adventure. Your
village was destroyed in the war and
you don’t know if they survived.
8 You made a bargain with an
ĞdžƚƌĂƉůĂŶĂƌ ĞŶƟƚLJ ƚŚĂƚ LJŽƵ ŶŽǁ
regret.
9 You made a promise to a child or a
lover that you failed to keep.
10 zŽƵ ǀŽůƵŶƚĞĞƌĞĚ ĨŽƌ ŵLJƐƟĐĂů
ĞdžƉĞƌŝŵĞŶƚƐ͘ dŚĞƐĞ ŵĂLJ ďĞ
ƌĞƐƉŽŶƐŝďůĞ ĨŽƌ LJŽƵƌ ĐůĂƐƐ ĂďŝůŝƟĞƐ
;ƐŽƌĐĞƌĞƌ ƐƉĞůůĐĂƐƟŶŐ͕ ďĂƌďĂƌŝĂŶ
rage), but you don’t know if there
ǁŝůů ďĞ ƐŝĚĞ ĞīĞĐƚƐ͘
10 CHAPTER 1 | NEO-NOIR INTRIGUE
WHY DO YOU NEED ãÝ d½
200 GOLD PIECES? 1d10 Debt
1 zŽƵ ĐŽŵŵŝƩĞĚ Ă ĐƌŝŵĞ ĚƵƌŝŶŐ ƚŚĞ
) ÆI_ WZ ZMOZM\ Q[ [WUM\PQVO \PI\ [PIXM[ aW]Z Last War, and now you’re being
personality, something that plays an ongoing role blackmailed by someone who has
in your story. But perhaps you have a problem ƉƌŽŽĨ͘ zŽƵƌ ĂĐƟŽŶƐ ŵĂLJ ŚĂǀĞ ďĞĞŶ
that needs to be resolved ZQOP\ VW_ ũƵƐƟĮĞĚ͕ ďƵƚ ƚŚĞ ůĂǁ ǁŽŶ͛ƚ ĐĂƌĞ͘
This is entirely optional: As a player, you 2 You’ve got a gambling problem. If you
could choose to roll or select an option from the can’t repay Daask (see chapter 6),
Debts table. you’re going to be playing tag with a
Why would you possibly want to take on a cockatrice.
debt? It’s a way to add depth to your character
3 You own an uncommon magic item,
and to provide a compelling, immediate motive
but you had to sell it to a pawn shop.
for adventuring—you’re not just out to get rich,
If you can’t reclaim it within the
you need OWTL \W OM\ \PI\ JW]V\a Wٺ aW]Z PMIL
ŵŽŶƚŚ͕ ƚŚĞLJ͛ůů ƐĞůů ŝƚ Žī͘
It’s also an opportunity to establish something
4 You were making a delivery on behalf
that can be part of your character moving
of the Boromar Clan (see chapter 6)
forward. If you’re trying to reclaim a magic item
and you lost the merchandise.
from a pawn shop, it lets you establish that your
character PI[ that magic item—which could be 5 Someone knows the whereabouts of
an heirloom, something you created, a gift from a a sibling or loved one you thought lost
mentor—you’ve just temporarily lost it. If you’re ŝŶ ƚŚĞ DŽƵƌŶŝŶŐ͕ ďƵƚ ƚŚĂƚ ŝŶĨŽƌŵĂƟŽŶ
trying to raise money to join a secret society, is going to cost you.
it establishes that your membership in this 6 zŽƵ ŚĂǀĞ Ă ĚĞŐĞŶĞƌĂƟǀĞ ĚŝƐĞĂƐĞ ƚŚĂƚ
organization may be a part of the story later on. can’t be cured by mundane means.
Establishing a debt requires collaboration and If you can’t get a ůĞƐƐĞƌ ƌĞƐƚŽƌĂƟŽŶ
approval by both player and DM. Work together soon, you’re going to start showing
to develop the details: who is blackmailing you? symptoms.
What’s this secret society? What’s the story 7 Your family lost everything in the Last
behind the magic item you’ve pawned, and what War. 200 gp would get them a stake in
sort of item is it? As a player, you present ideas a new (farm/inn/stagecoach).
J]\ \PM ,5 PI[ ÅVIT IXXZW^IT 8 You’ve got a price on your head.
hŶƟů LJŽƵ ƐĞƩůĞ ƚŚŝŶŐƐ ǁŝƚŚ ,ŽƵƐĞ
dŚĂƌĂƐŚŬ͕ LJŽƵ͛Ě ďĞƩĞƌ ŬĞĞƉ ĂŶ ĞLJĞ
out for bounty hunters.
9 You’ve got an opportunity to join an
ŝŶŇƵĞŶƟĂů ƐĞĐƌĞƚ ƐŽĐŝĞƚLJ͘ Ƶƚ LJŽƵ͛ǀĞ
only got one month to raise the
membership dues.
10 Roll again. It’s not your debt: it’s
you’re lover’s problem. Can you solve
the problem before they have to face
the consequences?
CHAPTER 1 | NEO-NOIR INTRIGUE 11
THE LAST WAR negotiating table, and the Last War came to an
end in 996 YK with the Treaty of Thronehold.
For hundreds of years the continent of Khorvaire While many celebrated the end of the war,
was united under the Kingdom of Galifar. This W\PMZ[ ZMUIQV ]V[I\Q[ÅML _Q\P Q\[ W]\KWUM
came to an end with the death of King Jarot in No one won the war, and deep scars remain.
! A3 R][\ W^MZ I KMV\]Za IOW +WVÆQK\ W^MZ War-torn villages and towns are still rebuilding.
the succession spiraled into outright war between Once fertile farmlands are scorched and ruined.
the Five Nations. There are refugees in every major city. And
The Last War was a bitter struggle that forever even though people optimistically refer to it as
changed the shape of Khorvaire. It was a \PM 4I[\ ?IZ, most believe that it’s only a matter
century marked by shifting alliances, with years of time until it begins anew. The mystery of
of stalemate interspersed with periods of intense the Mourning is the only thing holding the
KWVÆQK\ <PQ[ OZ]MTQVO KWVÆQK\ TMN\ LMMX [KIZ[ WV warmongers at bay. If the secret of the Mourning
the land and the people, but there was worse can be uncovered—if it can be proven that the
to come. On Olarune 20, 994 YK the nation Mourning couldn’t happen again, or if its power
of Cyre was consumed in a magical cataclysm could be harnessed as a weapon—the Last War
now known as the Mourning. The cause of the could begin again. As such, the nations remain in
Mourning remains unknown, and many fear that a cold war as each makes preparations and seeks
it was a consequence of the extensive use of war IL^IV\IOM[ QV \PM KWVÆQK\ \PI\ KW]TL TQM IPMIL
magic. Shock and fear brought the nations to the
2
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12 12 12 12 12 12 12 12 12 12 12 1 1 2 CHAPTER 1 | THE LAST WAR
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¥¥ãÝ Ê¥ ã« tÙ Last War. Feel free to change the suggested
backgrounds. While charlatan is an obvious
+HUH·V D IHZ RI WKH PDMRU HIIHFWV RI WKH /DVW background for a spy, you could easily adapt
War. criminal or urchin to the same role.
Dragonmarked Power. The dragonmarked
houses sold their services to all sides and D®½®ãÙù »¦ÙÊçÄÝ
PDGH FRQVLGHUDEOH SURÀWV IURP WKH ZDU 7KH 1d10 DŝůŝƚĂƌLJ ĂĐŬŐƌŽƵŶĚ
Five Nations are divided and dependent
RQ WKH VHUYLFHV RI WKH KRXVHV DQG LW·V 1 You were a common soldier, facing
questionable if any one nation can impose its the enemy on the front lines of the
will upon them. interminable war. (Soldier)
Karrnathi Undead. When a series of 2 You served on the open seas, whether
famines and plagues crippled the nation of ĂƐ Ă ŵĂƌŝŶĞ͕ Ă ŶĂǀĂů ŽĸĐĞƌ͕ Ă ƉƌŝǀĂƚĞĞƌ
Karrnath, it embraced the Blood of Vol and or a smuggler. (Sailor)
introduced undead into its armies. The religion
was largely abandoned toward the end of the 3 You commanded troops and led soldiers
ZDU DQG PDQ\ RI WKH XQGHDG ZHUH FRQÀQHG WR ŝŶƚŽ ďĂƩůĞ͘ tĞƌĞ LJŽƵ Ă ŐŽŽĚ ůĞĂĚĞƌ͕
crypts, but some are still in use. or are you haunted by your failures?
Magical Innovation. Over the course of a (Soldier or noble)
century of war, the nations and dragonmarked
4 You were a spy, gathering intelligence
houses developed new spells and tools for use
ĨŽƌ LJŽƵƌ ŶĂƟŽŶ͘ ƌĞ LJŽƵ ŽƵƚ ŽĨ ƚŚĞ
in the war. Airships and warforged are recent ďƵƐŝŶĞƐƐ͕ Žƌ ĐŽƵůĚ LJŽƵ ƐƟůů ďĞ ĐĂůůĞĚ
developments, and the wandslinger tradition
emerged from the war. back in? (Charlatan)
The Mourning. This magical cataclysm 5 You were tasked with maintaining
destroyed Cyre and brought the war to an end. morale and raising the spirits of your
Cyre is a vast, unrecoverable wasteland and soldiers. (Entertainer)
those Cyrans who survived the disaster are 6 You provided spiritual support to your
scattered across Khorvaire. troops. Were you always devout, or did
New Nations. Before the Last War, Galifar
LJŽƵ ĮŶĚ LJŽƵƌ ĨĂŝƚŚ ŽŶ ƚŚĞ ďĂƩůĞĮĞůĚ͍
laid claim to all of Khorvaire. A host of new
(Acolyte)
states emerged over the course of the war.
These include the goblin nation of Darguun, 7 You used your remarkable knowledge as
the elf kingdom of Valenar, the druids of the part of a military think tank… or perhaps
Eldeen Reaches, the monsters of Droaam, you provided arcane support on the
and more. ďĂƩůĞĮĞůĚ͘ ;^ĂŐĞͿ
8 zŽƵ ǁĞƌĞ Ă ƐŵƵŐŐůĞƌ Žƌ Ă ƉƌŽĮƚĞĞƌ͕
MILITARY BACKGROUNDS taking advantage of the war to line your
pockets. (Criminal or charlatan)
The current year is 998 YK. The Last War lasted 9 zŽƵ ŽƉƉŽƐĞĚ ƚŚĞ ǁĂƌ͘ dŚĞ ĂĐƟŽŶƐ LJŽƵ
for over a century and only came to an end two took to protect the innocent have made
years ago. As a player character in Eberron, you you a local legend. (Folk hero)
possess remarkable skills. Did you take part in
10 zŽƵ ƵƐĞĚ ƚŚĞ ĐŽŶŶĞĐƟŽŶƐ ŽĨ LJŽƵƌ
the Last War, and if so, in what capacity? If you ŝŶŇƵĞŶƟĂů ĨĂŵŝůLJ ƚŽ ĂǀŽŝĚ ŵŝůŝƚĂƌLJ
fought, which nation did you serve? Were you service. Are you haunted by this, or do
honorably discharged, or did you abandon your LJŽƵ ƌĞŵĂŝŶ ŝŶĚŝīĞƌĞŶƚ͍ ;EŽďůĞͿ
cause? If you didn’t take part in the war, why
LQLV¼\ aW] ÅOP\ IVL _PI\ LQL aW] LW QV[\MIL'
The following table provides ideas about how
I JIKSOZW]VL KW]TL ZMÆMK\ I KWVVMK\QWV \W \PM
CHAPTER 1 | THE LAST WAR 13
THE MOURNING THE MOURNLAND
A wall of dead-grey mist surrounds the remnants
The nation of Cyre was once the heart of the
of Cyre. Beyond the mists lies a land twisted
united kingdom of Galifar. The Last War took
by magic, a wound that will not heal. The land
a heavy toll on Cyre and its citizens, serving as
is blasted and strangely transformed. In some
the battleground where all of the Five Nations
places the ground has fused into jagged glass. In
crossed swords. But no one was prepared for the
others, it is cracked and burned. Broken bodies of
disaster that struck in 994 YK.
soldiers from various sides litter the landscape—
Accounts of the Mourning vary. Some say that
I JTQVLQVO TQOP\ MVO]TNML \PM JI\\TMÅMTL VMIZ \PM soldiers whose dead bodies refuse to decompose.
The Mournland is a vast open grave.
Saerun Road. Others say that the dead-gray
In the Mournland, the wounds of war never
mists began in the capital city of Metrol and
PMIT ^QTM UIOQKIT MٺMK\[ TQVOMZ IVL UWV[\MZ[
spread out from there. What is known for certain
mutate into even more foul and horrible
is that within the space of one day the nation
KZMI\]ZM[ )ZKIVM MٺMK\[ KWV\QV]M \W ZIQV ]XWV
of Cyre had been engulfed in a wall of mist,
the land, magical storms that never dissipate.
and that anything caught within the mists was
PWZZQÅKITTa \ZIV[NWZUML 7^MZ I UQTTQWV +aZIV[ Stories speak of living spells—war magic that has
\ISMV XPa[QKIT NWZU [MV\QMV\ ÅZMJITT[ IVL ^QTM
were killed on the day of Mourning. Those who
[]Z^Q^ML _MZM \PM [WTLQMZ[ ÅOP\QVO QV MVMUa cloudkills that endlessly search for new victims.
)VOZa OPW[\[ KWV\QV]M \W ÅOP\ \PMQZ ÅVIT JI\\TM[
territory, those living on the borders who were
IJTM \W ÆMM NZWU \PM IL^IVKQVO UQ[\[ \PW[M NM_ The only thing that’s predictable about the
Mournland is that nothing is predictable; any
who were able to escape the interior through
sort of monster or horror could be found within
magical means. On Olarune 20, 994 YK, the
its borders. And yet, it also holds the wealth
nation of Cyre ceased to exist.
and treasures of an entire nation, along with
The Mourning threw Khorvaire into a state
the secrets of House Cannith and everything
of shock. Who could unleash such power? Was
else that was left behind. It’s dangerous. It’s
this a weapon, and if so, when would those
mysterious. But it’s also a dungeon the size of
responsible issues their demands? Were its
a nation, with opportunities for those brave
borders stable, or could they expand at any
enough to enter the mists.
moment? What was to be done with the Cyran
refugees surging into every adjacent nation?
Fear of the Mourning brought the Five Nations
to the negotiating table, and in 996 YK the THE MOURNING AND YOU
Treaty of Thronehold ended the Last War. But The Mourning transformed Khorvaire. Shock
all of those questions remain unanswered. No and fear brought an end to the Last War. In
one knows the cause of the Mourning or whether making an Eberron character, think about the
it could suddenly expand anew. Breland opened impact it had on you. If you’re from Cyre, what
its borders to refugees, and Prince Oargev serves did you lose in the Mourning? Family? Friends?
as de facto ruler in the territory now called New Are there heirlooms or treasures lost in the mists
Cyre. Despite its grand name, New Cyre is little that you’re determined to regain, or loved ones
more than a vast refugee camp. Other refugees you hope to someday see again? Do you feel
are scattered across Khorvaire; some are treated loyalty to your nation and hope to see it restored,
with pity, others with suspicion or anger. And or have you burned Cyre out of your heart?
fear of the Mourning hangs like a shadow across Even if you’re not from Cyre, the Mourning
Khorvaire. +W]TL Q\ PIXXMV IOIQV' 1[ \PQ[ PW_ \PM may have had a profound impact on you. Are
_WZTL MVL[' you afraid that the Mourning could expand,
or do you prefer not to dwell on such things?
14 CHAPTER 1 | THE MOURNING
If you’re religious, did the shocking tragedy of of the Mourning? Are you comfortable
the Mourning cause you to question your faith, using your abilities, or are you afraid that
WZ LQL Q\ ZMQVNWZKM Q\' 1N aW]¼ZM IV IZ\QÅKMZ WZ I you may be increasing the power of the
_QbIZL IZM aW] QV\MZM[\ML QV [\]LaQVO Q\[ MٺMK\[ Mourning with each spell you cast?
UWZM KTW[MTa° UQOP\ aW] M^MV PWXM \W ]VZI^MT • As a warlock your patron could be
its mysteries yourself? Do you see it solely as a interested in the Mourning and drive you
tragedy, or do you hope that this awesome power to learn more about it. Your patron could
could somehow be harnessed and controlled? even be part of the Mourning—whether
Beyond this, player characters are remarkable a collective of spirits killed on the Day of
people. Perhaps you were caught in the Mourning, or even a dark and enigmatic
5W]ZVQVO IVL []Z^Q^ML \PM M`XMZQMVKM° J]\ Q\[ power that might have been responsible for
MٺMK\[ ZMUIQV _Q\P aW] +WV[QLMZ \PM[M QLMI[ this tragedy. If you take the latter approach,
• As a barbarian you could have been a do you feel that by using your warlock
simple peasant caught in the Mourning. powers you are serving the Mourning?
Everyone else in your community was killed, Or could it be that you’re siphoning your
but their spirits were bound to you. Your powers from it and believe that you are
barbarian rage represents you channeling actually weakening it with your actions?
these vengeful ghosts. Is there a way to lay • As a member of an unusual race, you could
\PM[M [XQZQ\[ \W ZM[\' ,W \PMa PI^M ]VÅVQ[PML say that you are actually a creation of the
business they want you to resolve? Mourning. Perhaps your tortle was IV IK\]IT
• As a sorcerer your arcane powers could be \]Z\TM transformed on the day of Mourning.
the result of your exposure to the Mourning. 7Z UIaJM aW]Z \QMÆQVO Q[ \W]KPML Ja \PM
Were you physically transformed as well, dark power of the Mourning instead of by
or are your powers the only manifestation an infernal power.
CHAPTER 1 | THE MOURNING 15
WHAT CAUSED THE MOURNING?
<PMZM _QTT VM^MZ JM IV WٻKQIT IV[_MZ \W \PM • The Mourning was triggered by the release
cause of the Mourning. As a DM in Eberron, we of an ancient demon overlord trapped
want aW] \W LMKQLM \PM KI][M WN \PQ[ \ZIOMLa° [QVKM \PM LI_V WN \QUM <PQ[ UQOP\a ÅMVL Q[
or if you prefer, to leave it as a mystery that lurking in the Mournland and building its
power, but soon it will be ready to act.
will never be solved. With that said, people in
Eberron itself have many theories about the As a DM, the question you need to ask is
cause of the Mourning; it’s up to you to decide if whether you _IV\ the mystery of the Mourning
any of them are correct. to be solved, and what the consequences would
• The Mourning was the result of a century be. Right now, fear of the Mourning holds war
of extensive use of war magic. If the nations I\ JIa 1N Q\¼[ KWVÅZUML \PI\ \PM 5W]ZVQVO Q[ VW
continue to use these magics, the Mourning longer a threat—or if one nation manages to
will expand. harness its power—the war could begin again.
• The dragonmarked House Cannith made
a fortune selling magical weapons to all
sides during the Last War. The Mourning
was the result of research gone horribly
awry. The secrets can be found in a
Cannith research facility within the
Mournland. If this knowledge could
JM ZMKW^MZML IVL ZMÅVML Q\ KW]TL
produce a terrifying weapon.
16 CHAPTER 1 | THE MOURNING
ANCIENT MYSTERIES
7]Z _WZTL _I[ JWZV QV [\ZQNM <PM \PZMM
8ZWOMVQ\WZ ,ZIOWV[ KZIN\ML \PM XTIVM[ I\ \PM LI_V
WN \QUM IVL ZM[\ML QV \PM [XIKM \PI\ TQM[ JM\_MMV
\PMU 1\ _I[ \PMV \PI\ KZ]MT 3PaJMZ \]ZVML WV
\PM W\PMZ[ SQTTQVO VWJTM ;QJMZa[ IVL [KI\\MZQVO \PM
XQMKM[ WN PQ[ JWLa -JMZZWV NW]OP\ 3PaJMZ J]\
KW]TLV¼\ LMNMI\ \PM LIZS _aZU )VL [W -JMZZWV
_W]VL 3PaJMZ QV PMZ KWQT[ IVL \ZIV[NWZUML
JMKWUQVO I TQ^QVO XZQ[WV \PI\ KW]TL
NWZM^MZ PWTL \PM LIZSVM[[ _Q\PQV )VL
\PQ[ Q[ \PM NW]VLI\QWV WN W]Z ZMITQ\a
-JMZZWV Q[ \PM ,ZIOWV *M\_MMV \PM
_WZTL WV _PQKP _M [\IVL 3PaJMZ
Q[ \PM ,ZIOWV *MTW_ [W]ZKM WN LMUWV[
IVL NW]T \PQVO[ )VL \PM ZQVO IZW]VL W]Z
_WZTL Q[ \PM JZWSMV JWLa WN ;QJMZa[
\PM ,ZIOWV )JW^M _PW[M JTWWL Q[ \PM
[W]ZKM WN ITT UIOQK
<PQ[ KW[UQK [\Z]OOTM _I[ UMZMTa \PM
ÅZ[\ WN UIVa _IZ[ \PI\ [PIXML W]Z
_WZTL <PM ÅMVLQ[P KPQTLZMV WN 3PaJMZ
[XQTTML W]\ NZWU \PM ]VLMZ_WZTL IVL
[XZMIL KPIW[ IKZW[[ \PM TIVL ?M
SVW_ TQ\\TM WN \PQ[ \QUM [I^M \PI\ \PM
UQOP\a LZIOWV[¸\PM ÅZ[\ KPQTLZMV
WN -JMZZWV IVL ;QJMZa[¸NW]OP\ IOIQV[\
\PM[M LMUWV W^MZTWZL[ 1V \PM MVL IV IK\ WN
[IKZQÅKM SQVLTML \PM ;QT^MZ .TIUM \PI\ JQVL[ \PM[M
LMUWV[ \W \PQ[ LIa *]\ \PMa P]VOMZ \W M[KIXM
NZWU \PMQZ JWVL[ IVL _ZMIS PI^WK IVL _M U][\
IT_Ia[ JM ^QOQTIV\
+Q^QTQbI\QWV[ ZW[M IVL NMTT <PM OQIV\[ WN @MV¼LZQS
_WZSML OZMI\ UIOQK[ M^MV LM[\ZWaQVO WVM WN
\PM UWWV[ <PQ[ ZI[P IK\QWV TML \PM ZMKT][Q^M
LZIOWV[ \W ]\\MZTa LM[\ZWa \PM OQIV\ VI\QWV[ IVL KWVÆQK\ _Q\P \PM ^QTM LIMTSaZ <PM[M ÆM[P _IZXQVO
\PM KWV\QVMV\ WN @MV¼LZQS ZMUIQV[ ZI^IOML Ja \PM TWZL[ WN UILVM[[ _MZM M^MV\]ITTa \ZIXXML QV
MXQK [XMTT[ ]VTMI[PML QV \PQ[ JI\\TM 1V 3PWZ^IQZM 3PaJMZ Ja _Q[M WZKQ[P LZ]QL[ J]\ Z]QV[ IZM ITT
\PM MUXQZM WN \PM OWJTQV[ _I[ JZW]OP\ LW_V Ja I \PI\ ZMUIQV WN \PI\ OZMI\ MUXQZM
CHAPTER 1 | ANCIENT MYSTERIES 17
A cult of the Dragon Below can spring up
Modern civilization is built on the bones of the anywhere, as a seed of madness takes root in a
past, and these ancient mysteries may have a KWUU]VQ\a WZ KW]Z\ ° IVL [XZMIL[
dreadful impact on the future. Many of the As if dragons and demons aren’t trouble
modern cities of Khorvaire are built on the MVW]OP [\WZQM[ [Ia \PMZM IZM ÅMVL[ T]ZSQVO QV
foundations of ancient goblin cities and fortresses, mortal dreams. According to these tales, the
and these may still hold aberrant threats from Dreaming Dark is an alliance of nightmare
the war that destroyed their civilization. Older [XQZQ\[ NZWU \PM XTIVM WN ,IT 9]WZ ÅMVL[ \PI\
still are the ruins once inhabited by rakshasa feed on mortal fear and manipulate through
IVL W\PMZ ÅMVL[ IVL \PM[M UIa PWTL IZ\QNIK\[ dreams. Some stories say the Dreaming Dark can
and other treasures far beyond the capabilities possess people through their dreams, while others
WN IVa UWLMZV IZ\QÅKMZ *]\ \PMZM Q[ UWZM \W \PM claim they have psychic agents hidden across
past than treasures waiting to be found. Stories Khorvaire.
[Ia \PI\ LMUWV[ IVL LZIOWV[ IZM ÅOP\QVO I TWVO Beyond the enigmatic daelkyr and the
cold war in the shadows. These tales speak of Dreaming Dark, other threats have arisen in
a Draconic Prophecy° PQLLMV ZM^MTI\QWV[ the past century, spinning out of the strife of the
that grant the power to shape the future. Hidden Last War. The Lord of Blades is a warforged
LZIOWV[ ]VLMIL MT^M[ QUUWZ\IT ÅMVL[# ITT QV[]ZOMV\ I LMILTa _IZZQWZ IVL IZ\QÅKMZ _PW
UIa JM ÅOP\QVO \W LM\MZUQVM \PM XI\P WN \PM seeks vengeance against the humans who
Prophecy, and player characters may be pawns created his people as weapons for their war. The
in this great game. As one of the heroes of the Aurum is a cabal drawn from the wealthy elite
age, you surely have a role in the Draconic who seek to turn gold into greater power. The
Prophecy. Will you be a tool of one of these Emerald Claw was an elite military unit that
ancient forces, or will you master the game and served Karrnath during the Last War. Disavowed
determine your own destiny? by their king, the Emerald Claw engages in
guerrilla strikes across Khorvaire, and includes
necromancers, vampires, and undead bound to
DARK FORCES their service. Some say the Emerald Claw serve
an ancient lich known as the Queen of Death,
Dragons and demons are just a few of the
that their true goal is to place her on the throne
dangerous forces at work in the world. The
of Karrnath and the Five Nations.
daelkyr came to Eberron from the Plane
These are just some of the dark forces working
of Madness. They came with armies of
in the shadows of Eberron. There are hungry
IJMZZI\QWV[¸NWZKM[ KWUUIVLML Ja UQVL ÆIaMZ[
lycanthropes, clever doppelgangers, and cults
and bolstered by beholders. They shattered
devoted to the Dark Six. There are stories of a
civilizations and spread horrors across Khorvaire.
cabal of assassins with aberrant dragonmarks
The daelkyr were ultimately bound in Khyber
and elves twisted into creatures of nightmare.
by druidic magic. They linger in the darkness—
And that’s not to mention the mundane crime
the Lord of Eyes, the Prince of Slime, Dyrrn
and corruption that can be found in any major
the Corruptor—creating new aberrations and
city. It’s a dangerous world—hopefully you can
waiting for the day they can unleash their full
handle it!
power on the world above.
While the daelkyr themselves can’t return to
the surface, their minions can. This leads to the
Cults of the Dragon Below, mad mortals who
_WZS _Q\P UQVL ÆIaMZ[ IVL TM[[MZ IJMZZI\QWV[
18 CHAPTER 1 | IF IT EXISTS IN D&D, THERE’S A PLACE FOR IT IN EBERRON
IF IT EXISTS IN D&D, in history; it may be that a dozen kenku were
thrown out of the Faerie Court of Thelanis and
THERE’S A PLACE FOR IT IN these are all the kenku in the world. So just
because it’s possible to put anything you want in
EBERRON the world, don’t assume that the streets of Sharn
IZM I bWW ÆWWLML _Q\P M^MZa KPIZIK\MZ ZIKM \PI\¼[
° *]\ 1\ 5Ia 6W\ *M \PM 8TIKM AW]¼ZM =[ML <W ever been suggested.
Chapter 3 provides advice on adding new races
Eberron draws on the core elements of , ,. to Eberron. Here’s a few other ways that you
It’s a world of wizards and rogues, a setting can add something into Eberron with minimal
_Q\P PITÆQVO[ IVL L_IZ^M[ IVL MT^M[ ?IV\ IV impact on the setting.
otyugh? Orcs? Goblins? Paladins? They’re all • It comes from the vast and largely
there. Eberron draws on the same basic elements unexplored continent of Xen’drik.
as other settings, but it often diverges from the
• It was created or caused by the
traditional archetypes assigned to those things. A
Mourning—the mystical cataclysm that
few factors here:
destroyed Cyre—and has only been around
6W Å`ML ITQOVUMV\[ Mortal creatures
for four years.
are shaped by their culture and personal
circumstances. An orc is just as likely to be lawful • It’s a product of the underworld of Khyber,
good as chaotic evil, depending on their personal the source of many aberrations and
PQ[\WZa ) OWTL LZIOWV I JMPWTLMZ I PITÆQVO# monsters.
you can’t make automatic assumptions about • It’s the result of recent experiments by
any of them. In part this is because of Eberron’s one of the dragonmarked houses or a mad
distant gods. Orcs aren’t driven by Gruumsh’s IZ\QÅKMZ
fury, and the gnolls aren’t tied to Yeenoghu.
• It comes from one of the planes and slipped
The exceptions to this rule are creatures whose
into the world during a recent convergence.
identities are shaped by magic. Fiends and
celestials embody pure ideals of good and evil; Not everything has to exist in Eberron.
lycanthropes are driven by a curse. AW] KIV ÅVL I XTIKM QV -JMZZWV NWZ IVa\PQVO
But it’s also possible to say that something LWM[V¼\
Monsters aren’t always villains, and
the villains aren’t always monsters. Many exist in Eberron. For example, if you wanted to
of the gnolls of Droaam are more honorable use Gruumsh in Eberron, you could re-imagine
PQU I[ WVM WN \PM LMUWV W^MZTWZL[ WN \PM ÅZ[\
than the human mercenaries of House Deneith.
In Karrnath and Aerenal, undead are used as age. You could decide that he’s the classic
tools. You certainly KW]TL ÅVL aW]Z[MTN ÅOP\QVO I Gruumsh, who has recently found his way to
UMZKQTM[[ UQVW\I]Z QV \PM [T]U[ WN ;PIZV° J]\ Eberron from the core cosmology. But the DM
can always say ¹6W \PMZM Q[ VW ^MZ[QWV WN /Z]]U[P QV
you’re just as likely to cross swords with a cruel
PITÆQVO K]\\PZWI\ Ua -JMZZWV º
There’s a place for everything in This comes to a critical point. Nothing is set
Eberron… but it may not be a prominent in stone. Like every sourcebook that’s come
place. Kenku aren’t mentioned in any of the before it, this book is intended to be a source of
canon sourcebooks of Eberron. There’s many inspiration: use what inspires you, but always feel
ways to add kenku into Eberron, but that doesn’t empowered to change the world to better suit the
mean that there needs to be a kenku nation story you want to tell. There’s a place in Eberron
WZ \PI\ SMVS] PI^M XTIaML I [QOVQÅKIV\ ZWTM NWZ M^MZa\PQVO QV \PI\ M`Q[\[ QV , ,° J]\ Q\¼[ ]X
to you whether to make use of it.
CHAPTER 1 | IF IT EXISTS IN D&D, THERE’S A PLACE FOR IT IN EBERRON 19
EBERRON AND THE MULTIVERSE great deal of lore to be discovered. If Asmodeus
has just discovered Eberron, the sages know
Eberron has always been a part of the multiverse. nothing about him. He has no power base to
Eberron is surrounded by its thirteen planes. work with and will have to recruit new followers.
These planes play an important role in the And you might see unusual alliances forming
[M\\QVO XZWL]KQVO LZIUI\QK MٺMK\[ I[ \PMa [PQN\ IOIQV[\ PQU I[ JW\P KMTM[\QIT IVL ÅMVL UQOP\
in and out of alignment with Eberron. But the join forces to drive out the outsider. As with
Astral and Ethereal Planes surround and enfold everything else, Eberron provides an opportunity
Eberron, and if someone ventures into the Deep to explore existing things in a new way.
Ethereal it’s possible to pass beyond Eberron’s
closed system and step into the Great Wheel or &î½®Ù &Ý͕ hĥî½®Ù ZʽÝ
the World Tree.
As a DM, it’s up to you to decide whether such A few things to bear in mind as you step into
\ZI^MT Q[ \ZQ^QITTa MI[a WZ ITT J]\ QUXW[[QJTM° IVL Eberron…
Dragons have a civilization humanity
whether threats from other settings will make
knows almost nothing about. Shapeshifted
their way into Eberron. Most people consider the
dragons may be secretly manipulating human
tale of the Progenitor Dragons to be a fable: a
civilization.
myth to explain the underworld and the golden Elves are split into two cultures. The
ring in the sky. But what if it’s true? What if reclusive Aereni are gifted wizards ruled by
three divine beings joined together to build their undying ancestors. The Valenar elves
a new creation in the depths of the Ethereal? are ruthless warriors who strive to be avatars
Elves, orcs, dragons; all of these could have been of ancient heroes. Other elves live among
created in the image of the creatures of the Great humanity and have adopted its customs.
Wheel but given a chance to develop beyond Gnomes are schemers and scholars
the reach of Lolth and Gruumsh. The Ring of who maintain order through intrigue and
assassination.
Siberys could in fact be a [PQMTL: a defense that has
PQLLMV -JMZZWV [QVKM Q\ _I[ ÅZ[\ KZMI\ML Goblins once had a mighty empire, and
a tradition based on honor and martial
If you’re not interested in connecting Eberron
discipline. Their civilization was crushed
to other settings, then that shield is still intact.
by the daelkyr and their land was stolen by
But if you do want to incorporate elements from KXPDQLW\ 7KH\ DUHQ·W LQKHUHQWO\ HYLO EXW WKH\
other realms, this shield is starting to fail. Perhaps have good reason to loathe the people of the
House Cannith will build a planar gateway and Five Nations.
accidentally bring the Blood War into Eberron. +DOÁLQJV can be found as merchants and
Maybe Tiamat has only just discovered Eberron LQQNHHSHUV EXW LQ WKHLU KRPHODQG WKH\·UH
and is slowly corrupting its dragons. Ultimately, dinosaur-riding rangers and barbarians.
it’s up to you. You can avoid any contact between Orcs are a proud and primal people. While
WKH\·YH QHYHU EXLOW JUHDW FLWLHV WKH\ ZHUH WKH
Eberron and other settings. You can explore
ÀUVW GUXLGV RI (EHUURQ 0DQ\ FRQWLQXH WKHVH
the idea of that contact being recent and new
DQFLHQW WUDGLWLRQV DQG ÀJKW WR SURWHFW (EHUURQ
(perhaps linked to the Mourning, either as cause from aberrations… while others have fallen
WZ MٺMK\ 7Z aW] KIV KPWW[M \W [Ia \PI\ \PMZM
prey to the madness of the daelkyr.
has always been travel between these realms,
adjusting things to incorporate these ideas.
If you choose to explore the idea that contact
between settings is recent and limited, consider
what that might mean for everyone involved. In
the Great Wheel Asmodeus is an ancient threat,
_Q\P _MTT M[\IJTQ[PML K]T\[ TQVM[ WN \QMÆQVO[ IVL I
20 CHAPTER 1 | IF IT EXISTS IN D&D, THERE’S A PLACE FOR IT IN EBERRON
CHAPTER 2: WELCOME
TO KHORVAIRE
Just one century ago, Galifar was synonymous
with Khorvaire. This map showed one great
nation, harmonious and united. Perhaps that’s
overstating things. Humanity never crossed the
Graywall Mountains or explored the jungles
of the east. The Five Nations always had
K]T\]ZIT LQٺMZMVKM[ IVL \PW[M _PW aMIZVML NWZ
independence. But still, the map showed us at our
best: one nation, united in a common cause.
Now I look at the map and I don’t recognize
my world. Galifar has been shattered. The Five
Nations are irreparably severed. There are so
many new realms—kingdoms of elves and goblins,
even this so-called ‘nation of monsters.’ Can
it possibly last? And if not, will it be another
war that brings it down, or will the Mourning
consume us all?
—Lyrian Das, Morgrave Historian
EN’DRIK IS A LAND OF RUINS AND
mysteries. The dragons of
Argonnessen have no love for
lesser creatures. The psychic
Xtyrants of Sarlona maintain strict
control over their borders and their people. So,
most player characters begin their adventures on
the continent of Khorvaire. While humans make
up the majority of the population in the civilized
nations of Khorvaire, the continent is home a
wide range of peoples and cultures. Once largely
]VQÅML ]VLMZ \PM 3QVOLWU WN /ITQNIZ \WLIa
Khorvaire is split into many nations—some old,
others newborn from the crucible of war.
This chapter provides an overview of the
nations of Khorvaire, along with a glimpse of
common life, magic, religion, and the world—
and planes—that lie beyond it.
CHAPTER 2 | 21
NATIONS OF EBERRON The Treaty of Thronehold WٻKQITTa MVLML
the Last War. The treaty recognized the following
This section provides an overview of the nations nations as sovereign states: Aundair, Breland,
of Khorvaire. The focus is on what you need to
Darguun, the Eldeen Reaches, Karrnath, the
know to create characters and NPCs from these
Lhazaar Principalities, the Mror Holds, Q’barra,
places. If you want more details on the culture,
the Talenta Plains, Thrane, Valenar, and Zilargo.
history, and geography of the nations, you can
These nations abide by a common set of laws
ÅVL ILLQ\QWVIT ZM[W]ZKM[ QV IXXMVLQ` ) )[ aW] OW and maintain diplomatic relations. The Demon
forward, here’s a few useful things to bear in mind.
Wastes and Shadow Marches are regions that
The Five Nations. Aundair, Breland, Cyre,
PI^M VW ]VQÅML OW^MZVUMV\ _PQTM ,ZWIIU PI[
Karrnath and Thrane are collectively referred
declared itself to be a nation but has yet to be
to as the Five Nations. These nations formed the
recognized by the others.
PMIZ\ WN \PM 3QVOLWU WN /ITQNIZ IVL _PQTM MIKP Getting Around. The Five Nations are
has a unique cultural identity they are built on
KWVVMK\ML Ja IV M`KMTTMV\ [a[\MU WN ZWIL[ IVL
this shared foundation. Families are spread across
travelers can always make their way by horse
the Five Nations; the rulers of the Five Nations
or coach. Major cities are tied together by the
are tied to the Wynarns, the royal bloodline of
lightning rail of House Orien, which allows you
/ITQNIZ ,M[XQ\M \PMQZ LQٺMZMVKM[ IV )]VLIQZQIV to avoid the perils—and tedium—of the roads.
has more in common with a Thrane than they do
If speed is an issue, you can book passage on a
with a Zil gnome or a Lhazaar pirate.
Lyrandar airship. This is the fastest way to travel,
Aside from Cyre—which was destroyed in the
J]\ IT[W \PM UW[\ M`XMV[Q^M :MNMZ \W \PM ¹5IOQK
Last War—the Five Nations remain the largest
in Khorvaire” section for more travel options.
and most powerful countries in Khorvaire.
22 CHAPTER 2 | NATIONS OF EBERRON
AUNDAIR nations. There’s a cleansing stone in
every village, and you might encounter
IVQUI\ML NIZUQVO MY]QXUMV\ QV \PM ÅMTL[
Capital: Fairhaven
The Knights Arcane are an elite unit
Noted for Arcane magic, cheese, education,
of eldritch knights, and the Royal Eyes
fashion, grains, wine
of Aundair are spies that specialize in
divination magic.
Aundair is a realm of grand cities surrounded
by fertile farmlands. Its legendary founder was • House Lyrandar is based on the island
of Stormhome, and House Orien has
devoted to the acquisition of knowledge and
\PM [\]La WN UIOQK IVL \PM ÆWI\QVO \W_MZ[ its ancestral seat in the city of Passage.
WN )ZKIVQ` IZM \PM ÅVM[\ QV[\Q\]\M NWZ Ua[\QKIT Aundair is also home to Baron Jorlanna
study in Khorvaire. Magic is a part of daily life d’Cannith of the House of Making.
throughout the Five Nations, but it is especially • Some Aundairian nobles are bound by
common in Aundair; the nation produces more arcane pacts handed down through the
magewrights and wandslingers than any other. generations. Only remarkable heirs—
From the nobles in the towers of Fairhaven to such as player characters—develop the
the common folk working the vast vineyards of full powers of a warlock. Most such lines
Bluevine, Aundairians value wit and wisdom. IZM \QML \W IZKPNMa J]\ aW] KW]TL M`XTWZM
)]VLIQZQIV[ XZMNMZ ÅVM[[M \W JZ]\M NWZKM IVL other paths.
IXXZMKQI\M K]VVQVO _WZLXTIa IVL ÅVM NI[PQWV[
The Sovereign Host is the dominant faith of
Aundair, with a particular devotion to Aureon. AUNDAIRIAN CHARACTERS
However, the Silver Flame also has a deeply Regardless of your Intelligence score, if you’re an
devoted following—some might say overzealous Aundairian you’re sure you’re the smartest person
WZ M`\ZMUM in the room. Consider the following things.
Aundair is ruled by Queen Aurala ir’Wynarn. Arcane Talent. If you’re not going to play
Aurala is a just ruler, but she has never a magical class, consider being a high elf or a
IJIVLWVML \PM LZMIU WN I /ITQNIZ ZM]VQ\ML variant human with the Magic Initiate feat.
under her rule. While Aundair is a small nation, ?PM\PMZ aW] TMIZV WٺMV[Q^M KIV\ZQX[ IVL ÅOP\
its arcane superiority allowed it to hold its own as a wandslinger or pick up a few practical
during the Last War. Many believe Aurala tools (prestidigitation, mending, mage hand), every
Q[ XZM[[QVO )ZKIVQ` \W LM^MTWX JI\\TM UIOQK Aundairian should know a little magic.
that will ensure Aundair’s victory in whatever Magic Beats Mundane. Why use your hand
KWVÆQK\[ TQM IPMIL when you could use mage hand? Who still uses a
JW_ _PMV aW] KW]TL ][M I _IVL' ¹Sovereigns above,
INTERESTING THINGS ABOUT AUNDAIR Wyllis. We’re days away from the Eleventh Century and
you’re still shooting people with pointed sticks?”
• <PM ÆWI\QVO \W_MZ[ WN )ZKIVQ` IZM I KMV\MZ
Show Some Style. Don’t settle for common
for mystical research. Bear in mind that
clothes and a squalid meal when you could wear
many of its sages specialize in ritual magic
ÅVM glamerweave and drink the best wine. If you’re
IVL IJ[\ZIK\ \PMWZa# Q\¼[ VW\ ÅTTML _Q\P PQOP I ÅOP\MZ NWK][ WV ÅVM[[M IVL ,M`\MZQ\a QV[\MIL
level wizards.
of crude strength. And never miss an opportunity
• Arcane magic is tied into many aspects for a clever quip.
of Aundairian life—more so than other
CHAPTER 2 | AUNDAIR 23
BRELAND <PM *WZWUIZ TMILMZ[PQX IZM PITÆQVO[ _Q\P
ties to the Talenta Plains. Other notable
criminal organizations include the monsters
Capital: Wroat
of Daask and House Tarkanan, an alliance
Noted for Industry, manufactured goods,
of assassins and thieves with aberrant
metalwork, processed ore; organized crime,
dragonmarks.
subterfuge
• Breland’s major cities are especially
KW[UWXWTQ\IV ,]M \W Q\[ XZW`QUQ\a \W
In the wake of the Last War, Breland is one
Droaam, its cities include more monsters—
of the most powerful nations in Khorvaire.
Possessing a large population and abundant ogres, orcs, goblins, and even sahuagin,
resources, Breland leads the Five Nations in harpies, and gargoyles—then are seen
industry. elsewhere in the Five Nations.
The Brelish are known for their pragmatism • Breland has accepted more Cyran refugees
and independence. They lack the discipline of than any other nation. The largest refugee
Karrns or the faith of the Thranes, but they camp, New Cyre, has a population of over
M`KMT I\ ÅVLQVO VM_ IVL QVVW^I\Q^M [WT]\QWV[ four thousand and is being converted into
to problems. The Brelish also have a talent a town. Prince Oargev of Cyre considers
for intrigue and subterfuge. The King’s Dark PQU[MTN I SQVO QV M`QTM J]\ MٺMK\Q^MTa PM¼[
4IV\MZV[ IZM WVM WN \PM ÅVM[\ QV\MTTQOMVKM the mayor of this town.
agencies in Khorvaire, rivaled only by House
Phiarlan and the Trust of Zilargo. The dark side
of all of these things is a strong streak of cynicism, BRELISH CHARACTERS
_PQKP ITTW_[ KZQUM IVL KWZZ]X\QWV \W ÆW]ZQ[P As you develop a Brelish character or NPC,
in Brelish cities and churches. The Sovereign consider the following.
Host is the dominant religion of Breland, but Slightly Shady. Many Brelish have a loose
in general the Brelish aren’t as devout as their relationship with the law. Even if you’re a hero,
cousins in other nations. you may have a few questionable connections
King Boranel ir’Wynarn of Breland rules in or friends in low places. Backgrounds such as
conjunction with an elected parliament. Boranel KZQUQVIT WZ KPIZTI\IV [Xa IZM I _Ia \W ZMÆMK\
Q[ I XWX]TIZ TMILMZ KMTMJZI\ML NWZ PQ[ M`XTWQ\[ this, regardless of your class. You could also be a
during the Last War. But his children have yet folk hero who’s challenged the laws to protect the
to prove themselves, and there is a growing innocent, or an entertainer who’s played in every
movement that advocates abandoning royal rule dive in Sharn.
when Boranel passes. Innovative and Independent. Find your
own path in the world; don’t simply follow. As
INTERESTING THINGS ABOUT BRELAND a cleric you might challenge your church and
follow your own divine revelations. As an arcane
• The great city of Sharn is the largest
caster you could search for new techniques or to
metropolis in Khorvaire. The City of
unravel forgotten secrets.
Towers is almost a nation in its own right
Practical. Whether it’s about fashion, food, or
and is a hub for commerce and intrigue. conversation, the Brelish tend to be practical and
Chapter 6 provides more information on
pragmatic. Why spend a fortune on a fancy meal
Sharn.
when a simple one will do? You’ll use whatever
• The Boromar Clan is the oldest and most tool gets the job done, and you don’t see a need
powerful criminal organization in Breland. NWZ ]VVMKM[[IZa ÆIQZ
24 CHAPTER 2 | BRELAND
CYRE (THE MOURNLAND) INTERESTING THINGS ABOUT CYRE
• Cyre was the ancestral seat of the
Capital: Metrol (destroyed)
Noted for )Z\QÅKM IZ\ RM_MTZa U][QK WZI\WZa dragonmarked House Cannith, the house
of Making. The house maintained arcane
philosophy; creativity, versatility
workshops across Cyre. Who knows what
treasures wait in Cannith vaults for those
Destroyed at the end of the Last War, Cyre now who brave the dangers of the Mournland?
WVTa M`Q[\[ QV \PM PMIZ\[ WN \PM ZMN]OMM[ [KI\\MZML
• Stories say communities of warforged live
across Khorvaire.
Before the war, Cyre was the seat of the kings in the Mournland, including the insurgent
IVL Y]MMV[ WN /ITQNIZ <PM _MIT\P WN \PM SQVOLWU called the Lord of Blades.
ÆW_ML \PZW]OP +aZM IVL Q\ _I[ I VM`][ NWZ • ?PQTM VW\ I[ ÆIUJWaIV\ I[ )]VLIQZ
commerce and culture. By tradition, Cyre’s Cyran fashions involved bright colors
Princess Mishann had the rightful claim to the and glamerweave. Some have made a
\PZWVM WN /ITQNIZ ?PQTM +aZIV[ \ISM XZQLM \PI\ point of continuing this custom. Others
they alone were in the right in the Last War, they wear clothing cut in the Cyran style, but
unquestionably lost more to the war than any entirely in black; this is generally known as
other nation. As a Cyran, you stand on the moral ¹5W]ZVQVO _MIZ º
PQOP OZW]VL J]\ \PI\ UIa WٺMZ TQ\\TM KWUNWZ\
Cyrans like to say that their culture represents
\PM JM[\ \PI\ /ITQNIZ PIL \W WٺMZ° _PQKP Q[ CYRAN CHARACTERS
to say, a little bit of everything. Cyrans value When creating a character from Cyre, consider
diversity and versatility, both in talents and the following.
thought. Cyre couldn’t match Karrnath in What Have You Lost? Did you lose wealth
martial discipline or Aundair in the arcane or status? Did you have family or loved ones lost
arts, but as a nation it was characterized by the in the Mourning? Did you lose something you
ÆM`QJQTQ\a WN Q\[ NWZKM[ could one day recover from the Mournland—
While the Sovereign Host was the dominant arcane research, an heirloom artifact? Consider
NIQ\P WN +aZM \PM ;QT^MZ .TIUM PIL I [QOVQÅKIV\ the impact this has on your background. As a
following. Many survivors have questioned their Cyran noble or soldier, your estates have been
faith in the wake of the Mourning, but some lost and your army scattered; but you still have
believe that this is a divine trial and a time when the respect of your comrades or peers.
faith is needed more than ever. What Do You Hold Onto? Do you have a
Queen Dannel ir’Wynarn was in Metrol on trinket that embodies Cyre for you? Is your wand
the Day of Mourning and is presumed to be or weapon an heirloom of your family? As an
dead. Her son Prince Oargev ir’Wynarn holds entertainer or guild artisan, are you preserving a
court in New Cyre, a massive refugee camp set particular Cyran tradition?
up in Breland. Some refugees support Oargev What Drives You? Are you determined
and the dream of a restored Cyre, while others to solve the mystery of the Mourning? Do
prefer to focus on the future instead of trying to you want to help other refugees? Or are you
reclaim the past. As a Cyran you should decide only concerned with your personal survival? Is
whether you hold tight to your national identity, there something you want to recover from the
or whether consider yourself to be an adventurer Mournland, or would you prefer to never set foot
without a nation. in it again? Do you hold a grudge against the
nations that fought against Cyre in the war, or
are you only concerned with the future?
CHAPTER 2 | CYRE (THE MOURNLAND) 25
DARGUUN NWZU WN \PM ,IZS ;Q` 0W][M ,MVMQ\P QV\ZWL]KML
<ZILQ\QWVITTa \PM /PIIT¼LIZ _WZ[PQXXML I
the Sovereign Host to the region, and some
Capital: Rhukaan Draal
Noted for /WJTQVWQL UMZKMVIZQM[ goblins have embraced this faith, especially Dol
Dorn, Dol Arrah, and Balinor.
/WJTQV[ IVL \PMQZ SQV PI^M IT_Ia[ JMMV XIZ\
of Khorvaire. Their ancient empire spread INTERESTING THINGS ABOUT DARGUUN
across the lands now held by the Five Nations,
• Rhukaan Draal is the largest city in
and many human cities are built on goblin Darguun. As the goblins have little
foundations. This empire collapsed into savagery,
interest in the laws of the Five Nations,
and when humanity arrived, goblins were driven
Rhukaan Draal is a haven for fugitives and
NZWU \PMQZ IVKM[\ZIT TIVL[ WZ MV[TI^ML /ITQNIZ
smugglers.
ended the practice of slavery. But goblins have
• House Deneith has a strong presence in
long been a disenfranchised people, living in
Darguun. While no one will employ goblin
the shadows of the Five Nations or in wild lands
armies in the wake of Haruuc’s betrayal,
shunned by humans.
smaller units of goblin mercenaries are
The land that’s now Darguun was once part
valued for their ferocity and skills.
of Cyre. The hobgoblin clans known as the
/PIIT¼LIZ _MZM JI[ML QV \PM ;MI_ITT 5W]V\IQV[
but during the Last War the demand for DARGUUL CHARACTERS
mercenaries drew an ever-increasing number of
OWJTQV[ W]\ WN \PM UW]V\IQV[ \W ÅOP\ NWZ +aZM IVL Darguun is a logical point of origin for goblin,
Breland. Late in the war a brilliant hobgoblin hobgoblin, or bugbear characters. When creating
named Haruuc recognized that the goblins I /PIIT¼LIZ KPIZIK\MZ NZWU ,IZO]]V KWV[QLMZ
had become the dominant power in the region. the following.
=VQ\QVO \PM /PIIT¼LIZ ]VLMZ PQ[ JIVVMZ 0IZ]]K Constant Struggle. )UWVO \PM /PIIT¼LIZ
seized the territory he was supposed to protect. you are constantly forced to prove your strength
The Five Nations were unprepared, and Breland and skill or to cede dominance to others.
quickly negotiated an alliance with Haruuc to /PIIT¼LIZ ZIZMTa SQTT QV I KI[]IT JI\\TM# aW] UIa
secure the border. Cyre fought the goblins until ÅOP\ \W XZW^M I XWQV\ J]\ SQTT WVTa _PMV aW] U][\
the Day of Mourning, but when the Treaty of Loyal to Your Clan. While you may challenge
Thronehold was forged the majority of delegates your peers in times of peace, when blades are
chose to recognize the new nation of Darguun to drawn you stand by your clan—or those allies
ensure peace. you have bonded with—until death. Note that
Darguun is a young and volatile nation. \PM /PIIT¼LIZ IZM IV ITTQIVKM WN KTIV[" \PQ[ TWaIT\a
It is ruled by the hobgoblin Lhesh Haruuc LWM[V¼\ M`\MVL \W _IZZQWZ[ WN other clans.
Sharaat’kor. Haruuc remains a brilliant Muut and Atcha. Your ancestors once forged
strategist and tactician, but many wonder if IV MUXQZM M^MV OZMI\MZ \PIV /ITQNIZ 8MZPIX[
he can maintain the web of alliances that hold you believe that your people can reclaim this lost
\PM /PIIT¼LIZ \WOM\PMZ IVL _PM\PMZ PM WZ PQ[ glory. The Dhakaani were renowned for their
people will be content to abide by the terms of the martial skill, but also for their discipline. Muut
treaty. And there are stories of other goblins still ZW]OPTa \ZIV[TI\M[ \W ¹L]\aº¸aW]Z L]\a \W aW]Z
PQLLMV QV \PM UW]V\IQV[¸\PM MVQOUI\QK ¹0MQZ[ empire, your clan, your commander. Muut is
of Dhakaan,” who could pose a threat both to the M`XMK\ML# QN aW] PI^M VW U]]\ aW] PI^M VW XTIKM
goblins and Khorvaire itself. in battle. Atcha Q[ KTW[MZ \W ¹PWVWZº# Q\ Q[ aW]Z
personal honor, gained by doing virtuous deeds
\PI\ OW JMaWVL \PM M`XMK\I\QWV[ WN U]]\
26 +0)8<-: d ,):/==6
THE DEMON WASTES INTERESTING THINGS
Capital: None ABOUT THE WASTES
Noted for Fiends, pestilence, violence
• Stories tell of the lost city of Ashtakala, a
KQ\ILMT WN ÅMVL[ [\QTT XWX]TI\ML Ja ZIS[PI[I[
Rivers of lava cut across plains of black sand
The libraries of Ashtakala contain arcane
and volcanic glass. The only vegetation you can
secrets and details about the Draconic
see is blood-red moss and a thick layer of slime,
Prophecy and its vaults hold untold
and that appears to be moving. A jagged rock treasures.
NWZUI\QWV UQOP\ JM I XQMKM WN IV IVKQMV\ _ITT°
or perhaps that’s just your imagination. • The Demon Wastes contain portals to
3PaJMZ¸[XMKQÅKITTa \W LMUQXTIVM[
This is the Demon Wastes. Tens of thousands
WN aMIZ[ IOW ÅMVL[ Z]TML 3PWZ^IQZM <PQ[ ZMOQWV within Khyber. These are similar to the
layers of the Abyss in the core cosmology,
was the seat of power of some of the mightiest
IZKPÅMVL[ PWTLQVO KQ\QM[ WN ZIS[PI[I[ IVL unearthly realms populated by demons.
<PM /PII[P¼SITI ZIQL \PM[M LMUQXTIVM[ \W
demons. These foul spirits were bound long ago,
but their power still lingers in this place. Vile get the supplies they need to survive.
creatures continue to crawl up from the depths of
Khyber. And there are a handful of primordial CHARACTERS FROM THE WASTES
Z]QV[ [][\IQVML Ja LIZS UIOQK° Z]QV[ \PI\ UIa
[\QTT JM PWUM \W ÅMVL[ IVL \PMQZ \ZMI[]ZM[ If you’re from the Demon Wastes, you likely fall
A mountain range known as the Labyrinth into one of two categories.
separates the Demon Wastes from the Eldeen Ghaash’kala. You’ve been raised in one of
Reaches. Due to ancient warding magic, any the harshest lands in Eberron and spent your
foul thing that wishes to leave must pass through MV\QZM TQNM JI\\TQVO ÅMVL[ ?Pa PI^M aW] TMN\ aW]Z
the Labyrinth. These passes are guarded by the post? Have you had a vision from Kalok Shash?
/PII[P¼SITI \ZQJM[ WN WZK[ [_WZV \W KWV\IQV \PM Are you pursuing a rogue demon? Have you
M^QT[ WN \PM ?I[\M <PM /PII[P¼SITI _WZ[PQX I been given a quest by the leader of your tribe?
version of the Silver Flame that they call Kalok 5W[\ WN \PM /PII[P¼SITI IZM WZK[ WZ PITN WZK[
Shash; they consider the people of the Five They’re deeply devoted to their faith and might
Nations to be soft and naive. be paladins (Vengeance or Devotion), clerics
The Carrion Tribes are savage barbarians (Life, Light, or War) or Zealot barbarians.
who dwell in the Wastes. Each tribe is devoted Hermit and outlander are logical backgrounds:
\W WVM WN \PM IZKPÅMVL[ IVL \PMa MVOIOM QV you know little about the ways of civilization, but
MVLTM[[ JI\\TM[ IOIQV[\ \PM /PII[P¼SITI IVL \PM you have have insights and the skills to survive in
other Carrion Tribes. These people are mostly the harshest environments.
humans, but there are corrupted orcs, half-orcs, Carrion Tribes. Why have you left the
IVL \QMÆQVO[ UQ`ML QV ITWVO _Q\P I PIVLN]T WN Wastes? Have you turned your back on the vile
other races represented. The Carrion Tribes are traditions of your demon-worshipping clan?
savage and cruel, and know almost nothing about 7Z IZM aW] \PM KPIUXQWV WN WVM WN \PM ÅMVLQ[P
the world beyond the Labyrinth. Overlords—but sworn to hunt down and destroy
the servants of a LQٺMZMV\ IZKPÅMVL _PW XW[M[
a more immediate threat to Khorvaire? Either
way, you are a stranger in a strange land: a
savage used to a constant battle for survival in a
world shaped by demons.
CHAPTER 2 | THE DEMON WASTES 27
DROAAM INTERESTING THINGS ABOUT DROAAM
• <PM KQ\a WN /ZIa_ITT TQM[ WV \PM JWZLMZ
Capital: <PM /ZMI\ +ZIO
between Droaam and Breland. The second-
Noted for Monstrous mercenaries, byeshk
largest city in Droaam, it is a center for
trade, a haven for Brelish criminals, and
Droaam is a nation of monsters. It is ruled by
a place where monsters and humans can
the Daughters of Sora Kell. Each of these three
meet on largely neutral ground.
hags is a legend in her own right, the subjects of
• <PM >MVWUW][ ,MUM[VM Q[ KQ\a WN \QMÆQVO[
tales used to frighten children. Eleven years ago
\PMa TIQL KTIQU \W \PM TIVL[ _M[\ WN \PM /ZIa_ITT on the western shore of Droaam. It is the
TIZOM[\ \QMÆQVO KWUU]VQ\a QV 3PWZ^IQZM
Mountains and founded the nation of Droaam.
While these barren lands were claimed by with arcane traditions developed over the
*ZMTIVL /ITQNIZ PIL VM^MZ \IUML \PQ[ _QTL course of thousands of years.
region. It had long been a haven for host of • Droaam uses the supernatural abilities of
KZMI\]ZM[ /VWTT[ WZK[ IVL OWJTQV[ IZM \PM UW[\ its citizens as tools, just as the Five Nations
common, but ogres, trolls, harpies, minotaurs, use arcane magic. The Daughters of Sora
UML][I[ \QMÆQVO[ KPIVOMTQVO[ TaKIV\PZWXM[ Kell keep their people fed with troll sausage
and many more dwell in this region. In the past and use harpy’s song to quell brawls. Think
these creatures fought one another more often about how a monster’s natural powers
than they raided human settlements. Under could be put to practical use.
the leadership of the Daughters of Sora Kell,
\PMa PI^M JMMV OQ^MV VM_ X]ZXW[M° IVL \PM
Daughters use an army of ogres and war trolls DROAAMITE CHARACTERS
to maintain order. To date, the other nations of 5QVW\I]Z[ WZK[ OVWTT[ \QMÆQVO[ KPIVOMTQVO[
Khorvaire have refused to recognize Droaam, and other monstrous species all have a place
and it was not part of the Treaty of Thronehold. in Droaam. Consider these when making a
Most people believe that it can’t last—that even Droaamite character.
the Daughters can’t hold this disparate alliance ?PI\ 5ISM[ AW] ,QٺMZMV\' The people of
together—but currently it is stronger than ever. Droaam aren’t just humans with horns or green
Droaam works closely with House Tharashk, skin. Think about the strengths of your people
selling the services of monstrous soldiers and IVL _PI\ UISM[ aW] LQٺMZMV\ NZWU P]UIVQ\a
laborers and bysehk ore, a form of metal with both physically and culturally.
magical properties. Beyond that, it is a frontier Are You Proud? Many citizens of Droaam
VI\QWV \PI\ Q[ [\QTT M`XIVLQVO )[ ,ZWIIU are proud of their nation. You know that the rest
isn’t bound by the Treaty of Thronehold, it’s WN 3PWZ^IQZM KWV[QLMZ[ aW] \W JM I ¹UWV[\MZº 1V
become a haven for war criminals and deserters, Droaam, you are going to prove to them that you
along with other criminals and mages pursuing and your kind are capable of things humanity
forbidden paths of magic. can’t even imagine. Or you might ignore this big
Many of the monsters that make up Droaam picture and be driven solely by your personal
have their own unique subcultures. Most worship desires or the goals of your family or warlord.
\PM ,IZS ;Q` J]\ \PMZM IZM W\PMZ ZMTQOQW][ Backgrounds. The creatures of Droaam are
traditions as well. very diverse. A Droaamite kobold might be an
urchin rogue. A minotaur could be a outlander
barbarian with little knowledge of the outside
_WZTL _PQTM I \QMÆQVO _IZTWKS KW]TL JM I [IOM
well versed in history and arcana.
28 CHAPTER 2 | DROAAM
THE ELDEEN REACHES • Varna is the largest city in the Reaches
and the seat of the dragonmarked House
Capital: <PM /ZMMVPMIZ\ Vadalis.
Noted for Agriculture, animal husbandry,
druidic magic
ELDEEN CHARACTERS
Druidic traditions are important to the people of
A stretch of fertile farmlands borders a vast,
]V\IUML NWZM[\ .IZUMZ[ \MVL \W \PM ÅMTL[ _PQTM the Eldeen Reaches. Even if you’re not a druid,
aW] UIa NWTTW_ WVM WN \PM[M Å^M XI\P[ )[ I
tribes of shifters and circles of druids and rangers
variant human, you could take the Magic Initiate
roam the woods. These are the Eldeen Reaches.
feat to learn a little druidic magic.
Druids and shifters have dwelt in the Towering
Most of these traditions work with the druidic
Woods for thousands of years, but the eastern
Circles of Land, Moon and Shepherd; Beast
farmlands of the Reaches were part of Aundair
Totem barbarians; clerics with the Nature
until the Last War. The lords of Aundair
NWK][ML \PMQZ ZM[W]ZKM[ WV \PM _IZ MٺWZ\ domain; or rangers with the Hunter or Beast
Master archetypes. Other classes or archetypes
ignoring banditry and other problems faced
especially suited to a path are called out below.
by the farmers of the east. The Wardens of the
The Wardens of the Wood seek to maintain
Wood—largest of the druid sects—came to the
the balance between nature and civilization,
aid of these farmers. Fifty years ago, the people of
protecting each from the other.
eastern Aundair seceded and formed the Eldeen
The Greensingers see the magic of the fey
Reaches. The Reaches were recognized as a
as a part of nature. They honor the archfey that
nation by the Treaty of Thronehold, but many
PI^M QVÆ]MVKM QV \PMQZ ZMOQWV[ IVL \Za \W TQ^M QV
fear Aundair will try to reclaim the region.
harmony with other fey creatures. Bards and
Druidic magic is a central part of life in the
archfey warlocks are often found among the
Eldeen Reaches. Most of its people seek to
/ZMMV[QVOMZ[ IVL \PM +QZKTM[ WN ,ZMIU[ _WZS[
live in harmony with the natural world, and
_MTT NWZ /ZMMV[QVOMZ LZ]QL[
communities have a druidic advisor who helps
The Gatekeepers protect the natural world
with planning and planting. The Towering
from unnatural threats, such as aberrations and
Woods are also home to tribes of shifters, who
UIQV\IQV I VWUILQK M`Q[\MVKM <PM ?IZLMV[ WN ÅMVL[ <PMa UIQV\IQV IVKQMV\ _IZL[ \PI\ JQVL
the daelkyr in Khyber. Horizon Walker rangers
the Wood maintain order and settle disputes,
IVL )VKM[\ZIT /]IZLQIV JIZJIZQIV[ Å\ QV PMZM
IVL \PM /ZMI\ ,Z]QL 7ITQIV¸IV awakened
The Ashbound are champions of the natural
greatpine—is the spiritual leader of the Reaches.
_WZTL IVL ÅOP\ IVa\PQVO \PI\ \PZMI\MV[ Q\ 5IVa
INTERESTING THINGS of them consider arcane and even divine magic
to be such a threat. Ashbound sometimes attack
the holdings of dragonmarked houses and seek to
ABOUT THE REACHES release bound elementals. Barbarians are often
• The fey have a strong presence in the found among the Ashbound, and Berserker and
Towering Woods. The region with the Storm Herald are logical paths.
The Children of Winter believe that death
strongest ties to the Faerie Court is called
The Twilight Demesne. is a natural part of life. This leads them to
ÅOP\ ]VLMIL J]\ IT[W \W \ISM IK\QWV[ \PI\ K]TT
• <PM /TWIUQVO is a region with strong ties
\PM _MIS IVL [\ZMVO\PMV []Z^Q^WZ[ -`\ZMUQ[\[
to Mabar. It’s charged with negative energy
have spread plagues, especially in large cities.
IVL ÅTTML _Q\P [QVQ[\MZ \PQVO[
?IZTWKS[ IVL /TWWU ;\ITSMZ ZIVOMZ[ KIV JM I
OWWL Å\
CHAPTER 2 | THE ELDEEN REACHES 29
KARRNATH there is still a strong following for the Blood
WN >WT )\]Z \PM [W KITTML ¹+Q\a WN 6QOP\º
is the faith’s stronghold in Karrnath.
Capital: Korth
Noted for Ale, dairy, glass, livestock, lumber, • The Nightwood is a massive forest with a
XIXMZ \M`\QTM[# ]VLMIL UIZ\QIT LQ[KQXTQVM close tie to the Plane of Mabar. Monsters
and undead sometimes slip out of the
The people of Karrnath are stoic and grim. Nightwood to threaten the surrounding
Karrnath is a nation of storms and long winters, regions.
and Karrns are accustomed to enduring hardship • The laws of Karrnath are harsher than
without complaint. those of the other Five Nations, closer to a
First and foremost, Karnath is known for state of martial law.
its military tradition. Strength, strategy, and
• King Kaius III is a strong proponent of
discipline are the core values of Karrnath.
peace, but many of the local warlords are
?PQTM 3IZZVI\P¼[ [WTLQMZ[ UIa JM \PM ÅVM[\ QV certain Karrnath could and should unite
the Five Nations, they lack the magical support
/ITQNIZ IVL \PMZM IZM _PQ[XMZ[ WN I KW]X
of Aundair or Thrane, which evened the odds
during the Last War. Nonetheless, Karrns are
proud of their martial history, and most are KARRNATHI CHARACTERS
convinced that they would have eventually won
Karrns are somber folk, and generally disapprove
the Last War.
3IZZVI\P []ٺMZML I [MZQM[ WN [M^MZM NWWL WN M`\ZI^IOIVKM WZ M`KM[[Q^M [PW_[ WN MUW\QWV
As you develop a Karrnathi character or NPC,
shortages and plagues early in the Last War. This
consider the following.
caused the king to embrace the Blood of Vol as
Military Service. Karrns have a strong
the national religion. The priests of this faith
tradition of military service, and soldier or sailor
bolstered Karrnath’s forces with undead. The
are appropriate backgrounds for any character.
current King, Kaius ir’Wynarn III, broke ties
The laws of Karrnath are harsh, and criminals
with the Blood of Vol and has stopped creating
VM_ ]VLMIL J]\ 3IZZVI\P [\QTT PI[ I [QOVQÅKIV\ IVL KPIZTI\IV[ PI^M I LQٻK]T\ \QUM PMZM <PM
Martial Adept feat is a way to give a character a
number of skeletons and zombies in service.
[\ZWVO [MV[M WN UQTQ\IZa M`XMZQMVKM
Many Karrns still follow the faith of the Blood of
Martial Tradition. Karrnathi tradition
Vol and approve of the use of undead, but just
emphasizes teamwork, focus, and force. Heavy
as many feel that this disgraces Karrnath’s proud
UQTQ\IZa PQ[\WZa° IVL \PI\ \PM VMKZWUIVKMZ[ armor and weapons are prefered. Battlemasters
and Champions are both sound archetypes for
themselves might have been responsible for the
ÅOP\MZ[ _PQTM 3IZZVI\PQ _QbIZL[ IZM \aXQKITTa
famines and plagues.
Evokers or Necromancers. Heavy Armor Master,
INTERESTING THINGS ABOUT Sentinel, and Tough are all logical feats for
Karrnathi warriors; Polearm Master or Shield
Master are also appropriate, depending on
KARRNATH personal preference.
The Dead. Undead soldiers have served in
• Rekkenmark Academy is the premier
Karrnath’s armies for decades. How do you feel
military institute in Khorvaire; prior to the
4I[\ ?IZ ITT WN /ITQNIZ¼[ WٻKMZ[ \ZIQVML I\ about the undead? Are you a follower of the
Blood of Vol who considers the undead to be a
Rekkenmark.
practical tool? Do you have a relative or friend
• The Sovereign Host has regained its place currently serving? Or do you despise the Blood of
as the dominant religion of Karrnath, but
Vol and the use of necromancy?
30 CHAPTER 2 | KARRNATH
THE LHAZAAR PRINCIPALITIES Tide, a domain founded by changelings.
However, changelings are found across the
Principalities and the Lhazaar are generally
Capital: Regalport
Noted for ;PQX[ Å[P UMZKMVIZQM[ UMZKPIV\[ used to them.
pirates • The Wind Whisperer principality includes
a number of half-elves with the Mark of
;\WZU¸M`KWZQI\M[ IVL NW]VLTQVO[ _Q\P
This loose confederacy of pirate lords, merchant
princes, and sea barons holds the northeastern no tie to House Lyrandar. The Wind
Whisperers want to obtain airships, by any
coastline of Khorvaire and the many islands
scattered across it. While they were recognized as means necessary.
an allied nation under the Treaty of Thronehold, • Dreadhold is an infamous island prison
the Principalities are a loose alliance. Each island maintained by House Kundarak. Said to
domain has its own traditions, values, and goals— be inescapable, Kundarak houses both
and each has a long list of vendettas and feuds infamous criminals and mystical threats.
with other princes. Beyond this, anyone who can
win the support of enough ships and people can
claim a principality; if you want to establish your LHAZAAR CHARACTERS
own tiny kingdom, this is the place to do it. As you develop a Lhazaar character or NPC,
<PM 4PIbIIZ IZM \PM ÅVM[\ [IQTWZ[ QV 3PWZ^IQZM consider the following.
During the Last War, they served all nations as Seafarers and Swashbucklers. Most
privateers and engaged in piracy on the side. Lhazaar spend more time at sea than they do
With the end of the Last War they’ve largely on land. Sailor is an appropriate background
returned to the merchant trade, but there are still for any Lhazaar, but you can also ask your DM
pirates on the open seas. QN aW] KIV [_Q\KP I \WWT XZWÅKQMVKa NWZ ^MPQKTM[
The Lhazaars value their independence. This _I\MZ XZWÅKQMVKa 4PIbIIZ IZM ÆIUJWaIV\
is a place where anyone can rise to captain a people with little concern for the law, so
ship or even seize a principality. Leadership charlatan, criminal, entertainer, and folk hero
is something earned, not given. High Prince are all strong backgrounds.
Ryger ir’Wynarn of Regalport seeks to forge Local Customs. Each principality is unique.
\PM 8ZQVKQXITQ\QM[ QV\W I ]VQÅML NWZKM 0M PI[ Each has its own martial traditions, fashions,
\PM ÅVM[\ ÆMM\ IVL Q\ _I[ PQ[ MٺWZ\[ \PI\ [I_ \PM IVL [TIVO <PQVS IJW]\ PW_ aW]Z KPWQKM[ ZMÆMK\
8ZQVKQXITQ\QM[ ZMKWOVQbML I\ <PZWVMPWTL° NWZ your principality. Your dwarf barbarian could
_PQKP PM OI^M PQU[MTN \PM \Q\TM WN ¹0QOP 8ZQVKM º be one of the savage Cloudreavers. Your dashing
But so far, the other princes have rejected his swashbuckler rogue could be a colorful Wind
proposals for a greater union. Whisperer. The Bloodsail elves have a strong
There are principalities devoted to the Blood \ZILQ\QWV WN VMKZWUIVKa° IV M`KMTTMV\ UI\KP NWZ
of Vol and a few that favor the Sovereign Host. your elf wizard. There are many principalities,
Beyond this, the Lhazaar show little enthusiasm and you can always work with your DM to
for religion, though many will curse the Devourer LM^MTWX WVM \PI\ Å\[ aW]Z KPIZIK\MZ
when a storm comes. Big Dreams. Whatever their circumstances,
the people of the Principalities are always looking
INTERESTING THINGS ABOUT LHAZAAR \W \PM N]\]ZM ?PI\ Q[ Q\ aW] _IV\' <W ÅVL I
forgotten treasure hoard? To command your
• The Lhazaar Principalities have the largest
own ship? To take your place as a prince? Think
changeling population in Khorvaire. Many
big, and chase your dreams.
WN \PM[M IZM KWVKMV\ZI\ML QV \PM /ZIa
CHAPTER 2 | THE LHAZAAR PRINCIPALITIES 31
THE MROR HOLDS • The Ironroot Mountains have long been
home to the Jhorash’tar, a clan of orcs.
The Jhorash’tar have been slowly driven
Capital: Krona Peak
into the least hospitable regions of the
Noted for Dwarves, banking, mining (precious
mountains. A few of the clans are seeking
and nonprecious metals), metalwork
to incorporate the Jhorash’tar into Mror
society, while others wish to drive them out
Long ago, the Mror Lords were forced to swear once and for all.
NMIT\a \W 3IZZVI\P IVL /ITQNIZ 1V \PM MIZTa LIa[
• There used to be a thirteenth royal clan.
of the Last War, they declared their independence
and the sovereignty of the Mror Holds. That Four hundred year ago, the dwarves of
declaration was less than a century ago and that Noldrunhold were wiped out; no one knows
makes it fresh in the mind of many dwarves. The if this was the work of the Jhorash’tar, a
Mror are proud of the wealth of their nation and rival clan, or some force from below the
mountains. Other clans have tried to claim
the talents of their smiths, of the skills of their
warriors and the strength of their impregnable the Noldrun lands, but this has always met
fortresses. The Mror star is rising. with disaster.
?PMV P]UIVQ\a ÅZ[\ KIUM \W 3PWZ^IQZM \PM
dwarves were locked in endless feuds. Over MROR CHARACTERS
the centuries, they turned their energies to
harnessing the astonishing natural resources As you develop a Mror character or NPC,
of their mountain home. The dwarves were consider the following.
reborn as merchant princes. And along the way Clan Focus. Is your clan known for
they made a remarkable discovery: ruins of an mercantile power or martial skill? Are you a
ancient dwarven empire. This forgotten realm noble—even if you’re a few steps removed from
was destroyed by the daelkyr and its vast halls true power? Or are you a simple guild artisan
are held by aberrations and other dark things. or soldier? Most Mror have embraced modern
Nonetheless, these ruins are another source of martial techniques, but there are a few minor
pride for the Mror. They’re heirs of a mighty clans that still cling to the barbarian traditions of
empire that may one day rise again. the past.
The Mror Holds are a loose confederation. Holding onto the Past. Do you treasure the
Twelve noble clans each govern a hold and have legends of the ancient dwarf empire? As a Mror
a representative on the Iron Council, which IZ\QÅKMZ aW] KW]TL JM I [IOM LM\MZUQVML \W
ZM[WT^M[ LQ[X]\M[ IVL Q[[]M[ IٺMK\QVO \PM MV\QZM reclaim the lost techniques of the past. And how
nation. Each hold includes a number of lesser do you feel about the Five Nations? Do you still
clans, who owe fealty to the noble line. PWTL I OZ]LOM NWZ \PM QVLQOVQ\QM[ []ٺMZML Ja aW]Z
The Sovereign Host is the dominant faith of ancestors, or do you feel pity for this broken
the Mror Holds. Kol Korran is the most beloved kingdom?
of the Sovereigns, but Onatar, Olladra, Boldrei, Pride in Possessions. From the wealthiest
and Dol Dorn are also revered. clan lord to the simplest miner, the Mror take
great pride in their possessions. Quality is more
INTERESTING THINGS ABOUT THE important than appearance, and you are also
interested in the history of the things you carry;
HOLDS QN aW] ÅVL I UIOQK _MIXWV aW] _IV\ \W SVW_
the battles it has seen and the warriors who have
• The Mror Holds have deep reserves of wielded it before you.
gold, silver, and other rare and precious
metals, along with iron and other ores.
32 CHAPTER 2 | THE MROR HOLDS
Q’BARRA INTERESTING THINGS ABOUT Q’BARRA
• There are ruins in Q’barra tied to the Age
Capital: Newthrone
of Demons. So far the settlers know little
Noted for Eberron dragonshards, rare herbs
of the history of this region, but the Poison
,][S PI[ \QM[ \W ÅMVLQ[P XW_MZ[
Q’barra is a young nation on the edge of
3PWZ^IQZM IV ]V\IUML NZWV\QMZ ÅTTML _Q\P • House Tharashk has a strong presence in
JW\P 0WXM IVL 6M_ /ITQNIZ <PIZI[PS
danger and opportunity. During the golden age
WN /ITQNIZ VW P]UIV M^MZ JW\PMZML \W KZW[[ \PM is the primary buyer of Eberron
-VL_WZTL 5W]V\IQV[ \W M`XTWZM \PM ^I[\ R]VOTM dragonshards, and also runs its own large-
JMaWVL ?PMV \PM 4I[\ ?IZ JZWSM W]\ I ÆMM\ WN scale mining operations.
settlers came to Q’barra in search of a new home
NIZ NZWU \PM _IZ )[ \PQ[ [M\\TMUMV\ M`XIVLML Q’BARRAN CHARACTERS
the settlers discovered massive deposits of
Eberron dragonshards. Over the last decade, Q’barra is home to the settlers and prospectors
a wave of prospectors, wandslingers, refugees, from the west—mostly humans but including
and fortune-seekers have descended on Q’barra, members of all races found in the Five Nations.
along with brigands, deserters from the war, and It’s also a possible origin for dragonborn and
all manner of criminals and opportunists. lizardfolk characters.
There’s one small complication: Q’barra Settlers. 9¼JIZZI Q[ IV M`KMTTMV\ XTIKM \W
is home to a number of ancient civilizations M`XTWZM [WUM WN \PM \ZILQ\QWVIT IZKPM\aXM[ WN \PM
humans know nothing about: the lizardfolk of classic Western. As a paladin, you could be a
the Cold Sun Federation, the dragonborn of TWVM [PMZQٺ [MMSQVO \W XZW\MK\ aW]Z VM_Ta NWZUML
Ka’rhashan, and the confederacy of the Poison mining village. Your cleric could be the town
Dusk. Most settlers know very little about preacher. As a sorcerer or bard with a criminal
these cultures, and collectively refer to them as background, you could be a dashing wandslinger
¹[KITM[ º 3QVO ;MJI[\M[ QZ¼3M[[TIV of Newthrone looking for trouble and gold. Q’barra can be a
has established a treaty with the Cold Sun land of opportunity for newly freed warforged
Federation, but communication has always been and Cyran refugees in search of a new home.
LQٻK]T\ <PM XZW[XMK\WZ[ WN 0WXM ZMO]TIZTa Lizardfolk. The lizardfolk have a primitive
break the terms of the treaty. There have been a culture that blends druidic traditions with the
number of clashes with the scales and many here beliefs of the Silver Flame. You may have been
NMIZ \PI\ I OZMI\MZ KWVÆQK\ Q[ WV \PM PWZQbWV sent to study the softskins—to learn about
Q’barra is split into three main regions. New them and potentially serve as an envoy for your
/ITQNIZ is the original colony; it has a feudal people. Alternatively, you could be following a
structure and holds to the laws of the Five personal vision.
Nations. Its capital city of Newthrone is the Dragonborn. The dragonborn live amid the
largest city and port in Q’barra. To the north, remnants of ancient glory. They have a proud
Hope is a collection of small mining towns. In martial tradition, and a number of dragonborn
Hope, the law goes only as far as the people have ventured west in search of worthy
willing to enforce it. And beyond these human challenges. If you follow this path, you might
ZMOQWV[ TQM \PM ]VM`XTWZML TIVL[ WN \PM [KITM[ have served as a mercenary in the Last War.
CHAPTER 2 | Q’BARRA 33
THE SHADOW MARCHES INTERESTING THINGS
Capital: BIZI[P¼IS ]VWٻKQIT ABOUT THE MARCHES
Noted for Eberron dragonshards, herbs
• <PM /I\MSMMXMZ[ are a druidic tradition
that began in the Shadow Marches. The
When most people think of the Shadow
defeated the daelkyr in the past, and
Marches, they imagine a fetid backwater where
they are sworn to protect Eberron from
illiterate humans mingle with orcs and other foul
]VVI\]ZIT IVL M`\ZIXTIVIZ \PZMI\[
creatures, practicing strange rites by the light of
\PM UWWV[ ?PQTM ÆI_ML \PQ[ ^Q[QWV Q[V¼\ MV\QZMTa • The Cults of the Dragon Below are wildly
inaccurate. The Shadow Marches are a desolate diverse, and often driven by madness.
land of swamps and moors. The homeland of the Many worship daelkyr or have ties to
WZK[ Q\ _I[ [KIZZML QV \PM IVKQMV\ KWVÆQK\ _Q\P aberrations.
\PM LIMTSaZ <PM[M ÅMVL[ TMN\ \_Q[\ML KZMI\]ZM[
and aberrations in the swamps, and sowed seeds MARCHER CHARACTERS
of madness that linger to this day. There are
indeed moonlit rituals in the Marches: some to As a character from the Shadow Marches,
honor the daelkyr, others to maintain the wards you could choose to carry the Mark of Finding
that keep them trapped in Khyber. Humans regardless of whether you have ties to House
KIUM \W \PM 5IZKPM[ TWVO IOW ZMN]OMM[ ÆMMQVO Tharashk.
a war in the distant land of Sarlona. Over time As a Marcher, a critical question is whether
the two cultures merged, forming the Marches as you have ties to one of the orc tribes or the
\PMa M`Q[\ \WLIa integrated clans.
<PM 5IZKPM[ PIL TQ\\TM KWV\IK\ _Q\P /ITQNIZ WZ The Clans blend the traditions of human and
the east until a few hundred years ago, when a orc, building towns and working with steel. They
0W][M ;Q^Q[ M`XMLQ\QWV UILM \_W LQ[KW^MZQM[" \PM still rely on skilled hunters, and they have their
region contained valuable dragonshards, and a own unique traditions of art and music. Rangers,
number of clans had manifested the Dragonmark rogues, and bards all have a place in the clans,
of Finding. This led to the foundation of House and there are gatekeeper druids among them.
Tharashk, as these clans joined together to Some in the clans worship a limited form of the
master the economic potential of their mark and Sovereign Host focused on Balinor, Boldrei, and
leverage their mineral wealth. Arawai; this is a sound path for a Nature cleric.
The Shadow Marches aren’t a nation. No one The Tribes maintain traditions that
voice speaks for the clans and tribes, and most predate humanity. They’re nomadic hunter-
of the tribes have no interest in dealing with gatherers, and don’t work metals; they make
outsiders. House Tharashk is the largest faction their tools from stone, hide, wood, and bone.
in the region, and their city of Zarash’ak is the Tribal Marchers are mostly orcs, but there
center for commerce. are a few humans and half-orcs among them.
House Tharashk is the main point of contact <ZQJIT 5IZKPMZ[ IZM ÅMZKM _IZZQWZ[ IVL [SQTTML
between the Shadow Marches and the outside hunters with a close bond to the natural world;
world. Tharashk aside, it remains a collection barbarians, druids, and rangers all have a place
of tribes and cultists following their ancient here. Outlander and hermit are both appropriate
traditions in the shadows of the swamps. backgrounds for a tribal Marcher.
34 CHAPTER 2 | THE SHADOW MARCHES
THE TALENTA PLAINS homeland. The dragonmarked bloodlines
are spread throughout the tribes, and you
KIV XTIa I LZIOWVUIZSML PITÆQVO NZWU \PM
Capital: /I\PMZPWTL
Noted for 0ITÆQVO[ TQ^M[\WKS LQVW[I]Z[ Plains who doesn’t work for the houses.
• Stories speak of ancient ruins that date back
<PM PITÆQVO[ WN \PM <ITMV\I 8TIQV[ TQ^M I [QUXTMZ \W \PM ÅZ[\ IOM WN \PM _WZTL IVL WN I ^I[\
life than the people of the Five Nations. They graveyard holding the bones of dragons.
have no cities, no industrialized magic. But
\PMa LW PI^M LQVW[I]Z[ <PM PITÆQVO[ PI^M TALENTAN CHARACTERS
domesticated the dinosaurs of the plains, and use
these creatures as mounts, livestock, and beasts of :M^QM_ \PM PITÆQVO [MK\QWV QV KPIX\MZ NWZ
burden. There is a sacred bond between a hunter quirks and other things relevant to characters
and their mount, and few people are prepared to from the Plains. Also consider the following.
NIKM I ZIOQVO PITÆQVO JIZJIZQIV ZQLQVO I N]ZQW][ Wild Warriors and Tricksters. You were
clawfoot raptor. born in the wild, and your wits and your weapons
Talenta religion is based around reverence for helped you survive. Talenta warriors are often
spirits, both departed ancestors and the spirits barbarians or rangers, relying on speed and skill.
of the natural world. Each nomadic tribe has However, cunning and charisma are equally
a lath—a chieftain who guides and protects the important, and bards and rogues certainly have
tribe—but it is the shamans who consult the a place on the plains. Outlander is a logical
spirits and choose the paths of migration. background, but you could easily be a bold folk
In the past the tribes have stood alone, but hero, a dashing entertainer, or a clever charlatan.
L]ZQVO \PM 4I[\ ?IZ UIVa PITÆQVO[ KIUM You could even be an urchin who was stranded
together under Lathon Halpum to defend their in a great city at a young age and adapted to
land, and it is Halpum who won recognition for hunting in this stone jungle.
the Plains as one of the Thronehold nations. The Surrounded by Spirits. .Ma ÅMVL[ \PM
Plains have only been considered a nation for ghosts of ancestors; these are all part of the
two years, and it’s still unclear what this means; spirit world, and they’re all around you. Do you
PW_M^MZ Q\ PI[ ZM[]T\ML QV UWZM \ZIٻK JM\_MMV believe that the spirits guide your actions? Do
the Plains and the outside world. you show respect to the spirits of a location?
Talentan shamans tend to be Shepherd or Moon
INTERESTING THINGS druids, often assuming the form of dinosaurs.
0W_M^MZ aW] KW]TL ZMÆMK\ I [\ZWVO JWVL \W
ABOUT THE PLAINS spirits by playing an Archfey warlock, Nature
cleric, Oath of the Ancients paladin, or a Beast
• /I\PMZPWTL Q[ WVM WN \PM WVTa KQ\QM[ QV <W\MU WZ )VKM[\ZIT /]IZLQIV JIZJIZQIV 0MZUQ\
the Talenta Plains. All tribes come to and Outlander are sound backgrounds, but
/I\PMZPWTL \W \ZILM PWTL KW]VKQT[ IVL you could be an acolyte or a sage who consults
[M\\TM LQ[X]\M[ 0W][M /PITTIVLI UIQV\IQV[ with spirits instead of reading books. Warriors
/I\PMZPWTL J]\ Q\ Q[ ]VLMZ[\WWL \PI\ and shamans alike often wear masks in order to
/I\PMZPWTL JMTWVO[ \W \PM XMWXTM VW\ \PM present a particular face to the spirit world.
houses. Dinosaurs. <ITMV\I PITÆQVO[ PI^M I KTW[M
• 0W][M /PITTIVLI IVL 0W][M 2WZI[KW JWVL \W \PMQZ LQVW[I]Z KWUXIVQWV[ AW] KIV ÅVL
both began in the Talenta Plains and still additional information on this—and statistics for
I KTI_NWW\ ZIX\WZ¸QV KPIX\MZ
maintain connections to their ancestral
CHAPTER 2 | THE TALENTA PLAINS 35
THRANE • Faith is a part of daily life in Thrane, and
divine adepts provide many important
services. However, arcane magic is still a
Capital: Flamekeep
Noted for ,Q^QVM UIOQK \PM ;QT^MZ .TIUM# ÅVM part of life in Thrane. The streets are lit
KZIN\[ _WWT \M`\QTM[ NZ]Q\ TQ^M[\WKS with everbright lanterns, and there are
magewrights and even wizards, just not as
many as in other nations.
The modern Church of the Silver Flame was
founded in Thrane, and most of the people of the • The feudal system of nobility remains in
place; it’s simply that ultimate authority
nation are devout followers of this faith. During
the Last War, the people of Thrane chose to set rests in the hands of the church. Queen
,QIVQ QZ¼?aVIZV Q[ \PM ¹JTWWL ZMOMV\ º
aside the rule of the monarch and to embrace
the leadership of the Church. For the last seventy serving as a symbolic advisor to the Keeper
years Thrane has been a theocracy. The head of of the Flame. There is a small fraction of
the population who would like to see the
the state is 11-year-old Jaela Daeran, the divine
selected Keeper of the Flame; however, Jaela traditional monarchy restored to power.
looks to the Council of Cardinals to perform the
practical work of running the nation. THRANE CHARACTERS
The primary purpose of the Silver Flame is
to defend the innocent from supernatural evil. As you develop a Thrane character or NPC,
The faith has always had a militant aspect, consider the following.
with battalions of templars and peasant militias The Impact of Faith. Are you a follower of
prepared to face undead, lycanthropes, or other the Silver Flame? Faith doesn’t require divine
monstrous threats. But compassion and charity UIOQK J]\ QN aW] _IV\ \W ZMÆMK\ I KTW[M JWVL
are core values of the church, and the templars to the Flame, you could gain a few divine spells
are tasked to defend all innocents. Even during by taking the Magic Initiate feat. Archery is a
\PM 4I[\ ?IZ QN I ÅMVLQ[P \PZMI\ _MZM \W IZQ[M QV devotional practice of the Silver Flame, so as
a Brelish village, Thrane templars would ally with a martial Thrane you might focus on archery-
the locals to bring an end to the threat. With that related combat styles and spells or take the
said, this is the ideal. There are zealous Thranes Sharpshooter feat. Any Thrane could take the
who believe the Church is destined to reunite IKWTa\M JIKSOZW]VL \W ZMÆMK\ I [\ZWVO KWVVMK\QWV
/ITQNIZ ]VLMZ \PM ;QT^MZ .TIUM IVL KWZZ]X\ to the church, or the soldier background based
priests interested only in power and wealth. on service with the templars.
Not all priests are divine spellcasters, and the Church or Crown? Do you fully support the
typical templar is a mundane warrior; however, theocracy? Or would you like to see Queen Diani
due to the deep faith of its people, Thrane has restored to the throne? There are many people
more clerics, paladins, and divine spellcasters of faith who believe that miring the church in
than any other nation in Khorvaire. politics distracts it from its true mission and
invites corruption.
Dealing with Darkness. The Shadow in
INTERESTING THINGS ABOUT THRANE the Flame can tempt even the most virtuous
• Flamekeep is the capital of Thrane and the soul. How do you react when you encounter
seat of the Silver Flame. The Keeper of the corruption and greed? Are you a compassionate
Flame dwells in the great Cathedral of the person who seeks to lead people to the light, or
;QT^MZ .TIUM _PQKP PWTL[ I XQTTIZ WN ÅZM a zealot determined to crush all darkness? How
JWZV _PMV <QZI 5QZWV [IKZQÅKML PMZ[MTN \W will you react when you encounter monsters—
bind the demon Bel Shalor. minotaurs, ogres, gnolls—in a civilized setting?
36 CHAPTER 2 | THRANE
VALENAR INTERESTING THINGS ABOUT VALENAR
• The dragonmarked House Lyrandar has
Capital: Taer Valaestas
helped the elves build the infrastructure
Noted for Elves, mercenaries, horses
of their kingdom. The half-elves have no
homeland, and some believe that the half-
In the midst of the Last War, an army of warrior
elves of Lyrandar hopes to make Valenar a
elves seized this region from Cyre, invoking a
haven for their people.
claim to the land from long before humanity’s
• The ancestors of the elves fought the
arrival on the continent. The elves of Valenar are
utterly devoted to the arts of war. Their cavalry ancient goblins for control of this region
has no equal in Khorvaire, and they combine a many thousands of years ago. Relics of
talent for magic with stealth and swordplay. Cyre that struggle can still be found scattered
employed the Valenar as mercenaries and was across Valenar and the Blade Desert: ruins,
PI]V\ML NWZ\ZM[[M[ JI\\TMÅMTL[ \PI\ PI^M
entirely unprepared for betrayal. When Cyre was
destroyed in the Mourning, no one wanted to slipped out of alignment with time.
challenge the Valenar; in the interests of peace,
this elf kingdom was recognized by the Treaty of VALENAR CHARACTERS
Thronehold.
The elves are already pushing the limits of <PM MTN [MK\QWV WN KPIX\MZ XZW^QLM[ ILLQ\QWVIT
the treaty. The Valenar constantly search for information about creating Valenar elves.
worthy challenges. While some venture into the Whatever kind of character you’re creating,
Mournland or the untamed jungles of Q’barra, consider the following.
Valenar warbands have launched raids into Martial Role. Valenar has always been
Darguun and even Karrnath. While High King on a war footing. As an elf, consider your role
Shaeras Vadallia has promised to rein in his in a warband. Are you a simple soldier? An
warriors, some believe that the elves will continue outlander scout? An acolyte devoted to the elven
\PQ[ XZW^WKI\QWV° \PI\ \PMQZ UIQV QV\MZM[\ Q[ ancestors, or a sage familiar both with Valenar
KWVÆQK\ _Q\P I _WZ\Pa NWM IVL \PI\ \PMa want history and the lore of potential enemies? As a
Darguun or Karrnath to declare war. half-elf you might be an entertainer, a sailor, or
Valenar is a feudal kingdom. The elves are I O]QTL IZ\Q[IV _WZSQVO \W []XXWZ\ \PM MTN IZUa°
warrior princes, but they spend little time at or a charlatan seeking seeking intrigue and
rest. They operate in small units called warbands, opportunities. As one of the vassals, you could be
and those that aren’t patrolling the kingdom a guild artisan working for the elves, an urchin
are abroad seeking adventure. Most of the civic born in Taer Valaestas, or even a folk hero
administration is handled by half-elves. Some ÅOP\QVO \W XZW\MK\ \PM KWUUWV NWTS
of these are the children of Valenar elves, but Dreams. What is it you hope to achieve as
most are immigrants who’ve come from the Five an adventurer? Have you left Valenar behind,
Nations in search of opportunity. Below this are or are your aspirations tied to the kingdom?
the natives. Once vassals of Cyre, now they’re As a half-elf with Valenar blood, do you want
vassals of Valenar. Some hated the Cyrans and to be recognized as a true Valenar—granted a
welcome the elves. Others despise their new bond to a patron ancestor, a place in a warband,
leaders and are plotting against them. But life and a chance at immortality? Or are you more
hasn’t changed much for the commoners, and interested in building a homeland for your own
most don’t actually care who wears the crown. people? As a native, do you want to work with
the elves or do you want to drive them out—and
if so, who do you want to replace them?
CHAPTER 2 | VALENAR 37
ZILARGO message—that’s what they’ll do. But the Trust
won’t hesitate to eliminate a threat, whether with
poison, spell, or a blade. Typically, a target will
Capital: Korranberg
Noted for /VWUM[ ITKPMUa ML]KI\QWV never even see the agent that kills them.
elemental binding, entertainment, precious stones
INTERESTING THINGS ABOUT ZILARGO
Zilargo is the homeland of the gnomes, and • The Library of Korranberg is considered to
I\ ÅZ[\ OTIVKM Q\ IXXMIZ[ \W JM I XIZILQ[M <PM
JM \PM ÅVM[\ ZMXW[Q\WZa WN SVW_TMLOM QV ITT
streets are bright and clean. The universities and of Khorvaire.
TQJZIZQM[ IZM \PM ÅVM[\ QV 3PWZ^IQZM -^MZaWVM
• The Korranberg Chronicle is the leading
seems happy and helpful, and crime is all but
]VPMIZL WN *]\ BQT [WKQM\a Q[ ÅTTML _Q\P TIaMZ[ source of news in the Five Nations, and
gnome chroniclers travel across Khorvaire
of intrigue and blackmail that are often invisible
in search of stories.
to human eyes. And below that lies The Trust,
a ruthless secret police force that eliminates any • The major cities of Zilargo have temples
threat to society. and shrines dedicated to every religion.
Zilargo isn’t a tyranny. Each major city has a 5W[\ BQT M`XTWZM I NM_ NIQ\P[ JMNWZM [M\\TQVO
democratically elected ruling council and a seat on one; others practice multiple religions.
on the Triumvirate that governs the nation; the
Trust reports to the Triumvirate. The Zil gnomes
built this system, and they are quite happy with ZIL CHARACTERS
it. Their streets are safe, and as long as you play As you develop a Zil character, consider the
by the rules of the game, the Trust won’t target following things, along with the suggestions in the
aW] 7]\[QLMZ[ ÅVL \PQ[ KI[]IT IKKMX\IVKM WN /VWUM [MK\QWV QV KPIX\MZ
preemptive assassination to be terrifying, but the Family Ties. In a nation shaped by intrigue,
Zil actually trust the Trust. aW] PI^M \W PI^M [WUMWVM aW] KIV ZMTa WV°
Every Zil gnome is in a web of intrigues. This and for the Zil, that’s family. Unless you’re an
is condoned by the Trust, as long as no laws are orphan, discuss your family with your DM.
broken and the state itself isn’t threatened. It’s What’s their business? Who’s your favorite
ÅVM NWZ I OVWUM KPIZTI\IV \W KWVVQ^M IVW\PMZ relative? Are you currently involved in any family
gnome out of a jewel mine—as long as this is schemes? Family members may call on you for
accomplished through cunning, negotiation, or help over the course of your adventurers, but
deception rather than violence or outright theft, they can also be a resource for you.
and as long as the mine stays in Zil hands. The Knowledge and Power. The Zil prize
same applies to adventurers planning schemes knowledge above all else. Sage is a suitable
in Zilargo: violence will get one targeted by the background for any Zil; charlatan and spy are
Trust, but intrigue is perfectly acceptable. IT[W IXXZWXZQI\M ZMÆMK\QVO \PMQZ TW^M WN QV\ZQO]M
The Trust itself is a network of spies and Classes that specialize in melee combat are rare
assassins. Most agents of the Trust simply pass among the Zil. Rogues, bards, wizards, and
information through dead drops; some estimate IZ\QÅKMZ[ IZM \PM [WTLQMZ[ WN BQTIZOW
that a third of the nation works for the Trust One unusual option is to play a warlock whose
QV \PQ[ KIXIKQ\a ?PMV \PM <Z][\ QLMV\QÅM[ I pact is with the Trust itself. You receive your
threat, it acts preemptively. If a problem can be orders telepathically. Your class abilities can
solved without violence—by sharing a piece of ZMÆMK\ [XMKQITQbML \ZIQVQVO WZ OZIV\ML IJQTQ\QM[¸
information, or a whispered warning sent via the magical equivalent of super-spy gadgets!
38 +0)8<-: d B14):/7
EVERYDAY LIFE THE CURRENCY OF GALIFAR
Merchants and nobles often use letters of
There are details you don’t need to know, but
credit to handle large transactions, drawing on
that you might want to know. When something
the reserves of the dwarvish banks of the Mror
KW[\[ +8 aW] KIV R][\ [Ia ¹one copper piece” but
Holds. But most day-to-day transactions use
do the people of Khorvaire have a name for
coins of precious metal. With the collapse of the
their coins? Is there a convention for naming
3QVOLWU WN /ITQNIZ MIKP WN \PM .Q^M 6I\QWV[
characters? This ?IaÅVLMZ¼[ /]QLM is an overview.
began to mint its own currency, along with
If you want more information on a particular
[]JRMK\ ZMNMZ \W \PM [W]ZKM[ QV \PM )XXMVLQ` the Mror bankers. However, while the designs
imprinted on these coins vary based on the
But for now, here are a few useful facts about
source, each of these forces has continued to use
everyday life in Khorvaire.
the same metals, weights, and denominations set
NWZ\P QV \PM LIa[ WN /ITQNIZ UIQV\IQVQVO I [QUXTM
THE CALENDAR OF GALIFAR standard for commerce across Khorvaire.
<PM /ITQNIZ KITMVLIZ \ZIKS[ \PM aMIZ[ [QVKM \PM
3QVOLWU WN /ITQNIZ _I[ NW]VLML ][QVO \PM • The crown (CP) is made from copper and
abbreviation YK. The week is divided into seven \ZILQ\QWVITTa LMXQK\[ \PM KZW_V WN /ITQNIZ
days, with four weeks to a month and twelve on one face. The crown is the lowest
UWV\P[ \W I aMIZ ,M[XQ\M \PM NITT WN /ITQNIZ \PM denomination of coin minted under the rule
nations of Khorvaire still use this calendar. WN /ITQNIZ _PQKP [XI_VML \PM [IaQVO ¹1V
The seven days of the week, in order, are Sul, /ITQNIZ M^MV \PM JMOOIZ[ PI^M KZW_V[ º
Mol, Zol, Wir, Zor, Far, Sar. • The sovereign (SP) is made from silver,
The twelve months are named after the twelve and bears the face of a living or recent
moons that orbit the world: Z]TMZ )V ]V[SQTTML TIJWZMZ KIV M`XMK\ \W
1. Zarantyr (mid-winter) earn a sovereign for a day’s work.
2. Olarune (late winter) • The galifar /8 Q[ UILM NZWU OWTL 1\
Therendor (early spring) JMIZ[ \PM QUIOM WN /ITQNIZ 1 \PM NW]VLMZ WN
the old kingdom.
4. Eyre (mid-spring)
• The platinum dragon (PP) bears the
5. Dravago (late spring)
image of one of the dragons of legend.
6. Nymm (early summer)
With a value of one hundred sovereigns,
7. Lharvion (mid-summer) these coins are used only by the wealthiest
8. Barrakas (late summer) citizens of Khorvaire, and the average
peasant may never see such a coin.
9. Rhaan (early autumn)
There are a number of other coins in circulation,
10. Sypheros (mid-autumn)
such as the double crown of Breland or the
11. Aryth (late autumn) [QT^MZ \PZWVM WN +aZM _PQKP PI[ I ^IT]M WN Å^M
12. Vult (early winter) sovereigns. Still, all of the major nations make
use of the four basic coins described above.
King Jarot ir’Wyrnarn died on Therendor 12,
894 YK. The Day of Mourning occurred almost
M`IK\Ta I KMV\]Za TI\MZ WV 7TIZ]VM !! A3
By default, a new Eberron campaign begins on
Zarantyr 1, 998 YK.
CHAPTER 2 | EVERYDAY LIFE 39
LANGUAGES IN EBERRON OPTIONAL RULE: SWAPPING RACIAL LANGUAGES
<PQ[ WX\QWVIT Z]TM ITTW_[ aW] \W M`KPIVOM I
In Eberron, languages are tied to culture and
TIVO]IOM OZIV\ML Ja aW]Z ZIKM NWZ I LQٺMZMV\
geography as opposed to biology. A dwarf raised
standard language. Your DM must approve the
in Breland might not actually know Dwarvish,
TIVO]IOM aW] [MTMK\ <PQ[ Q[ I _Ia \W ZMÆMK\ I
while the language of the giants is closely tied
character with no ties to the culture of their race.
to the distant land of Xen’drik. The following
0ITÆQVO Q[ \PM TIVO]IOM WN \PM <ITMV\I 8TIQV[# QN I
WX\QWVIT Z]TM[ IZM I _Ia \W M`XTWZM \PQ[ I[XMK\ WN
PITÆQVO _I[ ZIQ[ML QV \PM 5ZWZ 0WTL[ \PMa UQOP\
the setting.
ZMXTIKM 0ITÆQVO _Q\P ,_IZ^Q[P \W ZMÆMK\ \PQ[
OPTIONAL RULE: COMMON LANGUAGES NAMES IN THE FIVE NATIONS
Common is the language of the Five Nations.
Naming conventions vary by nation. The Zil
The Mror dwarves speak Dwarvish and the
gnomes always use three names—a given name,
Aereni elves speak Elvish, but they know
a family name, and a clan name. Warforged
Common as the language of trade.
often use a single name. Within the Five Nations,
In Eberron, there are a number of other
TIVO]IOM[ \PI\ [MZ^M \PQ[ ZWTM QV LQٺMZMV\ ZMOQWV[ most citizens have a given name followed by a
surname. This surname is either a family name
or cultures. The DM may change the languages
I[[QOVML \W I UWV[\MZ WZ 68+ \W ZMÆMK\ \PQ[ or related to an occupation or region of origin.
So Sorn Fellhorn, Kara of Windshire, and Tellan
Giant is the common tongue of Xen’drik. It
Magewright IZM ITT VIUM[ aW] UQOP\ ÅVL IUWVO
is rarely encountered on Khorvaire. Monsters in
3PWZ^IQZM ][]ITTa [XMIS /WJTQV the common folk of the Five Nations.
<PM VWJTM NIUQTQM[ WN /ITQNIZ¸ITWVO _Q\P
Goblin is the common tongue of Darguun,
those granted land and titles by one of the
Droaam, and the Shadow Marches, along with
[W^MZMQOV[ WN \PM .Q^M 6I\QWV[¸ ILL \PM XZMÅ`
UW[\ ¹UWV[\ZW][º KZMI\]ZM[ QV 3PWZ^IQZM 1\ _I[
ir’ to their surname. So the name Darro ir’Lain
the language of the goblin empire that dominated
tells you that this individual is a landed noble.
the continent before humanity arrived. Orcish is a
<PM ?aVIZV[ _MZM \PM ZWaIT TQVM WN /ITQNIZ
dead language; it may be encountered in ancient
QV[KZQX\QWV[ J]\ UWLMZV WZK[ [XMIS /WJTQV and the current rulers of Aundair, Breland, and
Karrnath are all heirs of the Wynarn bloodline.
Infernal is spoken by spirits that embody
M^QT <PQ[ QVKWZXWZI\M[ )Ja[[IT# ITT ÅMVL[ [XMIS I Thus, Queen Aurala of Aundair is Aurala
ir’Wynarn.
common language. Infernal is sometimes called
)VW\PMZ KWUUWV XZMÅ` Q[ d’, used by
¹3PaJMZ¼[ [XMMKP º _PQTM +MTM[\QIT Q[ ¹\PM \WVO]M
any heir of a dragonmarked house who has
of Siberys.”
manifested a dragonmark. So Merrix d’Cannith
Riedran is the common tongue of the
is a member of House Cannith who has
continent of Sarlona. Quori is spoken by the
manifested the Mark of Making.
kalashtar, spirits native to Dal Quor, and the
Inspired lords of Riedra.
40 +0)8<-: d 5)/1+ 16 307:>)1:-
MAGIC IN KHORVAIRE JW]OP\° J]\ VW\ KPMIXTa AW]¼TT ÅVL PW][M[
with arcane locks on their doors, but that’s a sign of
a wealthy owner. The same is true of uncommon
Your airship soars through the skies,
magic items. It’s possible to purchase these in
approaching the mile-high towers of Sharn. You
a major city, but selection and quantity will be
disembark, walking down a street lit by everbright
limited; in a smaller town, they’ll be more limited
lanterns, and make your way to your favorite
/PITTIVLI \I^MZV 1V[QLM \PM PITÆQVO JIZ\MVLMZ still. Uncommon magic items typically cost
uses prestidigitation \W KPQTT IVL ÆI^WZ IV IZZIa between 100–500 gp, though costs can be higher
WN M`W\QK JM^MZIOM[ ) 8PQIZTIV JIZL MV\MZ\IQV[ based on scarcity.
Rare magic. Spells of 4th through 5th level
the crowd with song and a dazzling display of
are beyond the reach of most people. People are
illusions. An argument between two veterans
familiar with the concept of spells like teleportation
escalates into violence: the Brelish tough
or raise dead, but few people have ever seen either
produces a knife, but the Aundairian duelist
of these things actually performed. Only the
already has a wand in her hand.
most remarkable magewrights have access to
Magic is a part of life in Khorvaire. Arcane
such magic, so these services usually come from
magic is a form of science, and the Five Nations
\PM LZIOWVUIZSML PW][M[¸[XMKQÅKITTa PMQZ[
are built on this foundation. Magewrights are
_Q\P /ZMI\MZ ,ZIOWVUIZS[ IVL LZIOWV[PIZL
professional spellcasters who use rituals and
focus items.
cantrips to provide a host of services. The
In theory, rare magic items can be purchased,
dragonmarked houses provide magical services
with prices ranging anywhere from 2,000 gp–
that are beyond the powers of a common
magewright. And manifest zones IZM [XMKQÅK 20,000 gp. In practice, these things are rare. A
rare magic item might be the prize of a collection
locations where the energies of the planes bleed
QV\W -JMZZWV# \PM[M ITTW_ LZIUI\QK MٺMK\[ \PI\ in a Sharn emporium, or the showpiece of
a House Cannith forgehold. It’s more likely
can’t be replicated elsewhere, such as the colossal
that such items will be acquired as rewards for
towers of Sharn.
working with a powerful organization than
simply found for purchase in a store. Of course,
WIDE MAGIC, NOT HIGH MAGIC should you have a ridiculous sum of gold burning
a hole in your purse, you might be able to
While magic is widespread, the scope of magic is
limited. Low-level spells are a part of everyday commission House Cannith to create a rare item
NWZ aW]° \PW]OP \PQ[ _W]TL \ISM \QUM
life, but high-level magic remains remarkable.
Common Magic. Cantrips and 1st Very Rare and Legendary Magic. Spells
WN \P TM^MT IVL IJW^M IZM TIZOMTa \PM [\]ٺ WN
level spells are commonplace. Magewrights,
legends and folktales. The few people known to
wandslingers, and dragonmarked heirs can all
XZWL]KM \PM[M [WZ\[ WN MٺMK\[ IVL aW]¼TT [MM wield this sort of power are themselves legends:
the impact of this magic as part of everyday Mordain the Fleshweaver, the Keeper of the
life. Common magic items can be found in any Silver Flame, the Daughters of Sora Kell. If
community and purchased in any major city, encountered in the Five Nations, such magic
XZW^QLML aW] KIV ÅVL I [PWX WZ LZIOWVUIZSML will likely be tied to an eldritch machine or a
enclave that deals in what you’re looking for. manifest zone.
Common magic items generally range in price Legendary magic items are generally the work
from 50–100 gp. of dragons or demons, or relics found in the ruins
Uncommon Magic. There are magewrights of Xen’drik. Very rare magic items could be tied
to similar sources, or they might be masterworks
and dragonmarked heirs who can cast 2nd
IVL ZL TM^MT [XMTT[ IVL []KP [MZ^QKM[ KIV JM of the elves of Aerenal or Valenar heirlooms. It’s
unlikely that such a treasure would ever be sold.
+0)8<-: d 5)/1+ 16 307:>)1:- 41
MAGEWRIGHTS form their magic takes. A locksmith can perform
knock as a ritual. But they don’t just snap their
ÅVOMZ[ <PMa UIa ][M TMVO\P[ WN _QZM WZ QZWV ZWL[
In Khorvaire, magic is a tool that’s incorporated
tracing patterns around the lock they’re dealing
into many jobs. There are entirely magical
with while murmuring incantations. An oracle
careers, such as the medium or the oracle. But
might work with cards or dice, or study charts of
much of the time, mundane skill and magic are
planar conjunctions. The magewright performs
combined together. A lamplighter can work with
mundane lanterns, but also learns KWV\QV]IT ÆIUM magic as both a job and a science.
0MZM IZM [WUM M`IUXTM[ WN UIOM_ZQOP\[ IVL
to create and maintain the everbright lanterns that
TQOP\ \PM [\ZMM\[ ) KPMN KIV PMI\ IVL ÆI^WZ NWWL the services they provide. Not every healer can
cast lesser restoration, and not every oracle can cast
with a cantrip.
divination—these are general guidelines.
A magewright knows one to four cantrips or
• Chef. Prestidigitation (food only), purify food &
spells. Magewrights don’t use spell slots. Cantrips
drink (ritual), gentle repose (ritual, food only).
can be used casually, but their spells are usually
Familiar with cook’s tools.
cast as rituals—even if the spell doesn’t normally
have the ritual tag. When converting a spell • Healer. 8ZWÅKQMV\ _Q\P 5MLQKQVM IVL
to a magewright ritual, it can have a casting herbalism kits. Spare the dying, detect poison &
time of up to one hour. It’s also common for disease (ritual), lesser restoration (1-hour ritual,
a magewright’s ritual to have an additional 40 gp component cost).
component cost in dragonshards, the fuel of the • Launderer. Mending, prestidigitation; both
magical economy. A typical cost would be 20 gp WVTa IٺMK\ NIJZQK
for each level of the ritual, but this is only a basic
• Lamplighter. 4QOP\ KWV\QV]IT ÆIUM (1-hour
guideline. The point is that the limitations on a
ritual, 90 gp component cost); uses tinker’s
magewright are time and money. A locksmith
tools to create and repair lanterns.
can cast more than one arcane lock in a day; but it
takes an hour and 65 gp for each lock they want • Locksmith. Arcane lock (1-hour ritual, 65
to create. gp component cost), knock (ritual, 40 gp
While the common spell list is a starting point KWUXWVMV\ KW[\ # XZWÅKQMV\ _Q\P \PQM^M[¼
for magewright spells, you can modify these spells tools and tinker’s tools.
\W Å\ \PM RWJ ;XMTT[ ][ML Ja IL^MV\]ZMZ[ IZM WN\MV • Medium. Speak with dead (ritual, 60 gp
quite versatile. Prestidigitation can heat or chill component cost). Some mediums use a
IV WJRMK\ TQOP\ WZ M`\QVO]Q[P I ÆIUM *W\P \PM form of minor illusion to conjure an image
lamplighter and the chef may know prestidigitation, of the deceased. A medium might be
but the chef’s version may only work on XZWÅKQMV\ QV 1V[QOP\ \W PMTX UW]ZVMZ[ LMIT
food, while the lamplighter can only light or with grief—or in Deception.
M`\QVO]Q[P ÆIUM[ )V IK\WZ UIa SVW_ I ^MZ[QWV
• Oracle. Augury (ritual, 65 gp cost); divination
of thaumaturgy that helps project their voice but
(1-hour ritual, 105 gp cost).
LWM[V¼\ XZW^QLM IVa WN \PM W\PMZ JMVMÅ\[ )Z\Q[IV[
often know a version of guidance that only helps The term magewright [XMKQÅKITTa ZMNMZ[ \W IV
with their particular art. This could also result arcane spellcaster. In religious communities (such
in a magewright having a spell that’s superior to I[ \PW[M QV <PZIVM IL^MV\]ZMZ[ UIa ÅVL LQ^QVM
\PM ][]IT ^MZ[QWV WN I [XMTT ZMÆMK\QVO \PMQZ \QOP\ casters performing these same functions. Such a
focus. An oracle’s version of augury might be able divine caster is called an adept. Divine magic is
to predict outcomes up to a week in advance, a gift instead of a science, and adepts typically
as it’s hard to make a business out of predicting work on behalf of their faith rather than selling
M^MV\[ \PI\ WKK]Z QV \PM VM`\ UQV]\M[ their services.
In dealing with a magewright, think about the
42 +0)8<-: d 5)/-?:1/0<;
WANDSLINGERS PLAYING A WANDSLINGER
´:DQGVOLQJHUµ LVQ·W D FODVV $Q\RQH ZKR FDQ
The Last War saw a dramatic increase in the SHUIRUP DUFDQH PDJLF FRXOG EH FRQVLGHUHG D
][M WN UIOQK QV JI\\TM )]VLIQZ _I[ \PM ÅZ[\ ZDQGVOLQJHU DQG DQ\ FKDUDFWHU FRXOG DFTXLUH
VI\QWV \W ÅMTL ]VQ\[ WN IZKIVM LZIOWWV[ J]\ I[ D ZDQGVOLQJHU·V VSHOO VHW E\ WDNLQJ WKH 0DJLF
the war continued cantrip specialists could be ,QLWLDWH IHDW $V VXFK ZKHWKHU \RXU FKDUDFWHU LV
found in the armies of most nations. Due to the D ZDQGVOLQJHU LV UHDOO\ D TXHVWLRQ RI VW\OH
considerable training required to master magic, • 'LG \RX VHUYH LQ WKH /DVW :DU" ,I VR ZKR
this has remained an elite specialty. The common GLG \RX ÀJKW IRU" 'LG \RX OHDUQ RU KRQH
soldier wields a spear or crossbow but it’s not \RXU PDJLFDO VNLOOV DV SDUW RI \RXU PLOLWDU\
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unusual to see a warrior with a sword on one hip
• 'R \RX SULPDULO\ YLHZ \RXU PDJLF DV D
and a wand on the other. Within the army, such
ZHDSRQ RU GR \RX KDWH EHLQJ IRUFHG LQWR
a soldier is referred to as an arcaneer.
FRPEDW" 'R \RX KDYH D GLYHUVH UDQJH RI
On the streets, they are called wandslingers. VSHOOV RU LV \RXU PDJLF ODUJHO\ RULHQWHG
) _IVL[TQVOMZ Q[ LMÅVML Ja \PM IJQTQ\a \W DURXQG FRPEDW"
cast at least two cantrips, typically drawn from • $ SOD\HU FKDUDFWHU LV QHYHU UHTXLUHG WR
the sorcerer or wizard spell list. A common XVH DQ DUFDQH IRFXV ZKHQ FDVWLQJ D VSHOO
wandslinger also knows a single 1st-level spell, %XW LI \RX·UH D ZDQGVOLQJHU \RX·UH PRUH
which they can cast once per long rest. An FRPIRUWDEOH ZLWK D IRFXV LQ \RXU KDQG
M`KMX\QWVIT _IVL[TQVOMZ UIa SVW_ ]X ]X \W &DVWLQJ D VSHOO ZLWKRXW D IRFXV WDNHV
\PZMM [XMTT[ WN ]X \W ZL TM^MT ) _IVL[TQVOMZ¼[ HIIRUW 7KHUH·V QR PHFKDQLFDO SHQDOW\
DVVRFLDWHG ZLWK WKLV LW·V MXVW VRPHWKLQJ WR
spells and cantrips are almost always combat
FRQVLGHU ZKHQ GHVFULELQJ \RXU DFWLRQV
[XMTT[ _Q\P IV QUUMLQI\M MٺMK\ []KP I[ ÅZM JWT\
ray of frost, burning hands, or shield. $V ORQJ DV \RXU '0 DSSURYHV \RX FRXOG
The critical limitation of the wandslinger is a MXVWLI\ WKH DELOLWLHV RI DQ DUFDQH FODVV DV
dependence on an arcane focus. A wandslinger EHLQJ GHULYHG IURP ZDQGVOLQJHU WUDLQLQJ DV
RSSRVHG WR WKH XVXDO VRXUFH ,I \RX·UH SOD\LQJ
must have an arcane focus—a wand, rod,
D VRUFHUHU RU ZDUORFN \RX FRXOG VD\ WKDW \RXU
[\Iٺ WZJ WZ KZa[\IT¸\W XMZNWZU UIOQK ;WUM
_IVL[TQVOMZ[ ][M LQٺMZMV\ NWK][M[ NWZ \PMQZ FKRLFH RI 6RUFHURXV 2ULJLQ RU 2WKHUZRUOGO\
3DWURQ UHÁHFWV VSHFLDOL]HG PLOLWDU\ WUDLQLQJ
various cantrips, such as a wand for ÅZM JWT\ and
7KLV GRHVQ·W FKDQJH WKH ZD\ WKHVH IHDWXUHV
a rod for burning hands, but wandslingers can use IXQFWLRQ LW PHDQV WKDW LQVWHDG RI PDNLQJ D SDFW
any arcane focus they get their hands on. As a ZLWK D ÀHQG \RXU ZDUORFN KDV D FRQQHFWLRQ
result, arcane focuses are regarded as weapons WR DQ HOLWH RUGHU RI DUFDQLHUV WKDW VKDUH WKHVH
throughout Khorvaire. DELOLWLHV ,QVWHDG RI GHDOLQJ ZLWK WKH GHPDQGV RI
If you’ve got a wand tucked into your belt, D SDWURQ \RX PLJKW UHFHLYH UHTXHVWV IURP \RXU
people may assume you know how to use it. IRUPHU FRPPDQGHU RU \RXU FRPUDGHV IURP WKH
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QRWKLQJ DERXW WKH VFLHQFH RI PDJLF"
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WKDW FDQ DGG FRORU WR \RXU FKDUDFWHU
+0)8<-: d ?)6,;416/-:; 43
THE MAGICAL ECONOMY ^WQKM QVÆ]MVKM ÆIUM[ [XWV\IVMW][ [W]VL[¸IZM
a boon for any actor. In general, think of ways
\PI\ []KP TW_ TM^MT MٺMK\[ UQOP\ JM QVKWZXWZI\ML
With this general understanding of the sort of
into a performance.
magic that’s found in the world, here’s a closer
TWWS I\ I NM_ XIZ\QK]TIZ ÅMTL[ WN QVL][\Za The Dragonmarked Houses of Shadow
dominate the entertainment industry. House
Phiarlan operates west of the Mournland, while
COMMUNICATION House Thuranni is based in Karrnath and the
<PM +W]ZQMZ[¼ /]QTL WN 0W][M 7ZQMV Z]V[ I Lhazaar Principalities. Each house has its own
theatres, companies, and star performers, but
standard postal service, delivering messages by
horse and lightning rail. Sending a letter to a you don’t need a dragonmark to get into show
central station in a major city costs a few copper business; the houses train and license all manner
pieces. A direct delivery within a city could run of artists and entertainers.
up to 5 sp. Sending a large or unusual package—
or a rushed delivery—costs considerably more. FASHION
Should you need to send a message more
When it comes to fashion, the most common
quickly, you’ll turn to the message stations of
manifestation of magic is glamerweave: clothing
House Sivis. The basic tool is the speaking stone,
imbued with illusion. This can involve concrete
which allows a dragonmarked operator to send a
images, such as a cloak lined with glittering stars
short message to any other speaking stone. Sending
WZ I OW_V _Q\P I XI\\MZV WN ÆIUM[# \PM _MIZMZ
a message through the stones costs 1 gp for
M^MZa Å^M _WZL[ QV \PM UM[[IOM IVL \ISM[ WVM might even be able to adjust the intensity of
\PM[M ÆIUM[ _Q\P I _WZL 5WZM MTIJWZI\M IVL
minute for every ten miles between the station
M`XMV[Q^M glamerweave could even produce the
and the destination. The gnomes at the receiving
MٺMK\ WN JMQVO _ZMI\PML QV ÆIUM[ 0W_M^MZ
[\I\QWV _QTT \ZIV[KZQJM \PM UM[[IOM# NWZ IV M`\ZI
glamerweave KIV IT[W PI^M UWZM IJ[\ZIK\ MٺMK\["
gold piece, they’ll have a courier deliver it to
slowly shifting colors or a shimmering glow,
the intended recipient. Most large communities
NWZ M`IUXTM Glamerweave can cost anywhere
will have a message station, but small villages or
NZWU \W OX LMXMVLQVO WV \PM MٺMK\# Q\¼[
frontier towns may not.
stylish, but certainly a sign of wealth. Zilargo and
The speaking stone network is the backbone of
Aundair are the primary sources of glamerweave,
communication, but if it’s not fast enough, there
and competition between designers has grown in
is one more option. A Sivis enclave might have a
recent years.
heir who can perform sending, which can send a
message instantly to any Sivis station—and even
allow a response, if the recipient is present and MEDICINE
waiting at the target station. If available, this
<PM PITÆQVO[ WN 0W][M 2WZI[KW PI^M TWVO
service generally costs 200 gp.
dominated the business of healing. Most large
communities have a Jorasco healing house, and
ENTERTAINMENT even smaller communities often have a lone
Jorasco healer. The basic services provided by
While true bards are uncommon, magewright
Jorasco involve use of the Medicine skill and
entertainers learn to weave magic into their
PMZJIT ZMUMLQM[ <PM VM`\ \QMZ WN \ZMI\UMV\ Q[
performances. Illusion is a common tool, used
lesser restoration WٺMZQVO QUUMLQI\M ZMKW^MZa NZWU
both to enhance a mundane performance or
disease for those willing to pay the price. Greater
as an art form in its own right. A gymnastic
restoration is possible if the house has an heir with
performance might incorporate jump or feather fall.
\PM /ZMI\MZ 5IZS WN 0MITQVO \PW]OP \PQ[ OQN\
<PM MٺMK\[ WN \PM thaumaturgy cantrip—booming
44 +0)8<-: d <0- 5)/1+)4 -+7675A
can only be used once per day. House Jorasco is in a general release of hostile ghosts; or even a
also the primary source of healing potions; the marut inevitable manifesting and attacking the
quantity and quality available will depend on the spellcaster. All of which means that resurrection
size of the healing house. is possible NWZ XTIaMZ KPIZIK\MZ[ IVL M`KMX\QWVIT
House Jorasco demands payment before it NPCs, but it’s not a reliable service for the
renders any service. The Church of the Silver general public. Most of the time, when someone
Flame and priests of Boldrei often maintain dies, they stay dead.
charitable clinics, but most of these facilities only
provide mundane healing. TRANSPORTATION
Resurrection is possible in Eberron, but it’s
rare. House Jorasco has a handful of altars All the standard modes of transportation can be
of resurrection IVL [WUMWVM _Q\P \PM /ZMI\MZ found in Khorvaire. People use boats, barges,
Dragonmark of Healing and 5,000 gp worth horses, coaches, and more. If something moves
of dragonshards can use one of these altars to over land it’s likely run or licensed by House
perform raise dead. Beyond this, there’s a few Orien. If it moves along the water or through
divine healers with the power to raise the dead. the air, it’s likely connected to House Lyrandar.
But no one uses this power lightly. Regardless Both houses license independent agents, so the
of the method used, it’s hard to pull someone captain of a mundane galleon won’t necessarily
JIKS NZWU ,WT]ZZP IVL Q\ OZW_[ UWZM LQٻK]T\ be a Lyrandar heir, but the Lyrandar seal on
with each day that passes after death. Opening a licensed ship assures you of the quality of the
a channel to Dolurrh can potentially result in a vessel and its crew. Eberron also features some
malevolent spirit taking possession of the body; unique modes of transport.
+0)8<-: d <0- 5)/1+)4 -+7675A 45
Elemental galleons use bound water airships, or the Mark of Passage for the lightning
elementals to increase the speed of the vessel. rail—to control the vessel. While it may be
These have long been the mainstay of House possible to develop an airship that doesn’t require
Lyrandar; an elemental galleon can maintain a Lyrandar pilot, the Dragonmarked Houses are
a speed of 20 miles per hour, more than twice quite protective of their monopolies.
the speed of a mundane ship of similar size. The
cost of such travel is likewise twice the cost of a WARFARE
normal journey.
The lightning rail of House Orien is the 5IOQK XTIa[ IV QUXWZ\IV\ ZWTM WV \PM JI\\TMÅMTL
gold standard for overland travel within the Five House Cannith produces a wide range of siege
Nations. An elemental engine pulls a train of equipment and mystical weapons and made
linked coaches over a path of conductor stones, a number of breakthroughs during the Last
UIQV\IQVQVO I [XMML WN UQTM[ XMZ PW]Z <PM War. Massive [QMOM [\Iٺ[ ÅTT \PM ZWTM WN IZ\QTTMZa
rail links most of the major cities of the Five Semi-sentient warforged titans scatter squads
Nations, though the destruction of Cyre has made of infantry. Kundarak sappers spread glyphs of
travel between eastern and western Khorvaire warding to deny a region to an enemy. Wands and
more challenging. A journey on the lightning rail rods haven’t replaced the swords or bows, but
generally costs twice as much as an inn stay of the elite arcaneers are becoming more common.
same duration, with quality ranging between the The armies of Aundair specialize in the use
modest coaches shared by most travelers (1 gp/ of magic and have the greatest numbers of
LIa IVL \PM _MIT\Pa T]`]Za KWIKPM[ OX LIa wandslingers. Karrnath has long been known
8MWXTM [I\Q[ÅML _Q\P [Y]ITQL IKKWUWLI\QWV[ KIV for its military discipline, but also became
try to stow away on a cargo car, but Orien guards infamous for its widespread use of undead
discourage such behavior. soldiers. Thrane is renowned for its peasant
Elemental airships are the pride of House archers and use of divine magic, thanks to its
4aZIVLIZ ][QVO JW]VL IQZ IVL ÅZM MTMUMV\IT[ \W ÅMZKM LM^W\QWV \W \PM +P]ZKP WN \PM ;QT^MZ
propel a vessel through the sky. Airships travel Flame. Cyre relied heavily on mercenary
between 20 to 40 miles per hour and have the services—including the Valenar elves and the
advantage of being able to cross any terrain. OWJTQV[ WN ,IZO]]V¸IVL ÅMTLML \PM OZMI\M[\
Airships have only been in service for eight years, number of warforged troops. Finally, Breland
and as a result many cities don’t yet have the had the best intelligence and industry of the
facilities required for docking or maintaining an nations; it was also noted for the use of Zil
airship. However, airships are quickly becoming elemental weapons and for its ÆWI\QVO NWZ\ZM[[M[.
the prefered method of travel for those who can
IٺWZL \PMU )QZ[PQX \ZI^MT OMVMZITTa KW[\[ Å^M CREATING MAGIC ITEMS
times as much as an inn stay of the same quality
and duration. House Cannith has an enclave devoted solely
Teleportation is the swiftest form of travel, to wand production. This facility is equipped
but also the most limited. An Orien heir with with tools that amplify the Mark of Making
\PM /ZMI\MZ 5IZS WN 8I[[IOM KIV KI[\ teleportation and channel planar energies; the artisans also
circle once per day; most major Orien enclaves PI^M IKKM[[ \W I ^I[\ IZZIa WN M`W\QK _WWL[ IVL
have permanent circles and can be used as materials. You can also create a wand, but you’re
destinations. When this service is available, it starting from scratch and creating the tools you
generally costs 2,500 gp. need. Essentially, when House Cannith creates
All of these forms of advanced travel require magic items, it’s using factories; while your
someone with the appropriate dragonmark— IZ\QÅKMZ Q[ \PM MY]Q^ITMV\ WN \PM \QVSMZMZ _WZSQVO
the Mark of Storm for elemental galleons and in the garage. You can create magic items, and
46 +0)8<-: d <0- 5)/1+)4 -+7675A
you can potentially create items that House requires rarer components that can’t simply
Cannith can’t UISM° J]\ Q\¼[ OWQVO \W \ISM aW] JM X]ZKPI[ML AW] UQOP\ VMML I ÆW_MZ NZWU
more time and gold than it takes for them. Here’s Thelanis, a feather from a couatl, or the scale
an overview of the process. of a dragon. More often than not, such this will
The Schema. <PM ÅZ[\ [\MX QV KZMI\QVO I require an adventure. You may not have to kill
magic item is to acquire a schema for it. This is the something to obtain what you need, but you’ll
MY]Q^ITMV\ WN I ZMKQXM WZ I JT]MXZQV\# Q\ M`XTIQV[ surely have to overcome a challenge. The Magic
the process and components required to create 1\MU 1VOZMLQMV\[ \IJTM []OOM[\[ PW_ LQٻK]T\ \PI\
the item. If you can obtain a schema—from challenge could be.
0W][M +IVVQ\P \PM Ua[\QKIT TQJZIZa WN )ZKIVQ`
\PM KWTTMK\QWV WN IV M`XMZQMVKML IZ\QÅKMZ¸ D¦® /ãà /ĦٮÄãÝ
you’re ready to move on. Otherwise, you can /ƚĞŵ ZĂƌŝƚLJ Z ZĂŶŐĞ
create a schema, but this takes time and skill. Common 1–3
An arcane spellcaster uses Arcana to create
Uncommon 4–8
schema. A divine caster uses Religion, while
Rare 9–12
a druid or ranger relies on Nature. You must
PI^M I UQVQU]U [SQTT JWV][¸aW]Z XZWÅKQMVKa Very Rare 13–18
bonus plus your ability score bonus—in order Legendary 19+
to develop a schema. You must maintain the
minimum skill bonus for the duration of your 1\¼[ XW[[QJTM \W ÅVL I ZIZM KWUXWVMV\ M^MV
_WZS [W IV MٺMK\ \PI\ QVKZMI[M[ IV IJQTQ\a [KWZM when you’re not looking for one. You could
for a few minutes won’t help you. LQ[KW^MZ IV M`W\QK 3PaJMZ KZa[\IT QV \PM Z]QV[ WN
IV IZ\QÅKMZ¼[ _WZS[PWX <QUM IVL [\]La KW]TL
^«Ã Ùã®ÊÄ ZØç®ÙÃÄãÝ yield suggestions as to what items could be made
/ƚĞŵ ZĂƌŝƚLJ tŽƌŬ ǁĞĞŬƐ DŝŶŝŵƵŵ ^Ŭŝůů _Q\P \PM KWUXWVMV\# NWZ M`IUXTM \PI\ 3PaJMZ
Common 3 days +2 shard could be used to create an QZWV ÆI[S or
dimensional shackles.
Uncommon 1 +4
Creation. Once you have your schema and
Rare 3 +6
any rare components, you’re ready to begin. The
Very Rare 8 +8 DM can assign skills or tools that are required
Legendary 16 +10 for this act of creation, so that it requires both
XZWÅKQMVKa IVL IKKM[[ \W \PM[M \WWT[ AW] U][\
This ability to develop a schema represents pay the basic costs of materials and services
remarkable talent. It could take House Cannith required to make the item. And you must spend a
years or decades to develop a particular schema; [QOVQÅKIV\ IUW]V\ WN \QUM _WZSQVO WV Q\# KZMI\QVO
the fact that you can accomplish this in weeks I TMOMVLIZa Q\MU KIV \ISM I aMIZ WN MٺWZ\
ZMÆMK\[ \PM QLMI \PI\ XTIaMZ KPIZIK\MZ[ IZM
D¦® /ãà ٥ã®Ä¦ d®Ã Ä ÊÝã
innovators. However, it is always up to the
DM to decide if you can create a particular /ƚĞŵ ZĂƌŝƚLJ tŽƌŬ ǁĞĞŬƐΎ ŽƐƚΎ
[KPMUI <PM ,5 KIV IT_Ia[ KPWW[M \W M`KT]LM I Common 1 50 gp
particular magic item from a campaign.
Uncommon 2 200 gp
Rare Components. Any magic item requires
Rare 10 2,000 gp
specialized materials—Eberron dragonshards,
ZIZM _WWL[ WZ UM\IT[ M`W\QK PMZJ[ WZ W\PMZ Very Rare 25 20,000 gp
[]J[\IVKM[ ?PQTM M`W\QK \PM[M \PQVO[ KIV Legendary 20 100,000 gp
be purchased or obtained in any major city.
But creating a magic item from scratch often * Halved for a consumable item
+0)8<-: d <0- 5)/1+)4 -+7675A 47
The Magic Item Crafting Time and Cost table
provides a basic framework, but various factors FAITHS OF KHORVAIRE
could reduce time or cost. Eberron dragonshards Religion plays an important role in Eberron.
IZM I [QOVQÅKIV\ IUW]V\ WN \PM KW[\ WN UI\MZQIT[
While gods don’t physically manifest as they
A remarkable dragonshard could reduce the
do in other settings, people of faith believe that
cost of creating an item by 10 percent. A planar
divine forces play a role in everyday life. Beyond
convergence could reduce the time or cost
this, shared beliefs help to unite communities and
ZMY]QZML \W UISM IV Q\MU _Q\P IV MٺMK\ \QML \W
\W XZW^QLM PWXM QV LQٻK]T\ \QUM[
that plane. Ultimately, this is a story, and there )XXMVLQ` * WN \PM Player’s Handbook provides
IZM M`KMX\QWV[ \W M^MZa Z]TM
concrete details about the primary religions of
Complications. These rules for magic item
Eberron, including holy symbols and domains.
creation are derived from the system presented
This section provides a more direct look at what
in Xanathar’s Guide to Everything <PQ[ IT[W WٺMZ[
aW]Z NIQ\P UMIV[ \W aW] IVL PW_ \W ZMÆMK\ \PI\
the idea that the creation of a magic item is a devotion through your actions.
KWUXTM` XZWKML]ZM IVL \PI\ KWUXTQKI\QWV[ KIV
In creating a devout character, it can be
arise. If you use this rule, there’s a 10 percent
useful to think about the source of your faith.
chance of a complication arising for every
Were you brought up in your religion, or did
Å^M _WZS_MMS[ [XMV\ WV KZIN\QVO \PM Q\MU
you come to it later in life? Are you primarily
Xanathar’s Guide presents a number of possible
devoted to the principles of your religion,
complications. Here are few tied to Eberron.
or have you had a personal, transcendental
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interferes with your work; you must FRXOG HDVLO\ WDNH DQ 2DWK RI 9HQJHDQFH
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one of the conspiracies of Eberron—
such as the Chamber, the Aurum, the
Emerald Claw, or the Lords of Dust.
6 Your item unexpectedly becomes
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48 CHAPTER 2 | FAITHS OF KHORVAIRE
THE CHURCH OF THE SILVER FLAME THE SOVEREIGN HOST
• The Silver Flame is force of light holding • The Sovereigns are with us at all times.
foul demons at bay. Those who seek to Onatar stands at every forge and Dol Dorn
defend the innocent from evil may draw on is with you whenever blades are drawn.
the power of the Flame. • The Sovereigns shape the world. They
• *I\\TM []XMZVI\]ZIT M^QT _Q\P [\MMT ÅZM IVL WٺMZ ][ O]QLIVKM IVL [\ZMVO\P J]\ _M U][\
magic. Every mortal soul can be guided learn to listen.
to the light. Inspire and guide others to
• Honor each Sovereign in its place and time.
virtuous behavior; force is a last resort. If you hear one voice clearly, embrace their
• Listen to the Voice of the Flame but path and embody their values.
beware the deceiving whispers of the
As a follower of the Sovereign Host, you believe
Shadow in the Flame. that the hand of the Sovereigns can be seen in
The Church of the Silver Flame has a disciplined all things. What others take to be intuition or
hierarchy with a martial aspect. Friars and instinct, you see as the voice of the Sovereigns
ministers seek to guide people to the light, while WٺMZQVO O]QLIVKM AW] LWV¼\ VMML IJ[WT]\M
templars defend them from evil. proof: the fact that there is a bountiful harvest is
Eberron is a place where supernatural evil is a proof enough of Arawai’s benevolence.
very real threat. Demons possess the innocent. The Sovereign Host has a looser structure than
Vampires lurk in the shadows. Aberrations can the Church of the Silver Flame. Many variations
emerge from Khyber at any time. Zealots may IVL []J[MK\[ WN \PM NIQ\P M`Q[\ 5IVa \MUXTM[ IZM
go too far in the pursuit of evil and priests may only loosely aligned—in a small village, a skilled
be more concerned with mundane power than smith might double as the priest because people
faith. But the majority of those who follow the believe he’s close to Onatar. A midwife might be
Silver Flame stay true to its principles. They seek seen as speaking for Arawai and Boldrei.
to lead virtuous lives, to protect the weak, and to You may feel a particular connection to one
guide the wicked to the light. Sovereign and, as a divine spellcaster, this could
The Church is based in Thrane but its drive your choice of domain or oath. But as a
followers are spread across Eberron. vassal (the common term for a follower of the
It’s up to you whether you support 0W[\ aW] IZM M`XMK\ML \W
the theocracy of Thrane or respect and honor all of
whether you feel that it’s a the Sovereigns.
mistake to draw the Church
into politics. A number of
variant sects worship the
Silver Flame; you can always
ÅVL aW]Z W_V XI\P
Archery is a devotional
practice of the Silver
Flame, used both as a
means of meditation and
a martial art.
CHAPTER 2 | FAITHS OF KHORVAIRE 49
THE BLOOD OF VOL
• Each one of us has a spark of divinity
within our blood and our spirit. Find that
power within.
• Death is the end, Dolurrh is oblivion, and
QN \PM OWL[ M`Q[\ \PMa IZM KZ]MT ;\IVL _Q\P
those you care for; all we have is this life
and each other.
Because of its association with necromancy and
the undead, many people believe that the Blood
of Vol embraces death and that its followers
wish to become undead. Neither of these things
THE DARK SIX are true. The Seekers of the Divinity Within
<PM ,IZS ;Q` IVL \PM ;W^MZMQOV 0W[\ IZM (as the faithful call themselves) don’t revere the
opposite sides of the same coin. If you believe it undead; they believe that once someone has
one you inherently believe in the other; the only died you might as well put the corpse to use.
question is whether you fear or revere the Dark But the spark of divinity is tied to both blood
;Q` <PM XZQVKQXTM[ WN \PM NIQ\P IZM \PM [IUM" and soul, and the Seekers believe that the
R][\ TQSM \PM ;W^MZMQOV[ \PM ;Q` IZM _Q\P ][ I\ ITT undead can never fully harness its power. The
times. They shape the world and speak to those vampires and mummies of the Blood of Vol
PI^M [IKZQÅKML \PMQZ KPIVKM I\ LQ^QVQ\a QV WZLMZ
who will listen.
In general, the Sovereigns represent values to guide and protect the living. They’re martyrs,
tied to civilization: Law, community, trade, not something to envy.
industry, agriculture, honor in war. The Dark Public opinion of the Blood of Vol is often
;Q` MUJWLa LIVOMZW][ KWVKMX\[" ,MI\P KPIW[ colored by the actions of the Order of the
-UMZITL +TI_ <PQ[ M`\ZMUQ[\ [MK\ [MZ^M[ I TQKP
and change, the destructive powers of nature,
treachery in battle, dark magic and monsters, known as the Queen of Death, and employs
passion and madness. Those who worship the undead and necromancy in acts of terror. Most
Sovereigns fear these things; those who revere Seekers have no love for the Emerald Claw and
\PM ;Q` MUJZIKM \PMU IVL LWV¼\ KWV[QLMZ \PMU don’t support its actions.
to be evil. If you’re a barbarian, it’s the Fury
who unleashes your rage. If you’re an assassin,
you walk the path of the Mockery as opposed to
that of Dol Arrah.
The creatures of Droaam generally revere the
,IZS ;Q` 0]UIVQ\a [MM[ \PM ;PILW_ I[ I ^QTTIQV
who gave the harpy her voice and the medusa
her gaze; to the harpy and the medusa, this
makes the Shadow a hero.
50 CHAPTER 2 | FAITHS OF KHORVAIRE