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Published by bobbyomnomnom, 2018-12-10 19:41:31

Wayfinders Guide to Eberron

D&D book for Wayfinders Guide to Eberron

Keywords: D&D,Dungeons,Dragons

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

jak dar (Order #15418488)

ٛ—®ãÝ WůĂLJƚĞƐƚĞƌƐ͗ Teos Abadia, Kurt Caceres, Chelsea
Caine, Cory Casoni, Wayne Chang, Charlie
Lead Designer: Keith Baker Chu, Kenna Conklin, Ryan Conklin, Jenny
Design: Ruty Rutenberg Conlee, Chris Funk, Dan Garrison, Hrishikesh
ĚĚŝƟŽŶĂů ĞƐŝŐŶ͗ Jeremy Crawford, Mike Hirway, Jason Hobson, Noura Ibrahim, Kym
:ĂĐŬƐŽŶ͕dĂůŝĞƐŝŶ :ĂīĞ͕ :ŽŶĂƚŚĂŶ <Ğůƚnj͕ ĞƌĞŬ
Mearls, Kate Welch Mears, Jason Charles Miller, Marc Mohan,
ƌƚ ŝƌĞĐƟŽŶ Θ /ůůƵƐƚƌĂƟŽŶ͗ Lee Moyer >ŝŶĚƐĞLJ DŽƌƚĞŶƐĞŶ͕ DĂƌƚLJ DŽƌƟŵĞƌ͕ ŝŐ
ŽŽŬ ĞƐŝŐŶ͗ Will Hindmarch EĞƵƚƌŽŶ͕ <Ăŝ EŽƌŵĂŶ͕ ^ĂƟŶĞ WŚŽĞŶŝdž͕ DŝůLJŶŶ
ĚŝƚŽƌƐ͗ Kenna Conklin, Will Hindmarch, Ruty ^ĂƌůĞLJ͕ ƵƐƟŶ ^ĐŽŐŐŝŶ͕ <ƌŝƐƟĂŶ ^ĞƌƌĂŶŽ͕
Eugene Simon, Jimmy Tamborello, Shana
Rutenberg Targosz, Ivan Van Norman, Kyle Vogt, B Dave
ŽǀĞƌ /ůůƵƐƚƌĂƚŽƌ͗ Chippy tĂůƚĞƌƐ͕ ^ĐŽƩ tĞůŬĞƌ͕ ŝŶŽƌĂ tĂůĐŽƩ
/ŶƚĞƌŝŽƌ /ůůƵƐƚƌĂƚŽƌƐ͗ 'ƌĂĐĞ ůŝƐŽŶ͕ DŝƚĐŚ ŽƟĞ͕
^ƉĞĐŝĂů ƚŚĂŶŬƐ to the people who helped bring
Rich Ellis, Steve Ellis, Tomas Giorello, Howard Eberron to life, including Peter Archer, Mary
>LJŽŶ͕ tŝůůŝĂŵ K͛ ŽŶŶŽƌ͕ ^ƚĞǀĞ WƌĞƐĐŽƩ͕ <ŝƌĐŚŽī͕ >ĞĞ DŽLJĞƌ͕ ŚƌŝƐƚŽƉŚĞƌ WĞƌŬŝŶƐ͕
Wayne Reynolds, Anne Stokes, Mark Tedin, ^ƚĞǀĞ WƌĞƐĐŽƩ͕ ZŽďĞƌƚ ZĂƉŝĞƌ͕ >ŝnj ^ĐŚƵŚ͕ DĂƌŬ
Francis Tsai, Brian Valenzuela, Anthony S. ^ĞŚĞƐƚĞĚƚ͕ DĂƌŬ dĞĚŝŶ͕ ĂŶĚ :ĂŵĞƐ tLJĂƩ͘
Waters, Charlie Wen, James Zhang

This book includes some rules and spells that
originally appeared in Xanathar’s Guide to
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

jak dar (Order #15418488)

CONTENTS

INTRODUCTION ..........................................................4 CHAPTER 4: DRAGONMARKS ..................................89

CHAPTER ONE: WHAT IS EBERRON? ............. 5 Creating a Dragonmarked Character .......................90
Dragonmarks and Backgrounds................................90
A Magical World.......................................................6 The Powers of the Mark............................................91
Pulp Adventure..........................................................7 Dragonmark Appearance..........................................92
Neo-Noir Intrigue......................................................9 Background ...............................................................94
The Last War ............................................................12 The Mark of Detection..............................................96
The Mourning...........................................................14 The Mark of Finding.................................................97
Ancient Mysteries ......................................................17 The Mark of Handling ..............................................98
If It Exists In D&D, The Mark of Healing.................................................99
There’s A Place for It in Eberron ............................19 The Mark of Hospitality............................................100
The Mark of Making.................................................101
CHAPTER 2: WELCOME TO KHORVAIRE ..............21 The Mark of Passage .................................................102
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 Greater Dragonmarks ...............................................109
The Demon Wastes...................................................27 Aberrant Dragonmarks .............................................111
Droaam .....................................................................28
The Eldeen Reaches..................................................29 CHAPTER 5: MAGIC ITEMS.......................................113
Karrnath....................................................................30
The Lhazaar Principalities ........................................31 Magic Items...............................................................114
The Mror Holds ........................................................32
Q’barra ......................................................................33 CHAPTER 6: SHARN, CITY OF TOWERS..................123
The Shadow Marches ...............................................34
The Talenta Plains ....................................................35 Sharn Backgrounds .................................................124
Thrane.......................................................................36 The Shape of Sharn ..................................................131
Valenar ......................................................................37 Central Plateau Quarter............................................134
Zilargo .......................................................................38 Dura Quarter ............................................................135
Everyday Life.............................................................39 Menthis Plateau Quarter...........................................136
MAGIC IN KHORVAIRE......................................41 Northedge Quarter....................................................137
Magewrights ..............................................................42 Tavick’s Landing Quarter .........................................138
Wandslingers .............................................................43 Sharn: Above and Below ..........................................140
The Magical Economy .............................................44 Things to Do in Sharn...............................................141
Faiths of Khorvaire....................................................48 Criminal Activities in Sharn......................................144
Distant Lands ............................................................52 Starting Points ..........................................................147
Eberron: Above and Beyond.....................................55 Starting Point: Callestan............................................148
;\IZ\QVO 8WQV\" +TQ‫\ٺ‬WX ..............................................150
CHAPTER 3: RACES OF EBERRON ...........................59 Starting Point: Morgrave University .........................152
A Quick Sharn Story.................................................155
Changelings ...............................................................60 The Streets of Sharn..................................................157
Shifters .......................................................................64
Warforged..................................................................67 APPENDIX A: FURTHER READING..........................134
Dwarves .....................................................................71
Gnomes .....................................................................76 Eberron Sourcebooks ................................................134
Half-Elves ..................................................................77 Eberron Novels..........................................................135
Half-Orcs...................................................................78
0ITÆQVO[.....................................................................79 APPENDIX B: GLOSSARY...........................................137
Humans .....................................................................82
Other Races...............................................................83 APPENDIX C: DRAGONMARKED HOUSE CRESTS . 142

THE WAYFARER’S GUIDE TO EBERRON III

jak dar (Order #15418488)

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
\MTTQVO \PM \Z]\P \PM \ZIQV PWTL[ I NWZ\]VM QV +aZIV learn more about the setting.
OWTL° I NWZ\]VM \PI\ ZQOP\N]TTa JMTWVO[ \W \PM
ZMN]OMM[ [KI\\MZML IKZW[[ *ZMTIVL )VL QN ;]VLZa Q[ Bear in mind: this book presents Ua vision
\MTTQVO \PM \Z]\P \PI\ OWTL Q[ O]IZLML Ja I KILZM WN of Eberron. This is the world I run at my own
]VLMIL [WTLQMZ[ \PM MTQ\M _IZZQWZ[ WN 3IZZVI\P table, and the way that I’ve converted its ideas
\W \PM ÅN\P MLQ\QWV Z]TM[ )TT WN \PM UI\MZQIT PMZM
<PM IQZ[PQX Revenge OTQLM[ \W_IZL[ \PM JZQLOM is presented for playtesting and to spark your
<PM _IZNWZOML ZIVOMZ 8QMZKM PWTL[ PQ[ [_WZL QV imagination. The game mechanics are in draft
PQ[ ZQOP\ PIVL# _Q\P PQ[ TMN\ PM KTQVO[ \W \PM MLOM NWZU ][IJTM QV aW]Z KIUXIQOV J]\ VW\ ZMÅVML
of Revenge 8QMZKM Q[ I TQ^QVO _MIXWV J]QT\ Ja ÅVIT OIUM LM[QOV IVL MLQ\QVO <PMa IZMV¼\
\W ÅOP\ NWZ \PM XMWXTM WN +aZM 1V I UWUMV\ PM¼TT W‫ٻ‬KQITTa XIZ\ WN \PM OIUM IVL IZMV¼\ XMZUQ\\ML QV
ZMTMI[M PQ[ OZQX IVL QN PM \QUM[ Q\ ZQOP\ PM¼TT TIVL D&D Adventurers League events. If Wizards of
I\WX \PM KWIKP IVL PI^M I KPIVKM \W ZMKTIQU \PM \PM +WI[\ LMKQLM[ \W UISM \PQ[ UI\MZQIT W‫ٻ‬KQIT Q\
TW[\ \ZMI[]ZM 1N PM \QUM[ Q\ _ZWVO PM¼TT JM [UI[PML _QTT JM ZMÅVML JI[ML WV aW]Z NMMLJIKS IVL \PMV
\W XQMKM[ I\ \PM JW\\WU WN \PM KIVaWV appear in a D&D book. Beyond that: Eberron
is aW]Z world as much as it is mine. I hope that
) P]UIV _W]TL PWTL PQ[ JZMI\P J]\ 8QMZKM this book provides you with
LWM[V¼\ JZMI\PM 0M R][\ _IQ\[ I[ Revenge passes inspiration, but don’t
W^MZ \PM JZQLOM IVL \PMV PM ZMTMI[M[ PQ[ OZQX be limited by my
ideas or decisions.
EBERRON WAS BORN IN 2002 WHEN Think of this
Wizards of the Coast launched as something
a worldwide search for a new you can
campaign setting. I imagined a build upon,
world of swashbuckling adventure not a codex of
and dark fantasy, a place where magic formed absolute law.
the foundation of civilization. Over the course of
the next year I worked with a team of amazing Welcome
IZ\Q[\[ IVL OIUM LM[QOVMZ[ \W ZMÅVM IVL LM^MTWX to Eberron:
that core idea, and the end result was the -JMZZWV let’s explore!
+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

jak dar (Order #15418488)

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
1N \PM IOMV\[ WN \PM -UMZITL +TI_ ZMIKP Q\ ÅZ[\ characters you create in Eberron. Here’s a quick
\PMa¼TT ]VTMI[P IV IZUa WN \PM LMIL IOIQV[\ \PM overview of what lies ahead.
XMWXTM WN 3PWZ^IQZM
• A Magical World. From warforged
1V \PM KQ\a WN ;PIZV I JZQTTQIV\ \MIU WN [XQM[ and airships to the mighty dragonmarked
X]TT W‫ ٺ‬IV QUXW[[QJTM [KPMUM¸JZMISQVO QV\W houses, magic is a part of the world and its
\PM QUXMVM\ZIJTM ^I]T\[ WN 0W][M 3]VLIZIS *]\ stories.
QV[\MIL WN OWTL \PMa ÅVL I [MKZM\ \PI\ KW]TL [PI\\MZ
\PM NZIOQTM XMIKM JM\_MMV \PM .Q^M 6I\QWV[° • Pulp Adventure. Whether you’re
leaping from an airship or battling demons
7V \PM LMKS WN IV IQZ[PQX I _QbIZL LMJI\M[ \PM in forgotten ruins, Eberron encourages
QV\MZXZM\I\QWV WN IV IVKQMV\ XZWXPMKa _Q\P I JTWWL cinematic action and swashbuckling
ZML LZIOWV 1N \PM [IOM TW[M[ \PM LMJI\M \PM LZIOWV adventure.
_QTT LM[\ZWa \PM IQZ[PQX IVL M^MZaWVM WV Q\ *]\ QN
[PM _QV[ \PM IZO]UMV\ \PM LZIOWV _QTT \ISM \PMU • Neo-Noir Intrigue. Eberron is a world
\W LQ[\IV\ )ZOWVVM[[MV° IVL VW P]UIV PI[ M^MZ WN LQ‫ٻ‬K]T\ KPWQKM[ <PM TQVM JM\_MMV PMZW
[MMV \PM TIVL WN LZIOWV[ IVL ZM\]ZVML and villain is easily blurred, and even the
champions of the light may have things
WHAT IS EBERRON? IT’S A WORLD they regret.
bound by a golden ring
and surrounded by twelve • The Last War. Eberron has just emerged
moons. It’s the intersection of from a century-long civil war, and the scars
thirteen planes of existence, WN \PI\ JQ\\MZ KWVÆQK\ ZMUIQV 0W_ LQL \PM
which shift in and out of alignment. It’s a place _IZ I‫ٺ‬MK\ aW]Z KPIZIK\MZ IVL PW_ _QTT Q\
where magic has been harnessed as a tool—used shape your story?
to build cities, to sail ships through the skies, to
create both wonders and weapons. • The Mourning. This mystical cataclysm
destroyed an entire nation and created a
Eberron embraces swashbuckling action and deadly wasteland in the heart of Khorvaire.
pulp adventure and adds a layer of neo-noir The Mourning brought the war to an end,
intrigue. Stories don’t always end well and there but it is a mystery and a threat that looms
isn’t a perfect answer to every problem. The large over Eberron.
Last War turned old allies into bitter enemies
and destroyed an entire nation, leaving terrible • Ancient Mysteries. Powerful artifacts
scars behind. Crime and corruption lurk in the are hidden in the ruined cities of giants.
great cities of Khorvaire. Hidden dragons shape Dragons and demons scheme in the
\PM KW]Z[M WN PQ[\WZa ;QVQ[\MZ ÅMVL[ QVÆ]MVKM shadows, unraveling a prophecy that could
the dreams of the unwary. Human greed and shape the future. These ancient mysteries
ambition may prove more dangerous than any can be a source of fantastic adventures and
devil or demon. But through this darkness, there terrible danger.
are opportunities for a group of bold adventurers
\W UISM I LQ‫ٺ‬MZMVKM° NWZ JM\\MZ WZ NWZ _WZ[M • If it exists in D&D, it has a place in
Eberron… But it may not be the place
you’re used to.

These elements are all part of Eberron, but
you don’t have to use all of them in every story.
As you go through this chapter, decide which
\PMUM[ IXXMIT \W aW] IVL JM[\ Å\ \PM [\WZQM[ aW]
want to tell.

CHAPTER 1 | WHAT IS EBERRON? 5

jak dar (Order #15418488)

A MAGICAL WORLD ò›Ùù—ƒù Dƒ¦®‘

The creation myths say that magic is the Here are a few examples of how magic is
JTWWL WN \PM LZIOWV ;QJMZa[ ÆW_QVO LW_V integrated into everyday life in Khorvaire.
from the golden ring in the sky. Whether this
is truth or mere myth, magic pervades the The lightning rail uses bound elementals
world. to drive a train of carriages along a path of
conductor stones. The rail links most major
Magic as a Tool. In Eberron, arcane cities and is a simple way to travel long
magic is a form of science. The spells and distances.
ZQ\]IT[ WN _QbIZL[ IVL IZ\QÅKMZ[ PI^M JMMV
developed and honed over centuries, and An elemental airship XVHV D ÀUH RU DLU
those principles have been incorporated into elemental, bound into a ring that holds
daily life. Magic is used for entertainment, the ship aloft and provides motive force.
transportation, communication, warfare, and The airship is a recent innovation that is
much more. While magic is widespread, there transforming the business of transportation.
are limits to is power. You can book passage
on an airship or get an illness cured by lesser Everbright lanterns use FRQWLQXDO ÁDPH
restoration, but resurrection, teleportation, and WR OLJKW WKH VWUHHWV RI .KRUYDLUH 7KH ÁDPH
[QUQTIZ M‫ٺ‬MK\[ IZM PIZL \W KWUM Ja <Z]M _QbIZL[ never goes out, but metal shutters allow a
are rare and remarkable; most common magic lantern to be dimmed or shut down.
is performed by a working class of magewrights,
professional spellcasters who master a small Speaking stones allow communication
handful of rituals or cantrips. The magical between distant communities. A short
services available in Khorvaire are discussed message can be sent from one stone to
in more detail in chapter 2, along with the another, functionally similar to a telegraph.
availability of magic items.
Warforged are sentient humanoid
Dragonmarked Dynasties. The magical golems. Developed during the Last War,
economy is dominated by a handful of powerful warforged were created as weapons. The
families and the guilds they maintain. These are Treaty of Thronehold forbid the creation of
the dragonmarked houses, barons of industry new warforged, while granting freedom to
_PW[M QVÆ]MVKM ZQ^IT[ \PI\ WN SQVO[ IVL Y]MMV[ the golems that survived the war. Rules for
These dynastic houses derive their power making warforged characters can be found in
from their dragonmarks: arcane sigils that chapter 3.
are passed down through their bloodlines. A
dragonmark grants limited but useful magical
abilities, and over the course of centuries the
houses have used these powers to establish
powerful monopolies. House Jorasco dominates
the medical trade with its Mark of Healing,
while only someone with House Lyrandar’s
Mark of Storms can pilot an airship. Chapter 3
provides more details about dragonmarks and
the dragonmarked houses, along with rules for
creating dragonmarked characters.

6 CHAPTER 1 | A MAGICAL WORLD

jak dar (Order #15418488)

PULP ADVENTURE your actions, you’re protecting your friends, your
house, or your nation. It could be about time: <PM
Eberron is a world of swashbuckling adventure ITIZU¼[ JMMV \ZQOOMZML IVL aW] WVTa PI^M [Q` ZW]VL[ JMNWZM
IVL \_W Å[\ML IK\QWV ?PM\PMZ aW]¼ZM I ,5 [MK]ZQ\a IZZQ^M[ Such things can even be incidental.
developing an adventure in the world or a ,QL aW] [\IZ\ I ÅOP\ QV IV ITTMa JMPQVL I JIZ'
player preparing to explore it, here are a few 6W_ aW] VW\QKM \PM LZ]VS WOZM [TMMXQVO QV \PM KWZVMZ° QN
things to consider. PM _ISM[ ]X \PQ[ KW]TL OM\ ]OTa

Exotic Locations. Lightning rails, airships, Player Characters Are Remarkable.
and other forms of transportation can facilitate
travel to exotic locations. Adventures could Eberron is a world in need of heroes. Lingering
take you to the colossal ruins left behind by the
giants of Xen’drik, the warped landscape of the tensions of war remain. From the fanatics of
Mournland, or the dark demiplanes within the
underworld of Khyber. Even if you prefer to stay the Emerald Claw and the mad cults of the
QV I \W_V aW] KW]TL ÅVL aW]Z[MTN QV \PM UQTM ,ZIOWV *MTW_ \W \PM ÆM[P _IZXQVO LIMTSaZ
PQOP \W_MZ[ WN ;PIZV° WZ \PM IVKQMV\ OWJTQV IVL IVKQMV\ IZKPÅMVL[ -JMZZWV NIKM[ UIVa
tunnels that lie beneath it. \PZMI\[° IVL \PMZM¼[ VW WVM W]\ \PMZM \W [\WX
them. In Eberron, the gods are distant and
What Are the Stakes? What’s better than
a battle on the deck of an airship? A battle on don’t directly intervene. The Silver Flame is a
the deck of an airship \PI\¼[ IJW]\ \W KZI[P Look
for ways to raise the stakes of a scene, so players divine force of light, but it can only act through
feel that every decision matters. This could be
driven by the consequences of failure: through mortal champions. The few powerful benevolent

NPCs have limitations: the Keeper of the Flame

loses her powers if she leaves her citadel. The
UQOP\a OZMI\ LZ]QL Q[° _MTT° I \ZMM 5W[\ WN
the powerful people in the setting are driven by
[MTÅ[P OWIT[ 1N \PM <IZZI[Y]M KWUM[ \W ;PIZV

CHAPTER 1 | PULP ADVENTURE 7

jak dar (Order #15418488)

there’s no one else to deal with the problem: the KÖã®Êă½ Z罛͗
fate of the city is in your hands. Äò®ÙÊÄÛÄヽ ½›Ã›ÄãÝ
) ÅOP\ JZMIS[ W]\ QV <PM +I\ *Q[K]Q\ <PM
This is something to consider in developing OVWUM ZWO]M TMIX[ NZWU \PM TIVLQVO IVL [_QVO[
your character and choosing your background. IKZW[[ \PM ZWWU XI[[QVO W^MZ \PM PMIL[ WN \PM
If you take the soldier background, you can be []ZXZQ[ML \P]O[ \W TIVL QV \PM XMZNMK\ XW[Q\QWV
more than just a grunt. What did you do during NWZ I [VMIS I\\IKS <PM [PQN\MZ JIZJIZQIV [\ZQSM[
the Last War? What was your greatest triumph I UQOP\a JTW_ \PI\ SVWKS[ PMZ MVMUa QV\W \PM
or most tragic defeat? If you’re a spy, are you a JTIbQVO PMIZ\P# \PM JIVLQ\ [PZQMS[ I[ \PM ÆIUM[
prized agent or did you break loose from your [XZMIL \W PQ[ KTW\PM[
organization after they pushed you too far? Don’t
just think of your character as a set of numbers: Combat can feel very mechanical. , PRYH
even at 1st level, you’re remarkable. IHHW , PDNH DQ DWWDFN UROO , XVH D UHDFWLRQ One
way for the DM to encourage more cinematic
Hero Points. The heroes of pulp adventure action is to present a list of Environmental
are often able to overcome seemingly impossible Elements. In a tavern, this list could include
WLL[ 7VM _Ia \W ZMÆMK\ \PQ[ Q[ \W ][M \PM Chandelier, Plate Glass Window, Roaring
optional hero points rule from chapter 9 of the Fireplace, Tray of Drinks, Drunk Patron. If
,]VOMWV 5I[\MZ¼[ /]QLM This is optional; hero points \RX·UH ÀJKWLQJ LQ DQ DQFLHQW WRPE WKH OLVW FRXOG
change the balance of the game and give player be Pile of Gold Coins, Scattered Bones,
characters an opportunity to turn certain failure Rotting Tapestry, Moss-Covered Statue.
into success. It’s a way to make heroes feel Each turn, a player can work one of these
largely than life, but it’s not a good match for elements into their description of their action.
every story. The primary purpose of this is to give players
ideas; interesting details to use while describing
Remarkable Villains. One reason the world their actions. But if a player comes up with a
needs heroes is because it already has villains. It particularly clever way to use an element, the
may be a long time before you’re ready to face DM could grant advantage on a check or attack
the archlich Erandis Vol in battle. But part of UROO RU VRPH RWKHU EHQHÀW 7KH URJXH QHHGV WR
\PM ÆI^WZ WN X]TX IL^MV\]ZM Q[ \W PI^M ZMK]ZZQVO cross a room full of enemies and wants to swing
villains who are closely matched with the RQ WKH FKDQGHOLHU" $V WKH '0 ,·G OHW WKHP
heroes—rivals who advance in power as you do. make a simple Dexterity (Acrobatics) check to
One way to create a compelling villain is for the avoid opportunity attacks, essentially getting a
DM and players develop the villain’s backstory free Disengage action.
together. As a DM, you might ask a player: ?PMV
aW] NW]OP\ QV \PM 4I[\ ?IZ 0ITI[ 5IZ\IQV [MZ^ML QV aW]Z Environmental elements are always
]VQ\° ]V\QT PM JM\ZIaML aW] ?PI\ LQL PM LW M`IK\Ta' optional and largely cosmetic. As a DM, you
Likewise, even when a pulp villain appears to GRQ·W KDYH WR JUDQW D ERQXV IRU HYHU\ XVH RI DQ
die, they can have their own remarkable escapes element. But presenting a list can help players
from death. Perhaps Halas had a ring that cast think of the location as more than just squares
an illusion of his death while actually stabilizing on a map and challenge them to add more
him, or cast NMI\PMZ NITT when he leapt from that
tower in Sharn. Here as well, as a DM you could FLQHPDWLF ÁDLU WR WKHLU DFWLRQV
engage the players: 1\¼[ 0ITI[ 5IZ\IQV ITT ZQOP\
0W_ LW you \PQVS PM []Z^Q^ML aW]Z TI[\ MVKW]V\MZ'

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

jak dar (Order #15418488)

NEO-NOIR INTRIGUE There are ancient and primordial forces at
work in Eberron. But there are also misguided
While Eberron embraces the swashbuckling patriots, religious extremists, and dragonmarked
action of pulp adventure, it also draws inspiration houses looking to wring a few more pieces of
NZWU VMW VWQZ IVL PIZLJWQTML ÅK\QWV 1\¼[ I gold out of Khorvaire. There are spies who
world where stories don’t always end well, where will do anything to protect their nations and
there isn’t a perfect solution for every problem. petty criminals trying to build empires. There’s
In developing characters or stories in Eberron, I XTIKM QV -JMZZWV NWZ [MTÆM[[ PMZWM[ IVL \Z]Ta
consider the following concepts. vile villains, but there’s a lot of middle ground in
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 W‫] ٺ‬VLMZ \PMQZ Z]TM

CHAPTER 1 | NEO-NOIR INTRIGUE 9

jak dar (Order #15418488)

Z›¦Ù›ãÝ dƒ½› Everyone Has Regrets. Player characters
are remarkable people, but that doesn’t mean
1d10 ZĞŐƌĞƚ they’re perfect. 5E already encourages you to
XQKS I ÆI_ NWZ aW]Z KPIZIK\MZ [WUM\PQVO \PI\
1 While you were serving in the Last PMTX[ LMÅVM aW]Z UW\Q^I\QWV[ *]\ QN aW] _IV\ \W
War, you were forced to abandon ILL I TQ\\TM PIZL JWQTML ÆI^WZ \W aW]Z KPIZIK\MZ
an injured comrade. You don’t know you might consider a few additional aspects: Do
if they survived. you have a debt you need to repay and, if so, do
you need to resolve this in a week or in a year?
2 You placed your faith and your Did you make a tragic mistake, and if so, is it
fortune in the hands of a lover who something you can ever undo? The Regrets table
betrayed you. You don’t know if you provides a few examples of missteps that might
can ever trust anyone again. haunt you.

3 zŽƵ ŵƵƌĚĞƌĞĚ Ă ƌŝǀĂů͘ zŽƵƌ ĂĐƟŽŶƐ The Balance of Pulp and Noir. As a
ŵĂLJ ŚĂǀĞ ďĞĞŶ ũƵƐƟĮĞĚ͕ ďƵƚ LJŽƵƌ setting, Eberron works with both pulp and noir
ƌŝǀĂů͛Ɛ ĨĂĐĞ ƐƟůů ŚĂƵŶƚƐ LJŽƵ͘ themes. This is a spectrum: on one end you have
over-the-top swashbuckling adventure—battling
4 Someone put their trust in you and incarnations of evil on the deck of a burning
you betrayed them for personal airship! On the other end you have gritty hard-
gain. You may regret it now, but boiled action in the alleys of Sharn, a brutally
you can never repair the damage human scenario where there’s no easy choices.
you’ve done. The most interesting path often lies between the
two extremes, but don’t be afraid to focus on one
5 You squandered your family’s end of the spectrum if that’s what suits your story.
fortune and brought shame and
ruin to your household.

6 zŽƵ ĞŶŐĂŐĞĚ ŝŶ ĐŽǀĞƌƚ ŽƉĞƌĂƟŽŶƐ
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

jak dar (Order #15418488)

WHY DO YOU NEED ›ãÝ dƒ½›

200 GOLD PIECES? 1d10 Debt

) ÆI_ WZ ZMOZM\ Q[ [WUM\PQVO \PI\ [PIXM[ aW]Z 1 zŽƵ ĐŽŵŵŝƩĞĚ Ă ĐƌŝŵĞ ĚƵƌŝŶŐ ƚŚĞ
personality, something that plays an ongoing role Last War, and now you’re being
in your story. But perhaps you have a problem blackmailed by someone who has
that needs to be resolved ZQOP\ VW_ ƉƌŽŽĨ͘ zŽƵƌ ĂĐƟŽŶƐ ŵĂLJ ŚĂǀĞ ďĞĞŶ
ũƵƐƟĮĞĚ͕ ďƵƚ ƚŚĞ ůĂǁ ǁŽŶ͛ƚ ĐĂƌĞ͘
This is entirely optional: As a player, you
could choose to roll or select an option from the 2 You’ve got a gambling problem. If you
Debts table. can’t repay Daask (see chapter 6),
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
and to provide a compelling, immediate motive 3 You own an uncommon magic item,
for adventuring—you’re not just out to get rich, but you had to sell it to a pawn shop.
you need OWTL \W OM\ \PI\ JW]V\a W‫ ٺ‬aW]Z PMIL If you can’t reclaim it within the
It’s also an opportunity to establish something ŵŽŶƚŚ͕ ƚŚĞLJ͛ůů ƐĞůů ŝƚ Žī͘
that can be part of your character moving
forward. If you’re trying to reclaim a magic item 4 You were making a delivery on behalf
from a pawn shop, it lets you establish that your of the Boromar Clan (see chapter 6)
character PI[ that magic item—which could be and you lost the merchandise.
an heirloom, something you created, a gift from a
mentor—you’ve just temporarily lost it. If you’re 5 Someone knows the whereabouts of
trying to raise money to join a secret society, a sibling or loved one you thought lost
it establishes that your membership in this ŝŶ ƚŚĞ DŽƵƌŶŝŶŐ͕ ďƵƚ ƚŚĂƚ ŝŶĨŽƌŵĂƟŽŶ
organization may be a part of the story later on. is going to cost you.

Establishing a debt requires collaboration and 6 zŽƵ ŚĂǀĞ Ă ĚĞŐĞŶĞƌĂƟǀĞ ĚŝƐĞĂƐĞ ƚŚĂƚ
approval by both player and DM. Work together can’t be cured by mundane means.
to develop the details: who is blackmailing you? If you can’t get a ůĞƐƐĞƌ ƌĞƐƚŽƌĂƟŽŶ
What’s this secret society? What’s the story soon, you’re going to start showing
behind the magic item you’ve pawned, and what symptoms.
sort of item is it? As a player, you present ideas
J]\ \PM ,5 PI[ ÅVIT IXXZW^IT 7 Your family lost everything in the Last
War. 200 gp would get them a stake in
a new (farm/inn/stagecoach).

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

jak dar (Order #15418488)

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
was united under the Kingdom of Galifar. This While many celebrated the end of the war,
came to an end with the death of King Jarot in W\PMZ[ ZMUIQV ]V[I\Q[ÅML _Q\P Q\[ W]\KWUM
! A3 R][\ W^MZ I KMV\]Za IOW +WVÆQK\ W^MZ No one won the war, and deep scars remain.
the succession spiraled into outright war between War-torn villages and towns are still rebuilding.
the Five Nations. Once fertile farmlands are scorched and ruined.
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

12 CHAPTER 1 | THE LAST WAR

jak dar (Order #15418488)

¥¥›‘ãÝ Ê¥ 㫛 tƒÙ 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 D®½®ãƒÙù ƒ‘»¦ÙÊçėÝ
houses sold their services to all sides and
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 towards 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?
(Soldier or noble)
Magical Innovation. Over the course of a
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 back in? (Charlatan)
emerged from the war.
5 You were tasked with maintaining
The Mourning. This magical cataclysm morale and raising the spirits of your
destroyed Cyre and brought the war to an end. soldiers. (Entertainer)
Cyre is a vast, unrecoverable wasteland and
those Cyrans who survived the disaster are 6 You provided spiritual support to your
scattered across Khorvaire. troops. Were you always devout, or did
LJŽƵ ĮŶĚ LJŽƵƌ ĨĂŝƚŚ ŽŶ ƚŚĞ ďĂƩůĞĮĞůĚ͍
New Nations. Before the Last War, Galifar (Acolyte)
laid claim to all of Khorvaire. A host of new
states emerged over the course of the war. 7 You used your remarkable knowledge as
These include the goblin nation of Darguun, part of a military think tank… or perhaps
the elf kingdom of Valenar, the druids of the you provided arcane support on the
Eldeen Reaches, the monsters of Droaam, ďĂƩůĞĮĞůĚ͘ ;^ĂŐĞͿ
and more.
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
for over a century and only came to an end two 9 zŽƵ ŽƉƉŽƐĞĚ ƚŚĞ ǁĂƌ͘ dŚĞ ĂĐƟŽŶƐ LJŽƵ
years ago. As a player character in Eberron, you took to protect the innocent have made
possess remarkable skills. Did you take part in you a local legend. (Folk hero)
the Last War, and if so, in what capacity? If you
fought, which nation did you serve? Were you 10 zŽƵ ƵƐĞĚ ƚŚĞ ĐŽŶŶĞĐƟŽŶƐ ŽĨ LJŽƵƌ
honorably discharged, or did you abandon your ŝŶŇƵĞŶƟĂů ĨĂŵŝůLJ ƚŽ ĂǀŽŝĚ ŵŝůŝƚĂƌLJ
cause? If you didn’t take part in the war, why service. Are you haunted by this, or do
LQLV¼\ aW] ÅOP\ IVL _PI\ LQL aW] LW QV[\MIL' LJŽƵ ƌĞŵĂŝŶ ŝŶĚŝīĞƌĞŶƚ͍ ;EŽďůĞͿ

The following table provides ideas about how
I JIKSOZW]VL KW]TL ZMÆMK\ I KWVVMK\QWV \W \PM

CHAPTER 1 | THE LAST WAR 13

jak dar (Order #15418488)

THE MOURNING THE MOURNLAND

The nation of Cyre was once the heart of the A wall of dead-grey mist surrounds the remnants
united kingdom of Galifar. The Last War took of Cyre. Beyond the mists lies a land twisted
a heavy toll on Cyre and its citizens, serving as by magic, a wound that will not heal. The land
the battleground where all of the Five Nations is blasted and strangely transformed. In some
crossed swords. But no one was prepared for the places the ground has fused into jagged glass. In
disaster that struck in 994 YK. others, it is cracked and burned. Broken bodies of
soldiers from various sides litter the landscape—
Accounts of the Mourning vary. Some say that soldiers whose dead bodies refuse to decompose.
I JTQVLQVO TQOP\ MVO]TNML \PM JI\\TMÅMTL VMIZ \PM The Mournland is a vast open grave.
Saerun Road. Others say that the dead-gray
mists began in the capital city of Metrol and In the Mournland, the wounds of war never
spread out from there. What is known for certain PMIT ^QTM UIOQKIT M‫ٺ‬MK\[ TQVOMZ IVL UWV[\MZ[
is that within the space of one day the nation mutate into even more foul and horrible
of Cyre had been engulfed in a wall of mist, KZMI\]ZM[ )ZKIVM M‫ٺ‬MK\[ KWV\QV]M \W ZIQV ]XWV
and that anything caught within the mists was the land, magical storms that never dissipate.
PWZZQÅKITTa \ZIV[NWZUML 7^MZ I UQTTQWV +aZIV[ Stories speak of living spells—war magic that has
were killed on the day of Mourning. Those who \ISMV XPa[QKIT NWZU [MV\QMV\ ÅZMJITT[ IVL ^QTM
[]Z^Q^ML _MZM \PM [WTLQMZ[ ÅOP\QVO QV MVMUa cloudkills that endlessly search for new victims.
territory, those living on the borders who were )VOZa OPW[\[ KWV\QV]M \W ÅOP\ \PMQZ ÅVIT JI\\TM[
IJTM \W ÆMM NZWU \PM IL^IVKQVO UQ[\[ \PW[M NM_ The only thing that’s predictable about the
who were able to escape the interior through Mournland is that nothing is predictable; any
magical means. On Olarune 20, 994 YK, the sort of monster or horror could be found within
nation of Cyre ceased to exist. its borders. And yet, it also holds the wealth
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? THE MOURNING AND YOU

Fear of the Mourning brought the Five Nations The Mourning transformed Khorvaire. Shock
to the negotiating table, and in 996 YK the and fear brought an end to the Last War. In
Treaty of Thronehold ended the Last War. But making an Eberron character, think about the
all of those questions remain unanswered. No impact it had on you. If you’re from Cyre, what
one knows the cause of the Mourning or whether did you lose in the Mourning? Family? Friends?
it could suddenly expand anew. Breland opened Are there heirlooms or treasures lost in the mists
its borders to refugees, and Prince Oargev serves that you’re determined to regain, or loved ones
as de facto ruler in the territory now called New you hope to someday see again? Do you feel
Cyre. Despite its grand name, New Cyre is little loyalty to your nation and hope to see it restored,
more than a vast refugee camp. Other refugees or have you burned Cyre out of your heart?
are scattered across Khorvaire; some are treated
with pity, others with suspicion or anger. And Even if you’re not from Cyre, the Mourning
fear of the Mourning hangs like a shadow across may have had a profound impact on you. Are
Khorvaire. +W]TL Q\ PIXXMV IOIQV' 1[ \PQ[ PW_ \PM you afraid that the Mourning could expand,
_WZTL MVL[' or do you prefer not to dwell on such things?

14 CHAPTER 1 | THE MOURNING

jak dar (Order #15418488)

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
a collective of spirits killed on the Day of
Beyond this, player characters are remarkable Mourning, or even a dark and enigmatic
people. Perhaps you were caught in the power that might have been responsible for
5W]ZVQVO IVL []Z^Q^ML \PM M`XMZQMVKM° J]\ Q\[ this tragedy. If you take the latter approach,
M‫ٺ‬MK\[ ZMUIQV _Q\P aW] +WV[QLMZ \PM[M QLMI[ do you feel that by using your warlock
powers you are serving the Mourning?
• As a barbarian you could have been a Or could it be that you’re siphoning your
simple peasant caught in the Mourning. powers from it and believe that you are
Everyone else in your community was killed, actually weakening it with your actions?
but their spirits were bound to you. Your • As a member of an unusual race, you could
barbarian rage represents you channeling say that you are actually a creation of the
these vengeful ghosts. Is there a way to lay Mourning. Perhaps your tortle was IV IK\]IT
\PM[M [XQZQ\[ \W ZM[\' ,W \PMa PI^M ]VÅVQ[PML \]Z\TM transformed on the day of Mourning.
business they want you to resolve? 7Z UIaJM aW]Z \QMÆQVO Q[ \W]KPML Ja \PM
dark power of the Mourning instead of by
• As a sorcerer your arcane powers could be an infernal power.
the result of your exposure to the Mourning.
Were you physically transformed as well,
or are your powers the only manifestation

CHAPTER 1 | THE MOURNING 15

jak dar (Order #15418488)

WHAT CAUSED THE MOURNING? • The Mourning was triggered by the release
of an ancient demon overlord trapped
<PMZM _QTT VM^MZ JM IV W‫ٻ‬KQIT IV[_MZ \W \PM [QVKM \PM LI_V WN \QUM <PQ[ UQOP\a ÅMVL Q[
cause of the Mourning. As a DM in Eberron, we lurking in the Mournland and building its
want aW] \W LMKQLM \PM KI][M WN \PQ[ \ZIOMLa° power, but soon it will be ready to act.
or if you prefer, to leave it as a mystery that
will never be solved. With that said, people in As a DM, the question you need to ask is
Eberron itself have many theories about the whether you _IV\ the mystery of the Mourning
cause of the Mourning; it’s up to you to decide if to be solved, and what the consequences would
any of them are correct. be. Right now, fear of the Mourning holds war
I\ JIa 1N Q\¼[ KWVÅZUML \PI\ \PM 5W]ZVQVO Q[ VW
• The Mourning was the result of a century longer a threat—or if one nation manages to
of extensive use of war magic. If the nations harness its power—the war could begin again.
continue to use these magics, the Mourning
will expand.

• 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

jak dar (Order #15418488)

ANCIENT MYSTERIES KWVÆQK\ _Q\P \PM ^QTM LIMTSaZ <PM[M ÆM[P _IZXQVO
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\PM KWV\QVMV\ WN @MV¼LZQS ZMUIQV[ ZI^IOML Ja \PM
MXQK [XMTT[ ]VTMI[PML QV \PQ[ JI\\TM 1V 3PWZ^IQZM
\PM MUXQZM WN \PM OWJTQV[ _I[ JZW]OP\ LW_V Ja I

CHAPTER 1 | ANCIENT MYSTERIES 17

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Modern civilization is built on the bones of the A cult of the Dragon Below can spring up
past, and these ancient mysteries may have a anywhere, as a seed of madness takes root in a
dreadful impact on the future. Many of the KWUU]VQ\a WZ KW]Z\ ° IVL [XZMIL[
modern cities of Khorvaire are built on the
foundations of ancient goblin cities and fortresses, As if dragons and demons aren’t trouble
and these may still hold aberrant threats from MVW]OP [\WZQM[ [Ia \PMZM IZM ÅMVL[ T]ZSQVO QV
the war that destroyed their civilization. Older mortal dreams. According to these tales, the
still are the ruins once inhabited by rakshasa Dreaming Dark is an alliance of nightmare
IVL W\PMZ ÅMVL[ IVL \PM[M UIa PWTL IZ\QNIK\[ [XQZQ\[ NZWU \PM XTIVM WN ,IT 9]WZ ÅMVL[ \PI\
and other treasures far beyond the capabilities feed on mortal fear and manipulate through
WN IVa UWLMZV IZ\QÅKMZ *]\ \PMZM Q[ UWZM \W \PM dreams. Some stories say the Dreaming Dark can
past than treasures waiting to be found. Stories possess people through their dreams, while others
[Ia \PI\ LMUWV[ IVL LZIOWV[ IZM ÅOP\QVO I TWVO claim they have psychic agents hidden across
cold war in the shadows. These tales speak of Khorvaire.
a Draconic Prophecy° PQLLMV ZM^MTI\QWV[
that grant the power to shape the future. Hidden Beyond the enigmatic daelkyr and the
LZIOWV[ ]VLMIL MT^M[ QUUWZ\IT ÅMVL[# ITT Dreaming Dark, other threats have arisen in
UIa JM ÅOP\QVO \W LM\MZUQVM \PM XI\P WN \PM the past century, spinning out of the strife of the
Prophecy, and player characters may be pawns Last War. The Lord of Blades is a warforged
in this great game. As one of the heroes of the QV[]ZOMV\ I LMILTa _IZZQWZ IVL IZ\QÅKMZ _PW
age, you surely have a role in the Draconic seeks vengeance against the humans who
Prophecy. Will you be a tool of one of these created his people as weapons for their war. The
ancient forces, or will you master the game and Aurum is a cabal drawn from the wealthy elite
determine your own destiny? who seek to turn gold into greater power. The
Emerald Claw was an elite military unit that
DARK FORCES served Karrnath during the Last War. Disavowed
by their king, the Emerald Claw engages in
Dragons and demons are just a few of the guerrilla strikes across Khorvaire, and includes
dangerous forces at work in the world. The necromancers, vampires, and undead bound to
daelkyr came to Eberron from the Plane their service. Some say the Emerald Claw serve
of Madness. They came with armies of an ancient lich known as the Queen of Death,
IJMZZI\QWV[¸NWZKM[ KWUUIVLML Ja UQVL ÆIaMZ[ that their true goal is to place her on the throne
and bolstered by beholders. They shattered of Karrnath and the Five Nations.
civilizations and spread horrors across Khorvaire.
The daelkyr were ultimately bound in Khyber These are just some of the dark forces working
by druidic magic. They linger in the darkness— in the shadows of Eberron. There are hungry
the Lord of Eyes, the Prince of Slime, Dyrrn lycanthropes, clever doppelgangers, and cults
the Corruptor—creating new aberrations and devoted to the Dark Six. There are stories of a
waiting for the day they can unleash their full cabal of assassins with aberrant dragonmarks
power on the world above. and elves twisted into creatures of nightmare.
And that’s not to mention the mundane crime
While the daelkyr themselves can’t return to and corruption that can be found in any major
the surface, their minions can. This leads to the city. It’s a dangerous world—hopefully you can
Cults of the Dragon Below, mad mortals who handle it!
_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

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IF IT EXISTS IN D&D, in history; it may be that a dozen kenku were
THERE’S A PLACE FOR IT IN thrown out of the Faerie Court of Thelanis and
EBERRON these are all the kenku in the world. So just
because it’s possible to put anything you want in
° *]\ 1\ 5Ia 6W\ *M \PM 8TIKM AW]¼ZM =[ML <W the world, don’t assume that the streets of Sharn
IZM I bWW ÆWWLML _Q\P M^MZa KPIZIK\MZ ZIKM \PI\¼[
Eberron draws on the core elements of , ,. ever been suggested.
It’s a world of wizards and rogues, a setting
_Q\P PITÆQVO[ IVL L_IZ^M[ IVL MT^M[ ?IV\ IV Chapter 3 provides advice on adding new races
otyugh? Orcs? Goblins? Paladins? They’re all to Eberron. Here’s a few other ways that you
there. Eberron draws on the same basic elements can add something into Eberron with minimal
as other settings, but it often diverges from the impact on the setting.
traditional archetypes assigned to those things. A
few factors here: • It comes from the vast and largely
unexplored continent of Xen’drik.
6W Å`ML ITQOVUMV\[ Mortal creatures
are shaped by their culture and personal • It was created or caused by the
circumstances. An orc is just as likely to be lawful Mourning—the mystical cataclysm that
good as chaotic evil, depending on their personal destroyed Cyre—and has only been around
PQ[\WZa ) OWTL LZIOWV I JMPWTLMZ I PITÆQVO# for four years.
you can’t make automatic assumptions about
any of them. In part this is because of Eberron’s • It’s a product of the underworld of Khyber,
distant gods. Orcs aren’t driven by Gruumsh’s the source of many aberrations and
fury, and the gnolls aren’t tied to Yeenoghu. monsters.
The exceptions to this rule are creatures whose
identities are shaped by magic. Fiends and • It’s the result of recent experiments by
celestials embody pure ideals of good and evil; one of the dragonmarked houses or a mad
lycanthropes are driven by a curse. IZ\QÅKMZ

Monsters aren’t always villains, and • It comes from one of the planes and slipped
the villains aren’t always monsters. Many into the world during a recent convergence.
of the gnolls of Droaam are more honorable
than the human mercenaries of House Deneith. Not everything has to exist in Eberron.
In Karrnath and Aerenal, undead are used as AW] KIV ÅVL I XTIKM QV -JMZZWV NWZ IVa\PQVO
tools. You certainly KW]TL ÅVL aW]Z[MTN ÅOP\QVO I But it’s also possible to say that something LWM[V¼\
UMZKQTM[[ UQVW\I]Z QV \PM [T]U[ WN ;PIZV° J]\ exist in Eberron. For example, if you wanted to
you’re just as likely to cross swords with a cruel use Gruumsh in Eberron, you could re-imagine
PITÆQVO K]\\PZWI\ PQU I[ WVM WN \PM LMUWV W^MZTWZL[ WN \PM ÅZ[\
age. You could decide that he’s the classic
There’s a place for everything in Gruumsh, who has recently found his way to
Eberron… but it may not be a prominent Eberron from the core cosmology. But the DM
place. Kenku aren’t mentioned in any of the can always say ¹6W \PMZM Q[ VW ^MZ[QWV WN /Z]]U[P QV
canon sourcebooks of Eberron. There’s many Ua -JMZZWV º
ways to add kenku into Eberron, but that doesn’t
mean that there needs to be a kenku nation This comes to a critical point. Nothing is set
WZ \PI\ SMVS] PI^M XTIaML I [QOVQÅKIV\ ZWTM in stone. Like every sourcebook that’s come
before it, this book is intended to be a source of
inspiration: use what inspires you, but always feel
empowered to change the world to better suit the
story you want to tell. There’s a place in Eberron
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

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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 &ƒÃ®½®ƒÙ &ƒ‘›Ý͕ hÄ¥ƒÃ®½®ƒÙ Zʽ›Ý
the World Tree.
A few things to bear in mind as you step into
As a DM, it’s up to you to decide whether such Eberron…
\ZI^MT Q[ \ZQ^QITTa MI[a WZ ITT J]\ QUXW[[QJTM° IVL
whether threats from other settings will make Dragons have a civilization humanity
their way into Eberron. Most people consider the knows almost nothing about. Shapeshifted
tale of the Progenitor Dragons to be a fable: a dragons may be secretly manipulating human
myth to explain the underworld and the golden civilization.
ring in the sky. But what if it’s true? What if
three divine beings joined together to build Elves are split into two cultures. The
a new creation in the depths of the Ethereal? reclusive Aereni are gifted wizards ruled by
Elves, orcs, dragons; all of these could have been their undying ancestors. The Valenar elves
created in the image of the creatures of the Great are ruthless warriors who strive to be avatars
Wheel but given a chance to develop beyond of ancient heroes. Other elves live among
the reach of Lolth and Gruumsh. The Ring of humanity and have adopted its customs.
Siberys could in fact be a [PQMTL: a defense that has
PQLLMV -JMZZWV [QVKM Q\ _I[ ÅZ[\ KZMI\ML Gnomes are schemers and scholars
who maintain order through intrigue and
If you’re not interested in connecting Eberron assassination.
to other settings, then that shield is still intact.
But if you do want to incorporate elements from Goblins once had a mighty empire, and
other realms, this shield is starting to fail. Perhaps a tradition based on honor and martial
House Cannith will build a planar gateway and discipline. Their civilization was crushed
accidentally bring the Blood War into Eberron. by the daelkyr and their land was stolen by
Maybe Tiamat has only just discovered Eberron KXPDQLW\ 7KH\ DUHQ·W LQKHUHQWO\ HYLO EXW WKH\
and is slowly corrupting its dragons. Ultimately, have good reason to loathe the people of the
it’s up to you. You can avoid any contact between Five Nations.
Eberron and other settings. You can explore
the idea of that contact being recent and new +DOÁLQJV can be found as merchants and
(perhaps linked to the Mourning, either as cause LQQNHHSHUV EXW LQ WKHLU KRPHODQG WKH\·UH
WZ M‫ٺ‬MK\ 7Z aW] KIV KPWW[M \W [Ia \PI\ \PMZM dinosaur-riding rangers and barbarians.
has always been travel between these realms,
adjusting things to incorporate these ideas. Orcs are a proud and primal people. While
WKH\·YH QHYHU EXLOW JUHDW FLWLHV WKH\ ZHUH WKH
If you choose to explore the idea that contact ÀUVW GUXLGV RI (EHUURQ 0DQ\ FRQWLQXH WKHVH
between settings is recent and limited, consider DQFLHQW WUDGLWLRQV DQG ÀJKW WR SURWHFW (EHUURQ
what that might mean for everyone involved. In from aberrations… while others have fallen
the Great Wheel Asmodeus is an ancient threat, prey to the madness of the daelkyr.
_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

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CHAPTER 2: WELCOME CHAPTER 2 | 21
TO KHORVAIRE

2][\ WVM KMV\]Za IOW /ITQNIZ _I[ [aVWVaUW][
_Q\P 3PWZ^IQZM <PQ[ UIX [PW_ML WVM OZMI\
VI\QWV PIZUWVQW][ IVL ]VQ\ML 8MZPIX[ \PI\¼[
W^MZ[\I\QVO \PQVO[ 0]UIVQ\a VM^MZ KZW[[ML \PM
/ZIa_ITT 5W]V\IQV[ WZ M`XTWZML \PM R]VOTM[
WN \PM MI[\ <PM .Q^M 6I\QWV[ IT_Ia[ PIL
K]T\]ZIT LQ‫ٺ‬MZMVKM[ IVL \PW[M _PW aMIZVML NWZ
QVLMXMVLMVKM *]\ [\QTT \PM UIX [PW_ML ][ I\ W]Z
JM[\" WVM VI\QWV ]VQ\ML QV I KWUUWV KI][M

6W_ 1 TWWS I\ \PM UIX IVL 1 LWV¼\ ZMKWOVQbM
Ua _WZTL /ITQNIZ PI[ JMMV [PI\\MZML <PM .Q^M
6I\QWV[ IZM QZZMXIZIJTa [M^MZML <PMZM IZM [W
UIVa VM_ ZMITU[¸SQVOLWU[ WN MT^M[ IVL OWJTQV[
M^MV \PQ[ [W KITTML »VI\QWV WN UWV[\MZ[ ¼ +IV
Q\ XW[[QJTa TI[\' )VL QN VW\ _QTT Q\ JM IVW\PMZ
_IZ \PI\ JZQVO[ Q\ LW_V WZ _QTT \PM 5W]ZVQVO
KWV[]UM ][ ITT'

—Lyrian Das, Morgrave Historian

XEN’DRIK IS A LAND OF RUINS AND
mysteries. The dragons of
Argonnessen have no love for
lesser creatures. The psychic
tyrants 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.

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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
PI^M VW ]VQÅML OW^MZVUMV\ _PQTM ,ZWIIU PI[
The Five Nations. Aundair, Breland, Cyre, declared itself to be a nation but has yet to be
Karrnath and Thrane are collectively referred recognized by the others.
to as the Five Nations. These nations formed the
heart of the Kingdom of Galifar, and while each Getting Around. The Five Nations are
has a unique cultural identity they are built on connected by an excellent system of roads, and
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,
but also the most expensive. Refer to the “Magic
Aside from Cyre—which was destroyed in the in Khorvaire” section for more travel options.
Last War—the Five Nations remain the largest
and most powerful countries in Khorvaire.

22 CHAPTER 2 | NATIONS OF EBERRON

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AUNDAIR nations. There’s a cleansing stone in
every village, and you might encounter
Capital: Fairhaven IVQUI\ML NIZUQVO MY]QXUMV\ QV \PM ÅMTL[
Noted for Arcane magic, cheese, education, The Knights Arcane are an elite unit
fashion, grains, wine of eldritch knights, and the Royal Eyes
of Aundair are spies that specialize in
Aundair is a realm of grand cities surrounded divination magic.
by fertile farmlands. Its legendary founder was
devoted to the acquisition of knowledge and • House Lyrandar is based on the island
\PM [\]La WN UIOQK IVL \PM ÆWI\QVO \W_MZ[ of Stormhome, and House Orien has
WN )ZKIVQ` IZM \PM ÅVM[\ QV[\Q\]\M NWZ Ua[\QKIT its ancestral seat in the city of Passage.
study in Khorvaire. Magic is a part of daily life Aundair is also home to Baron Jorlanna
throughout the Five Nations, but it is especially d’Cannith of the House of Making.
common in Aundair; the nation produces more
magewrights and wandslingers than any other. • Some Aundairian nobles are bound by
arcane pacts handed down through the
From the nobles in the towers of Fairhaven to generations. Only remarkable heirs—
the common folk working the vast vineyards of such as player characters—develop the
Bluevine, Aundairians value wit and wisdom. full powers of a warlock. Most such lines
)]VLIQZQIV[ XZMNMZ ÅVM[[M \W JZ]\M NWZKM IVL are tied to archfey, but you could explore
IXXZMKQI\M K]VVQVO _WZLXTIa IVL ÅVM NI[PQWV[ other paths.
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
devoted following—some might say overzealous Regardless of your Intelligence score, if you’re an
or extreme. Aundairian you’re sure you’re the smartest person
in the room. Consider the following things.
Aundair is ruled by Queen Aurala ir’Wynarn.
Aurala is a just ruler, but she has never Arcane Talent. If you’re not going to play
abandoned the dream of a Galifar reunited a magical class, consider being a high elf or a
under her rule. While Aundair is a small nation, variant human with the Magic Initiate feat.
its arcane superiority allowed it to hold its own ?PM\PMZ aW] TMIZV W‫ٺ‬MV[Q^M KIV\ZQX[ IVL ÅOP\
during the Last War. Many believe Aurala as a wandslinger or pick up a few practical
is pressing Arcanix to develop battle magic tools (XZM[\QLQOQ\I\QWV UMVLQVO UIOM PIVL), every
that will ensure Aundair’s victory in whatever Aundairian should know a little magic.
KWVÆQK\[ TQM IPMIL
Magic Beats Mundane. Why use your hand
INTERESTING THINGS ABOUT AUNDAIR when you could use UIOM PIVL? Who still uses a
bow when you could use a wand? “;W^MZMQOV[ IJW^M
• <PM ÆWI\QVO \W_MZ[ WN )ZKIVQ` IZM I KMV\MZ ?aTTQ[ ?M¼ZM LIa[ I_Ia NZWU \PM -TM^MV\P +MV\]Za IVL
for mystical research. Bear in mind that aW]¼ZM [\QTT [PWW\QVO XMWXTM _Q\P XWQV\ML [\QKS['º
many of its sages specialize in ritual magic
IVL IJ[\ZIK\ \PMWZa# Q\¼[ VW\ ÅTTML _Q\P PQOP Show Some Style. Don’t settle for common
level wizards. clothes and a squalid meal when you could wear
ÅVM OTIUMZ_MI^M and drink the best wine. If you’re
• Arcane magic is tied into many aspects I ÅOP\MZ NWK][ WV ÅVM[[M IVL ,M`\MZQ\a QV[\MIL
of Aundairian life—more so than other of crude strength. And never miss an opportunity
for a clever quip.

CHAPTER 2 | AUNDAIR 23

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BRELAND <PM *WZWUIZ TMILMZ[PQX IZM PITÆQVO[ _Q\P
ties to the Talenta Plains. Other notable
Capital: Wroat criminal organizations include the monsters
Noted for Industry, manufactured goods, of Daask and House Tarkanan, an alliance
metalwork, processed ore; organized crime, of assassins and thieves with aberrant
subterfuge dragonmarks.

In the wake of the Last War, Breland is one • Breland’s major cities are especially
of the most powerful nations in Khorvaire. cosmopolitan. Due to its proximity to
Possessing a large population and abundant Droaam, its cities include more monsters—
resources, Breland leads the Five Nations in ogres, orcs, goblins, and even sahuagin,
industry. harpies, and gargoyles—then are seen
elsewhere in the Five Nations.
The Brelish are known for their pragmatism
and independence. They lack the discipline of • Breland has accepted more Cyran refugees
Karrns or the faith of the Thranes, but they than any other nation. The largest refugee
M`KMT I\ ÅVLQVO VM_ IVL QVVW^I\Q^M [WT]\QWV[ camp, New Cyre, has a population of over
to problems. The Brelish also have a talent four thousand and is being converted into
for intrigue and subterfuge. The King’s Dark a town. Prince Oargev of Cyre considers
4IV\MZV[ IZM WVM WN \PM ÅVM[\ QV\MTTQOMVKM PQU[MTN I SQVO QV M`QTM J]\ M‫ٺ‬MK\Q^MTa PM¼[
agencies in Khorvaire, rivaled only by House the mayor of this town.
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
in Brelish cities and churches. The Sovereign As you develop a Brelish character or NPC,
Host is the dominant religion of Breland, but consider the following.
in general the Brelish aren’t as devout as their
cousins in other nations. Slightly Shady. Many Brelish have a loose
relationship with the law. Even if you’re a hero,
King Boranel ir’Wynarn of Breland rules in you may have a few questionable connections
conjunction with an elected parliament. Boranel or friends in low places. Backgrounds such as
is a popular leader celebrated for his exploits KZQUQVIT WZ KPIZTI\IV [Xa IZM I _Ia \W ZMÆMK\
during the Last War. But his children have yet this, regardless of your class. You could also be a
to prove themselves, and there is a growing folk hero who’s challenged the laws to protect the
movement that advocates abandoning royal rule innocent, or an entertainer who’s played in every
when Boranel passes. dive in Sharn.

INTERESTING THINGS ABOUT BRELAND Innovative and Independent. Find your
own path in the world; don’t simply follow. As
• The great city of Sharn is the largest a cleric you might challenge your church and
metropolis in Khorvaire. The City of follow your own divine revelations. As an arcane
Towers is almost a nation in its own right caster you could search for new techniques or to
and is a hub for commerce and intrigue. unravel forgotten secrets.
Chapter 6 provides more information on
Sharn. Practical. Whether it’s about fashion, food, or
conversation, the Brelish tend to be practical and
• The Boromar Clan is the oldest and most pragmatic. Why spend a fortune on a fancy meal
powerful criminal organization in Breland. when a simple one will do? You’ll use whatever
tool gets the job done, and you don’t see a need
NWZ ]VVMKM[[IZa ÆIQZ

24 CHAPTER 2 | BRELAND

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CYRE (THE MOURNLAND) INTERESTING THINGS ABOUT CYRE

Capital: Metrol (destroyed) • Cyre was the ancestral seat of the
Noted for )Z\QÅKM IZ\ RM_MTZa U][QK WZI\WZa dragonmarked House Cannith, the house
philosophy; creativity, versatility of Making. The house maintained arcane
workshops across Cyre. Who knows what
Destroyed at the end of the Last War, Cyre now treasures wait in Cannith vaults for those
only exists in the hearts of the refugees scattered who brave the dangers of the Mournland?
across Khorvaire.
• Stories say communities of warforged live
Before the war, Cyre was the seat of the kings in the Mournland, including the insurgent
and queens of Galifar. The wealth of the kingdom called the Lord of Blades.
ÆW_ML \PZW]OP +aZM IVL Q\ _I[ I VM`][ NWZ
commerce and culture. By tradition, Cyre’s • ?PQTM VW\ I[ ÆIUJWaIV\ I[ )]VLIQZ
Princess Mishann had the rightful claim to the Cyran fashions involved bright colors
throne of Galifar. While Cyrans take pride that and OTIUMZ_MI^M. Some have made a
they alone were in the right in the Last War, they point of continuing this custom. Others
unquestionably lost more to the war than any wear clothing cut in the Cyran style, but
other nation. As a Cyran, you stand on the moral entirely in black; this is generally known as
PQOP OZW]VL J]\ \PI\ UIa W‫ٺ‬MZ TQ\\TM KWUNWZ\ “Mourning wear.”

Cyrans like to say that their culture represents CYRAN CHARACTERS
\PM JM[\ \PI\ /ITQNIZ PIL \W W‫ٺ‬MZ° _PQKP Q[
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
martial discipline or Aundair in the arcane What Have You Lost? Did you lose wealth
arts, but as a nation it was characterized by the or status? Did you have family or loved ones lost
ÆM`QJQTQ\a WN Q\[ NWZKM[ in the Mourning? Did you lose something you
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
and the dream of a restored Cyre, while others What Drives You? Are you determined
prefer to focus on the future instead of trying to to solve the mystery of the Mourning? Do
reclaim the past. As a Cyran you should decide you want to help other refugees? Or are you
whether you hold tight to your national identity, only concerned with your personal survival? Is
or whether consider yourself to be an adventurer there something you want to recover from the
without a nation. Mournland, or would you prefer to never set foot
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

jak dar (Order #15418488)

DARGUUN Traditionally, the Ghaal’dar worshipped a
form of the Dark Six. House Deneith introduced
Capital: Rhukaan Draal the Sovereign Host to the region, and some
Noted for Goblinoid mercenaries goblins have embraced this faith, especially Dol
Dorn, Dol Arrah, and Balinor.
Goblins and their kin have always been part
of Khorvaire. Their ancient empire spread INTERESTING THINGS ABOUT DARGUUN
across the lands now held by the Five Nations,
and many human cities are built on goblin • Rhukaan Draal is the largest city in
foundations. This empire collapsed into savagery, Darguun. As the goblins have little
and when humanity arrived, goblins were driven interest in the laws of the Five Nations,
from their ancestral lands or enslaved. Galifar Rhukaan Draal is a haven for fugitives and
ended the practice of slavery. But goblins have smugglers.
long been a disenfranchised people, living in
the shadows of the Five Nations or in wild lands • House Deneith has a strong presence in
shunned by humans. Darguun. While no one will employ goblin
armies in the wake of Haruuc’s betrayal,
The land that’s now Darguun was once part smaller units of goblin mercenaries are
of Cyre. The hobgoblin clans known as the valued for their ferocity and skills.
Ghaal’dar were based in the Seawall Mountains,
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 a Ghaal’dar character from Darguun, consider
had become the dominant power in the region. the following.
Uniting the Ghaal’dar under his banner, Haruuc
seized the territory he was supposed to protect. Constant Struggle. Among the Ghaal’dar,
The Five Nations were unprepared, and Breland you are constantly forced to prove your strength
quickly negotiated an alliance with Haruuc to and skill or to cede dominance to others.
secure the border. Cyre fought the goblins until Ghaal’dar rarely kill in a casual battle; you may
the Day of Mourning, but when the Treaty of ÅOP\ \W XZW^M I XWQV\ J]\ SQTT WVTa _PMV aW] U][\
Thronehold was forged the majority of delegates
chose to recognize the new nation of Darguun to Loyal to Your Clan. While you may challenge
ensure peace. your peers in times of peace, when blades are
drawn you stand by your clan—or those allies
Darguun is a young and volatile nation. you have bonded with—until death. Note that
It is ruled by the hobgoblin Lhesh Haruuc the Ghaal’dar are an alliance of clans: this loyalty
Sharaat’kor. Haruuc remains a brilliant doesn’t extend to warriors of W\PMZ clans.
strategist and tactician, but many wonder if
he can maintain the web of alliances that hold Muut and Atcha. Your ancestors once forged
the Ghaal’dar together, and whether he or his an empire even greater than Galifar. Perhaps
people will be content to abide by the terms of the you believe that your people can reclaim this lost
treaty. And there are stories of other goblins still glory. The Dhakaani were renowned for their
hidden in the mountains—the enigmatic “Heirs martial skill, but also for their discipline. 5]]\
of Dhakaan,” who could pose a threat both to the roughly translates to “duty”—your duty to your
goblins and Khorvaire itself. empire, your clan, your commander. Muut is
expected; if you have no muut, you have no place
in battle. )\KPI is closer to “honor”; it is your
personal honor, gained by doing virtuous deeds
that go beyond the expectations of muut.

26 CHAPTER 2 | DARGUUN

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THE DEMON WASTES INTERESTING THINGS

Capital: None ABOUT THE WASTES
Noted for Fiends, pestilence, violence
• Stories tell of the lost city of Ashtakala, a
Rivers of lava cut across plains of black sand KQ\ILMT WN ÅMVL[ [\QTT XWX]TI\ML Ja ZIS[PI[I[
and volcanic glass. The only vegetation you can The libraries of Ashtakala contain arcane
see is blood-red moss and a thick layer of slime, secrets and details about the Draconic
and that appears to be moving. A jagged rock Prophecy and its vaults hold untold
NWZUI\QWV UQOP\ JM I XQMKM WN IV IVKQMV\ _ITT° treasures.
or perhaps that’s just your imagination.
• The Demon Wastes contain portals to
This is the Demon Wastes. Tens of thousands 3PaJMZ¸[XMKQÅKITTa \W LMUQXTIVM[
WN aMIZ[ IOW ÅMVL[ Z]TML 3PWZ^IQZM <PQ[ ZMOQWV within Khyber. These are similar to the
was the seat of power of some of the mightiest layers of the Abyss in the core cosmology,
IZKPÅMVL[ PWTLQVO KQ\QM[ WN ZIS[PI[I[ IVL unearthly realms populated by demons.
demons. These foul spirits were bound long ago, The Ghaash’kala raid these demiplanes to
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
into one of two categories.
A mountain range known as the Labyrinth
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?
Ghaash’kala, tribes of orcs sworn to contain the Are you pursuing a rogue demon? Have you
evils of the Waste. The Ghaash’kala worship a been given a quest by the leader of your tribe?
version of the Silver Flame that they call 3ITWS
;PI[P; they consider the people of the Five Most of the Ghaash’kala are orcs or half-orcs.
Nations to be soft and naive. They’re deeply devoted to their faith and might
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
endless battles against the Ghaash’kala and the 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,
IVL \QMÆQVO[ UQ`ML QV ITWVO _Q\P I PIVLN]T WN Carrion Tribes. Why have you left the
other races represented. The Carrion Tribes are Wastes? Have you turned your back on the vile
savage and cruel, and know almost nothing about traditions of your demon-worshipping clan?
the world beyond the Labyrinth. 7Z IZM aW] \PM KPIUXQWV WN WVM WN \PM ÅMVLQ[P
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

jak dar (Order #15418488)

DROAAM INTERESTING THINGS ABOUT DROAAM

Capital: The Great Crag • The city of Graywall lies on the border
Noted for Monstrous mercenaries, byeshk between Droaam and Breland. The second-
largest city in Droaam, it is a center for
Droaam is a nation of monsters. It is ruled by trade, a haven for Brelish criminals, and
the Daughters of Sora Kell. Each of these three a place where monsters and humans can
hags is a legend in her own right, the subjects of meet on largely neutral ground.
tales used to frighten children. Eleven years ago
they laid claim to the lands west of the Graywall • <PM >MVWUW][ ,MUM[VM Q[ KQ\a WN \QMÆQVO[
Mountains and founded the nation of Droaam. on the western shore of Droaam. It is the
TIZOM[\ \QMÆQVO KWUU]VQ\a QV 3PWZ^IQZM
While these barren lands were claimed by with arcane traditions developed over the
Breland, Galifar had never tamed this wild course of thousands of years.
region. It had long been a haven for host of
creatures. Gnolls, orcs, and goblins are the most • Droaam uses the supernatural abilities of
common, but ogres, trolls, harpies, minotaurs, its citizens as tools, just as the Five Nations
UML][I[ \QMÆQVO[ KPIVOMTQVO[ TaKIV\PZWXM[ use arcane magic. The Daughters of Sora
and many more dwell in this region. In the past Kell keep their people fed with troll sausage
these creatures fought one another more often and use harpy’s song to quell brawls. Think
than they raided human settlements. Under about how a monster’s natural powers
the leadership of the Daughters of Sora Kell, could be put to practical use.
\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
Khorvaire have refused to recognize Droaam, 5QVW\I]Z[ WZK[ OVWTT[ \QMÆQVO[ KPIVOMTQVO[
and it was not part of the Treaty of Thronehold. and other monstrous species all have a place
Most people believe that it can’t last—that even in Droaam. Consider these when making a
the Daughters can’t hold this disparate alliance Droaamite character.
together—but currently it is stronger than ever.
?PI\ 5ISM[ AW] ,Q‫ٺ‬MZMV\' The people of
Droaam works closely with House Tharashk, Droaam aren’t just humans with horns or green
selling the services of monstrous soldiers and skin. Think about the strengths of your people
laborers and bysehk ore, a form of metal with IVL _PI\ UISM[ aW] LQ‫ٺ‬MZMV\ NZWU P]UIVQ\a
magical properties. Beyond that, it is a frontier both physically and culturally.
nation that is still expanding. As Droaam
isn’t bound by the Treaty of Thronehold, it’s Are You Proud? Many citizens of Droaam
become a haven for war criminals and deserters, are proud of their nation. You know that the rest
along with other criminals and mages pursuing of Khorvaire considers you to be a “monster”. In
forbidden paths of magic. Droaam, you are going to prove to them that you
and your kind are capable of things humanity
Many of the monsters that make up Droaam can’t even imagine. Or you might ignore this big
have their own unique subcultures. Most worship picture and be driven solely by your personal
the Dark Six, but there are other religious desires or the goals of your family or warlord.
traditions as well.
Backgrounds. The creatures of Droaam are
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

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THE ELDEEN REACHES • Varna is the largest city in the Reaches
and the seat of the dragonmarked House
Capital: The Greenheart Vadalis.
Noted for Agriculture, animal husbandry,
druidic magic ELDEEN CHARACTERS

A stretch of fertile farmlands borders a vast, Druidic traditions are important to the people of
]V\IUML NWZM[\ .IZUMZ[ \MVL \W \PM ÅMTL[ _PQTM the Eldeen Reaches. Even if you’re not a druid,
tribes of shifters and circles of druids and rangers aW] UIa NWTTW_ WVM WN \PM[M Å^M XI\P[ )[ I
roam the woods. These are the Eldeen Reaches. variant human, you could take the Magic Initiate
feat to learn a little druidic magic.
Druids and shifters have dwelt in the Towering
Woods for thousands of years, but the eastern Most of these traditions work with the druidic
farmlands of the Reaches were part of Aundair Circles of Land, Moon and Shepherd; Beast
until the Last War. The lords of Aundair Totem barbarians; clerics with the Nature
NWK][ML \PMQZ ZM[W]ZKM[ WV \PM _IZ M‫ٺ‬WZ\ domain; or rangers with the Hunter or Beast
ignoring banditry and other problems faced Master archetypes. Other classes or archetypes
by the farmers of the east. The Wardens of the especially suited to a path are called out below.
Wood—largest of the druid sects—came to the
aid of these farmers. Fifty years ago, the people of The Wardens of the Wood seek to maintain
eastern Aundair seceded and formed the Eldeen the balance between nature and civilization,
Reaches. The Reaches were recognized as a protecting each from the other.
nation by the Treaty of Thronehold, but many
fear Aundair will try to reclaim the region. The Greensingers see the magic of the fey
as a part of nature. They honor the archfey that
Druidic magic is a central part of life in the PI^M QVÆ]MVKM QV \PMQZ ZMOQWV[ IVL \Za \W TQ^M QV
Eldeen Reaches. Most of its people seek to harmony with other fey creatures. Bards and
live in harmony with the natural world, and archfey warlocks are often found among the
communities have a druidic advisor who helps Greensingers, and the Circles of Dreams works
with planning and planting. The Towering well for Greensinger druids.
Woods are also home to tribes of shifters, who
maintain a nomadic existence. The Wardens of The Gatekeepers protect the natural world
the Wood maintain order and settle disputes, from unnatural threats, such as aberrations and
and the Great Druid Oalian—an I_ISMVML ÅMVL[ <PMa UIQV\IQV IVKQMV\ _IZL[ \PI\ JQVL
greatpine—is the spiritual leader of the Reaches. the daelkyr in Khyber. Horizon Walker rangers
IVL )VKM[\ZIT /]IZLQIV JIZJIZQIV[ Å\ QV PMZM
INTERESTING THINGS
ABOUT THE REACHES The Ashbound are champions of the natural
_WZTL IVL ÅOP\ IVa\PQVO \PI\ \PZMI\MV[ Q\ 5IVa
• The fey have a strong presence in the of them consider arcane and even divine magic
Towering Woods. The region with the to be such a threat. Ashbound sometimes attack
strongest ties to the Faerie Court is called the holdings of dragonmarked houses and seek to
The Twilight Demesne. release bound elementals. Barbarians are often
found among the Ashbound, and Berserker and
• The Gloaming is a region with strong ties Storm Herald are logical paths.
to Mabar. It’s charged with negative energy
IVL ÅTTML _Q\P [QVQ[\MZ \PQVO[ The Children of Winter believe that death
is a natural part of life. This leads them to
ÅOP\ ]VLMIL J]\ IT[W \W \ISM IK\QWV[ \PI\ K]TT
the weak and strengthen survivors. Extremists
have spread plagues, especially in large cities.
Warlocks and Gloom Stalker rangers can be a
OWWL Å\

CHAPTER 2 | THE ELDEEN REACHES 29

jak dar (Order #15418488)

KARRNATH there is still a strong following for the Blood
of Vol. Atur, the so-called “City of Night”,
Capital: Korth is the faith’s stronghold in Karrnath.
Noted for Ale, dairy, glass, livestock, lumber,
paper, textiles; undead, martial discipline • The Nightwood is a massive forest with a
close tie to the Plane of Mabar. Monsters
The people of Karrnath are stoic and grim. and undead sometimes slip out of the
Karrnath is a nation of storms and long winters, Nightwood to threaten the surrounding
and Karrns are accustomed to enduring hardship regions.
without complaint.
• The laws of Karrnath are harsher than
First and foremost, Karnath is known for those of the other Five Nations, closer to a
its military tradition. Strength, strategy, and state of martial law.
discipline are the core values of Karrnath.
?PQTM 3IZZVI\P¼[ [WTLQMZ[ UIa JM \PM ÅVM[\ QV • King Kaius III is a strong proponent of
the Five Nations, they lack the magical support peace, but many of the local warlords are
of Aundair or Thrane, which evened the odds certain Karrnath could and should unite
during the Last War. Nonetheless, Karrns are Galifar, and there are whispers of a coup.
proud of their martial history, and most are
convinced that they would have eventually won KARRNATHI CHARACTERS
the Last War.
Karrns are somber folk, and generally disapprove
3IZZVI\P []‫ٺ‬MZML I [MZQM[ WN [M^MZM NWWL of extravagance or excessive shows of emotion.
shortages and plagues early in the Last War. This As you develop a Karrnathi character or NPC,
caused the king to embrace the Blood of Vol as consider the following.
the national religion. The priests of this faith
bolstered Karrnath’s forces with undead. The Military Service. Karrns have a strong
current King, Kaius ir’Wynarn III, broke ties tradition of military service, and soldier or sailor
with the Blood of Vol and has stopped creating are appropriate backgrounds for any character.
VM_ ]VLMIL J]\ 3IZZVI\P [\QTT PI[ I [QOVQÅKIV\ The laws of Karrnath are harsh, and criminals
number of skeletons and zombies in service. IVL KPIZTI\IV[ PI^M I LQ‫ٻ‬K]T\ \QUM PMZM <PM
Many Karrns still follow the faith of the Blood of Martial Adept feat is a way to give a character a
Vol and approve of the use of undead, but just strong sense of military experience.
as many feel that this disgraces Karrnath’s proud
UQTQ\IZa PQ[\WZa° IVL \PI\ \PM VMKZWUIVKMZ[ Martial Tradition. Karrnathi tradition
themselves might have been responsible for the emphasizes teamwork, focus, and force. Heavy
famines and plagues. armor and weapons are prefered. Battlemasters
and Champions are both sound archetypes for
INTERESTING THINGS ABOUT ÅOP\MZ[ _PQTM 3IZZVI\PQ _QbIZL[ IZM \aXQKITTa
KARRNATH Evokers or Necromancers. Heavy Armor Master,
Sentinel, and Tough are all logical feats for
• Rekkenmark Academy is the premier Karrnathi warriors; Polearm Master or Shield
military institute in Khorvaire; prior to the Master are also appropriate, depending on
4I[\ ?IZ ITT WN /ITQNIZ¼[ W‫ٻ‬KMZ[ \ZIQVML I\ personal preference.
Rekkenmark.
The Dead. Undead soldiers have served in
• The Sovereign Host has regained its place Karrnath’s armies for decades. How do you feel
as the dominant religion of Karrnath, but about the undead? Are you a follower of the
Blood of Vol who considers the undead to be a
practical tool? Do you have a relative or friend
currently serving? Or do you despise the Blood of
Vol and the use of necromancy?

30 CHAPTER 2 | KARRNATH

jak dar (Order #15418488)

THE LHAZAAR PRINCIPALITIES Tide, a domain founded by changelings.
However, changelings are found across the
Capital: Regalport Principalities and the Lhazaar are generally
Noted for ;PQX[ Å[P UMZKMVIZQM[ UMZKPIV\[ used to them.
pirates
• The Wind Whisperer principality includes
This loose confederacy of pirate lords, merchant a number of half-elves with the Mark of
princes, and sea barons holds the northeastern Storm—excoriates and foundlings with
coastline of Khorvaire and the many islands no tie to House Lyrandar. The Wind
scattered across it. While they were recognized as Whisperers want to obtain airships, by any
an allied nation under the Treaty of Thronehold, means necessary.
the Principalities are a loose alliance. Each island
domain has its own traditions, values, and goals— • Dreadhold is an infamous island prison
and each has a long list of vendettas and feuds maintained by House Kundarak. Said to
with other princes. Beyond this, anyone who can be inescapable, Kundarak houses both
win the support of enough ships and people can infamous criminals and mystical threats.
claim a principality; if you want to establish your
own tiny kingdom, this is the place to do it. LHAZAAR CHARACTERS

<PM 4PIbIIZ IZM \PM ÅVM[\ [IQTWZ[ QV 3PWZ^IQZM As you develop a Lhazaar character or NPC,
During the Last War, they served all nations as consider the following.
privateers and engaged in piracy on the side.
With the end of the Last War they’ve largely Seafarers and Swashbucklers. Most
returned to the merchant trade, but there are still Lhazaar spend more time at sea than they do
pirates on the open seas. on land. Sailor is an appropriate background
for any Lhazaar, but you can also ask your DM
The Lhazaars value their independence. This QN aW] KIV [_Q\KP I \WWT XZWÅKQMVKa NWZ ^MPQKTM[
is a place where anyone can rise to captain a _I\MZ XZWÅKQMVKa 4PIbIIZ IZM ÆIUJWaIV\
ship or even seize a principality. Leadership people with little concern for the law, so
is something earned, not given. High Prince charlatan, criminal, entertainer, and folk hero
Ryger ir’Wynarn of Regalport seeks to forge are all strong backgrounds.
\PM 8ZQVKQXITQ\QM[ QV\W I ]VQÅML NWZKM 0M PI[
\PM ÅVM[\ ÆMM\ IVL Q\ _I[ PQ[ M‫ٺ‬WZ\[ \PI\ [I_ \PM Local Customs. Each principality is unique.
8ZQVKQXITQ\QM[ ZMKWOVQbML I\ <PZWVMPWTL° NWZ Each has its own martial traditions, fashions,
which he gave himself the title of “High Prince.” IVL [TIVO <PQVS IJW]\ PW_ aW]Z KPWQKM[ ZMÆMK\
But so far, the other princes have rejected his your principality. Your dwarf barbarian could
proposals for a greater union. be one of the savage Cloudreavers. Your dashing
swashbuckler rogue could be a colorful Wind
There are principalities devoted to the Blood Whisperer. The Bloodsail elves have a strong
of Vol and a few that favor the Sovereign Host. \ZILQ\QWV WN VMKZWUIVKa° IV M`KMTTMV\ UI\KP NWZ
Beyond this, the Lhazaar show little enthusiasm your elf wizard. There are many principalities,
for religion, though many will curse the Devourer and you can always work with your DM to
when a storm comes. LM^MTWX WVM \PI\ Å\[ aW]Z KPIZIK\MZ

INTERESTING THINGS ABOUT LHAZAAR Big Dreams. Whatever their circumstances,
the people of the Principalities are always looking
• The Lhazaar Principalities have the largest \W \PM N]\]ZM ?PI\ Q[ Q\ aW] _IV\' <W ÅVL I
changeling population in Khorvaire. Many forgotten treasure hoard? To command your
of these are concentrated in the Gray own ship? To take your place as a prince? Think
big, and chase your dreams.

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THE MROR HOLDS • The Ironroot Mountains have long been
home to the Jhorash’tar, a clan of orcs.
Capital: Krona Peak The Jhorash’tar have been slowly driven
Noted for Dwarves, banking, mining (precious into the least hospitable regions of the
and nonprecious metals), metalwork mountains. A few of the clans are seeking
to incorporate the Jhorash’tar into Mror
Long ago, the Mror Lords were forced to swear society, while others wish to drive them out
fealty to Karrnath and Galifar. In the early days once and for all.
of the Last War, they declared their independence
and the sovereignty of the Mror Holds. That • There used to be a thirteenth royal clan.
declaration was less than a century ago and that Four hundred year ago, the dwarves of
makes it fresh in the mind of many dwarves. The Noldrunhold were wiped out; no one knows
Mror are proud of the wealth of their nation and if this was the work of the Jhorash’tar, a
the talents of their smiths, of the skills of their rival clan, or some force from below the
warriors and the strength of their impregnable mountains. Other clans have tried to claim
fortresses. The Mror star is rising. the Noldrun lands, but this has always met
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
they made a remarkable discovery: ruins of an Clan Focus. Is your clan known for
ancient dwarven empire. This forgotten realm mercantile power or martial skill? Are you a
was destroyed by the daelkyr and its vast halls noble—even if you’re a few steps removed from
are held by aberrations and other dark things. true power? Or are you a simple guild artisan
Nonetheless, these ruins are another source of or soldier? Most Mror have embraced modern
pride for the Mror. They’re heirs of a mighty martial techniques, but there are a few minor
empire that may one day rise again. clans that still cling to the barbarian traditions of
the past.
The Mror Holds are a loose confederation.
Twelve noble clans each govern a hold and have Holding onto the Past. Do you treasure the
a representative on the Iron Council, which legends of the ancient dwarf empire? As a Mror
ZM[WT^M[ LQ[X]\M[ IVL Q[[]M[ I‫ٺ‬MK\QVO \PM MV\QZM IZ\QÅKMZ aW] KW]TL JM I [IOM LM\MZUQVML \W
nation. Each hold includes a number of lesser reclaim the lost techniques of the past. And how
clans, who owe fealty to the noble line. do you feel about the Five Nations? Do you still
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,
and Dol Dorn are also revered. Pride in Possessions. From the wealthiest
clan lord to the simplest miner, the Mror take
INTERESTING THINGS ABOUT THE great pride in their possessions. Quality is more
HOLDS important than appearance, and you are also
interested in the history of the things you carry;
• The Mror Holds have deep reserves of QN aW] ÅVL I UIOQK _MIXWV aW] _IV\ \W SVW_
gold, silver, and other rare and precious the battles it has seen and the warriors who have
metals, along with iron and other ores. wielded it before you.

32 CHAPTER 2 | THE MROR HOLDS

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Q’BARRA INTERESTING THINGS ABOUT Q’BARRA

Capital: Newthrone • There are ruins in Q’barra tied to the Age
Noted for Eberron dragonshards, rare herbs of Demons. So far the settlers know little
of the history of this region, but the Poison
Q’barra is a young nation on the edge of ,][S PI[ \QM[ \W ÅMVLQ[P XW_MZ[
3PWZ^IQZM IV ]V\IUML NZWV\QMZ ÅTTML _Q\P
danger and opportunity. During the golden age • House Tharashk has a strong presence in
of Galifar, no human ever bothered to cross the both Hope and New Galifar. Tharashk
Endworld Mountains to explore the vast jungle is the primary buyer of Eberron
JMaWVL ?PMV \PM 4I[\ ?IZ JZWSM W]\ I ÆMM\ WN dragonshards, and also runs its own large-
settlers came to Q’barra in search of a new home scale mining operations.
far from the war. As this settlement expanded,
the settlers discovered massive deposits of Q’BARRAN CHARACTERS
Eberron dragonshards. Over the last decade,
a wave of prospectors, wandslingers, refugees, Q’barra is home to the settlers and prospectors
and fortune-seekers have descended on Q’barra, from the west—mostly humans but including
along with brigands, deserters from the war, and members of all races found in the Five Nations.
all manner of criminals and opportunists. It’s also a possible origin for dragonborn and
lizardfolk characters.
There’s one small complication: Q’barra
is home to a number of ancient civilizations Settlers. Q’barra is an excellent place to
humans know nothing about: the lizardfolk of explore some of the traditional archetypes of the
the Cold Sun Federation, the dragonborn of classic Western. As a paladin, you could be a
Ka’rhashan, and the confederacy of the Poison TWVM [PMZQ‫[ ٺ‬MMSQVO \W XZW\MK\ aW]Z VM_Ta NWZUML
Dusk. Most settlers know very little about mining village. Your cleric could be the town
these cultures, and collectively refer to them as preacher. As a sorcerer or bard with a criminal
“scales.” King Sebastes ir’Kesslan of Newthrone background, you could be a dashing wandslinger
has established a treaty with the Cold Sun looking for trouble and gold. Q’barra can be a
Federation, but communication has always been land of opportunity for newly freed warforged
LQ‫ٻ‬K]T\ <PM XZW[XMK\WZ[ WN 0WXM ZMO]TIZTa and Cyran refugees in search of a new home.
break the terms of the treaty. There have been a
number of clashes with the scales and many here Lizardfolk. The lizardfolk have a primitive
NMIZ \PI\ I OZMI\MZ KWVÆQK\ Q[ WV \PM PWZQbWV culture that blends druidic traditions with the
beliefs of the Silver Flame. You may have been
Q’barra is split into three main regions. New sent to study the softskins—to learn about
Galifar is the original colony; it has a feudal them and potentially serve as an envoy for your
structure and holds to the laws of the Five people. Alternatively, you could be following a
Nations. Its capital city of Newthrone is the personal vision.
largest city and port in Q’barra. To the north,
Hope is a collection of small mining towns. In Dragonborn. The dragonborn live amid the
Hope, the law goes only as far as the people remnants of ancient glory. They have a proud
willing to enforce it. And beyond these human martial tradition, and a number of dragonborn
regions lie the unexplored lands of the scales. have ventured west in search of worthy
challenges. If you follow this path, you might
have served as a mercenary in the Last War.

CHAPTER 2 | Q’BARRA 33

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THE SHADOW MARCHES INTERESTING THINGS
ABOUT THE MARCHES
Capital: BIZI[P¼IS ]VW‫ٻ‬KQIT
Noted for Eberron dragonshards, herbs • The Gatekeepers 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 unnatural and extraplanar threats.
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
the two cultures merged, forming the Marches as As a Marcher, a critical question is whether
they exist today. you have ties to one of the orc tribes or the
integrated clans.
The Marches had little contact with Galifar or
the east until a few hundred years ago, when a The Clans blend the traditions of human and
House Sivis expedition made two discoveries: the orc, building towns and working with steel. They
region contained valuable dragonshards, and a still rely on skilled hunters, and they have their
number of clans had manifested the Dragonmark own unique traditions of art and music. Rangers,
of Finding. This led to the foundation of House rogues, and bards all have a place in the clans,
Tharashk, as these clans joined together to and there are gatekeeper druids among them.
master the economic potential of their mark and Some in the clans worship a limited form of the
leverage their mineral wealth. Sovereign Host focused on Balinor, Boldrei, and
Arawai; this is a sound path for a Nature cleric.
The Shadow Marches aren’t a nation. No one
voice speaks for the clans and tribes, and most The Tribes maintain traditions that
of the tribes have no interest in dealing with predate humanity. They’re nomadic hunter-
outsiders. House Tharashk is the largest faction gatherers, and don’t work metals; they make
in the region, and their city of Zarash’ak is the their tools from stone, hide, wood, and bone.
center for commerce. Tribal Marchers are mostly orcs, but there
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

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THE TALENTA PLAINS homeland. The dragonmarked bloodlines
are spread throughout the tribes, and you
Capital: Gatherhold KIV XTIa I LZIOWVUIZSML PITÆQVO NZWU \PM
Noted for 0ITÆQVO[ TQ^M[\WKS LQVW[I]Z[ Plains who doesn’t work for the houses.

<PM PITÆQVO[ WN \PM <ITMV\I 8TIQV[ TQ^M I [QUXTMZ • Stories speak of ancient ruins that date back
life than the people of the Five Nations. They \W \PM ÅZ[\ IOM WN \PM _WZTL IVL WN I ^I[\
have no cities, no industrialized magic. But graveyard holding the bones of dragons.
\PMa LW PI^M LQVW[I]Z[ <PM PITÆQVO[ PI^M
domesticated the dinosaurs of the plains, and use TALENTAN CHARACTERS
these creatures as mounts, livestock, and beasts of
burden. There is a sacred bond between a hunter :M^QM_ \PM PITÆQVO [MK\QWV QV KPIX\MZ NWZ
and their mount, and few people are prepared to quirks and other things relevant to characters
NIKM I ZIOQVO PITÆQVO JIZJIZQIV ZQLQVO I N]ZQW][ from the Plains. Also consider the following.
clawfoot raptor.
Wild Warriors and Tricksters. You were
Talenta religion is based around reverence for born in the wild, and your wits and your weapons
spirits, both departed ancestors and the spirits helped you survive. Talenta warriors are often
of the natural world. Each nomadic tribe has barbarians or rangers, relying on speed and skill.
a TI\P—a chieftain who guides and protects the However, cunning and charisma are equally
tribe—but it is the shamans who consult the important, and bards and rogues certainly have
spirits and choose the paths of migration. a place on the plains. Outlander is a logical
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
Plains have only been considered a nation for Surrounded by Spirits. .Ma ÅMVL[ \PM
two years, and it’s still unclear what this means; ghosts of ancestors; these are all part of the
PW_M^MZ Q\ PI[ ZM[]T\ML QV UWZM \ZI‫ٻ‬K JM\_MMV spirit world, and they’re all around you. Do you
the Plains and the outside world. believe that the spirits guide your actions? Do
you show respect to the spirits of a location?
INTERESTING THINGS Talentan shamans tend to be Shepherd or Moon
ABOUT THE PLAINS druids, often assuming the form of dinosaurs.
0W_M^MZ aW] KW]TL ZMÆMK\ I [\ZWVO JWVL \W
• Gatherhold is one of the only cities in spirits by playing an Archfey warlock, Nature
the Talenta Plains. All tribes come to cleric, Oath of the Ancients paladin, or a Beast
Gatherhold to trade, hold councils, and Totem or Ancestral Guardian barbarian. Hermit
settle disputes. House Ghallanda maintains and Outlander are sound backgrounds, but
Gatherhold, but it is understood that you could be an acolyte or a sage who consults
Gatherhold belongs to the people, not the with spirits instead of reading books. Warriors
houses. and shamans alike often wear masks in order to
present a particular face to the spirit world.
• House Ghallanda and House Jorasco
both began in the Talenta Plains and still Dinosaurs. <ITMV\I PITÆQVO[ PI^M I KTW[M
maintain connections to their ancestral JWVL \W \PMQZ LQVW[I]Z KWUXIVQWV[ AW] KIV ÅVL
additional information on this—and statistics for
a clawfoot raptor—in chapter 3.

CHAPTER 2 | THE TALENTA PLAINS 35

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THRANE • Faith is a part of daily life in Thrane, and
divine adepts provide many important
Capital: Flamekeep services. However, arcane magic is still a
Noted for ,Q^QVM UIOQK \PM ;QT^MZ .TIUM# ÅVM part of life in Thrane. The streets are lit
crafts, wool, textiles, fruit, livestock with everbright lanterns, and there are
magewrights and even wizards, just not as
The modern Church of the Silver Flame was many as in other nations.
founded in Thrane, and most of the people of the
nation are devout followers of this faith. During • The feudal system of nobility remains in
the Last War, the people of Thrane chose to set place; it’s simply that ultimate authority
aside the rule of the monarch and to embrace rests in the hands of the church. Queen
the leadership of the Church. For the last seventy Diani ir’Wynarn is the “blood regent,”
years Thrane has been a theocracy. The head of serving as a symbolic advisor to the Keeper
the state is 11-year-old Jaela Daeran, the divine of the Flame. There is a small fraction of
selected Keeper of the Flame; however, Jaela the population who would like to see the
looks to the Council of Cardinals to perform the traditional monarchy restored to power.
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
prepared to face undead, lycanthropes, or other The Impact of Faith. Are you a follower of
monstrous threats. But compassion and charity the Silver Flame? Faith doesn’t require divine
are core values of the church, and the templars UIOQK J]\ QN aW] _IV\ \W ZMÆMK\ I KTW[M JWVL
are tasked to defend all innocents. Even during to the Flame, you could gain a few divine spells
\PM 4I[\ ?IZ QN I ÅMVLQ[P \PZMI\ _MZM \W IZQ[M QV by taking the Magic Initiate feat. Archery is a
a Brelish village, Thrane templars would ally with devotional practice of the Silver Flame, so as
the locals to bring an end to the threat. With that a martial Thrane you might focus on archery-
said, this is the ideal. There are zealous Thranes related combat styles and spells or take the
who believe the Church is destined to reunite Sharpshooter feat. Any Thrane could take the
Galifar under the Silver Flame, and corrupt IKWTa\M JIKSOZW]VL \W ZMÆMK\ I [\ZWVO KWVVMK\QWV
priests interested only in power and wealth. to the church, or the soldier background based
on service with the templars.
Not all priests are divine spellcasters, and the
typical templar is a mundane warrior; however, Church or Crown? Do you fully support the
due to the deep faith of its people, Thrane has theocracy? Or would you like to see Queen Diani
more clerics, paladins, and divine spellcasters restored to the throne? There are many people
than any other nation in Khorvaire. of faith who believe that miring the church in
politics distracts it from its true mission and
INTERESTING THINGS ABOUT THRANE invites corruption.

• Flamekeep is the capital of Thrane and the Dealing with Darkness. The Shadow in
seat of the Silver Flame. The Keeper of the the Flame can tempt even the most virtuous
Flame dwells in the great Cathedral of the soul. How do you react when you encounter
;QT^MZ .TIUM _PQKP PWTL[ I XQTTIZ WN ÅZM corruption and greed? Are you a compassionate
JWZV _PMV <QZI 5QZWV [IKZQÅKML PMZ[MTN \W person who seeks to lead people to the light, or
bind the demon Bel Shalor. a zealot determined to crush all darkness? How
will you react when you encounter monsters—
minotaurs, ogres, gnolls—in a civilized setting?

36 CHAPTER 2 | THRANE

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VALENAR INTERESTING THINGS ABOUT VALENAR

Capital: Taer Valaestas • The dragonmarked House Lyrandar has
Noted for Elves, mercenaries, horses helped the elves build the infrastructure
of their kingdom. The half-elves have no
In the midst of the Last War, an army of warrior homeland, and some believe that the half-
elves seized this region from Cyre, invoking a elves of Lyrandar hopes to make Valenar a
claim to the land from long before humanity’s haven for their people.
arrival on the continent. The elves of Valenar are
utterly devoted to the arts of war. Their cavalry • The ancestors of the elves fought the
has no equal in Khorvaire, and they combine a ancient goblins for control of this region
talent for magic with stealth and swordplay. Cyre many thousands of years ago. Relics of
employed the Valenar as mercenaries and was that struggle can still be found scattered
entirely unprepared for betrayal. When Cyre was across Valenar and the Blade Desert: ruins,
destroyed in the Mourning, no one wanted to PI]V\ML NWZ\ZM[[M[ JI\\TMÅMTL[ \PI\ PI^M
challenge the Valenar; in the interests of peace, slipped out of alignment with time.
this elf kingdom was recognized by the Treaty of
Thronehold. VALENAR CHARACTERS

The elves are already pushing the limits of The elf section of chapter 3 provides additional
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
Darguun and even Karrnath. While High King Martial Role. Valenar has always been
Shaeras Vadallia has promised to rein in his on a war footing. As an elf, consider your role
warriors, some believe that the elves will continue in a warband. Are you a simple soldier? An
\PQ[ XZW^WKI\QWV° \PI\ \PMQZ UIQV QV\MZM[\ Q[ outlander scout? An acolyte devoted to the elven
KWVÆQK\ _Q\P I _WZ\Pa NWM IVL \PI\ \PMa _IV\ ancestors, or a sage familiar both with Valenar
Darguun or Karrnath to declare war. history and the lore of potential enemies? As a
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 _IZJIVL[, 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
most are immigrants who’ve come from the Five Dreams. What is it you hope to achieve as
Nations in search of opportunity. Below this are an adventurer? Have you left Valenar behind,
the natives. Once vassals of Cyre, now they’re or are your aspirations tied to the kingdom?
vassals of Valenar. Some hated the Cyrans and As a half-elf with Valenar blood, do you want
welcome the elves. Others despise their new to be recognized as a true Valenar—granted a
leaders and are plotting against them. But life bond to a patron ancestor, a place in a warband,
hasn’t changed much for the commoners, and and a chance at immortality? Or are you more
most don’t actually care who wears the crown. interested in building a homeland for your own
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

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ZILARGO UM[[IOM—that’s what they’ll do. But the Trust
won’t hesitate to eliminate a threat, whether with
Capital: Korranberg poison, spell, or a blade. Typically, a target will
Noted for Gnomes, alchemy, education, 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
I\ ÅZ[\ OTIVKM Q\ IXXMIZ[ \W JM I XIZILQ[M <PM • The Library of Korranberg is considered to
streets are bright and clean. The universities and JM \PM ÅVM[\ ZMXW[Q\WZa WN SVW_TMLOM QV ITT
TQJZIZQM[ IZM \PM ÅVM[\ QV 3PWZ^IQZM -^MZaWVM of Khorvaire.
seems happy and helpful, and crime is all but
]VPMIZL WN *]\ BQT [WKQM\a Q[ ÅTTML _Q\P TIaMZ[ • The Korranberg Chronicle is the leading
of intrigue and blackmail that are often invisible source of news in the Five Nations, and
to human eyes. And below that lies The Trust, gnome chroniclers travel across Khorvaire
a ruthless secret police force that eliminates any in search of stories.
threat to society.
• The major cities of Zilargo have temples
Zilargo isn’t a tyranny. Each major city has a and shrines dedicated to every religion.
democratically elected ruling council and a seat Most Zil explore a few faiths before settling
on the Triumvirate that governs the nation; the on one; others practice multiple religions.
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
by the rules of the game, the Trust won’t target As you develop a Zil character, consider the
aW] 7]\[QLMZ[ ÅVL \PQ[ KI[]IT IKKMX\IVKM WN following things, along with the suggestions in the
preemptive assassination to be terrifying, but the Gnome section in chapter 3.
Zil actually trust the Trust.
Family Ties. In a nation shaped by intrigue,
Every Zil gnome is in a web of intrigues. This aW] PI^M \W PI^M [WUMWVM aW] KIV ZMTa WV°
is condoned by the Trust, as long as no laws are and for the Zil, that’s family. Unless you’re an
broken and the state itself isn’t threatened. It’s orphan, discuss your family with your DM.
ÅVM NWZ I OVWUM KPIZTI\IV \W KWVVQ^M IVW\PMZ What’s their business? Who’s your favorite
gnome out of a jewel mine—as long as this is relative? Are you currently involved in any family
accomplished through cunning, negotiation, or schemes? Family members may call on you for
deception rather than violence or outright theft, help over the course of your adventurers, but
and as long as the mine stays in Zil hands. The they can also be a resource for you.
same applies to adventurers planning schemes
in Zilargo: violence will get one targeted by the Knowledge and Power. The Zil prize
Trust, but QV\ZQO]M is perfectly acceptable. knowledge above all else. Sage is a suitable
background for any Zil; charlatan and spy are
The Trust itself is a network of spies and IT[W IXXZWXZQI\M ZMÆMK\QVO \PMQZ TW^M WN QV\ZQO]M
assassins. Most agents of the Trust simply pass Classes that specialize in melee combat are rare
information through dead drops; some estimate among the Zil. Rogues, bards, wizards, and
that a third of the nation works for the Trust IZ\QÅKMZ[ IZM \PM [WTLQMZ[ WN BQTIZOW
QV \PQ[ KIXIKQ\a ?PMV \PM <Z][\ QLMV\QÅM[ I
threat, it acts preemptively. If a problem can be One unusual option is to play a warlock whose
solved without violence—by sharing a piece of pact is with the Trust itself. You receive your
information, or a whispered warning sent via orders telepathically. Your class abilities can
ZMÆMK\ [XMKQITQbML \ZIQVQVO WZ OZIV\ML IJQTQ\QM[¸
the magical equivalent of super-spy gadgets!

38 CHAPTER 2 | ZILARGO

jak dar (Order #15418488)

EVERYDAY LIFE THE CURRENCY OF GALIFAR

There are details you don’t need to know, but Merchants and nobles often use letters of
that you might _IV\ to know. When something credit to handle large transactions, drawing on
costs 1 CP, you can just say “one copper piece” but the reserves of the dwarvish banks of the Mror
do the people of Khorvaire have a name for Holds. But most day-to-day transactions use
their coins? Is there a convention for naming coins of precious metal. With the collapse of the
characters? This ?IaÅVLMZ¼[ /]QLM is an overview. Kingdom of Galifar, each of the Five Nations
If you want more information on a particular began to mint its own currency, along with
subject, refer to the sources in the Appendix. the Mror bankers. However, while the designs
But for now, here are a few useful facts about imprinted on these coins vary based on the
everyday life in Khorvaire. source, each of these forces has continued to use
the same metals, weights, and denominations set
THE CALENDAR OF GALIFAR forth in the days of Galifar, maintaining a simple
standard for commerce across Khorvaire.
The Galifar calendar tracks the years since the
Kingdom of Galifar was founded, using the • The crown (CP) is made from copper and
abbreviation YK. The week is divided into seven traditionally depicts the crown of Galifar
days, with four weeks to a month and twelve on one face. The crown is the lowest
months to a year. Despite the fall of Galifar, the denomination of coin minted under the rule
nations of Khorvaire still use this calendar. of Galifar, which spawned the saying “In
Galifar, even the beggars have crowns.”
The seven days of the week, in order, are Sul,
Mol, Zol, Wir, Zor, Far, Sar. • The sovereign (SP) is made from silver,
and bears the face of a living or recent
The twelve months are named after the twelve ruler. An unskilled laborer can expect to
moons that orbit the world: earn a sovereign for a day’s work.

1. Zarantyr (mid-winter) • The galifar (GP) is made from gold. It
bears the image of Galifar I, the founder of
2. Olarune (late winter) the old kingdom.

3. Therendor (early spring) • The platinum dragon (PP) bears the
image of one of the dragons of legend.
4. Eyre (mid-spring) With a value of one hundred sovereigns,
these coins are used only by the wealthiest
5. Dravago (late spring) citizens of Khorvaire, and the average
peasant may never see such a coin.
6. Nymm (early summer)
There are a number of other coins in circulation,
7. Lharvion (mid-summer) such as the double crown of Breland or the
[QT^MZ \PZWVM WN +aZM _PQKP PI[ I ^IT]M WN Å^M
8. Barrakas (late summer) sovereigns. Still, all of the major nations make
use of the four basic coins described above.
9. Rhaan (early autumn)

10. Sypheros (mid-autumn)

11. Aryth (late autumn)

12. Vult (early winter)

King Jarot ir’Wyrnarn died on Therendor 12,
894 YK. The Day of Mourning occurred almost
exactly a century later, on Olarune 20 994 YK.

By default, a new Eberron campaign begins on
Zarantyr 1, 998 YK.

CHAPTER 2 | EVERYDAY LIFE 39

jak dar (Order #15418488)

LANGUAGES IN EBERRON OPTIONAL RULE: SWAPPING RACIAL LANGUAGES

In Eberron, languages are tied to culture and This optional rule allows you to exchange a
geography as opposed to biology. A dwarf raised TIVO]IOM OZIV\ML Ja aW]Z ZIKM NWZ I LQ‫ٺ‬MZMV\
in Breland might not actually know Dwarvish, standard language. Your DM must approve the
while the language of the giants is closely tied TIVO]IOM aW] [MTMK\ <PQ[ Q[ I _Ia \W ZMÆMK\ I
to the distant land of Xen’drik. The following character with no ties to the culture of their race.
optional rules are a way to explore this aspect of 0ITÆQVO Q[ \PM TIVO]IOM WN \PM <ITMV\I 8TIQV[# QN I
the setting. PITÆQVO _I[ ZIQ[ML QV \PM 5ZWZ 0WTL[ \PMa UQOP\
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.
The Mror dwarves speak Dwarvish and the Naming conventions vary by nation. The Zil
Aereni elves speak Elvish, but they know gnomes always use three names—a given name,
Common as the language of trade. a family name, and a clan name. Warforged
often use a single name. Within the Five Nations,
In Eberron, there are a number of other most citizens have a given name followed by a
TIVO]IOM[ \PI\ [MZ^M \PQ[ ZWTM QV LQ‫ٺ‬MZMV\ ZMOQWV[ surname. This surname is either a family name
or cultures. The DM may change the languages or related to an occupation or region of origin.
I[[QOVML \W I UWV[\MZ WZ 68+ \W ZMÆMK\ \PQ[ So ;WZV .MTTPWZV, 3IZI WN ?QVL[PQZM and Tellan
5IOM_ZQOP\ IZM ITT VIUM[ aW] UQOP\ ÅVL IUWVO
Giant is the common tongue of Xen’drik. It the common folk of the Five Nations.
is rarely encountered on Khorvaire. Monsters in
Khorvaire usually speak Goblin. The noble families of Galifar—along with
those granted land and titles by one of the
Goblin is the common tongue of Darguun, [W^MZMQOV[ WN \PM .Q^M 6I\QWV[¸ ILL \PM XZMÅ`
Droaam, and the Shadow Marches, along with ir’ to their surname. So the name ,IZZW QZ¼4IQV
most “monstrous” creatures in Khorvaire. It was tells you that this individual is a landed noble.
the language of the goblin empire that dominated The Wynarns were the royal line of Galifar,
the continent before humanity arrived. Orcish is a and the current rulers of Aundair, Breland, and
dead language; it may be encountered in ancient Karrnath are all heirs of the Wynarn bloodline.
inscriptions, but modern orcs speak Goblin. Thus, Queen Aurala of Aundair is )]ZITI
QZ¼?aVIZV
Infernal is spoken by spirits that embody
M^QT <PQ[ QVKWZXWZI\M[ )Ja[[IT# ITT ÅMVL[ [XMIS I )VW\PMZ KWUUWV XZMÅ` Q[ d’, used by
common language. Infernal is sometimes called any heir of a dragonmarked house who has
“Khyber’s speech,” while Celestial is “the tongue manifested a dragonmark. So 5MZZQ` L¼+IVVQ\P
of Siberys.” is a member of House Cannith who has
manifested the Mark of Making.
Riedran is the common tongue of the
continent of Sarlona. Quori is spoken by the
kalashtar, spirits native to Dal Quor, and the
Inspired lords of Riedra.

40 CHAPTER 2 | MAGIC IN KHORVAIRE

jak dar (Order #15418488)

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
Your airship soars through the skies, a wealthy owner. The same is true of uncommon
approaching the mile-high towers of Sharn. You magic items. It’s possible to purchase these in
disembark, walking down a street lit by M^MZJZQOP\ a major city, but selection and quantity will be
lanterns, and make your way to your favorite limited; in a smaller town, they’ll be more limited
/PITTIVLI \I^MZV 1V[QLM \PM PITÆQVO JIZ\MVLMZ still. Uncommon magic items typically cost
uses XZM[\QLQOQ\I\QWV \W KPQTT IVL ÆI^WZ IV IZZIa between 100–500 gp, though costs can be higher
of exotic beverages. A Phiarlan bard entertains based on scarcity.
the crowd with song and a dazzling display of
illusions. An argument between two veterans Rare magic. Spells of 4th through 5th level
escalates into violence: the Brelish tough are beyond the reach of most people. People are
produces a knife, but the Aundairian duelist familiar with the concept of spells like teleportation
already has a wand in her hand. or raise dead, but few people have ever seen either
of these things actually performed. Only the
Magic is a part of life in Khorvaire. Arcane most remarkable magewrights have access to
magic is a form of science, and the Five Nations such magic, so these services usually come from
are built on this foundation. Magewrights are \PM LZIOWVUIZSML PW][M[¸[XMKQÅKITTa PMQZ[
professional spellcasters who use rituals and with Greater Dragonmarks and dragonshard
cantrips to provide a host of services. The focus items.
dragonmarked houses provide magical services
that are beyond the powers of a common In theory, rare magic items can be purchased,
magewright. And manifest zones IZM [XMKQÅK with prices ranging anywhere from 2,000 gp–
locations where the energies of the planes bleed 20,000 gp. In practice, these things are rare. A
QV\W -JMZZWV# \PM[M ITTW_ LZIUI\QK M‫ٺ‬MK\[ \PI\ rare magic item might be the prize of a collection
can’t be replicated elsewhere, such as the colossal in a Sharn emporium, or the showpiece of
towers of Sharn. a House Cannith forgehold. It’s more likely
that such items will be acquired as rewards for
WIDE MAGIC, NOT HIGH MAGIC working with a powerful organization than
simply found for purchase in a store. Of course,
While magic is widespread, the scope of magic is should you have a ridiculous sum of gold burning
limited Low-level spells are a part of everyday a hole in your purse, you might be able to
life, but high-level magic remains remarkable. commission House Cannith to create a rare item
NWZ aW]° \PW]OP \PQ[ _W]TL \ISM \QUM
Common Magic. Cantrips and 1st
level spells are commonplace. Magewrights, Very Rare and Legendary Magic. Spells
wandslingers, and dragonmarked heirs can all WN \P TM^MT IVL IJW^M IZM TIZOMTa \PM [\]‫ ٺ‬WN
XZWL]KM \PM[M [WZ\[ WN M‫ٺ‬MK\[ IVL aW]¼TT [MM legends and folktales. The few people known to
the impact of this magic as part of everyday wield this sort of power are themselves legends:
life. Common magic items can be found in any Mordain the Fleshweaver, the Keeper of the
community and purchased in any major city, Silver Flame, the Daughters of Sora Kell. If
XZW^QLML aW] KIV ÅVL I [PWX WZ LZIOWVUIZSML encountered in the Five Nations, such magic
enclave that deals in what you’re looking for. will likely be tied to an MTLZQ\KP UIKPQVM or a
Common magic items generally range in price manifest zone.
from 50–100 gp.
Legendary magic items are generally the work
Uncommon Magic. There are magewrights of dragons or demons, or relics found in the ruins
and dragonmarked heirs who can cast 2nd of Xen’drik. Very rare magic items could be tied
and 3rd level spells, and such services can be to similar sources, or they might be masterworks
of the elves of Aerenal or Valenar heirlooms. It’s
unlikely that such a treasure would ever be sold.

CHAPTER 2 | MAGIC IN KHORVAIRE 41

jak dar (Order #15418488)

MAGEWRIGHTS In dealing with a magewright, think about the
form their magic takes. A locksmith can perform
In Khorvaire, magic is a tool that’s incorporated knock as a ritual. But they don’t just snap their
into many jobs. There are entirely magical ÅVOMZ[ <PMa UIa ][M TMVO\P[ WN _QZM WZ QZWV ZWL[
careers, such as the medium or the oracle. But tracing patterns around the lock they’re dealing
much of the time, mundane skill and magic are with while murmuring incantations. An oracle
combined together. A lamplighter can work with might work with cards or dice, or study charts of
mundane lanterns, but also learns KWV\QV]IT ÆIUM planar conjunctions. The magewright performs
to create and maintain the M^MZJZQOP\ TIV\MZV[ that magic as both a job and a science.
TQOP\ \PM [\ZMM\[ ) KPMN KIV PMI\ IVL ÆI^WZ NWWL
with a cantrip. Here are some examples of magewrights and
the services they provide. Not every healer can
A magewright knows one to four cantrips or cast TM[[MZ ZM[\WZI\QWV and not every oracle can cast
spells. Magewrights don’t use spell slots. Cantrips LQ^QVI\QWV—these are general guidelines.
can be used casually, but their spells are usually
cast as rituals—even if the spell doesn’t normally • Chef. 8ZM[\QLQOQ\I\QWV (food only), X]ZQNa NWWL
have the ritual tag. When converting a spell drink (ritual), OMV\TM ZMXW[M (ritual, food only).
to a magewright ritual, it can have a casting Familiar with cook’s tools.
time of up to one hour. It’s also common for
a magewright’s ritual to have an additional • Healer. 8ZWÅKQMV\ _Q\P 5MLQKQVM IVL
component cost in dragonshards, the fuel of herbalism kits. ;XIZM \PM LaQVO LM\MK\ XWQ[WV
the magical economy. A typical cost would be disease (ritual), lesser restoration (1-hour ritual,
25 gp for a 1st level ritual, 50 gp for a 2nd level 50 gp component cost).
ritual, doubled for each subsequent level; but this
is only a basic guideline. The point is that the • Launderer. 5MVLQVO XZM[\QLQOQ\I\QWV; both
limitations on a magewright are time and money. WVTa I‫ٺ‬MK\ NIJZQK
A locksmith can cast more than one arcane lock
in a day; but it takes an hour and 50 gp for each • Lamplighter. 4QOP\ KWV\QV]IT ÆIUM (1-hour
lock they want to create. ritual, 50 gp component cost); uses tinker’s
tools to create and repair lanterns.
While the common spell list is a starting point
for magewright spells, you can modify these spells • Locksmith. Arcane lock (1-hour ritual, 50
\W Å\ \PM RWJ ;XMTT[ ][ML Ja IL^MV\]ZMZ[ IZM WN\MV gp component cost) SVWKS (ritual, 50 gp
quite versatile. 8ZM[\QLQOQ\I\QWV can heat or chill KWUXWVMV\ KW[\ # XZWÅKQMV\ _Q\P \PQM^M[¼
IV WJRMK\ TQOP\ WZ M`\QVO]Q[P I ÆIUM *W\P \PM tools and tinker’s tools.
lamplighter and the chef may know XZM[\QLQOQ\I\QWV,
but the chef’s version may only work on • Medium. ;XMIS _Q\P LMIL (ritual, 100 gp
food, while the lamplighter can only light or component cost). Some mediums use a
M`\QVO]Q[P ÆIUM[ )V IK\WZ UIa SVW_ I ^MZ[QWV form of UQVWZ QTT][QWV to conjure an image
of \PI]UI\]ZOa that helps project their voice but of the deceased. A medium might be
LWM[V¼\ XZW^QLM IVa WN \PM W\PMZ JMVMÅ\[ )Z\Q[IV[ XZWÅKQMV\ QV 1V[QOP\ \W PMTX UW]ZVMZ[ LMIT
often know a version of O]QLIVKM that only helps with grief—or in Deception.
with their particular art. This could also result
in a magewright having a spell that’s superior to • Oracle. )]O]Za (ritual, 50 gp cost); LQ^QVI\QWV
\PM ][]IT ^MZ[QWV WN I [XMTT ZMÆMK\QVO \PMQZ \QOP\ (1-hour ritual, 200 gp cost).
focus. An oracle’s version of I]O]Za might be able
to predict outcomes up to a week in advance, The term UIOM_ZQOP\ [XMKQÅKITTa ZMNMZ[ \W IV
as it’s hard to make a business out of predicting arcane spellcaster. In religious communities (such
events that occur in the next 30 minutes. I[ \PW[M QV <PZIVM IL^MV\]ZMZ[ UIa ÅVL LQ^QVM
casters performing these same functions. Such a
divine caster is called an adept. Divine magic is
a gift instead of a science, and adepts typically
work on behalf of their faith rather than selling
their services.

42 CHAPTER 2 | MAGEWRIGHTS

jak dar (Order #15418488)

WANDSLINGERS PLAYING A WANDSLINGER

The Last War saw a dramatic increase in the ´:DQGVOLQJHUµ LVQ·W D FODVV $Q\RQH ZKR FDQ
][M WN UIOQK QV JI\\TM )]VLIQZ _I[ \PM ÅZ[\ perform arcane magic could be considered a
VI\QWV \W ÅMTL ]VQ\[ WN IZKIVM LZIOWWV[ J]\ I[ wandslinger, and any character could acquire
the war continued cantrip specialists could be D ZDQGVOLQJHU·V VSHOO VHW E\ WDNLQJ WKH 0DJLF
found in the armies of most nations. Due to the Initiate feat. As such, whether your character is
considerable training required to master magic, a wandslinger is really a question of style.
this has remained an elite specialty. The common
soldier wields a spear or crossbow but it’s not • Did you serve in the Last War? If so, who
unusual to see a warrior with a sword on one hip GLG \RX ÀJKW IRU" 'LG \RX OHDUQ RU KRQH
and a wand on the other. Within the army, such your magical skills as part of your military
a soldier is referred to as an arcaneer. training?

On the streets, they are called wandslingers. • Do you primarily view your magic as a
) _IVL[TQVOMZ Q[ LMÅVML Ja \PM IJQTQ\a \W weapon, or do you hate being forced into
cast I\ TMI[\ \_W cantrips typically drawn from combat? Do you have a diverse range of
the sorcerer or wizard spell list. A common spells, or is your magic largely oriented
wandslinger also knows a single 1st-level spell, around combat?
which they can cast once per long rest. An
exceptional wandslinger may know up up to • A player character is never required to
three spells of up to 3rd level. A wandslinger’s use an arcane focus when casting a spell.
spells and cantrips are almost always combat %XW LI \RX·UH D ZDQGVOLQJHU \RX·UH PRUH
[XMTT[ _Q\P IV QUUMLQI\M M‫ٺ‬MK\ []KP I[ ÅZM JWT\ comfortable with a focus in your hand.
ZIa WN NZW[\ J]ZVQVO PIVL[ or [PQMTL Casting a spell without a focus takes
The critical limitation of the wandslinger is a HIIRUW 7KHUH·V QR PHFKDQLFDO SHQDOW\
dependence on an arcane focus. A wandslinger DVVRFLDWHG ZLWK WKLV LW·V MXVW VRPHWKLQJ WR
must have an arcane focus—a wand, rod, consider when describing your actions.
[\I‫ ٺ‬WZJ WZ KZa[\IT¸\W XMZNWZU UIOQK ;WUM
_IVL[TQVOMZ[ ][M LQ‫ٺ‬MZMV\ NWK][M[ NWZ \PMQZ As long as your DM approves, you could
various cantrips, such as a wand for ÅZM JWT\ and justify the abilities of an arcane class as
a rod for J]ZVQVO PIVL[, but wandslingers can use being derived from wandslinger training as
any arcane focus they get their hands on. As a RSSRVHG WR WKH XVXDO VRXUFH ,I \RX·UH SOD\LQJ
result, arcane focuses are regarded as weapons a sorcerer or warlock, you could say that your
throughout Khorvaire. choice of Sorcerous Origin or Otherworldly
If you’ve got a wand tucked into your belt, 3DWURQ UHÁHFWV VSHFLDOL]HG PLOLWDU\ WUDLQLQJ
people may assume you know how to use it. 7KLV GRHVQ·W FKDQJH WKH ZD\ WKHVH IHDWXUHV
function; it means that instead of making a pact
ZLWK D ÀHQG \RXU ZDUORFN KDV D FRQQHFWLRQ
to an elite order of arcaniers that share these
abilities. Instead of dealing with the demands of
a patron, you might receive requests from your
former commander or your comrades from the
ZDU 8OWLPDWHO\ LW·V DERXW WKH VWRU\ \RX ZDQW WR
tell with your character. Are you an impetuous
GXHOLVW TXLFN WR GUDZ \RXU ZDQG DW WKH ÀUVW
provocation? A former soldier trained to use
magic as a weapon? Or an arcane scholar who
despises hotheaded wandslingers who know
nothing about the science of magic?

Identifying your character as a wandslinger
GRHVQ·W FKDQJH \RXU FODVV IHDWXUHV &KDSWHU
offers a wider selection of arcane focus items
that can add color to your character.

CHAPTER 2 | WANDSLINGERS 43

jak dar (Order #15418488)

THE MAGICAL ECONOMY ^WQKM QVÆ]MVKM ÆIUM[ [XWV\IVMW][ [W]VL[¸IZM
a boon for any actor. In general, think of ways
With this general understanding of the sort of \PI\ []KP TW_ TM^MT M‫ٺ‬MK\[ UQOP\ JM QVKWZXWZI\ML
magic that’s found in the world, here’s a closer into a performance.
TWWS I\ I NM_ XIZ\QK]TIZ ÅMTL[ WN QVL][\Za
The Dragonmarked Houses of Shadow
COMMUNICATION dominate the entertainment industry. House
Phiarlan operates west of the Mournland, while
The Couriers’ Guild of House Orien runs a House Thuranni is based in Karrnath and the
standard postal service, delivering messages by Lhazaar Principalities. Each house has its own
horse and lightning rail. Sending a letter to a theatres, companies, and star performers, but
central station in a major city costs a few copper you don’t need a dragonmark to get into show
pieces. A direct delivery within a city could run business; the houses train and license all manner
up to 5 sp. Sending a large or unusual package— of artists and entertainers.
or a rushed delivery—costs considerably more.
FASHION
Should you need to send a message more
quickly, you’ll turn to the message stations of When it comes to fashion, the most common
House Sivis. The basic tool is the [XMISQVO [\WVM, manifestation of magic is OTIUMZ_MI^M: clothing
which allows a dragonmarked operator to send a imbued with illusion. This can involve concrete
short message to any other [XMISQVO [\WVM. Sending images, such as a cloak lined with glittering stars
a message through the stones costs 1 gp for WZ I OW_V _Q\P I XI\\MZV WN ÆIUM[# \PM _MIZMZ
M^MZa Å^M _WZL[ QV \PM UM[[IOM IVL \ISM[ WVM might even be able to adjust the intensity of
minute for every ten miles between the station \PM[M ÆIUM[ _Q\P I _WZL 5WZM MTIJWZI\M IVL
and the destination. The gnomes at the receiving expensive) OTIUMZ_MI^M could even produce the
station will transcribe the message; for an extra M‫ٺ‬MK\ WN JMQVO _ZMI\PML QV ÆIUM[ 0W_M^MZ
gold piece, they’ll have a courier deliver it to OTIUMZ_MI^M KIV IT[W PI^M UWZM IJ[\ZIK\ M‫ٺ‬MK\["
the intended recipient. Most large communities slowly shifting colors or a shimmering glow,
will have a message station, but small villages or for example. /TIUMZ_MI^M can cost anywhere
frontier towns may not. NZWU \W OX LMXMVLQVO WV \PM M‫ٺ‬MK\# Q\¼[
stylish, but certainly a sign of wealth. Zilargo and
The [XMISQVO [\WVM network is the backbone of Aundair are the primary sources of OTIUMZ_MI^M,
communication, but if it’s not fast enough, there and competition between designers has grown in
is one more option. A Sivis enclave UQOP\ have a recent years.
heir who can perform [MVLQVO, which can send a
message instantly to any Sivis station—and even MEDICINE
allow a response, if the recipient is present and
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 herbal remedies. The next tier of treatment is
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. /ZMI\MZ
as an art form in its own right. A gymnastic restoration is possible if the house has an heir with
performance might incorporate R]UX or NMI\PMZ NITT. the Greater Mark of Healing, though this gift
<PM M‫ٺ‬MK\[ WN \PM \PI]UI\]ZOa cantrip—booming

44 CHAPTER 2 | THE MAGICAL ECONOMY

jak dar (Order #15418488)

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 for player characters and exceptional
NPCs, but it’s not a reliable service for the
House Jorasco demands payment before it general public. Most of the time, when someone
renders any service. The Church of the Silver dies, they stay dead.
Flame and priests of Boldrei often maintain
charitable clinics, but most of these facilities only TRANSPORTATION
provide mundane healing.
All the standard modes of transportation can be
Resurrection is possible in Eberron, but it’s found in Khorvaire. People use boats, barges,
rare. House Jorasco has a handful of altars horses, coaches, and more. If something moves
WN ZM[]ZZMK\QWV, and someone with the Greater over land it’s likely run or licensed by House
Dragonmark of Healing and 5,000 gp worth Orien. If it moves along the water or through
of dragonshards can use one of these altars to the air, it’s likely connected to House Lyrandar.
perform raise dead. Beyond this, there’s a few Both houses license independent agents, so the
divine healers with the power to raise the dead. captain of a mundane galleon won’t necessarily
But no one uses this power lightly. Regardless be a Lyrandar heir, but the Lyrandar seal on
of the method used, it’s hard to pull someone a licensed ship assures you of the quality of the
JIKS NZWU ,WT]ZZP IVL Q\ OZW_[ UWZM LQ‫ٻ‬K]T\ vessel and its crew. Eberron also features some
with each day that passes after death. Opening unique modes of transport.
a channel to Dolurrh can potentially result in a
malevolent spirit taking possession of the body;

CHAPTER 2 | THE MAGICAL ECONOMY 45

jak dar (Order #15418488)

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.
5IOQK XTIa[ IV QUXWZ\IV\ ZWTM WV \PM JI\\TMÅMTL
The lightning rail of House Orien is the House Cannith produces a wide range of siege
gold standard for overland travel within the Five equipment and mystical weapons and made
Nations. An elemental engine pulls a train of a number of breakthroughs during the Last
linked coaches over a path of conductor stones, War. Massive [QMOM [\I‫ [ٺ‬ÅTT \PM ZWTM WN IZ\QTTMZa
maintaining a speed of 30 miles per hour. The Semi-sentient warforged titans scatter squads
rail links most of the major cities of the Five of infantry. Kundarak sappers spread OTaXP[ WN
Nations, though the destruction of Cyre has made _IZLQVO to deny a region to an enemy. Wands and
travel between eastern and western Khorvaire rods haven’t replaced the swords or bows, but
more challenging. A journey on the lightning rail elite arcaneers are becoming more common.
generally costs twice as much as an inn stay of the
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
day) and the wealthy luxury coaches (4 gp/day). 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
archers and use of divine magic, thanks to its
Elemental airships are the pride of House ÅMZKM LM^W\QWV \W \PM +P]ZKP WN \PM ;QT^MZ
4aZIVLIZ ][QVO JW]VL IQZ IVL ÅZM MTMUMV\IT[ \W Flame. Cyre relied heavily on mercenary
propel a vessel through the sky. Airships travel services—including the Valenar elves and the
between 20 to 40 miles per hour and have the OWJTQV[ WN ,IZO]]V¸IVL ÅMTLML \PM OZMI\M[\
advantage of being able to cross any terrain. number of warforged troops. Finally, Breland
Airships have only been in service for eight years, had the best intelligence and industry of the
and as a result many cities don’t yet have the nations; it was also noted for the use of Zil
facilities required for docking or maintaining an elemental weapons and for its ÆWI\QVO NWZ\ZM[[M[.
airship. However, airships are quickly becoming
the prefered method of travel for those who can CREATING MAGIC ITEMS
I‫ٺ‬WZL \PMU )QZ[PQX \ZI^MT OMVMZITTa KW[\[ Å^M
times as much as an inn stay of the same quality House Cannith has an enclave devoted solely
and duration. to wand production. This facility is equipped
with tools that amplify the Mark of Making
Teleportation is the swiftest form of travel, and channel planar energies; the artisans also
but also the most limited. An Orien heir with have access to a vast array of exotic woods and
the Greater Mark of Passage can cast teleportation materials. You can also create a wand, but you’re
circle once per day; most major Orien enclaves starting from scratch and creating the tools you
have permanent circles and can be used as need. Essentially, when House Cannith creates
destinations. When this service is available, it magic items, it’s using factories; while your
generally costs 1,000 gp. IZ\QÅKMZ Q[ \PM MY]Q^ITMV\ WN \PM \QVSMZMZ _WZSQVO
in the garage. You can create magic items, and
All of these forms of advanced travel require
someone with the appropriate dragonmark—
the Mark of Storm for elemental galleons and

46 CHAPTER 2 | THE MAGICAL ECONOMY

jak dar (Order #15418488)

you can potentially create items that House requires rarer components that can’t simply
Cannith KIV¼\ 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
require an adventure. You may not have to kill
The Schema. <PM ÅZ[\ [\MX QV KZMI\QVO I something to obtain what you need, but you’ll
magic item is to acquire a [KPMUI for it. This is the surely have to overcome a challenge. The Magic
equivalent of a recipe or a blueprint; it explains 1\MU 1VOZMLQMV\[ \IJTM []OOM[\[ PW_ LQ‫ٻ‬K]T\ \PI\
the process and components required to create challenge could be.
the item. If you can obtain a schema—from
House Cannith, the mystical library of Arcanix, Dƒ¦®‘ /ã›Ã /Ħٛ—®›ÄãÝ
\PM KWTTMK\QWV WN IV M`XMZQMVKML IZ\QÅKMZ¸
you’re ready to move on. Otherwise, you can /ƚĞŵ ZĂƌŝƚLJ Z ZĂŶŐĞ
create a schema, but this takes time and skill.
An arcane spellcaster uses Arcana to create Common 1–3
schema. A divine caster uses Religion, while
a druid or ranger relies on Nature. You must Uncommon 4–8
PI^M I UQVQU]U [SQTT JWV][¸aW]Z XZWÅKQMVKa
bonus plus your ability score bonus—in order Rare 9–12
to develop a schema. You must maintain the
minimum skill bonus for the duration of your Very Rare 13–18
_WZS [W IV M‫ٺ‬MK\ \PI\ QVKZMI[M[ IV IJQTQ\a [KWZM
for a few minutes won’t help you. Legendary 19+

^‘«›Ãƒ ٛƒã®ÊÄ Z›Øç®Ù›Ã›ÄãÝ 1\¼[ XW[[QJTM \W ÅVL I ZIZM KWUXWVMV\ M^MV
when you’re not looking for one. You could
/ƚĞŵ ZĂƌŝƚLJ tŽƌŬ ǁĞĞŬƐ DŝŶŝŵƵŵ ^Ŭŝůů discover an exotic Khyber crystal in the ruins of
IV IZ\QÅKMZ¼[ _WZS[PWX <QUM IVL [\]La KW]TL
Common 3 days +2 yield suggestions as to what items could be made
with the component; for example, that Khyber
Uncommon 1 +4 shard could be used to create an QZWV ÆI[S or
LQUMV[QWVIT [PIKSTM[.
Rare 3 +6
Creation. Once you have your schema and
Very Rare 8 +8 any rare components, you’re ready to begin. The
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
innovators. However, it is always up to the Dƒ¦®‘ /ã›Ã ك¥ã®Ä¦ d®Ã› ƒÄ— ÊÝã
DM to decide if you can create a particular
schema. The DM can always choose to exclude a /ƚĞŵ ZĂƌŝƚLJ tŽƌŬ ǁĞĞŬƐΎ ŽƐƚΎ
particular magic item from a campaign.
Common 1 50 gp
Rare Components. Any magic item requires
specialized materials—Eberron dragonshards, Uncommon 2 200 gp
rare woods or metals, exotic herbs or other
substances. While exotic, these things can Rare 10 2,000 gp
be purchased or obtained in any major city.
But creating a magic item from scratch often Very Rare 25 20,000 gp

Legendary 20 100,000 gp

* Halved for a consumable item

CHAPTER 2 | THE MAGICAL ECONOMY 47

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The Magic Item Crafting Time and Cost table FAITHS OF KHORVAIRE
provides a basic framework, but various factors
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
are exceptions to every rule. Appendix B of the 8TIaMZ¼[ 0IVLJWWS provides
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 @IVI\PIZ¼[ /]QLM \W -^MZa\PQVO <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.
complex procedure and that complications can
arise. If you use this rule, there’s a 10 percent In creating a devout character, it can be
chance of a complication arising for every useful to think about the source of your faith.
Å^M _WZS_MMS[ [XMV\ WV KZIN\QVO \PM Q\MU Were you brought up in your religion, or did
@IVI\PIZ¼[ /]QLM presents a number of possible you come to it later in life? Are you primarily
complications. Here are few tied to Eberron. devoted to the principles of your religion,
or have you had a personal, transcendental
ك¥ã®Ä¦ ÊÃÖ½®‘ƒã®ÊÄÝ experience? Do you believe that you have a
LQ^QVM LM[\QVa \W N]TÅTT WZ IZM aW] [\QTT _IQ\QVO
d6 ŽŵƉůŝĐĂƟŽŶ for your purpose to be revealed?

1 A Dragonmarked House takes an «ÊÊݮĦ ّ«›ãù֛Ý
interest in your work. Do they
view you as a threat, or are they While the 3OD\HU·V +DQGERRN provides a
impressed by your techniques? Do EDVHOLQH IRU GRPDLQV LW GRHVQ·W LQFOXGH
they want to buy the item, and what paladin oaths or archetypes from other
will happen if you refuse? sources. As new options are always
HPHUJLQJ WKHUH·V QR ZD\ WR FUHDWH DQ
2 A mishap creates a temporary absolute list, and beyond that this is
manifest zone. VRPHWKLQJ GULYHQ E\ D FKDUDFWHU·V VWRU\ 7KH
Oath of Devotion is a logical archetype for
3 zŽƵ ŶĞĞĚ ƚŽ ĂĐƋƵŝƌĞ ĂŶ ĂĚĚŝƟŽŶĂů a paladin of the Silver Flame, but a zealous
rare component. SDODGLQ VSHFLÀFDOO\ GHYRWHG WR SXUVXLQJ HYLO
could easily take an Oath of Vengeance.
4 dŚĞ ƐŚŝŌŝŶŐ ďĂůĂŶĐĞ ŽĨ ƚŚĞ ƉůĂŶĞƐ Likewise, the Forge domain should be an
interferes with your work; you must option for priests of Onatar or the Traveler.
wait for the current planar alignment Consider your beliefs and your story and
to change. choose an archetype that works with both.

5 zŽƵƌ ĞīŽƌƚƐ ĚƌĂǁ ƚŚĞ ĂƩĞŶƟŽŶ ŽĨ
one of the conspiracies of Eberron—
such as the Chamber, the Aurum, the
Emerald Claw, or the Lords of Dust.

6 zŽƵƌ ŝƚĞŵ ƵŶĞdžƉĞĐƚĞĚůLJ ďĞĐŽŵĞƐ
ƐĞŶƟĞŶƚ͘

48 CHAPTER 2 | FAITHS OF KHORVAIRE

jak dar (Order #15418488)

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
virtuous behavior; force is a last resort. • Honor each Sovereign in its place and time.
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
Shadow in the Flame. As a follower of the Sovereign Host, you believe
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
proof enough of Arawai’s benevolence.
Eberron is a place where supernatural evil is a
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 and subsects of the faith exist. Many temples are
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
guide the wicked to the light. You may feel a particular connection to one
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 Host), you are expected to
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

jak dar (Order #15418488)

THE DARK SIX THE BLOOD OF VOL

The Dark Six and the Sovereign Host are • Each one of us has a spark of divinity
opposite sides of the same coin. If you believe it within our blood and our spirit. Find that
one you inherently believe in the other; the only power within.
question is whether you fear or revere the Dark
Six. The principles of the faith are the same: • Death is the end, Dolurrh is oblivion, and
just like the Sovereigns, the Six are with us at all if the gods exist they are cruel. Stand with
times. They shape the world and speak to those those you care for; all we have is this life
who will listen. and each other.

In general, the Sovereigns represent values Because of its association with necromancy and
tied to civilization: Law, community, trade, the undead, many people believe that the Blood
industry, agriculture, honor in war. The Dark of Vol embraces death and that its followers
Six embody dangerous concepts: Death, chaos wish to become undead. Neither of these things
and change, the destructive powers of nature, are true. The Seekers of the Divinity Within
treachery in battle, dark magic and monsters, (as the faithful call themselves) don’t ZM^MZM the
passion and madness. Those who worship the undead; they believe that once someone has
Sovereigns fear these things; those who revere died you might as well put the corpse to use.
the Six embrace them and don’t consider them But the spark of divinity is tied to both blood
to be evil. If you’re a barbarian, it’s the Fury and soul, and the Seekers believe that the
who unleashes your rage. If you’re an assassin, undead can never fully harness its power. The
you walk the path of the Mockery as opposed to vampires and mummies of the Blood of Vol
that of Dol Arrah. PI^M [IKZQÅKML \PMQZ KPIVKM I\ LQ^QVQ\a QV WZLMZ
to guide and protect the living. They’re martyrs,
The creatures of Droaam generally revere the not something to envy.
Dark Six. Humanity sees the Shadow as a villain
who gave the harpy her voice and the medusa Public opinion of the Blood of Vol is often
her gaze; to the harpy and the medusa, this colored by the actions of the Order of the
makes the Shadow a hero. Emerald Claw. This extremist sect serves a lich
known as the Queen of Death, and employs
undead and necromancy in acts of terror. Most
Seekers have no love for the Emerald Claw and
don’t support its actions.

50 CHAPTER 2 | FAITHS OF KHORVAIRE

jak dar (Order #15418488)


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