Wayfinders Guide To Eberron
Wayfinders Guide To Eberron
Wayfinders Guide To Eberron
TO EBERRON
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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.
E
you can
BERRON WAS BORN IN 2002 WHEN build upon,
Wizards of the Coast launched not a codex of
a worldwide search for a new absolute law.
campaign setting. I imagined a Welcome
world of swashbuckling adventure to Eberron:
and dark fantasy, a place where magic formed let’s explore!
the foundation of civilization. Over the course of
the next year I worked with a team of amazing
IZ\Q[\[IVLOIUMLM[QOVMZ[\WZMÅVMIVLLM^MTWX
that core idea, and the end result was the -JMZZWV
+IUXIQOV;M\\QVO In the years that followed, a
host of authors, designers, and dungeon masters
across the world have continued to expand and
explore this setting.
<PQ[JWWSJZQVO[-JMZZWV\W\PMÅN\PMLQ\QWVWN
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
W
WN\PI\JQ\\MZKWVÆQK\ZMUIQV0W_LQL\PM
_IZIٺMK\aW]ZKPIZIK\MZIVLPW__QTTQ\
HAT IS EBERRON? IT’S A WORLD shape your story?
bound by a golden ring • The Mourning. This mystical cataclysm
and surrounded by twelve destroyed an entire nation and created a
moons. It’s the intersection of deadly wasteland in the heart of Khorvaire.
thirteen planes of existence, The Mourning brought the war to an end,
which shift in and out of alignment. It’s a place but it is a mystery and a threat that looms
where magic has been harnessed as a tool—used large over Eberron.
to build cities, to sail ships through the skies, to • Ancient Mysteries. Powerful artifacts
create both wonders and weapons. are hidden in the ruined cities of giants.
Eberron embraces swashbuckling action and Dragons and demons scheme in the
pulp adventure and adds a layer of neo-noir shadows, unraveling a prophecy that could
intrigue. Stories don’t always end well and there shape the future. These ancient mysteries
isn’t a perfect answer to every problem. The can be a source of fantastic adventures and
Last War turned old allies into bitter enemies terrible danger.
and destroyed an entire nation, leaving terrible • If it exists in D&D, it has a place in
scars behind. Crime and corruption lurk in the Eberron… But it may not be the place
great cities of Khorvaire. Hidden dragons shape you’re used to.
\PMKW]Z[MWNPQ[\WZa;QVQ[\MZÅMVL[QVÆ]MVKM These elements are all part of Eberron, but
the dreams of the unwary. Human greed and you don’t have to use all of them in every story.
ambition may prove more dangerous than any As you go through this chapter, decide which
devil or demon. But through this darkness, there \PMUM[IXXMIT\WaW]IVLJM[\Å\\PM[\WZQM[aW]
are opportunities for a group of bold adventurers want to tell.
\WUISMILQٺMZMVKM°NWZJM\\MZWZNWZ_WZ[M
1122 CHAPTER
CHAPT
HA TEER
R1|T
THE
HE
H EL
LAST
AS
A ST WA
W
WAR
AR
Last War. Feel free to change the suggested
¥¥ãÝÊ¥ã«tÙ
backgrounds. While charlatan is an obvious
+HUH·VDIHZRIWKHPDMRUHIIHFWVRIWKH/DVW background for a spy, you could easily adapt
War. criminal or urchin to the same role.
Dragonmarked Power. The dragonmarked
houses sold their services to all sides and D®½®ãÙù»¦ÙÊçÄÝ
PDGHFRQVLGHUDEOHSURÀWVIURPWKHZDU7KH
1d10 DŝůŝƚĂƌLJĂĐŬŐƌŽƵŶĚ
Five Nations are divided and dependent
RQWKHVHUYLFHVRIWKHKRXVHVDQGLW·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 ĂƐĂŵĂƌŝŶĞ͕ĂŶĂǀĂůŽĸĐĞƌ͕ĂƉƌŝǀĂƚĞĞƌ
Karrnath, it embraced the Blood of Vol and
or a smuggler. (Sailor)
introduced undead into its armies. The religion
was largely abandoned toward the end of the 3 You commanded troops and led soldiers
ZDUDQGPDQ\RIWKHXQGHDGZHUHFRQÀQHGWR ŝŶƚŽďĂƩůĞ͘tĞƌĞLJŽƵĂŐŽŽĚůĞĂĚĞƌ͕
crypts, but some are still in use. or are you haunted by your failures?
Magical Innovation. Over the course of a (Soldier or noble)
century of war, the nations and dragonmarked 4 You were a spy, gathering intelligence
houses developed new spells and tools for use ĨŽƌLJŽƵƌŶĂƟŽŶ͘ƌĞLJŽƵŽƵƚŽĨƚŚĞ
in the war. Airships and warforged are recent
ďƵƐŝŶĞƐƐ͕ŽƌĐŽƵůĚLJŽƵƐƟůůďĞĐĂůůĞĚ
developments, and the wandslinger tradition
emerged from the war. back in? (Charlatan)
The Mourning. This magical cataclysm 5 You were tasked with maintaining
destroyed Cyre and brought the war to an end. morale and raising the spirits of your
Cyre is a vast, unrecoverable wasteland and soldiers. (Entertainer)
those Cyrans who survived the disaster are 6 You provided spiritual support to your
scattered across Khorvaire.
troops. Were you always devout, or did
New Nations. Before the Last War, Galifar
LJŽƵĮŶĚLJŽƵƌĨĂŝƚŚŽŶƚŚĞďĂƩůĞĮĞůĚ͍
laid claim to all of Khorvaire. A host of new
states emerged over the course of the war. (Acolyte)
These include the goblin nation of Darguun, 7 You used your remarkable knowledge as
the elf kingdom of Valenar, the druids of the part of a military think tank… or perhaps
Eldeen Reaches, the monsters of Droaam, you provided arcane support on the
and more. ďĂƩůĞĮĞůĚ͘;^ĂŐĞͿ
8 zŽƵǁĞƌĞĂƐŵƵŐŐůĞƌŽƌĂƉƌŽĮƚĞĞƌ͕
THERE’S A PLACE FOR IT IN these are all the kenku in the world. So just
because it’s possible to put anything you want in
EBERRON the world, don’t assume that the streets of Sharn
IZMIbWWÆWWLML_Q\PM^MZaKPIZIK\MZZIKM\PI\¼[
°*]\1\5Ia6W\*M\PM8TIKMAW]¼ZM=[ML<W ever been suggested.
Chapter 3 provides advice on adding new races
Eberron draws on the core elements of ,,. to Eberron. Here’s a few other ways that you
It’s a world of wizards and rogues, a setting can add something into Eberron with minimal
_Q\PPITÆQVO[IVLL_IZ^M[IVLMT^M[?IV\IV impact on the setting.
otyugh? Orcs? Goblins? Paladins? They’re all • It comes from the vast and largely
there. Eberron draws on the same basic elements unexplored continent of Xen’drik.
as other settings, but it often diverges from the
• It was created or caused by the
traditional archetypes assigned to those things. A
Mourning—the mystical cataclysm that
few factors here:
destroyed Cyre—and has only been around
6WÅ`MLITQOVUMV\[ Mortal creatures
for four years.
are shaped by their culture and personal
circumstances. An orc is just as likely to be lawful • It’s a product of the underworld of Khyber,
good as chaotic evil, depending on their personal the source of many aberrations and
PQ[\WZa)OWTLLZIOWVIJMPWTLMZIPITÆQVO# monsters.
you can’t make automatic assumptions about • It’s the result of recent experiments by
any of them. In part this is because of Eberron’s one of the dragonmarked houses or a mad
distant gods. Orcs aren’t driven by Gruumsh’s IZ\QÅKMZ
fury, and the gnolls aren’t tied to Yeenoghu.
• It comes from one of the planes and slipped
The exceptions to this rule are creatures whose
into the world during a recent convergence.
identities are shaped by magic. Fiends and
celestials embody pure ideals of good and evil; Not everything has to exist in Eberron.
lycanthropes are driven by a curse. AW]KIVÅVLIXTIKMQV-JMZZWVNWZIVa\PQVO
Monsters aren’t always villains, and But it’s also possible to say that something LWM[V¼\
the villains aren’t always monsters. Many exist in Eberron. For example, if you wanted to
of the gnolls of Droaam are more honorable use Gruumsh in Eberron, you could re-imagine
than the human mercenaries of House Deneith. PQUI[WVMWN\PMLMUWVW^MZTWZL[WN\PMÅZ[\
In Karrnath and Aerenal, undead are used as age. You could decide that he’s the classic
tools. You certainly KW]TLÅVLaW]Z[MTNÅOP\QVOI Gruumsh, who has recently found his way to
UMZKQTM[[UQVW\I]ZQV\PM[T]U[WN;PIZV°J]\ Eberron from the core cosmology. But the DM
you’re just as likely to cross swords with a cruel can always say ¹6W\PMZMQ[VW^MZ[QWVWN/Z]]U[PQV
PITÆQVOK]\\PZWI\ Ua-JMZZWVº
There’s a place for everything in This comes to a critical point. Nothing is set
Eberron… but it may not be a prominent in stone. Like every sourcebook that’s come
place. Kenku aren’t mentioned in any of the before it, this book is intended to be a source of
canon sourcebooks of Eberron. There’s many inspiration: use what inspires you, but always feel
ways to add kenku into Eberron, but that doesn’t empowered to change the world to better suit the
mean that there needs to be a kenku nation story you want to tell. There’s a place in Eberron
WZ\PI\SMVS]PI^MXTIaMLI[QOVQÅKIV\ZWTM NWZM^MZa\PQVOQV\PI\M`Q[\[QV,,°J]\Q\¼[]X
to you whether to make use of it.
X
EN’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\PM3QVOLWUWN/ITQNIZ\WLIa
Khorvaire is split into many nations—some old,
others newborn from the crucible of war.
This chapter provides an overview of the
nations of Khorvaire, along with a glimpse of
common life, magic, religion, and the world—
and planes—that lie beyond it.
CHAPTER 2 | 21
NATIONS OF EBERRON The Treaty of Thronehold WٻKQITTaMVLML
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
ÅVLILLQ\QWVITZM[W]ZKM[QVIXXMVLQ`))[aW]OW and maintain diplomatic relations. The Demon
forward, here’s a few useful things to bear in mind. Wastes and Shadow Marches are regions that
The Five Nations. Aundair, Breland, Cyre, PI^MVW]VQÅMLOW^MZVUMV\_PQTM,ZWIIUPI[
Karrnath and Thrane are collectively referred declared itself to be a nation but has yet to be
to as the Five Nations. These nations formed the recognized by the others.
PMIZ\WN\PM3QVOLWUWN/ITQNIZIVL_PQTMMIKP Getting Around. The Five Nations are
has a unique cultural identity they are built on KWVVMK\MLJaIVM`KMTTMV\[a[\MUWNZWIL[IVL
this shared foundation. Families are spread across travelers can always make their way by horse
the Five Nations; the rulers of the Five Nations or coach. Major cities are tied together by the
are tied to the Wynarns, the royal bloodline of lightning rail of House Orien, which allows you
/ITQNIZ,M[XQ\M\PMQZLQٺMZMVKM[IV)]VLIQZQIV to avoid the perils—and tedium—of the roads.
has more in common with a Thrane than they do If speed is an issue, you can book passage on a
with a Zil gnome or a Lhazaar pirate. Lyrandar airship. This is the fastest way to travel,
Aside from Cyre—which was destroyed in the J]\IT[W\PMUW[\M`XMV[Q^M:MNMZ\W\PM¹5IOQK
Last War—the Five Nations remain the largest in Khorvaire” section for more travel options.
and most powerful countries in Khorvaire.
AUNDAIRIAN CHARACTERS
The Sovereign Host is the dominant faith of
Aundair, with a particular devotion to Aureon.
However, the Silver Flame also has a deeply Regardless of your Intelligence score, if you’re an
devoted following—some might say overzealous Aundairian you’re sure you’re the smartest person
WZM`\ZMUM in the room. Consider the following things.
Aundair is ruled by Queen Aurala ir’Wynarn. Arcane Talent. If you’re not going to play
Aurala is a just ruler, but she has never a magical class, consider being a high elf or a
IJIVLWVML\PMLZMIUWNI/ITQNIZZM]VQ\ML variant human with the Magic Initiate feat.
under her rule. While Aundair is a small nation, ?PM\PMZaW]TMIZVWٺMV[Q^MKIV\ZQX[IVLÅOP\
its arcane superiority allowed it to hold its own as a wandslinger or pick up a few practical
during the Last War. Many believe Aurala tools (prestidigitation, mending, mage hand), every
Q[XZM[[QVO)ZKIVQ`\WLM^MTWXJI\\TMUIOQK Aundairian should know a little magic.
that will ensure Aundair’s victory in whatever Magic Beats Mundane. Why use your hand
KWVÆQK\[TQMIPMIL when you could use mage hand? Who still uses a
JW__PMVaW]KW]TL][MI_IVL'¹Sovereigns above,
INTERESTING THINGS ABOUT AUNDAIR Wyllis. We’re days away from the Eleventh Century and
you’re still shooting people with pointed sticks?”
• <PMÆWI\QVO\W_MZ[WN)ZKIVQ`IZMIKMV\MZ Show Some Style. Don’t settle for common
for mystical research. Bear in mind that clothes and a squalid meal when you could wear
many of its sages specialize in ritual magic ÅVMglamerweave and drink the best wine. If you’re
IVLIJ[\ZIK\\PMWZa#Q\¼[VW\ÅTTML_Q\PPQOP IÅOP\MZNWK][WVÅVM[[MIVL,M`\MZQ\aQV[\MIL
level wizards. of crude strength. And never miss an opportunity
• Arcane magic is tied into many aspects for a clever quip.
of Aundairian life—more so than other
CHAPTER 2 | AUNDAIR 23
BRELAND
<PM*WZWUIZTMILMZ[PQXIZMPITÆQVO[_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.
• Breland’s major cities are especially
In the wake of the Last War, Breland is one KW[UWXWTQ\IV,]M\WQ\[XZW`QUQ\a\W
of the most powerful nations in Khorvaire. Droaam, its cities include more monsters—
Possessing a large population and abundant ogres, orcs, goblins, and even sahuagin,
resources, Breland leads the Five Nations in harpies, and gargoyles—then are seen
industry. elsewhere in the Five Nations.
The Brelish are known for their pragmatism • Breland has accepted more Cyran refugees
and independence. They lack the discipline of than any other nation. The largest refugee
Karrns or the faith of the Thranes, but they camp, New Cyre, has a population of over
M`KMTI\ÅVLQVOVM_IVLQVVW^I\Q^M[WT]\QWV[ four thousand and is being converted into
to problems. The Brelish also have a talent a town. Prince Oargev of Cyre considers
for intrigue and subterfuge. The King’s Dark PQU[MTNISQVOQVM`QTMJ]\MٺMK\Q^MTaPM¼[
4IV\MZV[IZMWVMWN\PMÅVM[\QV\MTTQOMVKM the mayor of this town.
agencies in Khorvaire, rivaled only by House
BRELISH CHARACTERS
Phiarlan and the Trust of Zilargo. The dark side
of all of these things is a strong streak of cynicism,
_PQKPITTW_[KZQUMIVLKWZZ]X\QWV\WÆW]ZQ[P As you develop a Brelish character or NPC,
in Brelish cities and churches. The Sovereign consider the following.
Host is the dominant religion of Breland, but Slightly Shady. Many Brelish have a loose
in general the Brelish aren’t as devout as their relationship with the law. Even if you’re a hero,
cousins in other nations. you may have a few questionable connections
King Boranel ir’Wynarn of Breland rules in or friends in low places. Backgrounds such as
conjunction with an elected parliament. Boranel KZQUQVITWZKPIZTI\IV[XaIZMI_Ia\WZMÆMK\
Q[IXWX]TIZTMILMZKMTMJZI\MLNWZPQ[M`XTWQ\[ this, regardless of your class. You could also be a
during the Last War. But his children have yet folk hero who’s challenged the laws to protect the
to prove themselves, and there is a growing innocent, or an entertainer who’s played in every
movement that advocates abandoning royal rule dive in Sharn.
when Boranel passes. Innovative and Independent. Find your
own path in the world; don’t simply follow. As
INTERESTING THINGS ABOUT BRELAND a cleric you might challenge your church and
follow your own divine revelations. As an arcane
• The great city of Sharn is the largest caster you could search for new techniques or to
metropolis in Khorvaire. The City of unravel forgotten secrets.
Towers is almost a nation in its own right Practical. Whether it’s about fashion, food, or
and is a hub for commerce and intrigue. conversation, the Brelish tend to be practical and
Chapter 6 provides more information on pragmatic. Why spend a fortune on a fancy meal
Sharn. when a simple one will do? You’ll use whatever
• The Boromar Clan is the oldest and most tool gets the job done, and you don’t see a need
powerful criminal organization in Breland. NWZ]VVMKM[[IZaÆIQZ
24 CHAPTER 2 | BRELAND
CYRE (THE MOURNLAND) INTERESTING THINGS ABOUT CYRE
• Cyre was the ancestral seat of the
Capital: Metrol (destroyed)
Noted for )Z\QÅKMIZ\RM_MTZaU][QKWZI\WZa dragonmarked House Cannith, the house
philosophy; creativity, versatility of Making. The house maintained arcane
workshops across Cyre. Who knows what
treasures wait in Cannith vaults for those
Destroyed at the end of the Last War, Cyre now who brave the dangers of the Mournland?
WVTaM`Q[\[QV\PMPMIZ\[WN\PMZMN]OMM[[KI\\MZML
across Khorvaire. • Stories say communities of warforged live
Before the war, Cyre was the seat of the kings in the Mournland, including the insurgent
IVLY]MMV[WN/ITQNIZ<PM_MIT\PWN\PMSQVOLWU called the Lord of Blades.
ÆW_ML\PZW]OP+aZMIVLQ\_I[IVM`][NWZ • ?PQTMVW\I[ÆIUJWaIV\I[)]VLIQZ
commerce and culture. By tradition, Cyre’s Cyran fashions involved bright colors
Princess Mishann had the rightful claim to the and glamerweave. Some have made a
\PZWVMWN/ITQNIZ?PQTM+aZIV[\ISMXZQLM\PI\ point of continuing this custom. Others
they alone were in the right in the Last War, they wear clothing cut in the Cyran style, but
unquestionably lost more to the war than any entirely in black; this is generally known as
other nation. As a Cyran, you stand on the moral ¹5W]ZVQVO_MIZº
PQOPOZW]VLJ]\\PI\UIaWٺMZTQ\\TMKWUNWZ\
CYRAN CHARACTERS
Cyrans like to say that their culture represents
\PMJM[\\PI\/ITQNIZPIL\WWٺMZ°_PQKPQ[
to say, a little bit of everything. Cyrans value When creating a character from Cyre, consider
diversity and versatility, both in talents and the following.
thought. Cyre couldn’t match Karrnath in What Have You Lost? Did you lose wealth
martial discipline or Aundair in the arcane or status? Did you have family or loved ones lost
arts, but as a nation it was characterized by the in the Mourning? Did you lose something you
ÆM`QJQTQ\aWNQ\[NWZKM[ could one day recover from the Mournland—
While the Sovereign Host was the dominant arcane research, an heirloom artifact? Consider
NIQ\PWN+aZM\PM;QT^MZ.TIUMPILI[QOVQÅKIV\ the impact this has on your background. As a
following. Many survivors have questioned their Cyran noble or soldier, your estates have been
faith in the wake of the Mourning, but some lost and your army scattered; but you still have
believe that this is a divine trial and a time when the respect of your comrades or peers.
faith is needed more than ever. What Do You Hold Onto? Do you have a
Queen Dannel ir’Wynarn was in Metrol on trinket that embodies Cyre for you? Is your wand
the Day of Mourning and is presumed to be or weapon an heirloom of your family? As an
dead. Her son Prince Oargev ir’Wynarn holds entertainer or guild artisan, are you preserving a
court in New Cyre, a massive refugee camp set particular Cyran tradition?
up in Breland. Some refugees support Oargev What Drives You? Are you determined
and the dream of a restored Cyre, while others to solve the mystery of the Mourning? Do
prefer to focus on the future instead of trying to you want to help other refugees? Or are you
reclaim the past. As a Cyran you should decide only concerned with your personal survival? Is
whether you hold tight to your national identity, there something you want to recover from the
or whether consider yourself to be an adventurer Mournland, or would you prefer to never set foot
without a nation. in it again? Do you hold a grudge against the
nations that fought against Cyre in the war, or
are you only concerned with the future?
26 +0)8<-:d,):/==6
THE DEMON WASTES INTERESTING THINGS
Capital: None
Noted for Fiends, pestilence, violence
ABOUT THE WASTES
• Stories tell of the lost city of Ashtakala, a
KQ\ILMTWNÅMVL[[\QTTXWX]TI\MLJaZIS[PI[I[
Rivers of lava cut across plains of black sand The libraries of Ashtakala contain arcane
and volcanic glass. The only vegetation you can secrets and details about the Draconic
see is blood-red moss and a thick layer of slime, Prophecy and its vaults hold untold
and that appears to be moving. A jagged rock treasures.
NWZUI\QWVUQOP\JMIXQMKMWNIVIVKQMV\_ITT°
or perhaps that’s just your imagination. • The Demon Wastes contain portals to
This is the Demon Wastes. Tens of thousands 3PaJMZ¸[XMKQÅKITTa\WLMUQXTIVM[
WNaMIZ[IOWÅMVL[Z]TML3PWZ^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[PWTLQVOKQ\QM[WNZIS[PI[I[IVL unearthly realms populated by demons.
demons. These foul spirits were bound long ago, <PM/PII[P¼SITIZIQL\PM[MLMUQXTIVM[\W
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
Z]QV[[][\IQVMLJaLIZSUIOQK°Z]QV[\PI\UIa CHARACTERS FROM THE WASTES
[\QTTJMPWUM\WÅMVL[IVL\PMQZ\ZMI[]ZM[ If you’re from the Demon Wastes, you likely fall
A mountain range known as the Labyrinth into one of two categories.
separates the Demon Wastes from the Eldeen Ghaash’kala. You’ve been raised in one of
Reaches. Due to ancient warding magic, any the harshest lands in Eberron and spent your
foul thing that wishes to leave must pass through MV\QZMTQNMJI\\TQVOÅMVL[?PaPI^MaW]TMN\aW]Z
the Labyrinth. These passes are guarded by the post? Have you had a vision from Kalok Shash?
/PII[P¼SITI\ZQJM[WNWZK[[_WZV\WKWV\IQV\PM Are you pursuing a rogue demon? Have you
M^QT[WN\PM?I[\M<PM/PII[P¼SITI_WZ[PQXI been given a quest by the leader of your tribe?
version of the Silver Flame that they call Kalok 5W[\WN\PM/PII[P¼SITIIZMWZK[WZPITNWZK[
Shash; they consider the people of the Five They’re deeply devoted to their faith and might
Nations to be soft and naive. be paladins (Vengeance or Devotion), clerics
The Carrion Tribes are savage barbarians (Life, Light, or War) or Zealot barbarians.
who dwell in the Wastes. Each tribe is devoted Hermit and outlander are logical backgrounds:
\WWVMWN\PMIZKPÅMVL[IVL\PMaMVOIOMQV you know little about the ways of civilization, but
MVLTM[[JI\\TM[IOIQV[\\PM/PII[P¼SITIIVL\PM you have have insights and the skills to survive in
other Carrion Tribes. These people are mostly the harshest environments.
humans, but there are corrupted orcs, half-orcs, Carrion Tribes. Why have you left the
IVL\QMÆQVO[UQ`MLQVITWVO_Q\PIPIVLN]TWN Wastes? Have you turned your back on the vile
other races represented. The Carrion Tribes are traditions of your demon-worshipping clan?
savage and cruel, and know almost nothing about 7ZIZMaW]\PMKPIUXQWVWNWVMWN\PMÅMVLQ[P
the world beyond the Labyrinth. Overlords—but sworn to hunt down and destroy
the servants of a LQٺMZMV\IZKPÅMVL_PWXW[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.
DROAAMITE CHARACTERS
\PMaPI^MJMMVOQ^MVVM_X]ZXW[M°IVL\PM
Daughters use an army of ogres and war trolls
to maintain order. To date, the other nations of 5QVW\I]Z[WZK[OVWTT[\QMÆQVO[KPIVOMTQVO[
Khorvaire have refused to recognize Droaam, and other monstrous species all have a place
and it was not part of the Treaty of Thronehold. in Droaam. Consider these when making a
Most people believe that it can’t last—that even Droaamite character.
the Daughters can’t hold this disparate alliance ?PI\5ISM[AW],QٺMZMV\'The people of
together—but currently it is stronger than ever. Droaam aren’t just humans with horns or green
Droaam works closely with House Tharashk, skin. Think about the strengths of your people
selling the services of monstrous soldiers and IVL_PI\UISM[aW]LQٺMZMV\NZWUP]UIVQ\a
laborers and bysehk ore, a form of metal with both physically and culturally.
magical properties. Beyond that, it is a frontier Are You Proud? Many citizens of Droaam
VI\QWV\PI\Q[[\QTTM`XIVLQVO)[,ZWIIU are proud of their nation. You know that the rest
isn’t bound by the Treaty of Thronehold, it’s WN3PWZ^IQZMKWV[QLMZ[aW]\WJMI¹UWV[\MZº1V
become a haven for war criminals and deserters, Droaam, you are going to prove to them that you
along with other criminals and mages pursuing and your kind are capable of things humanity
forbidden paths of magic. can’t even imagine. Or you might ignore this big
Many of the monsters that make up Droaam picture and be driven solely by your personal
have their own unique subcultures. Most worship desires or the goals of your family or warlord.
\PM,IZS;Q`J]\\PMZMIZMW\PMZZMTQOQW][ Backgrounds. The creatures of Droaam are
traditions as well. very diverse. A Droaamite kobold might be an
urchin rogue. A minotaur could be a outlander
barbarian with little knowledge of the outside
_WZTL_PQTMI\QMÆQVO_IZTWKSKW]TLJMI[IOM
well versed in history and arcana.
28 CHAPTER 2 | DROAAM
THE ELDEEN REACHES
• Varna is the largest city in the Reaches
and the seat of the dragonmarked House
Capital: <PM/ZMMVPMIZ\ Vadalis.
Noted for Agriculture, animal husbandry,
druidic magic
ELDEEN CHARACTERS
A stretch of fertile farmlands borders a vast, Druidic traditions are important to the people of
]V\IUMLNWZM[\.IZUMZ[\MVL\W\PMÅMTL[_PQTM the Eldeen Reaches. Even if you’re not a druid,
tribes of shifters and circles of druids and rangers aW]UIaNWTTW_WVMWN\PM[MÅ^MXI\P[)[I
roam the woods. These are the Eldeen Reaches. variant human, you could take the Magic Initiate
Druids and shifters have dwelt in the Towering feat to learn a little druidic magic.
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\PMQZZM[W]ZKM[WV\PM_IZMٺWZ\ 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 The Wardens of the Wood seek to maintain
aid of these farmers. Fifty years ago, the people of the balance between nature and civilization,
eastern Aundair seceded and formed the Eldeen protecting each from the other.
Reaches. The Reaches were recognized as a The Greensingers see the magic of the fey
nation by the Treaty of Thronehold, but many as a part of nature. They honor the archfey that
fear Aundair will try to reclaim the region. PI^MQVÆ]MVKMQV\PMQZZMOQWV[IVL\Za\WTQ^MQV
Druidic magic is a central part of life in the harmony with other fey creatures. Bards and
Eldeen Reaches. Most of its people seek to archfey warlocks are often found among the
live in harmony with the natural world, and /ZMMV[QVOMZ[IVL\PM+QZKTM[WN,ZMIU[_WZS[
communities have a druidic advisor who helps _MTTNWZ/ZMMV[QVOMZLZ]QL[
with planning and planting. The Towering The Gatekeepers protect the natural world
Woods are also home to tribes of shifters, who from unnatural threats, such as aberrations and
UIQV\IQVIVWUILQKM`Q[\MVKM<PM?IZLMV[WN ÅMVL[<PMaUIQV\IQVIVKQMV\_IZL[\PI\JQVL
the Wood maintain order and settle disputes, the daelkyr in Khyber. Horizon Walker rangers
IVL\PM/ZMI\,Z]QL7ITQIV¸IVawakened IVL)VKM[\ZIT/]IZLQIVJIZJIZQIV[Å\QVPMZM
greatpine—is the spiritual leader of the Reaches. The Ashbound are champions of the natural
_WZTLIVLÅOP\IVa\PQVO\PI\\PZMI\MV[Q\5IVa
INTERESTING THINGS
of them consider arcane and even divine magic
to be such a threat. Ashbound sometimes attack
30 CHAPTER 2 | KARRNATH
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[PUMZKMVIZQM[UMZKPIV\[ used to them.
pirates • The Wind Whisperer principality includes
a number of half-elves with the Mark of
This loose confederacy of pirate lords, merchant ;\WZU¸M`KWZQI\M[IVLNW]VLTQVO[_Q\P
princes, and sea barons holds the northeastern no tie to House Lyrandar. The Wind
coastline of Khorvaire and the many islands Whisperers want to obtain airships, by any
scattered across it. While they were recognized as means necessary.
an allied nation under the Treaty of Thronehold, • Dreadhold is an infamous island prison
the Principalities are a loose alliance. Each island maintained by House Kundarak. Said to
domain has its own traditions, values, and goals— be inescapable, Kundarak houses both
and each has a long list of vendettas and feuds infamous criminals and mystical threats.
with other princes. Beyond this, anyone who can
LHAZAAR CHARACTERS
win the support of enough ships and people can
claim a principality; if you want to establish your
own tiny kingdom, this is the place to do it. As you develop a Lhazaar character or NPC,
<PM4PIbIIZIZM\PMÅVM[\[IQTWZ[QV3PWZ^IQZM consider the following.
During the Last War, they served all nations as Seafarers and Swashbucklers. Most
privateers and engaged in piracy on the side. Lhazaar spend more time at sea than they do
With the end of the Last War they’ve largely on land. Sailor is an appropriate background
returned to the merchant trade, but there are still for any Lhazaar, but you can also ask your DM
pirates on the open seas. QNaW]KIV[_Q\KPI\WWTXZWÅKQMVKaNWZ^MPQKTM[
The Lhazaars value their independence. This _I\MZXZWÅKQMVKa4PIbIIZIZMÆIUJWaIV\
is a place where anyone can rise to captain a people with little concern for the law, so
ship or even seize a principality. Leadership charlatan, criminal, entertainer, and folk hero
is something earned, not given. High Prince are all strong backgrounds.
Ryger ir’Wynarn of Regalport seeks to forge Local Customs. Each principality is unique.
\PM8ZQVKQXITQ\QM[QV\WI]VQÅMLNWZKM0MPI[ Each has its own martial traditions, fashions,
\PMÅVM[\ÆMM\IVLQ\_I[PQ[MٺWZ\[\PI\[I_\PM IVL[TIVO<PQVSIJW]\PW_aW]ZKPWQKM[ZMÆMK\
8ZQVKQXITQ\QM[ZMKWOVQbMLI\<PZWVMPWTL°NWZ your principality. Your dwarf barbarian could
_PQKPPMOI^MPQU[MTN\PM\Q\TMWN¹0QOP8ZQVKMº be one of the savage Cloudreavers. Your dashing
But so far, the other princes have rejected his swashbuckler rogue could be a colorful Wind
proposals for a greater union. Whisperer. The Bloodsail elves have a strong
There are principalities devoted to the Blood \ZILQ\QWVWNVMKZWUIVKa°IVM`KMTTMV\UI\KPNWZ
of Vol and a few that favor the Sovereign Host. your elf wizard. There are many principalities,
Beyond this, the Lhazaar show little enthusiasm and you can always work with your DM to
for religion, though many will curse the Devourer LM^MTWXWVM\PI\Å\[aW]ZKPIZIK\MZ
when a storm comes. Big Dreams. Whatever their circumstances,
the people of the Principalities are always looking
INTERESTING THINGS ABOUT LHAZAAR \W\PMN]\]ZM?PI\Q[Q\aW]_IV\'<WÅVLI
forgotten treasure hoard? To command your
• The Lhazaar Principalities have the largest own ship? To take your place as a prince? Think
changeling population in Khorvaire. Many big, and chase your dreams.
WN\PM[MIZMKWVKMV\ZI\MLQV\PM/ZIa
INTERESTING THINGS ABOUT THE important than appearance, and you are also
interested in the history of the things you carry;
HOLDS QNaW]ÅVLIUIOQK_MIXWVaW]_IV\\WSVW_
the battles it has seen and the warriors who have
• The Mror Holds have deep reserves of wielded it before you.
gold, silver, and other rare and precious
metals, along with iron and other ores.
CHAPTER 2 | Q’BARRA 33
THE SHADOW MARCHES INTERESTING THINGS
Capital: BIZI[P¼IS]VWٻKQIT
Noted for Eberron dragonshards, herbs
ABOUT THE MARCHES
• <PM/I\MSMMXMZ[ are a druidic tradition
that began in the Shadow Marches. The
When most people think of the Shadow defeated the daelkyr in the past, and
Marches, they imagine a fetid backwater where they are sworn to protect Eberron from
illiterate humans mingle with orcs and other foul ]VVI\]ZITIVLM`\ZIXTIVIZ\PZMI\[
creatures, practicing strange rites by the light of
\PMUWWV[?PQTMÆI_ML\PQ[^Q[QWVQ[V¼\MV\QZMTa • The Cults of the Dragon Below are wildly
inaccurate. The Shadow Marches are a desolate diverse, and often driven by madness.
land of swamps and moors. The homeland of the Many worship daelkyr or have ties to
WZK[Q\_I[[KIZZMLQV\PMIVKQMV\KWVÆQK\_Q\P aberrations.
\PMLIMTSaZ<PM[MÅMVL[TMN\\_Q[\MLKZMI\]ZM[
and aberrations in the swamps, and sowed seeds
of madness that linger to this day. There are MARCHER CHARACTERS
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\PM5IZKPM[TWVOIOWZMN]OMM[ÆMMQVO Tharashk.
a war in the distant land of Sarlona. Over time As a Marcher, a critical question is whether
the two cultures merged, forming the Marches as you have ties to one of the orc tribes or the
\PMaM`Q[\\WLIa integrated clans.
<PM5IZKPM[PILTQ\\TMKWV\IK\_Q\P/ITQNIZWZ The Clans blend the traditions of human and
the east until a few hundred years ago, when a orc, building towns and working with steel. They
0W][M;Q^Q[M`XMLQ\QWVUILM\_WLQ[KW^MZQM["\PM still rely on skilled hunters, and they have their
region contained valuable dragonshards, and a own unique traditions of art and music. Rangers,
number of clans had manifested the Dragonmark rogues, and bards all have a place in the clans,
of Finding. This led to the foundation of House and there are gatekeeper druids among them.
Tharashk, as these clans joined together to Some in the clans worship a limited form of the
master the economic potential of their mark and Sovereign Host focused on Balinor, Boldrei, and
leverage their mineral wealth. Arawai; this is a sound path for a Nature cleric.
The Shadow Marches aren’t a nation. No one The Tribes maintain traditions that
voice speaks for the clans and tribes, and most predate humanity. They’re nomadic hunter-
of the tribes have no interest in dealing with gatherers, and don’t work metals; they make
outsiders. House Tharashk is the largest faction their tools from stone, hide, wood, and bone.
in the region, and their city of Zarash’ak is the Tribal Marchers are mostly orcs, but there
center for commerce. are a few humans and half-orcs among them.
House Tharashk is the main point of contact <ZQJIT5IZKPMZ[IZMÅMZKM_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.
36 CHAPTER 2 | THRANE
VALENAR INTERESTING THINGS ABOUT VALENAR
• The dragonmarked House Lyrandar has
Capital: Taer Valaestas
Noted for Elves, mercenaries, horses helped the elves build the infrastructure
of their kingdom. The half-elves have no
homeland, and some believe that the half-
In the midst of the Last War, an army of warrior elves of Lyrandar hopes to make Valenar a
elves seized this region from Cyre, invoking a haven for their people.
claim to the land from long before humanity’s
arrival on the continent. The elves of Valenar are • The ancestors of the elves fought the
utterly devoted to the arts of war. Their cavalry ancient goblins for control of this region
has no equal in Khorvaire, and they combine a many thousands of years ago. Relics of
talent for magic with stealth and swordplay. Cyre that struggle can still be found scattered
employed the Valenar as mercenaries and was across Valenar and the Blade Desert: ruins,
entirely unprepared for betrayal. When Cyre was PI]V\MLNWZ\ZM[[M[JI\\TMÅMTL[\PI\PI^M
destroyed in the Mourning, no one wanted to slipped out of alignment with time.
challenge the Valenar; in the interests of peace,
this elf kingdom was recognized by the Treaty of
Thronehold. VALENAR CHARACTERS
The elves are already pushing the limits of <PMMTN[MK\QWVWNKPIX\MZXZW^QLM[ILLQ\QWVIT
the treaty. The Valenar constantly search for information about creating Valenar elves.
worthy challenges. While some venture into the Whatever kind of character you’re creating,
Mournland or the untamed jungles of Q’barra, consider the following.
Valenar warbands have launched raids into Martial Role. Valenar has always been
Darguun and even Karrnath. While High King on a war footing. As an elf, consider your role
Shaeras Vadallia has promised to rein in his in a warband. Are you a simple soldier? An
warriors, some believe that the elves will continue outlander scout? An acolyte devoted to the elven
\PQ[XZW^WKI\QWV°\PI\\PMQZUIQVQV\MZM[\Q[ ancestors, or a sage familiar both with Valenar
KWVÆQK\_Q\PI_WZ\PaNWMIVL\PI\\PMawant history and the lore of potential enemies? As a
Darguun or Karrnath to declare war. half-elf you might be an entertainer, a sailor, or
Valenar is a feudal kingdom. The elves are IO]QTLIZ\Q[IV_WZSQVO\W[]XXWZ\\PMMTNIZUa°
warrior princes, but they spend little time at or a charlatan seeking seeking intrigue and
rest. They operate in small units called warbands, opportunities. As one of the vassals, you could be
and those that aren’t patrolling the kingdom a guild artisan working for the elves, an urchin
are abroad seeking adventure. Most of the civic born in Taer Valaestas, or even a folk hero
administration is handled by half-elves. Some ÅOP\QVO\WXZW\MK\\PMKWUUWVNWTS
of these are the children of Valenar elves, but Dreams. What is it you hope to achieve as
most are immigrants who’ve come from the Five an adventurer? Have you left Valenar behind,
Nations in search of opportunity. Below this are or are your aspirations tied to the kingdom?
the natives. Once vassals of Cyre, now they’re As a half-elf with Valenar blood, do you want
vassals of Valenar. Some hated the Cyrans and to be recognized as a true Valenar—granted a
welcome the elves. Others despise their new bond to a patron ancestor, a place in a warband,
leaders and are plotting against them. But life and a chance at immortality? Or are you more
hasn’t changed much for the commoners, and interested in building a homeland for your own
most don’t actually care who wears the crown. people? As a native, do you want to work with
the elves or do you want to drive them out—and
if so, who do you want to replace them?
CHAPTER 2 | VALENAR 37
ZILARGO
message—that’s what they’ll do. But the Trust
won’t hesitate to eliminate a threat, whether with
Capital: Korranberg poison, spell, or a blade. Typically, a target will
Noted for /VWUM[ITKPMUaML]KI\QWV never even see the agent that kills them.
elemental binding, entertainment, precious stones
INTERESTING THINGS ABOUT ZILARGO
Zilargo is the homeland of the gnomes, and • The Library of Korranberg is considered to
I\ÅZ[\OTIVKMQ\IXXMIZ[\WJMIXIZILQ[M<PM JM\PMÅVM[\ZMXW[Q\WZaWNSVW_TMLOMQVITT
streets are bright and clean. The universities and of Khorvaire.
TQJZIZQM[IZM\PMÅVM[\QV3PWZ^IQZM-^MZaWVM
seems happy and helpful, and crime is all but • The Korranberg Chronicle is the leading
]VPMIZLWN*]\BQT[WKQM\aQ[ÅTTML_Q\PTIaMZ[ source of news in the Five Nations, and
of intrigue and blackmail that are often invisible gnome chroniclers travel across Khorvaire
to human eyes. And below that lies The Trust, in search of stories.
a ruthless secret police force that eliminates any • The major cities of Zilargo have temples
threat to society. and shrines dedicated to every religion.
Zilargo isn’t a tyranny. Each major city has a 5W[\BQTM`XTWZMINM_NIQ\P[JMNWZM[M\\TQVO
democratically elected ruling council and a seat on one; others practice multiple religions.
on the Triumvirate that governs the nation; the
ZIL CHARACTERS
Trust reports to the Triumvirate. The Zil gnomes
built this system, and they are quite happy with
it. Their streets are safe, and as long as you play As you develop a Zil character, consider the
by the rules of the game, the Trust won’t target following things, along with the suggestions in the
aW]7]\[QLMZ[ÅVL\PQ[KI[]ITIKKMX\IVKMWN /VWUM[MK\QWVQVKPIX\MZ
preemptive assassination to be terrifying, but the Family Ties. In a nation shaped by intrigue,
Zil actually trust the Trust. aW]PI^M\WPI^M[WUMWVMaW]KIVZMTaWV°
Every Zil gnome is in a web of intrigues. This and for the Zil, that’s family. Unless you’re an
is condoned by the Trust, as long as no laws are orphan, discuss your family with your DM.
broken and the state itself isn’t threatened. It’s What’s their business? Who’s your favorite
ÅVMNWZIOVWUMKPIZTI\IV\WKWVVQ^MIVW\PMZ relative? Are you currently involved in any family
gnome out of a jewel mine—as long as this is schemes? Family members may call on you for
accomplished through cunning, negotiation, or help over the course of your adventurers, but
deception rather than violence or outright theft, they can also be a resource for you.
and as long as the mine stays in Zil hands. The Knowledge and Power. The Zil prize
same applies to adventurers planning schemes knowledge above all else. Sage is a suitable
in Zilargo: violence will get one targeted by the background for any Zil; charlatan and spy are
Trust, but intrigue is perfectly acceptable. IT[WIXXZWXZQI\MZMÆMK\QVO\PMQZTW^MWNQV\ZQO]M
The Trust itself is a network of spies and Classes that specialize in melee combat are rare
assassins. Most agents of the Trust simply pass among the Zil. Rogues, bards, wizards, and
information through dead drops; some estimate IZ\QÅKMZ[IZM\PM[WTLQMZ[WNBQTIZOW
that a third of the nation works for the Trust One unusual option is to play a warlock whose
QV\PQ[KIXIKQ\a?PMV\PM<Z][\QLMV\QÅM[I pact is with the Trust itself. You receive your
threat, it acts preemptively. If a problem can be orders telepathically. Your class abilities can
solved without violence—by sharing a piece of ZMÆMK\[XMKQITQbML\ZIQVQVOWZOZIV\MLIJQTQ\QM[¸
information, or a whispered warning sent via the magical equivalent of super-spy gadgets!
38 +0)8<-:dB14):/7
EVERYDAY LIFE THE CURRENCY OF GALIFAR
Merchants and nobles often use letters of
There are details you don’t need to know, but
that you might want to know. When something credit to handle large transactions, drawing on
KW[\[+8aW]KIVR][\[Ia¹one 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[/]QLMis an overview. 3QVOLWUWN/ITQNIZMIKPWN\PM.Q^M6I\QWV[
If you want more information on a particular began to mint its own currency, along with
[]JRMK\ZMNMZ\W\PM[W]ZKM[QV\PM)XXMVLQ` 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
NWZ\PQV\PMLIa[WN/ITQNIZUIQV\IQVQVOI[QUXTM
THE CALENDAR OF GALIFAR standard for commerce across Khorvaire.
<PM/ITQNIZKITMVLIZ\ZIKS[\PMaMIZ[[QVKM\PM
3QVOLWUWN/ITQNIZ_I[NW]VLML][QVO\PM • The crown (CP) is made from copper and
abbreviation YK. The week is divided into seven \ZILQ\QWVITTaLMXQK\[\PMKZW_VWN/ITQNIZ
days, with four weeks to a month and twelve on one face. The crown is the lowest
UWV\P[\WIaMIZ,M[XQ\M\PMNITTWN/ITQNIZ\PM denomination of coin minted under the rule
nations of Khorvaire still use this calendar. WN/ITQNIZ_PQKP[XI_VML\PM[IaQVO¹1V
The seven days of the week, in order, are Sul, /ITQNIZM^MV\PMJMOOIZ[PI^MKZW_V[º
Mol, Zol, Wir, Zor, Far, Sar. • The sovereign (SP) is made from silver,
The twelve months are named after the twelve and bears the face of a living or recent
moons that orbit the world: Z]TMZ)V]V[SQTTMLTIJWZMZKIVM`XMK\\W
1. Zarantyr (mid-winter) earn a sovereign for a day’s work.
2. Olarune (late winter) • The galifar/8Q[UILMNZWUOWTL1\
Therendor (early spring) JMIZ[\PMQUIOMWN/ITQNIZ1\PMNW]VLMZWN
4. Eyre (mid-spring) the old kingdom.
40 +0)8<-:d5)/1+16307:>)1:-
MAGIC IN KHORVAIRE
JW]OP\°J]\VW\KPMIXTaAW]¼TTÅVLPW][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 everbright 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^MZV1V[QLM\PMPITÆQVOJIZ\MVLMZ still. Uncommon magic items typically cost
uses prestidigitation \WKPQTTIVLÆI^WZIVIZZIa between 100–500 gp, though costs can be higher
WNM`W\QKJM^MZIOM[)8PQIZTIVJIZLMV\MZ\IQV[ based on scarcity.
the crowd with song and a dazzling display of Rare magic. Spells of 4th through 5th level
illusions. An argument between two veterans are beyond the reach of most people. People are
escalates into violence: the Brelish tough familiar with the concept of spells like teleportation
produces a knife, but the Aundairian duelist or raise dead, but few people have ever seen either
already has a wand in her hand. 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 \PMLZIOWVUIZSMLPW][M[¸[XMKQÅKITTaPMQZ[
professional spellcasters who use rituals and _Q\P/ZMI\MZ,ZIOWVUIZS[IVLLZIOWV[PIZL
cantrips to provide a host of services. The focus items.
dragonmarked houses provide magical services In theory, rare magic items can be purchased,
that are beyond the powers of a common with prices ranging anywhere from 2,000 gp–
magewright. And manifest zones IZM[XMKQÅK 20,000 gp. In practice, these things are rare. A
locations where the energies of the planes bleed rare magic item might be the prize of a collection
QV\W-JMZZWV#\PM[MITTW_LZIUI\QKMٺMK\[\PI\ in a Sharn emporium, or the showpiece of
can’t be replicated elsewhere, such as the colossal a House Cannith forgehold. It’s more likely
towers of Sharn. that such items will be acquired as rewards for
working with a powerful organization than
+0)8<-:d5)/1+16307:>)1:- 41
MAGEWRIGHTS
form their magic takes. A locksmith can perform
knock as a ritual. But they don’t just snap their
In Khorvaire, magic is a tool that’s incorporated ÅVOMZ[<PMaUIa][MTMVO\P[WN_QZMWZQZWVZWL[
into many jobs. There are entirely magical tracing patterns around the lock they’re dealing
careers, such as the medium or the oracle. But with while murmuring incantations. An oracle
much of the time, mundane skill and magic are might work with cards or dice, or study charts of
combined together. A lamplighter can work with planar conjunctions. The magewright performs
mundane lanterns, but also learns KWV\QV]ITÆIUM magic as both a job and a science.
to create and maintain the everbright lanterns that 0MZMIZM[WUMM`IUXTM[WNUIOM_ZQOP\[IVL
TQOP\\PM[\ZMM\[)KPMNKIVPMI\IVLÆI^WZNWWL the services they provide. Not every healer can
with a cantrip. cast lesser restoration, and not every oracle can cast
A magewright knows one to four cantrips or divination—these are general guidelines.
spells. Magewrights don’t use spell slots. Cantrips • Chef. Prestidigitation (food only), purify food &
can be used casually, but their spells are usually drink (ritual), gentle repose (ritual, food only).
cast as rituals—even if the spell doesn’t normally Familiar with cook’s tools.
have the ritual tag. When converting a spell • Healer. 8ZWÅKQMV\_Q\P5MLQKQVMIVL
to a magewright ritual, it can have a casting herbalism kits. Spare the dying, detect poison &
time of up to one hour. It’s also common for disease (ritual), lesser restoration (1-hour ritual,
a magewright’s ritual to have an additional 40 gp component cost).
component cost in dragonshards, the fuel of the • Launderer. Mending, prestidigitation; both
magical economy. A typical cost would be 20 gp WVTaIٺMK\NIJZQK
for each level of the ritual, but this is only a basic
• Lamplighter. 4QOP\KWV\QV]ITÆIUM(1-hour
guideline. The point is that the limitations on a
ritual, 90 gp component cost); uses tinker’s
magewright are time and money. A locksmith
tools to create and repair lanterns.
can cast more than one arcane lock in a day; but it
takes an hour and 65 gp for each lock they want • Locksmith. Arcane lock (1-hour ritual, 65
to create. gp component cost), knock (ritual, 40 gp
While the common spell list is a starting point KWUXWVMV\KW[\#XZWÅKQMV\_Q\P\PQM^M[¼
for magewright spells, you can modify these spells tools and tinker’s tools.
\WÅ\\PMRWJ;XMTT[][MLJaIL^MV\]ZMZ[IZMWN\MV • Medium. Speak with dead (ritual, 60 gp
quite versatile. Prestidigitation can heat or chill component cost). Some mediums use a
IVWJRMK\TQOP\WZM`\QVO]Q[PIÆIUM*W\P\PM form of minor illusion to conjure an image
lamplighter and the chef may know prestidigitation, of the deceased. A medium might be
but the chef’s version may only work on XZWÅKQMV\QV1V[QOP\\WPMTXUW]ZVMZ[LMIT
food, while the lamplighter can only light or with grief—or in Deception.
M`\QVO]Q[PÆIUM[)VIK\WZUIaSVW_I^MZ[QWV
• Oracle. Augury (ritual, 65 gp cost); divination
of thaumaturgy that helps project their voice but
(1-hour ritual, 105 gp cost).
LWM[V¼\XZW^QLMIVaWN\PMW\PMZJMVMÅ\[)Z\Q[IV[
often know a version of guidance that only helps The term magewright [XMKQÅKITTaZMNMZ[\WIV
with their particular art. This could also result arcane spellcaster. In religious communities (such
in a magewright having a spell that’s superior to I[\PW[MQV<PZIVMIL^MV\]ZMZ[UIaÅVLLQ^QVM
\PM][]IT^MZ[QWVWNI[XMTTZMÆMK\QVO\PMQZ\QOP\ casters performing these same functions. Such a
focus. An oracle’s version of augury might be able divine caster is called an adept. Divine magic is
to predict outcomes up to a week in advance, a gift instead of a science, and adepts typically
as it’s hard to make a business out of predicting work on behalf of their faith rather than selling
M^MV\[\PI\WKK]ZQV\PMVM`\UQV]\M[ their services.
In dealing with a magewright, think about the
42 +0)8<-:d5)/-?:1/0<;
WANDSLINGERS PLAYING A WANDSLINGER
´:DQGVOLQJHUµLVQ·WDFODVV$Q\RQHZKRFDQ
The Last War saw a dramatic increase in the SHUIRUPDUFDQHPDJLFFRXOGEHFRQVLGHUHGD
][MWNUIOQKQVJI\\TM)]VLIQZ_I[\PMÅZ[\ ZDQGVOLQJHUDQGDQ\FKDUDFWHUFRXOGDFTXLUH
VI\QWV\WÅMTL]VQ\[WNIZKIVMLZIOWWV[J]\I[ DZDQGVOLQJHU·VVSHOOVHWE\WDNLQJWKH0DJLF
the war continued cantrip specialists could be ,QLWLDWH IHDW$VVXFKZKHWKHU\RXUFKDUDFWHULV
found in the armies of most nations. Due to the DZDQGVOLQJHULVUHDOO\DTXHVWLRQRIVW\OH
considerable training required to master magic, • 'LG\RXVHUYHLQWKH/DVW:DU",IVRZKR
this has remained an elite specialty. The common GLG\RXÀJKWIRU"'LG\RXOHDUQRUKRQH
soldier wields a spear or crossbow but it’s not \RXUPDJLFDOVNLOOVDVSDUWRI\RXUPLOLWDU\
unusual to see a warrior with a sword on one hip WUDLQLQJ"
• 'R\RXSULPDULO\YLHZ\RXUPDJLFDVD
and a wand on the other. Within the army, such
ZHDSRQRUGR\RXKDWHEHLQJIRUFHGLQWR
a soldier is referred to as an arcaneer.
FRPEDW"'R\RXKDYHDGLYHUVHUDQJHRI
On the streets, they are called wandslingers. VSHOOVRULV\RXUPDJLFODUJHO\RULHQWHG
)_IVL[TQVOMZQ[LMÅVMLJa\PMIJQTQ\a\W DURXQGFRPEDW"
cast at least two cantrips, typically drawn from • $SOD\HUFKDUDFWHULVQHYHUUHTXLUHGWR
the sorcerer or wizard spell list. A common XVHDQDUFDQHIRFXVZKHQFDVWLQJDVSHOO
wandslinger also knows a single 1st-level spell, %XWLI\RX·UHDZDQGVOLQJHU\RX·UHPRUH
which they can cast once per long rest. An FRPIRUWDEOHZLWKDIRFXVLQ\RXUKDQG
M`KMX\QWVIT_IVL[TQVOMZUIaSVW_]X]X\W &DVWLQJDVSHOOZLWKRXWDIRFXVWDNHV
\PZMM[XMTT[WN]X\WZLTM^MT)_IVL[TQVOMZ¼[ HIIRUW7KHUH·VQRPHFKDQLFDOSHQDOW\
spells and cantrips are almost always combat DVVRFLDWHGZLWKWKLVLW·VMXVWVRPHWKLQJWR
FRQVLGHUZKHQGHVFULELQJ\RXUDFWLRQV
[XMTT[_Q\PIVQUUMLQI\MMٺMK\[]KPI[ÅZMJWT\
ray of frost, burning hands, or shield. $VORQJDV\RXU'0DSSURYHV\RXFRXOG
The critical limitation of the wandslinger is a MXVWLI\WKHDELOLWLHVRIDQDUFDQHFODVVDV
dependence on an arcane focus. A wandslinger EHLQJGHULYHGIURPZDQGVOLQJHUWUDLQLQJDV
must have an arcane focus—a wand, rod, RSSRVHGWRWKHXVXDOVRXUFH,I\RX·UHSOD\LQJ
DVRUFHUHURUZDUORFN\RXFRXOGVD\WKDW\RXU
[\IٺWZJWZKZa[\IT¸\WXMZNWZUUIOQK;WUM
FKRLFHRI6RUFHURXV2ULJLQRU2WKHUZRUOGO\
_IVL[TQVOMZ[][MLQٺMZMV\NWK][M[NWZ\PMQZ
3DWURQUHÁHFWVVSHFLDOL]HGPLOLWDU\WUDLQLQJ
various cantrips, such as a wand for ÅZMJWT\and 7KLVGRHVQ·WFKDQJHWKHZD\WKHVHIHDWXUHV
a rod for burning hands, but wandslingers can use IXQFWLRQLWPHDQVWKDWLQVWHDGRIPDNLQJDSDFW
any arcane focus they get their hands on. As a ZLWKDÀHQG\RXUZDUORFNKDVDFRQQHFWLRQ
result, arcane focuses are regarded as weapons WRDQHOLWHRUGHURIDUFDQLHUVWKDWVKDUHWKHVH
throughout Khorvaire. DELOLWLHV,QVWHDGRIGHDOLQJZLWKWKHGHPDQGVRI
If you’ve got a wand tucked into your belt, DSDWURQ\RXPLJKWUHFHLYHUHTXHVWVIURP\RXU
people may assume you know how to use it. IRUPHUFRPPDQGHURU\RXUFRPUDGHVIURPWKH
ZDU8OWLPDWHO\LW·VDERXWWKHVWRU\\RXZDQWWR
WHOOZLWK\RXUFKDUDFWHU$UH\RXDQLPSHWXRXV
GXHOLVWTXLFNWRGUDZ\RXUZDQGDWWKHÀUVW
SURYRFDWLRQ"$IRUPHUVROGLHUWUDLQHGWRXVH
PDJLFDVDZHDSRQ"2UDQDUFDQHVFKRODUZKR
GHVSLVHVKRWKHDGHGZDQGVOLQJHUVZKRNQRZ
QRWKLQJDERXWWKHVFLHQFHRIPDJLF"
,GHQWLI\LQJ\RXUFKDUDFWHUDVDZDQGVOLQJHU
GRHVQ·WFKDQJH\RXUFODVVIHDWXUHV&KDSWHU
RIIHUVDZLGHUVHOHFWLRQRIDUFDQHIRFXVLWHPV
WKDWFDQDGGFRORUWR\RXUFKDUDFWHU
+0)8<-:d?)6,;416/-:; 43
THE MAGICAL ECONOMY
^WQKMQVÆ]MVKMÆIUM[[XWV\IVMW][[W]VL[¸IZM
a boon for any actor. In general, think of ways
With this general understanding of the sort of \PI\[]KPTW_TM^MTMٺMK\[UQOP\JMQVKWZXWZI\ML
magic that’s found in the world, here’s a closer into a performance.
TWWSI\INM_XIZ\QK]TIZÅMTL[WNQVL][\Za The Dragonmarked Houses of Shadow
dominate the entertainment industry. House
COMMUNICATION
Phiarlan operates west of the Mournland, while
House Thuranni is based in Karrnath and the
<PM+W]ZQMZ[¼/]QTLWN0W][M7ZQMVZ]V[I Lhazaar Principalities. Each house has its own
standard postal service, delivering messages by theatres, companies, and star performers, but
horse and lightning rail. Sending a letter to a you don’t need a dragonmark to get into show
central station in a major city costs a few copper business; the houses train and license all manner
pieces. A direct delivery within a city could run of artists and entertainers.
up to 5 sp. Sending a large or unusual package—
or a rushed delivery—costs considerably more.
Should you need to send a message more
FASHION
quickly, you’ll turn to the message stations of When it comes to fashion, the most common
House Sivis. The basic tool is the speaking stone, manifestation of magic is glamerweave: clothing
which allows a dragonmarked operator to send a imbued with illusion. This can involve concrete
short message to any other speaking stone. Sending images, such as a cloak lined with glittering stars
a message through the stones costs 1 gp for WZIOW_V_Q\PIXI\\MZVWNÆIUM[#\PM_MIZMZ
M^MZaÅ^M_WZL[QV\PMUM[[IOMIVL\ISM[WVM might even be able to adjust the intensity of
minute for every ten miles between the station \PM[MÆIUM[_Q\PI_WZL5WZMMTIJWZI\MIVL
and the destination. The gnomes at the receiving M`XMV[Q^Mglamerweave could even produce the
[\I\QWV_QTT\ZIV[KZQJM\PMUM[[IOM#NWZIVM`\ZI MٺMK\WNJMQVO_ZMI\PMLQVÆIUM[0W_M^MZ
gold piece, they’ll have a courier deliver it to glamerweaveKIVIT[WPI^MUWZMIJ[\ZIK\MٺMK\["
the intended recipient. Most large communities slowly shifting colors or a shimmering glow,
will have a message station, but small villages or NWZM`IUXTMGlamerweave can cost anywhere
frontier towns may not. NZWU\WOXLMXMVLQVOWV\PMMٺMK\#Q\¼[
The speaking stone network is the backbone of stylish, but certainly a sign of wealth. Zilargo and
communication, but if it’s not fast enough, there Aundair are the primary sources of glamerweave,
is one more option. A Sivis enclave might have a and competition between designers has grown in
heir who can perform sending, which can send a recent years.
message instantly to any Sivis station—and even
allow a response, if the recipient is present and
waiting at the target station. If available, this
MEDICINE
<PMPITÆQVO[WN0W][M2WZI[KWPI^MTWVO
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
While true bards are uncommon, magewright Jorasco healer. The basic services provided by
entertainers learn to weave magic into their Jorasco involve use of the Medicine skill and
performances. Illusion is a common tool, used PMZJITZMUMLQM[<PMVM`\\QMZWN\ZMI\UMV\Q[
both to enhance a mundane performance or lesser restorationWٺMZQVOQUUMLQI\MZMKW^MZaNZWU
as an art form in its own right. A gymnastic disease for those willing to pay the price. Greater
performance might incorporate jump or feather fall. restoration is possible if the house has an heir with
<PMMٺMK\[WN\PMthaumaturgy cantrip—booming \PM/ZMI\MZ5IZSWN0MITQVO\PW]OP\PQ[OQN\
44 +0)8<-:d<0-5)/1+)4-+7675A
can only be used once per day. House Jorasco is in a general release of hostile ghosts; or even a
also the primary source of healing potions; the marut inevitable manifesting and attacking the
quantity and quality available will depend on the spellcaster. All of which means that resurrection
size of the healing house. is possible NWZXTIaMZKPIZIK\MZ[IVLM`KMX\QWVIT
House Jorasco demands payment before it NPCs, but it’s not a reliable service for the
renders any service. The Church of the Silver general public. Most of the time, when someone
Flame and priests of Boldrei often maintain dies, they stay dead.
charitable clinics, but most of these facilities only
provide mundane healing.
Resurrection is possible in Eberron, but it’s TRANSPORTATION
rare. House Jorasco has a handful of altars All the standard modes of transportation can be
of resurrectionIVL[WUMWVM_Q\P\PM/ZMI\MZ found in Khorvaire. People use boats, barges,
Dragonmark of Healing and 5,000 gp worth horses, coaches, and more. If something moves
of dragonshards can use one of these altars to over land it’s likely run or licensed by House
perform raise dead. Beyond this, there’s a few Orien. If it moves along the water or through
divine healers with the power to raise the dead. the air, it’s likely connected to House Lyrandar.
But no one uses this power lightly. Regardless Both houses license independent agents, so the
of the method used, it’s hard to pull someone captain of a mundane galleon won’t necessarily
JIKSNZWU,WT]ZZPIVLQ\OZW_[UWZMLQٻK]T\ be a Lyrandar heir, but the Lyrandar seal on
with each day that passes after death. Opening a licensed ship assures you of the quality of the
a channel to Dolurrh can potentially result in a vessel and its crew. Eberron also features some
malevolent spirit taking possession of the body; unique modes of transport.
+0)8<-:d<0-5)/1+)4-+7675A 45
Elemental galleons use bound water airships, or the Mark of Passage for the lightning
elementals to increase the speed of the vessel. rail—to control the vessel. While it may be
These have long been the mainstay of House possible to develop an airship that doesn’t require
Lyrandar; an elemental galleon can maintain a Lyrandar pilot, the Dragonmarked Houses are
a speed of 20 miles per hour, more than twice quite protective of their monopolies.
the speed of a mundane ship of similar size. The
cost of such travel is likewise twice the cost of a
normal journey. WARFARE
The lightning rail of House Orien is the 5IOQKXTIa[IVQUXWZ\IV\ZWTMWV\PMJI\\TMÅMTL
gold standard for overland travel within the Five House Cannith produces a wide range of siege
Nations. An elemental engine pulls a train of equipment and mystical weapons and made
linked coaches over a path of conductor stones, a number of breakthroughs during the Last
UIQV\IQVQVOI[XMMLWNUQTM[XMZPW]Z<PM War. Massive [QMOM[\I[ٺÅTT\PMZWTMWNIZ\QTTMZa
rail links most of the major cities of the Five Semi-sentient warforged titans scatter squads
Nations, though the destruction of Cyre has made of infantry. Kundarak sappers spread glyphs of
travel between eastern and western Khorvaire warding to deny a region to an enemy. Wands and
more challenging. A journey on the lightning rail rods haven’t replaced the swords or bows, but
generally costs twice as much as an inn stay of the elite arcaneers are becoming more common.
same duration, with quality ranging between the The armies of Aundair specialize in the use
modest coaches shared by most travelers (1 gp/ of magic and have the greatest numbers of
LIaIVL\PM_MIT\PaT]`]ZaKWIKPM[OXLIa wandslingers. Karrnath has long been known
8MWXTM[I\Q[ÅML_Q\P[Y]ITQLIKKWUWLI\QWV[KIV for its military discipline, but also became
try to stow away on a cargo car, but Orien guards infamous for its widespread use of undead
discourage such behavior. soldiers. Thrane is renowned for its peasant
Elemental airships are the pride of House archers and use of divine magic, thanks to its
4aZIVLIZ][QVOJW]VLIQZIVLÅZMMTMUMV\IT[\W ÅMZKMLM^W\QWV\W\PM+P]ZKPWN\PM;QT^MZ
propel a vessel through the sky. Airships travel Flame. Cyre relied heavily on mercenary
between 20 to 40 miles per hour and have the services—including the Valenar elves and the
advantage of being able to cross any terrain. OWJTQV[WN,IZO]]V¸IVLÅMTLML\PMOZMI\M[\
Airships have only been in service for eight years, number of warforged troops. Finally, Breland
and as a result many cities don’t yet have the had the best intelligence and industry of the
facilities required for docking or maintaining an nations; it was also noted for the use of Zil
airship. However, airships are quickly becoming elemental weapons and for its ÆWI\QVONWZ\ZM[[M[.
the prefered method of travel for those who can
IٺWZL\PMU)QZ[PQX\ZI^MTOMVMZITTaKW[\[Å^M
times as much as an inn stay of the same quality
CREATING MAGIC ITEMS
and duration. House Cannith has an enclave devoted solely
Teleportation is the swiftest form of travel, to wand production. This facility is equipped
but also the most limited. An Orien heir with with tools that amplify the Mark of Making
\PM/ZMI\MZ5IZSWN8I[[IOMKIVKI[\teleportation and channel planar energies; the artisans also
circle once per day; most major Orien enclaves PI^MIKKM[[\WI^I[\IZZIaWNM`W\QK_WWL[IVL
have permanent circles and can be used as materials. You can also create a wand, but you’re
destinations. When this service is available, it starting from scratch and creating the tools you
generally costs 2,500 gp. need. Essentially, when House Cannith creates
All of these forms of advanced travel require magic items, it’s using factories; while your
someone with the appropriate dragonmark— IZ\QÅKMZQ[\PMMY]Q^ITMV\WN\PM\QVSMZMZ_WZSQVO
the Mark of Storm for elemental galleons and in the garage. You can create magic items, and
46 +0)8<-:d<0-5)/1+)4-+7675A
you can potentially create items that House requires rarer components that can’t simply
Cannith can’t UISM°J]\Q\¼[OWQVO\W\ISMaW] JMX]ZKPI[MLAW]UQOP\VMMLIÆW_MZNZWU
more time and gold than it takes for them. Here’s Thelanis, a feather from a couatl, or the scale
an overview of the process. of a dragon. More often than not, such this will
The Schema. <PMÅZ[\[\MXQVKZMI\QVOI require an adventure. You may not have to kill
magic item is to acquire a schema for it. This is the something to obtain what you need, but you’ll
MY]Q^ITMV\WNIZMKQXMWZIJT]MXZQV\#Q\M`XTIQV[ surely have to overcome a challenge. The Magic
the process and components required to create 1\MU1VOZMLQMV\[\IJTM[]OOM[\[PW_LQٻK]T\\PI\
the item. If you can obtain a schema—from challenge could be.
0W][M+IVVQ\P\PMUa[\QKITTQJZIZaWN)ZKIVQ`
\PMKWTTMK\QWVWNIVM`XMZQMVKMLIZ\QÅKMZ¸ D¦®/ãÃ/ĦٮÄãÝ
you’re ready to move on. Otherwise, you can /ƚĞŵZĂƌŝƚLJ ZZĂŶŐĞ
create a schema, but this takes time and skill. Common 1–3
An arcane spellcaster uses Arcana to create Uncommon 4–8
schema. A divine caster uses Religion, while
Rare 9–12
a druid or ranger relies on Nature. You must
PI^MIUQVQU]U[SQTTJWV][¸aW]ZXZWÅKQMVKa Very Rare 13–18
bonus plus your ability score bonus—in order Legendary 19+
to develop a schema. You must maintain the
minimum skill bonus for the duration of your 1\¼[XW[[QJTM\WÅVLIZIZMKWUXWVMV\M^MV
_WZS[WIVMٺMK\\PI\QVKZMI[M[IVIJQTQ\a[KWZM when you’re not looking for one. You could
for a few minutes won’t help you. LQ[KW^MZIVM`W\QK3PaJMZKZa[\ITQV\PMZ]QV[WN
IVIZ\QÅKMZ¼[_WZS[PWX<QUMIVL[\]LaKW]TL
^«ÃÙã®ÊÄZØç®ÙÃÄãÝ yield suggestions as to what items could be made
/ƚĞŵZĂƌŝƚLJ tŽƌŬǁĞĞŬƐ DŝŶŝŵƵŵ^Ŭŝůů _Q\P\PMKWUXWVMV\#NWZM`IUXTM\PI\3PaJMZ
Common 3 days +2 shard could be used to create an QZWVÆI[S or
dimensional shackles.
Uncommon 1 +4
Creation. Once you have your schema and
Rare 3 +6 any rare components, you’re ready to begin. The
Very Rare 8 +8 DM can assign skills or tools that are required
Legendary 16 +10 for this act of creation, so that it requires both
XZWÅKQMVKaIVLIKKM[[\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_WZSQVOWVQ\#KZMI\QVO
the fact that you can accomplish this in weeks ITMOMVLIZaQ\MUKIV\ISMIaMIZWNMٺWZ\
ZMÆMK\[\PMQLMI\PI\XTIaMZKPIZIK\MZ[IZM
innovators. However, it is always up to the D¦®/ãÃÙ¥ã®Ä¦d®ÃÄÊÝã
DM to decide if you can create a particular /ƚĞŵZĂƌŝƚLJ tŽƌŬǁĞĞŬƐΎ ŽƐƚΎ
[KPMUI<PM,5KIVIT_Ia[KPWW[M\WM`KT]LMI Common 1 50 gp
particular magic item from a campaign. Uncommon 2 200 gp
Rare Components. Any magic item requires
Rare 10 2,000 gp
specialized materials—Eberron dragonshards,
ZIZM_WWL[WZUM\IT[M`W\QKPMZJ[WZW\PMZ Very Rare 25 20,000 gp
[]J[\IVKM[?PQTMM`W\QK\PM[M\PQVO[KIV Legendary 20 100,000 gp
be purchased or obtained in any major city.
But creating a magic item from scratch often * Halved for a consumable item
+0)8<-:d<0-5)/1+)4-+7675A 47
FAITHS OF KHORVAIRE
The Magic Item Crafting Time and Cost table
provides a basic framework, but various factors
could reduce time or cost. Eberron dragonshards Religion plays an important role in Eberron.
IZMI[QOVQÅKIV\IUW]V\WN\PMKW[\WNUI\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\WUISMIVQ\MU_Q\PIVMٺMK\\QML\W \WXZW^QLMPWXMQVLQٻK]T\\QUM[
that plane. Ultimately, this is a story, and there )XXMVLQ`*WN\PMPlayer’s Handbook provides
IZMM`KMX\QWV[\WM^MZaZ]TM concrete details about the primary religions of
Complications. These rules for magic item Eberron, including holy symbols and domains.
creation are derived from the system presented This section provides a more direct look at what
in Xanathar’s Guide to Everything<PQ[IT[WWٺMZ[ aW]ZNIQ\PUMIV[\WaW]IVLPW_\WZMÆMK\\PI\
the idea that the creation of a magic item is a devotion through your actions.
KWUXTM`XZWKML]ZMIVL\PI\KWUXTQKI\QWV[KIV In creating a devout character, it can be
arise. If you use this rule, there’s a 10 percent useful to think about the source of your faith.
chance of a complication arising for every Were you brought up in your religion, or did
Å^M_WZS_MMS[[XMV\WVKZIN\QVO\PMQ\MU you come to it later in life? Are you primarily
Xanathar’s Guide presents a number of possible devoted to the principles of your religion,
complications. Here are few tied to Eberron. or have you had a personal, transcendental
M`XMZQMVKM',WaW]JMTQM^M\PI\aW]PI^MI
Ù¥ã®Ä¦ÊÃÖ½®ã®ÊÄÝ
LQ^QVMLM[\QVa\WN]TÅTTWZIZMaW][\QTT_IQ\QVO
d6 ŽŵƉůŝĐĂƟŽŶ for your purpose to be revealed?
1 A Dragonmarked House takes an
interest in your work. Do they «ÊÊݮĦ٫ãùÖÝ
view you as a threat, or are they :KLOHWKH3OD\HU·V+DQGERRNSURYLGHVD
impressed by your techniques? Do EDVHOLQHIRUGRPDLQVLWGRHVQ·WLQFOXGH
they want to buy the item, and what SDODGLQRDWKVRUDUFKHW\SHVIURPRWKHU
will happen if you refuse? VRXUFHV$VQHZRSWLRQVDUHDOZD\V
2 A mishap creates a temporary HPHUJLQJWKHUH·VQRZD\WRFUHDWHDQ
manifest zone. DEVROXWHOLVWDQGEH\RQGWKDWWKLVLV
VRPHWKLQJGULYHQE\DFKDUDFWHU·VVWRU\7KH
3 zŽƵŶĞĞĚƚŽĂĐƋƵŝƌĞĂŶĂĚĚŝƟŽŶĂů 2DWKRI'HYRWLRQLVDORJLFDODUFKHW\SHIRU
rare component. DSDODGLQRIWKH6LOYHU)ODPHEXWD]HDORXV
4 dŚĞƐŚŝŌŝŶŐďĂůĂŶĐĞŽĨƚŚĞƉůĂŶĞƐ SDODGLQVSHFLÀFDOO\GHYRWHGWRSXUVXLQJHYLO
interferes with your work; you must FRXOGHDVLO\WDNHDQ2DWKRI9HQJHDQFH
wait for the current planar alignment /LNHZLVHWKH)RUJHGRPDLQVKRXOGEHDQ
to change. RSWLRQIRUSULHVWVRI2QDWDURUWKH7UDYHOHU
&RQVLGHU\RXUEHOLHIVDQG\RXUVWRU\DQG
5 zŽƵƌĞīŽƌƚƐĚƌĂǁƚŚĞĂƩĞŶƟŽŶŽĨ FKRRVHDQDUFKHW\SHWKDWZRUNVZLWKERWK
one of the conspiracies of Eberron—
such as the Chamber, the Aurum, the
Emerald Claw, or the Lords of Dust.
6 Your item unexpectedly becomes
ƐĞŶƟĞŶƚ͘
AERENAL
CULTS OF THE DRAGON BELOW 1V)MZMVITaW]UQOP\°
• Consult an elven archmage who’s been
• There is a paradise within the world, a vale dead for twenty thousand years.
bathed in the light of the Inner Sun. Earn • Battle sinister forces that have crawled into
your passage with the blood of worthy foes. Eberron from a realm of eternal night.
• 7]ZM`Q[\MVKMQ[IKPZa[ITQ[[\I\MXZMXIZQVO • Learn secrets of arcane magic unknown on
us for transcendent immortality within the Khorvaire.
JW_MT[WN\PM/QJJMZQVO5W]\PMZ
The massive island of Aerenal is the ancient
• The Lord of Eyes sees all secrets. His kingdom of the elves. Its jungles are a source
gaze elevates the worthy and slays the of strange and valuable lumbers: the soarwood
unbeliever. Drive all doubt from your heart used for the hulls of airships, tough bronzewood,
and you will see reality through new eyes. even trees that remain alive after being felled.
The Cults of the Dragon Below are wildly Beyond this, the island is close to the planes of
diverse. The tenets above describe the beliefs 1ZQIVIVL5IJIZ°ITTW_QVO\PMTQVM[JM\_MMV
of three LQٺMZMV\cults, and the image of the holy life and death to become blurred. This can be
[aUJWTQ[WVMKWUUWVM`IUXTM¸IXQMKMWN dangerous, with dark forces creeping in from the
volcanic glass—not something shared by all plane known as the Endless Night. But it’s also
cults. There are warlocks who draw power from allowed the elves to perform feats of necromancy
demon overlords and daelkyr cultists who serve unmatched in Eberron. Among the Aereni elves,
UQVLÆIaMZ[IVLJMPWTLMZ[7\PMZ[IZM[QUXTa the honored dead walk among the living. Heroes
driven by deep convictions that others see as who died in glorious battle return to serve the
UILVM[[7]\[QLMZ[][M\PM\MZU¹+]T\WN\PM Sibling Kings. And in the depths of Shae Mordai,
Dragon Below” as a blanket term to describe the deathless lords of the Undying Court study
all of these things, but the cultists themselves the shifting balance of the planes and the path of
don’t use this name or see themselves as part the Draconic Prophecy.
of a greater whole. New cults can spring up While necromancy is a pillar of Aereni
anywhere at any time, as a seed of madness takes society, it isn’t the dark force you’re used to.
root and spreads. The deathless undead of Aerenal are sustained
If your character is part of a cult, work with the by positive energy—the light of Irian and the
,5\WLMÅVMaW]ZXMZ[WVITJMTQMN[ITWVO_Q\P devotion freely given by their descendants. The
the size and scope of your cult. Does your faith elves of Aerenal despise necromancy that draws
have wide support across the Shadow Marches? on the negative energy of Mabar, and agents of
Or are you and your family the only people who the Undying Court are charged to seek out and
share your particular beliefs? destroy vampires, liches, and other such undead.
SARLONA
In Sarlona, you could...
• 1VÅT\ZI\MIVMUXQZMZ]TMLJa
psychic overlords.
• Defend an ancient mountain
monastery.
• Disable a monolith used to control
the dreams of a city.
Tens of thousands of years ago, the
vast continent of Sarlona was the
cradle of human civilization. Three
\PW][IVLaMIZ[IOW\PMÅZ[\P]UIV
colonists set forth from Sarlona,
setting in motion the events that
would shape modern-day Khorvaire.
Once Sarlona was home to over
a dozen distinct kingdoms, but
today only two established nations
E
IVWTLUIVI[[PMUW^M[IZW]VL\PMKWZVMZ
• Shifters LZI_WV\PMQZLQ[\IV\TaKIV\PZWXQK
BERRON CAN BE HOME TO ANY OF THE heritage to manifest bestial traits for short
creatures found across the multiverse XMZQWL[WN\QUM)LQ^MZ[MZIKM[PIXMLJa
of DUNGEONS & DRAGONS. Humans, \PMJMI[\[_Q\PQV\PMU[PQN\MZ[WN\MVXZMNMZ
gnomes, elves, and orcs have all the wilds to the civilized world.
made their marks on the continent
• Warforged IZMIZ\QÅKQITTQNMNWZU[J]QT\\W
of Khorvaire. However, the creatures of Eberron
ÅOP\QV\PM4I[\?IZ+ZMI\MLI[\WWT[WN
KIVJMY]Q\MLQٺMZMV\NZWU\PMQZKW]V\MZXIZ\[WV
JI\\TM\PMaU][\VW_ÅVL\PMQZXTIKMIVL
other worlds. The orcs of Eberron include druids
X]ZXW[MJMaWVL\PM_IZ
IVLXITILQV[_PWÅOP\\WLMNMVL\PM_WZTLNZWU
demons and aberrations. The Valenar elves are
CHAPTER
CH
CHAP
APTE
TER 3 | R
RACES
RAACES O
OFFE
EBERRON
BERR
ERRON
ER ON 59
CHANGELINGS
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KPQTLZMV\PMQZWTLNIKM[UMT\MLI_IaIVL\PMaKW]TLJM_PWM^MZ
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[P]VVMLJaITT\PMOQN\WN\PM<ZI^MTMZXZW\MK\[\PMU[\QTT
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MASKS
HIDDEN PEOPLE AND PERSONAS
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changelings; the question is whether their In their natural form changelings are slender and
XZM[MVKMQ[SVW_V XITM_Q\PKWTWZTM[[MaM[IVL[QT^MZ_PQ\MPIQZ
+PIVOMTQVO[IZMJWZV\WWVMWN\PZMMXI\P[ )KPIVOMTQVOKIVIT\MZQ\[XPa[QKITIXXMIZIVKM
A few are raised in stable communities where _Q\PI\PW]OP\?PQTM\PQ[KIVJM][ML\WLMKMQ^M
changelings are true to their nature and deal W\PMZ[Q\Q[IVI\]ZITNWZUWNM`XZM[[QWVNWZ\PM
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KPIVOMTQVOKTIV[[XZMILIKZW[[\PM.Q^M6I\QWV[ \WM`XZM[[IUWWLWZ\W[MZ^MI[XMKQÅKX]ZXW[M
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\PMKPIZIK\MZ¼[ZMTI\QWV[PQX[_Q\PXMWXTMIZW]VL skill or emotion. A changeling adventurer might
them. Does the character conceal their true PI^MXMZ[WVI[NWZUIVa[Q\]I\QWV[QVKT]LQVO
KPIVOMTQVOVI\]ZM',W\PMaMUJZIKMQ\',W\PMa negotiation, investigation, and combat. Personas
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60 +0)8<-:d+0)6/-416/;
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+0)8<-:d+0)6/-416/; 61
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3 zŽƵĨĞĞůĂĚƌŝǀĞƚŽƉƌŽƚĞĐƚƚŚĞŝŶŶŽĐĞŶƚ͘
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ϰ zŽƵĂƉƉůLJĚƌĞĂŵůŽŐŝĐƚŽŵƵŶĚĂŶĞ
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ƐŝƚƵĂƟŽŶƐ͘
it is focused on a task or feeling strong emotions.
ϱ zŽƵĚŝƐĐƵƐƐƚŚŝŶŐƐŽƵƚůŽƵĚǁŝƚŚLJŽƵƌƋƵŽƌŝ
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together with the DM to determine the nature of ĮŐŚƚĨŽƌĂŶLJŶŽďůĞĐĂƵƐĞ͘
\PMTQVSML[XQZQ\<aXQKITTaISITI[P\IZSVW_[\PM ϭϬ zŽƵĂƌĞŽďƐĞƐƐĞĚǁŝƚŚƌĞĂŵŝŶŐĂƌŬ
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NWZQV[\IVKMIVWZXPIVSITI[P\IZZIQ[MLIUWVO
W]\[QLMZ[¸UIaSVW_VW\PQVOWN\PMQZ[XQZQ\WZ\PM HUNTED BY NIGHTMARES
[W]ZKMWN\PMQZX[aKPQKOQN\[ <PM^QZ\]W][[XQZQ\[\QML\W\PMSITI[P\IZÆMLNZWU
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\WLQ[XTIa]V][]ITY]QZS[WNJMPI^QWZAW]KIV that dominate the realm. The rebel quori believe
roll or select a trait from the following table. \PI\\PZW]OPUMLQ\I\QWVIVLLM^W\QWV\PMaKIV
62 +0)8<-:d3)4);0<):
change the fundamental nature of Dal Quor, Alignment. <PMVWJTM[XQZQ\\QML\WI
shifting the balance from darkness to light. Most kalashtar drives it toward lawful and good
kalashtar communities focus on acts of devotion behavior. Most kalashtar combine strong self-
SVW_VI[\PM8I\PWN4QOP\*]\\PMLIZSXW_MZ[ LQ[KQXTQVM_Q\PKWUXI[[QWVNWZITTJMQVO[J]\
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\PM[MUWV[\MZ[UIVQX]TI\M\PMNWTSWN3PWZ^IQZM\W Size. AW]Z[QbMQ[5MLQ]U<W[M\aW]ZPMQOP\
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8I\PWN4QOP\J]\[WUMIUWVO\PMSITI[P\IZ[MMS
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W]\\PMIOMV\[WN\PM,ZMIUQVO,IZSIVLWXXW[M ŝŶĐŚĞƐ
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tĞŝŐŚƚŝŶƉŽƵŶĚƐсϭϭϬн;ϭĚϲпLJŽƵƌƐŝnjĞ
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ŵŽĚŝĮĞƌͿ
others, knowing nothing about Dal Quor or the
,ZMIUQVO,IZS;]KPWZXPIV[UIa][M\PMQZ Speed. AW]ZJI[M_ITSQVO[XMMLQ[NMM\
IJQTQ\QM[NWZXMZ[WVITOIQVWZW\PMZ_Q[MIK\IOIQV[\ Dual Mind. You have advantage on all
\PM^QZ\]W][QV[\QVK\[WN\PMQZY]WZQ[XQZQ\[#\PQ[KIV ?Q[LWU[I^QVO\PZW_[
KI][MQV\MZVITKWVÆQK\[IVL^QWTMV\UWWL[_QVO[ Mental Discipline. You have resistance to
X[aKPQKLIUIOM
+0)8<-:d3)4);0<): 63
SHIFTERS
/M\P¼[IVKQMV\PMZQ\IOMZW[M]XNZWULMMX_Q\PQVPQU[XZMILQVOW]\
NZWU\PMKWZMWNPQ[JMQVO;WUM[PQN\MZ[UIVQNM[\ML\MZZQJTMKTI_[
W\PMZ[UI[[Q^MNIVO[[\QTTW\PMZ[I[\W]VLQVO[XMMLWZPMQOP\MVML
[MV[M[/M\P¼[OQN\NZWUPQ[TaKIV\PZWXMIVKM[\WZ[_I[[PMMZ
\W]OPVM[[;\ZMVO\P[MMXMLQV\WPQ[JWVM[IVLÆWWLMLPQ[
ÆM[P0Q[[SQVPIZLMVMLIVLPQ[PIQZJMKIUMKWIZ[M
TQSMIVIVQUIT¼[\W]OPPQLM)[MV[MWNQV^QVKQJQTQ\a
[XZMIL\PZW]OPPQU.WZ\PMUWUMV\I\TMI[\PMNMT\
]V[\WXXIJTM
—Don Bassingthwaite,
<PM*QVLQVO;\WVM
64 CHAPTER 3 | SHIFTERS
SIMILAR AND DIVERSE Shifter Names: Badger, Bear, Cat, Fang,
/ZIKM/ZQU5WWV:IQV:ML;KIZ;\ZQXM
Shifters are similar to humans in height and build ;_QN\<ITWV?PQ[SMZ[?WTN
J]\IZMUWZMVI\]ZITTaTQ\PMIVLÆM`QJTM<PMQZ
SHIFTER TRAITS
NIKQITNMI\]ZM[PI^MIJM[\QITKI[\_Q\PTIZOMMaM[
ÆI\VW[M[IVLXWQV\MLMIZ[#UW[\[PQN\MZ[IT[W
PI^MXZWUQVMV\KIVQVM\MM\P<PMaOZW_N]ZTQSM Your shifter character has the following traits.
PIQZWVVMIZTaM^MZaXIZ\WN\PMQZJWLQM[ Age. Shifters are quick to mature both
<PM\ZIQ\[WN\PMJMI[\_Q\PQVIٺMK\I[PQN\MZ¼[ XPa[QKITTaIVLMUW\QWVITTaZMIKPQVOaW]VO
IXXMIZIVKMI[_MTT)[_QN\[\ZQLM[PQN\MZUIa IL]T\PWWLI\IOM<PMaZIZMTaTQ^M\WJMUWZM
PI^MKI\TQSMMaM[IVLLMTQKI\MJ]QTL_PQTMI \PIVaMIZ[WTL
beasthide shifter might be a massive brute built Alignment. ;PQN\MZ[\MVL\W_IZLVM]\ZITQ\a
TQSMIJMIZ?PQTMI[PQN\MZ¼[IXXMIZIVKMUQOP\ JMQVOUWZMNWK][MLWV[]Z^Q^IT\PIVKWVKMX\[WN
ZMUQVLIVWVTWWSMZWNIVIVQUIT\PMaZMUIQV OWWLIVLM^QT)TW^MWNXMZ[WVITNZMMLWUKIV
KTMIZTaQLMV\QÅIJTMI[[PQN\MZ[M^MV_PMVI\\PMQZ drive shifters toward chaotic alignments.
most feral. Size. AW]Z[QbMQ[5MLQ]U<W[M\aW]ZPMQOP\
IVL_MQOP\ZIVLWUTa[\IZ\_Q\PZWTTQVOI[QbM
UWLQÅMZ"
THE JOURNEY YET TO COME ^ŝnjĞŵŽĚŝĮĞƌсϮĚϴ
;PQN\MZ[PI^MI[\ZWVOXZM[MVKMQV\PM-TLMMV ,ĞŝŐŚƚсϰĨĞĞƚнϲŝŶĐŚĞƐнLJŽƵƌƐŝnjĞŵŽĚŝĮĞƌŝŶ
:MIKPM[IVL\PMaWN\MVTQ^MIUWVOP]UIV[ ŝŶĐŚĞƐ
and can be found in rural areas across tĞŝŐŚƚŝŶƉŽƵŶĚƐсϵϬн;ϮĚϰпLJŽƵƌƐŝnjĞ
3PWZ^IQZM?PQTM\PMaNWZUXW_MZN]TJWVL[ ŵŽĚŝĮĞƌͿ
\WNZQMVL[IVLSQV[PQN\MZ[XTIKMOZMI\^IT]MWV
Speed. AW]ZJI[M_ITSQVO[XMMLQ[NMM\
[MTNZMTQIVKMIVLNZMMLWU1\¼[I[PQN\MZXZW^MZJ
Darkvision. AW]PI^M[]XMZQWZ^Q[QWVQVLIZS
\W¹IT_Ia[JMXZMXIZMLNWZ\PMRW]ZVMaaM\\W
and dim conditions. You can see in dim light
KWUMºIVLUW[\[PQN\MZ[[\ZQ^M\WJMZMILaNWZ
_Q\PQVNMM\WNaW]I[QNQ\_MZMJZQOP\TQOP\
KPIVOMWZWXXWZ\]VQ\a
IVLQVLIZSVM[[I[QNQ\_MZMLQUTQOP\AW]KIV¼\
Shifters have a natural inclination toward
LQ[KMZVKWTWZQVLIZSVM[[WVTa[PILM[WNOZIa
KTI[[M[_Q\PIXZQUITKWVVMK\QWV)[PQN\MZ
Shifting. )[IJWV][IK\QWVaW]KIVI[[]UM
barbarian draws their rage from the beast within.
IUWZMJM[\QITIXXMIZIVKM<PQ[\ZIV[NWZUI\QWV
A shifter ranger indulges their urge to wander
TI[\[NWZUQV]\M]V\QTaW]LQMWZ]V\QTaW]
and hunt. A shifter rogue harnesses their own
ZM^MZ\\WaW]ZVWZUITIXXMIZIVKMI[IJWV][
XZMLI\WZaQV[\QVK\[*]\[PQN\MZ[KIVX]Z[]MIVa
IK\QWV?PMVaW][PQN\aW]OIQV\MUXWZIZaPQ\
XI\PWZNIQ\P
XWQV\[MY]IT\WaW]ZTM^MTaW]Z+WV[\Q\]\QWV
UWLQÅMZUQVQU]UWN\MUXWZIZaPQ\XWQV\
CHAPTER 3 | SHIFTERS 65
BEASTHIDE Graceful. AW]PI^MXZWÅKQMVKaQV\PM
Acrobatics skill.
Stoic and solid, a beasthide shifter draws strength Shifting Feature. ?PQTM[PQN\MLaW]Z_ITSQVO
IVL[\IJQTQ\aNZWU\PMJMI[\_Q\PQV*MI[\PQLM [XMMLQVKZMI[M[JaNMM\)LLQ\QWVITTaaW]KIV
[PQN\MZ[IZM\aXQKITTa\QML\W\PMJMIZWZ\PMJWIZ UW^M]X\WNMM\I[IZMIK\QWV_PMVIKZMI\]ZM
J]\\PQ[[]JZIKMKW]TLMUJWLaIVaKZMI\]ZM MVL[Q\[\]ZV_Q\PQVNMM\WNaW]<PQ[ZMIK\Q^M
known for its toughness. UW^MUMV\LWM[V¼\XZW^WSMWXXWZ\]VQ\aI\\IKS[
Ability Score Increase. Your Constitution
[KWZMQVKZMI[M[JaIVLaW]Z;\ZMVO\P[KWZM
QVKZMI[M[Ja WILDHUNT
Natural Athlete. AW]PI^MXZWÅKQMVKaQV\PM
?QTLP]V\[PQN\MZ[IZM[PIZXIVLQV[QOP\N]T
Athletics skill.
5IVaIZMKWV[\IV\TaITMZ\M^MZ_IZaNWZXW[[QJTM
Shifting Feature. ?PMVM^MZaW][PQN\aW]
threats. Others focus on their intuition, searching
OIQVLILLQ\QWVIT\MUXWZIZaPQ\XWQV\[?PQTM
_Q\PQV?QTLP]V\[PQN\MZ[IZMM`KMTTMV\P]V\MZ[
[PQN\MLaW]PI^MIJWV][\WaW]Z)ZUWZ
IVL\PMaIT[W\MVL\WJMKWUM\PM[XQZQ\]ITTMILMZ[
Class.
of shifter communities.
Ability Score Increase. AW]Z?Q[LWU[KWZM
LONGTOOTH QVKZMI[M[JaIVLaW]Z,M`\MZQ\aQVKZMI[M[Ja
Natural Tracker. AW]PI^MXZWÅKQMVKaQV
4WVO\WW\P[PQN\MZ[IZMÅMZKMIVLIOOZM[[Q^M the Survival skill.
J]\\PMaNWZULMMXJWVL[_Q\P\PMQZNZQMVL[ Shifting Feature. ?PQTM[PQN\MLaW]PI^M
5IVaTWVO\WW\P[PQN\MZ[PI^MKIVQVM\ZIQ\[\PI\ IL^IV\IOMWV?Q[LWUKPMKS[IVLVWKZMI\]ZM
JMKWUMUWZMXZWVW]VKMLI[\PMa[PQN\J]\\PMa _Q\PQVNMM\WNaW]KIVUISMIVI\\IKSZWTT
UQOP\QV[\MILLZI_WV\QOMZ[PaMVI[WZW\PMZ _Q\PIL^IV\IOMIOIQV[\aW]]VTM[[aW]¼ZM
XZMLI\WZ[ QVKIXIKQ\I\ML
Ability Score Increase. Your Strength score
QVKZMI[M[JaIVLaW]Z,M`\MZQ\a[KWZMQVKZMI[M[
Ja
Fierce. AW]PI^MXZWÅKQMVKaQV\PM
Intimidation skill.
Shifting Feature. ?PQTM[PQN\MLaW]KIV
][MaW]ZMTWVOI\MLNIVO[\WUISMIV]VIZUML
[\ZQSMI[IJWV][IK\QWV1NaW]PQ\_Q\PaW]Z
NIVO[aW]KIVLMITXQMZKQVOLIUIOMMY]IT
\WLaW]Z;\ZMVO\PUWLQÅMZQV[\MIL
of the bludgeoning damage normal for an
unarmed strike.
SWIFTSTRIDE
Swiftstride shifters are graceful and quick.
<aXQKITTaNMTQVMQVVI\]ZM[_QN\[\ZQLM[PQN\MZ[IZM
WN\MVITWWNIVLLQٻK]T\\WXQVLW_VXPa[QKITTaWZ
[WKQITTa
Ability Score Increase. AW]Z,M`\MZQ\a
[KWZMQVKZMI[M[JaIVLaW]Z+PIZQ[UI[KWZM
QVKZMI[M[Ja
66 CHAPTER 3 | SHIFTERS
WARFORGED
¹8QMZKM_I[J]QT\JaLM[QOV_PQTMaW]_MZMJ]QT\JaIKKQLMV\º
4ISI[P\IQ[IQL¹<PM[W]TQ[_PI\UI\\MZ[VW\\PM[PIXMWN
\PM^M[[MTº
¹?PI\UISM[aW]\PQVSPMPI[I[W]T'º/MZZQWV[IQL
¹?PI\UISM[aW]\PQVSaW]LW'º
—Keith Baker, <PM;PI\\MZML4IVL
<PM_IZNWZOML_MZMJ]QT\\WÅOP\QV\PM4I[\
?IZ<PMÅZ[\_IZNWZOML_MZMUQVLTM[[
automatons, but House Cannith devoted vast
ZM[W]ZKM[\WQUXZW^QVO\PM[M[\MMT[WTLQMZ[
)V]VM`XMK\MLJZMIS\PZW]OPXZWL]KMLN]TTa
sentient soldiers, blending organic and inorganic
UI\MZQIT[?IZNWZOMLIZMUILMNZWU_WWL
IVLUM\ITJ]\\PMaKIVNMMTXIQVIVLMUW\QWV
*]QT\I[_MIXWV[\PMaU][\VW_ÅVLIX]ZXW[M
JMaWVL\PM_IZ)_IZNWZOMLKIVJMI[\MILNI[\
ITTaIKWTLPMIZ\MLSQTTQVOUIKPQVMWZI
^Q[QWVIZaQV[MIZKPWNX]ZXW[MIVLUMIVQVO
[IUMJMVMÅ\[\W
LIVING STEEL AND STONE _IZNWZOML\PI\\PMaLW\WW\PMZP]UIVWQL[)
_IZNWZOMLKIVNWK][Q\[UQVLWVQ\[JWLaI[Q\
?IZNWZOMLIZMNWZUMLNZWUIJTMVLWNWZOIVQK
ZM[\[ILR][\QVOQ\[[PIXMIVLNWZU\WI[[]UMWVM
and inorganic materials. Root-like cords infused
WNINM_LMNMV[Q^MXW[\]ZM[)_IZNWZOML_PW
_Q\PITKPMUQKITÆ]QL[[MZ^MI[\PMQZU][KTM[
M`XMK\[PMI^aKWUJI\UQOP\NWK][WVL]ZIJQTQ\a
_ZIXXMLIZW]VLINZIUM_WZSWN[\MMTLIZS_WWL
_PQTML]ZQVOI\QUMWNXMIKM\PMaUQOP\JM
WZ[\WVM)ZUWZMLXTI\M[NWZUIXZW\MK\Q^MW]\MZ
KWV\MV\\WILWX\ITQOP\MZTM[[IOOZM[[Q^MNWZU
shell and reinforce joints. All warforged share
a common facial design, with a hinged jaw and
KZa[\ITMaM[MUJMLLMLJMVMI\PIZMQVNWZKML
brow ridge. A sigil is engraved into the center of WARFORGED PERSONALITY
the forehead; this is unique to each warforged. <PM_IZNWZOML_MZMJ]QT\\W[MZ^MIVL\WÅOP\
*MaWVL\PM[MKWUUWVMTMUMV\[WN_IZNWZOML For most of their existence, warforged had a
LM[QOV\PMXZMKQ[MUI\MZQIT[IVLJ]QTLWNI KTMIZTaLMÅVMLN]VK\QWVIVL_MZMMVKW]ZIOML
_IZNWZOML^IZaJI[MLWV\PMX]ZXW[MNWZ_PQKPQ\ \WNWK][X]ZMTaWV\PI\ZWTM<PM<ZMI\aWN
was designed. A juggernaut warrior is a massive <PZWVMPWTLOI^M\PMUNZMMLWUJ]\UIVa
JZ]\M_Q\PIPMI^a[\MMTNZIUM_PQTMI[SQZUQ[PMZ _IZNWZOML[\Z]OOTMJW\P\WÅVLIXTIKMQV\PM
can be crafted from wood and light mithral to XW[\_IZ_WZTLIVL\WZMTI\M\W\PMKZMI\]ZM[\PI\
grant it lithe and elegant movement. created them.
?PQTM\PMa¼ZMNWZUMLNZWU[\WVMIVL[\MMT <PM\aXQKIT_IZNWZOML[PW_[TQ\\TMMUW\QWV
warforged are living humanoids. Resting, healing 5IVa_IZNWZOMLMUJZIKMIKWVKZM\MX]ZXW[M¸
UIOQKIVL\PM5MLQKQVM[SQTTITTXZW^QLM\PM XZW\MK\QVOITTQM[KWUXTM\QVOIKWV\ZIK\WZ
+0)8<-:d?):.7:/-, 67
W\PMZX]Z[]Q\[¸IVLLM^W\M\PMU[MT^M[\W\PQ[
\I[SI[\PMaWVKMLQL\W_IZ0W_M^MZ\PMZM
IZM_IZNWZOML_PWLMTQOP\QVM`XTWZQVO\PMQZ
feelings and their freedom. Most warforged
have no interest in religion, but some embrace
NIQ\PIVLUa[\QKQ[U[MMSQVOPQOPMZX]ZXW[MIVL
LMMXMZUMIVQVO
<PM\aXQKIT_IZNWZOMLPI[IU][K]TIZ[M`TM[[
JWLa[PIXM;WUM_IZNWZOMLQOVWZM\PMKWVKMX\
WNOMVLMZMV\QZMTa_PQTMW\PMZ[ILWX\IOMVLMZ
QLMV\Q\aQVMU]TI\QWVWNKZMI\]ZM[IZW]VL\PMU
QUIRKS
?PM\PMZL]M\W[WUMÆI_QV\PMQZKZMI\QWVWZ
[QUXTMQOVWZIVKMWNPW_W\PMZKZMI\]ZM[WXMZI\M
_IZNWZOMLWN\MVIKY]QZMIVWLLXMZ[WVITQ\a\ZIQ\
WZ\_W)_IZNWZOMLXTIaMZKIVKPWW[M\WZWTTWZ
[MTMK\I\ZIQ\NZWU\PM?IZNWZOML9]QZS[\IJTM
tÙ¥ÊÙ¦Yç®Ù»Ý
1d10 YƵŝƌŬ
ϭ zŽƵĂŶĂůLJnjĞ;ŽƵƚůŽƵĚͿƚŚĞƉŽƚĞŶƟĂůƚŚƌĞĂƚ
ƉŽƐĞĚďLJĞǀĞƌLJĐƌĞĂƚƵƌĞLJŽƵŵĞĞƚ͘
Ϯ zŽƵĚŽŶ͛ƚƵŶĚĞƌƐƚĂŶĚĞŵŽƟŽŶƐĂŶĚŽŌĞŶ
ŵŝƐƌĞĂĚĞŵŽƟŽŶĂůĐƵĞƐ͘
3 zŽƵĂƌĞĮĞƌĐĞůLJƉƌŽƚĞĐƟǀĞŽĨĂŶLJŽŶĞLJŽƵ
ĐŽŶƐŝĚĞƌĂĨƌŝĞŶĚ͘
ϰ zŽƵŽŌĞŶƐĂLJƚŚĞƚŚŝŶŐƐLJŽƵĂƌĞƚŚŝŶŬŝŶŐ
ĂůŽƵĚǁŝƚŚŽƵƚƌĞĂůŝnjŝŶŐŝƚ͘
ϱ zŽƵƚƌLJƚŽĂƉƉůLJǁĂƌƟŵĞƚĂĐƟĐƐĂŶĚ
6
ĚŝƐĐŝƉůŝŶĞƚŽĞǀĞƌLJƐŝƚƵĂƟŽŶ͘
zŽƵĚŽŶ͛ƚŬŶŽǁŚŽǁƚŽĮůƚĞƌLJŽƵƌĨĞĞůŝŶŐƐ WARFORGED NAMES
ĂŶĚĂƌĞƉƌŽŶĞƚŽĚƌĂŵĂƟĐĞŵŽƟŽŶĂů ?IZNWZOML_MZMI[[QOVMLV]UMZQKITLM[QOVI\QWV[
ŽƵƚďƵƌƐƚƐ͘ NWZ][MQVUQTQ\IZa[MZ^QKM5IVaWN\PMU
7 zŽƵĚŽŶ͛ƚƵŶĚĞƌƐƚĂŶĚĐůŽƚŚŝŶŐďĞLJŽŶĚŝƚƐ ILWX\MLVQKSVIUM[WN\MVOQ^MV\W\PMUJa\PMQZ
ƵƟůŝƚLJĂŶĚĂƐƐƵŵĞƚŚĂƚǁŚĂƚĂĐƌĞĂƚƵƌĞ comrades. As free individuals, some have chosen
ǁĞĂƌƐĚĞŶŽƚĞƐŝƚƐũŽďĂŶĚƐƚĂƚƵƐ͘ VM_VIUM[I[I_Ia\WM`XZM[[\PMQZXI\PQVTQNM
8 zŽƵĂƌĞŽďƐĞƐƐĞĚǁŝƚŚLJŽƵƌĂƉƉĞĂƌĂŶĐĞ͕ A few take on human names, often the name of a
ĂŶĚĐŽŶƐƚĂŶƚůLJƉŽůŝƐŚĂŶĚďƵīLJŽƵƌĂƌŵŽƌ͘ fallen friend or mentor.
9 zŽƵĂƌĞĚĞĞƉůLJĐŽŶĐĞƌŶĞĚǁŝƚŚĨŽůůŽǁŝŶŐ Warforged Names: Anchor, Banner,
ƉƌŽƉĞƌƉƌŽĐĞĚƵƌĞƐĂŶĚƉƌŽƚŽĐŽůƐ͘ Bastion, Blade, Blue, Bow, Church, Crunch,
ϭϬ tĂƌŝƐƚŚĞŽŶůLJƚŚŝŶŐƚŚĂƚŵĂŬĞƐƐĞŶƐĞƚŽ +Za[\IT,IOOMZ,MV\.Q^M/TIQ^M0IUUMZ
LJŽƵ͕ĂŶĚLJŽƵ͛ƌĞĂůǁĂLJƐůŽŽŬŝŶŐĨŽƌĂĮŐŚƚ͘ 1ZWV4]KSa5IKM8IV\[8QMZKM:ML:][\a
;KW]\;M^MV;PQMTL;TI[P;UQ\P;XQSM;\WVM
<MUXTM>I]T\?ITT?WWL
68 +0)8<-:d?):.7:/-,
+0)8<-:d?):.7:/-, 69
WARFORGED TRAITS Integrated Protection.AW]ZJWLaPI[J]QT\
QVLMNMV[Q^MTIaMZ[_PQKPKIVJMMVPIVKML_Q\P
Your warforged character has the following IZUWZ"
\ZIQ\[)NM_WN\PM\ZIQ\[OQ^MaW]IKPWQKM# • AW]OIQVIJWV][\W)ZUWZ+TI[[
KWV[QLMZPW_aW]ZKPWQKMZMÆMK\[\PMX]ZXW[MNWZ • AW]KIVLWVWVTaIZUWZ_Q\P_PQKPaW]
_PQKPaW]ZKPIZIK\MZ_I[J]QT\ PI^MXZWÅKQMVKa<WLWVIZUWZaW]U][\
Ability Score Increase. Your Constitution QVKWZXWZI\MQ\QV\WaW]ZJWLaW^MZ\PM
[KWZMQVKZMI[M[JaIVLWVMW\PMZIJQTQ\a[KWZM KW]Z[MWNPW]ZL]ZQVO_PQKPaW]ZMUIQV
WNaW]ZKPWQKMQVKZMI[M[Ja QVKWV\IK\_Q\P\PMIZUWZ<WLWٺIZUWZ
Age. )\aXQKIT_IZNWZOMLQ[JM\_MMV\_W aW]U][\[XMVLPW]ZZMUW^QVOQ\AW]
IVL\PQZ\aaMIZ[WTL<PMUI`QU]U_IZNWZOML KIVZM[\_PQTMLWVVQVOWZLWٻVOIZUWZQV
TQNM[XIVZMUIQV[IUa[\MZa#[WNIZ_IZNWZOML \PQ[_Ia
have shown no signs of deterioration due to age.
AW]IZMQUU]VM\WUIOQKITIOQVOMٺMK\[ • ?PQTMaW]TQ^MaW]ZIZUWZKIV¼\JM
Alignment. Most warforged take comfort in ZMUW^MLNZWUaW]ZJWLaIOIQV[\aW]Z_QTT
WZLMZIVLLQ[KQXTQVM\MVLQVO\W_IZLTI_IVL Specialized Design. You gain one skill
VM]\ZITQ\a*]\[WUMPI^MIJ[WZJML\PMUWZITQ\a XZWÅKQMVKaIVLWVM\WWTXZWÅKQMVKaWNaW]Z
WZTIKS\PMZMWNWN\PMJMQVO[_Q\P_PQKP\PMa choice.
served. Languages. AW]KIV[XMISZMILIVL_ZQ\M
Size. AW]Z[QbMQ[5MLQ]U<W[M\aW]ZPMQOP\ +WUUWVIVLWVMW\PMZTIVO]IOMWNaW]ZKPWQKM
IVL_MQOP\ZIVLWUTa[\IZ\_Q\PZWTTQVOI[QbM
UWLQÅMZ"
^ŝnjĞŵŽĚŝĮĞƌсϮĚϲ
,ĞŝŐŚƚсϱĨĞĞƚнϭϬŝŶĐŚĞƐнLJŽƵƌƐŝnjĞŵŽĚŝĮĞƌŝŶ
ŝŶĐŚĞƐ
tĞŝŐŚƚŝŶƉŽƵŶĚƐсϮϳϬн;ϰпLJŽƵƌƐŝnjĞŵŽĚŝĮĞƌͿ
Speed. AW]ZJI[M_ITSQVO[XMMLQ[NMM\
Constructed Resilience. You were created
\WPI^MZMUIZSIJTMNWZ\Q\]LMZMXZM[MV\MLJa\PM
NWTTW_QVOJMVMÅ\["
• You have advantage on saving throws
IOIQV[\JMQVOXWQ[WVMLIVLaW]PI^M
ZM[Q[\IVKM\WXWQ[WVLIUIOM
• AW]LWV¼\VMML\WMI\LZQVSWZJZMI\PM
• You are immune to disease.
• AW]LWV¼\VMML\W[TMMXIVLUIOQKKIV¼\
X]\aW]\W[TMMX
Sentry’s Rest. ?PMVaW]\ISMITWVOZM[\
aW]U][\[XMVLI\TMI[\[Q`PW]Z[QVIVQVIK\Q^M
UW\QWVTM[[[\I\MZI\PMZ\PIV[TMMXQVO1V\PQ[
[\I\MaW]IXXMIZQVMZ\J]\Q\LWM[V¼\ZMVLMZ
aW]]VKWV[KQW][IVLaW]KIV[MMIVLPMIZI[
normal.
70 +0)8<-:d?):.7:/-,
DWARVES
As a dwarf of the Five Nations, consider how
_QLM[XZMILaW]ZNIUQTaQ[IVL_PMZM\PMQZZWW\[
TQM)ZM\PMa[WTLQMZ['8ZQM[\[WZXWTQ\QKQIV['
¹/WTLQ[\PMOQN\WN\PMUW]V\IQV[J]\QZWVKWUM[ )ZKPQ\MK\[WZ[\WVMUI[WV[')ZMaW]KTW[M\W
NZWUJTWWLIVLJWVMº aW]ZZMTI\Q^M[WZPI^MaW]PILINITTQVOW]\¸
—Mror Proverb WZXW\MV\QITTaTW[\aW]ZSQVQV\PM4I[\?IZ'
4QSM_Q[MKWV[QLMZ_PI\aW]LQLQV\PM_IZIVL
PW_\PI\ZMÆMK\[WVaW]ZK]ZZMV\IK\QWV[?MZM
<PMWZQOQVWN\PML_IZ^M[Q[[PZW]LMLQVUa[\MZa
aW]I[WTLQMZIVLQN[WPW_LQL\PI\[MZ^QKMMVL'
<PMQZTMOMVL[[Ia\PI\\PMaKIUM\W3PWZ^IQZM
1NVW\LQLaW][MZ^MaW]ZVI\QWVQVIVW\PMZ_Ia
from a land of endless ice; some believe this to
WZLQLaW]\]ZVaW]ZJIKSWVQ\'
mean the arctic Frostfell, while others assert that
\PMÅZ[\L_IZ^M[U][\PI^MKWUMNZWU\PMXTIVM
WN:Q[QIQ\[MTN?PMZM^MZ\PMaJMOIV\PML_IZ^M[
M[\IJTQ[PMLIUQOP\aVI\QWVJMVMI\P\PM[]ZNIKM DWARVES OF THE MROR HOLDS
WN3PWZ^IQZM<ITM[[XMISWNUQOP\aIZ\QNIK\[IVL <PM5ZWZ0WTL[IZMLQ[K][[MLQVKPIX\MZ
^I[\\ZMI[]ZM[KZIN\MLQV\PMLMMX[IVLWN_IZ[ One question to consider is _PaaW]¼^MTMN\\PM
NW]OP\IOIQV[\\PMOWJTQV-UXQZMWN,PISIIV 0WTL[?PM\PMZaW]¼ZMIVPMQZWNIVWJTMKTIV
No one knows where the line lies between truth WZI[QUXTMO]QTLIZ\Q[IV_PI\PI[LZI_VaW]
IVL[\WZa<PMIVKM[\WZ[WN\PMUWLMZVL_IZ^M[ I_IaNZWUaW]ZPWUMTIVL'<PM5ZWZ8I[\\IJTM
were exiles from this ancient kingdom, and the XZW^QLM[INM_QLMI[
ZMITUJMTW__I[LM[\ZWaMLJa\PMLIMTSaZ*WTL
adventurers can delve into the haunted darkness
WN\PMNITTMVSQVOLWU°J]\TMOMVL[IZM\PMWVTa
TMOIKaUWLMZVL_IZ^M[PI^MWN\PQ[IOMWNOTWZa
DWARVES AND DRAGONMARKS
0W][M3]VLIZISKIZZQM[\PM5IZSWN?IZLQVO
1VILLQ\QWV\WXZW^QLQVOITTUIVVMZWN[MK]ZQ\a
DWARVES OF THE FIVE NATIONS 0W][M3]VLIZISLWUQVI\M[\PMJIVSQVOQVL][\Za
,_IZ^M[IZM[XZMILIKZW[[3PWZ^IQZM,_IZN DÙÊÙWÝã
[WTLQMZ[IVLMVOQVMMZ[_MZMXIZ\WN\PMIZUQM[ 1d6 ZĞĂƐŽŶĨŽƌ>ĞĂǀŝŶŐ
that united the Five Nations, and dwarf masons ϭ ĨĞƵĚǁŝƚŚĂƌŝǀĂůĐůĂŶŚĂƐŐŽƩĞŶŽƵƚŽĨ
laid the foundations of the greatest cities of ŚĂŶĚ͕ĂŶĚŝƚ͛ƐďĞƐƚƚŚĂƚLJŽƵůĞĂǀĞƚŚĞ,ŽůĚƐ
/ITQNIZ?PQTMUIVaWN\PML_IZ^M[WN\PM.Q^M ĨŽƌĂĨĞǁĚĞĐĂĚĞƐ͘
6I\QWV[[\QTT[XMIS\PMTIVO]IOMWN\PMQZIVKM[\WZ[ Ϯ zŽƵ͛ƌĞŝŶĂůĂƌŐĞĨĂŵŝůLJĂŶĚƚŚĞƌĞ͛ƐŶŽƌŽŽŵ
\PMaNMMTIJWVL\W\PMTIVL[WN\PMQZJQZ\P) ĨŽƌLJŽƵƚŽƐŚŝŶĞŝŶLJŽƵƌŚŽůĚ͖LJŽƵŚŽƉĞƚŽ
*ZMTQ[PL_IZNNMMT[ILMMXXMZ[WVITKWVVMK\QWV\W ƉƌŽǀĞLJŽƵƌƐĞůĨŝŶƚŚĞǁŝĚĞƌǁŽƌůĚ͘
\PM\W_MZ[WN;PIZVWZ\PMOZMI\_ITT[WN?ZWI\# 3 zŽƵƌĐůĂŶŚĂƐĂƌƌĂŶŐĞĚLJŽƵƌŵĂƌƌŝĂŐĞĂŶĚ
\PM\aXQKITL_IZNQ[IK\]ITTaUWZMXI\ZQW\QK\PIV LJŽƵƌĨƵƚƵƌĞ͖LJŽƵ͛ǀĞĚĞĐŝĚĞĚƚŽŚĂǀĞĂĨĞǁ
the average human of the Five Nations. This ĂĚǀĞŶƚƵƌĞƐďĞĨŽƌĞLJŽƵƐĞƩůĞĚŽǁŶ͘
XI[[QWVKI][MLUW[\L_IZ^M[\W[MZ^M\PMQZVI\QWV ϰ zŽƵ͛ƌĞƉƵƌƐƵŝŶŐĂǀĞŶĚĞƩĂǁŝƚŚĂƉĞƌƐŽŶĂů
QV\PM4I[\?IZI\TMI[\NWZI\QUM#\PQ[Q[\PM ƌŝǀĂů͘ƌĞLJŽƵƐĞĞŬŝŶŐƚŽĚĞĨĞĂƚƚŚĞŵŝŶ
OMVMZITJI[Q[WNL_IZ^MV_MIXWV\ZIQVQVO5W[\ ďĂƩůĞŽƌŝŶďƵƐŝŶĞƐƐ͍
dwarves also have a strong bond to their families, ϱ zŽƵ͛ƌĞƐĞĂƌĐŚŝŶŐĨŽƌĂůĞŐĞŶĚĂƌLJĚǁĂƌǀĞŶ
[W\WIL_IZNNIUQTaIVLVI\QWVIZM\_WMLOM[WN ĂƌƟĨĂĐƚ͕ƌĞŵŽǀĞĚĨƌŽŵƚŚĞDƌŽƌ,ŽůĚƐ
the same blade. ĐĞŶƚƵƌŝĞƐĂŐŽďLJĂ<ĂƌƌŶĂƚŚŝŶŽďůĞ͘
6 zŽƵǁĂŶƚƚŽĂƐƐĞŵďůĞĂďĂŶĚŽĨĐŚĂŵƉŝŽŶƐ
ǁŚŽĐĂŶŚĞůƉLJŽƵĞdžƉůŽƌĞƚŚĞĂŶĐŝĞŶƚƌƵŝŶƐ
ďĞŶĞĂƚŚLJŽƵƌĂŶĐĞƐƚƌĂůŚŽŵĞ͘
+0)8<-:d,?):>-; 71
ELVES
+IMZa[PMTLPMZLW]JTMJTILMQV\PMNITKWVO]IZLTM^MT
_Q\PPMZ[PW]TLMZ[IVL[XZMILQVOW]\TQSM_QVO[¹1
KIUMQV[MIZKPWNTMOMVL[<MV\PW][IVLaMIZ[IOW
,IMITa\PWN<IMZQ[\WWL\PQ[OZW]VLIVLNIKMLaW]Z
IVKM[\WZ[IVL\_MV\aNMTTJMNWZMPQ[[QVOQVOJTILM[
AW]IZMVW,PISIIVQWNWTLIVLIUMZM\_MV\aWNaW]
_QTTJZQVOVWPWVWZ\W\PM<IMZQº
<PM_IZTWZLPQ[[MLQVN]ZaIVLPQ[ÆIQTÆI[PMLQV\PM
ÅZMTQOP\<PMKPIQV_ZIXXMLIZW]VL+IMZa[¼JTILMJ]\
[PM\_Q[\MLI_Ia<PMÆIQTÆM_QV\W\PMLIZSVM[[;PM
[X]VNWZ_IZLPMZLW]JTMJTILM_MI^QVOIKQZKTMWNÅZM
I[[PMLIVKML\W_IZL\PMKPQMN\IQV1VIUWUMV\\PM
[WVOWN[\MMT_I[W^MZ
+IMZa[_I\KPMLI[\PM_IZTWZLNMTT\W\PMOZW]VL
?Q\PIKWV\MUX\]W][[VIXWNPMZ_ZQ[\[PMÆQKSML
\PMJTWWLNZWUPMZJTILMQV\W\PMMaM[WN\PM[\]VVML
WVTWWSMZ[;PM[UQTMLJMPQVLPMZ[XQZQ\^MQTKW]V\QVO ELVES OF AERENAL
\PMJTILM[IZZIaMLIOIQV[\PMZ )MZMVITQ[Z]TMLJa\PM=VLaQVO+W]Z\IKW]VKQT
¹*]\NWZ\a_QTTº WN]VLMILMT^M[[][\IQVMLJaXW[Q\Q^MMVMZOa
<PM=VLaQVO+W]Z\_QMTL[OWLTQSMXW_MZIVL
Elven culture began on the distant continent of
PI[XZW\MK\MLaW]ZQ[TIVLPWUMNWZ\PW][IVL[WN
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MT^M[ZW[M]XIOIQV[\\PMOQIV\[_PWZ]TML\PI\
=VLaQVO+W]Z\IN\MZLMI\P#QNaW]IKPQM^MOZMI\
TIVL=T\QUI\MTa\PMMT^M[ÆMLNZWU@MV¼LZQSIVL
\PQVO[QVaW]ZTQNMaW]\WWKW]TLIKPQM^M\PQ[
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QUUWZ\ITQ\a
[XTQ\QV\W\_WLQ[\QVK\K]T\]ZM["\PMQV\ZW[XMK\Q^M
The Aereni are isolationists who have little
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neither of these cultures have much interest in
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human activities, a small number of elves have
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integrated with the cultures of the Five Nations.
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)[I_PWTMMT^M[IZMLZQ^MVJa\ZILQ\QWV
=VLaQVO+W]Z\'0I^MaW]JMMVOQ^MVIY]M[\Ja
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IVM`QTMJIVQ[PMLNZWUaW]ZPWUMTIVLNWZ[WUM
WN\PMQZIVKM[\WZ[?Q\PKMV\]ZQM[\WLM^W\M\W
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their studies, the elves are masters of their chosen
)[WVMWN\PM)MZMVQ\PQVSIJW]\aW]ZPQ[\WZa
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[W_PI\¼[aW]ZZMTI\QWV[PQX_Q\P\PMU',WaW]
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72 +0)8<-:d-4>-;
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The Valenar and Aereni are physically similar
but culturally distinct. Aereni are typically
high elves, while Valenar are usually wood
elves; but both of these subraces are options
in these cultures. The Aereni place greater
importance on perfecting a single skill than
on training with weaponry, while the Valenar
take pride in their skill with scimitars. These
elves have a racial trait in place of the Elf
Weapon Training trait. If your DM allows
it, your elf character can forgo Elf Weapon
Training and instead take the elf trait based
on their culture:
• An Aereni elf can choose one skill or
WRROSURÀFLHQF\<RXUSURÀFLHQF\ERQXV
is doubled for any ability check you
PDNHWKDWXVHVWKLVFKRVHQSURÀFLHQF\
• A Valenar HOIJDLQVSURÀFLHQF\ZLWKWKH
scimitar, double scimitar, longbow, and
shortbow.
who channels the same ancestor, or one who
+0)8<-:d-4>-; 73
Êç½Ͳ½^®Ã®ãÙ͗DÙ㮽D½tÖÊÄ
tĞĂƉŽŶEĂŵĞ Cost ĂŵĂŐĞ tĞŝŐŚƚ WƌŽƉĞƌƟĞƐ
ŽƵďůĞͲďůĂĚĞĚ^ĐŝŵŝƚĂƌ ϭϬϬŐƉ ϮĚϰƐůĂƐŚŝŶŐ ϲůďƐ ^ƉĞĐŝĂů͕ƚǁŽͲŚĂŶĚĞĚ
aW]ZLW]JTM[KQUQ\IZaW]KIV[\IZ\_Q\P\PM
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VWZUITTaOZIV\MLJaaW]ZKTI[[0W_M^MZQ\KIV
JMLIVOMZW][NWZIVWVMTN\WKIZZaILW]JTM
[KQUQ\IZ>ITMVIZUIaLMUIVLQ\[ZM\]ZVWZ
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wield it.
Special. 1NaW]I\\IKS_Q\PILW]JTMJTILML
[KQUQ\IZI[XIZ\WN\PM)\\IKSIK\QWVWVaW]Z\]ZV
aW]KIV][MIJWV][IK\QWVQUUMLQI\MTaIN\MZ\W
make a melee attack with it. This attack deals
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74 +0)8<-:d-4>-;
THE DROW OF EBERRON ÊÙ½½ÊÄÄ>ʽã«
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During the ancient war between giants of gods you may know from other settings. In
@MV¼LZQSIVL\PMQZMTN[TI^M[\PMUIOMJZMMLMZ[ Eberron, the Sulat Giants created the drow
of the giants bound the essence of shadows into DVDZHDSRQWRÀJKWWKHUHEHOOLRXVHOYHV
\PMTWaITMT^M[<PM[M_MZM\PMÅZ[\LZW_I[[I[[QV there is a lingering enmity between drow
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were made to kill elves, and while thousands of Lolth. Meanwhile, the elves revere their
WNaMIZ[PI^MXI[[MLILMMXMVUQ\aZMUIQV[ ancestors—many of whom still linger and
between them. guide them—as opposed to distant gods.
This is an opportunity to explore these
<PMLZW_ZMUIQVMLWV@MV¼LZQSIVL_MZM
traditional races in a new light. However, if
KI]OP\QV\PMKWTTIX[MWNQ\[KQ^QTQbI\QWV[<WLIa you want to incorporate Corellon and Lolth,
\PMaTQVOMZQV\PM[PILW_[WN@MV¼LZQSIVL WKHUH·VDIHZZD\VWRGRLW2QHSRVVLELOLW\
are all but unknown on Khorvaire. There are is that Eberron was created as a copy of
three distinct drow cultures. The Vulkoori the distant realms of the multiverse, hidden
IZM\ZQJITP]V\MZ[_PW_WZ[PQX\W\MU[XQZQ\[ DZD\WRSUHYHQWWKHJRGVIURPLQÁXHQFLQJ
M[XMKQITTa\PM[KWZXQWV>]TSWWZ<PMaP]V\ it. As such, while the drow of Eberron have
OQIV\[IVLUIa\PZMI\MVIVaWVM_PW\ZI^MT[QV no knowledge of Lolth, if she found her way
the shattered land. The Sulatar live in obsidian through the Ring of Siberys and into Eberron,
KQ\QM[IVL_QMTLXW_MZN]TÅZMUIOQK#\PMa[MMS she might be able to poison their hearts and
\WWVMLIa]VTMI[PÅZMIKZW[[\PM_WZTL)VL turn them to her service.
Alternately, you could present both
the Umbragen live in the underworld below
Corellon and Lolth as legendary champions
@MV¼LZQS_QMTLQVO[WXPQ[\QKI\ML[PILW_UIOQK[ from the past. Corellon could be one of the
I[\PMaJI\\TMIOIQV[\IJMZZI\QWV[IVL\PMLIMTSaZ great heroes and patron ancestors of the
5W[\WN\PMXMWXTMWN3PWZ^IQZMPI^MVM^MZ Valenar, or one of the leaders of the Undying
[MMVILZW_IVLaW]TQSMTaSVW_TQ\\TMIJW]\\PM &RXUWZKLOH/ROWKFRXOGEHWKHOHJHQGDU\ÀUVW
.Q^M6I\QWV[)[ILZW_8+IZMaW]I>]TSWWZQ commander of the drow, whose spirit lingers
P]V\MZ_PW[WUMPW_UILMaW]Z_Ia\W and hungers for revenge.
3PWZ^IQZM¸IXZQUQ\Q^M_IZZQWZÅVLQVOaW]Z_Ia 8OWLPDWHO\LW·VDTXHVWLRQRIWKHVWRU\\RX
QV\PQ[[\ZIVOMVM__WZTL')ZMaW]IV=UJZIOMV want to tell. Do you want to preserve the
[PILW__QMTLMZ[MMSQVOXW_MZ[\PI\KIVPMTX XQLTXHFXOWXUHVRI(EHUURQ",QFRUSRUDWH
aW]ZXMWXTMQV\PMQZMVLTM[[_IZ'7ZI;]TI\IZ Corellon and Lolth into those cultures
RUJDQLFDOO\"2UH[SORUHWKHLGHDRIWKHVH
ÅZMJQVLMZX]Z[]QVOIXMZ[WVITXI\P\WOTWZa'
powers just discovering Eberron and
,WaW]LM[XQ[MMT^M[aW]MVKW]V\MZIVL[MMSW]\ awakening hidden memories in the blood of
KWVÆQK\WZIZMaW]_QTTQVO\WNWZOM\\PMIVKQMV\ HOIDQGGURZ"
_IZJM\_MMVaW]ZXMWXTM'
+0)8<-:d-4>-; 75
GNOMES
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_W]TLLM[KZQJMI[T][\5W[\OVWUM[PI\MXPa[QKIT IVLNWZ\ZQKSMZa<PM<P]ZQUJIZZWLis a common
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_WZL[¸_PM\PMZ\PI\¼[I_QbIZL¼[_WZLWNXW_MZ X]ZXW[M[WNKZMI\QVOU][QK<PMXW_MZ\W[XMIS
WZIZWO]M¼[KIZMN]T\PZMI\<PMKWUUWV^QM_ with small beasts is likewise something often
WN\PMOVWUMQ[\PI\WNINZQMVLTaJ][aJWLa X]\\WXZIK\QKIT][MIVL\PMBQTWN\MV][M[UITT
IT_Ia[ZMILa\WTMVLIPIVLWZ[PIZMI[\WZa*]\ IVQUIT[I[UM[[MVOMZ[WZO]QLM[?PQTMBQT
in fact, that cheerful gnome is often gathering OVWUM[LWV¼\I]\WUI\QKITTaPI^MXZWÅKQMVKa
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KWUUWVQVBQT[WKQM\a#aW]KW]TL\ISM\PM
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GNOMES OF ZILARGO ZMÆMK\QVOaW]ZBQT]XJZQVOQVO
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gnome is a ruthless schemer. But intrigue is the to it. You could be a sage gathering information
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ůŽƚƐŽĨƚŚĞŵ͘
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7 zŽƵ͛ǀĞďĞĞŶƐĞůůŝŶŐĨĂůƐĞƚƌĞĂƐƵƌĞŵĂƉƐ͘ƵƚŶŽǁLJŽƵ͛ǀĞĨŽƵŶĚŽŶĞƚŚĂƚŵŝŐŚƚďĞƌĞĂů͘
8 zŽƵ͛ǀĞĂĐƋƵŝƌĞĚĂĐŽŶƚƌŽůůŝŶŐƐƚĂŬĞŝŶĂĚŝƐƚĂŶƚĚƌĂŐŽŶƐŚĂƌĚŵŝŶĞ͕ďƵƚƚŚĞŵŝŶĞǁĂƐĂďĂŶĚŽŶĞĚ
ĐĞŶƚƵƌŝĞƐĂŐŽĚƵĞƚŽ͞ƉƌŽďůĞŵƐ͘͟<ŽďŽůĚƐ͍ďĞƌƌĂƟŽŶƐ͍dŚĞƌĞ͛ƐŽŶůLJŽŶĞǁĂLJƚŽĮŶĚŽƵƚ͘
9 zŽƵƌĨĂŵŝůLJŝƐĨĂĐŝŶŐĮŶĂŶĐŝĂůƌƵŝŶĂŶĚƚŚĞLJ͛ǀĞƚĂŬĞŶŽƵƚĂůƵĐƌĂƟǀĞůŝĨĞŝŶƐƵƌĂŶĐĞƉŽůŝĐLJŽŶLJŽƵ͘/ƚ
ŽŶůLJƉĂLJƐŽƵƚŝĨLJŽƵĚŝĞƵŶĚĞƌƵŶƵƐƵĂůĐŝƌĐƵŵƐƚĂŶĐĞƐ͕ĂŶĚƚŚĞLJ͛ƌĞĞŶĐŽƵƌĂŐŝŶŐLJŽƵƚŽƐĞĞŬŽƵƚĞǀĞƌ
ŵŽƌĞĚĂŶŐĞƌŽƵƐĂĚǀĞŶƚƵƌĞƐ͘
ϭϬ zŽƵ͛ƌĞƉĞĚĚůŝŶŐĂůŝĨĞĞdžƚĞŶƐŝŽŶƐĐŚĞŵĞǁŚĞƌĞĐůŝĞŶƚƐĂƌĞƉĞƚƌŝĮĞĚďLJĂŵĞĚƵƐĂĂŶĚƚŚĞŶƌĞƐƚŽƌĞĚ
ĂŌĞƌĂƉƌĞĚĞƚĞƌŵŝŶĞĚĂŵŽƵŶƚŽĨƟŵĞ͘
76 CHAPTER 3 | GNOMES
WNaW]ZNIUQTa°WZ[MMSQVO\WQV\MZNMZM_Q\P IT[WPI^MKPW[MV\WÅVLaW]ZW_VXI\PQVTQNM
\PMXTIV[WNIZQ^ITNIUQTaAW]KW]TLM^MVJM I^WQLQVO\PMQV\ZQO]M[aW]ZKW][QV[ILWZM
_WZSQVONWZ\PMUa[\MZQW][<Z][\\PMKWV[XQZIKa
HALF-ELVES
BQT[WKQM\aQ[LQ^QLMLQV\WUIRWZPW][M[MIKPWN
_PQKPQ[KWUXW[MLWNU]T\QXTMNIUQTQM[-IKP
OVWUMPI[\PZMMVIUM["\PMQZXMZ[WVITVIUM
¹1¼UVW\»PITN¼IVa\PQVOAW]P]UIV[KWUMNZWU
\PMQZNIUQTaVIUMIVL\PMQZPW][MVIUM.WZ
M`IUXTM)TQVI4WZZQLIV4aZZQ[IVL<ITTQIV ;IZTWVI<PMMT^M[IZMNZWU)MZMVIT5M'1¼UI\Z]M
<ITQ][4aZZQ[IZMUMUJMZ[WNLQٺMZMV\NIUQTQM[ KPQTLWN3PWZ^IQZMº
_Q\PQV0W][M4aZZQ[/VWUQ[PVIUM[IZMTWVO —Nandon Tam, Khoravar activist
IVLTaZQKIT#IBQTXZW^MZJKTIQU[¹\PM[_MM\M[\
song is the name of a friend.” Personal and clan
0ITNMT^M[IZM[XZMILIKZW[[3PWZ^IQZMNZWU
VIUM[I^MZIOM\PZMM[aTTIJTM[QVTMVO\PIVL\PMZM \PM<W_MZQVO?WWL[WN\PM-TLMMV:MIKPM[
is a strong tradition of alliteration.
to the slums of Sharn. New half-elves are born
Male Names")TQIV+I[\IZ,WZQ][-TaUIZ
QVM^MZaOMVMZI\QWVI[IZM[]T\WNXIQZQVO[
0ITQIZ0I[IT1TTQIV2I[[QIV4I[[Q][;IVILIT
between humans, elves, and half-elves, and these
Tallian, Torius
VM_JWZV[\aXQKITTaKTQVO\W\PMK]T\]ZM[WN\PMQZ
Female Names: Alina, Cassia, Dalia, Jandia,
XIZMV\[0W_M^MZW^MZ\PMKW]Z[MWNKMV\]ZQM[
4a[[M5a[[QI:IVILITI;IZITa[[I<ITQVI
PITNMT^M[PI^MLM^MTWXML\PMQZW_VKWUU]VQ\QM[
Tandria, Tassi, Vassilia
IVL\ZILQ\QWV[#\PQ[[MV[MWNQLMV\Q\aPI[JMMV
Family Names: )TaZM)Ta[[M+IVI\IZ
[\ZMVO\PMVMLJa\PMZQ[MWN0W][M4aZIVLIZIVL
,MT,WZQIV0IT2W[QTaV3IV4QV4WZZQLIV
House Medani.
4aZZQUIV;QT;]^Q][;aZZITIV<ITQ][<QT
In making a half-elf character, think about
<WZZITaV
_PM\PMZaW]_MZMJWZVQV\WI3PWZI^IZ
Clan Names: Adredar, Clebdecher, Dalian,
KWUU]VQ\aWZQNaW]_MZMJWZV\WXIZMV\[WN
Davandi, Harlian, Hebberdesh, Korrian,
LQٺMZMV\ZIKM[1[aW]ZPITNMTNQLMV\Q\aI[W]ZKM
4WVILIZ4aZZQ[6MbbMTMKP;IV\QIZ<IZTQIKP WNXZQLMWZ[WUM\PQVO\PI\PI[JMMVLQٻK]T\NWZ
aW]'<PMMT^M[WN)MZMVITPI^MVM^MZITTW_MLI
GNOMES OF THE FIVE NATIONS PITNMTNQV\W\PM=VLaQVO+W]Z\IVL\PM>ITMVIZ
MT^M[LWV¼\KWV[QLMZPITNMT^M[\WJMKIXIJTMWN
Gnomes are found across the Five Nations, and KPIVVMTQVOI>ITMVIZIVKM[\ZIT[XQZQ\
most are well-integrated into the local cultures.
Gnomes are often encountered as merchants,
magewrights, chroniclers, scholars, and
[KW]VLZMT[?PQTM\PMOVWUM[WN\PM.Q^M6I\QWV[
THE KHORAVAR
IZMV¼\I[QVPMZMV\TaLM^QW][I[\PMQZBQTKW][QV[ ?PMV\_WPITNMT^M[KWVKMQ^M\PMKPQTLQ[IT_Ia[
NIUQTaQ[][]ITTaQUXWZ\IV\\W\PMUAW]UIa a half-elf. Over the course of generations, families
have a network of old favors and connections to IVLKWUU]VQ\QM[WNPITNMT^M[PI^MLM^MTWXML
\PMKWUU]VQ\aaW]OZM_]XQV*]\aW]UQOP\ \PMQZW_VK]T\]ZITQLMV\Q\a5MUJMZ[WN\PM[M
+0)8<-:d0)4.-4>-; 77
HALF-ORCS
NIUQTQM[OMVMZITTaLQ[TQSM\PM\MZU¹PITNMTN#º
\PMaKITT\PMU[MT^M[Khoravar, an Elven term
meaning “children of Khorvaire.”
¹?M¼ZMP]V\MZ[QVI_WZTLWN[PMMXº
3PWZI^IZK]T\]ZMXTIKM[I[\ZWVOMUXPI[Q[WV
OMVMZW[Q\aIVLPW[XQ\ITQ\a\W_IZLW\PMZ3PWZI^IZ ¸3ITII[P¼IZZVI
AW]IZMV¼\M`XMK\ML\WX]\aW]Z[MTNQVLIVOMZNWZ Tharashk Inquisitive
I[\ZIVOMZJ]\_PMVXW[[QJTMPITNMT^M[LW_PI\
\PMaKIV\WPMTXW\PMZ3PWZI^IZIVL\W[PIZM 0ITNWZK[KIVJMNW]VLIVa_PMZMWZK[IVL
QVNWZUI\QWV3PWZI^IZKWUU]VQ\QM[PI^M_MMSTa P]UIV[UMM\<PM/PII[P¼SITIWZK[WN\PM
]VQ\aLQVVMZ[_PMZMTWKITVM_[IVLM^MV\[IZM ,MUWV?I[\M[IZMLM^W]\[MZ^IV\[WN\PM;QT^MZ
[PIZML#QNaW]¼ZMXTIaQVOIPITNMTNI]VQ\aLQVVMZ Flame who devote their lives to containing
Q[IOWWLWXXWZ\]VQ\aNWZaW]\WPMIZIJW]\TWKIT \PMM^QT[WN\PM?I[\M[#I[IPITNWZKXITILQV
events and rumors. Of course, this is a double- aW]UQOP\PI^MJMMV[MV\[W]\PWVILQ^QVM
MLOML[_WZL#[PW]TLaW]OIQVIZMX]\I\QWVI[ UQ[[QWVPWXQVOaW]ZP]UIVJTWWL_QTTPMTX
IKIXIJTMIL^MV\]ZMZ3PWZI^IZQVVMMLUIa aW]LMIT_Q\P\PM[M[WN\KZMI\]ZM[AW]KW]TL
IXXZWIKPaW]IVLI[SNWZaW]ZI[[Q[\IVKM JM\PMWZXPIVKPQTLWNIV]V][]ITXIQZQVO
3PWZI^IZ[XMISJW\P+WUUWVIVL-T^MV NWZKML\WÅVLaW]ZW_V_IaQV\PM_WZTL*]\
IVLIUWVO\PMU[MT^M[\PMaWN\MVJTMVL\PM[M the greatest concentration of half-orcs is in the
\_W\WOM\PMZ<PQ[XQLOQVUISM[XMZNMK\[MV[M\W Shadow Marches, where humans and orcs have
IVaWVM_PW[XMIS[JW\PTIVO]IOM[J]\[WUMWVM KWM`Q[\MLNWZKMV\]ZQM[?Q\P\PMZQ[MWN\PM
_PWWVTa[XMIS[WVMWN\PM\_WTIVO]IOM[KW]TL dragonmarked House Tharashk, orcs and half-
PI^M\WUISMIV1V\MTTQOMVKMKPMKS,+\W WZK[PI^M[XZMILW]\\PZW]OP\PM.Q^M6I\QWV[
understand the full meaning of a statement. IVLJMaWVL
?PQTM[WUM3PWZI^IZXZMNMZ\WNWTTW_\PMQZ 7^MZITT\PMXMWXTMWN\PM.Q^M6I\QWV[SVW_
W_VXI\P[UIVaM[XW][M\PMQLMIWN¹\PMJZQLOM TQ\\TMIJW]\PITNWZK[<PMIZKPM\aXMWN\PM
JM\_MMV"ºMVKW]ZIOQVO3PWZI^IZ\WNIKQTQ\I\M <PIZI[PSPITNWZKQ[\PI\WNIJW]V\aP]V\MZ
KWUU]VQKI\QWVIVLKWWXMZI\QWVJM\_MMV WZQVY]Q[Q\Q^M\PW]OP\PMZM¼[IT[WI\W]KPWN
UMUJMZ[WNLQٺMZMV\K]T\]ZM[WZ[XMKQM[;]KP ¹[QUXTM\WVNZWU\PM[_IUX[º8MWXTMUIaJM
3PWZI^IZWN\MVJMKWUMUMLQI\WZ[LQXTWUI\[ ]VMI[aIZW]VLaW]WZI[[]UM\PI\aW]SVW_TQ\\TM
\ZIV[TI\WZ[WZJIZL[7\PMZ[IZMNI[KQVI\MLJa IJW]\\PM_Ia[WNKQ^QTQbI\QWV?Q\P\PI\[IQL
\PMQZLQ[\IV\KWVVMK\QWV\W\PM.MaJMKWUQVO _PQTMWZK[IZM\aXQKITTa[MMVI[XZQUQ\Q^M[_PW
Greensinger druids or warlocks bargaining with live on the fringes of civilization, in Eberron orcs
)ZKPNMa)[I3PWZI^IZLWIVaWN\PM[MXI\P[ IZMV¼\QVPMZMV\Ta->148MWXTMUIaJMINZIQL
IXXMIT\WaW]' WNaW]JMKI][M\PMa\PQVSaW]¼ZMILIVOMZW][
JW]V\aP]V\MZJ]\\PMZM¼[VWQUUMLQI\M
HALF-ELVES AND DRAGONMARKS I[[]UX\QWV\PI\aW]¼ZMKZ]MTWZJTWWL\PQZ[\a
Most of the time.
0ITNMT^M[NIUQTQM[KIZZa\_WLZIOWVUIZS[
House Medani holds the Mark of Detection,
IVLWٺMZ[[MZ^QKM[ZMTI\ML\WQV^M[\QOI\QWV
\PZMI\I[[M[[UMV\IVL[MK]ZQ\a0W][M4aZIVLIZ
HALF-ORCS OF THE SHADOW MARCHES
KIZZQM[\PM5IZSWN;\WZU[4aZIVLIZPI[TWVO ?PMZM\PMXMWXTMWN\PM.Q^M6I\QWV[SVW_
LWUQVI\ML\PM[PQXXQVOQVL][\ZaIVL\PMZMKMV\ TQ\\TMWNaW]ZSQVLQV\PM[_IUX[WN\PM;PILW_
LM^MTWXUMV\WN\PMIQZ[PQXPI[QVKZMI[MLQ\[ Marches half-orcs are celebrated. Human
XW_MZIVLXW\MV\QIT0W][M4aZIVLIZXZM[MV\[ refugees settled in the Shadow Marches centuries
Q\[MTNI[IXQTTIZNWZ\PM3PWZI^IZIVLM^MVQNaW] IOWIVL\PMÅZ[\PITNWZK[PMTXML\WKMUMV\\PM
LWV¼\PI^MILZIOWVUIZSaW]KW]TL_WZSNWZ\PM bond between these outsiders and the native orcs.
house, whether as a sailor or a house agent. 5IVa5IZKPMZ[NMMT\PI\\PMPITNWZKKIZZQM[\PM
78 +0)8<-:d0)4.7:+;
HALFLINGS
best traits of both races, with the strength of the
orc and the cunning of the human.
The rise of House Tharashk has brought
¹BWUJQM['5QVW\I]Z['<PW[M\PQVO[LWV¼\[KIZMUMI\
XZW[XMZQ\a\W\PM5IZKPM[5IVaWN\PM5IZKPMZ
ITT*]\IPW_TQVOPITÆQVO_IZZQWZKPIZOQVOaW]WVI
KTIV[_WZSNWZ\PMPW][MQV[WUMKIXIKQ\aIVL
aW]KW]TLJMIVIOMV\WN\PMPW][MM^MVQNaW] KTI_NWW\ZIX\WZ'5W[\\MZZQNaQVO\PQVO1¼^MM^MZ[MMVº
LWV¼\KIZZa\PM5IZSWN.QVLQVO_WZSQVOI[I ¸;QZ,IV\WVQZ¼4IQV
JW]V\aP]V\MZWZIKTM^MZQV^M[\QOI\WZ*]\\PMZM Brelish knight
IZMW\PMZXI\P[aW]KW]TLNWTTW_
• <PM/I\MSMMXMZLZ]QL[WN\PM;PILW_ <PMPITÆQVO[WN-JMZZWVJMOIVQV\PMMI[\WN
Marches have defended Eberron from Khorvaire, and nomadic tribes still wander
IJMZZI\QWV[IVL\PMLIMTSaZNWZ\PW][IVL[ \PM<ITMV\I8TIQV[0W_M^MZUIVaPITÆQVO[
WNaMIZ[)[ILZ]QLZIVOMZWZJIZJIZQIV followed their dragonmarked houses into the
aW]KW]TLJMI/I\MSMMXMZQVQ\QI\MX]Z[]QVO TIVL[\W\PM_M[\IVL\PMa¼^MJMMVIXIZ\WN\PM
a quest in the wider world. Five Nations since before the rise of Galifar.
1V-JMZZWVPITÆQVO[]JZIKM[ZMXZM[MV\
• The Cults of the Dragon Below also have
XMZ[WVITIX\Q\]LMI[WXXW[ML\WOMVM\QK[5W[\
LMMXZWW\[QV;PILW_5IZKPM[?PQTM
PITÆQVO[IZMTQOP\NWW\M[XMKQITTaQV\PM<ITMV\I
cultists are often evil, the main thing about
8TIQV[J]\[\W]\PITÆQVO[KIVJMNW]VLQVIVa
\PM+]T\[Q[\PI\\PMQZJMTQMN[OMVMZITTa[MMU
KWUU]VQ\a/PW[\_Q[MPITÆQVO[IZMM`\ZMUMTa
like madness to others. You could be a half-
ZIZM#QV\PM<ITMV\I8TIQV[\PMaIZMKWV[QLMZML
WZKJIZJIZQIV_PW¼[^MV\]ZMLJMaWVL\PM
\WJM\W]KPMLJa\PM[XQZQ\[IVLWN\MVJMKWUM
5IZKPM[[WaW]KIVÅVL_WZ\PaMVMUQM[#
ZM[XMK\MLLZ]QL[_PQTMQV\PM.Q^M6I\QWV[\PMa
[TIaQVOXW_MZN]TNWM[Q[\PMWVTa_Ia\WMIZV
IZMOMVMZITTa[MMVI[WLLQ\QM[
aW]ZXI[[IOM\W\PMXIZILQ[M\PI\TQM[_Q\PQV
the heart of the hollow world. This is also a
TWOQKITXI\PNWZI_IZTWKS][QVO\PM/ZMI\
7TL7VMXIK\ HALFLINGS AND DRAGONMARKS
• AW]KW]TLJMI[QUXTMP]V\MZNZWU\PM 0ITÆQVO[KIZZa\_WLZIOWVUIZS[0W][M2WZI[KW
Shadow Marches. You might have fought carries the Mark of Healing and dominates the
I[IUMZKMVIZaQV\PM4I[\?IZWZaW] business of medicine. House Ghallanda holds the
KW]TLJM[MMSQVOaW]ZNWZ\]VMWZIZMIT 5IZSWN0W[XQ\ITQ\aIVLZ]V[QVV[PW[\MT[IVL
KPITTMVOMQV\PM_WZTL\PI\TQM[JMaWVL taverns across Khorvaire.
+0)8<-:d0)4.416/; 79
IVaKPIZIK\MZ_Q\PIKZQUQVITWZKPIZTI\IV
JIKSOZW]VL¸aW][PW]TLLMKQLMQNaW]PI^MI
connection to the Boromar Clan, and discuss
\PQ[_Q\PaW]Z,5AW]KW]TLJMINZMMTIVKM
WXMZI\Q^M_PWWKKI[QWVITTaOM\[RWJ[NZWUI
TALENTA HALFLINGS
Boromar underboss. You could have a cousin in <PM<ITMV\I8TIQV[IVLQ\[XMWXTMIZMLM[KZQJML
\PM*WZWUIZ+TIV_PWWKKI[QWVITTaX]TT[aW] QVKPIX\MZ)[I<ITMV\IPITÆQVOIKZQ\QKIT
QV\W\PMQZXZWJTMU[7ZaW]KW]TLM^MVJM\PM question is _PaaW]¼^MTMN\\PM8TIQV[8MZPIX[
ZMT]K\IV\PMQZWNIXW_MZN]T*WZWUIZTMILMZ# aW][MZ^MLI[IUMZKMVIZa[KW]\QV\PM4I[\
aW]¼^MOWVMWV\PMZ]VZI\PMZ\PIV\ISQVOaW]Z ?IZIVLaW]¼^MZMUIQVML_Q\P\PMKWUZILM[
XTIKMQV\PQ[KZQUQVITMUXQZMJ]\[WUMLIaaW]Z aW]UM\QV\PMKWVÆQK\5IaJMaW]Z\ZQJM_I[
XI[\UIaKI\KP]X_Q\PaW] _QXMLW]\JaINWZMQOVMVMUa¸\PM)]Z]U\PM
d½Äã,½¥½®Ä¦Yç®Ù»Ý
1d10 YƵŝƌŬ
ϭ zŽƵĂƌĞĐŽŶƐƚĂŶƚůLJĂŵĂnjĞĚďLJƚŚŝŶŐƐƚŚĞƉĞŽƉůĞŽĨƚŚĞ&ŝǀĞEĂƟŽŶƐƚĂŬĞĨŽƌŐƌĂŶƚĞĚ͘
Ϯ zŽƵƉĂƩĞƌŶLJŽƵƌďĞŚĂǀŝŽƌŽŶĂƉĂƌƟĐƵůĂƌƐƉĞĐŝĞƐŽĨĚŝŶŽƐĂƵƌ͘
3 zŽƵĂƌĞĞdžƚƌĞŵĞůLJĐƵƌŝŽƵƐ͕ĂŶĚLJŽƵ͛ƌĞĂůǁĂLJƐƐĞĂƌĐŚŝŶŐĨŽƌŶĞǁĞdžƉĞƌŝĞŶĐĞƐ͘
ϰ zŽƵůŽǀĞƚŽďŽĂƐƚ͕ĂŶĚLJŽƵ͛ƌĞĂůǁĂLJƐƚĞůůŝŶŐĞdžĂŐŐĞƌĂƚĞĚƐƚŽƌŝĞƐŽĨLJŽƵƌĂŵĂnjŝŶŐĂĚǀĞŶƚƵƌĞƐ͘
ϱ zŽƵǁĞĂƌĂŵĂƐŬƚŚĂƚLJŽƵďĞůŝĞǀĞŚŽůĚƐƚŚĞƐƉŝƌŝƚŽĨLJŽƵƌĨŽƌŵĞƌŵŽƵŶƚ͕ĂŶĚLJŽƵƚĂůŬƚŽŝƚǁŚĞŶ
LJŽƵĂƌĞƚƌŽƵďůĞĚ͘
6 zŽƵĚŽŶ͛ƚƵŶĚĞƌƐƚĂŶĚƚŚĞĐŽŶĐĞƉƚŽĨ͞ƚƌƵƚŚ͘͟dŽLJŽƵ͕ĞǀĞƌLJƚŚŝŶŐŝƐĂƐƚŽƌLJĂŶĚŝƚ͛ƐĂůůĂďŽƵƚŚŽǁ
LJŽƵƚĞůůŝƚ͘
7 zŽƵĂƌĞĂŶŶŽLJĞĚďLJďƵŝůĚŝŶŐƐĂŶĚƚŽŽůƐĚĞƐŝŐŶĞĚǁŝƚŚŽƵƚĐŽŶƐŝĚĞƌĂƟŽŶĨŽƌƐŵĂůůĐƌĞĂƚƵƌĞƐ͘
8 zŽƵƐĞĞŬǀĞŶŐĞĂŶĐĞĨŽƌĂǁƌŽŶŐĚŽŶĞƚŽLJŽƵƌƚƌŝďĞŽƌĨĂŵŝůLJ͘
9 zŽƵŶĞǀĞƌĨŽƌŐĞƚĂŶŝŶƐƵůƚŽƌŝŶũƵƌLJ͘
ϭϬ zŽƵƐĞĞƚŚĞŚĂŶĚŽĨƚŚĞƐƉŝƌŝƚƐŝŶĞǀĞƌLJƚŚŝŶŐƚŚĂƚŽĐĐƵƌƐĂƌŽƵŶĚLJŽƵ͘
80 +0)8<-:d0)4.416/;
-UMZITL+TI_¸IVLaW]IZM\ZI^MTQVO\PM_QLMZ CLAWFOOT RAPTOR
world in search of information and revenge. Medium Beast, Unaligned
8MZPIX[aW]¼ZMO]QLMLJa\PM[XQZQ\[_PW[MVL
aW]_PQ[XMZ[IVL^Q[QWV[LZQ^QVOaW]WVaW]Z ƌŵŽƌůĂƐƐ͗ϭϰ;ŶĂƚƵƌĂůĂƌŵŽƌͿ
IL^MV\]ZM[AW]KW]TLJMIVWٻKQITMV^WaWN ,ŝƚWŽŝŶƚƐ͗ϭϲ;ϯĚϴнϯͿ
aW]Z\ZQJM[MMSQVOITTQM[QV\PM_WZTLWZ[QUXTa ^ƉĞĞĚ͗ϱϬŌ
[MV\\WTMIZVUWZMIJW]\\PMTIVL[JMaWVL\PM
XTIQV[)ZMaW]IUIbMLJa\PM_WVLMZ[WN\PM ^dZ DEX KE /Ed t/^ ,
.Q^M6I\QWV[IVL\PMQZM^MZaLIaUIOQKWZLW ϭϳ;нϯͿ ϭϳ;нϯͿ ϭϯ;нϭͿ Ϯ;ͲϰͿ ϭϮ;нϭͿ ϭϬ;нϬͿ
aW]\ISM\PM_WZTLWN\PMJQONWTSQV[\ZQLM'<PM ^ŬŝůůƐƚŚůĞƟĐƐнϱ͕WĞƌĐĞƉƟŽŶнϱ͕^ƚĞĂůƚŚнϱ
<ITMV\IV0ITÆQVO9]QZS[\IJTMXZW^QLM[_Ia[\W
^ĞŶƐĞƐƉĂƐƐŝǀĞWĞƌĐĞƉƟŽŶϭϱ
ZMÆMK\aW]ZW]\[QLMZXMZ[XMK\Q^M
,QVW[I]Z[XTIaIVQUXWZ\IV\ZWTMQV<ITMV\IV >ĂŶŐƵĂŐĞƐͶ
K]T\]ZM0W_LWM[\PQ[IٺMK\aW]',WaW]PI^MI ŚĂůůĞŶŐĞϭͬϮ;ϭϬϬyWͿ
KTI_NWW\KWUXIVQWV')[ILZ]QLaW]KIVI[[]UM Pounce. /ĨƚŚĞĐůĂǁĨŽŽƚŵŽǀĞƐĂƚůĞĂƐƚϯϬĨĞĞƚ
LQVW[I]ZNWZU[#I[IUWVSaW]KW]TL][MÅOP\QVO ƐƚƌĂŝŐŚƚƚŽǁĂƌĚĂĐƌĞĂƚƵƌĞĂŶĚƚŚĞŶŚŝƚƐŝƚǁŝƚŚ
[\aTM[JI[MLWVLQٺMZMV\LQVW[I]Z[4QSM_Q[M ĂĐůĂǁĂƩĂĐŬŽŶƚŚĞƐĂŵĞƚƵƌŶ͕ƚŚĂƚƚĂƌŐĞƚŵƵƐƚ
QVXTIaQVOI*MI[\<W\MUJIZJIZQIVWZ+QZKTM ƐƵĐĐĞĞĚŽŶĂϭϯ^ƚƌĞŶŐƚŚƐĂǀŝŶŐƚŚƌŽǁŽƌ
WN\PM;PMXPMZLLZ]QLKWV[QLMZZMXTIKQVO\PM ďĞŬŶŽĐŬĞĚƉƌŽŶĞ͘/ĨƚŚĞƚĂƌŐĞƚŝƐƉƌŽŶĞ͕ƚŚĞ
traditional totems with the following. ĐůĂǁĨŽŽƚĐĂŶŵĂŬĞŽŶĞďŝƚĞĂƩĂĐŬĂŐĂŝŶƐƚŝƚĂƐĂ
Bear: 0IUUMZ\IQTIVSaTW[I]Z][ ďŽŶƵƐĂĐƟŽŶ͘
Eagle: /TQLM_QVOX\MZIVWLWV
ã®ÊÄÝ
Wolf: +TI_NWW\ZIX\WZ
Claws. DĞůĞĞtĞĂƉŽŶƩĂĐŬ͗нϱƚŽŚŝƚ͕ƌĞĂĐŚϱ
Ō͕͘ŽŶĞƚĂƌŐĞƚ͘,ŝƚ͗ϭϬ;ϮĚϲнϯͿƐůĂƐŚŝŶŐĚĂŵĂŐĞ
Bite. DĞůĞĞtĞĂƉŽŶƩĂĐŬ͗нϱƚŽŚŝƚ͕ƌĞĂĐŚϱŌ͕͘
ŽŶĞƚĂƌŐĞƚ͘,ŝƚ͗ϴ;ϮĚϰнϯͿƉŝĞƌĐŝŶŐĚĂŵĂŐĞ
+0)8<-:d0)4.416/;
+0)8<-: 81
HUMANS
)]VLIQZQ[ITWOQKITWZQOQVNWZI_QbIZLJ]\aW]Z
wizard could be a down-and-out arcanist from
\PMITTMa[WN;PIZVWZI4PIbIIZXQZI\M_Q\PI
¹<PML_IZNQ[[\WQK<PMMTNQ[_Q[M<PMOVWUMQ[
SVIKSNWZ\PMUa[\QKIZ\[
K]VVQVO)VLP]UIV['<PMaKIV¼\UISM]X\PMQZ
<PM^IZQIV\P]UIVXZM[MV\MLQV\PM8TIaMZ¼[
UQVL[W\PMa\Za\WJMITTWN\PM[M\PQVO[I\WVKMº 0IVLJWWSXZW^QLM[IVILLQ\QWVITWXXWZ\]VQ\a\W
—Kessler, Sharn bard KIX\]ZM[WUMWN\PMÆI^WZWN-JMZZWV,WM[aW]Z
KPWQKMWN[SQTTXZWÅKQMVKaIVLNMI\ZMÆMK\\PM
Humans have dominated Khorvaire for K]T\]ZMaW]_MZMZIQ[MLQV'
\PW][IVL[WNaMIZ[<PMaNW]VLML\PM.Q^M
82 CHAPTER 3 | HUMANS
OTHER RACES
NZWU\PMQZL]\QM[J]QTLQVOIVMUXQZMQV_M[\MZV
Khorvaire and clashing with the Dhakaani
<PMZIKM[LM[KZQJML[WNIZIZM\PW[MKWUUWVTa goblinoids. This came crashing down when one
found in the Five Nations. However, there are of the ancient Overlords stirred, unleashing
UIVaW\PMZKZMI\]ZM[QV\PM_WZTL0MZM¼[I ÅMVL[IVLKWZZ]X\QVOUIVaWN\PMLZIOWVJWZV
brief overview of some of these other races and \PMU[MT^M[<PMQZMUXQZMKWTTIX[MLIVL\PM
_PI\aW]UQOP\LW_Q\P\PMU1\¼[IT_Ia[]X LZIOWVJWZVZM\ZMI\ML\W\PMLIZSVM[[WN9¼JIZZI
to the DM to decide if an unusual race is an <PMaPI^MZMUIQVML\PMQZM^MZ[QVKMÅOP\QVO\PM
WX\QWVNWZXTIaMZKPIZIK\MZ#\PMZM¼[IXTIKMNWZ forces of the Poison Dusk and guarding against
LZIOWVJWZVQV-JMZZWVJ]\QNI,5LWM[V¼\ N]Z\PMZKWZZ]X\QWV
_IV\\W][M\PMUQVIKIUXIQOV\PMaZMUIQV <WLI\M\PMLZIOWVJWZVPI^MTIZOMTaQOVWZML
hidden and unknown. \PMP]UIV[WN9¼JIZZIIVL\PMNM_P]UIV[
_PW¼^MMVKW]V\MZMLLZIOWVJWZVJMTQM^M\PMa¼ZM
[WUMM`W\QK\aXMWNTQbIZLNWTS1NaW]¼ZMI
AASIMAR LZIOWVJWZV8+_PI\PI[KI][MLaW]\WMUMZOM
NZWU9¼JIZZI')ZMaW]WVIY]M[\\WPMTXaW]Z
1V-JMZZWVII[QUIZIZMV¼\IZIKMI[[]KP XMWXTMWZ\WWXXW[M\PM4WZL[WN,][\')ZMaW]
Rather, each aasimar is a unique individual LZQ^MVJa_IVLMZT][\WZK]ZQW[Q\a',QLaW][MZ^M
\W]KPMLJaIKMTM[\QITXW_MZ)VII[QUIZJW]VL I[IUMZKMVIZaQV\PM4I[\?IZ'
to the Silver Flame has a couatl as an angelic
O]QLMLZQ^QVOQ\\WXZW\MK\\PMQVVWKMV\NZWU
[]XMZVI\]ZITM^QT)VIZKPWVNZWU;PI^IZI\P
KW]TLM`PWZ\Q\[II[QUIZ\WÅOP\\aZIVVaIVL
GITHYANKI AND GITHZERAI
injustice in the name of Dol Arrah, while an <PMOQ\PaIVSQKQ\aWN<]¼VIZI\PTQM[QV\PM)[\ZIT
IVOMTNZWU;aZIVQIUQOP\MVKW]ZIOMQ\[II[QUIZ Plane, while the githzerai have established their
\W[MMSW]\SVW_TMLOMIVL]XPWTL\PMTI_I[I [\ZWVOPWTLQV\PMKPIW[WN3a\PZQ1NaW]_Q[P
servant of Aureon. On the other side of things, \WPI^M\ZIٻKJM\_MMV-JMZZWVIVL\PM_QLMZ
INITTMVII[QUIZKW]TLPI^MIJWVL\WI[XQZQ\ U]T\Q^MZ[M<]¼VIZI\PKIVTQMJM\_MMV-JMZZWV
WN5IJIZWZIKZ]MTÅMVLNZWU;PI^IZI\P)V IVL\PMXTIVM[\PI\TQMJMaWVL#IVQVK]Z[QWVJa
aasimar could even be an elf channeling the \PMOQ\PaIVSQKW]TLJM\PMÅZ[\[QOVWNKWV\IK\
XW_MZWN\PM=VLaQVO+W]Z\\PW]OP\PMa¼L with the outer multiverse. On the other hand,
XW[[M[[\PM[\IVLIZLII[QUIZ\ZIQ\[QVXTIKMWNIVa Q\¼[R][\I[MI[a\W[Ia\PI\\PMOQ\PWN-JMZZWVIZM
elf traits. \QML\W\PM[M\\QVOIVLPI^MVW\ZIٻK_Q\P\PM
<PMIXXMIZIVKMWNIVII[QUIZ_QTTLMXMVLWV broader multiverse.
the nature of their angelic guide. An aasimar <PMOQ\PIZMIZIKMMV[TI^MLJa\PMUQVL
UQOP\IXXMIZ\WJMIVWZUITP]UIVWZMTN]V\QT ÆIaMZ[_PWW^MZ\PZM_\PM[MKZ]MTUI[\MZ[IVL
\PMa]VTMI[P\PMQZKMTM[\QITOQN\[5W[\XMWXTM ZIQ[MLNWZ\ZM[[M[QV\PMXTIVM[<PQ[[\WZaPWTL[
have heard stories of aasimars, but have never \Z]MQV-JMZZWV_Q\PWVM\_Q[\1\_I[\PMLIMTSaZ
IK\]ITTaUM\WVM _PWQV^ILML\PM_WZTLWN\PMOQ\P<PMLIMTSaZ
KZMI\ML\PMÅZ[\UQVLÆIaMZ[NZWUOQ\P[\WKS
and turned these monsters against their own
DRAGONBORN XMWXTM;WQ\_I[\PMUQVLÆIaMZ[_PWLM[\ZWaML
\PMOQ\P¸J]\_WZ[M[\QTT\PMUQVLÆIaMZ[IZM
<MV[WN\PW][IVL[WNaMIZ[IOW\PMLZIOWV[WN \PMU[MT^M[I\_Q[\MLZMÆMK\QWVWN\PMOQ\P
Argonnessen established a garrison of dragonborn <WLI\M\PMOQ\PaIVSQIVLOQ\PbMZIQPI^M
QV_PI\Q[VW_9¼JIZZI<PM[M_IZZQWZ[_MZM XTIaMLVW[QOVQÅKIV\ZWTMQV\PMPQ[\WZaWN
I[[QOVML\WXZW\MK\\PMZMOQWVIOIQV[\\PMQVÆ]MVKM -JMZZWVIVLWVTa\PM_Q[M[\[IOM_W]TL
WN\PM4WZL[WN,][\7^MZ\QUM\PMaLZQN\MLI_Ia ZMKWOVQbMWVM1NaW]XTIaIOQ\PKPIZIK\MZ
GOBLINOIDS \PZW]OPK]VVQVOIVL[\ZMVO\P)[I/PIIT¼LIZ
OWJTQVWQLaW]UIaPI^MJMMVINWZUMZ
<PMOWJTQVWQL[XMKQM[¸QVKT]LQVOOWJTQV[ UMZKMVIZaVW_[MMSQVOIL^MV\]ZMAW]KW]TLJM
hobgoblins, and bugbears—were once the _WZSQVOI[IVMUQ[[IZaNWZWVMWN\PM/PIIT¼LIZ
dominant civilization in Khorvaire. The \ZQJM[WZM^MV4PM[P0IZ]]KPQU[MTN7ZaW]
OWJTQVWQL-UXQZMWN,PISIIVZ]TMLUW[\WN KW]TLPI^MJMMVLZQ^MVNZWUaW]Z\ZQJMJa\PM
3PWZ^IQZMNWZ\PW][IVL[WNaMIZ[1\_I[KZQXXTML IK\QWV[WNIZQ^IT#XMZPIX[aW]¼ZM[MMSQVOITTQM[\W
JaITWVOIVLJQ\\MZKWVÆQK\_Q\P\PMLIMTSaZIVL ZMKTIQUaW]ZJQZ\PZQOP\
\PMQZIJMZZIV\IZUQM[#M^MV\PW]OP\PMLIMTSaZ
E
ACH OF THESE PEOPLE
possesses a dragonmark,
a symbol etched on the
skin in colors more vivid
than any tattoo. This
sigil is a source of mystical power. A
dragonmark enhances the user’s ability
to perform certain tasks. The Mark of
Making guides the hands of the smith,
while the Mark of Shadows helps its
bearer avoid enemies. The power of a
dragonmark can also manifest in more
dramatic ways. An heir with the Mark of
Storms can scatter enemies with a blast
of wind, while someone with the Mark
of Shadows can weave illusions. While
\PM[MMٺMK\[UIaN]VK\QWVQV\PM[IUM
way as spells, the power is drawn and focused and clinics. Only House Lyrandar heirs with
through the dragonmark. the Mark of Storms can pilot airships. Control
You can’t buy a dragonmark, or simply over vital services—medicine, transportation,
choose to develop one. Each mark is tied to communication, manufacturing— gives the
[XMKQÅKJTWWLTQVM[)LZIOWVUIZSIXXMIZ[ houses tremendous power.
around adolescence, but not every heir In the past, the dragonmarked houses were
manifests the mark. Long ago the families held in check by the united kingdom of Galifar.
that carry the marks joined together to form But in the wake of the Last War, people
the dragonmarked houses. Over the course of wonder if any one nation has the power to
centuries, the houses have used their gifts to enforce its wishes on the houses. Some say the
establish powerful economic monopolies. House dragonmarked barons wield more power than
Jorasco holds the Mark of Healing, and Jorasco kings and queens.
maintains the vast majority of healing houses
CHAPTER 4 | DRAGONMARKS 89
CREATING A DRAGONMARKS
DRAGONMARKED CHARACTER AND BACKGROUNDS
Dragonmarks are associated with race, depicted Dragonmarks are bound to certain bloodlines,
by a combination of variant races and subraces. and by choosing a mark you are establishing
• For humans and half-orcs, a dragonmark that your character has a blood connection to
is a variant race that replaces normal traits one of the families in the dragonmarked houses.
associated with those races. However, it’s up to you to decide on your
• For half-elves, a dragonmark is a variant relationship to the house. Were you brought up
race. You keep some of the standard half- in the house? Or are you completely independent
elf traits and replace others with the traits from it? This is best represented by your
associated with your mark. background. Consider the following options.
Agent. You have a close, ongoing relationship
• .WZL_IZ^M[MT^M[OVWUM[IVLPITÆQVO[ with your house. The house agent background
the dragonmark replaces your subrace. is a good choice if you are actively working for
So, if you’re making an elf character, you can the house. Alternately, you could take the noble
choose to take the Mark of Shadow instead of JIKSOZW]VL\WZMÆMK\IJTWWL\QM\W\PMTMILMZ[WN
being a wood elf or high elf. the house.
There is another option related to dragonmarks Independent Scion. You were raised or
if your group uses feats: the Aberrant trained by the house, but you’ve kept your
Dragonmark feat grants potentially dangerous independence. This means you don’t have
magical abilities. Aberrant dragonmarks aren’t many special privileges, but you also don’t have
tied to the dragonmark houses and can be taken responsibilities. Guild artisan is a good choice to
by a character of any race. ZMÆMK\JI[QKPW][M\ZIQVQVOJ]\aW]KW]TLKPWW[M
entertainer for the Mark of Shadow, sailor for the
Mark of Storms, soldier for the Mark of Sentinel,
sage for the Mark of Scribing, and so on.
Ù¦ÊÄÃÙ»ÝÄ,ÊçÝÝd½
Dragonmark ,ŽƵƐĞ ZĂĐĞ 'ƵŝůĚ^ƉĞĐŝĂůƟĞƐ
ĞƚĞĐƟŽŶ DĞĚĂŶŝ Half-Elf ŽĚLJŐƵĂƌĚƐ͕/ŶǀĞƐƟŐĂƟŽŶ͕ZŝƐŬDĂŶĂŐĞŵĞŶƚ
&ŝŶĚŝŶŐ dŚĂƌĂƐŚŬ ,ƵŵĂŶ͕,ĂůĨͲKƌĐ ŽƵŶƚLJ,ƵŶƟŶŐ͕/ŶǀĞƐƟŐĂƟŽŶ͕WƌŽƐƉĞĐƟŶŐ
,ĂŶĚůŝŶŐ sĂĚĂůŝƐ ,ƵŵĂŶ ŶŝŵĂůdƌĂŝŶŝŶŐĂŶĚƌĞĞĚŝŶŐ
,ĞĂůŝŶŐ :ŽƌĂƐĐŽ ,ĂůŇŝŶŐ ,ĞĂůŝŶŐ
,ŽƐƉŝƚĂůŝƚLJ 'ŚĂůůĂŶĚĂ ,ĂůŇŝŶŐ &ŽŽĚ͕>ŽĚŐŝŶŐ͕hƌďĂŶ/ŶĨŽƌŵĂƟŽŶ
DĂŬŝŶŐ ĂŶŶŝƚŚ ,ƵŵĂŶ DĂŶƵĨĂĐƚƵƌŝŶŐ
WĂƐƐĂŐĞ KƌŝĞŶ ,ƵŵĂŶ >ĂŶĚdƌĂŶƐƉŽƌƚĂƟŽŶ
^ĐƌŝďŝŶŐ ^ŝǀŝƐ 'ŶŽŵĞ ŽŵŵƵŶŝĐĂƟŽŶ͕dƌĂŶƐůĂƟŽŶ͕sĞƌŝĮĐĂƟŽŶ
^ĞŶƟŶĞů ĞŶĞŝƚŚ ,ƵŵĂŶ ŽĚLJŐƵĂƌĚƐ͕DĞƌĐĞŶĂƌŝĞƐ
^ŚĂĚŽǁ WŚŝĂƌůĂŶ Elf ŶƚĞƌƚĂŝŶŵĞŶƚ͕ƐƉŝŽŶĂŐĞ
dŚƵƌĂŶŶŝ Elf ŶƚĞƌƚĂŝŶŵĞŶƚ͕ƐƐĂƐƐŝŶĂƟŽŶ
^ƚŽƌŵ >LJƌĂŶĚĂƌ Half-Elf ŝƌĂŶĚ^ĞĂdƌĂŶƐƉŽƌƚĂƟŽŶ
tĂƌĚŝŶŐ <ƵŶĚĂƌĂŬ ǁĂƌĨ ĂŶŬŝŶŐ͕^ƚŽƌĂŐĞ͕WƌŝƐŽŶƐ
Ù¦ÊÄÃÙ»Yç®Ù»Ý
ϭĚϲ YƵŝƌŬ
1 zŽƵƌĚƌĂŐŽŶŵĂƌŬŝƐƵŶƵƐƵĂůůLJƐŵĂůůŽƌ
ƌĞŵĂƌŬĂďůLJůĂƌŐĞ͘
2 zŽƵƌĚƌĂŐŽŶŵĂƌŬƐůŽǁůLJŵŽǀĞƐ
ĂƌŽƵŶĚLJŽƵƌďŽĚLJ͘
ϯ zŽƵƌĚƌĂŐŽŶŵĂƌŬŐůŽǁƐĚƌĂŵĂƟĐĂůůLJ
ǁŚĞŶLJŽƵƵƐĞŝƚ͘
4 zŽƵƌĚƌĂŐŽŶŵĂƌŬƟŶŐůĞƐǁŚĞŶLJŽƵ͛ƌĞ
ŶĞĂƌƐŽŵĞŽŶĞǁŝƚŚƚŚĞƐĂŵĞŵĂƌŬ͘
5 zŽƵƌĚƌĂŐŽŶŵĂƌŬƟĐŬůĞƐǁŚĞŶLJŽƵ
ƵƐĞŝƚ͘
ϲ zŽƵƌĚƌĂŐŽŶŵĂƌŬŝƐĂŶƵŶƵƐƵĂůĐŽůŽƌ
ďƵƚĂŶŽƌŵĂůƐŚĂƉĞ͘
CHAPTER 4 | BACKGROUND 93
BACKGROUND ROLE
You are always gathering information for your
Here is an important background for Eberron. house. But when the barons come to you with a
[XMKQÅKUQ[[QWV_PI\[WZ\WN_WZSLWaW]][]ITTa
HOUSE AGENT
do? Choose your role or roll on the table below.
,ÊçݦÄãZʽ
You have sworn fealty to a dragonmarked house,
one of the mighty mercantile guilds that shapes d8 ZŽůĞ
Khorvaire. If you possess a dragonmark, you’re 1 ĐƋƵŝƐŝƟŽŶ
TQSMTaIUMUJMZWNWVMWN\PMQVÆ]MV\QITNIUQTQM[ 2 /ŶǀĞƐƟŐĂƟŽŶ
within the house, otherwise you’re an outsider 3 ZĞƐĞĂƌĐŚΘĞǀĞůŽƉŵĞŶƚ
who hopes to make your fortune by allying with 4 ^ĞĐƵƌŝƚLJ
this great power. Your primary task is to observe,
gathering useful information and serving as the 5 /ŶƟŵŝĚĂƟŽŶ
eyes of your house. But you could be called upon 6 džƉůŽƌĂƟŽŶ
at any time to act as a hand of the house. Such 7 EĞŐŽƟĂƟŽŶ
missions can be dangerous—but they’ll surely be 8 ŽǀĞƌƚKƉĞƌĂƟŽŶƐ
lucrative.
;SQTT8ZWÅKQMVKQM["Investigation, Persuasion
<WWT8ZWÅKQMVKa"Two tools by house:
• Cannith: alchemist’s supplies and tinker’s
tools
• Deneith: one gaming set and vehicles (land)
• Ghallanda: brewer’s supplies and cook’s
utensils
• Jorasco: alchemist’s supplies and herbalism
kit
• Kundarak: tinker’s tools and thieves’ tools
• Lyrandar: vehicles (sea/air) and navigator’s
tools
• Medani: thieves’ tools and disguise kit
• Orien: vehicles (land) and one gaming set
• Phiarlan: disguise kit and one musical
instrument
• Sivis: calligrapher’s tools and forgery kit
• Tharashk: thieves’ tools and one gaming set
• Thuranni: poisoner’s kit and one musical
instrument
• Vadalis: vehicles (land) and herbalism kit
-Y]QXUMV\")[M\WNÅVMKTW\PM[PW][M[QOVM\
ring, ID papers, and a purse containing 20 gp.
94 CHAPTER 4 | BACKGROUND
FEATURE: HOUSE CONNECTIONS Ěϲ /ĚĞĂů
1 ŽŵŵŽŶ'ŽŽĚ͘DLJŚŽƵƐĞƐĞƌǀĞƐĂǀŝƚĂů
As an agent of your house, you can always get
ĨƵŶĐƟŽŶ͕ĂŶĚŝƚƐƉƌŽƐƉĞƌŝƚLJǁŝůůŚĞůƉ
food and lodging for your friends at a house
ĞǀĞƌLJŽŶĞ͘;'ŽŽĚͿ
enclave. When the house assigns you a mission,
2 dƌĂĚŝƟŽŶ͘/ƵƉŚŽůĚƚƌĂĚŝƟŽŶƐŽĨŵLJŚŽƵƐĞ
it will usually provide you with necessary supplies
ĂŶĚďƌŝŶŐŚŽŶŽƌƚŽŵLJĨĂŵŝůLJ͘;>ĂǁĨƵůͿ
and transportation. Beyond this, you have many
3 /ŶŶŽǀĂƟŽŶ͘ďĂŶĚŽŶŽůĚƚƌĂĚŝƟŽŶƐĂŶĚ
old friends, mentors, and rivals in your house
ĮŶĚďĞƩĞƌǁĂLJƐƚŽĚŽƚŚŝŶŐƐ͘;ŚĂŽƟĐͿ
and you may encounter one of them when you
interact with a house business. As a Lyrandar ϰ WŽǁĞƌ͘/ǁĂŶƚƚŽĞŶƐƵƌĞƚŚĞƉƌŽƐƉĞƌŝƚLJŽĨ
ŵLJŚŽƵƐĞĂŶĚǁŝĞůĚŝƚƐƉŽǁĞƌŵLJƐĞůĨ͘;ǀŝůͿ
agent you may know the captain of an airship; as
a Ghallanda agent you know a lot of innkeepers 5 ŝƐĐŽǀĞƌLJ͘/ǁĂŶƚƚŽůĞĂƌŶĂůů/ĐĂŶ͕ďŽƚŚĨŽƌ
ŵLJŚŽƵƐĞĂŶĚĨŽƌŵLJŽǁŶĐƵƌŝŽƐŝƚLJ͘;ŶLJͿ
and bartenders. The degree to which such
acquaintances will be willing to help you out will 6 ŽŵĨŽƌƚ͘/ǁĂŶƚƚŽĞŶƐƵƌĞƚŚĂƚŵĞĂŶĚ
depend on your current standing in your house. ŵŝŶĞĞŶũŽLJƚŚĞďĞƐƚƚŚŝŶŐƐŝŶůŝĨĞ͘;ŶLJͿ
Ěϲ ŽŶĚ
SUGGESTED CHARACTERISTICS 1 DLJŚŽƵƐĞŝƐŵLJĨĂŵŝůLJ͕ĂŶĚ/ǁŽƵůĚĚŽ
House agents are a diverse lot. Consider the ĂŶLJƚŚŝŶŐĨŽƌŵLJĨĂŵŝůLJ͘
house you serve and the type of work you do in 2 /ůŽǀĞƐŽŵĞŽŶĞĨƌŽŵĂŶŽƚŚĞƌŚŽƵƐĞ͕ďƵƚ
developing or selecting characteristics. ƐƵĐŚƌĞůĂƟŽŶƐŚŝƉƐĂƌĞĨŽƌďŝĚĚĞŶ͘
3 ^ŽŵĞŽŶĞ/ůŽǀĞǁĂƐŬŝůůĞĚďLJĂƌŝǀĂů
Ěϴ WĞƌƐŽŶĂůŝƚLJdƌĂŝƚ ĨĂĐƟŽŶǁŝƚŚŝŶŵLJŚŽƵƐĞ͕ĂŶĚ/ǁŝůůŚĂǀĞ
ƌĞǀĞŶŐĞ͘
1 /ŶĞǀĞƌůĞƚĞŵŽƟŽŶĐŽŵƉůŝĐĂƚĞǁŽƌŬ͘
4 /ĚŽŶ͛ƚĐĂƌĞĂďŽƵƚƚŚĞŚŽƵƐĞĂƐĂǁŚŽůĞ͕
2 /͛ŵĂůǁĂLJƐůŽŽŬŝŶŐƚŽŝŵƉƌŽǀĞĞĸĐŝĞŶĐLJ͘
ďƵƚ/ǁŽƵůĚĚŽĂŶLJƚŚŝŶŐĨŽƌŵLJŽůĚ
3 /ƐŚĂƌĞƚƌŝǀŝĂĂďŽƵƚŵLJŚŽƵƐĞ͛ƐďƵƐŝŶĞƐƐ ŵĞŶƚŽƌ͘
;ŵĞĚŝĐŝŶĞ͕ƐŚŝƉƐ͕ǁĂƌĨŽƌŐĞĚͿ͘
5 /ďĞůŝĞǀĞŵLJŚŽƵƐĞŶĞĞĚƐƚŽĞǀŽůǀĞƚŽ
4 /ŚŽůĚŵLJƐĞůĨĂŶĚĂŶLJŽŶĞ/ǁŽƌŬǁŝƚŚƚŽ ƐƵƌǀŝǀĞ͕ĂŶĚ/ŶĞĞĚƚŽůĞĂĚƚŚĂƚĐŚĂŶŐĞ͘
ĞdžƚƌĞŵĞůLJŚŝŐŚƐƚĂŶĚĂƌĚƐ͘
6 /ĂŵĚĞƚĞƌŵŝŶĞĚƚŽŝŵƉƌĞƐƐƚŚĞůĞĂĚĞƌƐŽĨ
5 /ŶĞǀĞƌĨŽƌŐĞƚĂŶŝŶƐƵůƚŵĂĚĞĂŐĂŝŶƐƚ ŵLJŚŽƵƐĞ͕ĂŶĚƚŽďĞĐŽŵĞĂůĞĂĚĞƌŵLJƐĞůĨ͘
ŵLJƐĞůĨŽƌŵLJŚŽƵƐĞ͘
6 /͛ŵǀĞƌLJĞdžĐŝƚĞĚĂŶĚĞŶƚŚƵƐŝĂƐƟĐĂďŽƵƚ Ěϲ &ůĂǁ
ĞǀĞƌLJƚŚŝŶŐŵLJŚŽƵƐĞĚŽĞƐ͘
1 /͛ŵŽǀĞƌůLJĐŽŶĐĞƌŶĞĚǁŝƚŚĨŽůůŽǁŝŶŐ
7 /͛ŵƌĞƉƌĞƐĞŶƟŶŐŵLJŚŽƵƐĞĂŶĚƚĂŬĞŐƌĞĂƚ ĞƐƚĂďůŝƐŚĞĚƉƌŽĐĞĚƵƌĞƐĂŶĚƉƌŽƚŽĐŽůƐ͘
ƉƌŝĚĞŝŶŵLJƉĞƌƐŽŶĂůĂƉƉĞĂƌĂŶĐĞ͘
2 /͛ŵŽďƐĞƐƐĞĚǁŝƚŚĐŽŶƐƉŝƌĂĐLJƚŚĞŽƌŝĞƐĂŶĚ
8 /͛ŵĐƌŝƟĐĂůŽĨŵŽŶĂƌĐŚŝĞƐĂŶĚŽƉƉŽƐĞĚƚŽ ǁŽƌƌŝĞĚĂďŽƵƚƐĞĐƌĞƚƐŽĐŝĞƟĞƐĂŶĚŚŝĚĚĞŶ
ĂŶLJƌĞƐƚƌŝĐƟŽŶƐŽŶƚŚĞŚŽƵƐĞƐ͘ ĚĞŵŽŶƐ͘
3 /ďĞůŝĞǀĞƚŚĂƚŵLJŚŽƵƐĞĂŶĚďůŽŽĚůŝŶĞ
ŵĂŬĞƐŵĞďĞƩĞƌƚŚĂŶĞǀĞƌLJŽŶĞĞůƐĞ͘
4 /͛ŵĐŽŶĐĞĂůŝŶŐĂƐĞĐƌĞƚƚŚĂƚĐŽƵůĚŐĞƚŵĞ
ĚƌŝǀĞŶĨƌŽŵŵLJŚŽƵƐĞ͘
5 /ŚĂǀĞƐƚƌŽŶŐƌĞůŝŐŝŽƵƐďĞůŝĞĨƐƚŚĂƚĂƌĞŶ͛ƚ
ƐŚĂƌĞĚďLJŽƚŚĞƌƐŝŶŵLJŚŽƵƐĞ͘
6 /͛ŵǁŽƌŬŝŶŐĨŽƌĂŚŝĚĚĞŶĨĂĐƟŽŶŝŶŵLJ
ŚŽƵƐĞƚŚĂƚŐŝǀĞƐŵĞƐĞĐƌĞƚĂƐƐŝŐŶŵĞŶƚƐ͘
CHAPTER 4 | BACKGROUND 95
THE MARK OF DETECTION
Rogue Folk Hero. You’re an inquisitive
trained by your house. You grew up in a bad
neighborhood, and while you could make more
“If you want a wall of muscle to get between you gold solving the problems of nobles, you’re more
and a blade, go to House Deneith. If you want interested in helping your community.
someone to anticipate the threat and make sure you Sage Wizard. You’re a brilliant diviner and
aren’t even in the room with whoever’s holding inquisitive. You have a knack for uncovering
that blade… that’s what we do.” conspiracies, and you found one in House Med-
ani. It might involve shape-changed demons or
—Baron Trelib d’Medani dragons—or both. You don’t know how deep it
goes, but you’re certain that other dragonmarked
The Mark of Detection is an inquisitive’s dream. PW][M[IVLVWJTMNIUQTQM[PI^MJMMVQVÅT\ZI\ML
It sharpens powers of observation and intuition,
allowing the bearer to draw connections and in-
terpret clues others might miss. By actively draw-
MARK OF DETECTION TRAITS
ing on its powers, the bearer can detect poisons If your half-elf character has the Mark of De-
and study the energies of magic. tection, the following traits replace the half-elf’s
Ability Score Increase and Skill Versatility traits
HOUSE MEDANI in the Player’s Handbook.
Ability Score Increase. Your Wisdom score
The Warning Guild of House Medani brokers increases by 2, and one other ability score of your
the services of bodyguards and inquisitives. choice increases by 1.
Medani advisors specialize in risk assessment Deductive Intuition. When you make an
and management, protecting clients from both Intelligence (Investigation) or a Wisdom (Insight)
physical and social threats. While Medani over- check, you can roll a d4 and add the number
laps with the inquisitives of House Tharashk and rolled to the ability check.
the bodyguards of House Deneith, the Warning Magical Detection. You can cast the detect
Guild specializes in subtle threats and complex magic and detect poison and disease spells with this
mysteries. trait. Starting at 3rd level, you can also cast the
The members of House Medani are half-elves see invisibility spell with it. Once you cast any of
with deep roots in Breland. Medani has little these spells with this trait, you can’t cast that spell
interest in the power struggles that sometimes _Q\PQ\IOIQV]V\QTaW]ÅVQ[PITWVOZM[\1V\MTTQ-
break out between the other dragonmarked gence is your spellcasting ability for these spells,
houses. Many Medani heirs are more interested and you don’t require material components for
QVPMTXQVO\PMQZKWUU]VQ\QM[\PIVQVXZWÅ\IVL them.
Medani heirs often work with law enforcement or Spells of the Mark. If you have the Spellcast-
PMTX\PW[M_PWKIV¼\IٺWZL\PMQZ[MZ^QKM[ ing or the Pact Magic class feature, the spells on
the Mark of Detection Spells table are added to
DRAGONMARKED CHARACTERS the spell list of your spellcasting class.
Here are a few examples of characters with the Dٻʥãã®ÊÄ^Ö½½Ý
Mark of Detection. ^ƉĞůů>ĞǀĞů ^ƉĞůůƐ
0W][M)OMV\*IZLWith the kind of threats
ϭƐƚ detect evil and good͕detect poison
your house deals with, words are often more
and disease
MٺMK\Q^M\PIV_MIXWV[AW][MZ^MI[WVMWN\PM
ϮŶĚ detect thoughts͕ĮŶĚƚƌĂƉƐ
eyes of the house, listening for rumors and watch-
ing for dangerous cabals and conspiracies. Along ϯƌĚ ĐůĂŝƌǀŽLJĂŶĐĞ͕ŶŽŶĚĞƚĞĐƟŽŶ
the way you do your best to mediate disputes and 4th ĂƌĐĂŶĞĞLJĞ͕ĚŝǀŝŶĂƟŽŶ
defuse dangerous situations. 5th ůĞŐĞŶĚůŽƌĞ
DRAGONMARKED CHARACTERS
ϭƐƚ ĐŽŵƉĞůůĞĚĚƵĞů͕ƐŚŝĞůĚŽĨĨĂŝƚŚ
ϮŶĚ ǁĂƌĚŝŶŐďŽŶĚ͕njŽŶĞŽĨƚƌƵƚŚ
Some examples of characters with this mark: ϯƌĚ ĐŽƵŶƚĞƌƐƉĞůů͕ƉƌŽƚĞĐƟŽŶĨƌŽŵĞŶĞƌŐLJ
Paladin Soldier. You’re a Sentinel Mar- 4th ĚĞĂƚŚǁĂƌĚ͕ŐƵĂƌĚŝĂŶŽĨĨĂŝƚŚ
shal, and you feel a divine calling to the cause of 5th ŝŐďLJ͛ƐŚĂŶĚ
GUST
Transmutation cantrip
+I[\QVO<QUM"1 action
:IVOM"30 feet
+WUXWVMV\["V, S
,]ZI\QWV"Instantaneous
You seize the air and compel it to create one of
\PMNWTTW_QVOMٺMK\[I\IXWQV\aW]KIV[MM_Q\PQV
range:
• One Medium or smaller creature that you
choose must succeed on a Strength saving
throw or be pushed up to
5 feet away from you.
• You create a small blast of air
capable of moving one object
that is neither held nor carried
and that weighs no more than 5
pounds. This object is pushed up to 10
feet away from you. It isn’t pushed with
enough force to cause damage.
• AW]KZMI\MIPIZUTM[[[MV[WZaMٺMK\][QVO
air, such as causing leaves to rustle, wind to
slam shutters closed, or your clothing to
billow impressively in a breeze.
A
RCANE MAGIC PLAYS A VITAL ROLE creation of magic items, and
in the Five Nations. Common many powerful tools—such
magic items are widespread in as the lightning rail and
the world. The crystals known as elemental airships—require
dragonshards serve as the fuel an ongoing expenditure of
of the magical economy and are used in focus Eberron dragonshards to
items that amplify the powers of dragonmarks. maintain their enchantments.
Khyber dragonshards are
found deep in the earth, often
DRAGONSHARDS near layers of magma. These living
crystals typically grow on cavern
Dragonshards are crystals imbued with raw
walls, and superstition says they
mystical energy. They are the fuel that drives
ÆW]ZQ[PQVIZMI[_Q\P[QOVQÅKIV\ÅMVLQ[P
the magical economy, playing a vital role in the
activity. Khyber dragonshards are deep
creation of magic items and the performance of
blue or dark violet, laced with gleaming veins.
arcane rituals.
3PaJMZLZIOWV[PIZL[PI^MIIٻVQ\aNWZ
Dragonshards come in three distinct
binding magics. Elemental binding—which
^IZQM\QM[MIKPWN_PQKPIZMNW]VLQVLQٺMZMV\
is behind airships, the lightning rail, and
environments. Eberron dragonshards are
elemental galleons—requires a Khyber shard
found in shallow soil, and often encased in
to hold the elemental. Khyber shards are
geode-like stone shells. Eberron shards can be
used for phylacteries, planar binding, any
NW]VLITUW[\IVa_PMZMJ]\\PMUW[\[QOVQÅKIV\
W\PMZMٺMK\[\PI\\ZIXWZUIVQX]TI\M[XQZQ\[
deposits have been discovered in jungle
Khyber dragonshards are also used for many
environments, notably Q’barra and the distant
necromantic rituals.
land of Xen’drik. In their raw form, Eberron
Siberys dragonshards fall from the Ring
shards are rosy crystals with crimson swirls
of Siberys, the ring of crystals that encircles
ÆW_QVO\PMQZLMX\P[
the world. While rare in Khorvaire, there
Eberron shards are the most common form of
IZM[QOVQÅKIV\[PIZLÅMTL[QV\PMKWV\QVMV\WN
dragonshard. They are primarily
Xen’drik, and this is a potential source of great
ZMÅVMLQV\WIOTW_QVO
wealth for explorers. Siberys dragonshards are
powder. This dragonshard
amber in color, with swirling golding veins
dust can be used to fuel
gleaming within.
almost any act of magic.
Siberys dragonshards have a close
When casting a spell, you
IٻVQ\a\WLZIOWVUIZS[
can use dragonshard
and are a vital
dust in place of any
part of any
spell component
dragonmark
that has a cost,
focus item.
unless the DM
Larger shards
says otherwise.
may be required
Dragonshard dust
for eldritch
is used in the
machines or used in
the creation of legendary
items or artifacts.
KÙÊ¥^«®½®Ä¦
IMBUED WOOD WůĂŶĂƌDĂƚĞƌŝĂů ĂŵĂŐĞdLJƉĞ
?WVLZW][Q\MUKWUUWVZMY]QZM[I\\]VMUMV\
Fernian basalt Fire
An QUJ]ML_WWLNWK][Q[IZWL[\IٺWZ_IVLK]\ Irian quartz Radiant
from a tree infused with extraplanar energy. If
Kythrian skarn Acid and poison
you’re a spellcaster, you can use this orb as a
spellcasting focus. >ĂŵĂŶŶŝĂŶŇŝŶƚ Lightning and thunder
When you cast a damage-dealing spell using Mabaran obsidian EĞĐƌŽƟĐ
this item as your spellcasting focus, you gain a +1 Risian shale Cold
bonus to one damage roll of the spell, provided Shavarran chert Force
the damage is of the type associated with the Xorian marble Psychic
item’s wood. The types of wood and their
associated damage types are listed in the Imbued
Wood Focus table.
DIMENSIONAL SEAL
A dimensional seal is a massive stone slab
covered with a complex pattern of runes and
[QOQT[<PM[MITXZWRMK\[IVQV^Q[QJTMÅMTLQV
IUQTMZILQ][<PQ[ÅMTLJTWKS[ITTNWZU[
WNKWVR]ZI\QWVUIOQKIVLIVaW\PMZMٺMK\
that involves teleportation or planar travel.
Dimensional seals are usually found in the
Eldeen Reaches and the Shadow Marches—
ZMUQVLMZ[WN\PMKWVÆQK\JM\_MMV\PM
Gatekeepers and the daelkyr. The techniques
A
I’ve been here a week, and it’s still hard not to be LL OF THE THEMES OF THE SETTING
overwhelmed by the city. The towers rise up until are made manifest in the great
city of Sharn. It’s a place of
they disappear into the clouds. Lights gleam in a
magic, with skycoaches circling
thousand windows. Skycoaches work their way mile-high towers and mystic
through the maze of bridges connecting the massive forges toiling endlessly in the bowels. It’s a
towers, and up above I can see the burning ring of place of adventure and intrigue. A fallen angel
an elemental airship. is gathering minions in the ruins below the
city. A gang war is unfolding in Callestan.
Staring into the sky, I nearly walk into a massive The corpse of a murdered nobleman has
_IZNWZOMLR]OOMZVI]\1\¼[UaÅZ[\\QUM[MMQVO just been discovered in his floating mansion.
one… but there’s so many things I’ve never seen A Cannith artificer is experimenting with a
in this place. A tattooed elf haggles with a masked planar gateway—and something is about to go
PITÆQVOIZO]QVOIJW]\\PMXZQKMWNTQbIZLUMI\) terribly wrong.
All of these adventures and a hundred more are
gargoyle watches from a high perch. I gather my
waiting in the City of Towers.
senses and keep moving. This chapter provides an overview of Sharn,
It’s not until I reach the lift that I realize… that with a host of story hooks to help you get started.
warforged stole my purse. For more information about the city and its
inhabitants, refer to the sources in the Appendix.
126 CHAPTER
HAPTER 6 | SHARN BACKGROUNDS
GUILD ARTISAN HERMIT
There’s always work for a talented individual As a hermit, you spent a considerable time in
in Sharn. Masons work on the towers. Smiths seclusion before making a discovery that drew
hammer away in the cogs. Bakers and brewers you back to the world. Were you isolated in
tend to the endless appetites of the common folk. Sharn, or did you discover something that’s
The largest guilds are tied to the dragonmarked drawn you to the City of Towers?
houses. The Fabricator’s Guild of House Cannith
deals with manufacturing trades, while the
1d4 Hermit
Hosterler’s Guild of House Ghallanda covers
inns, taverns, and restaurants. Are you part of 1 zŽƵƐƉĞŶƚƚŚĞůĂƐƚƚĞŶLJĞĂƌƐŵĞĚŝƚĂƟŶŐ
one of these international guilds, or tied to a ŽŶĂƉŝůůĂƌŽŶŽŶĞŽĨƚŚĞŚŝŐŚĞƐƚƉŽŝŶƚƐ
smaller local organization? ŝŶ^ŚĂƌŶ͘ƌĞĐĞŶƚƌĞǀĞůĂƟŽŶŚĂƐ
ďƌŽƵŐŚƚLJŽƵĚŽǁŶĨƌŽŵLJŽƵƌƉĞƌĐŚ͖
ǁŚĂƚŝƐLJŽƵƌƋƵĞƐƚ͍KǀĞƌƚŚĞĐŽƵƌƐĞŽĨ
1d4 'ƵŝůĚƌƟƐĂŶ LJŽƵƌŝƐŽůĂƟŽŶLJŽƵďĞĐĂŵĞƐŽŵĞƚŚŝŶŐ
1 zŽƵ͛ƌĞĂLJŽƵŶŐƉƌŽĚŝŐLJ͘zŽƵ͛ǀĞũƵƐƚ ŽĨĂƚŽƵƌŝƐƚĂƩƌĂĐƟŽŶ͖ĂŐŶŽŵĞ
ũŽŝŶĞĚƚŚĞŐƵŝůĚ͕ďƵƚLJŽƵƌĐŽŵƌĂĚĞƐĂƌĞ ŵĞƌĐŚĂŶƚƵƐĞĚƚŽƐĞůůƉůĂƐƚĞƌƐƚĂƚƵĞƐ
ĂŵĂnjĞĚĂƚLJŽƵƌĞĂƌůLJƚĂůĞŶƚĂŶĚƉƵƐŚ ŽĨLJŽƵŽŶLJŽƵƌƉŝůůĂƌ͘
LJŽƵƚŽĞdžĐĞů͘ 2 zŽƵƐƉĞŶƚLJŽƵƌůŝĨĞŝŶĂŚŝĚĚĞŶ
2 tŚŝůĞLJŽƵ͛ǀĞƐƟůůŐŽƚLJŽƵƌŐƵŝůĚƟĞƐ͕ ŵŽŶĂƐƚĞƌLJŝŶ^ŚĂƌŶ͘ŝĚƚŚĞŵĂƐƚĞƌŽĨ
LJŽƵƌĞƟƌĞĚĨƌŽŵƚŚĞďƵƐŝŶĞƐƐƐŽŵĞ LJŽƵƌŽƌĚĞƌƐĞŶĚLJŽƵŽƵƚŽŶĂŵŝƐƐŝŽŶ͍
LJĞĂƌƐĂŐŽ͘zŽƵŚĂƚĞƚŚĞŶĞǁĨĂŶŐůĞĚ KƌĂƌĞLJŽƵƚŚĞůŽŶĞƐƵƌǀŝǀŽƌŽĨĂŶ
ƚĞĐŚŶŝƋƵĞƐƚŚĞŬŝĚƐĂƌĞƵƐŝŶŐƚŽĚĂLJ͘ ĂƩĂĐŬƚŚĂƚĚĞƐƚƌŽLJĞĚLJŽƵƌŵŽŶĂƐƚĞƌLJ͍
3 zŽƵ͛ƌĞĂƌĞƐƉĞĐƚĞĚŵĞŵďĞƌŽĨŽŶĞ 3 zŽƵǁĞƌĞƚŚĞůŽŶĞƐƵƌǀŝǀŽƌŽĨĂŶ
ŽĨƚŚĞĚƌĂŐŽŶŵĂƌŬĞĚŐƵŝůĚƐ͕ďƵƚ ĂŝƌƐŚŝƉĐƌĂƐŚĂŶĚƐƉĞŶƚLJĞĂƌƐŝŶĂ
LJŽƵ͛ƌĞĐŽŶĐĞƌŶĞĚĂďŽƵƚƚŚĞƉŽůŝĐŝĞƐ ƌĞŵŽƚĞůŽĐĂƟŽŶƵŶƟůLJŽƵǁĞƌĞĨŽƵŶĚ͘
ŽĨƚŚĞŚŽƵƐĞĂŶĚƚŚĞĚŝƌĞĐƟŽŶŽĨŝƚƐ /ŶƚŚĂƚƟŵĞ͕LJŽƵĞdžƉĞƌŝĞŶĐĞĚĂ
ůĞĂĚĞƌƐŚŝƉ͘ ƌĞŵĂƌŬĂďůĞƌĞǀĞůĂƟŽŶ͘ŝĚLJŽƵŚĂǀĞĂ
4 zŽƵ͛ƌĞĂŵĞŵďĞƌŽĨĂƐŵĂůůĂůůŝĂŶĐĞŽĨ ƌĞůŝŐŝŽƵƐĞdžƉĞƌŝĞŶĐĞ͕ŽƌĚŝĚLJŽƵŚĂǀĞ
ŝŶĚĞƉĞŶĚĞŶƚĂƌƟƐĂŶƐ͘zŽƵ͛ƌĞĮŐŚƟŶŐ ĂŶĂƌĐĂŶĞŝŶƐŝŐŚƚŝŶƚŽƚŚĞǁŽƌŬŝŶŐƐŽĨ
ƚŽŬĞĞƉLJŽƵƌĐŽůůĞĐƟǀĞĨƌŽŵďĞŝŶŐ ƚŚĞƵŶŝǀĞƌƐĞ͍
ĐƌƵƐŚĞĚďLJƚŚĞĚƌĂŐŽŶŵĂƌŬĞĚŚŽƵƐĞƐ͘ 4 zŽƵ͛ƌĞĂůŝďƌĂƌŝĂŶ͘zŽƵ͛ǀĞƐƉĞŶƚLJŽƵƌ
ĞŶƟƌĞůŝĨĞŝŶƚŚĞůĂďLJƌŝŶƚŚŽĨŬƐ
ďĞůŽǁDŽƌŐƌĂǀĞhŶŝǀĞƌƐŝƚLJ͘ĨĞǁ
ǁĞĞŬƐĂŐŽLJŽƵƐƚƵŵďůĞĚŽŶĂƐĞĐƌĞƚ
ďƵƌŝĞĚŝŶƚŚĞǀĂƵůƚƐͶƐŽŵĞƚŚŝŶŐƐŽďŝŐ
ƚŚĂƚŝƚ͛ƐĚƌŝǀĞŶLJŽƵĨƌŽŵLJŽƵƌďĞůŽǀĞĚ
ŬƐĂŶĚŝŶƚŽĂůŝĨĞŽĨĂĚǀĞŶƚƵƌĞ͘/Ɛŝƚ
ĂĨƌĂŐŵĞŶƚŽĨƚŚĞƌĂĐŽŶŝĐWƌŽƉŚĞĐLJ͍
ĐŽŵƉůĞdžƉƵnjnjůĞůĞĂĚŝŶŐƚŽĂŶĂŶĐŝĞŶƚ
ƚƌĞĂƐƵƌĞ͍
LOWER CENTRAL
deal with powerful merchants, city councilors,
dragonmarked barons, or the ambassadors of
other nations, Central Plateau is a place where This district is peaceful and largely residential; it’s
deals are made and gold changes hands. the safest and most pleasant of the lower wards.
;MZ^QKM[IZMTIZOMTaKWUNWZ\IJTMQVY]ITQ\aIVL
the Sharn Watch is plentiful and well paid.
UPPER CENTRAL
THINGS TO DO IN CENTRAL PLATEAU
*W\POWTLIVLXW_MZÆW_LW_VNZWU=XXMZ
Central. The Council Hall is the seat of city
government, while the Korranath—the grand Attend an Auction. The Aurora Gallery
temple of Kol Korran—is the heart of Sharn’s =XXMZ+MV\ZITQ[\PMÅVM[\I]K\QWVPW][MQV
ÅVIVKQITLQ[\ZQK\IVL\PMTWKI\QWVWN0W][M Sharn and specializes in auctions of exotic magic
Kundarak’s largest bank… along with the items and relics from Xen’drik. You never know
legendary Kundarak Vaults. Upper Central what’s going to be available—or who will be
houses the mansions and estates of powerful bidding against you.
nobles, along with businesses that cater to them. Plan a Heist. Rob the Kundarak Bank of
Between the Sharn Watch and private security Sharn (Upper Central) or the Brelish Museum of
forces, this is a bad place to start trouble, and Fine Art (Middle Central).
player characters who appear suspicious may be Go to Jail. The Citadel in Middle Central is
challenged by guards. also Sharn’s high-security prison.
Pray. The primary temples of the Sovereign
Host and the Silver Flame are located in Middle
MIDDLE CENTRAL +MV\ZITITWVO_Q\PIPW[\WN[PZQVM[\W[XMKQÅK
A center for intrigue and espionage. The district Sovereigns and lesser faiths. Take part in a
of Ambassador Towers includes embassies and festival or drop in for some spiritual guidance!
consulates from the Thronehold Nations, along Espionage! Whether you work for your
with Aerenal and Sarlona. Ambassador Towers is nation or get entangled in the schemes of the
IT[WPWUM\W\PM3QVO¼[+Q\ILMTPMILY]IZ\MZ[WN dragonmarked houses, there’s a lot of powerful
Brelish intelligence. Across the ward, the district people in Middle Central with a use for capable
of Dragon Towers holds the primary enclaves agents.
of the dragonmarked houses. Rounding things
LOWER DURA
and many consider it to be a blight on the
City of Towers. There are cracks in the stones
and places where enchantments have failed The district of Precarious is the gateway to
and never been restored. Dura is riddled with +TQ[ٺQLMIVL\PMLWKS[WN;PIZV<PM;PIZV
poverty and crime, and overall, it’s the most Watch maintains an active presence in Precarious,
dangerous section of the city. But it also holds securing passage to the docks and watching the
WXXWZ\]VQ\QM[aW]KIV¼\ÅVLIVa_PMZMMT[M° many warehouses. The rest of Lower Dura has
and if you’re looking for smuggled goods or a been left to rot. Ignored by the Watch, it is the
place to lay low, head to Dura. domain of gangs and crimelords. The district
of Fallen is a haunted ruin; this temple district
_I[IJIVLWVMLIN\MZIÆWI\QVO\W_MZKWTTIX[ML
UPPER DURA onto it. Malleon’s Gate is home to the goblins of
This ward is full of life, home to talented artisans Sharn, along with other monstrous immigrants
and successful merchants. There’s a seedy from Droaam and Darguun. Callestan is a center
edge to Upper Dura, and in general it has the for criminal activity.
Y]ITQ\QM[WNIUQLLTM_IZL*]\Q\¼[IXTIKM\PI\
THINGS TO DO IN DURA
welcomes all manner of suspicious customers…
_PQKPUISM[Q\IPI^MVNWZIL^MV\]ZMZ[+TQ\ٺWX
is a home away from home for explorers and Talk About the Race. The inhabitants of Dura
mercenaries. The Sharn Watch maintains a are devoted to the Race of Eight Winds and are
fortress garrison in Daggerwatch. The Highhold always willing to discuss the latest news.
district is an upscale dwarven neighborhood; Gamble. Legal gambling is heavily taxed and
it’s said that the strongest spirits in Sharn are limited in its scope. Dura is home to a wide range
served at Morragin’s Tavern. Hope’s Peak is WN[PILQMZIVLUWZMXZWÅ\IJTMOIUM[
a temple district, notable for the Citadel of the Go Shopping. If you’re looking for expensive
Sun. Dedicated to Dol Arrah, this church is goods shop elsewhere. But the Bazaar of Middle
considered to be a true bastion of light. Finally, Dura is an excellent source for exotic goods…
the Overlook district is home to most of the TMOITWZW\PMZ_Q[M+TQ\ٺWXKI\MZ[\WIL^MV\]ZMZ[
kalashtar in Sharn. and has a reasonable selection of magical goods.
A Little Crime. Looking for a fence? Need
\WÅVLI[U]OOTMZWZIVI[[I[[QV',WaW]_IV\
MIDDLE DURA to set up a meeting with a Boromar lieutenant?
Middle Dura caters to the working class of Sharn. Lower Dura is the nexus for criminal activities
It’s inns and taverns are modest in price, but in Sharn.
there’s gold among the dross. The Bazaar is the ;]ٺMZ)<MZZQJTM)KKQLMV\The Sharn
largest commercial district in Sharn, though it’s Watch ignores Lower Dura, and even in the
certainly shadier than the other major markets higher wards they’re spread thin. There are even
in the city. Middle Dura is home to a host of stories of dragonmarked houses and mad wizards
inns and taverns. The King of Fire is a popular conducting dangerous experiments in Lower
tavern and reputable gambling establishment. Dura… who’s going to stop them?
Ghallanda Hall has the only comfortable rooms
LOWER MENTHIS
Sharn. Whether you’re looking for classical
\PMI\MZIÅVMJWWS[\WZMWZIVQTTMOITÅOP\QVO
ZQVO5MV\PQ[PI[[WUM\PQVO\WWٺMZ Providing cheap entertainment to the masses,
4W_MZ5MV\PQ[Q[KZW_LML1\¼[ÅTTML_Q\P[SM\KPa
taverns and theaters ranging from the innocent to
UPPER MENTHIS \PMZQ[Y]M<PMZMIZMOIUJTQVOPITT[JZW\PMT[IVL
Elegant and civilized, Upper Menthis is home spontaneous performances in the streets. Lower
\WNW]ZWN\PMÅVM[\\PMI\MZ[QV*ZMTIVL"<PM 5MV\PQ[Q[IT[WPWUM\W\PM*]ZVQVO:QVOIÅOP\
cutting-edge Art Temple, colorful Khavish club where spectators bet on amateur gladiators.
Theater, traditional Grand Stage, and the open- Technically illegal, the Burning Ring moves
air Stargazer Theater, along with the Kavarrah around the ward. Competitors are armed but
Concert Hall. It’s the location of Morgrave unarmored; matches continue until a contestant
University. It includes upscale shops with a focus yields, but fatalities do happen.
WVÅVMNWWLIVLNI[PQWV#\PMUW[\ZMUIZSIJTM
CLASSES AT MORGRAVE
Morgrave’s physical education classes cover
everything from acrobatics and athletics to
archery, dueling, and various other forms of
combat. The arcane studies program covers
the Arcana skill, as well as honing the abilities
of arcane casters. Divine magic can’t simply be
taught, but Morgrave has classes in theology and
religious history—essentially, the Religion skill.
While these classes may not make for
interesting adventures, Morgrave is famous for
its hands-on teaching style. This often involves
competitions against other students. It can also
involve a professor’s personal projects: Why don’t
you come help with this conjuration? Trust me, nothing
will go wrong. Once students have proven their
competence, it can involve expeditions—trips
into the Depths of Sharn, or even to distant
countries or lands.
Although Morgrave professors are experts
QV\PMQZÅMTL[\PQ[LWM[V¼\UMIV\PMaPI^MITT
the abilities of high level player characters! Just
because that conjuration professor can perform
a summoning ritual doesn’t mean he can cast
ÅZMJITT. Always remember that player characters are
exceptional—and as that talent begins to show,
people are sure to take an interest in you.
d«,ÊÊ» d«s®½½®Ä
1d8 Plot Hook 1d12 sŝůůĂŝŶ
1 KŶĞŽĨƚŚĞWƐŝƐŶĞĂƌůLJĐƌƵƐŚĞĚǁŚĞŶ 1 ĚƌĂŐŽŶŵĂƌŬĞĚďĂƌŽŶ
ĂŵĂŶĨĂůůƐĨƌŽŵĂŚŝŐŚďƌŝĚŐĞ͕ƐƚƌŝŬŝŶŐ 2 ŶĞĐĐĞŶƚƌŝĐŶŽďůĞ;ƵƌƵŵͿ
ƚŚĞŐƌŽƵŶĚŶĞĂƌƚŚĞŵĂŶĚĚLJŝŶŐ 3 ůŽĐĂůĐƌŝŵĞůŽƌĚ;ŽƌŽŵĂƌůĂŶͿ
ŝŶƐƚĂŶƚůLJ͘,Ğ͛ƐĐĂƌƌLJŝŶŐĂƐĞĂůĞĚďĂŐ
4 ŶĞĨĂƌŝŽƵƐŶĞĐƌŽŵĂŶĐĞƌ;ŵĞƌĂůĚůĂǁͿ
ŽĨŚŽůĚŝŶŐĂŶĚƚŚĞďĂĚŐĞŽĨĂŶĂŐĞŶƚ
ŽĨƚŚĞƌŐĞŶƚƵŵ͕ĂdŚƌĂŶĞĂŐĞŶĐLJ ϱ ƐŝŶŝƐƚĞƌĐƵůƟƐƚ;ƌĂŐŽŶĞůŽǁͿ
ĚĞĚŝĐĂƚĞĚƚŽƚŚĞƌĞƚƌŝĞǀĂůŽĨĚĂŶŐĞƌŽƵƐ ϲ ŵŝƐŐƵŝĚĞĚƉĂůĂĚŝŶ;^ŝůǀĞƌ&ůĂŵĞͿ
ĂƌƟĨĂĐƚƐ͘ 7 ĐůĞǀĞƌĚŽƉƉĞůŐĂŶŐĞƌ;dLJƌĂŶƚƐͿ
2 dŚĞWƐĂƌĞĐĂƵŐŚƚŝŶƚŚĞŵŝĚĚůĞŽĨĂ 8 ǀĞŶŐĞĨƵůǁĂƌĨŽƌŐĞĚ;>ŽƌĚŽĨůĂĚĞƐͿ
ƉŝƚĐŚĞĚďĂƩůĞ͙ĂŶĚƚŚĞLJĚŽŶ͛ƚŬŶŽǁ 9 ƉŽƐƐĞƐƐĞĚŝŶŶŽĐĞŶƚ;ƌĞĂŵŝŶŐĂƌŬͿ
ƚŚĞƉĞŽƉůĞŽŶĞŝƚŚĞƌƐŝĚĞ͘
ϭϬ ŶŽŶŝŵĂƐƚĞƌŵŝŶĚ;ĂĂƐŬͿ
3 dŚĞWƐŶŽƟĐĞĂĐŽƌƉƐĞŝŶĂŶĂůůĞLJ͙Ă
11 ŶĞŶŝŐŵĂƟĐƌĂŬƐŚĂƐĂ;>ŽƌĚƐŽĨƵƐƚͿ
ĐŽƌƉƐĞƚŚĂƚůŽŽŬƐĞdžĂĐƚůLJůŝŬĞŽŶĞŽĨƚŚĞ
ƉůĂLJĞƌĐŚĂƌĂĐƚĞƌƐ͘ 12 ĚŝƐŐƵŝƐĞĚĚƌĂŐŽŶ;dŚĞŚĂŵďĞƌͿ
4 ĨŽƌŵĞƌĐŽŵƌĂĚĞŝŶĂƌŵƐƐŚŽǁƐƵƉ͘ d«W½Êã
^ŚĞ͛ƐďĂĚůLJŝŶũƵƌĞĚ͕ĂŶĚŚĞƌĞŶĞŵŝĞƐ
ĂƌĞƌŝŐŚƚďĞŚŝŶĚŚĞƌ͘ 1d10 Plot
ϱ ŐĂƌŐŽLJůĞĐŽƵƌŝĞƌĚĞůŝǀĞƌƐĂ 1 ƌƌĂŶŐĞĂĚĂŶŐĞƌŽƵƐĂůůŝĂŶĐĞ͘
ŵLJƐƚĞƌŝŽƵƐƉĂĐŬĂŐĞ͘ 2 ĐƋƵŝƌĞĂƉŽǁĞƌĨƵůĂƌƟĨĂĐƚ͘
ϲ ĚĞůŝƌŝŽƵƐƐƚƌĞĞƚƉƌĞĂĐŚĞƌŚĂƐĂŶ 3 ƐƐĞŵďůĞĂŶĚƵƐĞĂŵĂŐŝĐĂůǁĞĂƉŽŶ͘
ĂƉŽĐĂůLJƉƟĐǀŝƐŝŽŶĐŽŶĐĞƌŶŝŶŐŽŶĞŽĨ
4 ĞĨĞĂƚĂƌŝǀĂů͘
ƚŚĞƉůĂLJĞƌĐŚĂƌĂĐƚĞƌƐ͘
ϱ KƉĞŶĂƉůĂŶĂƌƉŽƌƚĂů͘
7 dŚĞWƐĚŝƐĐŽǀĞƌĂďŽƵŶĚͲĞůĞŵĞŶƚĂů
ĞdžƉůŽƐŝǀĞĚĞǀŝĐĞŝŶƚŚĞŝƌƋƵĂƌƚĞƌƐ͘dŚĞLJ ϲ ^ƵŵŵŽŶĮĞŶĚƐŽƌƵŶĚĞĂĚ͘
ŚĂǀĞƚŚƌĞĞƌŽƵŶĚƐƚŽŇĞĞŽƌĂƩĞŵƉƚƚŽ 7 KǀĞƌƚŚƌŽǁĂƉĞĞƌŽƌƐƵƉĞƌŝŽƌ͘
ĚŝƐĂƌŵƚŚĞĚĞǀŝĐĞ͘ 8 ĂƵƐĞĂƌŝŽƚŝŶƚŚĞŽŐƐ͘
8 ƐŬLJĐŽĂĐŚĐƌĂƐŚĞƐƚŚƌŽƵŐŚƚŚĞǁĂůů͘ 9 ^ƚĂƌƚĂǁĂƌďĞƚǁĞĞŶƚǁŽĂůůŝĞƐ͘
/ƐƚŚŝƐĂŶĂƩĂĐŬ͕ŽƌƚŚĞƌĞƐƵůƚŽĨ ϭϬ ŽůůĂƉƐĞ^ŬLJǁĂLJŽƌŽŶĞŽĨƚŚĞƚŽǁĞƌƐ͘
ƐĂďŽƚĂŐĞ͍
EBERRON SOURCEBOOKS
new adventure sites. This book also investigates
dragons on the continents of Khorvaire, Sarlona,
and Xen’Drik.
These resources are currently available as ebooks
Dragonmarked (3.5E): This supplement
via the Dungeon Master’s Guild at:
explores each of the thirteen dragonmarked
DMsGuild.com houses in detail and presents advice for playing
The -JMZZWV+IUXIQOV;M\\QVOand -JMZZWV+IUXIQOV dragonmarked characters within a house or guild.
/]QLMboth provide an overview of the world, It also introduces new options for dragonmarked
including advice on creating adventures and characters, including prestige classes, feats, and
a deeper look at the nations of Khorvaire and spells. Finally, it discusses aberrant dragonmarks
the lands beyond it. Either of these books can and their role in a campaign.
be useful for a Dungeon Master who wants Eberron Campaign Guide (4E): Designed for
further insight into the setting. The other books the fourth edition of the DUNGEONS & DRAGONS
IZMTIZOMTa\QML\W[XMKQÅK[]JRMK\[1NaW]_IV\ Roleplaying Game, this book presents a historical
to run a campaign in the mysterious lands of and geographical overview of the setting;
Xen’drik, ;MKZM\[WN@MV¼LZQS and +Q\aWN;\WZUZMIKP information on key locations, personalities, and
PI^MITW\\WWٺMZ1NaW]¼ZMOWQVO\W[\IaPWUM organizations; an introductory adventure; and a
.Q^M6I\QWV[reveals more information about bestiary of monsters and villains.
the nations at the heart of Khorvaire, while Eberron Campaign Setting (3.5E): The
,ZIOWVUIZSMLexpands on the dynasties that ÅZ[\[W]ZKMJWWSNWZ\PM[M\\QVO\PQ[XZW^QLM[I
dominate the magical economy. general overview of the world. This includes the
All of these books were written for the revised IZ\QÅKMZKTI[[IVL[\I\Q[\QK[NWZUWV[\MZ[]VQY]M
third edition (3.5E) or the fourth edition (4E) of to Eberron (deathless, daelkyr, quori), along with
the Dungeons & DragonsRoleplaying Game. a host of spells, feats, prestige classes, and other
The setting material in these books is suitable to game material.
any Eberron campaign but the monsters, spells, Eberron Player’s Guide (4E): This book
classes, feats, or other game material in these presents Eberron from the point of view of the
books require adaptation for use in modern adventurer exploring it. This includes everything
campaigns. a player needs to create Eberron characters in
the fourth edition of the DUNGEONS & DRAGONS
City of Stormreach (3.5E): Stormreach is an Roleplaying Game.
IL^MV\]ZMZ¼[ÅZ[\[\WX_PMVM`XTWZQVO\PMLQ[\IV\ Explorer’s Handbook (3.5E): This book
land of Xen’drik. This book describes the shadowy gives players everything they need to explore a
EBERRON NOVELS
economy, as well as important locations,
communities, organizations, and NPCs.
Forge of War (3.5E): This comprehensive
There are dozens of novels that explore the world
overview of the Last War provides all you need to
of Eberron. Here are a few that are currently
SVW_IJW]\\PMM^MV\[IZUQM[JI\\TMÅMTL[IVL
available as ebooks or audiobooks:
themes of Eberron’s greatest clash of nations.
The Draconic Prophecy trilogy by James
Magic of Eberron (3.5E): In addition to
Wyatt: ;\WZU,ZIOWV,ZIOWV.WZOM,ZIOWV?IZA
presenting new arcane and divine spells, feats,
half-elf seer with the Mark of Storms discovers
XZM[\QOMKTI[[M[IVLUIOQKQ\MU[\PQ[JWWSWٺMZ[
his role in the mysterious Draconic Prophecy—a
VM_WX\QWV[IVLQVN][QWV[NWZIZ\QÅKMZ[M`XTWZM[
destiny that will take him from the dungeons of
dragon totem magic and the twisted experiments
Dreadhold to Aundair and Argonnessen.
of the daelkyr, sheds light on the process of
The Dragon Below trilogy by Don
elemental binding, and touches on other types of
Bassingthwaite: <PM*QVLQVO;\WVM<PM/ZQM^QVO
magic present in the world.
<ZMM<PM3QTTQVO;WVOBeginning in the gloom of
Player’s Guide to Eberron (3.5E): An
the Shadow Marches, this series draws in the
overview of important locations, events,
Gatekeeper druids, the daelkyr, the kalashtar,
organizations, races, and features of the Eberron
and the Cults of the Dragon Below.
campaign setting, this gives a sense of what a
The Dreaming Dark trilogy by Keith
player character might know about the world,
Baker: +Q\aWN<W_MZ[<PM;PI\\MZML4IVL/I\M[
while providing additional character options.
WN6QOP\. In the wake of the Mourning, a band
Races of Eberron (3.5E): This sourcebook
of Cyran soldiers travel to the city of Sharn.
delves deeply into changelings, kalashtar, shifters,
Trouble in the City of Towers leads them to the
and warforged. It provides detailed information
ruins of Xen’drik and the planes of Thelanis and
on the psychology, society, culture, behavior,
Dal Quor as they unravel the schemes of the
religion, folklore, and other aspects of these races,
Dreaming Dark.
as well as exploring the role of other core D&D
The Heirs of Ash trilogy by Rich Wulf:
races in the setting.
>WaIOMWN\PM5W]ZVQVO,I_V.TQOP\WN\PM,aQVO;]V
Secrets of Sarlona (3.5E): This sourcebook
:Q[MWN\PM;M^MV\P5WWVThis series follows the
explores the continent of Sarlona, home to the
KZM_WNIVIQZ[PQXWVIRW]ZVMaIKZW[[-JMZZWVQV
kalashtar and the villainous Inspired. It explores
pursuit of a mysterious superweapon.
Infusions Known
O`]fqgm_Yafl`ak^]Ylmj]$ha[c^gmjYjlaÕ[]jaf^mkagfk
lgd]Yjf$[`ggkaf_^jgel`]É9jlaÕ[]jAf^mkagfkÊk][lagf
Yll`]]f\g^l`][dYkkÌk\]k[jahlagf&Qgmd]YjfY\\alagfYd
infusions of your choice when you reach certain levels in
this class, as shown in the Infusions Known column of
l`]9jlaÕ[]jlYZd]&
Whenever you gain a level in this class, you can replace
gf]g^l`]YjlaÕ[]jaf^mkagfkqgmd]Yjf]\oal`Yf]ogf]&
Infusing an Item
O`]f]n]jqgmÕfak`Ydgf_j]kl$qgm[Yflgm[`Yfgf-
eY_a[YdgZb][lYf\aeZm]aloal`gf]g^qgmjYjlaÕ[]j
infusions, turning it into a magic item. An infusion works Alchemist
gfgfdq[]jlYafcaf\kg^gZb][lk$Ykkh][aÕ]\afl`]af^m- with
kagfÌk\]k[jahlagf&A^l`]al]ej]imaj]kYllmf]e]fl$qgm Homunculus
can attune yourself to it the instant you infuse the item. If Servant
you decide to attune to the item later, you must do so us-
af_l`]fgjeYdhjg[]kk^gjYllmf]e]fl k]]É9llmf]e]flÊ
in chapter 7 of the Dungeon Master’s Guide).
Qgmjaf^mkagfj]eYafkafYfal]eaf\]Õfal]dq$Zmlo`]f
you die, the infusion vanishes after a number of days
`Yn]hYkk]\]imYdlgqgmjAfl]dda_]f[]eg\aÕ]j eafa- can increase two ability scores of your choice by 1. As
mum of 1 day). The infusion also vanishes if you give up fgjeYd$qgm[YfÌlaf[j]Yk]YfYZadalqk[gj]YZgn]*(mk-
your knowledge of the infusion for another one. ing this feature.
You can infuse more than one nonmagical object at
the end of a long rest; the maximum number of objects Tool Expertise
Yhh]Yjkafl`]Af^mk]\Al]ek[gdmefg^l`]9jlaÕ[]jlY-
KlYjlaf_Yl.l`d]n]d$qgmjhjgÕ[a]f[qZgfmkak\gmZd]\
ble. You must touch each of the objects, and each of your
^gjYfqYZadalq[`][cqgmeYc]l`Ylmk]kqgmjhjgÕ[a]f[q
infusions can be in only one object at a time. Moreover,
with a tool.
no object can bear more than one of your infusions at a
time. If you try to exceed your maximum number of infu-
sions, the oldest infusion immediately ends, and then the
Flash of Genius
new infusion applies. Starting at 7th level, you gain the ability to come up with
solutions under pressure. When you or another creature
Artificer Specialist you can see within 30 feet of you makes an ability check
or a saving throw, you can use your reaction to add your
At 3rd level, you choose the type of specialist you are.
Afl]dda_]f[]eg\aÕ]jlgl`]jgdd&
One option, the Alchemist, appears later in this class de-
Qgm[Yfmk]l`ak^]Ylmj]YfmeZ]jg^lae]k]imYdlg
scription. Your choice grants you features at 5th level and
qgmjAfl]dda_]f[]eg\aÕ]j eafaemeg^gf[]!&Qgmj]_Yaf
Y_YafYl1l`Yf\)-l`d]n]d&
Ydd]ph]f\]\mk]ko`]fqgmÕfak`Ydgf_j]kl&
The Right Tool for the Job Magic Item Adept
At 3rd level, you learn how to produce exactly the tool
When you reach 10th level, you achieve a profound un-
qgmf]]\2oal`lafc]jÌklggdkaf`Yf\$qgm[YfeY_a[Yddq
\]jklYf\af_g^`golgmk]Yf\eYc]eY_a[al]ek2
[j]Yl]gf]k]lg^YjlakYfÌklggdkafYfmfg[[mha]\khY[]
oal`af-^]]lg^qgm&L`ak[j]Ylagfj]imaj]k)`gmjg^mf- • You can attune to up to four magic items at once.
interrupted work, which can coincide with a short or long • If you craft a magic item with a rarity of common or un-
rest. Though the product of magic, the tools are nonmag- [geegf$allYc]kqgmYimYjl]jg^l`]fgjeYdlae]$Yf\
ical, and they vanish when you use this feature again. it costs you half as much of the usual gold.
Repulsion Shield
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Item: A shield (requires attunement)
A creature gains a +1 bonus to Armor Class while wield-
ing this shield.
L`]k`a]d\`Yk,[`Yj_]k&O`ad]`gd\af_al$l`]oa]d\]j
can use a reaction immediately after being hit by a melee
YllY[clg]ph]f\)g^l`]k`a]d\Ìk[`Yj_]kYf\hmk`l`]
YllY[c]jmhlg)-^]]lYoYq&L`]k`a]d\j]_Yafk)\,]p-
pended charges daily at dawn.
Resistant Armor
Hj]j]imakal]2.l`%d]n]dYjlaÕ[]j
Item: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to
one of the following damage types, which you choose
o`]fqgmaf^mk]l`]al]e2Y[a\$[gd\$Õj]$^gj[]$da_`lfaf_$
necrotic, poison, psychic, radiant, or thunder.
Returning Weapon
Item: A simple or martial weapon with the thrown
property
This magic weapon grants a +1 bonus to attack
and damage rolls made with it, and it returns to the
oa]d\]jÌk`Yf\aee]\aYl]dqY^l]jalakmk]\lgeYc]Y
ranged attack.