Wayfinder's Guide To Eberron

Wayfinder's%20Guide%20To%20Eberron

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WAYFINDERS GUIDE TO EBERRON
Explore the world of Eberron in this campaign prototype
for the world’s greatest roleplaying game
WAYFINDER’S GUIDE
TO EBERRON
Sebastian Kimble (Order #15417015)
THE WAYFARER’S GUIDE TO EBERRON
II
Ù®ãÝ
Lead Designer: Keith Baker
Design: Ruty Rutenberg
ĚĚŝƟŽŶĂůĞƐŝŐŶ͗ Jeremy Crawford, Mike
Mearls, Kate Welch
ƌƚŝƌĞĐƟŽŶΘ/ůůƵƐƚƌĂƟŽŶ͗ Lee Moyer
ŽŽŬĞƐŝŐŶ͗Will Hindmarch
ĚŝƚŽƌƐ͗ Kenna Conklin, Will Hindmarch, Ruty
Rutenberg
ŽǀĞƌ/ůůƵƐƚƌĂƚŽƌ͗Chippy
/ŶƚĞƌŝŽƌ/ůůƵƐƚƌĂƚŽƌƐ͗'ƌĂĐĞůŝƐŽŶ͕DŝƚĐŚŽƟĞ͕
Rich Ellis, Steve Ellis, Tomas Giorello, Howard
>LJŽŶ͕tŝůůŝĂŵK͛ŽŶŶŽƌ͕^ƚĞǀĞWƌĞƐĐŽƩ͕
Wayne Reynolds, Anne Stokes, Mark Tedin,
Francis Tsai, Brian Valenzuela, Anthony S.
Waters, Charlie Wen, James Zhang
This book includes some rules and spells that
originally appeared in Xanathar’s Guide to
Everything (2017).
WůĂLJƚĞƐƚĞƌƐ͗ Teos Abadia, Kurt Caceres, Chelsea
Caine, Cory Casoni, Wayne Chang, Charlie
Chu, Kenna Conklin, Ryan Conklin, Jenny
Conlee, Chris Funk, Dan Garrison, Hrishikesh
Hirway, Jason Hobson, Noura Ibrahim, Kym
:ĂĐŬƐŽŶ͕dĂůŝĞƐŝŶ:ĂīĞ͕:ŽŶĂƚŚĂŶ<Ğůƚnj͕ĞƌĞŬ
Mears, Jason Charles Miller, Marc Mohan,
>ŝŶĚƐĞLJDŽƌƚĞŶƐĞŶ͕DĂƌƚLJDŽƌƟŵĞƌ͕ŝŐ
EĞƵƚƌŽŶ͕<ĂŝEŽƌŵĂŶ͕^ĂƟŶĞWŚŽĞŶŝdž͕DŝůLJŶŶ
^ĂƌůĞLJ͕ƵƐƟŶ^ĐŽŐŐŝŶ͕<ƌŝƐƟĂŶ^ĞƌƌĂŶŽ͕
Eugene Simon, Jimmy Tamborello, Shana
Targosz, Ivan Van Norman, Kyle Vogt, B Dave
tĂůƚĞƌƐ͕^ĐŽƩtĞůŬĞƌ͕ŝŶŽƌĂtĂůĐŽƩ
^ƉĞĐŝĂůƚŚĂŶŬƐ to the people who helped bring
Eberron to life, including Peter Archer, Mary
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ĂůůŽƚŚĞƌtŝnjĂƌĚƐŽĨƚŚĞŽĂƐƚƉƌŽĚƵĐƚŶĂŵĞƐ͕ĂŶĚƚŚĞŝƌƌĞƐƉĞĐƟǀĞůŽŐŽƐĂƌĞƚƌĂĚĞŵĂƌŬƐŽĨtŝnjĂƌĚƐŽĨƚŚĞ
Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright © 2018 by Keith Baker, and published under the Community
Content Agreement for Dungeon Masters Guild.
Sebastian Kimble (Order #15417015)
THE WAYFARER’S GUIDE TO EBERRON III
CONTENTS
INTRODUCTION ..........................................................4
CHAPTER ONE: WHAT IS EBERRON? ............. 5
A Magical World .......................................................6
Pulp Adventure ..........................................................7
Neo-Noir Intrigue ......................................................9
The Last War ............................................................12
The Mourning ...........................................................14
Ancient Mysteries ......................................................17
If It Exists In D&D,
There’s A Place for It in Eberron ............................19
CHAPTER 2: WELCOME TO KHORVAIRE ..............21
Nations of Eberron ....................................................22
Aundair .....................................................................23
Breland .....................................................................24
Cyre (The Mournland) .............................................25
Darguun ...................................................................26
The Demon Wastes ...................................................27
Droaam .....................................................................28
The Eldeen Reaches ..................................................29
Karrnath .................................................................... 30
The Lhazaar Principalities ........................................31
The Mror Holds ........................................................32
Q’barra ......................................................................33
The Shadow Marches ...............................................34
The Talenta Plains ....................................................35
Thrane .......................................................................36
Valenar ......................................................................37
Zilargo .......................................................................38
Everyday Life.............................................................39
MAGIC IN KHORVAIRE ......................................41
Magewrights ..............................................................42
Wandslingers .............................................................43
The Magical Economy .............................................44
Faiths of Khorvaire....................................................48
Distant Lands ............................................................52
Eberron: Above and Beyond .....................................55
CHAPTER 3: RACES OF EBERRON ...........................59
Changelings ...............................................................60
Shifters .......................................................................64
Warforged ..................................................................67
Dwarves .....................................................................71
Gnomes .....................................................................76
Half-Elves ..................................................................77
Half-Orcs ................................................................... 78
0ITÆQVO[.....................................................................79
Humans .....................................................................82
Other Races ...............................................................83
CHAPTER 4: DRAGONMARKS ..................................89
Creating a Dragonmarked Character .......................90
Dragonmarks and Backgrounds ................................90
The Powers of the Mark ............................................91
Dragonmark Appearance ..........................................92
Background ...............................................................94
The Mark of Detection ..............................................96
The Mark of Finding .................................................97
The Mark of Handling ..............................................98
The Mark of Healing.................................................99
The Mark of Hospitality ............................................100
The Mark of Making .................................................101
The Mark of Passage .................................................102
The Mark of Scribing ................................................103
The Mark of Sentinel ................................................104
The Mark of Shadow ................................................105
The Mark of Storm ...................................................106
The Mark of Warding ...............................................108
Greater Dragonmarks ...............................................109
Aberrant Dragonmarks .............................................111
CHAPTER 5: MAGIC ITEMS .......................................113
Magic Items ...............................................................114
CHAPTER 6: SHARN, CITY OF TOWERS ..................123
Sharn Backgrounds .................................................124
The Shape of Sharn ..................................................131
Central Plateau Quarter ............................................134
Dura Quarter ............................................................135
Menthis Plateau Quarter ...........................................136
Northedge Quarter ....................................................137
Tavick’s Landing Quarter .........................................138
Sharn: Above and Below ..........................................140
Things to Do in Sharn ...............................................141
Criminal Activities in Sharn ......................................144
Starting Points ..........................................................147
Starting Point: Callestan ............................................148
;\IZ\QVO8WQV\"+TQٺ\WX ..............................................150
Starting Point: Morgrave University .........................152
A Quick Sharn Story .................................................155
The Streets of Sharn ..................................................157
APPENDIX A: FURTHER READING ..........................134
Eberron Sourcebooks ................................................134
Eberron Novels ..........................................................135
APPENDIX B: GLOSSARY ...........................................137
APPENDIX C: DRAGONMARKED HOUSE CRESTS . 142
Sebastian Kimble (Order #15417015)
THE WAYFARER’S GUIDE TO EBERRON
4
INTRODUCTION
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EBERRON WAS BORN IN 2002 WHEN
Wizards of the Coast launched
a worldwide search for a new
campaign setting. I imagined a
world of swashbuckling adventure
and dark fantasy, a place where magic formed
the foundation of civilization. Over the course of
the next year I worked with a team of amazing
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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.
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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
hooks for compelling adventures, as well as an
appendix with a list of sources you can use to
learn more about the setting.
Bear in mind: this book presents Uavision
of Eberron. This is the world I run at my own
table, and the way that I’ve converted its ideas
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is presented for playtesting and to spark your
imagination. The game mechanics are in draft
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D&D Adventurers League events. If Wizards of
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appear in a D&D book. Beyond that: Eberron
is aW]Zworld as much as it is mine. I hope that
this book provides you with
inspiration, but don’t
be limited by my
ideas or decisions.
Think of this
as something
you can
build upon,
not a codex of
absolute law.
Welcome
to Eberron:
let’s explore!
Sebastian Kimble (Order #15417015)
CHAPTER 1 | WHAT IS EBERRON? 5
CHAPTER ONE: WHAT IS EBERRON?
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WHAT IS EBERRON? ITS A WORLD
bound by a golden ring
and surrounded by twelve
moons. It’s the intersection of
thirteen planes of existence,
which shift in and out of alignment. It’s a place
where magic has been harnessed as a tool—used
to build cities, to sail ships through the skies, to
create both wonders and weapons.
Eberron embraces swashbuckling action and
pulp adventure and adds a layer of neo-noir
intrigue. Stories don’t always end well and there
isn’t a perfect answer to every problem. The
Last War turned old allies into bitter enemies
and destroyed an entire nation, leaving terrible
scars behind. Crime and corruption lurk in the
great cities of Khorvaire. Hidden dragons shape
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the dreams of the unwary. Human greed and
ambition may prove more dangerous than any
devil or demon. But through this darkness, there
are opportunities for a group of bold adventurers
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This chapter explores these core themes
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characters you create in Eberron. Here’s a quick
overview of what lies ahead.
A Magical World. From warforged
and airships to the mighty dragonmarked
houses, magic is a part of the world and its
stories.
Pulp Adventure. Whether you’re
leaping from an airship or battling demons
in forgotten ruins, Eberron encourages
cinematic action and swashbuckling
adventure.
Neo-Noir Intrigue. Eberron is a world
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and villain is easily blurred, and even the
champions of the light may have things
they regret.
The Last War. Eberron has just emerged
from a century-long civil war, and the scars
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shape your story?
The Mourning. This mystical cataclysm
destroyed an entire nation and created a
deadly wasteland in the heart of Khorvaire.
The Mourning brought the war to an end,
but it is a mystery and a threat that looms
large over Eberron.
Ancient Mysteries. Powerful artifacts
are hidden in the ruined cities of giants.
Dragons and demons scheme in the
shadows, unraveling a prophecy that could
shape the future. These ancient mysteries
can be a source of fantastic adventures and
terrible danger.
If it exists in D&D, it has a place in
Eberron… But it may not be the place
you’re used to.
These elements are all part of Eberron, but
you don’t have to use all of them in every story.
As you go through this chapter, decide which
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want to tell.
Sebastian Kimble (Order #15417015)
CHAPTER 1 | A MAGICAL WORLD
6
A MAGICAL WORLD
The creation myths say that magic is the
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from the golden ring in the sky. Whether this
is truth or mere myth, magic pervades the
world.
Magic as a Tool. In Eberron, arcane
magic is a form of science. The spells and
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developed and honed over centuries, and
those principles have been incorporated into
daily life. Magic is used for entertainment,
transportation, communication, warfare, and
much more. While magic is widespread, there
are limits to is power. You can book passage
on an airship or get an illness cured by lesser
restoration, but resurrection, teleportation, and
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are rare and remarkable; most common magic
is performed by a working class of magewrights,
professional spellcasters who master a small
handful of rituals or cantrips. The magical
services available in Khorvaire are discussed
in more detail in chapter 2, along with the
availability of magic items.
Dragonmarked Dynasties. The magical
economy is dominated by a handful of powerful
families and the guilds they maintain. These are
the dragonmarked houses, barons of industry
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These dynastic houses derive their power
from their dragonmarks: arcane sigils that
are passed down through their bloodlines. A
dragonmark grants limited but useful magical
abilities, and over the course of centuries the
houses have used these powers to establish
powerful monopolies. House Jorasco dominates
the medical trade with its Mark of Healing,
while only someone with House Lyrandar’s
Mark of Storms can pilot an airship. Chapter 3
provides more details about dragonmarks and
the dragonmarked houses, along with rules for
creating dragonmarked characters.
òÙùùD¦®
Here are a few examples of how magic is
integrated into everyday life in Khorvaire.
The lightning rail uses bound elementals
to drive a train of carriages along a path of
conductor stones. The rail links most major
cities and is a simple way to travel long
distances.
An elemental airshipXVHVDÀUHRUDLU
elemental, bound into a ring that holds
the ship aloft and provides motive force.
The airship is a recent innovation that is
transforming the business of transportation.
Everbright lanterns use FRQWLQXDOÁDPH
WROLJKWWKHVWUHHWVRI.KRUYDLUH7KHÁDPH
never goes out, but metal shutters allow a
lantern to be dimmed or shut down.
Speaking stones allow communication
between distant communities. A short
message can be sent from one stone to
another, functionally similar to a telegraph.
Warforged are sentient humanoid
golems. Developed during the Last War,
warforged were created as weapons. The
Treaty of Thronehold forbid the creation of
new warforged, while granting freedom to
the golems that survived the war. Rules for
making warforged characters can be found in
chapter 3.
Sebastian Kimble (Order #15417015)
CHAPTER 1 | PULP ADVENTURE 7
PULP ADVENTURE
Eberron is a world of swashbuckling adventure
IVL\_WÅ[\MLIK\QWV?PM\PMZaW]¼ZMI,5
developing an adventure in the world or a
player preparing to explore it, here are a few
things to consider.
Exotic Locations. Lightning rails, airships,
and other forms of transportation can facilitate
travel to exotic locations. Adventures could
take you to the colossal ruins left behind by the
giants of Xen’drik, the warped landscape of the
Mournland, or the dark demiplanes within the
underworld of Khyber. Even if you prefer to stay
QVI\W_VaW]KW]TLÅVLaW]Z[MTNQV\PMUQTM
PQOP\W_MZ[WN;PIZV°WZ\PMIVKQMV\OWJTQV
tunnels that lie beneath it.
What Are the Stakes? What’s better than
a battle on the deck of an airship? A battle on
the deck of an airship \PI\¼[IJW]\\WKZI[P Look
for ways to raise the stakes of a scene, so players
feel that every decision matters. This could be
driven by the consequences of failure: through
your actions, you’re protecting your friends, your
house, or your nation. It could be about time: <PM
ITIZU¼[JMMV\ZQOOMZMLIVLaW]WVTaPI^M[Q`ZW]VL[JMNWZM
[MK]ZQ\aIZZQ^M[ Such things can even be incidental.
,QLaW][\IZ\IÅOP\QVIVITTMaJMPQVLIJIZ'
6W_aW]VW\QKM\PMLZ]VSWOZM[TMMXQVOQV\PMKWZVMZ°QN
PM_ISM[]X\PQ[KW]TLOM\]OTa
Player Characters Are Remarkable.
Eberron is a world in need of heroes. Lingering
tensions of war remain. From the fanatics of
the Emerald Claw and the mad cults of the
,ZIOWV*MTW_\W\PMÆM[P_IZXQVOLIMTSaZ
IVLIVKQMV\IZKPÅMVL[-JMZZWVNIKM[UIVa
\PZMI\[°IVL\PMZM¼[VWWVMW]\\PMZM\W[\WX
them. In Eberron, the gods are distant and
don’t directly intervene. The Silver Flame is a
divine force of light, but it can only act through
mortal champions. The few powerful benevolent
NPCs have limitations: the Keeper of the Flame
loses her powers if she leaves her citadel. The
UQOP\aOZMI\LZ]QLQ[°_MTT°I\ZMM5W[\WN
the powerful people in the setting are driven by
[MTÅ[POWIT[1N\PM<IZZI[Y]MKWUM[\W;PIZV
Sebastian Kimble (Order #15417015)
CHAPTER 1 | PULP ADVENTURE
8
there’s no one else to deal with the problem: the
fate of the city is in your hands.
This is something to consider in developing
your character and choosing your background.
If you take the soldier background, you can be
more than just a grunt. What did you do during
the Last War? What was your greatest triumph
or most tragic defeat? If you’re a spy, are you a
prized agent or did you break loose from your
organization after they pushed you too far? Don’t
just think of your character as a set of numbers:
even at 1st level, you’re remarkable.
Hero Points. The heroes of pulp adventure
are often able to overcome seemingly impossible
WLL[7VM_Ia\WZMÆMK\\PQ[Q[\W][M\PM
optional hero points rule from chapter 9 of the
,]VOMWV5I[\MZ¼[/]QLM This is optional; hero points
change the balance of the game and give player
characters an opportunity to turn certain failure
into success. It’s a way to make heroes feel
largely than life, but it’s not a good match for
every story.
Remarkable Villains. One reason the world
needs heroes is because it already has villains. It
may be a long time before you’re ready to face
the archlich Erandis Vol in battle. But part of
\PMÆI^WZWNX]TXIL^MV\]ZMQ[\WPI^MZMK]ZZQVO
villains who are closely matched with the
heroes—rivals who advance in power as you do.
One way to create a compelling villain is for the
DM and players develop the villain’s backstory
together. As a DM, you might ask a player: ?PMV
aW]NW]OP\QV\PM4I[\?IZ0ITI[5IZ\IQV[MZ^MLQVaW]Z
]VQ\°]V\QTPMJM\ZIaMLaW]?PI\LQLPMLWM`IK\Ta'
Likewise, even when a pulp villain appears to
die, they can have their own remarkable escapes
from death. Perhaps Halas had a ring that cast
an illusion of his death while actually stabilizing
him, or cast NMI\PMZNITTwhen he leapt from that
tower in Sharn. Here as well, as a DM you could
engage the players: 1\¼[0ITI[5IZ\IQVITTZQOP\
0W_LWyou\PQVSPM[]Z^Q^MLaW]ZTI[\MVKW]V\MZ'
This isn’t something every group will enjoy,
and you never want players to feel as though they
can’t succeed. But for some groups, this sort of
collaboration can produce a compelling story and
a sense of investment in the world.
KÖã®ÊÄ½Zç½͗
Äò®ÙÊÄÃÄã½½ÃÄãÝ
)ÅOP\JZMIS[W]\QV<PM+I\*Q[K]Q\<PM
OVWUMZWO]MTMIX[NZWU\PMTIVLQVOIVL[_QVO[
IKZW[[\PMZWWUXI[[QVOW^MZ\PMPMIL[WN\PM
[]ZXZQ[ML\P]O[\WTIVLQV\PMXMZNMK\XW[Q\QWV
NWZI[VMISI\\IKS<PM[PQN\MZJIZJIZQIV[\ZQSM[
IUQOP\aJTW_\PI\SVWKS[PMZMVMUaQV\W\PM
JTIbQVOPMIZ\P#\PMJIVLQ\[PZQMS[I[\PMÆIUM[
[XZMIL\WPQ[KTW\PM[
Combat can feel very mechanical. ,PRYH
IHHW,PDNHDQDWWDFNUROO,XVHDUHDFWLRQ One
way for the DM to encourage more cinematic
action is to present a list of Environmental
Elements. In a tavern, this list could include
Chandelier, Plate Glass Window, Roaring
Fireplace, Tray of Drinks, Drunk Patron. If
\RX·UHÀJKWLQJLQDQDQFLHQWWRPEWKHOLVWFRXOG
be Pile of Gold Coins, Scattered Bones,
Rotting Tapestry, Moss-Covered Statue.
Each turn, a player can work one of these
elements into their description of their action.
The primary purpose of this is to give players
ideas; interesting details to use while describing
their actions. But if a player comes up with a
particularly clever way to use an element, the
DM could grant advantage on a check or attack
UROORUVRPHRWKHUEHQHÀW7KHURJXHQHHGVWR
cross a room full of enemies and wants to swing
RQWKHFKDQGHOLHU"$VWKH'0,·GOHWWKHP
make a simple Dexterity (Acrobatics) check to
avoid opportunity attacks, essentially getting a
free Disengage action.
Environmental elements are always
optional and largely cosmetic. As a DM, you
GRQ·WKDYHWRJUDQWDERQXVIRUHYHU\XVHRIDQ
element. But presenting a list can help players
think of the location as more than just squares
on a map and challenge them to add more
FLQHPDWLFÁDLUWRWKHLUDFWLRQV
Sebastian Kimble (Order #15417015)
CHAPTER 1 | NEO-NOIR INTRIGUE 9
NEO-NOIR INTRIGUE
While Eberron embraces the swashbuckling
action of pulp adventure, it also draws inspiration
NZWUVMWVWQZIVLPIZLJWQTMLÅK\QWV1\¼[I
world where stories don’t always end well, where
there isn’t a perfect solution for every problem.
In developing characters or stories in Eberron,
consider the following concepts.
Shades of Gray. In Eberron, it’s not always
easy to separate the heroes from the villains.
Good people can do terrible things, while cruel
or heartless people may be serving the greater
good. An inquisitor may torture
innocents in a quest to root out a cult
of the Dragon Below; but if she’s
stopped, the cult will survive and
ÆW]ZQ[P)OZW]XWNWZK[IZMZIQLQVO
a human settlement; but the settlers
have built their village on land sacred to the
orcs and may be disrupting wards that hold
M^QTI\JIa<PMPMZWM[ÅVLIXW_MZN]TUIOQK
weapon in an ancient tomb; but this artifact is
the sword of an ancient hobgoblin general, and
his descendants want it back. There are ways to
resolve these problems, but the answers aren’t
always simple or obvious.
There can certainly be times when decisions
are straightforward. If the Emerald Claw is about
to detonate a necrotic resonator that will kill half
of Sharn, they need to be stopped. But a good
Eberron story challenges you to think about your
actions, and the simplest solution may not be the
best one.
Human Motives. 6W\M^MZaKWVÆQK\Q[I
ÅOP\JM\_MMVTQOP\IVLLIZSVM[[1V-JMZZWV\PM
vast majority of people are driven by simple
motives: Greed. Fear. Pride. Ambition. One
person just wants to get some gold in their
pocket. Another wants to impress their
paramour. A leader forcing the Five
Nations into war is driven both
by fear of their neighbors and the
sincere belief that Khorvaire would
JMJM\\MZWٺ]VLMZ\PMQZZ]TM
There are ancient and primordial forces at
work in Eberron. But there are also misguided
patriots, religious extremists, and dragonmarked
houses looking to wring a few more pieces of
gold out of Khorvaire. There are spies who
will do anything to protect their nations and
petty criminals trying to build empires. There’s
IXTIKMQV-JMZZWVNWZ[MTÆM[[PMZWM[IVL\Z]Ta
vile villains, but there’s a lot of middle ground in
between.
Sebastian Kimble (Order #15417015)
CHAPTER 1 | NEO-NOIR INTRIGUE
10
Everyone Has Regrets. Player characters
are remarkable people, but that doesn’t mean
they’re perfect. 5E already encourages you to
XQKSIÆI_NWZaW]ZKPIZIK\MZ[WUM\PQVO\PI\
PMTX[LMÅVMaW]ZUW\Q^I\QWV[*]\QNaW]_IV\\W
ILLITQ\\TMPIZLJWQTMLÆI^WZ\WaW]ZKPIZIK\MZ
you might consider a few additional aspects: Do
you have a debt you need to repay and, if so, do
you need to resolve this in a week or in a year?
Did you make a tragic mistake, and if so, is it
something you can ever undo? The Regrets table
provides a few examples of missteps that might
haunt you.
The Balance of Pulp and Noir. As a
setting, Eberron works with both pulp and noir
themes. This is a spectrum: on one end you have
over-the-top swashbuckling adventure—battling
incarnations of evil on the deck of a burning
airship! On the other end you have gritty hard-
boiled action in the alleys of Sharn, a brutally
human scenario where there’s no easy choices.
The most interesting path often lies between the
two extremes, but don’t be afraid to focus on one
end of the spectrum if that’s what suits your story.
Z¦ÙãÝd½
1d10 ZĞŐƌĞƚ
1 While you were serving in the Last
War, you were forced to abandon
an injured comrade. You don’t know
if they survived.
2 You placed your faith and your
fortune in the hands of a lover who
betrayed you. You don’t know if you
can ever trust anyone again.
3zŽƵŵƵƌĚĞƌĞĚĂƌŝǀĂů͘zŽƵƌĂĐƟŽŶƐ
ŵĂLJŚĂǀĞďĞĞŶũƵƐƟĮĞĚ͕ďƵƚLJŽƵƌ
ƌŝǀĂů͛ƐĨĂĐĞƐƟůůŚĂƵŶƚƐLJŽƵ͘
4 Someone put their trust in you and
you betrayed them for personal
gain. You may regret it now, but
you can never repair the damage
you’ve done.
5 You squandered your familys
fortune and brought shame and
ruin to your household.
6 zŽƵĞŶŐĂŐĞĚŝŶĐŽǀĞƌƚŽƉĞƌĂƟŽŶƐ
ĨŽƌĂŶĂƟŽŶ;ĞŝƚŚĞƌĂƐĂƐƉLJŽƌ
soldier). While you were serving
your country, you did unforgivable
things.
7 You abandoned your family to
pursue a life of adventure. Your
village was destroyed in the war and
you don’t know if they survived.
8 You made a bargain with an
ĞdžƚƌĂƉůĂŶĂƌĞŶƟƚLJƚŚĂƚLJŽƵŶŽǁ
regret.
9 You made a promise to a child or a
lover that you failed to keep.
10 zŽƵǀŽůƵŶƚĞĞƌĞĚĨŽƌŵLJƐƟĐĂů
ĞdžƉĞƌŝŵĞŶƚƐ͘dŚĞƐĞŵĂLJďĞ
ƌĞƐƉŽŶƐŝďůĞĨŽƌLJŽƵƌĐůĂƐƐĂďŝůŝƟĞƐ
;ƐŽƌĐĞƌĞƌƐƉĞůůĐĂƐƟŶŐ͕ďĂƌďĂƌŝĂŶ
rage), but you don’t know if there
ǁŝůůďĞƐŝĚĞĞīĞĐƚƐ͘
Sebastian Kimble (Order #15417015)
CHAPTER 1 | NEO-NOIR INTRIGUE 11
ãÝd½
1d10 Debt
1zŽƵĐŽŵŵŝƩĞĚĂĐƌŝŵĞĚƵƌŝŶŐƚŚĞ
Last War, and now you’re being
blackmailed by someone who has
ƉƌŽŽĨ͘zŽƵƌĂĐƟŽŶƐŵĂLJŚĂǀĞďĞĞŶ
ũƵƐƟĮĞĚ͕ďƵƚƚŚĞůĂǁǁŽŶ͛ƚĐĂƌĞ͘
2 You’ve got a gambling problem. If you
can’t repay Daask (see chapter 6),
you’re going to be playing tag with a
cockatrice.
3 You own an uncommon magic item,
but you had to sell it to a pawn shop.
If you can’t reclaim it within the
ŵŽŶƚŚ͕ƚŚĞLJ͛ůůƐĞůůŝƚŽī͘
4 You were making a delivery on behalf
of the Boromar Clan (see chapter 6)
and you lost the merchandise.
5 Someone knows the whereabouts of
a sibling or loved one you thought lost
ŝŶƚŚĞDŽƵƌŶŝŶŐ͕ďƵƚƚŚĂƚŝŶĨŽƌŵĂƟŽŶ
is going to cost you.
6 zŽƵŚĂǀĞĂĚĞŐĞŶĞƌĂƟǀĞĚŝƐĞĂƐĞƚŚĂƚ
can’t be cured by mundane means.
If you can’t get a ůĞƐƐĞƌƌĞƐƚŽƌĂƟŽŶ
soon, you’re going to start showing
symptoms.
7 Your family lost everything in the Last
War. 200 gp would get them a stake in
a new (farm/inn/stagecoach).
8 You’ve got a price on your head.
hŶƟůLJŽƵƐĞƩůĞƚŚŝŶŐƐǁŝƚŚ,ŽƵƐĞ
dŚĂƌĂƐŚŬ͕LJŽƵ͛ĚďĞƩĞƌŬĞĞƉĂŶĞLJĞ
out for bounty hunters.
9 You’ve got an opportunity to join an
ŝŶŇƵĞŶƟĂůƐĞĐƌĞƚƐŽĐŝĞƚLJ͘ƵƚLJŽƵ͛ǀĞ
only got one month to raise the
membership dues.
10 Roll again. Its not your debt: its
you’re lovers problem. Can you solve
the problem before they have to face
the consequences?
WHY DO YOU NEED
200 GOLD PIECES?
)ÆI_WZZMOZM\Q[[WUM\PQVO\PI\[PIXM[aW]Z
personality, something that plays an ongoing role
in your story. But perhaps you have a problem
that needs to be resolvedZQOP\VW_
This is entirely optional: As a player, you
could choose to roll or select an option from the
Debts table.
Why would you possibly want to take on a
debt? It’s a way to add depth to your character
and to provide a compelling, immediate motive
for adventuring—you’re not just out to get rich,
you needOWTL\WOM\\PI\JW]V\aWٺaW]ZPMIL
It’s also an opportunity to establish something
that can be part of your character moving
forward. If you’re trying to reclaim a magic item
from a pawn shop, it lets you establish that your
character PI[ that magic item—which could be
an heirloom, something you created, a gift from a
mentor—you’ve just temporarily lost it. If you’re
trying to raise money to join a secret society,
it establishes that your membership in this
organization may be a part of the story later on.
Establishing a debt requires collaboration and
approval by both player and DM. Work together
to develop the details: who is blackmailing you?
What’s this secret society? What’s the story
behind the magic item you’ve pawned, and what
sort of item is it? As a player, you present ideas
J]\\PM,5PI[ÅVITIXXZW^IT
Sebastian Kimble (Order #15417015)
CHAPTER 1 | THE LAST WAR
12
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PT
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
T
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T
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1
1
1
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T
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TT
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A
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R
R
R
R
R
R
R
R
R
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R
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R
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R
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R
R
R
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R
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R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
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R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
R
12
12
12
2
2
2
12
12
2
12
2
12
2
12
2
2
12
12
2
12
2
2
2
2
2
12
2
12
2
2
1
2
2
12
2
2
THE LAST WAR
For hundreds of years the continent of Khorvaire
was united under the Kingdom of Galifar. This
came to an end with the death of King Jarot in
!A3R][\W^MZIKMV\]ZaIOW+WVÆQK\W^MZ
the succession spiraled into outright war between
the Five Nations.
The Last War was a bitter struggle that forever
changed the shape of Khorvaire. It was a
century marked by shifting alliances, with years
of stalemate interspersed with periods of intense
KWVÆQK\<PQ[OZ]MTQVOKWVÆQK\TMN\LMMX[KIZ[WV
the land and the people, but there was worse
to come. On Olarune 20, 994 YK the nation
of Cyre was consumed in a magical cataclysm
now known as the Mourning. The cause of the
Mourning remains unknown, and many fear that
it was a consequence of the extensive use of war
magic. Shock and fear brought the nations to the
negotiating table, and the Last War came to an
end in 996 YK with the Treaty of Thronehold.
While many celebrated the end of the war,
W\PMZ[ZMUIQV]V[I\Q[ÅML_Q\PQ\[W]\KWUM
No one won the war, and deep scars remain.
War-torn villages and towns are still rebuilding.
Once fertile farmlands are scorched and ruined.
There are refugees in every major city. And
even though people optimistically refer to it as
\PM4I[\?IZ, most believe that it’s only a matter
of time until it begins anew. The mystery of
the Mourning is the only thing holding the
warmongers at bay. If the secret of the Mourning
can be uncovered—if it can be proven that the
Mourning couldn’t happen again, or if its power
could be harnessed as a weapon—the Last War
could begin again. As such, the nations remain in
a cold war as each makes preparations and seeks
IL^IV\IOM[QV\PMKWVÆQK\\PI\KW]TLTQMIPMIL
Sebastian Kimble (Order #15417015)
CHAPTER 1 | THE LAST WAR 13
MILITARY BACKGROUNDS
The current year is 998 YK. The Last War lasted
for over a century and only came to an end two
years ago. As a player character in Eberron, you
possess remarkable skills. Did you take part in
the Last War, and if so, in what capacity? If you
fought, which nation did you serve? Were you
honorably discharged, or did you abandon your
cause? If you didn’t take part in the war, why
LQLV¼\aW]ÅOP\IVL_PI\LQLaW]LWQV[\MIL'
The following table provides ideas about how
IJIKSOZW]VLKW]TLZMÆMK\IKWVVMK\QWV\W\PM
Last War. Feel free to change the suggested
backgrounds. While charlatan is an obvious
background for a spy, you could easily adapt
criminal or urchin to the same role.
D®½®ãÙù»¦ÙÊçÄÝ
1d10 DŝůŝƚĂƌLJĂĐŬŐƌŽƵŶĚ
1 You were a common soldier, facing
the enemy on the front lines of the
interminable war. (Soldier)
2 You served on the open seas, whether
ĂƐĂŵĂƌŝŶĞ͕ĂŶĂǀĂůŽĸĐĞƌ͕ĂƉƌŝǀĂƚĞĞƌ
or a smuggler. (Sailor)
3 You commanded troops and led soldiers
ŝŶƚŽďĂƩůĞ͘tĞƌĞLJŽƵĂŐŽŽĚůĞĂĚĞƌ͕
or are you haunted by your failures?
(Soldier or noble)
4 You were a spy, gathering intelligence
ĨŽƌLJŽƵƌŶĂƟŽŶ͘ƌĞLJŽƵŽƵƚŽĨƚŚĞ
ďƵƐŝŶĞƐƐ͕ŽƌĐŽƵůĚLJŽƵƐƟůůďĞĐĂůůĞĚ
back in? (Charlatan)
5 You were tasked with maintaining
morale and raising the spirits of your
soldiers. (Entertainer)
6 You provided spiritual support to your
troops. Were you always devout, or did
LJŽƵĮŶĚLJŽƵƌĨĂŝƚŚŽŶƚŚĞďĂƩůĞĮĞůĚ͍
(Acolyte)
7 You used your remarkable knowledge as
part of a military think tank… or perhaps
you provided arcane support on the
ďĂƩůĞĮĞůĚ͘;^ĂŐĞͿ
8 zŽƵǁĞƌĞĂƐŵƵŐŐůĞƌŽƌĂƉƌŽĮƚĞĞƌ͕
taking advantage of the war to line your
pockets. (Criminal or charlatan)
9 zŽƵŽƉƉŽƐĞĚƚŚĞǁĂƌ͘dŚĞĂĐƟŽŶƐLJŽƵ
took to protect the innocent have made
you a local legend. (Folk hero)
10 zŽƵƵƐĞĚƚŚĞĐŽŶŶĞĐƟŽŶƐŽĨLJŽƵƌ
ŝŶŇƵĞŶƟĂůĨĂŵŝůLJƚŽĂǀŽŝĚŵŝůŝƚĂƌLJ
service. Are you haunted by this, or do
LJŽƵƌĞŵĂŝŶŝŶĚŝīĞƌĞŶƚ͍;EŽďůĞͿ
¥¥ãÝÊ¥ã«tÙ
+HUH·VDIHZRIWKHPDMRUHIIHFWVRIWKH/DVW
War.
Dragonmarked Power. The dragonmarked
houses sold their services to all sides and
PDGHFRQVLGHUDEOHSURÀWVIURPWKHZDU7KH
Five Nations are divided and dependent
RQWKHVHUYLFHVRIWKHKRXVHVDQGLW·V
questionable if any one nation can impose its
will upon them.
Karrnathi Undead. When a series of
famines and plagues crippled the nation of
Karrnath, it embraced the Blood of Vol and
introduced undead into its armies. The religion
was largely abandoned towards the end of the
ZDUDQGPDQ\RIWKHXQGHDGZHUHFRQÀQHGWR
crypts, but some are still in use.
Magical Innovation. Over the course of a
century of war, the nations and dragonmarked
houses developed new spells and tools for use
in the war. Airships and warforged are recent
developments, and the wandslinger tradition
emerged from the war.
The Mourning. This magical cataclysm
destroyed Cyre and brought the war to an end.
Cyre is a vast, unrecoverable wasteland and
those Cyrans who survived the disaster are
scattered across Khorvaire.
New Nations. Before the Last War, Galifar
laid claim to all of Khorvaire. A host of new
states emerged over the course of the war.
These include the goblin nation of Darguun,
the elf kingdom of Valenar, the druids of the
Eldeen Reaches, the monsters of Droaam,
and more.
Sebastian Kimble (Order #15417015)
CHAPTER 1 | THE MOURNING
14
THE MOURNING
The nation of Cyre was once the heart of the
united kingdom of Galifar. The Last War took
a heavy toll on Cyre and its citizens, serving as
the battleground where all of the Five Nations
crossed swords. But no one was prepared for the
disaster that struck in 994 YK.
Accounts of the Mourning vary. Some say that
IJTQVLQVOTQOP\MVO]TNML\PMJI\\TMÅMTLVMIZ\PM
Saerun Road. Others say that the dead-gray
mists began in the capital city of Metrol and
spread out from there. What is known for certain
is that within the space of one day the nation
of Cyre had been engulfed in a wall of mist,
and that anything caught within the mists was
PWZZQÅKITTa\ZIV[NWZUML7^MZIUQTTQWV+aZIV[
were killed on the day of Mourning. Those who
[]Z^Q^ML_MZM\PM[WTLQMZ[ÅOP\QVOQVMVMUa
territory, those living on the borders who were
IJTM\WÆMMNZWU\PMIL^IVKQVOUQ[\[\PW[MNM_
who were able to escape the interior through
magical means. On Olarune 20, 994 YK, the
nation of Cyre ceased to exist.
The Mourning threw Khorvaire into a state
of shock. Who could unleash such power? Was
this a weapon, and if so, when would those
responsible issues their demands? Were its
borders stable, or could they expand at any
moment? What was to be done with the Cyran
refugees surging into every adjacent nation?
Fear of the Mourning brought the Five Nations
to the negotiating table, and in 996 YK the
Treaty of Thronehold ended the Last War. But
all of those questions remain unanswered. No
one knows the cause of the Mourning or whether
it could suddenly expand anew. Breland opened
its borders to refugees, and Prince Oargev serves
as de facto ruler in the territory now called New
Cyre. Despite its grand name, New Cyre is little
more than a vast refugee camp. Other refugees
are scattered across Khorvaire; some are treated
with pity, others with suspicion or anger. And
fear of the Mourning hangs like a shadow across
Khorvaire. +W]TLQ\PIXXMVIOIQV'1[\PQ[PW_\PM
_WZTLMVL['
THE MOURNLAND
A wall of dead-grey mist surrounds the remnants
of Cyre. Beyond the mists lies a land twisted
by magic, a wound that will not heal. The land
is blasted and strangely transformed. In some
places the ground has fused into jagged glass. In
others, it is cracked and burned. Broken bodies of
soldiers from various sides litter the landscape—
soldiers whose dead bodies refuse to decompose.
The Mournland is a vast open grave.
In the Mournland, the wounds of war never
PMIT^QTMUIOQKITMٺMK\[TQVOMZIVLUWV[\MZ[
mutate into even more foul and horrible
KZMI\]ZM[)ZKIVMMٺMK\[KWV\QV]M\WZIQV]XWV
the land, magical storms that never dissipate.
Stories speak of living spells—war magic that has
\ISMVXPa[QKITNWZU[MV\QMV\ÅZMJITT[IVL^QTM
cloudkills that endlessly search for new victims.
)VOZaOPW[\[KWV\QV]M\WÅOP\\PMQZÅVITJI\\TM[
The only thing that’s predictable about the
Mournland is that nothing is predictable; any
sort of monster or horror could be found within
its borders. And yet, it also holds the wealth
and treasures of an entire nation, along with
the secrets of House Cannith and everything
else that was left behind. It’s dangerous. It’s
mysterious. But it’s also a dungeon the size of
a nation, with opportunities for those brave
enough to enter the mists.
THE MOURNING AND YOU
The Mourning transformed Khorvaire. Shock
and fear brought an end to the Last War. In
making an Eberron character, think about the
impact it had on you. If you’re from Cyre, what
did you lose in the Mourning? Family? Friends?
Are there heirlooms or treasures lost in the mists
that you’re determined to regain, or loved ones
you hope to someday see again? Do you feel
loyalty to your nation and hope to see it restored,
or have you burned Cyre out of your heart?
Even if you’re not from Cyre, the Mourning
may have had a profound impact on you. Are
you afraid that the Mourning could expand,
or do you prefer not to dwell on such things?
Sebastian Kimble (Order #15417015)
CHAPTER 1 | THE MOURNING 15
If you’re religious, did the shocking tragedy of
the Mourning cause you to question your faith,
WZLQLQ\ZMQVNWZKMQ\'1NaW]¼ZMIVIZ\QÅKMZWZI
_QbIZLIZMaW]QV\MZM[\MLQV[\]LaQVOQ\[MٺMK\[
UWZMKTW[MTa°UQOP\aW]M^MVPWXM\W]VZI^MT
its mysteries yourself? Do you see it solely as a
tragedy, or do you hope that this awesome power
could somehow be harnessed and controlled?
Beyond this, player characters are remarkable
people. Perhaps you were caught in the
5W]ZVQVOIVL[]Z^Q^ML\PMM`XMZQMVKM°J]\Q\[
MٺMK\[ZMUIQV_Q\PaW]+WV[QLMZ\PM[MQLMI[
• As a barbarian you could have been a
simple peasant caught in the Mourning.
Everyone else in your community was killed,
but their spirits were bound to you. Your
barbarian rage represents you channeling
these vengeful ghosts. Is there a way to lay
\PM[M[XQZQ\[\WZM[\',W\PMaPI^M]VÅVQ[PML
business they want you to resolve?
• As a sorcerer your arcane powers could be
the result of your exposure to the Mourning.
Were you physically transformed as well,
or are your powers the only manifestation
of the Mourning? Are you comfortable
using your abilities, or are you afraid that
you may be increasing the power of the
Mourning with each spell you cast?
• As a warlock your patron could be
interested in the Mourning and drive you
to learn more about it. Your patron could
even be part of the Mourning—whether
a collective of spirits killed on the Day of
Mourning, or even a dark and enigmatic
power that might have been responsible for
this tragedy. If you take the latter approach,
do you feel that by using your warlock
powers you are serving the Mourning?
Or could it be that you’re siphoning your
powers from it and believe that you are
actually weakening it with your actions?
As a member of an unusual race, you could
say that you are actually a creation of the
Mourning. Perhaps your tortle was IVIK\]IT
\]Z\TMtransformed on the day of Mourning.
7ZUIaJMaW]Z\QMÆQVOQ[\W]KPMLJa\PM
dark power of the Mourning instead of by
an infernal power.
Sebastian Kimble (Order #15417015)
CHAPTER 1 | THE MOURNING
16
WHAT CAUSED THE MOURNING?
<PMZM_QTTVM^MZJMIVWٻKQITIV[_MZ\W\PM
cause of the Mourning. As a DM in Eberron, we
want aW]\WLMKQLM\PMKI][MWN\PQ[\ZIOMLa°
or if you prefer, to leave it as a mystery that
will never be solved. With that said, people in
Eberron itself have many theories about the
cause of the Mourning; it’s up to you to decide if
any of them are correct.
The Mourning was the result of a century
of extensive use of war magic. If the nations
continue to use these magics, the Mourning
will expand.
The dragonmarked House Cannith made
a fortune selling magical weapons to all
sides during the Last War. The Mourning
was the result of research gone horribly
awry. The secrets can be found in a
Cannith research facility within the
Mournland. If this knowledge could
JMZMKW^MZMLIVLZMÅVMLQ\KW]TL
produce a terrifying weapon.
The Mourning was triggered by the release
of an ancient demon overlord trapped
[QVKM\PMLI_VWN\QUM<PQ[UQOP\aÅMVLQ[
lurking in the Mournland and building its
power, but soon it will be ready to act.
As a DM, the question you need to ask is
whether you _IV\the mystery of the Mourning
to be solved, and what the consequences would
be. Right now, fear of the Mourning holds war
I\JIa1NQ\¼[KWVÅZUML\PI\\PM5W]ZVQVOQ[VW
longer a threat—or if one nation manages to
harness its power—the war could begin again.
Sebastian Kimble (Order #15417015)
CHAPTER 1 | ANCIENT MYSTERIES 17
ANCIENT MYSTERIES
7]Z_WZTL_I[JWZVQV[\ZQNM<PM\PZMM
8ZWOMVQ\WZ,ZIOWV[KZIN\ML\PMXTIVM[I\\PMLI_V
WN\QUMIVLZM[\MLQV\PM[XIKM\PI\TQM[JM\_MMV
\PMU1\_I[\PMV\PI\KZ]MT3PaJMZ\]ZVMLWV
\PMW\PMZ[SQTTQVOVWJTM;QJMZa[IVL[KI\\MZQVO\PM
XQMKM[WNPQ[JWLa-JMZZWVNW]OP\3PaJMZJ]\
KW]TLV¼\LMNMI\\PMLIZS_aZU)VL[W-JMZZWV
_W]VL3PaJMZQVPMZKWQT[IVL\ZIV[NWZUML
JMKWUQVOITQ^QVOXZQ[WV\PI\KW]TL
NWZM^MZPWTL\PMLIZSVM[[_Q\PQV)VL
\PQ[Q[\PMNW]VLI\QWVWNW]ZZMITQ\a
-JMZZWVQ[\PM,ZIOWV*M\_MMV\PM
_WZTLWV_PQKP_M[\IVL3PaJMZ
Q[\PM,ZIOWV*MTW_[W]ZKMWNLMUWV[
IVLNW]T\PQVO[)VL\PMZQVOIZW]VLW]Z
_WZTLQ[\PMJZWSMVJWLaWN;QJMZa[
\PM,ZIOWV)JW^M_PW[MJTWWLQ[\PM
[W]ZKMWNITTUIOQK
<PQ[KW[UQK[\Z]OOTM_I[UMZMTa\PM
ÅZ[\WNUIVa_IZ[\PI\[PIXMLW]Z
_WZTL<PMÅMVLQ[PKPQTLZMVWN3PaJMZ
[XQTTMLW]\NZWU\PM]VLMZ_WZTLIVL
[XZMILKPIW[IKZW[[\PMTIVL?M
SVW_TQ\\TMWN\PQ[\QUM[I^M\PI\\PM
UQOP\aLZIOWV[¸\PMÅZ[\KPQTLZMV
WN-JMZZWVIVL;QJMZa[¸NW]OP\IOIQV[\
\PM[MLMUWVW^MZTWZL[1V\PMMVLIVIK\WN
[IKZQÅKMSQVLTML\PM;QT^MZ.TIUM\PI\JQVL[\PM[M
LMUWV[\W\PQ[LIa*]\\PMaP]VOMZ\WM[KIXM
NZWU\PMQZJWVL[IVL_ZMISPI^WKIVL_MU][\
IT_Ia[JM^QOQTIV\
+Q^QTQbI\QWV[ZW[MIVLNMTT<PMOQIV\[WN@MV¼LZQS
_WZSMLOZMI\UIOQK[M^MVLM[\ZWaQVOWVMWN
\PMUWWV[<PQ[ZI[PIK\QWVTML\PMZMKT][Q^M
LZIOWV[\W]\\MZTaLM[\ZWa\PMOQIV\VI\QWV[IVL
\PMKWV\QVMV\WN@MV¼LZQSZMUIQV[ZI^IOMLJa\PM
MXQK[XMTT[]VTMI[PMLQV\PQ[JI\\TM1V3PWZ^IQZM
\PMMUXQZMWN\PMOWJTQV[_I[JZW]OP\LW_VJaI
KWVÆQK\_Q\P\PM^QTMLIMTSaZ<PM[MÆM[P_IZXQVO
TWZL[WNUILVM[[_MZMM^MV\]ITTa\ZIXXMLQV
3PaJMZJa_Q[MWZKQ[PLZ]QL[J]\Z]QV[IZMITT
\PI\ZMUIQVWN\PI\OZMI\MUXQZM
Sebastian Kimble (Order #15417015)
CHAPTER 1 | IF IT EXISTS IN D&D, THERE’S A PLACE FOR IT IN EBERRON
18
Modern civilization is built on the bones of the
past, and these ancient mysteries may have a
dreadful impact on the future. Many of the
modern cities of Khorvaire are built on the
foundations of ancient goblin cities and fortresses,
and these may still hold aberrant threats from
the war that destroyed their civilization. Older
still are the ruins once inhabited by rakshasa
IVLW\PMZÅMVL[IVL\PM[MUIaPWTLIZ\QNIK\[
and other treasures far beyond the capabilities
WNIVaUWLMZVIZ\QÅKMZ*]\\PMZMQ[UWZM\W\PM
past than treasures waiting to be found. Stories
[Ia\PI\LMUWV[IVLLZIOWV[IZMÅOP\QVOITWVO
cold war in the shadows. These tales speak of
a Draconic Prophecy°PQLLMVZM^MTI\QWV[
that grant the power to shape the future. Hidden
LZIOWV[]VLMILMT^M[QUUWZ\ITÅMVL[#ITT
UIaJMÅOP\QVO\WLM\MZUQVM\PMXI\PWN\PM
Prophecy, and player characters may be pawns
in this great game. As one of the heroes of the
age, you surely have a role in the Draconic
Prophecy. Will you be a tool of one of these
ancient forces, or will you master the game and
determine your own destiny?
DARK FORCES
Dragons and demons are just a few of the
dangerous forces at work in the world. The
daelkyr came to Eberron from the Plane
of Madness. They came with armies of
IJMZZI\QWV[¸NWZKM[KWUUIVLMLJaUQVLÆIaMZ[
and bolstered by beholders. They shattered
civilizations and spread horrors across Khorvaire.
The daelkyr were ultimately bound in Khyber
by druidic magic. They linger in the darkness—
the Lord of Eyes, the Prince of Slime, Dyrrn
the Corruptor—creating new aberrations and
waiting for the day they can unleash their full
power on the world above.
While the daelkyr themselves can’t return to
the surface, their minions can. This leads to the
Cults of the Dragon Below, mad mortals who
_WZS_Q\PUQVLÆIaMZ[IVLTM[[MZIJMZZI\QWV[
A cult of the Dragon Below can spring up
anywhere, as a seed of madness takes root in a
KWUU]VQ\aWZKW]Z\°IVL[XZMIL[
As if dragons and demons aren’t trouble
MVW]OP[\WZQM[[Ia\PMZMIZMÅMVL[T]ZSQVOQV
mortal dreams. According to these tales, the
Dreaming Dark is an alliance of nightmare
[XQZQ\[NZWU\PMXTIVMWN,IT9]WZÅMVL[\PI\
feed on mortal fear and manipulate through
dreams. Some stories say the Dreaming Dark can
possess people through their dreams, while others
claim they have psychic agents hidden across
Khorvaire.
Beyond the enigmatic daelkyr and the
Dreaming Dark, other threats have arisen in
the past century, spinning out of the strife of the
Last War. The Lord of Blades is a warforged
QV[]ZOMV\ILMILTa_IZZQWZIVLIZ\QÅKMZ_PW
seeks vengeance against the humans who
created his people as weapons for their war. The
Aurum is a cabal drawn from the wealthy elite
who seek to turn gold into greater power. The
Emerald Claw was an elite military unit that
served Karrnath during the Last War. Disavowed
by their king, the Emerald Claw engages in
guerrilla strikes across Khorvaire, and includes
necromancers, vampires, and undead bound to
their service. Some say the Emerald Claw serve
an ancient lich known as the Queen of Death,
that their true goal is to place her on the throne
of Karrnath and the Five Nations.
These are just some of the dark forces working
in the shadows of Eberron. There are hungry
lycanthropes, clever doppelgangers, and cults
devoted to the Dark Six. There are stories of a
cabal of assassins with aberrant dragonmarks
and elves twisted into creatures of nightmare.
And that’s not to mention the mundane crime
and corruption that can be found in any major
city. It’s a dangerous world—hopefully you can
handle it!
Sebastian Kimble (Order #15417015)
CHAPTER 1 | IF IT EXISTS IN D&D, THERE’S A PLACE FOR IT IN EBERRON 19
IF IT EXISTS IN D&D,
THERES A PLACE FOR IT IN
EBERRON
°*]\1\5Ia6W\*M\PM8TIKMAW]¼ZM=[ML<W
Eberron draws on the core elements of ,,.
It’s a world of wizards and rogues, a setting
_Q\PPITÆQVO[IVLL_IZ^M[IVLMT^M[?IV\IV
otyugh? Orcs? Goblins? Paladins? They’re all
there. Eberron draws on the same basic elements
as other settings, but it often diverges from the
traditional archetypes assigned to those things. A
few factors here:
6WÅ`MLITQOVUMV\[ Mortal creatures
are shaped by their culture and personal
circumstances. An orc is just as likely to be lawful
good as chaotic evil, depending on their personal
PQ[\WZa)OWTLLZIOWVIJMPWTLMZIPITÆQVO#
you can’t make automatic assumptions about
any of them. In part this is because of Eberron’s
distant gods. Orcs aren’t driven by Gruumsh’s
fury, and the gnolls aren’t tied to Yeenoghu.
The exceptions to this rule are creatures whose
identities are shaped by magic. Fiends and
celestials embody pure ideals of good and evil;
lycanthropes are driven by a curse.
Monsters aren’t always villains, and
the villains aren’t always monsters. Many
of the gnolls of Droaam are more honorable
than the human mercenaries of House Deneith.
In Karrnath and Aerenal, undead are used as
tools. You certainly KW]TLÅVLaW]Z[MTNÅOP\QVOI
UMZKQTM[[UQVW\I]ZQV\PM[T]U[WN;PIZV°J]\
you’re just as likely to cross swords with a cruel
PITÆQVOK]\\PZWI\
There’s a place for everything in
Eberron… but it may not be a prominent
place. Kenku aren’t mentioned in any of the
canon sourcebooks of Eberron. There’s many
ways to add kenku into Eberron, but that doesn’t
mean that there needs to be a kenku nation
WZ\PI\SMVS]PI^MXTIaMLI[QOVQÅKIV\ZWTM
in history; it may be that a dozen kenku were
thrown out of the Faerie Court of Thelanis and
these are all the kenku in the world. So just
because it’s possible to put anything you want in
the world, don’t assume that the streets of Sharn
IZMIbWWÆWWLML_Q\PM^MZaKPIZIK\MZZIKM\PI\¼[
ever been suggested.
Chapter 3 provides advice on adding new races
to Eberron. Here’s a few other ways that you
can add something into Eberron with minimal
impact on the setting.
It comes from the vast and largely
unexplored continent of Xen’drik.
It was created or caused by the
Mourning—the mystical cataclysm that
destroyed Cyre—and has only been around
for four years.
It’s a product of the underworld of Khyber,
the source of many aberrations and
monsters.
It’s the result of recent experiments by
one of the dragonmarked houses or a mad
IZ\QÅKMZ
It comes from one of the planes and slipped
into the world during a recent convergence.
Not everything has to exist in Eberron.
AW]KIVÅVLIXTIKMQV-JMZZWVNWZIVa\PQVO
But it’s also possible to say that something LWM[V¼\
exist in Eberron. For example, if you wanted to
use Gruumsh in Eberron, you could re-imagine
PQUI[WVMWN\PMLMUWVW^MZTWZL[WN\PMÅZ[\
age. You could decide that he’s the classic
Gruumsh, who has recently found his way to
Eberron from the core cosmology. But the DM
can always say ¹6W\PMZMQ[VW^MZ[QWVWN/Z]]U[PQV
Ua-JMZZWVº
This comes to a critical point. Nothing is set
in stone. Like every sourcebook that’s come
before it, this book is intended to be a source of
inspiration: use what inspires you, but always feel
empowered to change the world to better suit the
story you want to tell. There’s a place in Eberron
NWZM^MZa\PQVOQV\PI\M`Q[\[QV,,°J]\Q\¼[]X
to you whether to make use of it.
Sebastian Kimble (Order #15417015)
CHAPTER 1 | IF IT EXISTS IN D&D, THERE’S A PLACE FOR IT IN EBERRON
20
EBERRON AND THE MULTIVERSE
Eberron has always been a part of the multiverse.
Eberron is surrounded by its thirteen planes.
These planes play an important role in the
[M\\QVOXZWL]KQVOLZIUI\QKMٺMK\[I[\PMa[PQN\
in and out of alignment with Eberron. But the
Astral and Ethereal Planes surround and enfold
Eberron, and if someone ventures into the Deep
Ethereal it’s possible to pass beyond Eberron’s
closed system and step into the Great Wheel or
the World Tree.
As a DM, it’s up to you to decide whether such
\ZI^MTQ[\ZQ^QITTaMI[aWZITTJ]\QUXW[[QJTM°IVL
whether threats from other settings will make
their way into Eberron. Most people consider the
tale of the Progenitor Dragons to be a fable: a
myth to explain the underworld and the golden
ring in the sky. But what if it’s true? What if
three divine beings joined together to build
a new creation in the depths of the Ethereal?
Elves, orcs, dragons; all of these could have been
created in the image of the creatures of the Great
Wheel but given a chance to develop beyond
the reach of Lolth and Gruumsh. The Ring of
Siberys could in fact be a [PQMTL: a defense that has
PQLLMV-JMZZWV[QVKMQ\_I[ÅZ[\KZMI\ML
If you’re not interested in connecting Eberron
to other settings, then that shield is still intact.
But if you do want to incorporate elements from
other realms, this shield is starting to fail. Perhaps
House Cannith will build a planar gateway and
accidentally bring the Blood War into Eberron.
Maybe Tiamat has only just discovered Eberron
and is slowly corrupting its dragons. Ultimately,
it’s up to you. You can avoid any contact between
Eberron and other settings. You can explore
the idea of that contact being recent and new
(perhaps linked to the Mourning, either as cause
WZMٺMK\7ZaW]KIVKPWW[M\W[Ia\PI\\PMZM
has always been travel between these realms,
adjusting things to incorporate these ideas.
If you choose to explore the idea that contact
between settings is recent and limited, consider
what that might mean for everyone involved. In
the Great Wheel Asmodeus is an ancient threat,
_Q\P_MTTM[\IJTQ[PMLK]T\[TQVM[WN\QMÆQVO[IVLI
great deal of lore to be discovered. If Asmodeus
has just discovered Eberron, the sages know
nothing about him. He has no power base to
work with and will have to recruit new followers.
And you might see unusual alliances forming
IOIQV[\PQUI[JW\PKMTM[\QITIVLÅMVLUQOP\
join forces to drive out the outsider. As with
everything else, Eberron provides an opportunity
to explore existing things in a new way.
&î½®Ù&Ý͕hÄ¥î½®ÙZʽÝ
A few things to bear in mind as you step into
Eberron…
Dragons have a civilization humanity
knows almost nothing about. Shapeshifted
dragons may be secretly manipulating human
civilization.
Elves are split into two cultures. The
reclusive Aereni are gifted wizards ruled by
their undying ancestors. The Valenar elves
are ruthless warriors who strive to be avatars
of ancient heroes. Other elves live among
humanity and have adopted its customs.
Gnomes are schemers and scholars
who maintain order through intrigue and
assassination.
Goblins once had a mighty empire, and
a tradition based on honor and martial
discipline. Their civilization was crushed
by the daelkyr and their land was stolen by
KXPDQLW\7KH\DUHQ·WLQKHUHQWO\HYLOEXWWKH\
have good reason to loathe the people of the
Five Nations.
+DOÁLQJVcan be found as merchants and
LQQNHHSHUVEXWLQWKHLUKRPHODQGWKH\·UH
dinosaur-riding rangers and barbarians.
Orcs are a proud and primal people. While
WKH\·YHQHYHUEXLOWJUHDWFLWLHVWKH\ZHUHWKH
ÀUVWGUXLGVRI(EHUURQ0DQ\FRQWLQXHWKHVH
DQFLHQWWUDGLWLRQVDQGÀJKWWRSURWHFW(EHUURQ
from aberrations… while others have fallen
prey to the madness of the daelkyr.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | 21
CHAPTER 2: WELCOME
TO KHORVAIRE
2][\WVMKMV\]ZaIOW/ITQNIZ_I[[aVWVaUW][
_Q\P3PWZ^IQZM<PQ[UIX[PW_MLWVMOZMI\
VI\QWVPIZUWVQW][IVL]VQ\ML8MZPIX[\PI\¼[
W^MZ[\I\QVO\PQVO[0]UIVQ\aVM^MZKZW[[ML\PM
/ZIa_ITT5W]V\IQV[WZM`XTWZML\PMR]VOTM[
WN\PMMI[\<PM.Q^M6I\QWV[IT_Ia[PIL
K]T\]ZITLQٺMZMVKM[IVL\PW[M_PWaMIZVMLNWZ
QVLMXMVLMVKM*]\[\QTT\PMUIX[PW_ML][I\W]Z
JM[\"WVMVI\QWV]VQ\MLQVIKWUUWVKI][M
6W_1TWWSI\\PMUIXIVL1LWV¼\ZMKWOVQbM
Ua_WZTL/ITQNIZPI[JMMV[PI\\MZML<PM.Q^M
6I\QWV[IZMQZZMXIZIJTa[M^MZML<PMZMIZM[W
UIVaVM_ZMITU[¸SQVOLWU[WNMT^M[IVLOWJTQV[
M^MV\PQ[[WKITTML»VI\QWVWNUWV[\MZ[¼+IV
Q\XW[[QJTaTI[\')VLQNVW\_QTTQ\JMIVW\PMZ
_IZ\PI\JZQVO[Q\LW_VWZ_QTT\PM5W]ZVQVO
KWV[]UM][ITT'
—Lyrian Das, Morgrave Historian
XENDRIK IS A LAND OF RUINS AND
mysteries. The dragons of
Argonnessen have no love for
lesser creatures. The psychic
tyrants of Sarlona maintain strict
control over their borders and their people. So,
most player characters begin their adventures on
the continent of Khorvaire. While humans make
up the majority of the population in the civilized
nations of Khorvaire, the continent is home a
wide range of peoples and cultures. Once largely
]VQÅML]VLMZ\PM3QVOLWUWN/ITQNIZ\WLIa
Khorvaire is split into many nations—some old,
others newborn from the crucible of war.
This chapter provides an overview of the
nations of Khorvaire, along with a glimpse of
common life, magic, religion, and the world—
and planes—that lie beyond it.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | NATIONS OF EBERRON
22
NATIONS OF EBERRON
This section provides an overview of the nations
of Khorvaire. The focus is on what you need to
know to create characters and NPCs from these
places. If you want more details on the culture,
history, and geography of the nations, you can
ÅVLILLQ\QWVITZM[W]ZKM[QVIXXMVLQ`))[aW]OW
forward, here’s a few useful things to bear in mind.
The Five Nations. Aundair, Breland, Cyre,
Karrnath and Thrane are collectively referred
to as the Five Nations. These nations formed the
heart of the Kingdom of Galifar, and while each
has a unique cultural identity they are built on
this shared foundation. Families are spread across
the Five Nations; the rulers of the Five Nations
are tied to the Wynarns, the royal bloodline of
/ITQNIZ,M[XQ\M\PMQZLQٺMZMVKM[IV)]VLIQZQIV
has more in common with a Thrane than they do
with a Zil gnome or a Lhazaar pirate.
Aside from Cyre—which was destroyed in the
Last War—the Five Nations remain the largest
and most powerful countries in Khorvaire.
The Treaty of Thronehold WٻKQITTaMVLML
the Last War. The treaty recognized the following
nations as sovereign states: Aundair, Breland,
Darguun, the Eldeen Reaches, Karrnath, the
Lhazaar Principalities, the Mror Holds, Q’barra,
the Talenta Plains, Thrane, Valenar, and Zilargo.
These nations abide by a common set of laws
and maintain diplomatic relations. The Demon
Wastes and Shadow Marches are regions that
PI^MVW]VQÅMLOW^MZVUMV\_PQTM,ZWIIUPI[
declared itself to be a nation but has yet to be
recognized by the others.
Getting Around. The Five Nations are
connected by an excellent system of roads, and
travelers can always make their way by horse
or coach. Major cities are tied together by the
lightning rail of House Orien, which allows you
to avoid the perils—and tedium—of the roads.
If speed is an issue, you can book passage on a
Lyrandar airship. This is the fastest way to travel,
but also the most expensive. Refer to the “Magic
in Khorvaire” section for more travel options.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | AUNDAIR 23
AUNDAIR
Capital: Fairhaven
Noted for Arcane magic, cheese, education,
fashion, grains, wine
Aundair is a realm of grand cities surrounded
by fertile farmlands. Its legendary founder was
devoted to the acquisition of knowledge and
\PM[\]LaWNUIOQKIVL\PMÆWI\QVO\W_MZ[
WN)ZKIVQ`IZM\PMÅVM[\QV[\Q\]\MNWZUa[\QKIT
study in Khorvaire. Magic is a part of daily life
throughout the Five Nations, but it is especially
common in Aundair; the nation produces more
magewrights and wandslingers than any other.
From the nobles in the towers of Fairhaven to
the common folk working the vast vineyards of
Bluevine, Aundairians value wit and wisdom.
)]VLIQZQIV[XZMNMZÅVM[[M\WJZ]\MNWZKMIVL
IXXZMKQI\MK]VVQVO_WZLXTIaIVLÅVMNI[PQWV[
The Sovereign Host is the dominant faith of
Aundair, with a particular devotion to Aureon.
However, the Silver Flame also has a deeply
devoted following—some might say overzealous
or extreme.
Aundair is ruled by Queen Aurala ir’Wynarn.
Aurala is a just ruler, but she has never
abandoned the dream of a Galifar reunited
under her rule. While Aundair is a small nation,
its arcane superiority allowed it to hold its own
during the Last War. Many believe Aurala
is pressing Arcanix to develop battle magic
that will ensure Aundair’s victory in whatever
KWVÆQK\[TQMIPMIL
INTERESTING THINGS ABOUT AUNDAIR
<PMÆWI\QVO\W_MZ[WN)ZKIVQ`IZMIKMV\MZ
for mystical research. Bear in mind that
many of its sages specialize in ritual magic
IVLIJ[\ZIK\\PMWZa#Q\¼[VW\ÅTTML_Q\PPQOP
level wizards.
Arcane magic is tied into many aspects
of Aundairian life—more so than other
nations. There’s a cleansing stone in
every village, and you might encounter
IVQUI\MLNIZUQVOMY]QXUMV\QV\PMÅMTL[
The Knights Arcane are an elite unit
of eldritch knights, and the Royal Eyes
of Aundair are spies that specialize in
divination magic.
House Lyrandar is based on the island
of Stormhome, and House Orien has
its ancestral seat in the city of Passage.
Aundair is also home to Baron Jorlanna
d’Cannith of the House of Making.
Some Aundairian nobles are bound by
arcane pacts handed down through the
generations. Only remarkable heirs—
such as player characters—develop the
full powers of a warlock. Most such lines
are tied to archfey, but you could explore
other paths.
AUNDAIRIAN CHARACTERS
Regardless of your Intelligence score, if you’re an
Aundairian you’re sure you’re the smartest person
in the room. Consider the following things.
Arcane Talent. If you’re not going to play
a magical class, consider being a high elf or a
variant human with the Magic Initiate feat.
?PM\PMZaW]TMIZVWٺMV[Q^MKIV\ZQX[IVLÅOP\
as a wandslinger or pick up a few practical
tools (XZM[\QLQOQ\I\QWVUMVLQVOUIOMPIVL), every
Aundairian should know a little magic.
Magic Beats Mundane. Why use your hand
when you could use UIOMPIVL? Who still uses a
bow when you could use a wand? “;W^MZMQOV[IJW^M
?aTTQ[?M¼ZMLIa[I_IaNZWU\PM-TM^MV\P+MV\]ZaIVL
aW]¼ZM[\QTT[PWW\QVOXMWXTM_Q\PXWQV\ML[\QKS['º
Show Some Style. Don’t settle for common
clothes and a squalid meal when you could wear
ÅVMOTIUMZ_MI^M and drink the best wine. If you’re
IÅOP\MZNWK][WVÅVM[[MIVL,M`\MZQ\aQV[\MIL
of crude strength. And never miss an opportunity
for a clever quip.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | BRELAND
24
BRELAND
Capital: Wroat
Noted for Industry, manufactured goods,
metalwork, processed ore; organized crime,
subterfuge
In the wake of the Last War, Breland is one
of the most powerful nations in Khorvaire.
Possessing a large population and abundant
resources, Breland leads the Five Nations in
industry.
The Brelish are known for their pragmatism
and independence. They lack the discipline of
Karrns or the faith of the Thranes, but they
M`KMTI\ÅVLQVOVM_IVLQVVW^I\Q^M[WT]\QWV[
to problems. The Brelish also have a talent
for intrigue and subterfuge. The King’s Dark
4IV\MZV[IZMWVMWN\PMÅVM[\QV\MTTQOMVKM
agencies in Khorvaire, rivaled only by House
Phiarlan and the Trust of Zilargo. The dark side
of all of these things is a strong streak of cynicism,
_PQKPITTW_[KZQUMIVLKWZZ]X\QWV\WÆW]ZQ[P
in Brelish cities and churches. The Sovereign
Host is the dominant religion of Breland, but
in general the Brelish aren’t as devout as their
cousins in other nations.
King Boranel ir’Wynarn of Breland rules in
conjunction with an elected parliament. Boranel
is a popular leader celebrated for his exploits
during the Last War. But his children have yet
to prove themselves, and there is a growing
movement that advocates abandoning royal rule
when Boranel passes.
INTERESTING THINGS ABOUT BRELAND
The great city of Sharn is the largest
metropolis in Khorvaire. The City of
Towers is almost a nation in its own right
and is a hub for commerce and intrigue.
Chapter 6 provides more information on
Sharn.
The Boromar Clan is the oldest and most
powerful criminal organization in Breland.
<PM*WZWUIZTMILMZ[PQXIZMPITÆQVO[_Q\P
ties to the Talenta Plains. Other notable
criminal organizations include the monsters
of Daask and House Tarkanan, an alliance
of assassins and thieves with aberrant
dragonmarks.
Breland’s major cities are especially
cosmopolitan. Due to its proximity to
Droaam, its cities include more monsters—
ogres, orcs, goblins, and even sahuagin,
harpies, and gargoyles—then are seen
elsewhere in the Five Nations.
Breland has accepted more Cyran refugees
than any other nation. The largest refugee
camp, New Cyre, has a population of over
four thousand and is being converted into
a town. Prince Oargev of Cyre considers
PQU[MTNISQVOQVM`QTMJ]\MٺMK\Q^MTaPM¼[
the mayor of this town.
BRELISH CHARACTERS
As you develop a Brelish character or NPC,
consider the following.
Slightly Shady. Many Brelish have a loose
relationship with the law. Even if you’re a hero,
you may have a few questionable connections
or friends in low places. Backgrounds such as
KZQUQVITWZKPIZTI\IV[XaIZMI_Ia\WZMÆMK\
this, regardless of your class. You could also be a
folk hero who’s challenged the laws to protect the
innocent, or an entertainer who’s played in every
dive in Sharn.
Innovative and Independent. Find your
own path in the world; don’t simply follow. As
a cleric you might challenge your church and
follow your own divine revelations. As an arcane
caster you could search for new techniques or to
unravel forgotten secrets.
Practical. Whether it’s about fashion, food, or
conversation, the Brelish tend to be practical and
pragmatic. Why spend a fortune on a fancy meal
when a simple one will do? You’ll use whatever
tool gets the job done, and you don’t see a need
NWZ]VVMKM[[IZaÆIQZ
Sebastian Kimble (Order #15417015)
CHAPTER 2 | CYRE (THE MOURNLAND) 25
CYRE (THE MOURNLAND)
Capital: Metrol (destroyed)
Noted for )Z\QÅKMIZ\RM_MTZaU][QKWZI\WZa
philosophy; creativity, versatility
Destroyed at the end of the Last War, Cyre now
only exists in the hearts of the refugees scattered
across Khorvaire.
Before the war, Cyre was the seat of the kings
and queens of Galifar. The wealth of the kingdom
ÆW_ML\PZW]OP+aZMIVLQ\_I[IVM`][NWZ
commerce and culture. By tradition, Cyre’s
Princess Mishann had the rightful claim to the
throne of Galifar. While Cyrans take pride that
they alone were in the right in the Last War, they
unquestionably lost more to the war than any
other nation. As a Cyran, you stand on the moral
PQOPOZW]VLJ]\\PI\UIaWٺMZTQ\\TMKWUNWZ\
Cyrans like to say that their culture represents
\PMJM[\\PI\/ITQNIZPIL\WWٺMZ°_PQKPQ[
to say, a little bit of everything. Cyrans value
diversity and versatility, both in talents and
thought. Cyre couldn’t match Karrnath in
martial discipline or Aundair in the arcane
arts, but as a nation it was characterized by the
ÆM`QJQTQ\aWNQ\[NWZKM[
While the Sovereign Host was the dominant
NIQ\PWN+aZM\PM;QT^MZ.TIUMPILI[QOVQÅKIV\
following. Many survivors have questioned their
faith in the wake of the Mourning, but some
believe that this is a divine trial and a time when
faith is needed more than ever.
Queen Dannel ir’Wynarn was in Metrol on
the Day of Mourning and is presumed to be
dead. Her son Prince Oargev ir’Wynarn holds
court in New Cyre, a massive refugee camp set
up in Breland. Some refugees support Oargev
and the dream of a restored Cyre, while others
prefer to focus on the future instead of trying to
reclaim the past. As a Cyran you should decide
whether you hold tight to your national identity,
or whether consider yourself to be an adventurer
without a nation.
INTERESTING THINGS ABOUT CYRE
Cyre was the ancestral seat of the
dragonmarked House Cannith, the house
of Making. The house maintained arcane
workshops across Cyre. Who knows what
treasures wait in Cannith vaults for those
who brave the dangers of the Mournland?
Stories say communities of warforged live
in the Mournland, including the insurgent
called the Lord of Blades.
?PQTMVW\I[ÆIUJWaIV\I[)]VLIQZ
Cyran fashions involved bright colors
and OTIUMZ_MI^M. Some have made a
point of continuing this custom. Others
wear clothing cut in the Cyran style, but
entirely in black; this is generally known as
“Mourning wear.”
CYRAN CHARACTERS
When creating a character from Cyre, consider
the following.
What Have You Lost? Did you lose wealth
or status? Did you have family or loved ones lost
in the Mourning? Did you lose something you
could one day recover from the Mournland—
arcane research, an heirloom artifact? Consider
the impact this has on your background. As a
Cyran noble or soldier, your estates have been
lost and your army scattered; but you still have
the respect of your comrades or peers.
What Do You Hold Onto? Do you have a
trinket that embodies Cyre for you? Is your wand
or weapon an heirloom of your family? As an
entertainer or guild artisan, are you preserving a
particular Cyran tradition?
What Drives You? Are you determined
to solve the mystery of the Mourning? Do
you want to help other refugees? Or are you
only concerned with your personal survival? Is
there something you want to recover from the
Mournland, or would you prefer to never set foot
in it again? Do you hold a grudge against the
nations that fought against Cyre in the war, or
are you only concerned with the future?
Sebastian Kimble (Order #15417015)
CHAPTER 2 | DARGUUN
26
DARGUUN
Capital: Rhukaan Draal
Noted for Goblinoid mercenaries
Goblins and their kin have always been part
of Khorvaire. Their ancient empire spread
across the lands now held by the Five Nations,
and many human cities are built on goblin
foundations. This empire collapsed into savagery,
and when humanity arrived, goblins were driven
from their ancestral lands or enslaved. Galifar
ended the practice of slavery. But goblins have
long been a disenfranchised people, living in
the shadows of the Five Nations or in wild lands
shunned by humans.
The land that’s now Darguun was once part
of Cyre. The hobgoblin clans known as the
Ghaal’dar were based in the Seawall Mountains,
but during the Last War the demand for
mercenaries drew an ever-increasing number of
OWJTQV[W]\WN\PMUW]V\IQV[\WÅOP\NWZ+aZMIVL
Breland. Late in the war a brilliant hobgoblin
named Haruuc recognized that the goblins
had become the dominant power in the region.
Uniting the Ghaal’dar under his banner, Haruuc
seized the territory he was supposed to protect.
The Five Nations were unprepared, and Breland
quickly negotiated an alliance with Haruuc to
secure the border. Cyre fought the goblins until
the Day of Mourning, but when the Treaty of
Thronehold was forged the majority of delegates
chose to recognize the new nation of Darguun to
ensure peace.
Darguun is a young and volatile nation.
It is ruled by the hobgoblin Lhesh Haruuc
Sharaat’kor. Haruuc remains a brilliant
strategist and tactician, but many wonder if
he can maintain the web of alliances that hold
the Ghaal’dar together, and whether he or his
people will be content to abide by the terms of the
treaty. And there are stories of other goblins still
hidden in the mountains—the enigmatic “Heirs
of Dhakaan,” who could pose a threat both to the
goblins and Khorvaire itself.
Traditionally, the Ghaal’dar worshipped a
form of the Dark Six. House Deneith introduced
the Sovereign Host to the region, and some
goblins have embraced this faith, especially Dol
Dorn, Dol Arrah, and Balinor.
INTERESTING THINGS ABOUT DARGUUN
Rhukaan Draal is the largest city in
Darguun. As the goblins have little
interest in the laws of the Five Nations,
Rhukaan Draal is a haven for fugitives and
smugglers.
House Deneith has a strong presence in
Darguun. While no one will employ goblin
armies in the wake of Haruuc’s betrayal,
smaller units of goblin mercenaries are
valued for their ferocity and skills.
DARGUUL CHARACTERS
Darguun is a logical point of origin for goblin,
hobgoblin, or bugbear characters. When creating
a Ghaal’dar character from Darguun, consider
the following.
Constant Struggle. Among the Ghaal’dar,
you are constantly forced to prove your strength
and skill or to cede dominance to others.
Ghaal’dar rarely kill in a casual battle; you may
ÅOP\\WXZW^MIXWQV\J]\SQTTWVTa_PMVaW]U][\
Loyal to Your Clan. While you may challenge
your peers in times of peace, when blades are
drawn you stand by your clan—or those allies
you have bonded with—until death. Note that
the Ghaal’dar are an alliance of clans: this loyalty
doesn’t extend to warriors of W\PMZ clans.
Muut and Atcha. Your ancestors once forged
an empire even greater than Galifar. Perhaps
you believe that your people can reclaim this lost
glory. The Dhakaani were renowned for their
martial skill, but also for their discipline. 5]]\
roughly translates to “duty”—your duty to your
empire, your clan, your commander. Muut is
expected; if you have no muut, you have no place
in battle. )\KPIis closer to “honor”; it is your
personal honor, gained by doing virtuous deeds
that go beyond the expectations of muut.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | THE DEMON WASTES 27
THE DEMON WASTES
Capital: None
Noted for Fiends, pestilence, violence
Rivers of lava cut across plains of black sand
and volcanic glass. The only vegetation you can
see is blood-red moss and a thick layer of slime,
and that appears to be moving. A jagged rock
NWZUI\QWVUQOP\JMIXQMKMWNIVIVKQMV\_ITT°
or perhaps that’s just your imagination.
This is the Demon Wastes. Tens of thousands
WNaMIZ[IOWÅMVL[Z]TML3PWZ^IQZM<PQ[ZMOQWV
was the seat of power of some of the mightiest
IZKPÅMVL[PWTLQVOKQ\QM[WNZIS[PI[I[IVL
demons. These foul spirits were bound long ago,
but their power still lingers in this place. Vile
creatures continue to crawl up from the depths of
Khyber. And there are a handful of primordial
Z]QV[[][\IQVMLJaLIZSUIOQK°Z]QV[\PI\UIa
[\QTTJMPWUM\WÅMVL[IVL\PMQZ\ZMI[]ZM[
A mountain range known as the Labyrinth
separates the Demon Wastes from the Eldeen
Reaches. Due to ancient warding magic, any
foul thing that wishes to leave must pass through
the Labyrinth. These passes are guarded by the
Ghaash’kala, tribes of orcs sworn to contain the
evils of the Waste. The Ghaash’kala worship a
version of the Silver Flame that they call 3ITWS
;PI[P; they consider the people of the Five
Nations to be soft and naive.
The Carrion Tribes are savage barbarians
who dwell in the Wastes. Each tribe is devoted
\WWVMWN\PMIZKPÅMVL[IVL\PMaMVOIOMQV
endless battles against the Ghaash’kala and the
other Carrion Tribes. These people are mostly
humans, but there are corrupted orcs, half-orcs,
IVL\QMÆQVO[UQ`MLQVITWVO_Q\PIPIVLN]TWN
other races represented. The Carrion Tribes are
savage and cruel, and know almost nothing about
the world beyond the Labyrinth.
INTERESTING THINGS
ABOUT THE WASTES
Stories tell of the lost city of Ashtakala, a
KQ\ILMTWNÅMVL[[\QTTXWX]TI\MLJaZIS[PI[I[
The libraries of Ashtakala contain arcane
secrets and details about the Draconic
Prophecy and its vaults hold untold
treasures.
The Demon Wastes contain portals to
3PaJMZ¸[XMKQÅKITTa\WLMUQXTIVM[
within Khyber. These are similar to the
layers of the Abyss in the core cosmology,
unearthly realms populated by demons.
The Ghaash’kala raid these demiplanes to
get the supplies they need to survive.
CHARACTERS FROM THE WASTES
If you’re from the Demon Wastes, you likely fall
into one of two categories.
Ghaash’kala. You’ve been raised in one of
the harshest lands in Eberron and spent your
MV\QZMTQNMJI\\TQVOÅMVL[?PaPI^MaW]TMN\aW]Z
post? Have you had a vision from Kalok Shash?
Are you pursuing a rogue demon? Have you
been given a quest by the leader of your tribe?
Most of the Ghaash’kala are orcs or half-orcs.
They’re deeply devoted to their faith and might
be paladins (Vengeance or Devotion), clerics
(Life, Light, or War) or Zealot barbarians.
Hermit and outlander are logical backgrounds:
you know little about the ways of civilization, but
you have have insights and the skills to survive in
the harshest environments.
Carrion Tribes. Why have you left the
Wastes? Have you turned your back on the vile
traditions of your demon-worshipping clan?
7ZIZMaW]\PMKPIUXQWVWNWVMWN\PMÅMVLQ[P
Overlords—but sworn to hunt down and destroy
the servants of a LQٺMZMV\IZKPÅMVL_PWXW[M[
a more immediate threat to Khorvaire? Either
way, you are a stranger in a strange land: a
savage used to a constant battle for survival in a
world shaped by demons.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | DROAAM
28
DROAAM
Capital: The Great Crag
Noted for Monstrous mercenaries, byeshk
Droaam is a nation of monsters. It is ruled by
the Daughters of Sora Kell. Each of these three
hags is a legend in her own right, the subjects of
tales used to frighten children. Eleven years ago
they laid claim to the lands west of the Graywall
Mountains and founded the nation of Droaam.
While these barren lands were claimed by
Breland, Galifar had never tamed this wild
region. It had long been a haven for host of
creatures. Gnolls, orcs, and goblins are the most
common, but ogres, trolls, harpies, minotaurs,
UML][I[\QMÆQVO[KPIVOMTQVO[TaKIV\PZWXM[
and many more dwell in this region. In the past
these creatures fought one another more often
than they raided human settlements. Under
the leadership of the Daughters of Sora Kell,
\PMaPI^MJMMVOQ^MVVM_X]ZXW[M°IVL\PM
Daughters use an army of ogres and war trolls
to maintain order. To date, the other nations of
Khorvaire have refused to recognize Droaam,
and it was not part of the Treaty of Thronehold.
Most people believe that it can’t last—that even
the Daughters can’t hold this disparate alliance
together—but currently it is stronger than ever.
Droaam works closely with House Tharashk,
selling the services of monstrous soldiers and
laborers and bysehk ore, a form of metal with
magical properties. Beyond that, it is a frontier
nation that is still expanding. As Droaam
isn’t bound by the Treaty of Thronehold, it’s
become a haven for war criminals and deserters,
along with other criminals and mages pursuing
forbidden paths of magic.
Many of the monsters that make up Droaam
have their own unique subcultures. Most worship
the Dark Six, but there are other religious
traditions as well.
INTERESTING THINGS ABOUT DROAAM
The city of Graywall lies on the border
between Droaam and Breland. The second-
largest city in Droaam, it is a center for
trade, a haven for Brelish criminals, and
a place where monsters and humans can
meet on largely neutral ground.
<PM>MVWUW][,MUM[VMQ[KQ\aWN\QMÆQVO[
on the western shore of Droaam. It is the
TIZOM[\\QMÆQVOKWUU]VQ\aQV3PWZ^IQZM
with arcane traditions developed over the
course of thousands of years.
Droaam uses the supernatural abilities of
its citizens as tools, just as the Five Nations
use arcane magic. The Daughters of Sora
Kell keep their people fed with troll sausage
and use harpy’s song to quell brawls. Think
about how a monster’s natural powers
could be put to practical use.
DROAAMITE CHARACTERS
5QVW\I]Z[WZK[OVWTT[\QMÆQVO[KPIVOMTQVO[
and other monstrous species all have a place
in Droaam. Consider these when making a
Droaamite character.
?PI\5ISM[AW],QٺMZMV\'The people of
Droaam aren’t just humans with horns or green
skin. Think about the strengths of your people
IVL_PI\UISM[aW]LQٺMZMV\NZWUP]UIVQ\a
both physically and culturally.
Are You Proud? Many citizens of Droaam
are proud of their nation. You know that the rest
of Khorvaire considers you to be a “monster”. In
Droaam, you are going to prove to them that you
and your kind are capable of things humanity
can’t even imagine. Or you might ignore this big
picture and be driven solely by your personal
desires or the goals of your family or warlord.
Backgrounds. The creatures of Droaam are
very diverse. A Droaamite kobold might be an
urchin rogue. A minotaur could be a outlander
barbarian with little knowledge of the outside
_WZTL_PQTMI\QMÆQVO_IZTWKSKW]TLJMI[IOM
well versed in history and arcana.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | THE ELDEEN REACHES 29
THE ELDEEN REACHES
Capital: The Greenheart
Noted for Agriculture, animal husbandry,
druidic magic
A stretch of fertile farmlands borders a vast,
]V\IUMLNWZM[\.IZUMZ[\MVL\W\PMÅMTL[_PQTM
tribes of shifters and circles of druids and rangers
roam the woods. These are the Eldeen Reaches.
Druids and shifters have dwelt in the Towering
Woods for thousands of years, but the eastern
farmlands of the Reaches were part of Aundair
until the Last War. The lords of Aundair
NWK][ML\PMQZZM[W]ZKM[WV\PM_IZMٺWZ\
ignoring banditry and other problems faced
by the farmers of the east. The Wardens of the
Wood—largest of the druid sects—came to the
aid of these farmers. Fifty years ago, the people of
eastern Aundair seceded and formed the Eldeen
Reaches. The Reaches were recognized as a
nation by the Treaty of Thronehold, but many
fear Aundair will try to reclaim the region.
Druidic magic is a central part of life in the
Eldeen Reaches. Most of its people seek to
live in harmony with the natural world, and
communities have a druidic advisor who helps
with planning and planting. The Towering
Woods are also home to tribes of shifters, who
maintain a nomadic existence. The Wardens of
the Wood maintain order and settle disputes,
and the Great Druid Oalian—an I_ISMVML
greatpine—is the spiritual leader of the Reaches.
INTERESTING THINGS
ABOUT THE REACHES
The fey have a strong presence in the
Towering Woods. The region with the
strongest ties to the Faerie Court is called
The Twilight Demesne.
• The Gloaming is a region with strong ties
to Mabar. It’s charged with negative energy
IVLÅTTML_Q\P[QVQ[\MZ\PQVO[
Varna is the largest city in the Reaches
and the seat of the dragonmarked House
Vadalis.
ELDEEN CHARACTERS
Druidic traditions are important to the people of
the Eldeen Reaches. Even if you’re not a druid,
aW]UIaNWTTW_WVMWN\PM[MÅ^MXI\P[)[I
variant human, you could take the Magic Initiate
feat to learn a little druidic magic.
Most of these traditions work with the druidic
Circles of Land, Moon and Shepherd; Beast
Totem barbarians; clerics with the Nature
domain; or rangers with the Hunter or Beast
Master archetypes. Other classes or archetypes
especially suited to a path are called out below.
The Wardens of the Wood seek to maintain
the balance between nature and civilization,
protecting each from the other.
The Greensingers see the magic of the fey
as a part of nature. They honor the archfey that
PI^MQVÆ]MVKMQV\PMQZZMOQWV[IVL\Za\WTQ^MQV
harmony with other fey creatures. Bards and
archfey warlocks are often found among the
Greensingers, and the Circles of Dreams works
well for Greensinger druids.
The Gatekeepers protect the natural world
from unnatural threats, such as aberrations and
ÅMVL[<PMaUIQV\IQVIVKQMV\_IZL[\PI\JQVL
the daelkyr in Khyber. Horizon Walker rangers
IVL)VKM[\ZIT/]IZLQIVJIZJIZQIV[Å\QVPMZM
The Ashbound are champions of the natural
_WZTLIVLÅOP\IVa\PQVO\PI\\PZMI\MV[Q\5IVa
of them consider arcane and even divine magic
to be such a threat. Ashbound sometimes attack
the holdings of dragonmarked houses and seek to
release bound elementals. Barbarians are often
found among the Ashbound, and Berserker and
Storm Herald are logical paths.
The Children of Winter believe that death
is a natural part of life. This leads them to
ÅOP\]VLMILJ]\IT[W\W\ISMIK\QWV[\PI\K]TT
the weak and strengthen survivors. Extremists
have spread plagues, especially in large cities.
Warlocks and Gloom Stalker rangers can be a
OWWLÅ\
Sebastian Kimble (Order #15417015)
CHAPTER 2 | KARRNATH
30
KARRNATH
Capital: Korth
Noted for Ale, dairy, glass, livestock, lumber,
paper, textiles; undead, martial discipline
The people of Karrnath are stoic and grim.
Karrnath is a nation of storms and long winters,
and Karrns are accustomed to enduring hardship
without complaint.
First and foremost, Karnath is known for
its military tradition. Strength, strategy, and
discipline are the core values of Karrnath.
?PQTM3IZZVI\P¼[[WTLQMZ[UIaJM\PMÅVM[\QV
the Five Nations, they lack the magical support
of Aundair or Thrane, which evened the odds
during the Last War. Nonetheless, Karrns are
proud of their martial history, and most are
convinced that they would have eventually won
the Last War.
3IZZVI\P[]ٺMZMLI[MZQM[WN[M^MZMNWWL
shortages and plagues early in the Last War. This
caused the king to embrace the Blood of Vol as
the national religion. The priests of this faith
bolstered Karrnath’s forces with undead. The
current King, Kaius ir’Wynarn III, broke ties
with the Blood of Vol and has stopped creating
VM_]VLMILJ]\3IZZVI\P[\QTTPI[I[QOVQÅKIV\
number of skeletons and zombies in service.
Many Karrns still follow the faith of the Blood of
Vol and approve of the use of undead, but just
as many feel that this disgraces Karrnath’s proud
UQTQ\IZaPQ[\WZa°IVL\PI\\PMVMKZWUIVKMZ[
themselves might have been responsible for the
famines and plagues.
INTERESTING THINGS ABOUT
KARRNATH
Rekkenmark Academy is the premier
military institute in Khorvaire; prior to the
4I[\?IZITTWN/ITQNIZ¼[WٻKMZ[\ZIQVMLI\
Rekkenmark.
The Sovereign Host has regained its place
as the dominant religion of Karrnath, but
there is still a strong following for the Blood
of Vol. Atur, the so-called “City of Night”,
is the faith’s stronghold in Karrnath.
The Nightwood is a massive forest with a
close tie to the Plane of Mabar. Monsters
and undead sometimes slip out of the
Nightwood to threaten the surrounding
regions.
The laws of Karrnath are harsher than
those of the other Five Nations, closer to a
state of martial law.
King Kaius III is a strong proponent of
peace, but many of the local warlords are
certain Karrnath could and should unite
Galifar, and there are whispers of a coup.
KARRNATHI CHARACTERS
Karrns are somber folk, and generally disapprove
of extravagance or excessive shows of emotion.
As you develop a Karrnathi character or NPC,
consider the following.
Military Service. Karrns have a strong
tradition of military service, and soldier or sailor
are appropriate backgrounds for any character.
The laws of Karrnath are harsh, and criminals
IVLKPIZTI\IV[PI^MILQٻK]T\\QUMPMZM<PM
Martial Adept feat is a way to give a character a
strong sense of military experience.
Martial Tradition. Karrnathi tradition
emphasizes teamwork, focus, and force. Heavy
armor and weapons are prefered. Battlemasters
and Champions are both sound archetypes for
ÅOP\MZ[_PQTM3IZZVI\PQ_QbIZL[IZM\aXQKITTa
Evokers or Necromancers. Heavy Armor Master,
Sentinel, and Tough are all logical feats for
Karrnathi warriors; Polearm Master or Shield
Master are also appropriate, depending on
personal preference.
The Dead. Undead soldiers have served in
Karrnath’s armies for decades. How do you feel
about the undead? Are you a follower of the
Blood of Vol who considers the undead to be a
practical tool? Do you have a relative or friend
currently serving? Or do you despise the Blood of
Vol and the use of necromancy?
Sebastian Kimble (Order #15417015)
CHAPTER 2 | THE LHAZAAR PRINCIPALITIES 31
THE LHAZAAR PRINCIPALITIES
Capital: Regalport
Noted for ;PQX[Å[PUMZKMVIZQM[UMZKPIV\[
pirates
This loose confederacy of pirate lords, merchant
princes, and sea barons holds the northeastern
coastline of Khorvaire and the many islands
scattered across it. While they were recognized as
an allied nation under the Treaty of Thronehold,
the Principalities are a loose alliance. Each island
domain has its own traditions, values, and goals—
and each has a long list of vendettas and feuds
with other princes. Beyond this, anyone who can
win the support of enough ships and people can
claim a principality; if you want to establish your
own tiny kingdom, this is the place to do it.
<PM4PIbIIZIZM\PMÅVM[\[IQTWZ[QV3PWZ^IQZM
During the Last War, they served all nations as
privateers and engaged in piracy on the side.
With the end of the Last War they’ve largely
returned to the merchant trade, but there are still
pirates on the open seas.
The Lhazaars value their independence. This
is a place where anyone can rise to captain a
ship or even seize a principality. Leadership
is something earned, not given. High Prince
Ryger ir’Wynarn of Regalport seeks to forge
\PM8ZQVKQXITQ\QM[QV\WI]VQÅMLNWZKM0MPI[
\PMÅVM[\ÆMM\IVLQ\_I[PQ[MٺWZ\[\PI\[I_\PM
8ZQVKQXITQ\QM[ZMKWOVQbMLI\<PZWVMPWTL°NWZ
which he gave himself the title of “High Prince.”
But so far, the other princes have rejected his
proposals for a greater union.
There are principalities devoted to the Blood
of Vol and a few that favor the Sovereign Host.
Beyond this, the Lhazaar show little enthusiasm
for religion, though many will curse the Devourer
when a storm comes.
INTERESTING THINGS ABOUT LHAZAAR
The Lhazaar Principalities have the largest
changeling population in Khorvaire. Many
of these are concentrated in the Gray
Tide, a domain founded by changelings.
However, changelings are found across the
Principalities and the Lhazaar are generally
used to them.
The Wind Whisperer principality includes
a number of half-elves with the Mark of
Storm—excoriates and foundlings with
no tie to House Lyrandar. The Wind
Whisperers want to obtain airships, by any
means necessary.
Dreadhold is an infamous island prison
maintained by House Kundarak. Said to
be inescapable, Kundarak houses both
infamous criminals and mystical threats.
LHAZAAR CHARACTERS
As you develop a Lhazaar character or NPC,
consider the following.
Seafarers and Swashbucklers. Most
Lhazaar spend more time at sea than they do
on land. Sailor is an appropriate background
for any Lhazaar, but you can also ask your DM
QNaW]KIV[_Q\KPI\WWTXZWÅKQMVKaNWZ^MPQKTM[
_I\MZXZWÅKQMVKa4PIbIIZIZMÆIUJWaIV\
people with little concern for the law, so
charlatan, criminal, entertainer, and folk hero
are all strong backgrounds.
Local Customs. Each principality is unique.
Each has its own martial traditions, fashions,
IVL[TIVO<PQVSIJW]\PW_aW]ZKPWQKM[ZMÆMK\
your principality. Your dwarf barbarian could
be one of the savage Cloudreavers. Your dashing
swashbuckler rogue could be a colorful Wind
Whisperer. The Bloodsail elves have a strong
\ZILQ\QWVWNVMKZWUIVKa°IVM`KMTTMV\UI\KPNWZ
your elf wizard. There are many principalities,
and you can always work with your DM to
LM^MTWXWVM\PI\Å\[aW]ZKPIZIK\MZ
Big Dreams. Whatever their circumstances,
the people of the Principalities are always looking
\W\PMN]\]ZM?PI\Q[Q\aW]_IV\'<WÅVLI
forgotten treasure hoard? To command your
own ship? To take your place as a prince? Think
big, and chase your dreams.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | THE MROR HOLDS
32
THE MROR HOLDS
Capital: Krona Peak
Noted for Dwarves, banking, mining (precious
and nonprecious metals), metalwork
Long ago, the Mror Lords were forced to swear
fealty to Karrnath and Galifar. In the early days
of the Last War, they declared their independence
and the sovereignty of the Mror Holds. That
declaration was less than a century ago and that
makes it fresh in the mind of many dwarves. The
Mror are proud of the wealth of their nation and
the talents of their smiths, of the skills of their
warriors and the strength of their impregnable
fortresses. The Mror star is rising.
?PMVP]UIVQ\aÅZ[\KIUM\W3PWZ^IQZM\PM
dwarves were locked in endless feuds. Over
the centuries, they turned their energies to
harnessing the astonishing natural resources
of their mountain home. The dwarves were
reborn as merchant princes. And along the way
they made a remarkable discovery: ruins of an
ancient dwarven empire. This forgotten realm
was destroyed by the daelkyr and its vast halls
are held by aberrations and other dark things.
Nonetheless, these ruins are another source of
pride for the Mror. They’re heirs of a mighty
empire that may one day rise again.
The Mror Holds are a loose confederation.
Twelve noble clans each govern a hold and have
a representative on the Iron Council, which
ZM[WT^M[LQ[X]\M[IVLQ[[]M[IٺMK\QVO\PMMV\QZM
nation. Each hold includes a number of lesser
clans, who owe fealty to the noble line.
The Sovereign Host is the dominant faith of
the Mror Holds. Kol Korran is the most beloved
of the Sovereigns, but Onatar, Olladra, Boldrei,
and Dol Dorn are also revered.
INTERESTING THINGS ABOUT THE
HOLDS
The Mror Holds have deep reserves of
gold, silver, and other rare and precious
metals, along with iron and other ores.
The Ironroot Mountains have long been
home to the Jhorash’tar, a clan of orcs.
The Jhorash’tar have been slowly driven
into the least hospitable regions of the
mountains. A few of the clans are seeking
to incorporate the Jhorash’tar into Mror
society, while others wish to drive them out
once and for all.
There used to be a thirteenth royal clan.
Four hundred year ago, the dwarves of
Noldrunhold were wiped out; no one knows
if this was the work of the Jhorash’tar, a
rival clan, or some force from below the
mountains. Other clans have tried to claim
the Noldrun lands, but this has always met
with disaster.
MROR CHARACTERS
As you develop a Mror character or NPC,
consider the following.
Clan Focus. Is your clan known for
mercantile power or martial skill? Are you a
noble—even if you’re a few steps removed from
true power? Or are you a simple guild artisan
or soldier? Most Mror have embraced modern
martial techniques, but there are a few minor
clans that still cling to the barbarian traditions of
the past.
Holding onto the Past. Do you treasure the
legends of the ancient dwarf empire? As a Mror
IZ\QÅKMZaW]KW]TLJMI[IOMLM\MZUQVML\W
reclaim the lost techniques of the past. And how
do you feel about the Five Nations? Do you still
PWTLIOZ]LOMNWZ\PMQVLQOVQ\QM[[]ٺMZMLJaaW]Z
ancestors, or do you feel pity for this broken
kingdom?
Pride in Possessions. From the wealthiest
clan lord to the simplest miner, the Mror take
great pride in their possessions. Quality is more
important than appearance, and you are also
interested in the history of the things you carry;
QNaW]ÅVLIUIOQK_MIXWVaW]_IV\\WSVW_
the battles it has seen and the warriors who have
wielded it before you.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | Q’BARRA 33
Q’BARRA
Capital: Newthrone
Noted for Eberron dragonshards, rare herbs
Q’barra is a young nation on the edge of
3PWZ^IQZMIV]V\IUMLNZWV\QMZÅTTML_Q\P
danger and opportunity. During the golden age
of Galifar, no human ever bothered to cross the
Endworld Mountains to explore the vast jungle
JMaWVL?PMV\PM4I[\?IZJZWSMW]\IÆMM\WN
settlers came to Q’barra in search of a new home
far from the war. As this settlement expanded,
the settlers discovered massive deposits of
Eberron dragonshards. Over the last decade,
a wave of prospectors, wandslingers, refugees,
and fortune-seekers have descended on Q’barra,
along with brigands, deserters from the war, and
all manner of criminals and opportunists.
There’s one small complication: Q’barra
is home to a number of ancient civilizations
humans know nothing about: the lizardfolk of
the Cold Sun Federation, the dragonborn of
Ka’rhashan, and the confederacy of the Poison
Dusk. Most settlers know very little about
these cultures, and collectively refer to them as
“scales.” King Sebastes ir’Kesslan of Newthrone
has established a treaty with the Cold Sun
Federation, but communication has always been
LQٻK]T\<PMXZW[XMK\WZ[WN0WXMZMO]TIZTa
break the terms of the treaty. There have been a
number of clashes with the scales and many here
NMIZ\PI\IOZMI\MZKWVÆQK\Q[WV\PMPWZQbWV
Q’barra is split into three main regions. New
Galifar is the original colony; it has a feudal
structure and holds to the laws of the Five
Nations. Its capital city of Newthrone is the
largest city and port in Q’barra. To the north,
Hope is a collection of small mining towns. In
Hope, the law goes only as far as the people
willing to enforce it. And beyond these human
regions lie the unexplored lands of the scales.
INTERESTING THINGS ABOUT Q’BARRA
There are ruins in Q’barra tied to the Age
of Demons. So far the settlers know little
of the history of this region, but the Poison
,][SPI[\QM[\WÅMVLQ[PXW_MZ[
House Tharashk has a strong presence in
both Hope and New Galifar. Tharashk
is the primary buyer of Eberron
dragonshards, and also runs its own large-
scale mining operations.
Q’BARRAN CHARACTERS
Q’barra is home to the settlers and prospectors
from the west—mostly humans but including
members of all races found in the Five Nations.
It’s also a possible origin for dragonborn and
lizardfolk characters.
Settlers. Q’barra is an excellent place to
explore some of the traditional archetypes of the
classic Western. As a paladin, you could be a
TWVM[PMZQٺ[MMSQVO\WXZW\MK\aW]ZVM_TaNWZUML
mining village. Your cleric could be the town
preacher. As a sorcerer or bard with a criminal
background, you could be a dashing wandslinger
looking for trouble and gold. Q’barra can be a
land of opportunity for newly freed warforged
and Cyran refugees in search of a new home.
Lizardfolk. The lizardfolk have a primitive
culture that blends druidic traditions with the
beliefs of the Silver Flame. You may have been
sent to study the softskins—to learn about
them and potentially serve as an envoy for your
people. Alternatively, you could be following a
personal vision.
Dragonborn. The dragonborn live amid the
remnants of ancient glory. They have a proud
martial tradition, and a number of dragonborn
have ventured west in search of worthy
challenges. If you follow this path, you might
have served as a mercenary in the Last War.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | THE SHADOW MARCHES
34
THE SHADOW MARCHES
Capital: BIZI[P¼IS]VWٻKQIT
Noted for Eberron dragonshards, herbs
When most people think of the Shadow
Marches, they imagine a fetid backwater where
illiterate humans mingle with orcs and other foul
creatures, practicing strange rites by the light of
\PMUWWV[?PQTMÆI_ML\PQ[^Q[QWVQ[V¼\MV\QZMTa
inaccurate. The Shadow Marches are a desolate
land of swamps and moors. The homeland of the
WZK[Q\_I[[KIZZMLQV\PMIVKQMV\KWVÆQK\_Q\P
\PMLIMTSaZ<PM[MÅMVL[TMN\\_Q[\MLKZMI\]ZM[
and aberrations in the swamps, and sowed seeds
of madness that linger to this day. There are
indeed moonlit rituals in the Marches: some to
honor the daelkyr, others to maintain the wards
that keep them trapped in Khyber. Humans
KIUM\W\PM5IZKPM[TWVOIOWZMN]OMM[ÆMMQVO
a war in the distant land of Sarlona. Over time
the two cultures merged, forming the Marches as
they exist today.
The Marches had little contact with Galifar or
the east until a few hundred years ago, when a
House Sivis expedition made two discoveries: the
region contained valuable dragonshards, and a
number of clans had manifested the Dragonmark
of Finding. This led to the foundation of House
Tharashk, as these clans joined together to
master the economic potential of their mark and
leverage their mineral wealth.
The Shadow Marches aren’t a nation. No one
voice speaks for the clans and tribes, and most
of the tribes have no interest in dealing with
outsiders. House Tharashk is the largest faction
in the region, and their city of Zarash’ak is the
center for commerce.
House Tharashk is the main point of contact
between the Shadow Marches and the outside
world. Tharashk aside, it remains a collection
of tribes and cultists following their ancient
traditions in the shadows of the swamps.
INTERESTING THINGS
ABOUT THE MARCHES
The Gatekeepers are a druidic tradition
that began in the Shadow Marches. The
defeated the daelkyr in the past, and
they are sworn to protect Eberron from
unnatural and extraplanar threats.
The Cults of the Dragon Below are wildly
diverse, and often driven by madness.
Many worship daelkyr or have ties to
aberrations.
MARCHER CHARACTERS
As a character from the Shadow Marches,
you could choose to carry the Mark of Finding
regardless of whether you have ties to House
Tharashk.
As a Marcher, a critical question is whether
you have ties to one of the orc tribes or the
integrated clans.
The Clans blend the traditions of human and
orc, building towns and working with steel. They
still rely on skilled hunters, and they have their
own unique traditions of art and music. Rangers,
rogues, and bards all have a place in the clans,
and there are gatekeeper druids among them.
Some in the clans worship a limited form of the
Sovereign Host focused on Balinor, Boldrei, and
Arawai; this is a sound path for a Nature cleric.
The Tribes maintain traditions that
predate humanity. They’re nomadic hunter-
gatherers, and don’t work metals; they make
their tools from stone, hide, wood, and bone.
Tribal Marchers are mostly orcs, but there
are a few humans and half-orcs among them.
<ZQJIT5IZKPMZ[IZMÅMZKM_IZZQWZ[IVL[SQTTML
hunters with a close bond to the natural world;
barbarians, druids, and rangers all have a place
here. Outlander and hermit are both appropriate
backgrounds for a tribal Marcher.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | THE TALENTA PLAINS 35
THE TALENTA PLAINS
Capital: Gatherhold
Noted for 0ITÆQVO[TQ^M[\WKSLQVW[I]Z[
<PMPITÆQVO[WN\PM<ITMV\I8TIQV[TQ^MI[QUXTMZ
life than the people of the Five Nations. They
have no cities, no industrialized magic. But
\PMaLWPI^MLQVW[I]Z[<PMPITÆQVO[PI^M
domesticated the dinosaurs of the plains, and use
these creatures as mounts, livestock, and beasts of
burden. There is a sacred bond between a hunter
and their mount, and few people are prepared to
NIKMIZIOQVOPITÆQVOJIZJIZQIVZQLQVOIN]ZQW][
clawfoot raptor.
Talenta religion is based around reverence for
spirits, both departed ancestors and the spirits
of the natural world. Each nomadic tribe has
a TI\P—a chieftain who guides and protects the
tribe—but it is the shamans who consult the
spirits and choose the paths of migration.
In the past the tribes have stood alone, but
L]ZQVO\PM4I[\?IZUIVaPITÆQVO[KIUM
together under Lathon Halpum to defend their
land, and it is Halpum who won recognition for
the Plains as one of the Thronehold nations. The
Plains have only been considered a nation for
two years, and it’s still unclear what this means;
PW_M^MZQ\PI[ZM[]T\MLQVUWZM\ZIٻKJM\_MMV
the Plains and the outside world.
INTERESTING THINGS
ABOUT THE PLAINS
Gatherhold is one of the only cities in
the Talenta Plains. All tribes come to
Gatherhold to trade, hold councils, and
settle disputes. House Ghallanda maintains
Gatherhold, but it is understood that
Gatherhold belongs to the people, not the
houses.
House Ghallanda and House Jorasco
both began in the Talenta Plains and still
maintain connections to their ancestral
homeland. The dragonmarked bloodlines
are spread throughout the tribes, and you
KIVXTIaILZIOWVUIZSMLPITÆQVONZWU\PM
Plains who doesn’t work for the houses.
Stories speak of ancient ruins that date back
\W\PMÅZ[\IOMWN\PM_WZTLIVLWNI^I[\
graveyard holding the bones of dragons.
TALENTAN CHARACTERS
:M^QM_\PMPITÆQVO[MK\QWVQVKPIX\MZNWZ
quirks and other things relevant to characters
from the Plains. Also consider the following.
Wild Warriors and Tricksters. You were
born in the wild, and your wits and your weapons
helped you survive. Talenta warriors are often
barbarians or rangers, relying on speed and skill.
However, cunning and charisma are equally
important, and bards and rogues certainly have
a place on the plains. Outlander is a logical
background, but you could easily be a bold folk
hero, a dashing entertainer, or a clever charlatan.
You could even be an urchin who was stranded
in a great city at a young age and adapted to
hunting in this stone jungle.
Surrounded by Spirits..MaÅMVL[\PM
ghosts of ancestors; these are all part of the
spirit world, and they’re all around you. Do you
believe that the spirits guide your actions? Do
you show respect to the spirits of a location?
Talentan shamans tend to be Shepherd or Moon
druids, often assuming the form of dinosaurs.
0W_M^MZaW]KW]TLZMÆMK\I[\ZWVOJWVL\W
spirits by playing an Archfey warlock, Nature
cleric, Oath of the Ancients paladin, or a Beast
Totem or Ancestral Guardian barbarian. Hermit
and Outlander are sound backgrounds, but
you could be an acolyte or a sage who consults
with spirits instead of reading books. Warriors
and shamans alike often wear masks in order to
present a particular face to the spirit world.
Dinosaurs. <ITMV\IPITÆQVO[PI^MIKTW[M
JWVL\W\PMQZLQVW[I]ZKWUXIVQWV[AW]KIVÅVL
additional information on this—and statistics for
a clawfoot raptor—in chapter 3.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | THRANE
36
THRANE
Capital: Flamekeep
Noted for ,Q^QVMUIOQK\PM;QT^MZ.TIUM#ÅVM
crafts, wool, textiles, fruit, livestock
The modern Church of the Silver Flame was
founded in Thrane, and most of the people of the
nation are devout followers of this faith. During
the Last War, the people of Thrane chose to set
aside the rule of the monarch and to embrace
the leadership of the Church. For the last seventy
years Thrane has been a theocracy. The head of
the state is 11-year-old Jaela Daeran, the divine
selected Keeper of the Flame; however, Jaela
looks to the Council of Cardinals to perform the
practical work of running the nation.
The primary purpose of the Silver Flame is
to defend the innocent from supernatural evil.
The faith has always had a militant aspect,
with battalions of templars and peasant militias
prepared to face undead, lycanthropes, or other
monstrous threats. But compassion and charity
are core values of the church, and the templars
are tasked to defend all innocents. Even during
\PM4I[\?IZQNIÅMVLQ[P\PZMI\_MZM\WIZQ[MQV
a Brelish village, Thrane templars would ally with
the locals to bring an end to the threat. With that
said, this is the ideal. There are zealous Thranes
who believe the Church is destined to reunite
Galifar under the Silver Flame, and corrupt
priests interested only in power and wealth.
Not all priests are divine spellcasters, and the
typical templar is a mundane warrior; however,
due to the deep faith of its people, Thrane has
more clerics, paladins, and divine spellcasters
than any other nation in Khorvaire.
INTERESTING THINGS ABOUT THRANE
Flamekeep is the capital of Thrane and the
seat of the Silver Flame. The Keeper of the
Flame dwells in the great Cathedral of the
;QT^MZ.TIUM_PQKPPWTL[IXQTTIZWNÅZM
JWZV_PMV<QZI5QZWV[IKZQÅKMLPMZ[MTN\W
bind the demon Bel Shalor.
Faith is a part of daily life in Thrane, and
divine adepts provide many important
services. However, arcane magic is still a
part of life in Thrane. The streets are lit
with everbright lanterns, and there are
magewrights and even wizards, just not as
many as in other nations.
The feudal system of nobility remains in
place; it’s simply that ultimate authority
rests in the hands of the church. Queen
Diani ir’Wynarn is the “blood regent,”
serving as a symbolic advisor to the Keeper
of the Flame. There is a small fraction of
the population who would like to see the
traditional monarchy restored to power.
THRANE CHARACTERS
As you develop a Thrane character or NPC,
consider the following.
The Impact of Faith. Are you a follower of
the Silver Flame? Faith doesn’t require divine
UIOQKJ]\QNaW]_IV\\WZMÆMK\IKTW[MJWVL
to the Flame, you could gain a few divine spells
by taking the Magic Initiate feat. Archery is a
devotional practice of the Silver Flame, so as
a martial Thrane you might focus on archery-
related combat styles and spells or take the
Sharpshooter feat. Any Thrane could take the
IKWTa\MJIKSOZW]VL\WZMÆMK\I[\ZWVOKWVVMK\QWV
to the church, or the soldier background based
on service with the templars.
Church or Crown? Do you fully support the
theocracy? Or would you like to see Queen Diani
restored to the throne? There are many people
of faith who believe that miring the church in
politics distracts it from its true mission and
invites corruption.
Dealing with Darkness. The Shadow in
the Flame can tempt even the most virtuous
soul. How do you react when you encounter
corruption and greed? Are you a compassionate
person who seeks to lead people to the light, or
a zealot determined to crush all darkness? How
will you react when you encounter monsters—
minotaurs, ogres, gnolls—in a civilized setting?
Sebastian Kimble (Order #15417015)
CHAPTER 2 | VALENAR 37
VALENAR
Capital: Taer Valaestas
Noted for Elves, mercenaries, horses
In the midst of the Last War, an army of warrior
elves seized this region from Cyre, invoking a
claim to the land from long before humanity’s
arrival on the continent. The elves of Valenar are
utterly devoted to the arts of war. Their cavalry
has no equal in Khorvaire, and they combine a
talent for magic with stealth and swordplay. Cyre
employed the Valenar as mercenaries and was
entirely unprepared for betrayal. When Cyre was
destroyed in the Mourning, no one wanted to
challenge the Valenar; in the interests of peace,
this elf kingdom was recognized by the Treaty of
Thronehold.
The elves are already pushing the limits of
the treaty. The Valenar constantly search for
worthy challenges. While some venture into the
Mournland or the untamed jungles of Q’barra,
Valenar warbands have launched raids into
Darguun and even Karrnath. While High King
Shaeras Vadallia has promised to rein in his
warriors, some believe that the elves will continue
\PQ[XZW^WKI\QWV°\PI\\PMQZUIQVQV\MZM[\Q[
KWVÆQK\_Q\PI_WZ\PaNWMIVL\PI\\PMa_IV\
Darguun or Karrnath to declare war.
Valenar is a feudal kingdom. The elves are
warrior princes, but they spend little time at
rest. They operate in small units called _IZJIVL[,
and those that aren’t patrolling the kingdom
are abroad seeking adventure. Most of the civic
administration is handled by half-elves. Some
of these are the children of Valenar elves, but
most are immigrants who’ve come from the Five
Nations in search of opportunity. Below this are
the natives. Once vassals of Cyre, now they’re
vassals of Valenar. Some hated the Cyrans and
welcome the elves. Others despise their new
leaders and are plotting against them. But life
hasn’t changed much for the commoners, and
most don’t actually care who wears the crown.
INTERESTING THINGS ABOUT VALENAR
The dragonmarked House Lyrandar has
helped the elves build the infrastructure
of their kingdom. The half-elves have no
homeland, and some believe that the half-
elves of Lyrandar hopes to make Valenar a
haven for their people.
The ancestors of the elves fought the
ancient goblins for control of this region
many thousands of years ago. Relics of
that struggle can still be found scattered
across Valenar and the Blade Desert: ruins,
PI]V\MLNWZ\ZM[[M[JI\\TMÅMTL[\PI\PI^M
slipped out of alignment with time.
VALENAR CHARACTERS
The elf section of chapter 3 provides additional
information about creating Valenar elves.
Whatever kind of character you’re creating,
consider the following.
Martial Role. Valenar has always been
on a war footing. As an elf, consider your role
in a warband. Are you a simple soldier? An
outlander scout? An acolyte devoted to the elven
ancestors, or a sage familiar both with Valenar
history and the lore of potential enemies? As a
half-elf you might be an entertainer, a sailor, or
IO]QTLIZ\Q[IV_WZSQVO\W[]XXWZ\\PMMTNIZUa°
or a charlatan seeking seeking intrigue and
opportunities. As one of the vassals, you could be
a guild artisan working for the elves, an urchin
born in Taer Valaestas, or even a folk hero
ÅOP\QVO\WXZW\MK\\PMKWUUWVNWTS
Dreams. What is it you hope to achieve as
an adventurer? Have you left Valenar behind,
or are your aspirations tied to the kingdom?
As a half-elf with Valenar blood, do you want
to be recognized as a true Valenar—granted a
bond to a patron ancestor, a place in a warband,
and a chance at immortality? Or are you more
interested in building a homeland for your own
people? As a native, do you want to work with
the elves or do you want to drive them out—and
if so, who do you want to replace them?
Sebastian Kimble (Order #15417015)
CHAPTER 2 | ZILARGO
38
ZILARGO
Capital: Korranberg
Noted for Gnomes, alchemy, education,
elemental binding, entertainment, precious stones
Zilargo is the homeland of the gnomes, and
I\ÅZ[\OTIVKMQ\IXXMIZ[\WJMIXIZILQ[M<PM
streets are bright and clean. The universities and
TQJZIZQM[IZM\PMÅVM[\QV3PWZ^IQZM-^MZaWVM
seems happy and helpful, and crime is all but
]VPMIZLWN*]\BQT[WKQM\aQ[ÅTTML_Q\PTIaMZ[
of intrigue and blackmail that are often invisible
to human eyes. And below that lies The Trust,
a ruthless secret police force that eliminates any
threat to society.
Zilargo isn’t a tyranny. Each major city has a
democratically elected ruling council and a seat
on the Triumvirate that governs the nation; the
Trust reports to the Triumvirate. The Zil gnomes
built this system, and they are quite happy with
it. Their streets are safe, and as long as you play
by the rules of the game, the Trust won’t target
aW]7]\[QLMZ[ÅVL\PQ[KI[]ITIKKMX\IVKMWN
preemptive assassination to be terrifying, but the
Zil actually trust the Trust.
Every Zil gnome is in a web of intrigues. This
is condoned by the Trust, as long as no laws are
broken and the state itself isn’t threatened. It’s
ÅVMNWZIOVWUMKPIZTI\IV\WKWVVQ^MIVW\PMZ
gnome out of a jewel mine—as long as this is
accomplished through cunning, negotiation, or
deception rather than violence or outright theft,
and as long as the mine stays in Zil hands. The
same applies to adventurers planning schemes
in Zilargo: violence will get one targeted by the
Trust, but QV\ZQO]Mis perfectly acceptable.
The Trust itself is a network of spies and
assassins. Most agents of the Trust simply pass
information through dead drops; some estimate
that a third of the nation works for the Trust
QV\PQ[KIXIKQ\a?PMV\PM<Z][\QLMV\QÅM[I
threat, it acts preemptively. If a problem can be
solved without violence—by sharing a piece of
information, or a whispered warning sent via
UM[[IOM—that’s what they’ll do. But the Trust
won’t hesitate to eliminate a threat, whether with
poison, spell, or a blade. Typically, a target will
never even see the agent that kills them.
INTERESTING THINGS ABOUT ZILARGO
The Library of Korranberg is considered to
JM\PMÅVM[\ZMXW[Q\WZaWNSVW_TMLOMQVITT
of Khorvaire.
The Korranberg Chronicle is the leading
source of news in the Five Nations, and
gnome chroniclers travel across Khorvaire
in search of stories.
The major cities of Zilargo have temples
and shrines dedicated to every religion.
Most Zil explore a few faiths before settling
on one; others practice multiple religions.
ZIL CHARACTERS
As you develop a Zil character, consider the
following things, along with the suggestions in the
Gnome section in chapter 3.
Family Ties. In a nation shaped by intrigue,
aW]PI^M\WPI^M[WUMWVMaW]KIVZMTaWV°
and for the Zil, that’s family. Unless you’re an
orphan, discuss your family with your DM.
What’s their business? Who’s your favorite
relative? Are you currently involved in any family
schemes? Family members may call on you for
help over the course of your adventurers, but
they can also be a resource for you.
Knowledge and Power. The Zil prize
knowledge above all else. Sage is a suitable
background for any Zil; charlatan and spy are
IT[WIXXZWXZQI\MZMÆMK\QVO\PMQZTW^MWNQV\ZQO]M
Classes that specialize in melee combat are rare
among the Zil. Rogues, bards, wizards, and
IZ\QÅKMZ[IZM\PM[WTLQMZ[WNBQTIZOW
One unusual option is to play a warlock whose
pact is with the Trust itself. You receive your
orders telepathically. Your class abilities can
ZMÆMK\[XMKQITQbML\ZIQVQVOWZOZIV\MLIJQTQ\QM[¸
the magical equivalent of super-spy gadgets!
Sebastian Kimble (Order #15417015)
CHAPTER 2 | EVERYDAY LIFE 39
EVERYDAY LIFE
There are details you don’t need to know, but
that you might _IV\to know. When something
costs 1 CP, you can just say “one copper piece” but
do the people of Khorvaire have a name for
their coins? Is there a convention for naming
characters? This ?IaÅVLMZ¼[/]QLMis an overview.
If you want more information on a particular
subject, refer to the sources in the Appendix.
But for now, here are a few useful facts about
everyday life in Khorvaire.
THE CALENDAR OF GALIFAR
The Galifar calendar tracks the years since the
Kingdom of Galifar was founded, using the
abbreviation YK. The week is divided into seven
days, with four weeks to a month and twelve
months to a year. Despite the fall of Galifar, the
nations of Khorvaire still use this calendar.
The seven days of the week, in order, are Sul,
Mol, Zol, Wir, Zor, Far, Sar.
The twelve months are named after the twelve
moons that orbit the world:
1. Zarantyr (mid-winter)
2. Olarune (late winter)
3. Therendor (early spring)
4. Eyre (mid-spring)
5. Dravago (late spring)
6. Nymm (early summer)
7. Lharvion (mid-summer)
8. Barrakas (late summer)
9. Rhaan (early autumn)
10. Sypheros (mid-autumn)
11. Aryth (late autumn)
12. Vult (early winter)
King Jarot ir’Wyrnarn died on Therendor 12,
894 YK. The Day of Mourning occurred almost
exactly a century later, on Olarune 20 994 YK.
By default, a new Eberron campaign begins on
Zarantyr 1, 998 YK.
THE CURRENCY OF GALIFAR
Merchants and nobles often use letters of
credit to handle large transactions, drawing on
the reserves of the dwarvish banks of the Mror
Holds. But most day-to-day transactions use
coins of precious metal. With the collapse of the
Kingdom of Galifar, each of the Five Nations
began to mint its own currency, along with
the Mror bankers. However, while the designs
imprinted on these coins vary based on the
source, each of these forces has continued to use
the same metals, weights, and denominations set
forth in the days of Galifar, maintaining a simple
standard for commerce across Khorvaire.
• The crown (CP) is made from copper and
traditionally depicts the crown of Galifar
on one face. The crown is the lowest
denomination of coin minted under the rule
of Galifar, which spawned the saying “In
Galifar, even the beggars have crowns.”
• The sovereign (SP) is made from silver,
and bears the face of a living or recent
ruler. An unskilled laborer can expect to
earn a sovereign for a day’s work.
• The galifar (GP) is made from gold. It
bears the image of Galifar I, the founder of
the old kingdom.
• The platinum dragon (PP) bears the
image of one of the dragons of legend.
With a value of one hundred sovereigns,
these coins are used only by the wealthiest
citizens of Khorvaire, and the average
peasant may never see such a coin.
There are a number of other coins in circulation,
such as the double crown of Breland or the
[QT^MZ\PZWVMWN+aZM_PQKPPI[I^IT]MWNÅ^M
sovereigns. Still, all of the major nations make
use of the four basic coins described above.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | MAGIC IN KHORVAIRE
40
LANGUAGES IN EBERRON
In Eberron, languages are tied to culture and
geography as opposed to biology. A dwarf raised
in Breland might not actually know Dwarvish,
while the language of the giants is closely tied
to the distant land of Xen’drik. The following
optional rules are a way to explore this aspect of
the setting.
OPTIONAL RULE: COMMON LANGUAGES
Common is the language of the Five Nations.
The Mror dwarves speak Dwarvish and the
Aereni elves speak Elvish, but they know
Common as the language of trade.
In Eberron, there are a number of other
TIVO]IOM[\PI\[MZ^M\PQ[ZWTMQVLQٺMZMV\ZMOQWV[
or cultures. The DM may change the languages
I[[QOVML\WIUWV[\MZWZ68+\WZMÆMK\\PQ[
Giant is the common tongue of Xen’drik. It
is rarely encountered on Khorvaire. Monsters in
Khorvaire usually speak Goblin.
Goblin is the common tongue of Darguun,
Droaam, and the Shadow Marches, along with
most “monstrous” creatures in Khorvaire. It was
the language of the goblin empire that dominated
the continent before humanity arrived. Orcish is a
dead language; it may be encountered in ancient
inscriptions, but modern orcs speak Goblin.
Infernal is spoken by spirits that embody
M^QT<PQ[QVKWZXWZI\M[)Ja[[IT#ITTÅMVL[[XMISI
common language. Infernal is sometimes called
“Khyber’s speech,” while Celestial is “the tongue
of Siberys.”
Riedran is the common tongue of the
continent of Sarlona. Quori is spoken by the
kalashtar, spirits native to Dal Quor, and the
Inspired lords of Riedra.
OPTIONAL RULE: SWAPPING RACIAL LANGUAGES
This optional rule allows you to exchange a
TIVO]IOMOZIV\MLJaaW]ZZIKMNWZILQٺMZMV\
standard language. Your DM must approve the
TIVO]IOMaW][MTMK\<PQ[Q[I_Ia\WZMÆMK\I
character with no ties to the culture of their race.
0ITÆQVOQ[\PMTIVO]IOMWN\PM<ITMV\I8TIQV[#QNI
PITÆQVO_I[ZIQ[MLQV\PM5ZWZ0WTL[\PMaUQOP\
ZMXTIKM0ITÆQVO_Q\P,_IZ^Q[P\WZMÆMK\\PQ[
NAMES IN THE FIVE NATIONS
Naming conventions vary by nation. The Zil
gnomes always use three names—a given name,
a family name, and a clan name. Warforged
often use a single name. Within the Five Nations,
most citizens have a given name followed by a
surname. This surname is either a family name
or related to an occupation or region of origin.
So ;WZV.MTTPWZV, 3IZIWN?QVL[PQZM and Tellan
5IOM_ZQOP\IZMITTVIUM[aW]UQOP\ÅVLIUWVO
the common folk of the Five Nations.
The noble families of Galifar—along with
those granted land and titles by one of the
[W^MZMQOV[WN\PM.Q^M6I\QWV[¸ILL\PMXZMÅ`
ir’ to their surname. So the name ,IZZWQZ¼4IQV
tells you that this individual is a landed noble.
The Wynarns were the royal line of Galifar,
and the current rulers of Aundair, Breland, and
Karrnath are all heirs of the Wynarn bloodline.
Thus, Queen Aurala of Aundair is )]ZITI
QZ¼?aVIZV
)VW\PMZKWUUWVXZMÅ`Q[d’, used by
any heir of a dragonmarked house who has
manifested a dragonmark. So 5MZZQ`L¼+IVVQ\P
is a member of House Cannith who has
manifested the Mark of Making.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | MAGIC IN KHORVAIRE 41
MAGIC IN KHORVAIRE
Your airship soars through the skies,
approaching the mile-high towers of Sharn. You
disembark, walking down a street lit by M^MZJZQOP\
lanterns, and make your way to your favorite
/PITTIVLI\I^MZV1V[QLM\PMPITÆQVOJIZ\MVLMZ
uses XZM[\QLQOQ\I\QWV\WKPQTTIVLÆI^WZIVIZZIa
of exotic beverages. A Phiarlan bard entertains
the crowd with song and a dazzling display of
illusions. An argument between two veterans
escalates into violence: the Brelish tough
produces a knife, but the Aundairian duelist
already has a wand in her hand.
Magic is a part of life in Khorvaire. Arcane
magic is a form of science, and the Five Nations
are built on this foundation. Magewrights are
professional spellcasters who use rituals and
cantrips to provide a host of services. The
dragonmarked houses provide magical services
that are beyond the powers of a common
magewright. And manifest zones IZM[XMKQÅK
locations where the energies of the planes bleed
QV\W-JMZZWV#\PM[MITTW_LZIUI\QKMٺMK\[\PI\
can’t be replicated elsewhere, such as the colossal
towers of Sharn.
WIDE MAGIC, NOT HIGH MAGIC
While magic is widespread, the scope of magic is
limited Low-level spells are a part of everyday
life, but high-level magic remains remarkable.
Common Magic. Cantrips and 1st
level spells are commonplace. Magewrights,
wandslingers, and dragonmarked heirs can all
XZWL]KM\PM[M[WZ\[WNMٺMK\[IVLaW]¼TT[MM
the impact of this magic as part of everyday
life. Common magic items can be found in any
community and purchased in any major city,
XZW^QLMLaW]KIVÅVLI[PWXWZLZIOWVUIZSML
enclave that deals in what you’re looking for.
Common magic items generally range in price
from 50–100 gp.
Uncommon Magic. There are magewrights
and dragonmarked heirs who can cast 2nd
and 3rd level spells, and such services can be
JW]OP\°J]\VW\KPMIXTaAW]¼TTÅVLPW][M[
with arcane locks on their doors, but that’s a sign of
a wealthy owner. The same is true of uncommon
magic items. It’s possible to purchase these in
a major city, but selection and quantity will be
limited; in a smaller town, they’ll be more limited
still. Uncommon magic items typically cost
between 100–500 gp, though costs can be higher
based on scarcity.
Rare magic. Spells of 4th through 5th level
are beyond the reach of most people. People are
familiar with the concept of spells like teleportation
or raise dead, but few people have ever seen either
of these things actually performed. Only the
most remarkable magewrights have access to
such magic, so these services usually come from
\PMLZIOWVUIZSMLPW][M[¸[XMKQÅKITTaPMQZ[
with Greater Dragonmarks and dragonshard
focus items.
In theory, rare magic items can be purchased,
with prices ranging anywhere from 2,000 gp–
20,000 gp. In practice, these things are rare. A
rare magic item might be the prize of a collection
in a Sharn emporium, or the showpiece of
a House Cannith forgehold. It’s more likely
that such items will be acquired as rewards for
working with a powerful organization than
simply found for purchase in a store. Of course,
should you have a ridiculous sum of gold burning
a hole in your purse, you might be able to
commission House Cannith to create a rare item
NWZaW]°\PW]OP\PQ[_W]TL\ISM\QUM
Very Rare and Legendary Magic. Spells
WN\PTM^MTIVLIJW^MIZMTIZOMTa\PM[\]ٺWN
legends and folktales. The few people known to
wield this sort of power are themselves legends:
Mordain the Fleshweaver, the Keeper of the
Silver Flame, the Daughters of Sora Kell. If
encountered in the Five Nations, such magic
will likely be tied to an MTLZQ\KPUIKPQVMor a
manifest zone.
Legendary magic items are generally the work
of dragons or demons, or relics found in the ruins
of Xen’drik. Very rare magic items could be tied
to similar sources, or they might be masterworks
of the elves of Aerenal or Valenar heirlooms. It’s
unlikely that such a treasure would ever be sold.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | MAGEWRIGHTS
42
MAGEWRIGHTS
In Khorvaire, magic is a tool that’s incorporated
into many jobs. There are entirely magical
careers, such as the medium or the oracle. But
much of the time, mundane skill and magic are
combined together. A lamplighter can work with
mundane lanterns, but also learns KWV\QV]ITÆIUM
to create and maintain the M^MZJZQOP\TIV\MZV[that
TQOP\\PM[\ZMM\[)KPMNKIVPMI\IVLÆI^WZNWWL
with a cantrip.
A magewright knows one to four cantrips or
spells. Magewrights don’t use spell slots. Cantrips
can be used casually, but their spells are usually
cast as rituals—even if the spell doesn’t normally
have the ritual tag. When converting a spell
to a magewright ritual, it can have a casting
time of up to one hour. It’s also common for
a magewright’s ritual to have an additional
component cost in dragonshards, the fuel of
the magical economy. A typical cost would be
25 gp for a 1st level ritual, 50 gp for a 2nd level
ritual, doubled for each subsequent level; but this
is only a basic guideline. The point is that the
limitations on a magewright are time and money.
A locksmith can cast more than one arcane lock
in a day; but it takes an hour and 50 gp for each
lock they want to create.
While the common spell list is a starting point
for magewright spells, you can modify these spells
\WÅ\\PMRWJ;XMTT[][MLJaIL^MV\]ZMZ[IZMWN\MV
quite versatile. 8ZM[\QLQOQ\I\QWVcan heat or chill
IVWJRMK\TQOP\WZM`\QVO]Q[PIÆIUM*W\P\PM
lamplighter and the chef may know XZM[\QLQOQ\I\QWV,
but the chef’s version may only work on
food, while the lamplighter can only light or
M`\QVO]Q[PÆIUM[)VIK\WZUIaSVW_I^MZ[QWV
of \PI]UI\]ZOathat helps project their voice but
LWM[V¼\XZW^QLMIVaWN\PMW\PMZJMVMÅ\[)Z\Q[IV[
often know a version of O]QLIVKMthat only helps
with their particular art. This could also result
in a magewright having a spell that’s superior to
\PM][]IT^MZ[QWVWNI[XMTTZMÆMK\QVO\PMQZ\QOP\
focus. An oracle’s version of I]O]Zamight be able
to predict outcomes up to a week in advance,
as it’s hard to make a business out of predicting
events that occur in the next 30 minutes.
In dealing with a magewright, think about the
form their magic takes. A locksmith can perform
knock as a ritual. But they don’t just snap their
ÅVOMZ[<PMaUIa][MTMVO\P[WN_QZMWZQZWVZWL[
tracing patterns around the lock they’re dealing
with while murmuring incantations. An oracle
might work with cards or dice, or study charts of
planar conjunctions. The magewright performs
magic as both a job and a science.
Here are some examples of magewrights and
the services they provide. Not every healer can
cast TM[[MZZM[\WZI\QWVand not every oracle can cast
LQ^QVI\QWV—these are general guidelines.
Chef. 8ZM[\QLQOQ\I\QWV(food only), X]ZQNaNWWL
drink (ritual), OMV\TMZMXW[M(ritual, food only).
Familiar with cook’s tools.
Healer. 8ZWÅKQMV\_Q\P5MLQKQVMIVL
herbalism kits. ;XIZM\PMLaQVOLM\MK\XWQ[WV
disease (ritual), lesser restoration (1-hour ritual,
50 gp component cost).
Launderer. 5MVLQVOXZM[\QLQOQ\I\QWV; both
WVTaIٺMK\NIJZQK
Lamplighter. 4QOP\KWV\QV]ITÆIUM(1-hour
ritual, 50 gp component cost); uses tinker’s
tools to create and repair lanterns.
Locksmith. Arcane lock (1-hour ritual, 50
gp component cost)SVWKS(ritual, 50 gp
KWUXWVMV\KW[\#XZWÅKQMV\_Q\P\PQM^M[¼
tools and tinker’s tools.
Medium. ;XMIS_Q\PLMIL (ritual, 100 gp
component cost). Some mediums use a
form of UQVWZQTT][QWV to conjure an image
of the deceased. A medium might be
XZWÅKQMV\QV1V[QOP\\WPMTXUW]ZVMZ[LMIT
with grief—or in Deception.
Oracle. )]O]Za(ritual, 50 gp cost); LQ^QVI\QWV
(1-hour ritual, 200 gp cost).
The term UIOM_ZQOP\[XMKQÅKITTaZMNMZ[\WIV
arcane spellcaster. In religious communities (such
I[\PW[MQV<PZIVMIL^MV\]ZMZ[UIaÅVLLQ^QVM
casters performing these same functions. Such a
divine caster is called an adept. Divine magic is
a gift instead of a science, and adepts typically
work on behalf of their faith rather than selling
their services.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | WANDSLINGERS 43
WANDSLINGERS
The Last War saw a dramatic increase in the
][MWNUIOQKQVJI\\TM)]VLIQZ_I[\PMÅZ[\
VI\QWV\WÅMTL]VQ\[WNIZKIVMLZIOWWV[J]\I[
the war continued cantrip specialists could be
found in the armies of most nations. Due to the
considerable training required to master magic,
this has remained an elite specialty. The common
soldier wields a spear or crossbow but it’s not
unusual to see a warrior with a sword on one hip
and a wand on the other. Within the army, such
a soldier is referred to as an arcaneer.
On the streets, they are called wandslingers.
)_IVL[TQVOMZQ[LMÅVMLJa\PMIJQTQ\a\W
cast I\TMI[\\_Wcantripstypically drawn from
the sorcerer or wizard spell list. A common
wandslinger also knows a single 1st-level spell,
which they can cast once per long rest. An
exceptional wandslinger may know up up to
three spells of up to 3rd level. A wandslinger’s
spells and cantrips are almost always combat
[XMTT[_Q\PIVQUUMLQI\MMٺMK\[]KPI[ÅZMJWT\
ZIaWNNZW[\J]ZVQVOPIVL[or [PQMTL
The critical limitation of the wandslinger is a
dependence on an arcane focus. A wandslinger
must have an arcane focus—a wand, rod,
[\IٺWZJWZKZa[\IT¸\WXMZNWZUUIOQK;WUM
_IVL[TQVOMZ[][MLQٺMZMV\NWK][M[NWZ\PMQZ
various cantrips, such as a wand for ÅZMJWT\and
a rod for J]ZVQVOPIVL[, but wandslingers can use
any arcane focus they get their hands on. As a
result, arcane focuses are regarded as weapons
throughout Khorvaire.
If you’ve got a wand tucked into your belt,
people may assume you know how to use it.
PLAYING A WANDSLINGER
´:DQGVOLQJHUµLVQ·WDFODVV$Q\RQHZKRFDQ
perform arcane magic could be considered a
wandslinger, and any character could acquire
DZDQGVOLQJHU·VVSHOOVHWE\WDNLQJWKH0DJLF
Initiate feat. As such, whether your character is
a wandslinger is really a question of style.
Did you serve in the Last War? If so, who
GLG\RXÀJKWIRU"'LG\RXOHDUQRUKRQH
your magical skills as part of your military
training?
Do you primarily view your magic as a
weapon, or do you hate being forced into
combat? Do you have a diverse range of
spells, or is your magic largely oriented
around combat?
A player character is never required to
use an arcane focus when casting a spell.
%XWLI\RX·UHDZDQGVOLQJHU\RX·UHPRUH
comfortable with a focus in your hand.
Casting a spell without a focus takes
HIIRUW7KHUH·VQRPHFKDQLFDOSHQDOW\
DVVRFLDWHGZLWKWKLVLW·VMXVWVRPHWKLQJWR
consider when describing your actions.
As long as your DM approves, you could
justify the abilities of an arcane class as
being derived from wandslinger training as
RSSRVHGWRWKHXVXDOVRXUFH,I\RX·UHSOD\LQJ
a sorcerer or warlock, you could say that your
choice of Sorcerous Origin or Otherworldly
3DWURQUHÁHFWVVSHFLDOL]HGPLOLWDU\WUDLQLQJ
7KLVGRHVQ·WFKDQJHWKHZD\WKHVHIHDWXUHV
function; it means that instead of making a pact
ZLWKDÀHQG\RXUZDUORFNKDVDFRQQHFWLRQ
to an elite order of arcaniers that share these
abilities. Instead of dealing with the demands of
a patron, you might receive requests from your
former commander or your comrades from the
ZDU8OWLPDWHO\LW·VDERXWWKHVWRU\\RXZDQWWR
tell with your character. Are you an impetuous
GXHOLVWTXLFNWRGUDZ\RXUZDQGDWWKHÀUVW
provocation? A former soldier trained to use
magic as a weapon? Or an arcane scholar who
despises hotheaded wandslingers who know
nothing about the science of magic?
Identifying your character as a wandslinger
GRHVQ·WFKDQJH\RXUFODVVIHDWXUHV&KDSWHU
offers a wider selection of arcane focus items
that can add color to your character.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | THE MAGICAL ECONOMY
44
THE MAGICAL ECONOMY
With this general understanding of the sort of
magic that’s found in the world, here’s a closer
TWWSI\INM_XIZ\QK]TIZÅMTL[WNQVL][\Za
COMMUNICATION
The Couriers’ Guild of House Orien runs a
standard postal service, delivering messages by
horse and lightning rail. Sending a letter to a
central station in a major city costs a few copper
pieces. A direct delivery within a city could run
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
quickly, you’ll turn to the message stations of
House Sivis. The basic tool is the [XMISQVO[\WVM,
which allows a dragonmarked operator to send a
short message to any other [XMISQVO[\WVM. Sending
a message through the stones costs 1 gp for
M^MZaÅ^M_WZL[QV\PMUM[[IOMIVL\ISM[WVM
minute for every ten miles between the station
and the destination. The gnomes at the receiving
station will transcribe the message; for an extra
gold piece, they’ll have a courier deliver it to
the intended recipient. Most large communities
will have a message station, but small villages or
frontier towns may not.
The [XMISQVO[\WVMnetwork is the backbone of
communication, but if it’s not fast enough, there
is one more option. A Sivis enclave UQOP\have a
heir who can perform [MVLQVO, which can send a
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
service generally costs 200 gp.
ENTERTAINMENT
While true bards are uncommon, magewright
entertainers learn to weave magic into their
performances. Illusion is a common tool, used
both to enhance a mundane performance or
as an art form in its own right. A gymnastic
performance might incorporate R]UXor NMI\PMZNITT.
<PMMٺMK\[WN\PM\PI]UI\]ZOacantrip—booming
^WQKMQVÆ]MVKMÆIUM[[XWV\IVMW][[W]VL[¸IZM
a boon for any actor. In general, think of ways
\PI\[]KPTW_TM^MTMٺMK\[UQOP\JMQVKWZXWZI\ML
into a performance.
The Dragonmarked Houses of Shadow
dominate the entertainment industry. House
Phiarlan operates west of the Mournland, while
House Thuranni is based in Karrnath and the
Lhazaar Principalities. Each house has its own
theatres, companies, and star performers, but
you don’t need a dragonmark to get into show
business; the houses train and license all manner
of artists and entertainers.
FASHION
When it comes to fashion, the most common
manifestation of magic is OTIUMZ_MI^M: clothing
imbued with illusion. This can involve concrete
images, such as a cloak lined with glittering stars
WZIOW_V_Q\PIXI\\MZVWNÆIUM[#\PM_MIZMZ
might even be able to adjust the intensity of
\PM[MÆIUM[_Q\PI_WZL5WZMMTIJWZI\MIVL
expensive) OTIUMZ_MI^M could even produce the
MٺMK\WNJMQVO_ZMI\PMLQVÆIUM[0W_M^MZ
OTIUMZ_MI^MKIVIT[WPI^MUWZMIJ[\ZIK\MٺMK\["
slowly shifting colors or a shimmering glow,
for example. /TIUMZ_MI^Mcan cost anywhere
NZWU\WOXLMXMVLQVOWV\PMMٺMK\#Q\¼[
stylish, but certainly a sign of wealth. Zilargo and
Aundair are the primary sources of OTIUMZ_MI^M,
and competition between designers has grown in
recent years.
MEDICINE
<PMPITÆQVO[WN0W][M2WZI[KWPI^MTWVO
dominated the business of healing. Most large
communities have a Jorasco healing house, and
even smaller communities often have a lone
Jorasco healer. The basic services provided by
Jorasco involve use of the Medicine skill and
herbal remedies. The next tier of treatment is
lesser restorationWٺMZQVOQUUMLQI\MZMKW^MZaNZWU
disease for those willing to pay the price. /ZMI\MZ
restoration is possible if the house has an heir with
the Greater Mark of Healing, though this gift
Sebastian Kimble (Order #15417015)
CHAPTER 2 | THE MAGICAL ECONOMY 45
can only be used once per day. House Jorasco is
also the primary source of healing potions; the
quantity and quality available will depend on the
size of the healing house.
House Jorasco demands payment before it
renders any service. The Church of the Silver
Flame and priests of Boldrei often maintain
charitable clinics, but most of these facilities only
provide mundane healing.
Resurrection is possible in Eberron, but it’s
rare. House Jorasco has a handful of altars
WNZM[]ZZMK\QWV, and someone with the Greater
Dragonmark of Healing and 5,000 gp worth
of dragonshards can use one of these altars to
perform raise dead. Beyond this, there’s a few
divine healers with the power to raise the dead.
But no one uses this power lightly. Regardless
of the method used, it’s hard to pull someone
JIKSNZWU,WT]ZZPIVLQ\OZW_[UWZMLQٻK]T\
with each day that passes after death. Opening
a channel to Dolurrh can potentially result in a
malevolent spirit taking possession of the body;
in a general release of hostile ghosts; or even a
marut inevitable manifesting and attacking the
spellcaster. All of which means that resurrection
is possible for player characters and exceptional
NPCs, but it’s not a reliable service for the
general public. Most of the time, when someone
dies, they stay dead.
TRANSPORTATION
All the standard modes of transportation can be
found in Khorvaire. People use boats, barges,
horses, coaches, and more. If something moves
over land it’s likely run or licensed by House
Orien. If it moves along the water or through
the air, it’s likely connected to House Lyrandar.
Both houses license independent agents, so the
captain of a mundane galleon won’t necessarily
be a Lyrandar heir, but the Lyrandar seal on
a licensed ship assures you of the quality of the
vessel and its crew. Eberron also features some
unique modes of transport.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | THE MAGICAL ECONOMY
46
Elemental galleons use bound water
elementals to increase the speed of the vessel.
These have long been the mainstay of House
Lyrandar; an elemental galleon can maintain
a speed of 20 miles per hour, more than twice
the speed of a mundane ship of similar size. The
cost of such travel is likewise twice the cost of a
normal journey.
The lightning rail of House Orien is the
gold standard for overland travel within the Five
Nations. An elemental engine pulls a train of
linked coaches over a path of conductor stones,
maintaining a speed of 30 miles per hour. The
rail links most of the major cities of the Five
Nations, though the destruction of Cyre has made
travel between eastern and western Khorvaire
more challenging. A journey on the lightning rail
generally costs twice as much as an inn stay of the
same duration, with quality ranging between the
modest coaches shared by most travelers (1 gp/
day) and the wealthy luxury coaches (4 gp/day).
8MWXTM[I\Q[ÅML_Q\P[Y]ITQLIKKWUWLI\QWV[KIV
try to stow away on a cargo car, but Orien guards
discourage such behavior.
Elemental airships are the pride of House
4aZIVLIZ][QVOJW]VLIQZIVLÅZMMTMUMV\IT[\W
propel a vessel through the sky. Airships travel
between 20 to 40 miles per hour and have the
advantage of being able to cross any terrain.
Airships have only been in service for eight years,
and as a result many cities don’t yet have the
facilities required for docking or maintaining an
airship. However, airships are quickly becoming
the prefered method of travel for those who can
IٺWZL\PMU)QZ[PQX\ZI^MTOMVMZITTaKW[\[Å^M
times as much as an inn stay of the same quality
and duration.
Teleportation is the swiftest form of travel,
but also the most limited. An Orien heir with
the Greater Mark of Passage can cast teleportation
circle once per day; most major Orien enclaves
have permanent circles and can be used as
destinations. When this service is available, it
generally costs 1,000 gp.
All of these forms of advanced travel require
someone with the appropriate dragonmark—
the Mark of Storm for elemental galleons and
airships, or the Mark of Passage for the lightning
rail—to control the vessel. While it may be
possible to develop an airship that doesn’t require
a Lyrandar pilot, the Dragonmarked Houses are
quite protective of their monopolies.
WARFARE
5IOQKXTIa[IVQUXWZ\IV\ZWTMWV\PMJI\\TMÅMTL
House Cannith produces a wide range of siege
equipment and mystical weapons and made
a number of breakthroughs during the Last
War. Massive [QMOM[\Iٺ[ÅTT\PMZWTMWNIZ\QTTMZa
Semi-sentient warforged titans scatter squads
of infantry. Kundarak sappers spread OTaXP[WN
_IZLQVOto deny a region to an enemy. Wands and
rods haven’t replaced the swords or bows, but
elite arcaneers are becoming more common.
The armies of Aundair specialize in the use
of magic and have the greatest numbers of
wandslingers. Karrnath has long been known
for its military discipline, but also became
infamous for its widespread use of undead
soldiers. Thrane is renowned for its peasant
archers and use of divine magic, thanks to its
ÅMZKMLM^W\QWV\W\PM+P]ZKPWN\PM;QT^MZ
Flame. Cyre relied heavily on mercenary
services—including the Valenar elves and the
OWJTQV[WN,IZO]]V¸IVLÅMTLML\PMOZMI\M[\
number of warforged troops. Finally, Breland
had the best intelligence and industry of the
nations; it was also noted for the use of Zil
elemental weapons and for its ÆWI\QVONWZ\ZM[[M[.
CREATING MAGIC ITEMS
House Cannith has an enclave devoted solely
to wand production. This facility is equipped
with tools that amplify the Mark of Making
and channel planar energies; the artisans also
have access to a vast array of exotic woods and
materials. You can also create a wand, but you’re
starting from scratch and creating the tools you
need. Essentially, when House Cannith creates
magic items, it’s using factories; while your
IZ\QÅKMZQ[\PMMY]Q^ITMV\WN\PM\QVSMZMZ_WZSQVO
in the garage. You can create magic items, and
Sebastian Kimble (Order #15417015)
CHAPTER 2 | THE MAGICAL ECONOMY 47
you can potentially create items that House
Cannith KIV¼\UISM°J]\Q\¼[OWQVO\W\ISMaW]
more time and gold than it takes for them. Here’s
an overview of the process.
The Schema. <PMÅZ[\[\MXQVKZMI\QVOI
magic item is to acquire a [KPMUIfor it. This is the
equivalent of a recipe or a blueprint; it explains
the process and components required to create
the item. If you can obtain a schema—from
House Cannith, the mystical library of Arcanix,
\PMKWTTMK\QWVWNIVM`XMZQMVKMLIZ\QÅKMZ¸
you’re ready to move on. Otherwise, you can
create a schema, but this takes time and skill.
An arcane spellcaster uses Arcana to create
schema. A divine caster uses Religion, while
a druid or ranger relies on Nature. You must
PI^MIUQVQU]U[SQTTJWV][¸aW]ZXZWÅKQMVKa
bonus plus your ability score bonus—in order
to develop a schema. You must maintain the
minimum skill bonus for the duration of your
_WZS[WIVMٺMK\\PI\QVKZMI[M[IVIJQTQ\a[KWZM
for a few minutes won’t help you.
^«ÃÙã®ÊÄZØç®ÙÃÄãÝ
/ƚĞŵZĂƌŝƚLJ tŽƌŬǁĞĞŬƐ DŝŶŝŵƵŵ^Ŭŝůů
Common 3 days +2
Uncommon 1 +4
Rare 3 +6
Very Rare 8 +8
Legendary 16 +10
This ability to develop a schema represents
remarkable talent. It could take House Cannith
years or decades to develop a particular schema;
the fact that you can accomplish this in weeks
ZMÆMK\[\PMQLMI\PI\XTIaMZKPIZIK\MZ[IZM
innovators. However, it is always up to the
DM to decide if you can create a particular
schema. The DM can always choose to exclude a
particular magic item from a campaign.
Rare Components. Any magic item requires
specialized materials—Eberron dragonshards,
rare woods or metals, exotic herbs or other
substances. While exotic, these things can
be purchased or obtained in any major city.
But creating a magic item from scratch often
requires rarer components that can’t simply
JMX]ZKPI[MLAW]UQOP\VMMLIÆW_MZNZWU
Thelanis, a feather from a couatl, or the scale
of a dragon. More often than not, such this will
require an adventure. You may not have to kill
something to obtain what you need, but you’ll
surely have to overcome a challenge. The Magic
1\MU1VOZMLQMV\[\IJTM[]OOM[\[PW_LQٻK]T\\PI\
challenge could be.
D¦®/ãÃ/ĦÙ®ÄãÝ
/ƚĞŵZĂƌŝƚLJ ZZĂŶŐĞ
Common 1–3
Uncommon 4–8
Rare 9–12
Very Rare 13–18
Legendary 19+
1\¼[XW[[QJTM\WÅVLIZIZMKWUXWVMV\M^MV
when you’re not looking for one. You could
discover an exotic Khyber crystal in the ruins of
IVIZ\QÅKMZ¼[_WZS[PWX<QUMIVL[\]LaKW]TL
yield suggestions as to what items could be made
with the component; for example, that Khyber
shard could be used to create an QZWVÆI[S or
LQUMV[QWVIT[PIKSTM[.
Creation. Once you have your schema and
any rare components, you’re ready to begin. The
DM can assign skills or tools that are required
for this act of creation, so that it requires both
XZWÅKQMVKaIVLIKKM[[\W\PM[M\WWT[AW]U][\
pay the basic costs of materials and services
required to make the item. And you must spend a
[QOVQÅKIV\IUW]V\WN\QUM_WZSQVOWVQ\#KZMI\QVO
ITMOMVLIZaQ\MUKIV\ISMIaMIZWNMٺWZ\
D¦®/ãÃÙ¥ã®Ä¦d®ÃÄÊÝã
/ƚĞŵZĂƌŝƚLJ tŽƌŬǁĞĞŬƐΎ ŽƐƚΎ
Common 1 50 gp
Uncommon 2 200 gp
Rare 10 2,000 gp
Very Rare 25 20,000 gp
Legendary 20 100,000 gp
* Halved for a consumable item
Sebastian Kimble (Order #15417015)
CHAPTER 2 | FAITHS OF KHORVAIRE
48
The Magic Item Crafting Time and Cost table
provides a basic framework, but various factors
could reduce time or cost. Eberron dragonshards
IZMI[QOVQÅKIV\IUW]V\WN\PMKW[\WNUI\MZQIT[
A remarkable dragonshard could reduce the
cost of creating an item by 10 percent. A planar
convergence could reduce the time or cost
ZMY]QZML\WUISMIVQ\MU_Q\PIVMٺMK\\QML\W
that plane. Ultimately, this is a story, and there
are exceptions to every rule.
Complications. These rules for magic item
creation are derived from the system presented
in @IVI\PIZ¼[/]QLM\W-^MZa\PQVO<PQ[IT[WWٺMZ[
the idea that the creation of a magic item is a
complex procedure and that complications can
arise. If you use this rule, there’s a 10 percent
chance of a complication arising for every
Å^M_WZS_MMS[[XMV\WVKZIN\QVO\PMQ\MU
@IVI\PIZ¼[/]QLMpresents a number of possible
complications. Here are few tied to Eberron.
Ù¥ã®Ä¦ÊÃÖ½®ã®ÊÄÝ
d6 ŽŵƉůŝĐĂƟŽŶ
1 A Dragonmarked House takes an
interest in your work. Do they
view you as a threat, or are they
impressed by your techniques? Do
they want to buy the item, and what
will happen if you refuse?
2 A mishap creates a temporary
manifest zone.
3zŽƵŶĞĞĚƚŽĂĐƋƵŝƌĞĂŶĂĚĚŝƟŽŶĂů
rare component.
4dŚĞƐŚŝŌŝŶŐďĂůĂŶĐĞŽĨƚŚĞƉůĂŶĞƐ
interferes with your work; you must
wait for the current planar alignment
to change.
5zŽƵƌĞīŽƌƚƐĚƌĂǁƚŚĞĂƩĞŶƟŽŶŽĨ
one of the conspiracies of Eberron—
such as the Chamber, the Aurum, the
Emerald Claw, or the Lords of Dust.
6zŽƵƌŝƚĞŵƵŶĞdžƉĞĐƚĞĚůLJďĞĐŽŵĞƐ
ƐĞŶƟĞŶƚ͘
FAITHS OF KHORVAIRE
Religion plays an important role in Eberron.
While gods don’t physically manifest as they
do in other settings, people of faith believe that
divine forces play a role in everyday life. Beyond
this, shared beliefs help to unite communities and
\WXZW^QLMPWXMQVLQٻK]T\\QUM[
Appendix B of the 8TIaMZ¼[0IVLJWWSprovides
concrete details about the primary religions of
Eberron, including holy symbols and domains.
This section provides a more direct look at what
aW]ZNIQ\PUMIV[\WaW]IVLPW_\WZMÆMK\\PI\
devotion through your actions.
In creating a devout character, it can be
useful to think about the source of your faith.
Were you brought up in your religion, or did
you come to it later in life? Are you primarily
devoted to the principles of your religion,
or have you had a personal, transcendental
experience? Do you believe that you have a
LQ^QVMLM[\QVa\WN]TÅTTWZIZMaW][\QTT_IQ\QVO
for your purpose to be revealed?
«ÊÊݮĦÙ«ãùÖÝ
While the 3OD\HU·V+DQGERRNprovides a
EDVHOLQHIRUGRPDLQVLWGRHVQ·WLQFOXGH
paladin oaths or archetypes from other
sources. As new options are always
HPHUJLQJWKHUH·VQRZD\WRFUHDWHDQ
absolute list, and beyond that this is
VRPHWKLQJGULYHQE\DFKDUDFWHU·VVWRU\7KH
Oath of Devotion is a logical archetype for
a paladin of the Silver Flame, but a zealous
SDODGLQVSHFLÀFDOO\GHYRWHGWRSXUVXLQJHYLO
could easily take an Oath of Vengeance.
Likewise, the Forge domain should be an
option for priests of Onatar or the Traveler.
Consider your beliefs and your story and
choose an archetype that works with both.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | FAITHS OF KHORVAIRE 49
THE CHURCH OF THE SILVER FLAME
The Silver Flame is force of light holding
foul demons at bay. Those who seek to
defend the innocent from evil may draw on
the power of the Flame.
*I\\TM[]XMZVI\]ZITM^QT_Q\P[\MMTÅZMIVL
magic. Every mortal soul can be guided
to the light. Inspire and guide others to
virtuous behavior; force is a last resort.
Listen to the Voice of the Flame but
beware the deceiving whispers of the
Shadow in the Flame.
The Church of the Silver Flame has a disciplined
hierarchy with a martial aspect. Friars and
ministers seek to guide people to the light, while
templars defend them from evil.
Eberron is a place where supernatural evil is a
very real threat. Demons possess the innocent.
Vampires lurk in the shadows. Aberrations can
emerge from Khyber at any time. Zealots may
go too far in the pursuit of evil and priests may
be more concerned with mundane power than
faith. But the majority of those who follow the
Silver Flame stay true to its principles. They seek
to lead virtuous lives, to protect the weak, and to
guide the wicked to the light.
The Church is based in Thrane but its
followers are spread across Eberron.
It’s up to you whether you support
the theocracy of Thrane or
whether you feel that it’s a
mistake to draw the Church
into politics. A number of
variant sects worship the
Silver Flame; you can always
ÅVLaW]ZW_VXI\P
Archery is a devotional
practice of the Silver
Flame, used both as a
means of meditation and
a martial art.
THE SOVEREIGN HOST
The Sovereigns are with us at all times.
Onatar stands at every forge and Dol Dorn
is with you whenever blades are drawn.
The Sovereigns shape the world. They
WٺMZ][O]QLIVKMIVL[\ZMVO\PJ]\_MU][\
learn to listen.
Honor each Sovereign in its place and time.
If you hear one voice clearly, embrace their
path and embody their values.
As a follower of the Sovereign Host, you believe
that the hand of the Sovereigns can be seen in
all things. What others take to be intuition or
instinct, you see as the voice of the Sovereigns
WٺMZQVOO]QLIVKMAW]LWV¼\VMMLIJ[WT]\M
proof: the fact that there is a bountiful harvest is
proof enough of Arawai’s benevolence.
The Sovereign Host has a looser structure than
the Church of the Silver Flame. Many variations
and subsects of the faith exist. Many temples are
only loosely aligned—in a small village, a skilled
smith might double as the priest because people
believe he’s close to Onatar. A midwife might be
seen as speaking for Arawai and Boldrei.
You may feel a particular connection to one
Sovereign and, as a divine spellcaster, this could
drive your choice of domain or oath. But as a
vassal (the common term for a follower of the
Host), you are expected to
respect and honor all of
the Sovereigns.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | FAITHS OF KHORVAIRE
50
THE DARK SIX
The Dark Six and the Sovereign Host are
opposite sides of the same coin. If you believe it
one you inherently believe in the other; the only
question is whether you fear or revere the Dark
Six. The principles of the faith are the same:
just like the Sovereigns, the Six are with us at all
times. They shape the world and speak to those
who will listen.
In general, the Sovereigns represent values
tied to civilization: Law, community, trade,
industry, agriculture, honor in war. The Dark
Six embody dangerous concepts: Death, chaos
and change, the destructive powers of nature,
treachery in battle, dark magic and monsters,
passion and madness. Those who worship the
Sovereigns fear these things; those who revere
the Six embrace them and don’t consider them
to be evil. If you’re a barbarian, it’s the Fury
who unleashes your rage. If you’re an assassin,
you walk the path of the Mockery as opposed to
that of Dol Arrah.
The creatures of Droaam generally revere the
Dark Six. Humanity sees the Shadow as a villain
who gave the harpy her voice and the medusa
her gaze; to the harpy and the medusa, this
makes the Shadow a hero.
THE BLOOD OF VOL
Each one of us has a spark of divinity
within our blood and our spirit. Find that
power within.
Death is the end, Dolurrh is oblivion, and
if the gods exist they are cruel. Stand with
those you care for; all we have is this life
and each other.
Because of its association with necromancy and
the undead, many people believe that the Blood
of Vol embraces death and that its followers
wish to become undead. Neither of these things
are true. The Seekers of the Divinity Within
(as the faithful call themselves) don’t ZM^MZMthe
undead; they believe that once someone has
died you might as well put the corpse to use.
But the spark of divinity is tied to both blood
and soul, and the Seekers believe that the
undead can never fully harness its power. The
vampires and mummies of the Blood of Vol
PI^M[IKZQÅKML\PMQZKPIVKMI\LQ^QVQ\aQVWZLMZ
to guide and protect the living. They’re martyrs,
not something to envy.
Public opinion of the Blood of Vol is often
colored by the actions of the Order of the
Emerald Claw. This extremist sect serves a lich
known as the Queen of Death, and employs
undead and necromancy in acts of terror. Most
Seekers have no love for the Emerald Claw and
don’t support its actions.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | FAITHS OF KHORVAIRE 51
THE PATH OF LIGHT
?MTQ^MQVIVIOMWNLIZSVM[[?MU][\ÅVL
the path that leads to the light.
Act with compassion and courage. Each
noble act is a step on the path.
Hone your body and your mind. You are
the tool you will use to change reality.
The Path of Light is the faith of the kalashtar and
has few followers in Khorvaire. A Lightspeaker
seeks to KPIVOMZMITQ\a—in the big picture by
ushering in an age of light, while on the small
[KITMJaM`KQ[QVOVMOI\Q^MQVÆ]MVKM[IVL
performing good works.
While compassion is important, there are those
among the followers of the Path of Light who
believe in taking surgical action to eliminate
sources of evil. Where followers of the Silver
Flame believe that all mortals can be brought to
the Flame, some who follow the Path of Light
believe that it’s more expedient to eliminate an
QVNMK\QWVIVL\WITTW_I[W]T\WÅVL\PMTQOP\QVQ\[
next incarnation.
THE UNDYING COURT
Our greatest champions and sages will
never be lost to us. Their wisdom guides us,
and their power protects us all.
Honor our past. Respect our traditions.
Perfect your skills and you may earn your
place among the Deathless.
Destroy those foul creatures that channel
the power of Mabar, for they consume the
essence of our world.
The elves of Aerenal refuse to allow their
greatest souls to be lost to Dolurrh. Using
powerful magic, they raise these champions
as LMI\PTM[[, a form
of undead imbued
with positive energy.
The Undying Court
is a council of the
deathless, ancient
elves who have guided
their descendants
for twenty thousand
years. As individuals, a
deathless councilor is
no more powerful than
a traditional lich. But
working in concert, the Undying Court creates
a pool of energy that empowers their divine
spellcasters.
Of all of these religions, the Undying Court
is the most grounded in reality. You can go to
Shae Mordai and seek an audience with the
Court. As a follower of the Undying Court,
consider why you are so far from home. Were
you sent from Aerenal with a mission? Is it for
the Court as a whole or are you acting as an
IOMV\WNI[XMKQÅKKW]V[MTWZ¸XMZPIX[aW]ZW_V
ancestor? Followers of the Undying Court despise
negatively charged undead, so without a concrete
mission, one should seek to destroy the undead
and the necromancers who rouse them.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | DISTANT LANDS
52
CULTS OF THE DRAGON BELOW
There is a paradise within the world, a vale
bathed in the light of the Inner Sun. Earn
your passage with the blood of worthy foes.
Our existence is a chrysalis state, preparing
us for transcendent immortality within the
bowels of the Gibbering Mouther.
The Lord of Eyes sees all secrets. His
gaze elevates the worthy and slays the
unbeliever. Drive all doubt from your heart
and you will see reality through new eyes.
The Cults of the Dragon Below are wildly
diverse. The tenets above describe the beliefs
of three LQٺMZMV\cults, and the image of the holy
symbol is one common example—a piece of
volcanic glass—not something shared by all
cults. There are warlocks who draw power from
demon overlords and daelkyr cultists who serve
UQVLÆIaMZ[IVLJMPWTLMZ[7\PMZ[IZM[QUXTa
driven by deep convictions that others see as
madness. Outsiders use the term “Cult of the
Dragon Below” as a blanket term to describe
all of these things, but the cultists themselves
don’t use this name or see themselves as part
of a greater whole. New cults can spring up
anywhere at any time, as a seed of madness takes
root and spreads.
If your character is part of a cult, work with the
,5\WLMÅVMaW]ZXMZ[WVITJMTQMN[ITWVO_Q\P
the size and scope of your cult. Does your faith
have wide support across the Shadow Marches?
Or are you and your family the only people who
share your particular beliefs?
DISTANT LANDS
This ?IaÅVLMZ¼[/]QLM focuses on the continent of
Khorvaire and the city of Sharn. But Khorvaire
is only one continent of many, and in time
adventurers may wish to explore distant lands.
Here is an overview of the other regions of
Eberron. If you wish to know more, refer to the
sources presented in the appendix.
AERENAL
1V)MZMVITaW]UQOP\°
Consult an elven archmage who’s been
dead for twenty thousand years.
Battle sinister forces that have crawled into
Eberron from a realm of eternal night.
Learn secrets of arcane magic unknown on
Khorvaire.
The massive island of Aerenal is the ancient
kingdom of the elves. Its jungles are a source
of strange and valuable lumbers: the soarwood
used for the hulls of airships, tough bronzewood,
even trees that remain alive after being felled.
Beyond this, the island is close to the planes of
1ZQIVIVL5IJIZ°ITTW_QVO\PMTQVM[JM\_MMV
life and death to become blurred. This can be
dangerous, with dark forces creeping in from the
plane known as the Endless Night. But it’s also
allowed the elves to perform feats of necromancy
unmatched in Eberron. Among the Aereni elves,
the honored dead walk among the living. Heroes
who died in glorious battle return to serve the
Sibling Kings. And in the depths of Shae Mordai,
the deathless lords of the Undying Court study
the shifting balance of the planes and the path of
the Draconic Prophecy.
While necromancy is a pillar of Aereni
society, it isn’t the dark force you’re used to.
The deathless undead of Aerenal are sustained
by XW[Q\Q^Menergy—the light of Irian and the
devotion freely given by their descendants. The
elves of Aerenal despise necromancy that draws
on the negative energy of Mabar, and agents of
the Undying Court are charged to seek out and
destroy vampires, liches, and other such undead.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | DISTANT LANDS 53
Aereni civilization is over twenty thousand
years old. They’ve watched nations of goblins
and humans rise and fall, secure in their island
sanctuary. The Aereni possess many secrets and
powers the Five Nations have yet to discover.
But the elves are more interested in practicing
and perfecting these ancient traditions than in
innovation and discovery. An Aereni wizard
UQOP\[XMVLILMKILMZMÅVQVO\PMXZWV]VKQI\QWV
of a single spell’s incantation. For now humanity
can’t match the power of the elves. If that balance
begins to change, will Aerenal take action?
ARGONNESSEN
In Argonnessen, you could...
Clash with tribes of dragon-worshipping
barbarians.
Explore an ancient city of dragons.
Discover mighty artifacts and epic spells.
Argonnessen is home to the oldest civilization
on Eberron. The dragons wield epic magic, and
their homeland is shielded against divination and
teleportation. Tribes of barbarians roam Seren
Islands and the coastlines of Argonnessen; these
include members of almost every humanoid
race, perhaps collected by dragons in ages past.
These Seren barbarians worship the dragons
and protect the coasts from invaders. To date,
no one from the Five Nations has ever ventured
into the interior of the continent and returned to
speak of it.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | DISTANT LANDS
54
No one knows just how many dragons there
are in Argonnessen, but people tell stories of
^I[\KI^MZVKWUXTM`M[ÅTTML_Q\P\PM\ZMI[]ZM[
of fallen civilizations, of prisons holding bound
demons, of cities made from diamond and
adamantine. Is there any truth to these tales, or is
it all myth?
EVERICE AND THE FROSTFELL
In Everice or the Frostfell, you might...
Discover an ancient civilization hidden
beneath the ice.
Search for the survivors of a lost expedition.
Find the source of a mysterious mystical
signal.
The poles of Eberron are almost as mysterious
as Argonnessen. Some dwarves believe that
their ancestors originally came to Khorvaire
from the Frostfell, but there’s been no contact
with Frostfell dwarves in modern times. Legends
[XMISWN]VLMILPWZLM[NZMMZWIUQVOÅMVL[IVL
terrifying monsters in these arctic lands.
SARLONA
In Sarlona, you could...
1VÅT\ZI\MIVMUXQZMZ]TMLJa
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][IVLaMIZ[IOW\PMÅZ[\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
remain: the mighty empire of Riedra and the
mountain sanctuary of Adar. Riedra is ruled by
the Inspired, humans tied to extraplanar spirits
and imbued with psychic powers. Adar is the
homeland of the Kalashtar. Riedra maintains an
endless siege of Adar, and both nations have little
contact with Khorvaire.
XENDRIK
In Xen’drik, you could...
Seek to destroy ancient mystical weapons
before they fall into the hands of villains.
Battle savage giants in the ruins of their
ancient cities.
Match wits with cunning drow in the
depths of a primordial jungle.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | EBERRON: ABOVE AND BEYOND 55
øÊã®D¦®͍
One idea suggested in this chapter is that
explorers can discover mystical secrets in
distant lands. But what does that PHDQ"
How do you give the Aereni elves or giants
RI;HQ·GULNVSHOOVQRRQHKDVVHHQEHIRUH"
Spells and magic items are constantly
being introduced in new sourcebooks and
online content. One option is for a DM to limit
access to some or all of this new material. If
a player wants to use a spell from ;DQDWKDU·V
*XLGHWR(YHU\WKLQJ, they have to ÀQGit.
When a character has an opportunity to learn
new magic—whether by studying with a
member of the Undying Court or reading the
FUXPEOLQJSDJHVRIDJLDQW·VVSHOOERRN³WKH
DM can allow them to exchange an existing
spell for a new spell.
This applies to arcane magic as well as
divine. The Silver Flame is worshipped
in many different ways around the world,
and the giants had their own form of the
Sovereign Host; while exploring an ancient
temple, a cleric could learn new ways to
invoke the power of the divine.
In the distant past, Xen’drik was home to the
civilizations of the giants. Now it is a place of
mysteries and ruins. The giants were destroyed
by the dragons of Argonnessen, and the epic
magics unleashed in that battle warped the land.
Space and time are unreliable in Xen’drik. But
it is a land that holds untold treasures, and the
richest source of rare Siberys dragonshards. In
addition to savage giants, Xen’drik is home to
the enigmatic drow and many other races and
creatures never seen in Khorvaire.
The port city of Stormreach serves as the
OI\M_Ia\W@MV¼LZQS1\¼[XZW^MVLQٻK]T\\W
maintain colonies within Xen’drik, though the
end of the Last War has created a new interest in
exploration.
EBERRON: ABOVE AND BEYOND
While planar travel is uncommon, it can help to
have an understanding of Eberron’s cosmology
IVLPW_\PMQVÆ]MVKMWN\PMXTIVM[KIVIٺMK\
your story.
THE MATERIAL PLANE
Eberron is the heart of the material plane. It
is surrounded by the Ring of Siberys, a band
of golden dragonshards. Beyond this, twelve
moons orbit the world. To date, no creature from
Eberron has ever explored the moons. None can
say whether they are lifeless rocks or thriving
worlds in their own right. Some sages believe that
the moons are actually connected to the planes,
or that they might even be physical extensions of
the planes, but this remains a mystery.
To date, no other planets have been discovered
within Eberron’s material plane. However,
the underworld of Khyber contains a host of
demiplanes: tiny pockets of reality that exist
within the underworld. As such, venturing below
the surface of Eberron can lead you to a network
WNKI^MZV[IVLXI[[IOM[°J]\QNaW]ÅVL\PM
right passage, it can take you to fantastic and
LMILTa_WZTL[QVPIJQ\MLJaÅMVL[IJMZZI\QWV[
and other children of Khyber. This is one way
to adapt material from 7]\WN\PM)Ja[[and
5WZLMVSIQVMV¼[<WUMWN.WM[ to Eberron. There
may be realms of demons and devils deep within
3PaJMZTWVOPMTLI\JIaJa\PMQVÆ]MVKMWN
Siberys and the Silver Flame.
THE PLANES OF EBERRON
The material plane is enfolded by thirteen
planes of existence. Many of these have aspects
of both outer and inner planes. All of the planes
overlap with Eberron in some way, and they
QVÆ]MVKMIVLIZMQVÆ]MVKMLJa\PMUI\MZQIT
XTIVM<PQ[QVÆ]MVKM_I`M[IVL_IVM[#[KPWTIZ[
often depict the planes as orbiting Eberron,
though this purely a metaphor for their shifting
Sebastian Kimble (Order #15417015)
CHAPTER 2 | EBERRON: ABOVE AND BEYOND
56
QVÆ]MVKM?PMV\PMQVÆ]MVKMWNIXTIVMQ[
especially strong it is said to be coterminous.
?PMVQ\[QVÆ]MVKMQ[_MISIXTIVMQ[ZMUW\M
These states can be important for epic rituals,
the creation of eldritch machines or interaction
with extraplanar entities. There are also manifest
zones: places in the material plane where the
barriers are thin and where some aspects of a
plane can bleed through. Ghosts may linger in a
manifest zone to Dolurrh, while a manifest zone
tied to Lamannia might have wild vegetation
and enhance druidic magic.
Daanvi: The Perfect Order. Daanvi
embodies the ideas of law and order, civilization
IVLLQ[KQXTQVM1\Q[ÅTTML_Q\PXMZNMK\KQ\QM[IVL
KIZMN]TTaWZLMZMLÅMTL[_Q\PQUUWZ\ITKW]Z\[IVL
endless archives holding every law ever imagined.
Dal Quor: The Region of Dreams. With
a few exceptions (such as elves, kalashtar, and
warforged), mortal creatures touch Dal Quor
when they dream. The outer fringes of the plane
are morphic and shaped by the memories and
experiences of dreamers. There is a dark core at
the heart of the plane, shaped by the nightmare
force known as the Dreaming Dark. For reasons
unknown to the general populace, Dal Quor is
always remote and only touched in dreams.
Dolurrh: The Realm of the Dead. When
a mortal soul dies, it is drawn to Dolurrh. It is a
XTIKMLMÅVMLJaLM[XIQZIVLIXI\Pa#W^MZ\QUM
memories are leached out of the trapped spirits
until only a husk remains. While this seems bleak,
most religions maintain that Dolurrh isn’t the
end; it is a gateway to whatever lies beyond. Such
Sebastian Kimble (Order #15417015)
CHAPTER 2 | EBERRON: ABOVE AND BEYOND 57
faiths assert that what appears to be dissolution is
the natural process of the soul moving to a higher
plane of existence that mortals can never touch:
joining with the Sovereigns, merging with the
Silver Flame, or simply rejoining the cycle of life
in a new form. Nonetheless, Dolurrh is a gloomy
XTIVMÅTTML_Q\P\PMTQVOMZQVO\ZIKM[WN\PMLMIL
When Dolurrh is remote it is impossible to
resurrect the dead. When it’s coterminous ghosts
become more common. Resurrection spells are
easier to perform, but carry the risk of bringing
back unwanted spirits.
Fernia: The Sea of Fire. This plane
MVKWUXI[[M[JW\P\PMZI_MTMUMV\ITNWZKMWNÅZM
and the idea WNÅZM"ÆIUM][MLI[I_MIXWVI[I
force that holds darkness at bay, as a destructive
power and force for change. It is home to all
UIVVMZWNÅZMMTMUMV\IT[IVLIT[W\WKMTM[\QIT[
IVLÅMVL[\PI\MUJWLa\PM[MQLMI[
Irian: The Eternal Dawn. A plane of light
and hope, Irian is the source of positive energy in
Eberron.
Kythri: The Churning Chaos. The plane
of chaos and change, Kythri is a morphic realm
QVKWV[\IV\Æ]`
Lamannia: The Twilight Forest. While
it is called a “Forest”, Lamannia embodies
primordial nature, and contains every possible
natural environment. It is home to massive
beasts, lycanthropes, elementals, and other things
\PI\ZMÆMK\\PMXW_MZWNVI\]ZM
Mabar: The Endless Night. Mabar is the
darkness that hungers to consume light and life.
It is the source of negative energy in Eberron,
and largely serves the same role as the Shadowfell
in the core cosmology.
Risia: The Plain of Ice. The counterpart of
Fernia, Risia embodies water, winter, and all the
ideas that can be embodied by them.
Shavarath: The Battleground. This is the
XTIVMWN_IZIVLQ\Q[OZQXXMLJaIKWVÆQK\\PI\
_QTTVM^MZMVL)ZUQM[WNÅMVL[IVLKMTM[\QIT[
have fought in Shavarath since the dawn of time,
I[[MZ\QVO\PI\\PMQZ[\Z]OOTM[IZMZMÆMK\MLQV\PM
balance of good and evil across all reality.
Syrania: The Azure Sky. Crystal spires
ÆWI\QVIXMZNMK\JT]M[Sa.IZU[IVLKITU
communities stretch across clouds. This is
\PMXTIVMWNXMIKMIVLITT\PQVO[\PI\ÆW]ZQ[P
in times of peace. This includes commerce;
the Immeasurable Market of Syrania draws
merchants and travelers from across reality.
Thelanis: The Faerie Court. Similar to
the Feywild of the core cosmology, Thelanis is
the plane of stories and the home of the fey. It
is one of the easiest planes to reach, and many
tales begin with a hero unintentionally crossing
into Thelanis.
Xoriat: The Realm of Madness. Xoriat is
alien, the plane of things that are fundamentally
unnatural. It challenges ideas of what is possible.
Some can look upon Xoriat and see it as a place
of revelations; but most mortals who come to
close to Xoriat fall prey to madness. Xoriat is
the source of many aberrations, along with the
terrifying daelkyr.
ASTRAL AND ETHEREAL
The planes of Eberron are bound together in
their own cosmology. But the astral and ethereal
planes surround and enfold them, functioning
exactly as they do in the core cosmology. If
you wish to facilitate contact between Eberron
and other settings, passage through the Deep
Ethereal is the simplest way to accomplish it. The
potential impact of contact between Eberron and
other realms is discussed in chapter 1.
Sebastian Kimble (Order #15417015)
CHAPTER 2 | EBERRON: ABOVE AND BEYOND
58
CELESTIALS, GODS, AND FIENDS
Eberron has no parallel to the gods of other
settings. It’s possible that the Progenitor
Dragons were such beings, but many assume
that the Progenitor Dragons are entirely
metaphorical. As an Eberron DM, you decide
the truth of this.
The people of Eberron believe their gods are
omnipresent—not bound to a single coherent
form but rather present in all places at all times.
If you revere the Silver Flame, its power is
always with you. The Sovereign Onatar guides
the hand of every smith if they know how to
listen for his voice, and Dol Arrah and Dol
,WZVIZMXZM[MV\WVM^MZaJI\\TMÅMTLO]QLQVO
every soldier.
This means religion is driven by faith as
opposed to the concrete actions of deities. The
faithful JMTQM^M\PI\\PMQZ\ZQ]UXP[ZMÆMK\\PM
hand of the divine. They don’t expect a god to
physically show up and solve their problems.
Fiends and celestials certainly exist, however.
Some have powers rivalling deities in other
settings. Extraplanar immortals are generally
invested in the own planes and have little
interest in Eberron. There are demons and
archons battling in Shavarath, but they’ve been
ÅOP\QVOWVMIVW\PMZ[QVKMJMNWZMP]UIVQ\a
existed and they can’t leave their posts to fool
around in Eberron. Rare exceptions occur,
such as the Daelkyr or the Dreaming Dark, but
extraplanar immortals are mostly concerned
with \PMQZplanes.
As such, player characters are more likely to
encounter native immortals on Eberron: spirits
spawned by Khyber or Siberys.
The Overlords are the most powerful native
ÅMVL[)NM_WN\PMJM[\SVW_V7^MZTWZL["
Bel Shalor, the Shadow in the Flame.
A spirit of corruption, Bel Shalor is said
to be bound in the temple-citadel of
Flamekeep. It whispers to all those who
follow the Silver Flame, trying to lead them
astray.
Rak Tulkhesh, the Rage of War. The
embodiment of aggression, Rak Tulkhesh
feeds of hatred and drives mortals to battle.
Sul Khatesh, the Keeper of Secrets. A
spirit of forbidden knowledge, Sul Khatesh
possesses a wealth of arcane secrets and
PQLLMVSVW_TMLOM°J]\PMZ[MKZM\[
inevitably lead to tragedy.
?PMVILIX\QVOM^QTOWL[WZIZKPÅMVL[\W
Eberron, one option is to make them Overlords.
For example, Tiamat could be an Overlord
embodying the pride and potential for evil within
dragons, while Lolth could be an Overlord who
preys on the elves.
The rakshasa are the most common native
ÅMVL[<PMa[\QTT[KPMUMQV\PM[PILW_[[MMSQVO
\WNZMM\PMQZ7^MZTWZL[0W_M^MZIVaÅMVL¸IVa
devil, demon, or other evil immortal—could be
a spawned by Khyber if it suits your story. Such
ÅMVL[UIaJMJW]VL\WIV7^MZTWZLWZ\PMaUIa
be independent incarnations of evil unleashed on
\PM_WZTL<PMUW[\XW_MZN]TÅMVL[IZMJW]VL
by the same powers that hold the Overlords at
bay, and interacting with or summoning such a
creature requires the use of magic.
What about native celestials? The primary
celestials of Eberron are the couatl. However, in
the dawn of time the vast majority of Eberron’s
KMTM[\QIT[[IKZQÅKML\PMU[MT^M[\WJQVL\PM
overlords. This is why Eberron needs heroes.
The Silver Flame holds the essence of this power,
but it takes a mortal champion to wield it.
Sebastian Kimble (Order #15417015)
CHAPTER 3 | RACES OF EBERRON 59
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