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I CONTENTS 2
L- L I F E I N E B E R R O N
The World
Khorvaire
6
8
Beyond Khorvaire
10
The Planes
10
12
Government
12
Everyday Life
12
Money
13
Adventurers
13
Languages
13
Naming Conventions
Faiths of Eberron
14
14
14
17
18
18
18
18
18
Evil Deities
19
19
19
19
19
20
Calendar
20
21
21
21
Royal Families
23
Universities
23
Adventures
Dungeons
Investigation
Intrigue
24
24
24
24
The Planes
25
Travel
25
Z. R A C E S
26
Changeling
28
Kalashtar
30
Warforged
32
34
Devas
34
Dwarves
35
Dragonborn
34
Eladrin
35
Elves
36
Gnomes
36
Goliaths
37
Half-Elves
38
Halflings
38
Half-Ores
39
Humans
39
Shifters
40
Tieflings
40
Staffs
108
Supporting Cast
40
Wands
109
3: C L A S S E S
42
Totems
110
Artificer
44
Dragonshard Augments
Warforged Components
113
44
46
Creating an Artificer
46
Artificer Powers
47
Paragon Paths
Alchemist Savant
58
58
Battle Engineer
59
Chameleon
60
Clockwork Engineer
61
62
Gatekeeper Mystagogue
63
Lightwalker
64
Self-Forged
65
Warforged Juggernaut
Dragonmarked Paragon Paths
66
67
Cannith Mastermaker
67
Deneith Protector
68
Ghallanda Sanctuary
Guardian
Jorasco Jadehand
69
70
Kundarak Ghorad'din
71
Lyrandar Wind-Rider
72
Medani Trueseer
73
Orien Swiftblade
Rituals
Ancestral Whispers
Banish Illusions
Conceal Dragonmark
111
116
116
116
116
Eavesdropper's Foil
116
Enhance Vessel
117
Fantastic Recuperation
117
117
Fluid Funds
118
Inquisitive's Eyes
118
Masking Shroud
118
Scry Trap
118
Seeming
119
Spirit Idol
119
Summon Winds
119
Secure Shelter
Steed Summons
5: W O R L D O F E B E R R O N
The Five Nations
Common Knowledge
118
119
120
122
122
122
Aundair
123
Phiarlan Phantasmist
74
75
Breland
76
Sharn
125
Sivis Truenamer
Tharashk Wayfinder
77
Karrnath
128
78
Thrane
131
Vadalis Griffonmaster
Epic Destinies
Champion of Prophecy
Dispossessed Champion
79
80
80
81
122
126
129
133
133
134
136
Mourning Savior
82
Sublime Flame
83
138
84
140
4: C H A R A C T E R O P T I O N S
Feats
86
Dragonmarked Feats
86
93
86
94
Multiclass Feat
94
Equipment
Weapons
Mundane Items
95
95
96
Dragonmarked House
Services
Alchemy
Alchemical Items
Magic Items
Holy Symbols
Rods
96
98
98
104
104
108
139
142
143
Valenar
146
TheTalenta Plains
Zilargo
Beyond Khorvaire
Aerenal
Argonnessen
145
147
149
149
149
The Frostfell
150
Khyber
150
Sarlona
151
Xen'drik
152
Dragonmarked Houses
Backgrounds
Other Backgrounds
153
158
ti INTRODUCTION
The cauldron of the thirteen dragons boils
until one of the five beasts fighting over a single bone becomes
thing of desolation.
IN THE
wake o f a long and terrible war, a world
struggles to find its destiny. Will it descend once
more into brutal conflict and end in spectacular
annihilation, or will the world emerge at last into a
new era o f peace and prosperity?
At this m o m e n t , a handful o f heroesyou and your
alliesmight hold the fate o f the world in their hands.
This is a world whose destiny is hidden in the mysterious prophecies o f dragons, tempered by powerful
magic, and forged in bloody warfare.
INTRODUCTION
INTRODUCTION^
CHAPTER 1
W E L C O M E TO
CHAPTER
Life
in
Eberron
THE WORLD
KHORVAIRE
Six continents support the vast diversity o f life on
Eberron. O n e o f these, Khorvaire, is the heart o f the
world, at least as far as h u m a n s are c o n c e r n e d . O n
this continent, the last and greatest o f the h u m a n
empires grew and thrived before the Last W a r tore it
asunder. Most player characters are from Khorvaire,
since m e m b e r s o f most o f the races o f Eberron c a n be
found there.
Humanity's great nations were once one, then
five, and now four: scholarly Aundair, militaristic
[
CHAPTER
1 I Life
in
Eberron
Hitter
Sen
Tilt CONTINLNT Ol
KHORVAIRE
*,M
BEYOND KHORVAIRE
THE PLANES
CHAPTER
1 I Life
in
Eberron
LtE MOYER
L I F E ACROSS KHORVAIRE
Almost four years ago, the people o f Khorvaire took
the first drastic steps to pull themselves out o f a devastating, century-long conflict called the Last W a r .
In its aftermath, the great Kingdom o f Galifar was
no m o r e . In Galifar's place were a handful o f smaller,
depleted nations nursing long-standing grudges and
deep wounds. T h e Last W a r and, to a lesser extent,
the m e m o r y o f Galifar's golden age define how the
people o f Khorvaire t h i n k and act.
Khorvaire is a disparate land. However, m u c h o f
it was once a single kingdom, and thus its nations
share a n u m b e r o f similarities. T h e Last W a r and the
destruction o f Cyre left people with a deep cynicism
and smoldering distrust. A feeling o f doom lies heavily on the land. M a n y people see the ravaging o f Cyre
as the harbinger o f an even greater apocalyptic event.
M a n y speculate that i f Cyre could fall, then all o f
Khorvaire is at risk of b e c o m i n g a lifeless gray landscape where only ghosts walk.
These dark thoughts are pervasive and profound.
S o m e people r e m a i n optimistic despite the hard
times (citing the Treaty o f Thronehold as evidence
that the nations c a n work together), but, for most
Khorvairians, trust is dead. T h e average person
suspects his neighbor o f something. His neighbor,
in turn, suspects the s a m e of h i m , and going to the
market is an experience rife with cold glances and
whispered conversations.
T h e nations' political leaders foster this sense o f
unease. None o f the kings or queens got what they
wanted in the Last W a r . National pride is not nearly
as strong a feeling as xenophobia, and although the
nations work together to some degree, distrust among
their leaders is e c h o e d by distrust among their citizenry. Each nation suspects the others o f secretly
stockpiling weapons, directing saboteurs, and commissioning spies. T h e general atmosphere is not r e l i e f
that the war is finally over. Khorvairians know that
although the surviving nations are now exhausted
from the brutality and the effort of the war, they will
soon leap b a c k into the fight.
GOVERNMENT
Galifar was a hereditary, feudal monarchy, and most
o f the nations that c a m e from it follow its example.
Kings and queens are supported by an array o f
noblesbarons, earls, counts, and other landholders
who oversee local affairs. Peasants are taxed and
exploited to varying degrees, depending upon the
nation in which they live.
Although nobles ostensibly rule the nations, other
organizations wield comparable power in Khorvaire.
i T h e most important o f these groups are the twelve
V
CHAPTER
1 I Life
in
Eberron
HHBra
EVERYDAY LITE
T h e cornerstone o f life on Khorvaire is the small
town: a d i m but important point o f light in the
world's darkness. Most K h o r v a i r i a n s are farmers or
laborers, living in farmsteads and h a m l e t s within a
couple o f miles o f a central town. A larger settlement
serves as a trading nexus, to w h i c h farmers bring
crops, livestock, wool, and similar goods. Crafters
from the town trade plows, leather goods, imported
items, and similar objects or services in e x c h a n g e
for f a r m goods. F a r m e r s , crafters, and laborers pay
taxes to a local lord, who lives nearby. T h e lord uses
this tax m o n e y to raise an army, train a militia, or
otherwise ensure that the people under his or her
protection are safe.
In truth, this system isn't perfect. B r i g a n d s many o f t h e m ex-soldiers from the Last W a r - p l a g u e
the countryside. Monsters r o a m the vast distances
b e t w e e n towns, occasionally attacking farms and
trade routes. Corrupt nobles hoard their wealth and
let their people suffer.
Rural life is simple and sometimes peaceful. Away
from the bustle o f the city, people are more connected
to the natural world. T h e rural population o f Khorvaire tends to distrust visitors and strangers. News
travels slowly, and rural people are often suspicious o f
MONEY
Most rural folk are farmers or laborers, and they
m a k e up the majority o f Khorvaire's population.
Indeed, six out o f every ten Khorvairians are m e m bers o f the lower class. A rural Khorvairian would
rarely have more than a handful o f silver pieces at
one time, and might only with difficulty find a few
dozen gold pieces in an emergency.
T h r e e out o f every ten Khorvairians are m e m b e r s
o f the middle class. They are merchants, artisans,
skilled professionals, minor nobles, m e m b e r s o f the
clergy, professors, or heroic tier adventurers. Each
might have several h u n d r e d gold pieces within easy
access, and could gather a couple o f thousand or more
i f necessary. T h e majority o f the middle class resides
in cities, but a few membersskilled artisans, minor
lords, and retired adventurers-live in the country.
One in ten Khorvairians belongs to the upper
class, including high nobles, ranking clergy, masters
of the dragonmarked houses, and adventurers in the
paragon and epic tiers. T h e s e individuals c a n easily
obtain thousands o f gold pieces to support their lifestyles, and c a n access even greater wealth i f need be.
ADVENTURERS
Adventurers b r e a k rules and defy stereotypes.
Although they are not c o m m o n , most people in
Khorvaire know what adventurers are, and have
romantic notions about what they do. B e c o m i n g an
adventurerand survivingis a good way to b e c o m e
rich, see interesting places, and gain everlasting fame.
News pamphlets such as the Korranberg
Chronicle
encourage this notion, because the public loves great
adventure tales. Such stories are even better when
they're true. Adventurers whose stories end badly are
rarely featured, and novice do-gooders who disappear in the wild on a first outing are rarely discussed.
Adventuring is the epitome o f a high-risk, highreward career.
Few adventurers travel alone. T h e y k n o w that
there is safety in n u m b e r s , that five heads are
b e t t e r t h a n one, and that a group is more t h a n the
s u m o f its parts. M a n y adventuring parties work as
freelancers, going wherever their noses (and m o r e
a r c a n e senses) point. O t h e r s accept the patronage o f
wealthy individuals, governments, or organizations.
T h e s e patrons supply adventurers with missions and
rewards and serve as sources o f information and
intrigue. T h e s e relationships work best w h e n the
adventurers and their patrons share c o m m o n interests. A party fascinated by Xen'drik's mysteries, for
example, would do well to consider patronage from
Morgrave University.
LANGUAGES
Across Khorvaire, people o f all races s p e a k
C o m m o n . As the official language o f the K i n g d o m
o f Galifar, it b e c a m e nearly universal on the continent. N o n h u m a n races such as elves and dwarves
have their own languages, but those tongues are not
as well k n o w n .
T h e languages in Eberron are the same as those
presented on page 2 5 o f the Player's Handbook, with
a few exceptions. Ores speak Goblin (not Giant) from
their days as m e m b e r s o f the D h a k a a n i Empire, and
drow speak Giant (not Elven) due to their long tenure
as slaves o f the giants. In addition, three new languages appear in Eberron.
Argon is an altered form of C o m m o n spoken by
numerous barbarians, especially those in and around
the northern islands and shores o f Argonnessen.
Quori is an ancient, mystical language spoken
primarily among the most learned and important of
Sarlona's kalashtar and Inspired.
Riedran is spoken by the Sarlonan lower classes.
Its script is an antiquated form o f C o m m o n called
Old C o m m o n . Although both Riedran and C o m m o n
evolved from the same root language, they are different enough that speakers c a n n o t understand each
other.
CHAPTER
1 | Life
in
Eberron
Spoken by . . .
Abyssal
Barazhad
Barbarians of Argonnessen
Common
Argon
Script
and Seren
Humans, halflings,
Common
Common
half-elves, half-ores
Deep Speech
Daelkyr
Draconic
Dwarven
D w a r v e s , galeb duhrs
lokharic
Elven
Giant
Goblin
Goblins, ores
Common
Primordial
Barazhad
Quori
Inspired, kalashtar
Riedran
Supernal
Angels, devils
Davek
Rellanic
Davek
Quori
Old Common
Supernal
NAMING CONVENTIONS
In the Five Nations, most people take a s u r n a m e , usually a family n a m e , a n a m e denoting area o f origin,
or a n a m e indicating the individual's profession.
Examples include Barius Fairshield, Toroth o f Sharn,
and S i a n n a Magewright.
Scions o f royal or dragonmarked families have
additional n a m i n g conventions. T h e kings o f Galifar
had m a n y heirs, and they bestowed titles and land
upon various families. T h e s e people are o f noble
blood, and they attach the prefix " i r " ' before their
s u r n a m e s . King Boranel o f Breland, for example,
traces his lineage b a c k to King Galifar, so his n a m e is
Boranel i r ' W y n a r n .
M e m b e r s o f dragonmarked families include the
prefix " d " ' before their s u r n a m e s , such as M o r r i k a n
d'Kundarak, Elvinor Elorrenthi d'Phiarlan, and
Dalin d'Vadalis (the leaders o f House Kundarak,
Phiarlan, and Vadalis, respectively). This convention arose fifteen h u n d r e d years ago, after a conflict
called the W a r o f the Mark. It serves to solidify the
dragonmarked houses and set t h e m apart from the
rest o f K h o r v a i r e - p a r t i c u l a r l y from those who have
aberrant dragonmarks.
Each d r a g o n m a r k e d house is composed o f multiple interrelated families. House Phiarlan, for
example, includes the Phiarlan, Tialaen, Shol, and
Elorrenthi lines. Typically, a m e m b e r o f such a line
uses t h e house n a m e alone and adds the family
n a m e only on formal occasions. Thus, Elvinor
Elorrenthi d'Phiarlan c o m m o n l y goes by Elvinor
d'Phiarlan, but w h e n introducing h e r s e l f at court
uses her full n a m e .
CHAPTER
1 I Life
in
Eberron
FAITHS O F E B E R R O N
Religion is important in Eberron, but not because
the deities take an obvious and direct interest in the
world. Rather, organized faith is important in both
a spiritual and a secular sense. Temples and shrines
are sources of c o m m u n i t y and peace (or conspiracy
and corruption) in villages and towns. In cities, highranking m e m b e r s o f the clergy c a n wield as m u c h
power as the nobility.
In this war-torn time, numerous Khorvairians
have c o m e to scorn deities and higher powers. Just as
many, however, actively participate in organized religion as a way to m a k e sense o f the world.
ARAWAI
Good
Arawai is the goddess o f fertility, abundance, a n d life
(particularly plant life). She teaches that the wilderness holds great resources that empower civilization.
T h e sister o f Balinor and the Devourer, Arawai is also
the m o t h e r of the Fury (as a result o f her rape at the
hands o f the Devourer, according to Sovereign Host
religious texts). She finds followers among parents,
farmers, druids, rangers, sailors, and others who
AlIREON
Unaligned
Aureon is the god o f knowledge, a r c a n e lore, and
magic. He also values order and law. H e is Onatar's brother and Boldrei's husband, and bears a
mysterious connection to the Shadow. Most a r c a n e
spellcasters call h i m their patron, as do sages, librarians, scribes, professors, and students. In religious
texts, he appears as a h u m a n or g n o m e wizard, and,
on rare occasion, as a grand blue dragon.
He urges his followers to:
Respect and acquire knowledge, especially knowledge that was once lost. Knowledge is the most
powerful force on Eberron.
BALINOR
Unaligned
B a l i n o r rules t h e beasts, the hunt, and the cycle
o f life. H e teaches respect for wild a n i m a l s and
nature: O n e should t a k e - c a r e f u l l y o n l y what one
needs from the wild to improve civilization. T h a t
the intelligent races slay and eat a n i m a l s is p a r t o f
the natural cycle. T h a t an occasional hunter falls to
a rampaging b o a r or angry b e a r is also part o f the
cycle. B r o t h e r to b o t h Arawai and t h e Devourer,
B a l i n o r counts rangers, druids, a n d hunters o f all
types a m o n g his followers. In images, he appears as
a c r u d e but good-natured h u m a n or half-ore, and
s o m e t i m e s as a g r e e n dragon.
His c o m m a n d s are straightforward:
Take what you n e e d from nature, but respect its
power.
BOLDREI
Good
In some ways representative o f the Sovereign Host
as a whole, Boldrei's areas o f influence are c o m m u nity and the safety and comfort o f h e a r t h and h o m e .
Her n a m e is invoked at weddings and government
CHAPTER
1 I Life
in
Eberron^
Alignment
Areas of Influence
T h e Sovereign Host
Good
Good
4-Aureon
Unaligned
Unaligned
Arawai
Balinor
IHHHi
Boldrei
4- Dol A r r a h
Good
Lawful good
flHHHHHHHHHHIHHHHHHl
Dol D o r n
Unaligned
Unaligned
W e a l t h , trade, commerce
Good
Kol Korran
Olladra
4 Onatar
f 1
Unaligned
Evil
The Devourer
Chaotic evil
The Fury
Chaotic evil
W r a t h , passion, vengeance
forces
Evil
T h e Mockery
Evil
The Shadow
Chaotic evil
T h e Traveler
Unaligned
T h e Silver Flame
Lawful good
T h e Blood of Vol
Unaligned
Lawful good
Elf Religion
Unaligned
The U n d y i n g Court
Unaligned
Unaligned
Khyber Cults
Chaotic evil
T h e Keeper
appointments. She is Aureon's wife and counts commoners, parents, and militia m e m b e r s among her
worshipers. She is usually depicted as a c o m m o n e r o f
any race, and sometimes as a copper dragon brooding
over a clutch o f eggs.
Her tenets are:
4- Value your c o m m u n i t y and family above yourself.
Ensure that i f you fall, they survive.
4 M a k e your h o m e your haven. W e i g h t y and stressful affairs belong elsewhere, and violence in the
h o m e is unconscionable.
4 Help other m e m b e r s o f your c o m m u n i t y with no
thought o f r e c o m p e n s e . Rewards c o m e when they
are needed.
DOL ARRAH
Lawful Good
Dol A r r a h is the shining goddess o f honorable
combat, selflessness, and sunlight. She brings light
to pierce the dark places and blades to pierce the
hearts o f monsters. Legends say that Dol D o r n and
the M o c k e r y are h e r brothers. Paladins, warlords,
and good-aligned fighters revere her, as do diplomats,
who fight their battles with words instead o f swords.
She appears in religious texts as a h u m a n or half-elf
knight alight with holy radiance, and sometimes as a
red dragon atop a cloud.
Her teachings are:
CHAPTER
1 I Life
in
Eberron
DOL DORN
Unaligned
T h e god of courage and physical prowess, Dol D o r n
also exemplifies duty and war. H e urges all people to
be at their physical best. Soldiers, fighters, and warlords are his p r i m a r y worshipers, along with athletes
and acrobats. Said to be the brother o f Dol A r r a h
and the Mockery, texts depict Dol D o r n as a musclebound h u m a n , dwarf, or half-ore, and occasionally as
a mighty silver dragon.
His c o m m a n d s are simple but strong:
4 Shirk your duty only i f your charges have b e c o m e
unworthy o f it.
4 Achieve and m a i n t a i n physical perfection.
4 Test your physical powers in contests and in battle.
M a y the strongest prevail!
KOL KORRAN
Unaligned
Kol Korran's likeness appears on coins throughout
the Five Nations, for he is the god o f c o m m e r c e and
wealth. In the postwar world, where trade is cautiously
OLLADRA
Good
T h e goddess o f luck and plenty, Olladra's n a m e is
a popular one. People toast her at parties and festivals. G a m b l e r s , rogues, bards, and hedonists pay her
homage throughout the year. She is Onatar's wife
and m o t h e r to the twins Kol Korran and the Keeper.
In imagery, she is a young halfling, an old female
h u m a n , and occasionally a black dragon.
Her tenets are:
Eat, drink, and be merry, for life is good and luck
comes to those who need it.
Olladra favors the bold. Fashion your own destiny
to enjoy her favor.
Fight against oppression. Any who woidd deny you
your freedoms should feel Olladra's anger.
ONATAR
Unaligned
Onatar is the god o f forge and fire, o f industry and
craft. His n a m e is invoked in factories and smithies,
and his symbol appears on forges throughout Khorvaire. Dwarves in particular revere h i m , as do those
who specialize in fiery magicwizards and warlocks
o f the appropriate bent. Religious texts say he is husband to Olladra and father to Kol Korran and the
Keeper. In these same sources, he appears c o m m o n l y
as a d w a r f and occasionally as a brass dragon.
His c o m m a n d s are:
Create. To craft an object or forge a weapon is to
create a tool that m a n y workers c a n use.
THE TRAVELER
Unaligned
T h e great trickster, the Traveler is a deity o f cunning,
deception, and change. T h e Traveler is a consummate shapechanger and master o f disguises, and thus
the being's true nature is unknowntexts variously
refer to the Traveler as "it" rather than " h e " or "she."
Many doppelgangers, shifters, lycanthropes, thieves,
and rogues revere the Traveler, as do a few artificers
who focus on the deity's innovation and cleverness.
T h e Traveler is sometimes called the Giver o f Gifts,
but proverbs warn that one must b e wary o f its gifts.
Ostensibly a m e m b e r o f the D a r k Six, the Traveler
seems to have no connection, familial or otherwise, to
its fellows.
T h e Traveler's c o m m a n d m e n t s must often be
inferred, for its holy texts are few. Its tenets are:
Revealing your true self is weakness. Shroud yourself in misdirection and disguise so that even you
do not know what dwells in your core.
CHAPTER
1 | Life
in
Eberron
Destroy evil in all its forms. Undead are particularly abhorrent to the Silver F l a m e .
CHAPTER
1 | Life
in
Eberron
EVIL DEITIES
Creatures and people who revere evil powers are likely
to battle against the P C s , although a few might be
occasional allies. W i t h the exception of Khyber cults,
all the deities below are m e m b e r s o f the D a r k Six.
T h e Devourer is lord o f deep waters, o f maelstrom
and reef. He represents nature's destructive power,
and his c h i e f worshipers are sahuagin.
T h e Fury is a deity o f passionfervor driven to
madness.
T h e K e e p e r is the master o f death and decay. He
hungers for souls.
T h e M o c k e r y is the god o f treachery and brutality. Evil assassins and fighters are among those who
revere h i m .
T h e Shadow promotes dark magic and the corruption o f nature.
Khyber cults are diverse groups who share an
obsession with the vast underdark and the power said
to stir in the body o f the Dragon Below.
T I M E AND HISTORY
Eberron is a n old world. Throughout its lengthy history, empires have risen from the dust o f previous
centuries, thrived for a time, and then fallen into
ruin. This rubble still dots the wilderness (and even
some civilized areas), resting unexplored for millennia. Treasure, mysteries, and the answers to age-old
questions might b e hidden in the t h i c k shadows.
f o l l o w e r s - i f not as true history, then at least as a valuable allegory and the most accurate tale they have.
>-
1 | L i f e i n Eberron
^.^mdHV
1 I Life
in
Eberron
CALENDAR
People are c o n c e r n e d with the events o f their own
era, marking time by reference to the recent past. Not
surprisingly, Khorvairians use a calendar devised in
the early days o f the Kingdom o f Galifar. Hundreds
of years ago, the dragonmarked houses adopted this
system o f timekeeping, claiming that it was partially
based on draconic m e a s u r e m e n t s .
Years are n u m b e r e d , with the founding of the
Kingdom o f Galifar m a r k i n g year 1. For 9 9 8 years,
since Galifar declared his kingdom, the years have
b e e n designated Y K for the Year since the founding
of the Kingdom o f Galifar. Years before that t i m e are
m a r k e d with a m i n u s sign. Thus, the year o f King
Galifar's birth is k n o w n as - 4 5 Y K .
DAYS AMD M O N T H S
A day is 24 hours long. Seven days fill a week, and four
weeks make a month. A year contains 12 months, which
correspond to the 12 moons in the Ring of Siberys. Folklore and tradition associate the moons and months with
the twelve dragonmarks, as shown below.
DAYS OF THE W E E K (FIRST TO LAST)
Sul
Mol
Zol
Wir
Zor
Far
Sar
Early summer
Mid-summer
Late summer
Early autumn
Mid-autumn
Late autumn
Early winter
Hospitality
Detection
Finding
Scribing
Shadow
Passage
Warding
M O V E R S AND S H A K E R S
T h e world is rife with adventure revolving a r o u n d
the struggles and desires o f i n f l u e n t i a l people and
organizations. For P C s , these powers c a n act as
patrons, opponents, adversaries, and sources o f
information and e q u i p m e n t . In their dealings, the
PCs will undoubtedly r u n across one or more o f the
following. .
Some dragons believe that the most powerful mortals b e c o m e part of the Prophecy. Player characters in
the epic tier definitely fall into this category, and their
epic destinies speak o f their role in the Prophecy.
THE DRAGONMARKED
HOUSES
Dragonmark
Mark of Detection
Mark
Mark
Mark
Mark
Mark
Mark
Mark
of
of
of
of
of
of
of
Mark
Mark
Mark
Mark
Mark
of
of
of
of
of
Race
Half-Elf
Finding
Human and Half-Ore
Handling
Human
Healing
Halfling
Hospitality
Halfling
Making
Human
Passage
Human
Scribing
Gnome
Human
Sentinel
Elf
Shadow
Elf
Shadow
Storm
Half-Elf
Warding
Dwarf
CHAPTER
1 j Life
in
House
Medani
Tharashk
Vadalis
Jorasco
Ghallanda
Cannith
Orien
Sivls
Deneith
Phiarlan
Thuranni
Lyrandar
Kundarak
Eberron
1 I Life
in
Eberron
ROYAL FAMILIES
Galifar i r ' W y n a r n united the Five Nations into one
kingdom and established a hereditary monarchy.
His sons and daughters and their descendants ruled
interconnected but distinct areas o f the kingdom.
W h e n Galifar splintered, the regents declared
themselves kings and queens o f whatever lands they
governed and began separate royal lines.
Although e a c h dynasty suffered significantly
during the war years, the royal families o f the Five
Nations r e m a i n some o f the most influential individuals in Khorvaire. They attempt to maneuver their
UNIVERSITIES
T h e Five Nations boast several institutions o f higher
education. Perhaps the most well k n o w n are the
Library o f Korranberg in Zilargo and Morgrave University in Sharn, Breland. T h e s e universities, and
similar facilities in Aundair and elsewhere, wield
significant clout through their scattered alumni, their
e n o r m o u s endowments, and their knowledgeable
faculties and administrators. A m o n g adventurers, the
colleges are known to b e eager recipients o f information, relics, or dusty old artifacts. T h e universities
regularly f i n a n c e treasure-hunting expeditions, particularly to mysterious X e n ' d r i k . In addition, each
facility maintains at least one teleportation circle for
use with the Linked Portal ritual.
T h e Library of Korranberg has eight associated
colleges. It is p r e s t i g i o u s - n o b l e s from both royal
and dragonmarked families c o m e here to study. It is
also famous as the largest repository o f knowledge in
Khorvaire.
Morgrave University doesn't possess the prestige
o f other universities. Instead, it boasts an outstanding
collection o f ancient treasures and relics. T h e institution's expeditions are often glorified treasure hunts.
Still, its scholars and professors are learned and
ardent, and the university m a k e s a good resource for
adventurers o f the heroic tier who might not be able
to catch the attention o f the other universities.
C II A I' I E R I
Life
in
Eberron
(VENTURES
Adventures abound i n E b e r r o n . W h a t e v e r a party's
level or area o f interest, there are countless places to
explore a n d ways to get there.
DUNGEONS
Sneaking through ancient ruins, infiltrating e n e m y
strongholds, a n d delving into perilous caverns are staples o f t h e D U N G E O N S & D R A G O N S g a m e , a n d E b e r r o n
ifek
CHAPTER
1 1 Life
in
Eberron
INVESTIGATION
Eberron is sometimes described as fantasy noir, and
an investigative adventure is one o f the best ways to
experience this aspect o f the setting. Although parts
o f E b e r r o n are civilized, civilization breeds its own
brand o f brutality. Mysteries must b e solved, stolen
goods must b e returned, and murderers must b e
punished.
Investigations often take place in cities, or at
least begin there. A search for clues c a n lead characters across the nation, t h e continent, or t h e world,
depending on the mystery's scope. Heroic tier adventurers might try to determine why t h e local gangs
have b e c o m e more violent; paragon tier adventurers
might unravel a multinational plot to assassinate the
K e e p e r o f the Silver F l a m e ; a n d epic tier adventurers might piece together aspects o f the D r a c o n i c
Prophecy to d e t e r m i n e h o w to prevent yet another
extraplanar invasion.
INTRIGUE
Some say t h e Last W a r is over, but most people
believe that this peace is only a temporary stalemate.
T h e r e m a i n i n g nations o f Khorvaire don't trust each
other; they plot against each other, send spies and
saboteurs across borders, a n d slowly rebuild armies
and arsenals. O n top o f this scheming, forces within
each government a n d organization plot to wrest
power for themselves.
T h e political climate in E b e r r o n is tense a n d intricate. It offers numerous opportunities for adventurers
who are interested in such affairs. Characters might
be liaisons b e t w e e n nations, silver-tongued spies in
enemy courts, espionage specialists who sneak about
in the shadows, or desperate p e a c e m a k e r s w h o seek
to quell i m m i n e n t hostilities. T h e y might also have
THE PLANES
Eberron is c o n n e c t e d to otherworldly planes by portals, manifest zones, spells, and other a r c a n e m e a n s .
Even heroic tier adventurers c a n venture in the
Shadowfell or the Feywild, while paragon and epic
tier adventurers c a n battle the mighty inhabitants o f
the E l e m e n t a l C h a o s or Xoriat. T h e s e dimensions are
strange places where monsters hold sway and unfam i l i a r forces are part o f the landscape. T h e y have
their own dungeons, their own histories, and their
own opportunities for investigation and intrigue. T h e
a p p e a r a n c e o f such creatures is perhaps coincidental, but it might also hint at some alien intelligence
taking an interest in the world. In addition, manifest
zones and t h e planes' tendency to w a x and w a n e c a n
m a k e any adventure rich with extraplanar danger
and imagery.
TRAVEL
Adventures usually involve travel. A hero needs to
hike to a remote dungeon, arrive in X e n ' d r i k somehow, ride the lightning rail to the city in time to w a r n
the duke, or escape from the angry dragon as quickly
as possible. Eberron's technology allows for world
travel m u c h m o r e readily than in most other settings,
a n d there are numerous ways to get from one spot to
another.
AIRSHIPS
O n e o f the most advanced, most expensive, and
most prestigious ways to travel, an airship resembles
an oceangoing vessel that flies. A b o u n d elemental
powers the ship, surrounding it in a distinctive ring
o f fire, lightning, or air, depending on the elemen-
ELEMENTAL GALLEONS
As with the airship, a contained elemental powers
the e l e m e n t a l galleon. T h e s e ships ply the waters
around Khorvaire and are m u c h m o r e c o m m o n t h a n
other elemental vehicles. House Lyrandar in particular m a k e s extensive use o f elemental galleons,
employing t h e m to transport cargo and passengers
swiftly and safely. Most adventurers agree that
e l e m e n t a l galleons are the best way to travel from
Khorvaire to Xen'drikthe ride is fast, reliable, and
relatively c h e a p .
LIGHTNING RAIL
T h e lightning rail is the most popular choice for
overland travel b e t w e e n distant spots. House O r i e n
maintains the rail tracks that cross Khorvaire.
Bound elementals propel lightning rail coaches at
great speed along lines o f conductor stones, spitting
lightning as they go. Lightning rail lines c o n n e c t all
o f Khorvaire's major cities and include stops at the
larger towns.
PORTALS
Adventurers on urgent missions c a n take advantage
of the Linked Portal ritual to transport themselves
to one o f dozens o f teleportation circles throughout
Khorvaire. House Orien maintains most o f these
circles and guards t h e m jealously. Use o f these a r c a n e
addresses is expensive. Most circles are located
within stations that also provide accommodation,
shops, and other services geared toward wealthy
travelers.
O f course, House Orien isn't the only possessor o f
teleportation circles. M a n y organizationsincluding
universities, a r c a n e collectives, and royal f a m i l i e s have their own circles, although they are unlikely
to permit use o f the circles by outsiders. Persistent
rumors also speak o f teleportation circles on other
continentsSarlona, Xen'drik, Aerenal, and even
Argonnessenbut the nature o f these mystic sites is
known to few.
CHAPTER
1 | Life
in
Eberron
THIS CHAPTER
CHAPTER
Races
Anyone,
anywhere,
hidden
in plain
sight
RACIAL TRAITS
Average Height: 5 ' 7 ' - 6 ' 0 "
Average Weight: 1 2 0 - 1 6 0 lb.
Ability Scores: +2 Dexterity or Intelligence, +2
Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Bluff,+2 Insight
Shapechanger: You are a shapechanger; you can alter
your appearance. As such, you are subject to effects
and conditions that affect shapechangers.
Mental Defense: You have a +1 racial bonus to Will.
Change Shape: You have the changeling disguise
power.
Changeling Trick: You have the changeling trick power.
Changeling Disguise
Minor Action
Personal
Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics
in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change
form again.
Any creature that attempts to see through your ruse
makes an Insight check opposed by your Bluff check, and
you gain a +5 bonus to your check.
Changeling Trick
Melee 1
turn.
CHAPTER
2 | Races
PHYSICAL QUALITIES
Changelings wear m a n y masks, concealing their
true identities b e h i n d false faces. As shapechangers,
changelings c a n appear to be m e m b e r s o f any
humanoid race, playing the part o f a d w a r f one day
and a dragonborn the next. This propensity for disguise leads people to distrust changelings, so most
keep their true nature hidden.
Although changelings c a n adopt any persona,
most rely on a few established guises, each with
a developed history and a network o f friends and
acquaintances. These guises provide a changeling
with b a c k u p identities should one persona b e c o m e
compromised. A changeling who travels frequently
might change identities from town to town, swapping
genders, appearances, and voices to blend in within
each new community.
I n true form, a changeling has a startling yet vague
appearance. A changeling's skin is uniformly pale
with white or light gray tones. Its oversized eyes are
often sunken in dark rings, b e t w e e n w h i c h lies a
subtle nose. Changelings are slender, bordering on
frail. T h e i r hair tends to have light coloring with hints
o f blue, green, and even pink; pale silver is the most
c o m m o n hair color, followed by platinum and blond.
Aside from the hair on their heads, changelings have
little or no hair.
Changelings reach maturity at about fifteen years
o f age, and they live about as long as h u m a n s do.
PLAYING A CHANGELING
Lacking a culture or a civilization to call their own,
changelings adopt other races' societies. T h e y seek
out c o m m u n i t i e s that have values and interests that
parallel their own. Changelings prefer cities because
they are ideal places to blend in with others or to
vanish i f necessary. Cities also contain people too
interested in their own affairs to notice the oddities of
strangers.
Changelings are inoffensive and peaceful by
nature, and they have few c o n c e r n s about political
and social affairs. T h e i r mercurial nature breeds distrust and suspicion in other races. People are intent
on seeing the worst in changelings; they assume the
race uses its shapechanging ability for malicious
ends. S o m e changelings do use their talents for evil,
but such individuals exist in no greater n u m b e r s t h a n
among other races.
J
grand civilizations and sweeping edifices devoted
2
to their people, changelings are content to treat the
works o f other races as their own. T h e i r willingness
LL
to identify with a variety of societal structures is vital U
to maintaining their false identities. For most change- z
lings, the arts, customs, and practices they uphold are <
more t h a n tools to reinforce their identities. T h e s e
z
aspects o f society and culture are a part o f their
beliefs and values, j u s t as they are for other m e m b e r s
o f their adopted c o m m u n i t i e s .
C h a n g e l i n g C h a r a c t e r i s t i c s : Adaptable, compelling, cunning, devious, evasive, furtive, insightful,
mysterious, prudent, sly, subtle
M a l e a n d F e m a l e N a m e s : Bin, Dox, Fie, Hars, Jin,
L a m , Nit, Ot, Paik, Ruz, Sim, Toox, Yog
CHANGELING ADVENTURERS
T h r e e sample changeling adventurers are described
below.
D o x is a changeling bard who constantly tries to
escape the infamy o f her people. She swaps personalities and appearances like another person would
change clothes. D o x sees h e r s e l f as m a n y people.
W h e n she assumes one o f her personas, she b e c o m e s
that person until she's ready for a new identity. She
uses her shapechanging talents to augment her performances as a bard, switching her form to m a t c h a
c h a r a c t e r she presents in stories and songs.
Hars is a changeling rogue, a trained killer with an
intellect as sharp as the knives he wields. H e keeps
his changeling nature a secret, using it as a hidden
weapon to take enemies by surprise. W h e n he settles
on a guise, he rarely changes it. He keeps a facade
for m o n t h s or years, switching only w h e n no one is
around or w h e n it is absolutely necessary to discard
the identity.
A u n n is a changeling artificer, a spy who works
for Aundair's Royal Eyes. H e was raised to b e c o m e
a m e m b e r o f the Royal Eyes, instilled with deep loyalty to the queen but taught not to care for anyone
or anything else. Friendship and sympathy are distractions that only interfere with completing a j o b .
W h e n Aunn was sent to X e n ' d r i k on an expedition,
although, he b e c a m e strangely drawn to one o f his
companions, a paladin o f the Silver F l a m e . W h e n
the expedition c l a i m e d her life, A u n n found h i m s e l f
in turmoil, questioning everything he learned in his
childhood and training. Now adventuring with a new
group o f companions, he again finds h i m s e l f drifting
away from the ideal o f d e t a c h m e n t he was taught,
b e c o m i n g increasingly c o n c e r n e d with his allies'
goals andto his horrorgenuinely caring for t h e m .
I n a way, changelings are parasitic in their relationships with other races. R a t h e r t h a n constructing
CHAPTER
2 | Races
whose minds
are
RACIAL TRAITS
Average Height: 5 ' 8"-6' 3 "
Average Weight: 1 3 0 - 2 2 0 lb.
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, telepathy 5 (you can communicate with any other creature that has a language
and is within line of sight and within 5 squares of
you; this allows for two-way communication)
Skill Bonuses: +2 Insight, +2 to choice of one other
Dual Soul: At the start of your turn, you can make a
saving throw against each effect currently rendering
you dazed or dominated. If you fail the saving throw,
you do not make a saving throw against the effect
at the end of your turn.
Bastion of Mental Clarity: You have the bastion of
mental clarity power.
You erect a psychic shield to protect your mind from assault, and
you ward your allies as well.
Encounter
Immediate Interrupt
Close burst 5
PHYSICAL QUALITIES
Kalashtar, w h i c h in Quori m e a n s "wandering
d r e a m s , " first c a m e to Eberron 1 , 8 0 0 years ago. They
c a m e as a renegade group from Dal Quor that sought
to escape religious and philosophical persecution.
Agents o f D a l Quor k n o w n as the D r e a m i n g D a r k
hunted t h e m until finally the group's leader, Taratai,
found an audacious way to escape Dal Quor. She convinced A d a r a n m o n k s to accept a p e r m a n e n t fusion
o f their own souls with those o f the renegade quori.
From that synthesis c a m e kalashtar, and as a result,
kalashtar today look similar to the m o n k s who served
as the first willing vessels.
The monastery where the sixty-seven h u m a n s
b e c a m e kalashtar was a place o f refuge, so the
h u m a n s who lived there were diverse. Kalashtar have
thus retained a diversity o f appearance, possessing the
same variety of skin, hair, and eye colors found among
h u m a n s . They are usually slimmer and taller than
humans, although short or stocky kalashtar exist.
Kalashtar physically develop at the s a m e rate as
h u m a n s do and have similar life spans. A kalashtar
child passes for h u m a n at first glance, but a few minutes o f observation reveals the key difference. All
kalashtar have a m a n n e r that is graceful, serene, and
serious b e c a u s e o f the fragment o f quori soul b o u n d
within t h e m . W h i l e h u m a n c h i l d r e n run, laugh,
and play, kalashtar c h i l d r e n engage in the s a m e
meditative exercises, m a r t i a l training, a n d telepathic
conversations as adult kalashtar. For a kalashtar,
growing up is a physical process, not a m e n t a l or
emotional one.
PLAYING A KALASHTAR
Most k a l a s h t a r r e m a i n in t h e t e m p l e - k e e p s o f Adar,
so any k a l a s h t a r traveling a r o u n d K h o r v a i r e probably has a good r e a s o n for doing so. A k a l a s h t a r
might b e driven by a desire to b r e a k t h e R i e d r a n
siege o f Adar, or could be on the r u n from t h e
Dreaming Dark.
The typical kalashtar is contemplative and serene.
They are compassionate and friendly, but in a cerebral way. Perhaps due to the turmoil within their
conjoined souls, kalashtar keep a tight rein on their
emotions. A kalashtar demonstrates c a m a r a d e r i e
with a w r y grin and an offhand remark rather t h a n
with a backslap or a ribald j o k e .
T h e fragment o f quori soul in a kalashtar recalls
the escape from Dal Quor. Kalashtar on the r u n from
the D r e a m i n g D a r k are wary, although they still
try to maintain polite and kind behavior. Kalashtar
struggle to integrate the thoughts and sensibilities
o f their h u m a n halves with the strange, intangible
m e m o r i e s o f their quori souls. Kalashtar flirt with
madness. Occasionally, a kalashtar's serene counten a n c e drops to reveal crazed and baffling behavior
that is inappropriate or even dangerous.
K a l a s h t a r C h a r a c t e r i s t i c s : B a l a n c e d , c o m m a n d i n g , cc
compassionate, contemplative, disciplined, graceful,
^
insightful, intellectual, spiritual, thoughtful
t/i
<
KALASHTAR ADVENTURERS
Four sample kalashtar adventurers are described
below.
Ganitari is a kalashtar wizard k n o w n for her
bright and capacious m i n d . She trains daily for warfare against the D r e a m i n g Dark as well as the world's
more tangible evils. E n e m i e s o u t n u m b e r her people,
yet she believes a source o f power must exist that c a n
help her expunge corruption from the world. Perhaps the power lies within her and other brave souls
willing to defy evil, or perhaps it is a long-forgotten
artifact dating b a c k to the dawn o f the world. W h a t ever the case, she intends to find it.
H a l k h a d is a kalashtar cleric who grew up in the
temple-keeps o f Adar. Early in life, he volunteered to
b e c o m e a warrior-missionary for the Path o f Light
in Khorvaire. In his t i m e away from Adar, he has
learned an important lesson: T h e best way to tend
to a person's spiritual needs is to seek out the root
of his or her crisis. H a l k h a d has discovered that the
core message o f i f Yannah resonates even among nonkalashtar. As he travels throughout Khorvaire, he
preaches the Path o f Light's virtues to any who listen.
K a n a t a s h is a kalashtar rogue. His parents, siblings, and the other m e m b e r s o f his small kalashtar
c o m m u n i t y were wiped out by agents o f the D r e a m ing D a r k when he was young. K a n a t a s h escaped only
because he was weeding the fields in a distant valley
as p u n i s h m e n t for sneaking away from the community to spy on h u m a n travelers nearby. Kanatash
j o i n e d a group o f adventurers and has so far m a n a g e d
to stay one step a h e a d o f the D r e a m i n g Dark. S o m e
day he plans to find a way to return to Adar to see i f
anyone from his line r e m a i n s .
K h a s h a n a is a kalashtar avenger who spends
every spare m o m e n t in the relentless pursuit o f
physical perfection through deep meditation,
calisthenics, and repeated c o m b a t drills. In this
incarnation, she believes, life is a series o f tests, e a c h
m o r e d e m a n d i n g t h a n the last. K h a s h a n a isn't m u c h
of a conversationalistshe's too focused to waste t i m e
on idle pleasantriesbut i f you want to talk about
e n d u r a n c e training t e c h n i q u e s or the weaknesses
o f Karterris's double-dagger defense, K h a s h a n a will
talk your e a r off.
CHAPTER
2 | Races
-J
WARFORGED
Built for a war that has ended,
searching for
purpose
RACIAL TRAITS
Average Height: 6 ' 0 " - 6 ' 6 "
Average Weight: 2 7 0 - 3 0 0 lb.
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonus: +2 Endurance, +2 Intimidate
Living Construct: You are a living construct. You do
not need to eat, drink, breathe, or sleep. You never
make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions
and effects affect you normally.
Unsleeping W a t c h e r : You do not sleep and instead
enter a state of inactivity for 4 hours to gain the
benefits of an extended rest. While in this state,
you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
Warforged Resilience: You have a +2 racial bonus to
saving throws against ongoing damage. Also, when
you make a death saving throw, you can take the
better result of your die roll or 10.
Warforged Mind: You have a +1 racial bonus to your
Will.
Warforged Resolve: You have the warforged resolve
power.
Warforged Resolve
whenyou'refaltering.
Encounter Healing
Minor Action
Personal
PHYSICAL QUALITIES
Warforged are bulky humanoids covered in plates
o f metal and stone. A skeleton of these materials
supports woody fiber bundles that comprise a warforged's m u s c u l a r system. Warforged bodies have
an internal network o f tubes filled with a bloodlike
fluid that nourishes and lubricates their systems.
T h e i r powerful a r m s end in hands that e a c h have two
fingers and one t h u m b , and each o f their feet has two
broad toes.
Warforged heads have simple h u m a n l i k e features.
They have heavy brows, hinged toothless jaws, and no
noses. A warforged's eyes sometimes glow when he or
she experiences certain intense emotions. T h e forehead of each warforged bears a unique rune called a
ghulra. T h e s e ghulra help give warforged a sense o f
individuality.
Warforged possess an artificial and relatively
sexless shape. They don't reproduce like other
humanoids. A warforged c a n modify its body, adding
and removing limbs as necessary. A warforged feels
pain only from real injury. T h e s e physical modifications allow warforged to vary in appearance as m u c h
as any other humanoids.
PLAYING A WARFORGED
W a r f o r g e d have a straightforward e m o t i o n a l range.
Although they e x p e r i e n c e pain, fear, h a t r e d , and
anger like other races, they are reserved and pensive, hiding e m o t i o n s b e h i n d expressionless m e t a l
faces. S o m e warforged lack introspection a n d a r e
dangerously naive or emotionally stunted. M a n y
warforged a r e the opposite, though. T h e y question
t h e purpose o f their e x i s t e n c e and consider w h e t h e r
or not they have souls. A few warforged develop
sophisticated philosophies about what they perceive
and learn. M a n y warforged fall in with h u m a n o i d s
o f s i m i l a r m i n d s e t s , working passionately for an
organization or a religion. A warforged typically
forms a strong e m o t i o n a l a t t a c h m e n t to a small
group o f c o m r a d e s .
warforged behavior. Warforged intuitively understand duty, conflict, the c h a i n o f c o m m a n d , and other
elements o f war and soldierly life.
B e c a u s e most warforged have bodies that resemble
males, they identify themselves as males and prefer to
b e called " h e " rather t h a n "it." S o m e warforged adopt
female n a m e s , though. Most warforged have simple
n a m e s related to their j o b s , abilities, or military
positions. Warforged often accept the n a m e s or the
n i c k n a m e s that their comrades give them, although
some search long for particular n a m e s that define
t h e m . Many simply take n a m e s c o m m o n within
another race, especially those o f h u m a n s .
W a r f o r g e d C h a r a c t e r i s t i c s : Aggressive, alert,
brave, curious, forthright, industrious, loyal, methodical, naive, practical, reserved, simple
W a r f o r g e d N a m e s : Azm, Book, Bulwark, Cart,
Cutter, Falchion, Graven, H a m m e r , Mark, Morg,
Nameless, Pierce, Pious, Relic, Rune, Steeple, T h r e e ,
Titan, Unsung, Victor, Watcher, Zealot
WARFORGED ADVENTURERS
Two sample warforged adventurers are described
below.
T h u n d e r s t r u c k is a warforged cleric of Dol D o r n .
He sees warforged as Dol Dorn's chosen people, and
he believes that his race exists to bring glory to themselves and to the god o f battle. W i t h this philosophy,
T h u n d e r s t r u c k willingly takes up any just cause
that requires his strength and skill. H e openly seeks
personal renown, w h i c h he believes also honors Dol
D o r n . Against his enemies, he is a fearless storm of
s t e e l - a n expression o f what he believes is the warforged ideal.
Null is a warforged warlock with the star pact. In
her hunger for individuality, she rejected warforged
and h u m a n n o r m s and c o m m u n e d with unfathomable entities beyond the world. She has engraved her
body and belongings with mystical and maddening sigils, and she savors the fear her appearance
evokes in her enemies. Although gloomy, taciturn,
and darkly candid, Null enjoys the grudging admiration that heroics garner. Thus, she prefers to use her
power to punish those whom she believes are evil.
Races
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O T H E R COMMON R A C E S
T h e races detailed in the Player's Handbook m a k e up
the majority o f Eberron's civilized h u m a n o i d population. T h e races from Player's Handbook 2 are less
numerous in the world, but they still play important
roles in Eberron's society and culture. T h e information presented here expands the material from both
books, describing how e a c h race fits within the world
o f Eberron.
DEVAS
Spirits o f a distant age, devas are r e b o r n again and
again into a world that has all but forgotten t h e m .
DEVA LANDS
Devas have no h o m e l a n d and are rare in Eberron.
A deva c a n go his or her entire life without meeting
another deva. W h e n a deva dies and is reincarnated,
he or she appears in adult form, often hundreds of
miles from where he or she last lived and with only
vague recollections o f past lives. Thus, instead o f
developing their own communities, devas dwell a m i d
other races. They often live among h u m a n s and are
drawn to areas where evil has a strong presence, such
as regions n e a r the M o u r n l a n d or along c h a s m s to
Khyber. T h e r e , they work to stem the flow o f demons
and aberrant creatures.
DRAGONMARKED HOUSES
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CHAPTER
2 | Races
DRAGONBORN
Dragonborn stand b e t w e e n the r e a l m s o f mortals and
those o f the great dragons, at h o m e in neither.
DRAGONBORN LANDS
A few dragonborn travel the world as adventurers or
merchants, but most o f Khorvaire's dragonborn still
live in Q'barra. After centuries o f eking out a living
in the jungles, dragonborn c o m m u n i t i e s in Q'barra
have begun to thrive, forming n e w governments and
trading with outsiders. By contrast, a few dragonb o r n tribes have instead turned savage, dwelling in
the wild alongside lizardfolk and troglodytes. These
dragonborn are a m e n a c e to settlements in Q'barra
and to Q'barra's neighbors.
A few dragonborn tribes dwell on Seren and other
isles along the coast o f Argonnessen. Although few
travelers ever see t h e m , dragonborn city-states are
located in the continent's interior.
DRAGONMARKED HOUSES
Dragonborn do not have a dragonmarked house, and
dragonmarks are extremely rare among m e m b e r s of
their race. A dragonborn who develops a dragonmark
DWARVES
T h e dwarven clans might not b e the most powerful or
historically celebrated o f Eberron's nations, but they
are the richest. T h e dwarves boast that the one who
really rules a kingdom is not the one on the throne
but the one"who keeps the kingdom's purse.
DWARVEN LANDS
Dwarves n o w live all across Khorvaire as well as in
Riedra on the continent o f Sarlona, but their ancestral h o m e l a n d is the M r o r Holds. T h e r e , the dwarven
clans m i n e the seemingly endless veins o f precious
metals and gems found in the Ironroot Mountains.
T h e M r o r Holds is not exactly a kingdom, but is
instead more a conglomerate o f clans r u n by d w a r f
lords with the input o f House Kundarak.
DRAGONMARKED HOUSES
Most dwarves who have dragonmarks are m e m b e r s
of House Kundarak. House K u n d a r a k began as Clan
Kundarak, one o f the powerful dwarven families. It
is the undisputed master o f banking, loans, and security in Khorvaire. T h e house is peerless in its ability
to i n f l u e n c e the economy o f Khorvaire. M e m b e r s o f
House K u n d a r a k c a r r y the M a r k o f W a r d i n g , w h i c h
enables t h e m to protect their own wealth as well as
the riches o f others who have commissioned their
services. House K u n d a r a k keeps heavily guarded
vaults deep within the Ironroot Mountains.
ELADRIN
M a n y natives o f Eberron believe eladrin are newc o m e r s to the world, but the race has in fact b e e n
around since the birth o f the world. Eladrin often
appear uncomfortable in Eberron owing to the horrors Eberron has recently undergonehorrors that
have rippled out to the eladrin and the Feywild.
ELADRIN LANDS
Although a few c o m m u n i t i e s o f eladrin are native to
Eberron, most who live the world are inhabitants or
former inhabitants o f the feyspires. T h e n a m e s and
locations o f the feyspires are as follows:
Pylas Pyrial, the Gate o f Joy, is in Zilargo.
Shae Joridal, the City o f Emerald Lights, is in
Darguun, where the goblins keep it under siege.
Shae Loralyndar, the City o f Rose and T h o r n , is
in the Twilight D e m e s n e o f the Eldeen R e a c h e s .
Shae Tirias Tolai, the City o f Silver and B o n e , is
in X e n ' d r i k ; this haunted ruin has stood empty since
it was pillaged during the Age o f Giants.
Shaelas Tiraleth, the Court o f the Silver Tree,
traditionally appeared in Cyre but has not b e e n seen
CHAPTER
2 |Races
DRAGONMARKED HOUSES
Centuries ago, the elves o f House Phiarlan discovered the feyspire of Taer Syraen w h e n it appeared in
K a r r n a t h . Since then, a c l a n o f dragonmarked elves
and eladrin has arisen within the feyspire. These
elves and eladrin c a r r y the M a r k o f Shadow. Long
separated from House Phiarlan, this clan is technically still part o f the house, although it has offered no
overt support to House Phiarlan or its rival, House
Thuranni.
ELVES
T h e elves o f E b e r r o n are a strange people, sometimes
seeming as alien to h u m a n s as do ores or goblins.
T h e elves who dwell among h u m a n s are approachable and have world views that m a t c h those o f their
neighbors. T h e elves o f Aerenal and Valenar are
aloof, though, unwilling to c o n c e r n themselves with
the affairs o f the races that they regard as petty and
short-sighted.
ELVEN LANDS
M a n y o f Khorvaire's elves dwell in the nation o f Valenar, although the majority o f elves in Eberron r e m a i n
in Aerenal. Although these elves are willing to trade
and interact with outsiders, neither c o m m u n i t y welcomes visitors.
Elves represent a significant minority in m a n y
nations. T h e s e elves often have m o r e in c o m m o n with
CHAPTER
2 I Races
DRAGONMARKED HOUSES
For a time, Phiarlan was the only elven dragonm a r k e d house, but during the Last W a r , factions
within Phiarlan formed a house called T h u r a n n i .
Today, Phiarlan and T h u r a n n i are fierce competitors.
History tells o f a thirteenth markthe M a r k of
Deaththat once existed among elves. However, the
m a r k was supposedly e x t e r m i n a t e d long ago.
GNOMES
Often overlooked by other races, gnomes
among history's greatest movers. A thirst
edge and secrets c o m b i n e d with natural
and innate mystical talent m a k e gnomes
reckoned with.
are in fact
for knowlcharisma
a race to b e
GNOME LANDS
Zilargo is the land o f g n o m e s . Originally inhabitants
o f the Feywild, m a n y g n o m e s i m m i g r a t e d to Zilargo
through the feyspires o f the eladrin. W h e n the feyspires failed to r e t u r n to the Feywild, most g n o m e s
stranded in E b e r r o n j o i n e d their kin in Zilargo.
S o m e g n o m e s still live in the feyspires, as well.
W h e t h e r living in Zilargo or in a feyspire, though,
g n o m e s value their k i n and usually live with m e m bers o f their e x t e n d e d family. G n o m e bloodlines
are often intertwined through a network o f shared
secrets and favors.
DRAGONMARKED HOUSES
Gnomes that b e a r the M a r k o f Scribing comprise
House Sivis. T h e gnomes use the mark's powers to
help facilitate diplomacy, as a tool in the-transportation o f important messages, and as a m e a n s o f
verifying important d o c u m e n t s .
GOLIATHS
Goliaths are not numerous, but they boast a long history and have great pride in their strength and honor.
GOLIATH LANDS
Most goliaths in Khorvaire live in scattered tribes in
the Shadowcrags and the I c e h o r n M o u n t a i n s , w h e r e
they have i n f r e q u e n t contact with the people o f the
forested lowlands. S o m e goliaths also dwell in the
peaks o f the Ironroot and t h e Hoarfrost m o u n t a i n s
o f the M r o r Holds, w h e r e t h e y s o m e t i m e s interact with dwarves. Goliath tribes a r e also found in
Syrkarn, the T a s h a n a Tundra on the c o n t i n e n t o f
Sarlona, a n d the m o u n t a i n s o f the Frostfell.
DRAGONMARKED HOUSES
Goliaths have no house o f their own, and although it's
possible that a goliath might develop a dragonmark,
there are no records o f such an o c c u r r e n c e .
HALF-ELVES
HALFLINGS
HALF-ELF LANDS
Half-elves live throughout Khorvaire, particularly
within the Five Nations. Khorvaire contains a few
c o m m u n i t i e s that predominantly consist o f half-elves,
but such settlements are rare b e c a u s e half-elves
prefer to live within h u m a n - o c c u p i e d regions.
DRAGONMARKED HOUSES
T h e greatest tools with w h i c h half-elves have effected
change in Khorvaire are their dragonmarked houses,
House Lyrandar and House M e d a n i . W i t h the M a r k
o f Storms and its airships, House Lyrandar is one of
the houses most vital to the functioning o f civilization in Khorvaire. House Medani's M a r k o f Detection
m e a n s that m a n y o f its m e m b e r s find vocations as
gatherers and purveyors o f valuable information.
HALFLING LANDS
Halfling tribes still r o a m the Talenta Plains, using the
great reptiles o f that land as mounts, quarry, and herd
stock. Occasionally the halflings assemble at c a m p s
or cities for trade and news. Although a few halfling tribes exist beyond the Talenta Plains, they are
typically nomadic and don't greatly resemble their
Talentan kin. Individual halflings, on the other hand,
live within most cultures, occupying positions on virtually every tier o f society.
DRAGONMARKED HOUSES
Halflings that b e a r the M a r k o f Hospitality are often
m e m b e r s o f House G h a l l a n d a . Halflings that have
the m a r k frequently m a n a g e i n n s and taverns. T h e
m a r k m a k e s the halflings a reliable source from
w h i c h to obtain food, water, and shelter. As a traditionally n o m a d i c race, halflings claim to understand
the i m p o r t a n c e o f occasional luxuries better t h a n
anyone. Halflings are also k n o w n for the M a r k
o f Healing, w h i c h earns t h e m the respect o f most
Khorvairians.
HALF-ORCS
HUMANS
HALF-ORC LANDS
Half-ores live primarily in western Khorvaire, mostly
in tribes in the Shadow M a r c h e s . T h e y also appear
in the Eldeen Reaches, in D r o a a m , and sporadically
in the D e m o n W a s t e s . Half-ores do not represent the
dominant race in any region; ores or h u m a n s outnumber them.
A portion o f the half-ore population in Darguun
is enslaved. T h e s e slaves are descendants of half-ores
that hobgoblins b r e d in an effort to produce more
efficient soldiers.
DRAGONMARKED HOUSES
Half-ores would be easily dismissed were it not for
House T h a r a s h k . Although h u m a n s comprise most o f
the house, T h a r a s h k also boasts m a n y half-ores, a few
o f whom have developed the M a r k of Finding. T h e
house even counts full-blooded ores among its ranks.
HUMAN LANDS
H u m a n s claim most o f Khorvaire. H u m a n populations dominate the Five Nations and the Lhazaar
Principalities. M a n y h u m a n c o m m u n i t i e s also thrive
in Q'barra, portions of the Eldeen R e a c h e s , and the
Shadow M a r c h e s . Sarlona, humanity's birthplace, is
no longer governed by h u m a n s since the rise o f the
Inspired o f Riedra. Nonetheless, h u m a n s still m a k e
up the majority o f the population. Most o f Khorvaire's
h u m a n s care little about Sarlona or the other continents, and few even know that Sarlona is the land of
their forebears.
DRAGONMARKED HOUSES
H u m a n s b e a r m o r e dragonmarks t h a n any other
race, although no one knows why. Perhaps it is
b e c a u s e h u m a n s are somehow important to the Draconic Prophecy, or maybe it is simply because there
are m o r e o f t h e m . T h e h u m a n d r a g o n m a r k e d houses
and their associated dragonmarks include House
C a n n i t h with the Mark o f M a k i n g , House O r i e n with
the M a r k o f Passage, House D e n e i t h with the M a r k
o f Sentinel, and House Vadalis with the M a r k o f
Handling. House T h a r a s h k has the M a r k o f Finding
and includes both h u m a n s and half-ores.
CHAPTER
2 I
Races
SHIFTERS
TlEFLINGS
SHIFTER LANDS
Although a few shifter c o m m u n i t i e s exist, the race
controls no large regions in Khorvaire. T h e largest
shifter population dwells in the Eldeen R e a c h e s .
Otherwise, shifters reside in only the wildest regions
of h u m a n o i d nations, eking out livings as hunters and
trappers or working as guides, trackers, or scouts.
In the ice-covered reaches o f Sarlona's Tashana
Tundra, ancestral h o m e of Eberron's lycanthropes,
the shifters have carved out their own nations. These
t h r e e nations are essentially groups o f united tribes.
T h e struggle to survive in that land has prevented
shifters from exercising any significant influence
beyond its borders.
DRAGONMARKED HOUSES
Shifters have no dragonmarked houses, and the
appearance o f dragonmarks among their kind is rare.
Most shifters never m e e t one o f their kind who bears
a dragonmark.
CHAPTER
2 I Races
TIEFLING LANDS
M a n y tieflings who fled O h r Kaluun went to Khorvaire. T h e largest population o f tieflings founded the
Venomous D e m e s n e in the D e m o n Wastes, but tiefling populations also survive in the Shadow M a r c h e s ,
D r o a a m , the Eldeen Reaches, and even rural parts of
Aundair.
DRAGONMARKED HOUSES
Tieflings have no dragonmarked house, and there are
no records o f any tiefling developing a dragonmark.
SUPPORTING CAST
Eberron boasts a variety o f races beyond those
already described. O t h e r races that might play a role
in a c a m p a i g n are described here.
GENASI
Genasi are extremely rare in Eberron, and although
theories regarding their origins abound, even the
genasi c a n n o t say how their race c a m e to exist. O n e
r u m o r has it that genasi were once explorers of
another raceperhaps dwarveswho were caught in
a volcanic eruption o f the Fist o f Onatar, in the Ironroot Mountains. T h e force o f the explosion, fueled by
dragonshards deep b e n e a t h the lava, changed these
beings from what they once were into genasi. O t h e r
stories tell that genasi are originally inhabitants o f the
Elemental Chaos, drawn into the world through the
violence o f an elemental storm. S o m e arcanists hold
GNOLLS
Although most o f Eberron's gnolls are the ravenous,
demon-worshiping creatures o f c a m p f i r e stories, a
small n u m b e r have risen above their chaotic, bestial
natures. Called the Znir Pactnamed for the location
in D r o a a m where they abandoned their demonic
overlordthese gnolls b a n d e d together in a small but
remarkably stable gnoll nation. T h e group is strong
enough to retain its independence, and the gnolls
earn healthy sums o f m o n e y serving as m e r c e n a r i e s ,
trackers, and raiders for the warlords o f D r o a a m or
anyone outside the borders o f that nation who c a n
pay appropriately.
Typical gnolls still worship the d e m o n known as
the Beast o f Butchery. T h e s e gnolls mostly live in the
D e m o n Wastes, although sizable tribes also appear
in the Eldeen R e a c h e s , the Shadow M a r c h e s , and in
portions o f D r o a a m not occupied by the Znir Pact
gnolls.
GOBLINS
Before the rise o f h u m a n s on Khorvaire, goblin tribes
had established what was then the largest unified
empire on Khorvaire. Disciplined hobgoblins ruled
the D h a k a a n i Empire, breeding goblins and bugbears
as slaves, laborers, and warriors. W e a k e n e d by the
usual infighting, the empire fell swiftly to the advancing wave o f humanity.
Today, goblin tribesparticularly h o b g o b l i n s rule the militant nation o f D a r g u u n . M a n y goblins
see D a r g u u n as the D h a k a a n i E m p i r e r e b o r n .
Goblin, hobgoblin, a n d b u g b e a r tribes exist in m a n y
other regions, particularly in D r o a a m . V a l e n a r contains a small population o f hobgoblins that work as
serfs or live in the impoverished outskirts o f villages.
Rumors also tell o f primitive goblin tribes that dwell
in X e n ' d r i k .
M a n y goblins work as m e r c e n a r i e s for h u m a n
nations and the dragonmarked houses.
KOBOLDS
Goblins have a militant and imperious nature; ores
practice savage and tribal ways. Kobolds, on the
other hand, seem to have no particular way at all. As
individuals, they have a n array o f motivationsgreed,
faith, patriotism, hungeryet no singular cultural
identity drives their race. Or at least, there isn't one
that the civilized humanoids o f Khorvaire have b e e n
able to identify.
Small kobold tribes live in most mountainous or
j u n g l e regions, but few sizable populations exist. T h e
largest kobold population dwells in Shaarat Kol in
D r o a a m . Large kobold tribes are also prevalent in the
jungles o f Q'barra and in the D e m o n W a s t e s . Kobolds
c o m e into conflict with other races most frequently
in the mountains o f Zilargo, where they battle against
gnomes. Scholars believe that a large kobold population exists on the continent o f Argonnessen, but no
one c a n say for certain.
MlNOTAURS
A few clans o f minotaurs live in the wilder regions
o f Khorvaire, Sarlona, and Xen'drik, but the greater
part o f Eberron's minotaurs inhabit D r o a a m . They
are found within most o f that region's major communities. T h e minotaur warlord R h e s h Turakbar
also c l a i m s several territories in the region. Although
Turakbar's minotaurs are violent demon-worshipers,
m a n y o f Droaam's other minotaurs have personalities and beliefs more agreeable to other races. House
T h a r a s h k and the militias o f D r o a a m respect minotaurs for their strength and their sense o f honor and
use t h e m as m e r c e n a r i e s .
ORCS
O n e o f the first humanoid races to inhabit Khorvaire,
orcs reside all across the western h a l f o f the continent. They dwell on the outskirts o f h u m a n nations,
with the exception o f a few that live in the major
cities where they have b e e n accepted. Most orcs live
in primitive tribes in the Eldeen R e a c h e s , the D e m o n
Wastes, the Shadow M a r c h e s , D r o a a m , and the wilds
of the M r o r Holds.
W h e n most o f Khorvaire's people think o f orcs,
they imagine savage, barbarous raiders, slaughtering
c o m m u n i t i e s in the n a m e s o f evil deities. And indeed,
m a n y ore tribes fit that description. Others, however,
are disinclined to mindless violence. T h e Gatekeeper
druidic tradition arose among the orcs o f Eldeen, and
orcs who dwell in or n e a r h u m a n nations often m a k e
concerted efforts to adopt m o r e civilized lifestyles.
House T h a r a s h k includes orcs within its ranks, and
in the c o m m u n i t i e s o f the Shadow M a r c h e s , orcs and
h u m a n s live together.
CHAPTER
2 | Races
EBERRON IS
CHAPTER
Classes
"
ARTIFICER
MUM
^^BK^K ft
[ Classes
ARCANE EMPOWERMENT
Your study of magic has given you the ability to
manipulate the a r c a n e energy contained within
items. You begin each day with the ability to
empower a magic item, and you gain one additional
arcane e m p o w e r m e n t for each milestone you reach.
You must spend a short rest with an item in order to
empower it. You c a n empower an item in two ways.
I m p a r t E n e r g y : You recharge the daily power o f a
magic item. A n item c a n b e recharged only once j>er
day in this way.
A u g m e n t E n e r g y : You infuse a weapon or an
implement with a reservoir o f energy that lasts
until the end o f your next extended rest or until it
is expended. T h e wielder of the implement or the
weapon can use a free action after m a k i n g an attack
roll to expend the reservoir o f energy to gain a +2
bonus to that attack roll. A n implement or a weapon
can be augmented only once per day in this way.
ARCANE REJUVENATION
Before combat, an artificer spends time infusing
his or her allies' magic items with curative energy.
W h e n e v e r one o f the artificer's allies uses a magic
HEALING INFUSION
You c a n create h e a l i n g infusions for later use. At the
end o f a n e x t e n d e d rest, you c r e a t e two h e a l i n g infusions that last until the e n d o f your n e x t e x t e n d e d
rest. At 1 6 t h level, you instead create t h r e e h e a l i n g
infusions.
You d e t e r m i n e the effect o f a healing infusion
at the t i m e you use the power, not at the t i m e you
create it. W h e n you use a H e a l i n g Infusion power,
you e x p e n d one o f the infusions you c r e a t e d during
your last e x t e n d e d rest. D u r i n g a short rest, you or a n
ally c a n spend a h e a l i n g surge to replenish one o f the
infusions e x p e n d e d .
Healing Infusion:
Curative Admixture
Artificer Feature
You use the magic of your infusion to heal the wounds of your
target.
Encounter (Special) Arcane, Healing
Minor Action
Close burst 5
Healing Infusion:
Resistive Formula
Artificer Feature
RITUAL CASTING
You gain t h e Ritual Caster feat as a b o n u s feat,
allowing you to use m a g i c a l rituals (see C h a p t e r
10 o f the Player's Handbook). You own a ritual book,
and it c o n t a i n s the following rituals that you have
m a s t e r e d : B r e w Potion, D i s e n c h a n t M a g i c Item,
E n c h a n t M a g i c Item, and M a k e W h o l e . In addition, you c a n use D i s e n c h a n t M a g i c Item without
expending components.
CREATING AN ARTIFICER
Two artificer builds are presented here: the battlesmith and the tinkerer. T h e tinkerer creates a r c a n e
constructs, while the battlesmith infuses weapons
and a r m o r with magic. All artificers rely on Intelligence to create and control their spells. In addition,
W i s d o m helps you a n i m a t e constructs, while Constitution focuses your magic in n o n a n i m a t e items.
TINKERER ARTIFICER
Using whatever materials are on hand, you empower
weapons and armors and even create allies. You
imbue each o f your creations with magic, elemental
spirits, and a spark of life, giving it the power to perform a specific task. Your attack powers are based on
Intelligence, so it should be your primary ability score.
Your second-best ability score should be W i s d o m ,
which e n h a n c e s the artifices and the constructs you
create. Other artificer powers rely on Constitution, so
that should be your third highest ability score.
Suggested Feat: Alchemy
S u g g e s t e d Skills: A r c a n a , Heal, History, Perception, Thievery
S u g g e s t e d A t - W i l l P o w e r s : magic weapon, thundering armor
S u g g e s t e d E n c o u n t e r P o w e r : spike wire
S u g g e s t e d D a i l y P o w e r : obedient
servant
SUMMONING
Powers that have the s u m m o n i n g keyword bring
creatures from elsewhere, often other planes, to serve
you in a variety o f ways.
SUMMONED CREATURE
A creature you summon uses these rules, unless a
power description says otherwise.
BATTLESMITH ARTIFICER
You weave strands o f magic and thread t h e m into
items and allies. W i t h these infusions, weapons
b e c o m e stronger, a r m o r b e c o m e s tougher, and allies
b e c o m e more durable. You should m a k e Intelligence
CHAPTER
3 | Classes
weapons
Commanding the Creature: The summoned creature has no actions of its own; you spend actions
to command it mentally. You can command the
creature only if you have line of effect to it. When
you command the creature, the two of you share
knowledge but not senses.
As a minor action, you can command the
summoned creature to take one of the following actions, if it is physically capable of taking that
action: crawl, escape, fly, open or close a door or a
container, pick up or drop an item, run, stand up,
shift, squeeze, or walk.
The summoning power determines any
special commands you can give the summoned
creature and gives an action type for each command. If a special command is a minor action, you
can give that command only once during each of
your turns.
At-Will Arcane, W e a p o n
Standard Action
Static Shock
Artificer Attack 1
You imbue your opponent with a crackling arcane charge, hindering the potency of its next attack.
At-Will Arcane, Implement, Lightning
Standard Action
Melee or Ranged 5
Constitution modifier.
Thundering Armor
Artificer Attack 1
Close burst 10
target.
Artificer Attack 1
When your infused weapon strikes an enemy, the weapon unleashes a force that rattles the foe.
At-Will Arcane, Force, W e a p o n
Standard Action
Artificer Attack 1
ARTIFICER POWERS
Aggravating Force
Magic Weapon
next ally to attack the target before the end of your next
Artificer Attack 1
Flames dance across the weapons that you and your comrades
wield.
Encounter Arcane, Fire, W e a p o n
Standard Action
end of your next turn, you and any ally within 2 squares
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3 |
Classes
Scouring Weapon
Artificer Attack 1
Life-Tapping Darts
Artificer Attack 1
You launch magical darts at an ally and a foe. The dart that
opponent's defenses.
flash.
Standard Action
Standard Action
Ranged 10
Shielding Cube
Artificer Attack 1
You direct a minute cube covered in runes into the fray. Al-
though small, the cube contains a force that bashes foes and
Obedient Servant
shields allies.
Minor Action
Standard Action
Ranged 10
Artificer Attack 1
Effect: Until the end of your next turn, any ally gains a +1
power bonus to AC while adjacent to the target.
Ranged 5
Spike Wire
Artificer Attack 1
You throw a bundle of barbed wire that bites into your enemy's
flesh, digging deeper and deeper.
Ranged 10
Caustic Rampart
next turn.
Artificer Utility 2
You spill some liquid and infuse it with energy, creating a defensive wall of acidic fumes.
Daily Acid, Arcane, Conjuration, Implement
Standard Action
Standard Action
commands.
you create a bouncy surface that launches any who step on it.
Daily Arcane, Conjuration
Standard Action
Ranged 10
Effect: You conjure an arcane springboard in a square within range. The springboard lasts until the end of your next
turn. You or any ally who enters the square can jump a
it lasts until the end of your next turn. The wall is difficult
Artificer Attack 1
when he or she hits a creature. That creature is then immobilized (save ends).
CHAPTER
3 |
Bolster Armor
Icebound Sigil
Minor Action
Classes
Artificer Utility 2
Melee touch
Reinforced Minion
Artificer Utility 2
| Force Infusion
Artificer Attack 3
Your attack binds energy within your foe's form. The magic
reacts with concussive force each time you or an ally strikes the
Daily Arcane
creature.
Immediate Interrupt
^
Close burst 5
Restorative Infusion
Artificer Utility 2
explosion of lightning.
Encounter Arcane, Implement, Lightning
Standard Action
1 Swift Mender
Artificer Utility 2
next turn.
Artificer Attack 3
Standard Action
Daily 4 Arcane
Personal
Effect: The next magic item daily power you use before the
end of your next turn does not count toward your limit of
magic item daily power uses.
Repulsion Strike
Artificer Attack 3
Standard Action
Artificer Attack 3
The small metal ball you roll atyour enemies bursts apart in an
Free Action
hits the target with a melee attack, that ally pushes the
target 1 square.
Lightning Sphere
Ranged 5
Minor Action
Effect: Until the end of your next turn, whenever any ally
Effect: One ally within the burst gains temporary hit points
Corrosive Sigil
Artificer Attack 5
Minor Action
Melee touch
CHAPTER
3 | Classes
..
Dancing Weapon
Artificer Attack 5
Your weapon flies from your hand and harries one of your
enemies.
Daily 4- Arcane, Summoning, W e a p o n
Minor Action
Healing Reserve
Daily 4 Arcane, Healing
Free Action
Ranged 5
Artificer Utility 6
Effect: The target does not expend the healing surge but
still gains its benefit. The target regains additional hit
points equal to your Wisdom modifier.
Phantom Structure
By arranging small objects in your hand, you create an ephemeral structure made of magical force.
dancing weapon cannot open or close a door or containweapon the following special commands.
Flameheart Defender
Artificer Attack 5
Ranged 5
Standard Action
Ranged 20
bridge between the two squares that lasts until the end
at the start of your turn is marked by it. You can give the
Regeneration Infusion
Artificer Utility 6
Artificer Utility 6
Minor Action
Close burst 10
Predatory Shards
Artificer Attack 5
until the end of the encounter. Any enemy that starts its
Artificer Utility 6
Effect: You gain a bonus to your next skill check before the
end of your turn equal to your Wisdom modifier.
Classes
3 I
Animate Helper
Artificer Attack 7
CHAPTER
Gale-Force Infusion
Standard Action
Free Action
Icy Weapons
Artificer Attack 7
Effect: You and each ally adjacent to you deal extra cold
Runic Resistance
Artificer Attack 7
Standard Action
turn.
Vampiric Weapons
Artificer Attack 7
You imbue your weapon with the power to drain life from your
enemies and transfer it to the weapons of your allies.
Encounter 4 Arcane, Healing, Necrotic, W e a p o n
Lightning Motes
Standard Action
Artificer Attack 9
Standard Action
Close burst 3
(save ends).
Artificer Attack 9
Ranged weapon
Radiant Sigil
Artificer Attack 9
Melee touch
Constitution modifier.
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3 |
Classes
Relentless Harrier
Artificer Attack 9
Slick Concoction
Artificer Utility 10
Minor Action
Standard Action
Ranged 5
damage.
Encounter 4 Arcane
Target: Each ally in burst
Close burst 3
Artificer Attack 13
You hurl a small knot of barbed wire, which grows and springs
to life, attacking your foes.
Encounter 4 Arcane, Conjuration, Implement
Artificer Utility 10
Ranged 10
tomaton lasts until the end of your next turn. Any enemy
that enters a space adjacent to the automaton or starts
its turn there is subject to the following attack.
Standard Action
Ranged 5
damage.
Energy Shroud
a new target within range. That ally then gains the bonus
Healing Figurine
Artificer Utility 10
at attackers.
Encounter 4 Arcane, Force, Implement
Standard Action
Close burst 2
Artificer Attack 1 3
Ranged 5
Forceful Weapon
Artificer Attack 1 3
Standard Action
Encounter 4 Arcane, W e a p o n
Melee or Ranged weapon
the target a number of squares equal to your Constitution modifier and knock it prone.
Sigil of Luck
Artificer Utility 10
arcane energy.
You channel arcane power into your enemy, using the creature
as a conduit for vitality.
Daily 4 Arcane
Minor Action
Artificer Attack 13
Melee touch
of your next turn, any ally who hits the target can spend
CHAPTER
3 |
Classes
I I
Ranged 5
Effect: You throw a crossbow you are holding into an unoccupied square within range. The crossbow has speed
0 and fly 6 (hover). The crossbow is considered to be a
Small creature. W h e n the animate arbalester drops to 0
hit points, it is not destroyed, and you don't lose a healing surge. Instead, the crossbow returns to your hand.
The animate arbalester cannot open or close a door or
container, or pick up or drop an item. You can give the
animate arbalester the following special command.
Minor Action: Ranged 15/30; targets one creature;
Intelligence vs. AC; 2 [ W ] + Intelligence modifier damage.
Clockroach Swarm
Artificer Attack 1 5
You unleash a horde of tiny constructs that swarm over and bite
your foes.
~\
that lasts until the end of the encounter. Any enemy within
the zone grants combat advantage.
Artificer Attack 1 5
Iron-Hide Infusion
Artificer Utility 16
Close burst 5
Artificer Utility 16
Daily Arcane
Minor Action
Target: One ally
Ranged 5
Vorpal Edge
Artificer Utility 16
The deadly parts of the weapon you touch become suffused with
Melee touch
Effect: Until the end of the encounter, any attack that uses
the target as a weapon or an implement deals extra lightning damage equal to 5 + your Constitution modifier.
As a free action, the target's wielder can end the effect when he or she hits a creature. That creature is then
dazed (save ends).
Stalwart Defender
Daily Arcane
Standard Action
Melee touch
Target: One object
Effect: You charge the target with luck that lasts until the
end of your next extended rest. Any ally who is holding
or wearing the target can expend the charge to gain a
bonus equal to your Wisdom modifier to his or her next
saving throw or skill check before the end of his or her
next turn.
Minor Action
Artificer Utility 16
Lightning Sigil
Artificer Attack 1 5
Standard Action
Ranged 5
Effect: You create a Small stalwart defender in an unoccupied square within range. The stalwart defender has
speed 6 and a +2 bonus to AC. Any enemy that starts its
turn adjacent to the stalwart defender is marked by the
defender until the end of your next turn. You can give the
stalwart defender the following special commands.
Standard Action: Melee 1; targets one creature;
Intelligence + 2 vs. AC; 2d8 + Intelligence modifier damage,
and the target is immobilized until the end of your next turn.
Opportunity Attack: Melee 1; targets one creature;
Intelligence + 2 vs. AC; 2d8 + Intelligence modifier damage.
Daily Arcane
Minor Action
Melee touch
Artificer Attack 1 7
Radiant Burst
Artificer Attack 1 7
As your ally heals, you channel the excess healing energy into a
flash of arcane light that burns a nearby foe.
Encounter 4- Arcane, Healing, Implement, Radiant
Standard Action
Ranged 10
Artificer Attack 19
Standard Action
Ranged 5
Effect: You create a Small clockwork acid wasp in an unoccupied square within range. The wasp has speed 4
Skipping Shot
Artificer Attack 1 7
You sabotage one of your infusions, loosing a blast of raw arcane energy.
Encounter Arcane, Implement
Artificer Attack 19
Miss: Half damage, and the target is slowed until the end of
your next turn.
or starts its turn there is slowed until the end of its next
turn.
Hellfire Sigil
Burrowing Projectile
When your shot strikes a foe, the projectile spins like a top, bur
rowing into the creature.
Daily Arcane, W e a p o n
Ranged weapon
Miss: Half damage, and the target grants combat advantage (save ends).
3 ] Classes
Artificer Attack 19
Flames dance upon the surface of the item you infuse with
magic, eager to incinerate your foes.
CHAPTER
Grasping Rope
Close blast 3
Standard Action
Standard Action
damage.
Unstable Infusion
Ranged weapon
Minor Action
Melee touch
Effect: Until the end of the encounter, any attack that uses
the target as a weapon or an implement deals extra fire
damage equal to 1d8 + your Constitution modifier.
damage.
Artificer Utility 22
Close burst 5
Cure-All Admixture
Artificer Utility 22
Minor Action
Melee touch
Diminutive Bodyguard
Artificer Utility 2 2
Standard Action
Ranged 5
Artificer Attack 23
You release a tiny construct, which flies into your foe with impossible force before exploding with arcane energy.
Encounter Arcane, Force, Implement
Standard Action
Hero's Elixir
Artificer Utility 22
Minor Action
Beetle of Force
Ranged 10
Melee touch
Chaos Weapon
Artificer Attack 2 3
Armor of Acid
Artificer Attack 23
Standard Action
Standard Action
Effect: Until the end of your next turn, the ally in the attack's
origin square gains resist 15 acid, and any creature that
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3 |
Classes
Prismatic Strike
Artificer Attack 23
Life-Shock Sigil
Artificer Attack 25
You activate runes on your weapon and cause it to emit multicolored light as you strike your foe.
Standard Action
Minor Action
Melee touch
make one attack roll and compare the result against all
Constitution modifier.
Standard Action
Ranged 10
Standard Action
Artificer Attack 25
Ranged weapon
Miss: Half damage, and the target takes 5 damage the first
Artificer Attack 27
Dimensional Shifter
Artificer Attack 25
Grave-Dust Cloud
Ranged 5
Life-Stealing Shroud
to all creatures adjacent to it. You can give the dimensional shifter the following special commands.
Artificer Attack 2 7
Close burst 2
Effect: Until the end of your next turn, any enemy that hits
or misses the primary target with a melee attack is sub-
CHAPTER
3 1 Classes
Artificer Attack 27
You direct a handful of spiked orbs across an area. After stinging your foes, the caltrops explode.
Encounter Arcane, Fire, Implement, Z o n e '
Standard Action
Artificer Attack 29
Tracing a magic pattern in the air, you cause tentacles of darkness to erupt fromyour ally's armor and attack nearby foes.
Daily Arcane, Implement
Standard Action
lasts until the end of your next turn. Any enemy within the
creature within the zone at the end of your next turn takes
Thunder-Shock Weapon
Artificer Attack 27
Simulacrum
Artificer Attack 29
Minor Action
Ranged 5
speed and modes of movement you have without bonuses or penalties. The simulacrum has nonmagical copies
Bitter-Frost Bolt
Artificer Attack 29
The sigils etched onto your weapon steam with bitter cold. On
impact, the weapon shrouds your enemy in ice.
Daily Arcane, Cold, W e a p o n
Standard Action
Target: O n e creature
uses your attack bonus with the power. It can use each
target is immobilized and gains vulnerable 10 to all damage (save ends both).
Miss: Half damage, and the target is slowed and gains vulnerable 5 to all damage (save ends both).
Haste Sigil
Artificer Attack 29
The runes you inscribe on the item cause its wielder to move in
a blur of speed.
power.
simulacrum ends.
Daily Arcane
Minor Action
Melee touch
CHAPTER
3 | Classes
D R A G O N PATHS
T h e following paragon paths exhibit characteristics
and features related to Eberron, although a player
may use one o f these paths for a character from any
setting. T h e section is divided into generic paragon
pathsthose based on class, race, or backgroundand
dragonmarked paragon paths.
ALCHEMIST SAVANT
"There's magic in all things. It just takes a little work to
tease it out."
P r e r e q u i s i t e : You must be able to m a k e alchemi-
Personal
Spell Magnet
Ranged 10
within range. The stone creates a spell magnet, a runecovered pillar 2 squares high that occupies the square.
cal items
Secret Recipe
Minor Action
Personal
CHAPTER
3 | Classes
Minor Action
Close burst 5
BATTLE ENGINEER
"A workshop? Not for me. I'll he on the front
r
:i
lines."
c_
P r e r e q u i s i t e : Artificer
z
D
Z
-
During the Last War, most artificers provided logistical and technological support. A few artificers
refused to stay in workshops, though. T h e s e artificers
were battle engineers, and they carried their skills
into battle. Battle engineers proved a vital addition to
the a r m i e s o f the Last W a r . Today, those who follow
in the battle engineers' tradition are also formidable
fighting companions.
<
::
""""H^
Encounter Arcane
Melee weapon
that starts its turn within the zone takes 5 damage, and it
grants combat advantage while within the zone.
Close burst 5
Standard Action
Fleeting Dweomer
Persistent Spheres
Your weapon crashes into your foe, sending out sparklike motes
that harass that creature and sting other foes that draw close
to it.
BRUTAL PROPERTY
A brutal weapon's minimum damage is higher than that
of a normal weapon. When rolling the weapon's damage,
reroll any die that displays a value equal to or lower than
the brutal value given for the weapon. Reroll the die until
the value shown exceeds the weapon's brutal value, and
then use the new value.
CHAPTER
3 | Classes
CHAMELEON
"You can't solve every problem with a
hammer..."
P r e r e q u i s i t e : Changeling
As a changeling, you alter appearances and identities
to suit your purpose. As a c h a m e l e o n , you take versatility to a n e w level. You absorb the m a n n e r i s m s and
actions o f those around you through careful observation. You not only c h a n g e your appearance, you alter
your powers and are able to p e r f o r m an astonishing
range o f maneuvers. T h e m o r e t i m e you spend with a
person, the m o r e accurately you c a n m i m i c his or her
actions and abilities.
Daily
Standard Action
Personal
Effect: Until the end of your next extended rest, you can
er. The ally whose power you gain must be present dur-
Chameleon Attack 11 I
Chameleon Utility 12
CHAMELEON POWERS
Imitating Strike
Perfect Mimicry
Personal
ing the entire extended rest before you use this power.
Deadly Duplication
Chameleon Attack 20
Effect: Until the end of your next extended rest, you can
Daily
extended rest.
before you use this power. You can use your Charisma
for the attack roll and damage roll instead of the ability
Standard Action
Personal
Effect: Until the end of your next extended rest, you can
ent during the entire extended rest before you use this
its requirements.
power. You can use your Charisma for the attack roll and
ated with that power's attack rolls and damage rolls. You
do not need to meet the normal prerequisites to use the
power, but you must meet any of its requirements.
CHAPTER
3 I Classes
CLOCKWORK ENGINEER
"I make my friends.
P r e r e q u i s i t e : Artificer
T h e Last W a r saw incredible advances in artifice.
W i t h the creation of the warforged and the perfection
of war m a c h i n e s , artificers attained a deeper understanding o f how to blend technology with magic.
Although most artificers train in the creation of magical servants', clockwork engineers elevate the practice
to an art form.
As a clockwork engineer, you are a m a s t e r o f creating imitations o f life from i n a n i m a t e objects. You
c a n piece together automatons in a few m o m e n t s .
T h e devices you create are m o r e durable, longerlasting, and m o r e deadly t h a n those created by your
artificer peers.
You fashion minions and artifices to aid your
companions, although you probably feel as m u c h
kinship to the automatons as you feel toward your
fellow adventurers. You might dote on your creations,
lamenting w h e n they b e c o m e damaged, and even
avenging their destruction.
Outside o f combat, h a r m l e s s clockwork creations
surround you. T h e y twitter and buzz, fluttering n e a r
you, keeping you company. M a n y are also helpers,
and through their adroit appendages, you c a n construct other minions more quickly.
Aid Artifice
Close burst 10
CLOCKWORK ENGINEER
PATH FEATURES
C o o r d i n a t e d A c t i o n ( 1 1 t h l e v e l ) : W h e n you
spend an action point to take an extra action, you also
gain two m i n o r actions, which you c a n use only to
c o m m a n d your s u m m o n e d creatures.
D u r a b l e A r t i f i c e ( 1 1 t h l e v e l ) : Creatures you
s u m m o n with artificer or clockwork engineer powers
have a +2 power bonus to all defenses.
S u p e r i o r M i n i o n s ( 1 6 t h level): Creatures you
summon with artificer or clockwork engineer powers
have a +2 bonus to speed and a +1 bonus to attack rolls.
Clockwork
Companion
Ranged 10
unoccupied square within range. The clockwork companion has speed 7 and ignores difficult terrain. It has a +4
bonus to AC and to Reflex. W h e n you or any ally starts
Scores of tiny metal sol diers drop off your body and swarm a
foe.
Encounter Arcane, Implement, Zone
Standard Action
CHAPTER
3 | Classes
EXORCIST OF THE
SILVER ELAME
"Filthy demon,
return!"
of Censure
Standard Action
Close blast 3
the target is blinded until the end of your next turn. If the
target is a demon, a devil, a shapechanger, or an undead,
it takes 2d6 extra fire and radiant damage and a penalty
Warding Flame
You summon a silver flame that bolsters allies and punishes foes.
Daily Divine, Zone
Standard Action
until the end of your next turn. You and each ally within
Silver Brand
Ranged 10
Miss: Half damage, and the target is blinded and dazed until
the end of your next turn.
CHAPTER
3 | Classes
GATEKEEPER MYSTAGOGUE
"They breached our world once, but as long as I live, they
shall not do so again."
P r e r e q u i s i t e : Any primal class, m e m b e r o f the
Gatekeepers
Over sixteen thousand years ago, druids formed
the Gatekeepers. They were charged with the dire
responsibility o f safeguarding the world from a burgeoning evil, the aberrant ho/rors dwelling within
Khyber's depths. Although defeated once, these creatures still c l a m o r for a c h a n c e to slip through reality's
boundaries a n d conquer the mortal world. T h e
Gatekeepers have failed only one t i m e in their guardianship. S o m e n i n e thousand years ago, t h e daelkyr
spilled from Xoriat, t h e R e a l m o f Madness. Only a
few Gatekeepers survived t h e struggle to bind t h e
daelkyr b e h i n d great seals. F r o m that m o m e n t , the
Gatekeepers renewed their ancient oaths and have
r e m a i n e d vigilant in their duties.
As a mystagogue o f the Gatekeepers, you preserve
the seals forged by your predecessors, and you work
to contain the aberrant threat. Your mission carries
you across t h e world, for the daelkyr and their spawn
are unceasing in their efforts to thwart t h e seals. To
oppose t h e m , you have l e a r n e d ancient techniques
to steel your m i n d against their powers and to battle
their fell i n f l u e n c e .
GATEKEEPER MYSTAGOGUE
PATH FEATURES
R e s o l u t e A c t i o n ( 1 1 t h level): W h e n you spend
an action point to take a n extra action, you gain resist
2 0 psychic until t h e end of your next turn. I n addition, you and each ally adjacent to you c a n m a k e a
saving t h r o w against any psychic effects.
A b e r r a n t B a n e ( 1 1 t h level): Your attacks against
bloodied aberrant creatures c a n score critical hits on
rolls o f 1 9 - 2 0 .
A b e r r a n t Disruption ( 1 6 t h level): Whenever
you score a critical hit against a n aberrant creature,
that creature is also stunned until t h e end o f your
next turn.
GATEKEEPER MYSTAGOGUE
EVOCATIONS
Nature's Balance
Close burst 5
Gate Seal
Close burst 10
Nature's Purge
Poisonous fumes spill out from your hands, flowing across foes
and scouring those that oppose the natural order.
Daily Poison, Primal
Standard Action
Close burst 3
c h a p t e r
3 | Classes
LlGHTWALKER
"We walk in the light, hut when faced with only
darkness,
Path of Light
Lightwalker Utility 12
LIGHTWALKER PRAYERS
Illuminate the Adversary
Lightwalker Attack 11
Standard Action
Ranged 10
CHAPTER
3 | Classes
Lightwalker Attack 20
Ranged 1 0
SELF-FORGED
"I improve myself by any means
necessary."
SELF-FORGED SPELLS
Battlefist Smash
Self-Forged Attack 11
Self-Repair
Self-Forged Utility 1 2
components.
Flailing Gauntlet
Self-Forged Attack 20
Your metal hand detaches from your arm and shoots toward a
foe, remaining connected to you by a chain of force.
Daily Arcane, W e a p o n
Standard Action
Melee 2
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3 |
Classes
WARFORGET) JUGGERNAUT
"Our of my way, flesh
hags!"
P r e r e q u i s i t e : Warforged
You have dedicated yourself to
physical perfectionto b e c o m i n g an
e m b o d i m e n t o f strength and prowess. Perhaps you were on the front
lines in an a r m y o f the Last W a r ,
or m a y b e you were created in the
waning days o f that conflict and
yearn to explore your military
nature. W h a t e v e r the case, you
relish the act o f rushing headlong
into your enemies and driving
t h e m before you. As a warforged
juggernaut, you are an unstoppable
force, most at h o m e on the battlefield
surrounded by dozens o f foes. W h e n
you choose to hold a position, you k e e p it.
Your training and build have given you the
ability to shake o f f attacks that would devastate your allies.
WARFORGED JUGGERNAUT
PATH FEATURES
C h a r g i n g A c t i o n ( 1 1 t h level): W h e n you spend
an action point to m a k e a charge attack, you gain a
+2 bonus to speed and to all defenses until the end
of your next turn. I n addition, you c a n take further
actions after the charge.
C h a r g i n g S t r i k e ( 1 1 t h level): W h e n e v e r you
charge a target and hit it, your attack deals l d 6
extra damage to the target and you push the target
1 square. I n addition, you c a n shift 1 square into a
square that the target vacated. T h e extra damage
increases to 2 d 6 at 2 1 s t level.
C o n s t r u c t P e r f e c t i o n ( 1 6 t h l e v e l ) : You gain a +2
bonus to saving throws and E n d u r a n c e c h e c k s .
U n s t o p p a b l e ( 1 6 t h level): W h e n you spend an
action point, you c a n m a k e a saving throw.
You end your reckless charge with a brutal blow that throws
your enemy backward, rattling its nerves.
Encounter W e a p o n
Standard Action
Melee weapon
CHAPTER
3 |
Classes
Inexorable
Momentum
Minor Action
Personal
Effect: Until the end of your next turn, you ignore difficult
terrain, can move through enemy spaces, and gain a +2
power bonus to AC against opportunity attacks.
Crag of Steel
You lock yourself into position, holding your ground with a defensive posture and a series of deadly attacks.
Daily Stance, W e a p o n
Minor Action
Personal
Effect: Until the stance ends, you gain resist 5 to all damage, and whenever this reduces an attack's damage to 0,
you also negate that attack's effect on you. Additionally,
until the stance ends, you can reduce the distance you
are pulled, pushed, or slid by 5 squares, and any enemy
that starts its turn adjacent to you takes 1 [W] damage
while you are able to make opportunity attacks.
D R A G O N M A R K E D P A R A G O N PATHS
Each o f the following thirteen paragon paths is associated with one o f the thirteen dragonmarked houses.
Each paragon path has a dragonmark as a prerequisite. T h e dragonmarked feats appear in the feats
section o f Chapter 4 .
CANNITH MASTERMAKER
"I've always had a sense of the latent power residing within
certain items. Of course, in my hands, that power doesn't
stay latent for long."
P r e r e q u i s i t e : Mark o f M a k i n g feat
T h e mastermakers o f House C a n n i t h are among the
most powerful spellcasters of the thirteen dragonmarked houses. T h e house counts numerous artificers
and wizards among its ranks. As a C a n n i t h mastermaker, you are a part o f the house's august magical
tradition. You are capable o f coaxing hidden power
out o f your magic items, and you c a n use that power
in unusual ways. T h e untold days spent handling
residuum and other components have left their mark,
though. Most mastermakers have hands that b e a r permanent silver streaks.
CANNITH MASTERMAKER
PATH FEATURES
M a s t e r m a k e r A c t i o n ( 1 1 t h l e v e l ) : W h e n you
spend a n action point to take a n extra action, one of
your expended magic item daily powers recharges.
I t e m A f f i n i t y ( 1 1 t h level): After an extended
rest, you c a n use t h r e e magic item daily powers per
day. At 2 1 s t level, you can use five magic item daily
powers per day.
A r c a n e R e c h a n n e l i n g ( 1 6 t h level): O n c e per
encounter as a free action during your turn, you c a n
expend one of your uses o f a magic item daily power
to regain the use o f an a r c a n e encounter attack
power.
You blast your foe with a golden ray, and streaming wisps of
power flow from your enemy into your equipment and into the
equipment of nearby allies.
Encounter Arcane, Implement, Radiant
Standard Action
Ranged 10
Item Resurgence
You channel arcane energy into a nearby item, using your arcane reservoir of power to activate it.
Daily Arcane
Immediate Interrupt
Close burst 10
Effect: The target does not count the triggering magic item
power toward his or her limit of magic item daily power
uses.
Lightning Infusion
Effect: Any summoned creature in the blast gains temporary hit points equal to 5 + your Intelligence modifier.
CHAPTER
3 | Classes
DENEITH PROTECTOR
"I can't promise that nothing will happen to you while I'm
around. I can promise that I'll see you through
whatever
perils we face."
P r e r e q u i s i t e : M a r k of Sentinel feat
Deneith's protectors are among the most storied
m e m b e r s of the house's Defenders Guild, an organization o f m e r c e n a r y bodyguards who are combat
veterans. As a protector, you protect your charge with
both combat prowess and the supernatural powers of
your dragonmark. Although most o f your comrades
are probably m e m b e r s o f the Defenders Guild, you
might also find yourself working with the Blademarks Guildan organization o f m e r c e n a r i e s who
provide a variety o f services throughout K h o r v a i r e and the Sentinel Marshals, a group that ensures the
enforcement o f law and order. Your training has
honed your skills to protect others, and you relish the
opportunity to thwart enemies who try to attack your
charges. Those foolish enough to venture such an
assault swiftly m e e t your weapon as you deliver retribution for their audacity.
DENEITH PROTECTOR
PATH FEATURES
S e n t i n e l A c t i o n ( 1 1 t h l e v e l ) : W h e n you spend
an action point to take an extra action, you m a r k
e a c h e n e m y that is adjacent to you w h e n you complete that action. T h e m a r k lasts until the e n d o f your
next turn.
B o d y g u a r d ' s R e s o l v e ( 1 1 t h level): W h e n e v e r
you are dazed or stunned and a n enemy m a r k e d by
you targets an ally within your line o f sight with a n
attack, you c a n m a k e a saving throw against the dazed
or stunned effect. I f you save, the effect ends before
the e n e m y m a k e s the attack roll against the ally.
D e n e i t h M a r k ( 1 6 t h l e v e l ) : W h e n e v e r you m a r k
an enemy, you end any m a r k s on you.
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Deneith
Protector Attack
1'
Melee weapon
before the end of your next turn, you can choose to have
the attack instead hit you.
Globe of Warding
Deneith
P r o t e c t o r Utility 1 2
Close burst 2
Melee weapon
CHAPTER
3 | Classes
GHALLANDA
SANCTUARY GUARDIAN
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the Invaders
You strike out at one foe and send it staggering into other
nearby enemies.
Encounter W e a p o n
Standard Action
Melee weapon
Guardian's
Ghallanda
Sanctuary Guardian
Utility
1'.
Word
Personal
Effect: The next healing power you use before the start
Sanctuary
Strike
Close burst 1
CHAPTER
3 | Classes
JORASCO JADEHAND
"My enemies are like gangrene on a wound that would
otherwise heal. And there's only one thing to do with
gangrene-start
cutting."
P r e r e q u i s i t e : M a r k o f Healing feat
W h e n S a h e m i the Emissary told House J o r a s c o that
it should help heal E b e r r o n from the wounds o f the
Last W a r , you listened. Despite resistance from m u c h
o f the house, S a h e m i insisted that the d r a g o n m a r k
that he and his kin bore m a n d a t e d an effort to help
heal the land. A supporter o f S a h e m i ' s efforts, you
call yourself a j a d e h a n d for the j a d e bracelets you
wear in emulation o f the Emissary. You respect the
druidic traditions, and you Ye interested in stopping
supernal m e n a c e s and healing the world's scars,
such as the M o u r n l a n d . You have a broad view o f
what constitutes "healing," so you also apply your
skills liberally to help h e a l people and the land. For
you, exposing a d e m o n i c cult and thwarting frontier
banditry are just incisions and surgeries performed
on a larger scale.
H e a l i n g S a v a n t ( 1 6 t h l e v e l ) : W h e n e v e r you use
a healing power during a short or an extended rest,
that power restores the m a x i m u m n u m b e r o f hit
points possible.
Immediate Interrupt
Ranged 5
Trigger: An enemy within 5 squares of you hits an ally
Jade Rejuvenation
Close burst 5
Effect: You lose one healing surge, and each target gains
regeneration 5 until the end of your next turn.
Sustain Minor: The effect persists.
Dawn Burst
The sun seems to flare from your dragonmark, flashing its light
on friend and foe alike.
Daily Healing, Implement, Radiant
Standard Action
Area burst 2 within 10 squares
C H A I'T E R 3 | C l a s s e s
KUNDARAK GHORAD'DIN
"Strictly speaking, it might not take a thief to catch a
thief. However, we do try to think and train like our
adversaries
do."
P r e r e q u i s i t e : Mark o f W a r d i n g feat
You are part of an unusual group o f thieves. You are
a m e m b e r o f House Kundarak's Ghorad'din, who are
charged with testing the house's wards and recovering property stolen by those brazen enough to b r e a k
into K u n d a r a k vaults. You c o m b i n e the magical prowess o f a spellcaster with the stealth o f a burglar. As a
result, no barrier c a n stop you.
House K u n d a r a k uses the Ghorad'din only rarely,
and they answer only to Lord M o r r i k a n , leader
of House Kundarak. W h e n a n e w high security
vault needs testing, the house assembles a group of
Ghorad'din to try to b r e a k in and expose weaknesses
before any treasure is placed within. Although such
practices hone your skills, you might prefer even
greater challenges. T h e most skilled Ghorad'din are
assigned to recover stolen property from other gifted
thieves. W h i s p e r s also tell o f Ghorad'din who operate
as assassins.
KUNDARAK GHORAD'DIN
PATH FEATURES
G h o r a d ' d i n A c t i o n ( 1 1 t h l e v e l ) : W h e n you
spend an action point to take an extra action, you
gain a +2 bonus to Thievery c h e c k s and Stealth
c h e c k s until the end o f your next turn. You also gain
a +2 bonus to AC and to R e f l e x until the end o f your
next turn.
C a r e f u l T r a p - B r e a k e r ( 1 1 t h level): You gain a
+5 bonus to Thievery c h e c k s to delay a trap, and you
do not trigger a trap with a failed Thievery c h e c k .
M a s t e r B u r g l a r ( 1 6 t h level): W h e n e v e r you
m a k e a Thievery check, you roll two dice and take
the higher result.
Standard Action
Ranged weapon
Minor Action
Personal
Ward Unleashed
CHAPTER
3 | Classes
LYRANDAR WIND-RIDER
"Battling me is as futile as trying to strike the wind.
if you try, you'll look just as foolish."
And
LYRANDAR WIND-RIDER
PATH FEATURES
W i n d - R i d e r A c t i o n ( 1 1 t h level): W h e n you
spend an action point to take an extra action, you
gain a fly speed equal to your speed (and c a n hover)
until the end of your next turn.
S t o r m A d e p t ( 1 1 t h level): You gain a +1 bonus
to attack rolls and a bonus equal to your Constitution
modifier ( m i n i m u m 1) to damage from lightning or
thunder attack powers.
F e a t h e r ' s T o u c h ( 1 6 t h l e v e l ) : O n c e per encounter, you c a n use the wizard utility power/eather/all
(Player's Handbook, page 1 6 0 ) .
Standard Action
Zephyr Wings
You feel a rush of wind at your back, and you're carried aloft.
Daily
Minor Action
Personal
Effect: You gain a fly speed equal to your speed until the
end of your next turn.
Sustain Minor: The effect persists.
CHAPTER
3 | Classes
Unruly Cyclone
MEDANI TRUESEER
"I knew you were going to do that. And now, 1 know you're
going to pay."
P r e r e q u i s i t e : Mark o f Detection feat
House Medani's ability to train the senses and the/
m i n d s o f its m e m b e r s is legendary. In your case, the
rigorous training c o m b i n e s with the power o f your
dragonmark to bring your powers o f prescience and
observation to supernatural levels. You c a n reveal
invisible foes with ease and throw your enemies
from their feet by anticipating their movements. As a
Medani trueseer, you t h i n k a step ahead o f everyone
else. Even adversaries that t h i n k they've outsmarted
you find themselves lured into traps that give you the
advantage.
Ranged 10
Medani Foretelling
Personal
Effect: You roll a d20. If you attack during this turn, you
can choose to use this roll as the first attack roll of the
attack.
Disruptive
Premonition
Before your enemy can strike, you let loose a debilitating sting
that inhibits its defenses and ability to attack.
Daily W e a p o n
Immediate Interrupt
Ranged 10
(save ends).
Miss: Half damage.
CHAPTER
3 | Classes
ORIEN SWIFTBLADE
"Are you watching my blade, or are you watching my
feet? You'll have to keep an eye on both if you're to keep
up with me."
P r e r e q u i s i t e : Mark o f Passage feat
Among the best duelists o f House Orien are t h e
swiftblades, peerless swordmasters whose M a r k s o f
Passage enable t h e m to cut paths between worlds
with their flashing blades. As a swiftblade, you c a n
slice a rift in t h e fabric o f the world, dart through it,
and then appear on t h e other side o f the battlefield.
W h e n you practice against your peers, the fights
range across neighborhoods and cities as you a n d
your opponent teleport from place to place.
House Orien calls upon swiftblades to defend
the house's interests with weapon and word. T h e
house dispatches the duelists to conduct negotiations or investigate disturbances in its travel network.
W i t h their sophisticated demeanor, swiftblades are
often underestimated by House Orien's enemies.
Those who attract t h e ire o f an Orien swiftblade
quickly learn that the duelists are m o r e than casual
weaponmasters.
Standard Action
Melee weapon
Orien Unbound
Your Mark of Passage flares, and you teleport away from your
bonds.
Encounter Teleportation
Move Action
Personal
CHAPTER
3 | Classes
Flurry of Teleportation
PHIARLAN PHANTASMIST
"I suggest that you withdraw.
that
P h a s e - M i s t S h r o u d ( 1 6 t h l e v e l ) : W h e n e v e r you
flee-
than a sensible
surrender."
P r e r e q u i s i t e : M a r k o f Shadow feat
Disturbing Visions
PHIARLAN PHANTASMIST
PATH FEATURES
P h a n t a s m i s t A c t i o n ( 1 1 t h l e v e l ) : W h e n you
spend a n action point to t a k e a n e x t r a action, you or
one ally w i t h i n 3 squares o f you b e c o m e s invisible
until the start o f your n e x t t u r n .
M i n d F i r e ( 1 1 t h l e v e l ) : A n y e n e m y affected by
one o f your c h a r m , fear, illusion, or psychic powers
takes a -2 penalty to saving throws against that power's effect.
flee in fright.
Encounter 4 Fear, Illusion, Implement, Psychic
Standard Action
Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence or Charisma vs. W i l l
Hit: 2d6 + Intelligence or Charisma modifier psychic
damage, and you slide the target 2 squares. In addition,
the target takes a -2 penalty to attack rolls until the end
of your next turn.
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Taunting Decoy
Standard Action
Ranged 10
Effect: You conjure a decoy of yourself in an unoccupied
square within range. The decoy occupies 1 square, and it
lasts until the end of your next turn. W h e n you conjure
the decoy, it marks one enemy within 5 squares of it until
the end of your next turn. The decoy can be attacked,
and when the enemy marked by the decoy hits it, the
mark ends and the decoy teleports 5 squares. As a move
action, you can move the decoy 3 squares.
Sustain Minor: The decoy persists, and it marks one enemy
within 5 squares of it.
Phantasmist Attack 20
CHAPTER
3 | Classes^
Sivis TRUENAMER
"I callyou thaukrala'them-sholowdi.
I rebukeyou
with
mahanaprill-katarnah.
And heed this word: Quarran
quatalli'voreshathayue!"
P r e r e q u i s i t e : Mark o f Scribing feat, fluent in
Supernal
Sivis
TRUENAMER POWERS
Utterance of M o c k e r y
Sivis
True n a m e r
Attack
11
As a b e a r e r o f the Mark o f Scribing, you have a supernatural affinity for language. You have chosen to
focus your skills on mastering the subtle intonations
and precise rhythms o f the true language that gave
birth to all others. Although your vocabulary is limited, your words c a r r y potent magic powera power
that c a n befuddle and enslave your e n e m i e s or bring
an onrushing mob to a halt.
You speak words of Supernal so potent that your enemy loses its
sense of identity and mistakenly attacks itself.
Sigil of Repulsion
T r u e n a m e r A c t i o n ( 1 1 t h l e v e l ) : W h e n you
spend a n action point to take an extra action, you
regain the use of C h a n n e l Divinity or A r c a n e Implem e n t Mastery.
S u p e r n a l L i n g u i s t ( 1 1 t h l e v e l ) : Your study of
Supernal has given you a greater understanding o f
the world. You gain a +2 bonus to knowledge c h e c k s .
W o r d o f Life ( 1 1 t h level): Increase your healing
surge value by your Intelligence or Charisma modifier.
Minor Action
Ranged 20
Utterance
of Domination
You speak the true name of your enemy, giving you temporary
dominion over it.
Daily 4 Charm, Implement, Psychic
Standard Action
Ranged 10
Target: One creature
Attack: Intelligence or Charisma vs. W i l l
Hit: The target is dominated (save ends).
Aftereffect: The target takes 4d10 + Intelligence or
CHAPTER
3 | Classes
THARASHK WAYFINDER
"There is only one way to escape my pursuit:
death."
through
THARASHK WAYFINDER
PATH FEATURES
W a y f i n d e r A c t i o n ( 1 1 t h level): W h e n you spend
an action point to m a k e an attack against an e n e m y
you've designated as your quarry, you c a n shift your
speed after the attack roll.
Q u a r r y ' s A r r e s t ( 1 1 t h level): W h e n you hit a
creature designated as your quarry, you c a n choose
to forego your Hunter's Q u a r r y damage in order to
instead slow the creature and prevent it from shifting
until the end of your next turn. Doing this expends
your Hunter's Q u a r r y damage until the start o f your
next turn.
W a y f i n d e r ' s Q u a r r y ( 1 6 t h level): W h i l e a creature is designated as your quarry, it grants combat
advantage to you.
Resistance
The power of your dragonmark guides your strike, and its magic
lingers in the wound, weakening your foe's defenses.
Encounter W e a p o n
Standard Action
Distant Quarry
Minor Action
Personal
Effect: You designate one enemy that you can see as your
quarry.
Path of Destruction
C H A P T E R
3 |Classes
Darkness explodes from your dagger and rises above your enemy before raining down ebon sheets that cling to the creature's
form.
Encounter W e a p o n
Standard Action
Target: One creature
Melee weapon
Attack: Dexterity vs. Reflex and Will. You make one attack
roll and compare the result against both defenses. The
target might be hit one or two times, depending on which
defenses are hit.
Hit (Reflex): 1 [ W ] + Dexterity modifier damage, and the
target is slowed until the end of your next turn.
Shadowstep
You point at a spot, and the light retreats from it. Then you disappear and step out of the shadows you ve created.
Daily Teleportation, Zone
Standard Action
until the end of your next turn and teleport to the burst's
origin square.
Daily Reliable, W e a p o n
Standard Action
Melee 1
I 11 A I ' I I K [i I C l a s s e s
VADALIS GRIFFONMASTER
"look to the skies, my friends.
me."
VADALIS GRIFFONMASTER
PATH FEATURES
G r i f f o n m a s t e r A c t i o n ( 1 1 t h level): W h e n you
spend an action point to m a k e an attack, your Vadalis
bred griffon can take a standard action or a move
action after your attack. I f the griffon uses the action
to attack, the attack deals l d 6 extra damage.
V a d a l i s G r i f f o n ( 1 1 t h level): You c a n swap your
current beast companion for a Vadalis-bred griffon.
V a d a l i s R i t u a l T e c h n i q u e s ( 1 6 t h level): You
have mastered and c a n perform the C o m m u n e with
Nature and Phantom Steed rituals as i f you had the
Ritual Caster feat.
Your griffon reaches out with its beak and pulls your enemies
close. You then seize the opportunity to attack.
Encounter Beast, Martial, W e a p o n
Standard Action
Invigorating Dive
The rush of the wind and the anticipation of attacking your prey
give you and your griffon a surge of vigor.
Daily Beast, Healing, Martial
Free Action
Close burst 1
Snatching Assault
Your griffon grabs your enemy in its talons and whisks it away.
Daily Beast, Martial
Standard Action
Melee beast 1
CHAPTER
3 | Classes
EPIC DESTINIES
CHAMPION OF PROPHECY
Nothing can stop you. You were born for this. It's who you
are.
P r e r e q u i s i t e : 2 1 s t level
Ever since you were young, you've had a n instinctive
sense that you were special. As you grew older and
saw m o r e o f the world, you learned o f the Draconic
Prophecy, and you began to recognize that you have
some part to play in it. You realized that the reason
you felt special was because o f your connection to the
Prophecy.
You've discovered tangible, concrete indications
of your role in the Prophecy. Your understanding of
the P r o p h e c y might be subtle (a whisper in your head
that imparts prophetic guidance at key j u n c t u r e s in
your life), or it might b e overt (a reference to you in
ancient texts that concern the Prophecy). Perhaps
dragons pay you a visit to tell you o f your role in the
Prophecy.
Regardless o f the way in w h i c h you l e a r n e d of your
destiny, you have e m b r a c e d it. Your training has prepared you for the challenges you face, and woe betide
anyone who stands in your way. You are an agent o f
fate, a representative o f prophecy, and one c a n no
sooner hold you b a c k t h a n stop t i m e from passing.
IMMORTALITY
Your a s c e n d a n c y to immortality is as m u c h a collective e x p e r i e n c e as an individual one.
A g e n t o f t h e P r o p h e c y : B o u n d to the D r a c o n i c
Prophecy, you are a pivotal part in a narrative that
stretches forward and b a c k w a r d . Those who study
the P r o p h e c y will know your n a m e , and you will
inspire the actions o f future champions o f prophecy.
You will move forward the events o f the Draconic
Prophecy, and w h e n the P r o p h e c y reaches its conclusion, you will have b e e n a tangible part o f it.
Personal
Effect: You gain a bonus to your next attack roll before the
end of your next turn. The bonus is equal to +2 per milestone that you've reached since your last extended rest.
CHAPTER
3 ] Classes
DISPOSSESSED CHAMPION
You lead a broken and scattered people into a new era of
prosperity.
P r e r e q u i s i t e : 21st l e v e l
T h e L a s t W a r ' s scars a r e felt deeply. C i t i e s a n d
n a t i o n s s t i l l r e e l f r o m t h e ravages o f t h e t e r r i b l e
c o n f l i c t . K h o r v a i r e a n d its i n h a b i t a n t s b e a r v i s i b l e
signs o f t h e s u f f e r i n g w r o u g h t b y t h e w a r . C o u n t l e s s
p e o p l e s a r e still a d r i f t , s e a r c h i n g for a h o m e a n d
a p u r p o s e . T h e P r o p h e c y c h o s e y o u to l e a d t h e s e
p e o p l e , to g u i d e t h e m t o a n e w h o m e l a n d a n d i n t o a
f u t u r e f r e e f r o m strife a n d t o r m e n t . Y o u w e r e c h o s e n
to b e t h e i r c h a m p i o n , to d e f e n d t h e m f r o m a c a l l o u s
w o r l d t h a t h a s forgotten o r d i s m i s s e d t h e m .
Y o u m i g h t h a v e b e c o m e a w a r e o f fate's p l a n for y o u
e a r l y i n y o u r c a r e e r , o r y o u c o u l d h a v e c o m e to y o u r
mission late. Y o u r destiny c o u l d b e t h e c u l m i n a t i o n of
u n r e l a t e d e v e n t s a n d e x p e r i e n c e s t h a t l e d y o u to b i n d
y o u r s e l f to a c h o s e n p e o p l e . N o w y o u h a v e b e c o m e a
c h a m p i o n o f a dispossessed p e o p l e , a n d y o u i n t e n d to
w a r f o r g e d , t i e f l i n g s , o r a n y o t h e r dispossessed g r o u p .
Y o u n e e d not yourself be a m e m b e r of this group. A s
t h e c a m p a i g n progresses t h r o u g h t h e e p i c tier, seek
o p p o r t u n i t i e s to h e l p y o u r p e o p l e a n d to s t r e n g t h e n
their presence i n the world.
H e r o o f P r o p h e c y : Your chosen people have
long believed that a hero w o u l d come a n d lead t h e m
from oblivion. Fragments from the Draconic P r o p h ecy a n d f r o m the visions of mystics predicted your
coming. W h e n you accepted the champion's mantle,
y o u r m i s s i o n a n d p u r p o s e b e c a m e clear, a n d y o u
h a v e s i n c e sought e v e r y o p p o r t u n i t y to h e l p y o u r
p e o p l e . Y o u r efforts m i g h t c u l m i n a t e i n a f i n a l b a t t l e
against y o u r people's p r i n c i p a l e n e m i e s . I n y o u r
e n e m i e s ' defeat, y o u c a n a t t a i n t h e s a l v a t i o n t h a t y o u
h a v e l o n g sought. Y o u r p e o p l e m i g h t r a i s e y o u u p as
a k i n g or a q u e e n , or perhaps y o u w i l l instead simply
a s c e n d i n t o t h e i r c u l t u r a l c o n s c i o u s n e s s as a savior.
R e g a r d l e s s , y o u r t r i a l s w i l l b e r e t o l d i n stories a n d
songs for m i l l e n n i a u n t i l i n m e m o r y y o u b e c o m e
something more t h a n mortal. To your people, y o u
w i l l r e m a i n a n eternal symbol of hope a n d a promise
of a better future.
b r i n g h o p e to t h e m t h r o u g h y o u r l e a d e r s h i p .
IMMORTALITY
L o n g after y o u d i e , y o u r n a m e w i l l l i v e o n as a
s y m b o l o f h e r o i s m a n d h o p e i n t h e h e a r t s o f those
y o u c h a m p i o n . W h e n y o u select t h i s e p i c destiny,
choose a group o f forsaken or b r o k e n people, such
as C y r a n s , shifters, m e m b e r s o f H o u s e P h i a r l a n ,
B u r d e n o f Leadership ( 2 4 t h level): W h e n a n
e n e m y ' s a t t a c k b l o o d i e s a n a l l y a d j a c e n t to y o u , y o u
c a n s p e n d a h e a l i n g surge to a l l o w t h a t a l l y to r e g a i n
h i t p o i n t s as i f h e o r s h e h a d s p e n t a h e a l i n g surge.
D r i v e n b y D u t y ( 3 0 t h l e v e l ) : T h e first t i m e
y o u d r o p to 0 h i t p o i n t s o r f e w e r after a n e x t e n d e d
rest, y o u c a n s p e n d a h e a l i n g surge as a n i m m e d i a t e
i n t e r r u p t . A n y a l l y w h o c a n see y o u r e g a i n s 2 d 6 h i t
p o i n t s . A n y h i t p o i n t s i n excess o f a n ally's m a x i m u m
n u m b e r o f hit points b e c o m e t e m p o r a r y hit points.
CHAPTER
3 | Classes
MOURNING SAVIOR
Nothing less than the complete
isfy you.
restoration
P r e r e q u i s i t e : 21st level
i
In the final years o f the Last W a r , prophets and soothsayers w a r n e d o f impending doom. They described
a singular event that would change the face o f Khorvaire and bring ruin and death to the land. These
warnings c u l m i n a t e d with the Day o f Mourning,
and none c a n now deny the truth o f these prophecies. A few o f Cyre's survivors r e m e m b e r that these
same mystics also spoke o f salvation, o f a person who
would undo what had befallen Cyre. This person, the
prophets said, would heal the land and prevent similar catastrophes from ravaging the world. You are the
m o u r n i n g savior the foretellings predicted, chosen
by the P r o p h e c y to stand fast against the threat o f the
M o u r n l a n d and stop its corruption from spreading
farther across Khorvaire.
M e m o r y o f C y r e ( 2 4 t h l e v e l ) : W h e n you spend
an action point to take a n extra action, any nonconstruct, non-undead e n e m y adjacent to you takes a - 2
penalty to attack rolls and all defenses (save ends).
C y r a n V e n g e a n c e ( 3 0 t h l e v e l ) : W h e n you first
b e c o m e bloodied during an encounter, you gain one
action point. You must spend this action point before
the end o f your next turn. Using this action point does
not count against your n o r m a l action point expenditure during combat. I n addition, i f you spend the
action point to m a k e an attack against an undead or
aberrant creature, you gain a bonus to the attack rolls
and damage rolls equal to your C h a r i s m a modifier.
3 | Classes
IMMORTALITY
liiX.
Standard Action
Close burst 20
SUBLIME FLAME
You become one with the Silver
Flame.
IMMORTALITY
As a sublime f l a m e , you c a n c h a n n e l t h e power
o f those w h o have c o m e before you. Eventually,
this power m i g h t lead you to m e r g e w i t h t h e Silver
F l a m e a n d b e c o m e a n i m m o r t a l extension o f its
divine will.
J o i n i n g t h e F l a m e : You have spent your life
combating corruption and evil in the n a m e o f the
Silver F l a m e . You have experienced an awakening
o f purpose, and as you face your final enemy, the
last vestiges o f doubt b u r n away. W i t h your ultimate
victory, you feel a tug upon your soul that draws you
toward T h r a n e for one final pilgrimage. You cross
the countryside, returning to F l a m e k e e p to enter the
Cathedral o f the Silver F l a m e . T h e r e , you step into
the fire and undergo a transformation. T h e argent
fire sears away your flesh, allowing your m i n d and
soul to j o i n with the Silver F l a m e . You take your place
as part o f the eternal fires, lending your power, your
knowledge, and your faith to its holy purpose. As part
o f the F l a m e , you c h a n n e l strength into those who
c o m e after you, working to attain the promise o f paradise in the world.
3 ] Closses
H E R O E S STAND
CHAPTER
Character
Options
FEATS
The
E B E R R O N
by ties to its house. For example, you could b e a halfe l f with the M a r k o f Storm but without ties to House
Lyrandar. You'd b e an anomaly; i f House Lyrandar
DRAGONMARKED FEATS
c l a i m you.
appropriate.
DRAGONMARKED HOUSES
PLAYING A D R A G O N M A R K E D
CHARACTER
You can take a dragonmarked feat at initial character
creation or during character advancement. In the latter
case, the mark spontaneously develops as a result of the
stresses and exposures of your adventures. Such manifestations of the Draconic Prophecy are not unheard
of in Eberron.
Dragonmarked feats should not be casually retrained
(see Player's Handbook,
ABERRANT
DRAGONMARKS
A member of any race might develop an aberrant dragonmark. No matter who you are, such a mark brands you as
an outsider. Since the War of the Mark, only the twelve
marks associated with the dragonmarked houses are
deemed acceptable. If you bear an aberrant mark, you
should beware of those who might hate and hunt you
for that reason.
origin.
of any PC.
C H A P T E R 4 | Character
Options
Channel Divinity:
AERENAL ARCANIST
P r e r e q u i s i t e : Elf, any a r c a n e class, Aerenal
background
B e n e f i t : C h o o s e one a r c a n e utility power o f every
level you know. Each t i m e you gain a n e w level o f
a r c a n e utility powers, you l e a r n one extra utility
power o f that level. In other words, you k n o w two
a r c a n e utility powers o f e a c h level, one o f w h i c h you
can use on any given day. After a n e x t e n d e d rest,
you choose w h i c h a r c a n e utility powers o f e a c h level
you c a n use that day. This feat doesn't change the
n u m b e r o f a r c a n e utility powers you c a n use e a c h
day. I f you have the Spellbook class feature, the extra
a r c a n e utility power you gain is in addition to the
extra power gained through that feature.
AERENAL HALF-LIFE
P r e r e q u i s i t e : Elf, Aerenal background
B e n e f i t : You gain a +1 feat bonus to damage rolls
with necrotic powers. T h e bonus increases to +2 at
11th level and +3 at 2 1 s t level.
I n addition, w h e n you spend a n action point to
take an extra action, you also gain this bonus to
attack rolls with n e c r o t i c powers until the e n d o f
your n e x t turn.
Feat
Power
Ancestral Guidance
You call upon the ancestor spirits to guide your path.
Encounter Divine
Free Action
Personal
Feat
Power
Arawai's Abundance
Arawai shelters those who receive her blessings.
Encounter Divine, Healing
Minor Action
Close burst 10
turn.
Feat
Power
Aureon's Instruction
You tap into Aureon's vast wisdom to aid in your research and
understanding.
Encounter Divine
Free Action
Personal
Effect: Until the end of your next turn, when you make a
ALCHEMIST
Feat
Power
Minor Action
Ranged 5
Effect: The next melee or ranged attack that hits the target
before the end of your next turn deals 1 d6 extra damage.
Level 11: 2d6 extra damage.
Level 2 1 : 3d6 extra damage.
CHAPTER
4 | Character
Options
Prerequisites
Benefit
Aberrant M a r k of Contagion
Aberrant M a r k of Madness
Aberrant M a r k of Terror
against you
Accurate Magic W e a p o n
Artificer
Aerenal Arcanist
Aerenal background
Aerenal Half-Life
Alchemist
Ancestral Guidance
HHHHHHHHHHHH
Channel Divinity, must
Channel Divinity,
must worship A r a w a i
Aureon's Instruction
Channel Divinity,
Channel Divinity,
Channel Divinity,
Channel Divinity,
Warforged
Defensive Minions
Artificer
class feature
Forceful Defense
Artificer
Group Mindlink
Kalashtar
Immutability
Improved W a r f o r g e d
Resolve
Improved W a r f o r g e d Resolve
Warforged
Channel Divinity,
Channel Divinity,
Mark of Finding
Mark of Handling
M a r k of Healing
Mark of Hospitality
M a r k of M a k i n g
HHHHHHHHHHHi
rituals
Enhanced healing powers, perform certain rituals
Mark of Passage
Mark of Scribing
Mark of Sentinel
M a r k of Shadow
rituals
certain rituals
Gain additional languages, +2 to Diplomacy checks, perform
certain rituals
Shift before or after using an opportunity attack, perform
certain rituals
C H A P T E R 4 ] Character
COIMT.
Name
Prerequisites
Benefit
Mark of Storm
Mark of W a r d i n g
Master Crafter
Artificer
Master Mixer
Artificer
Channel Divinity,
Mror Stalwart
background
Onatar's Gift
Channel Divinity,
Artificer
Quori Shield
Kalashtar
Shapeshifting Contortionist
Doppelganger
Shifter
Sovereign Justice
Shifter
Talenta W a r r i o r
background
Telepathic Sensitivity
Kalashtar
Traveler's Gift
Warforged
Xen'drik W e a p o n Training
Drow
^^^f^^^^l^^^u^r^^i^rer^S^e^er^^^^^^
P r e r e q u i s i t e : C h a n n e l D i v i n i t y class f e a t u r e ,
must w o r s h i p D o l A r r a h
B e n e f i t : You gain the C h a n n e l Divinity power
beacon of Dol
Arrah.
Feat Power 1
Close burst 1
Channel Divinity:
Beacon of Dol Arrah
Encounter Divine
Minor Action
Close burst 5
Effect: Until the end of your next turn, each target can
COMPONENT MODIFICATION
Prerequisite: Warforged
B e n e f i t : For each warforged component you have
( p a g e 113), y o u r warforged
resolve r a c i a l p o w e r g r a n t s
1 e x t r a t e m p o r a r y h i t p o i n t , u p to a m a x i m u m e q u a l
to y o u r C o n s t i t u t i o n m o d i f i e r .
DEFENSIVE MINIONS
P r e r e q u i s i t e : Artificer
B e n e f i t : A creature y o u s u m m o n using a n artificer s u m m o n i n g p o w e r h a s a +2 feat b o n u s to a l l
defenses.
Options
ELDEEN COMPANION
An arc of light shoots from your chest and brightens the ground.
FORCEFUL DEFENSE
Prerequisite: Artificer
B e n e f i t : W h e n e v e r you hit an e n e m y with a force
power, one ally adjacent to that e n e m y gains a +1
bonus to AC until the end of your next turn.
GROUP MINDLINK
P r e r e q u i s i t e : Kalashtar
B e n e f i t : You c a n facilitate conversation b e t w e e n
all your allies. Any ally within the range o f your telepathy c a n c o m m u n i c a t e with you and any other ally or
allies within the range o f your telepathy.
IMMUTABILITY
P r e r e q u i s i t e s : Warforged, Improved Warforged
Resolve feat
B e n e f i t : W h e n you use your warforged resolve
racial power, you can m a k e a saving throw against
any effect instead o f only against an effect that deals
ongoing damage. You gain a +2 feat bonus to that
saving throw.
Channel Divinity:
Kol Korran's Boon
Feat Power
No healing is wasted.
Encounter Divine
Free Action
Close burst 5
Character
Options
Feat Power
B e n e f i t : W h e n e v e r yon use a
healing power on an ally or use H e a l
to allow an ally to spend his or her
second wind, that ally c a n also m a k e
a saving throw.
You can master and perform rituals in the restoration category and the
Remove Affliction (PH 311) ritual as if
you had the Ritual Caster feat.
'
CHAPTER
4 1 Character
Options
P r e r e q u i s i t e : Artificer
B e n e f i t : W h e n you use the E n c h a n t Magic Item
ritual to create a magic item, you c a n create a magic
item o f your level + your Intelligence modifier or
lower.
MASTER MIXER
P r e r e q u i s i t e : Artificer
B e n e f i t : You c a n m a k e a l c h e m i c a l items o f your
level + 3 or lower. You must have the correct formula
and a n appropriate skill.
S p e c i a l : You c a n take this feat instead o f the
Ritual Caster feat granted by your class feature.
Power
M i g h t of D o l D o r n
Draw from Dol Dorn's strength, and you shall know victory.
Personal
Effect: Until the end of your next turn, the target gains a
+2 bonus to W i l l and the target's attacks deal 2 extra fire
damage.
POTENT RESTORABLES
P r e r e q u i s i t e : Artificer
B e n e f i t : Your healing powers restore 2 extra hit
points. T h e extra hit points increase to 3 at 6 t h level,
to 4 at 11th level, to 5 at 1 6 t h level, to 6 at 2 1 s t level,
and to 7 at 2 6 t h level.
QUORI SHIELD
P r e r e q u i s i t e : Kalashtar
B e n e f i t : You gain resistance to psychic damage
equal to 5 + one-half your level.
P r e r e q u i s i t e : Doppelganger
B e n e f i t : You c a n use the escape action as a m i n o r
action instead o f a move action.
In addition, you do not grant combat advantage or
take a penalty to attack rolls while squeezing.
Feat
P ow e r
S h i e l d of t h e S i l v e r F l a m e
Those under the aegis of the Silver Flame have nothing to fear.
MROR STALWART
Encounter Divine
CHAPTER
Power
SHAPESHIFTING CONTORTIONIST
Encounter Divine
Free Action
Feat
MASTER CRAETER
Channel Divinity:
4 |Character
Options
Minor Action
Close burst 3
SHIFTER'S AGILITY
P r e r e q u i s i t e : Shifter
B e n e f i t : W h e n you use your shifter racial power,
you gain a +5 feat bonus to Acrobatics and Athletics
c h e c k s until the racial power ends.
Power
Through your allies' exploits, you can attain victory even if you
fall
Encounter Divine
Feat
Power
Close burst 3
Channel Divinity:
Undying's Command
Feat
Power
Standard Action
Immediate Reaction
Close burst 10
STURDY SHIFTER
P r e r e q u i s i t e : Shifter
B e n e f i t : W h e n e v e r you use your shifter racial
power, you gain 5 temporary hit points. T h e temporary hit points increase to 10 at 11th level a n d 2 0 at
21st level.
WARFORGED TACTICS
P r e r e q u i s i t e : Warforged
B e n e f i t : You gain a +1 bonus to m e l e e attack rolls
against a n e n e m y that is adjacent to a n ally.
P r e r e q u i s i t e : Drow
B e n e f i t : You gain proficiency and a +2 feat bonus
to damage rolls with the drow long knife and the
X e n ' d r i k boomerang.
TELEPATHIC SENSITIVITY
P r e r e q u i s i t e : Kalashtar
B e n e f i t : You c a n sense the stray thoughts o f
nearby creatures. You gain a +5 feat bonus to Perception c h e c k s opposed by a creature's Stealth c h e c k .
Prerequisites
Benefit
class feature
formula power
Extended Telepathy
Kalashtar
Improved Immutability
Immutability
Quori Backlash
Kalashtar
Options
Prerequisites
Benefit
Fluid Anatomy
Doppelganger
Quori Desperation
Kalashtar
Reinforcing Healing
Artificer
Warforged Fortification
Improved Immutability
MULTICLASS FEAT
Name
Prerequisites
Benefit
Student of Artifice
Int 13
EXTENDED TELEPATHY
QUORI DESPERATION
IMPROVED IMMUTABILITY
P r e r e q u i s i t e s : 12th level, warforged, Immutability feat
B e n e f i t : You gain t h e improved immutability feat
power, which replaces a utility power at level 1 2 , level
16, level 2 2 , or level 2 6 .
In addition, whenever you use your second wind,
you gain a +2 bonus to saving throws until t h e e n d o f
your turn.
Improved Immutability
Feat Power
Immediate Interrupt
Personal
REINFORCING HEALING
P r e r e q u i s i t e : 2 1 s t level, artificer
B e n e f i t : W h e n e v e r you restore hit points to a n
ally, that ally gains a +2 bonus to all defenses until the
end o f your next turn.
WARFORGED FORTIFICATION
P r e r e q u i s i t e : 2 2 n d level, Improved Immutability
feat
B e n e f i t : You gain the warforgedfortification
feat
power, which replaces your level 2 2 utility power.
Warforged Fortification
Feat Power
You're so tough, sometimes even the worst hits don't daunt you.
QUORI BACKLASH
Encounter
FLUID ANATOMY
P r e r e q u i s i t e : 2 1 s t level, doppelganger
B e n e f i t : W h e n e v e r a creature scores a critical hit
against you, m a k e a saving throw. O n a save, the critical hit is instead a n o r m a l hit.
C H A P T E R 4 |C h a r a c t e r
Options
Immediate Interrupt
Personal
MULTICLASS FEAT
T h e following class-specific multiclass feat allows you
to dabble in the artificer class. S e e pages 2 0 8 and 2 0 9
in the Player's Handbook for rules on multiclassing.
I f you take a class-specific multiclass feat, you
count as a m e m b e r o f that class for the purpose o f
meeting prerequisites, including prerequisites for
feats, paragon paths, epic destinies, and rituals.
STUDENT OF ARTIFICE
[MULTICLASS ARTIFICER]
P r e r e q u i s i t e : Int 13
B e n e f i t : You gain training in A r c a n a .
O n c e per day, you c a n use the artificer's healing
infusion power. T h e infusion you create c a n n o t be
replenished.
I n addition, you c a n wield artificer implements.
EQUIPMENT
D o u b l e S c i m i t a r : T h e V a l e n a r elves m a d e this
w e a p o n f a m o u s . T h e double s c i m i t a r features a
c u r v i n g blade e x t e n d i n g out from e a c h side o f its
handle.
A world littered with the wreckage o f fallen civilizations, Eberron is h o m e to the relics of vanished
societies c o n s u m e d by war, corruption, and magic.
M a n y such items are mere curiosities, antiquities to
be collected and studied. A few items, however, hold
great power, and heroes will go to great lengths to
obtain t h e m .
WEAPONS
T h e following unusual a r m a m e n t s are employed by
the warriors o f Eberron's unique cultures.
S o m e of these weapons have the defensive property that first appeared in Adventurer's Vault. A
defensive weapon has the following properties:
A defensive weapon grants you a +1 bonus to AC
while you wield it in one hand and wield another
m e l e e weapon in your other h a n d . Wielding more
t h a n one defensive weapon does not increase this
bonus. To gain this benefit, you n e e d not attack with
the defensive weapon, but you must b e proficient
with it.
C u t t i n g W h e e l : O r i g i n a t i n g from the mysterious lands o f Sarlona, t h e c u t t i n g w h e e l is a
bladed disk with a g u a r d e d h a n d l e at one side.
MELEE WEAPONS
SUPERIOR MELEE WEAPONS
One-Handed
Weapon
Prof.
Damage
Cutting wheel
+2
1d6
D r o w long knife
+3
1d6
Talenta tangat*
+2
1d8
Range
5/10
Price
Weight
Group
Properties
10 gp
1 lb.
Light blade
Defensive, off-hand
15 gp
2 lb.
Heavy blade
Heavy t h r o w n , off-hand
81b.
Heavy blade
Group
Properties
High crit
20 gp
Two-Handed
Weapon
Talenta sharrash*
Prof.
Damage
+3
1d8
Range
Price
Weight
30 gp
101b.
Double Weapons
Weapon
Prof.
Damage
Price
Weight
Group
Properties
Double scimitar
+2
1d6/1d6
Range
4 0 gp
15 1b.
Heavy blade
Zulaat
+2
2d4/2d4
30 gp
12 lb.
Defensive, off-hand
RANGED WEAPONS
SUPERIOR RANGED WEAPONS
One-Handed
Prof. Damage
Range
Price
Weight
Group
Properties
+2
1d4
10/20
1 lb.
Light blade
Light t h r o w n
Xen'drik boomerang +2
1d6
6/12
5 gP
2 lb.
Light blade
Light thrown
I Weapon
Talenta boomerang
10 gp
C H A P T E R 4 | Character
Options
MUNDANE ITEMS
T h e following m u n d a n e items are generally available
throughout the Five Nations and reflect some o f the
social complexities o f the tenuous peace won at the
end o f the Last W a r .
A r c a n e Signet R i n g : These golden or silver rings
are created for m e m b e r s o f the dragonmarked houses
as a m e a n s o f identification. Each ring contains intricate patterns that b e c o m e visible only w h e n worn by
the person for whom it was constructed.
H u n t e r ' s K i t : This bundle contains bottles o f
various a n i m a l scents, a guide to edible flora, a small
knife, snares, and other useful tools. A hunter's kit
grants a +2 bonus to Nature c h e c k s m a d e to forage.
I d e n t i f i c a t i o n P a p e r s : M e m b e r s o f the middle
and upper classes in the Five Nations c a r r y identification papers issued by their governments and
notarized b y House Sivis. Each set contains a description o f the holder, a portrait, and other details.
(Players may photocopy and customize the illustration o f the identification papers.)
I n q u i s i t i v e ' s Kit: This gear includes several
containers m a d e from different materials, brushes,
m u n d a n e dusts, tweezers, picks, probes, a magnifying
glass, ink and quills, p a r c h m e n t , and a small j o u r n a l .
An inquisitive's kit grants a +2 bonus to Perception
c h e c k s to search an area for something specific.
L e t t e r o f M a r q u e : T h e king o f Breland issues Letters o f Marque to groups exploring Xen'drik's ruins.
Travelers may visit and explore the continent freely,
but those who sell Xen'drik's treasures without the
proper documentation face fines, incarceration, and
forfeiture i f caught. (Players may photocopy and customize the illustration o f the letter o f marque.)
S p e l l s h a r d : Spellshards are fragments o f crystal
that contain power and knowledge, usually o f an
a r c a n e nature. I f your class would normally store its
a r c a n e powers in a spellbook, you c a n instead store
your powers in a spellshard i f you possess one.
All the e n c h a n t m e n t s and features available through a tome are also available through a
spellshard. M e m b e r s o f any class c a n use a spellshard
in place o f a ritual book or a ritual scroll.
Travel P a p e r s : Crossing national boundaries is
risky without a set o f notarized travel papers. Like
identification papers, they include personal details
MUNDANE ITEMS
Item
Price
150gp
Hunter's kit
50 gp
2gP
Weight
Inquisitive's kit
5gP
4 0 gp
Letter of marque
500 gp
Spellshard
100 gp
Traveling papers
2 sp
C H A P T E R 4 | Character
5 lb.
HHHH
4 lb.
1/2 lb.
Options
DRAGONMARKED
HOUSE SERVICES
Khorvaire's economy and prosperity would not
be what they are today without the services o f the
dragonmarked houses. W h a t follows are a few o f the
services these powerful institutions offer.
airship
kingdom to an adjacent
kingdom, up to 3 0 0 gp for
trips to other continents
1 gp per stop
gP
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C H A P T E R 4 | Character
Options
ALCHEMY
T h e process of creating alchemical items is similar to
the process o f performing rituals (see chapter 10 o f
the Player's Handbook). As with performing rituals, a
character using alchemy must first take a special feat
(see "Feats," page 8 6 ) . To create an a l c h e m i c a l item,
you must have the Alchemist feat and the correct
formula, and you must spend the t i m e and the component price required. A l c h e m i c a l components are
the s a m e as those used in rituals. For more information, see Adventurer's Vault.
CATEGORY
and effect with those o f the a m m u n i t i o n . For example, a successful ranged basic attack using a crossbow
bolt converted into level 4 alchemist's spark a m m u nition allows you to m a k e an area burst 1 attack at
range 15/30 that deals l d 6 lightning damage, and
the target takes a - 1 penalty to attack rolls until the
start o f your next turn.
ALCHEMICAL FORMULAS
Market
Name
Price (gp)
Key Skills
Acidic fire
200
Arcana, Thievery
Alchemist's spark
120
Arcana, Thievery
Clear-path mist
375
Arcana, Nature
Clockwork bomb
160
Arcana, Thievery
800
Heal, Nature
Heartflow
90
Nature, Thievery
Inferno oil
200
Arcana, Nature,
Keen oil
600
Lodret leaf
200
Heal, Nature
Noxious grenade
700
Arcana, Thievery
Panther tears
100
Heal, Nature
Resonance crystal
160
Arcana, Nature
Spotted toadstool v e n o m
600
Nature, Thievery
Suppression crystal
120
Arcana, Nature
Tension w h e e l
120
Arcana, Thievery
Tethercord
120
Arcana, Nature,
W o u n d patch
120
CONSUMABLE
Like potions and elixirs, a l c h e m i c a l items are consumable items. T h e y contain one-time powers that
are expended when you use t h e m , rendering the
items inert or destroying t h e m .
M a n y o f the a l c h e m i c a l items presented here, or
in books such as Adventurer's Vault, require you to
m a k e an attack as part of using the power. T h e s e
items include an attack bonus, which should not be
adjusted based on ability score modifiers or one-half
your level, although other bonuses and penalties to
attack rolls apply normally.
MODIFICATIONS
Some a l c h e m i c a l items c a n be modified to change an
aspect o f the item's function (for example, turning an
item into a m m u n i t i o n ) . Changing an item's function
typically increases the item's level and cost.
W h e n an a l c h e m i c a l item is converted into a m m u nition, you c a n use the item with a ranged weapon,
such as a bow, a crossbow, or a sling. T h e item's range
b e c o m e s the range o f the weapon, but it continues to
use the indicated attack modifier. You do not include
a weapon's proficiency bonus or e n h a n c e m e n t bonus
in the attack, and you replace the weapon's damage
Character
Options
Thievery
Arcana, Thievery
Thievery
Heal, Nature
ALCHEMICAL ITEMS
T h e following alchemical items trace their origins
to Eberron, although they c a n be used with any
campaign.
ACIDIC EIRE
Level: 5
C a t e g o r y : Volatile
T i m e : 3 0 minutes
C o m p o n e n t C o s t : See below
M a r k e t P r i c e : 2 0 0 gp
K e y Skill: A r c a n a or Thievery (no c h e c k )
T h e substance contained by the glass vial is a n
unstable soup of acid and explosive c h e m i c a l s . W h e n
the container shatters, it splashes burning death in all
directions.
Acidic Fire
Level 5+
Lvl20
Lvl25
Lvl30
Lvl 14
Level 15: +18 vs. Reflex; 2d6 fire damage, and ongoing 5
acid damage (save ends).
Level 20: +23 vs. Reflex; 2d6 fire damage, and ongoing 10
acid damage (save ends).
Level 25: +28 vs. Reflex; 3d6 fire damage, and ongoing 10
acid damage (save ends).
Level 30: +33 vs. Reflex; 3d6 fire damage, and ongoing 1 5
acid damage (save ends).
ALCHEMIST'S SPARK
40 gp
160gp
800 gp
Lvl 19
Lvl 24
Lvl 29
4,200 gp
21,000 gp
105,000 gp
CLEAR-PATH MIST
Level: 8
Category: Other
T i m e : 3 0 minutes
C o m p o n e n t C o s t : S e e below
M a r k e t P r i c e : 3 7 5 gp
K e y Skill: A r c a n a or Nature (no c h e c k )
O r d i n a r y u n d e r g r o w t h c a n n o t stand against this
concoctiona m e r e dusting causes plants to w i t h e r
a n d die.
Clear-Path Mist
The
mist clears
Level 8+
travel.
Level: 3
Lvl 8
125gp
Lvl 13
650 gp
Lvl 18 3,400 gp
Alchemical Item
C a t e g o r y : Volatile
T i m e : 3 0 minutes
C o m p o n e n t C o s t : See below
M a r k e t P r i c e : 1 2 0 gp
K e y S k i l l : A r c a n a or T h i e v e r y (no c h e c k )
T h e c e r a m i c c o n t a i n e r holding alchemist's spark has
two c h a m b e r s . W h e n shattered, the c h e m i c a l s vaporize a n d m i x to c r e a t e a bright discharge o f lightning.
Level 3+
The shattered flask releases two clouds that quickly coalesce and
release a dazzling blast of energy.
Lvl 18
Lvl 23
Lvl 28
Lvl 4
Lvl 9
5,000 gp
25,000 gp
125,000 gp
Lvl 3
30 gp
Lvl 8
125gp
Lvl 13
650 gp
Alchemical Item
Lvl 23
Lvl 28
17,000 gp
85,000 gp
Level 23: Close blast 5; +26 vs. Reflex; 2d4 poison damage,
3,400 gp
17,000 gp
85,000 gp
Level 28: Close blast 5; +31 vs. Reflex; 3d4 poison damage,
and ongoing 10 poison damage (save ends).
CLOCKWORK BOMB
Level: 4
C a t e g o r y : Volatile
T i m e : 15 minutes
C o m p o n e n t C o s t : S e e below
M a r k e t P r i c e : 1 6 0 gp
K e y Skill: A r c a n a or T h i e v e r y (no c h e c k )
A c l o c k w o r k b o m b is a s m a l l box, about a foot on a
side, covered with springs, dials, gauges, a n d k n o b s .
It issues a n u n n e r v i n g ticking sound, and vibrates so
violently that it moves about. W h e n the t i m e r goes
off, the device explodes.
C H A P T E R 4 | Character
Options
Clockwork Bomb
Level 4+
You set the device on the ground and hope that it detonates
when you want it
Lvl 4
4 0 gp
Lvl 9
160gp
Lvl 14
800 gp
Alchemical Item
to.
LvM9
Lvl 24
Lvl 29
Heartflow
Lvl 3
4,200 gp
21,000 gp
105,000 gp
30 gp
Lvl 8
125gp
Lvl 13
650 gp
Alchemical Item
Power (Consumable Fire): Minor Action. Place the clockwork bomb in your space or in a square adjacent to you,
and decide how many rounds pass before the bomb goes
off (6 rounds maximum). Each round, at the start of your
turn, move the clockwork bomb one square in a direction
of your choosing and roll a d6. O n a roll of 6, the bomb
detonates prematurely. If the clockwork bomb is hit by
an attack (the bomb has the same defenses as its user), it
also explodes. W h e n the bomb detonates, make an attack: Area burst 1 centered on the bomb's space; targets
each creature in burst; +7 vs. Reflex; 1 d l 0 fire damage.
Special: Once the bomb is set, it can be disabled with a D C
17 Thievery check.
Level 9: +12 vs. Reflex; 2d10 fire damage; D C 19 Thievery.
Level 14: +17 vs. Reflex; 3d10 fire damage; D C 23 Thievery.
Level 19: +22 vs. Reflex; 4d12 fire damage; D C 27 Thievery.
Level 24: +27 vs. Reflex; 4d1 2 fire damage; D C 29 Thievery.
Level 29: +32 vs. Reflex; 5d1 2 fire damage; D C 33 Thievery.
Level 3+
Lvl 23
Lvl 28
3,400 gp
17,000 gp
85,000 gp
Power (Consumable Poison): Minor Action. Apply heartflow to an adjacent item of food or drink; it retains potency
until the end of the encounter. To administer the poison
without the target noticing, make a Thievery check against
the target's Perception check. A creature that consumes
food or drink containing heartflow is subject to an attack:
+6 vs. Fortitude; the target takes a -5 penalty to Insight
checks and a -2 penalty to W i l l defense (save ends both).
Level 8: +11 vs. Fortitude.
Level 13: +16 vs. Fortitude.
Level 18: +19 vs. Fortitude.
Level 23: +26 vs. Fortitude.
Level 28: +31 vs. Fortitude.
INFERNO OIL
Level: 5
C a t e g o r y : Oil
T i m e : 1 hour
C o m p o n e n t C o s t : S e e below
GRAYFLOWER PEREUME
M a r k e t P r i c e : 2 0 0 gp
K e y Skill: A r c a n a , Nature, or T h i e v e r y (no c h e c k )
Level: 10
Category: Other
T i m e : 15 minutes
C o m p o n e n t C o s t : 2 0 0 gp
M a r k e t P r i c e : 8 0 0 gp
K e y S k i l l : Heal or Nature
Inferno Oil
Level 5+
Your weapon leaves behind a faint trace of oil, but it's enough to
Lvl 5
50 gp
Lvl 10
200 gp
Lvl 15 1,000 gp
Alchemical Item
You spray the perfume into the air and for a moment, the blind
creature can't locate you.
Alchemical Item
200 gp
HEARTELOW
Lvl 20
Lvl 25
Lvl 30
5,000 gp
25,000 gp
125,000 gp
Level: 3
C a t e g o r y : Poison
KEEN OIL
T i m e : 1 5 minutes
L e v e l : 10
C a t e g o r y : Oil
M a r k e t P r i c e : 9 0 gp
T i m e : 1 hour
K e y S k i l l : Nature or T h i e v e r y (no c h e c k )
C o m p o n e n t C o s t : 2 0 0 gp
H e a r t f l o w w e a k e n s a n individual's self-control. T h e
c o n c o c t i o n is a red powder that is usually m i x e d with
food or d r i n k .
M a r k e t P r i c e : 6 0 0 gp
K e y Skill: A r c a n a or T h i e v e r y (no c h e c k )
W h e n you r u b this t h i n oil on a bladed weapon, it
h o n e s the edge to razor s h a r p n e s s .
C H A P T E R 4 | Character
Options
ALCHEMICAL ITEMS
Lvl
Name
ALCHEMICAL ITEMS
COIMT.
Lvl
Name
Panther tears
25
15
Spotted toadstool v e n o m
Alchemist's spark
30
16
Noxious grenade
1,800
Heartflow
30
18
Alchemist's spark
3,400
Tethercord
30
18
Clear-path mist
3,400
Woundpatch
30
18
Heartflow
3,400
40
18
Tethercord
3,400
Clockwork bomb
40
19
4,200
Resonance crystal
40
19
Clockwork bomb
4,200
Suppression crystal
40
19
Resonance crystal
4,200
Tension w h e e l
40
20
Acidic fire
5,000
Acidic fire
50
20
Inferno oil
5,000
Inferno oil
50
20
Spotted toadstool v e n o m
5,000
Lodret leaf
50
21
Noxious grenade
9,000
Alchemist's spark
125
23
Alchemist's spark
17,000
Clear-path mist
125
23
Clear-path mist
17,000
Heartflow
125
23
Heartflow
17,000
Tethercord
125
23
Tethercord
17,000
160
23
Woundpatch
17,000
Clockwork bomb
160
24
21,000
Resonance crystal
160
24
Clockwork bomb
21,000
10
Acidic tire
200
24
Resonance crystal
21,000
10
Grayflower perfume
200
24
Suppression crystal
21,000
10
Inferno oil
200
24
Tension w h e e l
21,000
10
Keen oil
200
25
Acidic fire
25,000
10
200
25
Inferno oil
25,000
11
Noxious grenade
350
25
Lodret leaf
25,000
13
Alchemist's spark
650
25
Spotted toadstool v e n o m
25,000
13
Clear-path mist
650
26
Noxious grenade
45,000
13
Heartflow
650
28
Alchemist's spark
85,000
13
Tethercord
650
28
Clear-path mist
85,000
13
Woundpatch
650
28
Heartflow
85,000
14
800
28
Tethercord
14
Clockwork bomb
800
29
105,000
14
Resonance crystal
800
29
Clockwork bomb
105,000
Suppression crystal
800
29
Resonance crystal
105,000
Tension wheel
800
30
Acidic fire
125,000
30
Inferno oil
125,000
30
Spotted toadstool v e n o m
125,000
14
14
Acidic fire
1,000
15
Inferno oil
1,000
15
Lodret leaf
1,000
15
Keen O i l
Level 10
The sword sweeps throughyour enemy, cutting through its armor and flesh in one deadly arc.
Alchemical Item
200 gp
Power (Consumable): Minor Action. Apply keen oil to an
axe, a heavy blade, a light blade, a polearm, or a spear.
Until the end of your next turn, you can score a critical hit
with this weapon on a roll of 19-20.
85,000
T h e d e n i z e n s o f OJbarra's w i l d e r n e s s s o m e t i m e s use
lodret leaves as a preventative w h e n moving through
areas f a m o u s for spawning disease. M i x i n g the leaves
with special reagents gives you protection against
s o m e diseases.
LODRET LEAE
Level: 5
C a t e g o r y : Curative
T i m e : 15 m i n u t e s
C o m p o n e n t C o s t : S e e below
M a r k e t P r i c e : 2 0 0 gp
K e y S k i l l : H e a l or Nature (no c h e c k )
1,000
Lvl 5
50 gp
Lvl 15 1,000 gp
Alchemical Item
Lvl 25
25,000 gp
4 | Character
Options
Noxious
RESONANCE CRYSTAL
GRENADE
L e v e l : 11
C a t e g o r y : Volatile
T i m e ; 1 hour
C o m p o n e n t C o s t : See below
M a r k e t P r i c e : 7 0 0 gp
K e y Skill: A r c a n a or Thievery (no check)
Level: 4
Category: Other
T i m e : 1 hour
C o m p o n e n t C o s t : See below
M a r k e t P r i c e : 1 6 0 gp
K e y Skill: A r c a n a or Nature (no c h e c k )
Noxious Grenade
Level 11 +
Resonance Crystal
Level 4+
Lvl 11
350 gp
Lvl 16 1,800 gp
Alchemical Item
Lvl 4
40 gp
Lvl 9
160gp
Lvl 14
800 gp
Alchemical Item
Lvl 21
Lvl 26
9,000 gp
45,000 gp
PANTHER TEARS
Level: 2
Category: Other
T i m e : 15 minutes
C o m p o n e n t C o s t : 2 5 gp
M a r k e t P r i c e : 1 0 0 gp
K e y Skill: Heal or Nature (no check)
An eyedropper holds a few drops o f a dark purple
fluid. W h e n the fluid is placed in your eyes, you find
you c a n see clearly in d i m light.
Panther Tears
Level 2
For a moment your vision is blurry, but when you blink away
the excess liquid, you see clearly through the gloom.
Alchemical Item
25 gp
C H A P T E R 4 | Character
Options
Lvl 19
Lvl 24
Lvl 29
4,200 gp
21,000 gp
105,000 gp
Level 10+
Lvl 25
Lvl 30
25,000 gp
125,000 gp
SUPPRESSION CRYSTAL
TETHERCORD
Level: 4
Category: Other
T i m e : 1 hour
C o m p o n e n t C o s t : See below
M a r k e t P r i c e 1 2 0 gp
K e y Skill: A r c a n a or Nature (no c h e c k )
Level: 3
Category: Other
T i m e : 1 hour
C o m p o n e n t C o s t : See below
M a r k e t P r i c e : 1 2 0 gp
K e y Skill: A r c a n a , Nature, or Thievery (no check)
Suppression Crystal
Level 4+
thunder.
Lvl 4
Lvl 14
40 gp
800 gp
Lvl 24
21,000 gp
Alchemical Item
TENSION WHEEL
Level 4+
40 gp
800 gp
Lvl 24
21,000 gp
Alchemical Item
Lvl 3
30 gp
Lvl 8
125 gp
Lvl 13
650 gp
Alchemical Item
Lvl 18
Lvl 23
Lvl 28
3,400 gp
17,000 gp
85,000 gp
Level: 3
C a t e g o r y : Curative
T i m e : 1 hour
C o m p o n e n t C o s t : See below
M a r k e t P r i c e : 1 2 0 gp
K e y Skill: Heal or Nature (no check)
Lvl 4
Level 3+
You fling the device at the enemy; one side sticks to the creature
while the other bonds with the ground.
WOUNDPATCH
Level: 4
Category: Other
T i m e : 1 hour
C o m p o n e n t C o s t : See below
M a r k e t P r i c e : 1 2 0 gp
K e y Skill: A r c a n a or Thievery (no c h e c k )
Tension Wheel
Tethercord
Woundpatch
Level 3+
You slap the fleshy bandage on your ally and the patch knits
with the creature's flesh to close the wound.
Lvl 3
30 gp
Lvl 13
650 gp
Alchemical Item
Lvl 23
17,000 gp
C H A P T E R 4 | Character
Options
HOLY SYMBOLS
MAGIC I T E M S
CONT.
Lvl
Name
13
Horns of Balinor +3
17,000
13
Leaves of death +3
17,000
13
17,000
13
Psalter of Aureon +3
17,000
13
Sheaf of A r a w a i +3
17,000
14
21,000
15
Domino of Olladra +3
25,000
17
Medallion of Dol A r r a h +4
65,000
17
65,000
17
Onatar's forge +4
65,000
17
Spirit reliquary +4
65,000
18
85,000
18
Bright j e w e l of il-Yannah +4
85,000
18
85,000
18
Hearth of Boldrei +4
85,000
18
Horns of Balinor +4
85,000
18
Leaves of death +4
85,000
18
85,000
18
Psalter of Aureon +4
85,000
HOLY SYMBOLS
18
Sheaf of A r a w a i +4
19
HOLY SYMBOLS
In general, a holy symbol employed by a divine
servant a s s u m e s t h e shape and a p p e a r a n c e o f the
symbol o f t h e religion the c h a r a c t e r serves. Symbols
o f devotees o f the Silver F l a m e are covered with a silvery color a n d gain stylized fire imagery, while those
worn by c h a m p i o n s o f t h e Sovereign Host t u r n into
a blue a n d gold symbol k n o w n as the O c t o g r a m . T h e
holy symbols described h e r e , however, are keyed to
a specific deity or religion a n d r e q u i r e a p a r t i c u l a r
Price (gp)
85,000
105,000
520
20
Domino of Olladra +4
125,000
Medallion of Dol A r r a h +5
325,000
Onatar's forge +1
520
22
E m b l e m of Dol Dorn +1
680
22
325,000
680
22
Onatar's forge +5
325,000
680
22
Spirit reliquary +5
325,000
425,000
3
3
+1
Leaves of d e a t h + 1
680
23
Psalter of Aureon +1
680
23
Bright j e w e l of il-Yannah +5
425,000
840
23
425,000
Hearth of Boldrei +5
425,000
Medallion of Dol A r r a h +2
2,600
23
2,600
23
Horns of Balinor +5
425,000
Onatar's forge+2
2,600
23
Leaves of death +5
425,000
425,000
Spirit reliquary +2
2,600
23
3,400
23
Psalter of Aureon +5
425,000
3,400
23
Sheaf of A r a w a i +5
425,000
Emblem of Dol D o r n + 2
3,400
24
525,000
Hearth of Boldrei+2
3,400
25
Domino of Olladra +5
625,000
Horns of Balinor+2
3,400
27
Medallion of Dol A r r a h +6
1,625,000
Leaves of death+2
3,400
27
1,625,000
3,400
27
Onatar's forge +6
1,625,000
Psalter of Aureon +2
3,400
27
Spirit reliquary +6
1,625,000
Sheaf of A r a w a i + 2
3,400
28
2,125,000
4,200
28
Bright j e w e l of il-Yannah +6
2,125,000
10
Domino of Olladra+2
5,000
28
2,125,000
12
Medallion of Dol A r r a h + 3
13,000
28
Hearth of Boldrei +6
2,125,000
12
13,000
28
Horns of Balinor +6
2,125,000
12
Onatar's forge+3
13,000
28
Leaves of death +6
2,125,000
12
Spirit reliquary+3
13,000
28
2,125,000
13
17,000
28
Psalter of A u r e o n + 6
2,125,000
13
Bright j e w e l of il-Yannah +3
17,000
28
Sheaf of A r a w a i +6
2,125,000
13
E m b l e m of Dol D o r n + 3
17,000
29
2,625,000
13
Hearth of Boldrei+3
17,000
30
Domino of Olladra +6
3,125,000
C H A P T E R 4 | Character
Options
Level 8H
+2
3,400 gp
Lvl 13 +3
17,000 gp
Lvl 18 +4
85,000 gp
Implement (Holy Symbol)
Lvl 23
Lvl 28
+5
425,000 gp
+6 2,125,000 gp
Level 3+
When you focus your mind, this jewel on the silver chain blooms
Level 3 +
Hearth of Boldrei
Lvl 3
Lvl 8
+1
+2
680 gp
3,400 gp
Lvl 13 +3
1 7,000 gp
Implement (Holy Symbol)
Lvl 18
+4
Lvl 28
+6 2,1 25,000 gp
Lvl 23 +5
85,000 gp
425,000 gp
holy symbol.
Enhancement: Attack rolls and damage rolls
Critical: +1d6 psychic and radiant damage per plus
Power (Daily Psychic): Free Action. Trigger: You score a
Domino of Olladra
Level 10+
The numbers on this white and gray domino's face change every time you use a prayer, emphasizing your deity's capricious
nature.
Lvl 25 +5 625,000 gp
Lvl 10 +2
5,000 gp
Lvl 30 +6 3,125,000 gp
Lvl 15 +3
25,000 gp
Lvl 20 +4
125,000 gp
Implement (Holy Symbol)
Prerequisite: You must worship Olladra or the Sovereign
Level 8+
+2
3,400 gp
Lvl 13 +3
17,000 gp
Lvl 18 +4
85,000 gp
Implement (Holy Symbol)
Lvl 23 +5
Lvl 28
425,000 gp
+6 2,125,000 gp
I*
Holy symbol
ofOlladra
Holy symbol
of Dol Dorn
C H A P T E R 4 | Character
Options
Holy symbol
Holy symbol
of Balinor
of Kol
Horns of Balinor
Level 8+
Lvl 23
Lvl 28
+5
425,000 gp
+6 2,125,000 gp
symbol, you also mark that enemy until the end of your
next turn.
Lvl 9
+1
+2
the Sovereign
Host
Leaves of Death
Level 3+
+1
680 gp
Lvl 8
+2
3,400 gp
Lvl 13 +3
1 7,000 gp
Implement (Holy Symbol)
Lvl 18
+4
Level 4+
840 gp
4,200 gp
Lvl 14 +3
21,000 gp
Implement (Holy Symbol)
Lvl 19
+4
Lvl 29
+6 2,625,000 gp
Lvl 24 +5
105,000 gp
525,000 gp
holy symbol.
Enhancement: Attack rolls and damage rolls
Critical: +1 d6 fire and radiant damage per plus
Power (Daily Fire, Radiant): Free Action. Trigger. You
85,000 gp
Lvl 23 +5 425,000 gp
Lvl 28 +6 2,125,000 gp
Holy symbol of
Korran
Level 7+
The light from the sun face adorning this golden medallion purifies the body and soul with the fires of heaven.
Lvl 7
+2
2,600 gp
Lvl 12 +3
13,000 gp
Lvl 17 +4
65,000 gp
Implement (Holy Symbol)
Lvl 22 +5
Lvl 27
325,000 gp
+6 1,625,000 gp
Level 2 +
+1
+2
520 gp
2,600 gp
Lvl 12 +3
13,000 gp
Implement (Holy Symbol)
Lvl 17 +4
Lvl 22 +5
Lvl 27
65,000 gp
325,000 gp
+6 1,625,000 gp
Options
Holy symbol
of Onatar
Level 3-i
Sheaf of Arawai
Level 8+
Lvl 3
Lvl 8
Lvl 23 +5 425,000 gp
Lvl 8
+2
3,400 gp
Lvl 28 +6 2,125,000 gp
Lvl 13 +3
1 7,000 gp
Lvl 18 +4
85,000 gp
Implement (Holy Symbol)
Prerequisite: You must worship Arawai or the Sovereign
+1
+2
680 gp
3,400 gp
Lvl 13 +3
17,000 gp
Implement (Holy Symbol)
Lvl 18
Lvl 23
Lvl 28
+4
+5
85,000 gp
425,000 gp
+6 2,125,000 gp
Onatar's Forge
Level 2+
Lvl 17
Lvl 22
Lvl 27
+4
+5
65,000 gp
325,000 gp
+6 1,625,000 gp
Spirit Reliquary
Level 7H
You take heart knowing that your ancestors' bones rest inside
the intricately carved box around your neck.
Lvl 7
+2
2,600 gp
Lvl 12 +3
13,000 gp
Lvl 17 +4
65,000 gp
Implement (Holy Symbol)
Psalter of Aureon
Level 3-i
The open book depicted by your symbol reveals the world's secrets to you.
Lvl 3
+1
680 gp
Lvl 8
+2
3,400 gp
Lvl 13 +3
1 7,000 gp
Implement (Holy Symbol)
Lvl 18
Lvl 23
Lvl 28
Lvl 22
Lvl 27
+5 325,000 gp
+6 1,625,000 gp
+4
85,000 gp
+5 425,000 gp
+6 2,125,000 gp
Options
RODS
Shieldin
Name
520
520
Rod of repair +1
2,600
2,600
Rod of repair +2
12
13,000
12
13,000
12
Rod of repair +3
13,000
17
65,000
17
65,000
17
Rod of repair +4
65,000
Price (gp)
520
19
Ingot liberatis +4
105,000
325,000
22
325,000
22
Rod of repair +5
325,000
24
Ingot liberatis +5
27
1,625,000
27
1,625,000
27
Rod of repair +6
1,625,000
29
Ingot liberatis +6
2,625,000
525,000
Level 19+
An entwining runic pattern covers this heavy metal bar, which
aids in freeing your allies from adverse effects.
Lvl 19 +4
105,000 gp
Lvl 24 +5
525,000 gp
Implement (Rod)
Lvl 29
+6 2,625,000 gp
520 gp
+2
Lvl 12 +3
2,600 gp
Implement (Rod)
1 3,000 gp
Lvl 17
+4
Lvl 27
+6 1,625,000 gp
Lvl 22
+5
65,000 gp
325,000 gp
CHAPTER
Lvl 1 7 +4
Lvl 22 +5
65,000 gp
325,000 gp
Lvl 27 +6 1,625,000 gp
+4
+5
65,000 gp
325,000 gp
+6 1,625,000 gp
rolls
STAFFS
A r t i f i c e r s prefer staffs m a d e f r o m m e t a l so that they
c a n b e used as tools w h e n a bit o f leverage is n e e d e d .
T h e s e staffs typically feature studs along t h e i r lengths
and a r e c a p p e d with c r e s c e n t w r e n c h e s or wedges
not u n l i k e those found on pry b a r s .
STAFFS
+1
Lvl 2
+1
520 gp
Lvl 7
+2
2,600 gp
Lvl 12 +3
13,000 gp
Implement (Rod)
2,600
22
Lvl 2
Level 2+
4 | Character
Options
Lvl
Name
Battle staff+1
Price (gp)
Staff of artifice +1
1,000
3,400
Battle staff +2
4,200
10
Staff of artifice +2
13
840
5,000
17,000
14
Battle staff +3
21,000
15
Staff of artifice +3
25,000
18
19
Battle staff +4
20
Staff of artifice +4
125,000
23
425,000
85,000
105,000
24
Battle staff +5
525,000
25
Staff of artifice +5
625,000
28
2,125,000
29
Battle staff+6
2,625,000
30
Staff of artifice +6
3,125,000
This steel-shod staff is useful for staff wielders who prefer to get
into the thick of battle.
Lvl 4
Lvl 9
+1
+2
Lvl 14 +3
840 gp
4,200 gp
21,000 gp
Lvl 19 +4 105,000 gp
Lvl 24 +5 525,000 gp
Lvl 29 +6 2,625,000 gp
WANDS
Like other i m p l e m e n t s u s e d by artificers, w a n d s often
serve a double purpose. A sturdy design allows the
artificer to employ the w a n d as a tool, usually as a
screwdriver or a chisel. S u c h w a n d s a r e m a d e from a
Implement (Staff)
m e t a l alloy, most c o m m o n l y b r o n z e .
WANDS
attack using this staff. Effect: Reroll the attack roll and use
Staff of Artifice
Level 5H
Lvl 20
Lvl 25
Lvl 30
+4 1 25,000 gp
+5 625,000 gp
+6 3,125,000 gp
Lvl
Name
13
17,000
14
21,000
14
21,000
18
Keen bite w a n d +4
85,000
18
19
19
105,000
23
Keen bite w a n d +5
425,000
Price (gp)
840
840
4,200
4,200
85,000
105,000
23
425,000
24
525,000
24
28
Keen bite w a n d +6
Level 8+
Artifices created with this staff flicker from one place to the next
across the battlefield.
Lvl 23 +5 425,000 gp
Lvl 8
+2
3,400 gp
Lvl 28 +6 2,125,000 gp
Lvl 13 +3
1 7,000 gp
Lvl 18 +4
85,000 gp
Implement (Staff)
Enhancement: Attack rolls and damage rolls
Critical: +1 d6 damage per plus
Power (At-Will): Free Action. Trigger: You hit an enemy
with an implement power using this staff. Effect: Until
the end of your next turn, creatures summoned by your
artificer powers can shift 2 squares as an immediate
interrupt action triggered by being hit by a melee or
ranged attack.
525,000
2,125,000
28
2,125,000
29
2,625,000
29
2,625,000
Level 18+
vicious bite.
Lvl 18 +4
85,000 gp
Lvl 28 +6 2,1 25,000 gp
Lvl 23 +5
425,000 gp
Implement ( W a n d )
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Creatures summoned with your artificer powers
using this wand can score a critical hit on a roll of 19-20.
Power (Daily Arcane, Conjuration, Implement): Standard Action. As the artificer's barbed automaton
power
(page 52).
Level 4 4
You have mastered the static shock spell, and you can bind your
Lvl 9
+1
+2
840gp
4,200 gp
Lvl 14 +3
21,000 gp
Implement ( W a n d )
Lvl 19
+4
Lvl 29
+6 2,625,000 gp
Lvl 24 +5
105,000 gp
525,000 gp
CHAPTER
4 | Character
Options
^ j ^ B f c
TOTEMS
Level 4-t
+1
+2
840 gp
4,200 gp
Lvl 14 +3
21,000gp
Implement ( W a n d )
Lvl 19 +4
Lvl 24 +5
Lvl 29
105,000 gp
525,000 gp
+6 2,625,000 gp
Power (Encounter Arcane, Implement, Thunder): Standard Action. As the artificer's thundering armor power
(page 47).
against nature.
Lvl 2
+1
520 gp
Lvl 7
+2
2,600 gp
Lvl 12 +3
1 3,000 gp
Implement (Totem)
Level 13-
Lvl 13 +3
17,000 gp
Lvl 18 +4
85,000 gp
Implement ( W a n d )
Lvl 17
+4
Lvl 27
+6 1,625,000 gp
Lvl 22
+5
If your first attack roll with this power hits, you score a
Totem
TOTEMS
Lvl
Name
65,000 gp
325,000 gp
Lvl 23 +5 425,000gp
Lvl 28 +6 2,125,000 gp
Level 2+
Price (gp)
520
520
Level 9+
Lvl 24 +5 525,000 gp
Lvl 29 +6 2,625,000 gp
2,600
2,600
2,600
4,200
4,200
12
13,000
12
13,000
12
13,000
14
21,000
14
21,000
17
65,000
17
65,000
17
65,000
19
105,000
19
105,000
22
325,000
22
325,000
22
325,000
24
525,000
24
27
1,625,000
27
1,625,000
27
1,625,000
29
2,625,000
29
2,625,000
C H A P T E R 4 | Character
525,000
Options
Stealth checks.
Power (Daily Teleportation): Free Action. Trigger. You
Level 2+
+4
65,000 gp
+5 325,000 gp
+6 1,625,000 gp
rolls
Level 9+
DRAGONSHARD AUGMENTS
This totem is carved with eyes big and small to remind you to be
watchful against daelkyr aberrations.
Lvl
Name
360
Lvl 9
360
520
520
520
680
1,000
3,400
3,400
11
9,000
11
12
13,000
12
13,000
12
13,000
13
17,000
13
17,000
18
85,000
18
21
225,000
21
225,000
22
325,000
22
325,000
22
325,000
23
425,000
23
28
2,125,000
28
2,125,000
+2
4,200 gp
Lvl 14 +3
21,000 gp
Lvl 19 +4
105,000 gp
Implement (Totem)
Lvl 24 +5
Lvl 29
525,000 gp
+6 2,625,000 gp
Level 7+
+2
2,600 gp
Lvl 12 +3
13,000 gp
Lvl 1 7 +4
65,000 gp
Implement (Totem)
Lvl 22 +5
Lvl 27
325,000 gp
+6 1,625,000 gp
Price (gp)
680
9,000
85,000
425,000
DRAGONSHARD AUGMENTS
T h e innovations a n d a d v a n c e m e n t s in the Five
Nations would not b e possible without the discovery
a n d use o f dragonshards. By u n l o c k i n g the power
they c o n t a i n , artificers, magewrights, and o t h e r
artisans power m a g i c items, b i n d e l e m e n t a l s into
vehicles, create c o n s t r u c t s , a n d build a wide range
o f fabulous items. W h e n b o u n d to a n existing m a g i c
item, a properly a t t u n e d dragonshard c a n also augm e n t or improve the item's capabilities.
E a c h o f the t h r e e types o f dragonshards is n a m e d
according to their origin: Siberys dragonshards,
K h y b e r dragonshards, and E b e r r o n dragonshards.
Siberys dragonshards swirl with veins o f golden light.
Khyber dragonshards a r e midnight blue with oily
black veins. E b e r r o n dragonshards, usually found
e n c a s e d in geodes, are c r i m s o n with d a r k e r swirls.
Lvl 11
360 gp
9,000 gp
Lvl 21
225,000 gp
Level 2 1 : +5 bonus.
Level 5
Your weapon cuts a bloody swathe through your Joes when pow-
1,000 gp
Any c h a r a c t e r c a n a f f i x a dragonshard a u g m e n t
to a m a g i c weapon or remove one already affixed,
during either a short or a n e x t e n d e d rest. Most augm e n t s provide a property, but some also grant access
to a power. A m a g i c weapon c a n accept only one
dragonshard a u g m e n t at a t i m e .
CHAPTER
4 I Character
Options
This cerulean dragonshard drinks deep the blood you draw with
your weapon.
Lvl 8
Lvl 18
3,400 gp
85,000 gp
Lvl 28
2,125,000 gp
Level 2 H
Level 2+
Lvl 12
520 gp
13,000 gp
Lvl 22
325,000 gp
520 gp
13,000 gp
Lvl 22
Property: You gain a +1 bonus to damage rolls with lightning attacks that use the augmented weapon.
Level 12: +3 bonus.
Level 22: +5 bonus.
Level 1 +
Affixing this pulsing red stone to your weapon helps you smash
through any obstacle.
360 gp
9,000 gp
Lvl 21
225,000 gp
NfflmfM.B!,lJrrJi!ffg
When you affix this sinister deep blue dragonshard, your weapon blackens and exudes a deathly aura.
Lvl 8
Lvl 18
3,400 gp
85,000 gp
Lvl 28
2,125,000 gp
325,000 gp
Lvl 1
Lvl 11
Options
Lvl 13
680 gp
17,000 gp
Lvl 23
425,000 gp
Property: You gain a +1 bonus to damage rolls with radiant attacks that use the augmented weapon.
Level 13: +3 bonus.
Level 23: +5 bonus.
Property: W h e n not affixed to a weapon, this dragonshard
illuminates a 10-square radius with bright light.
Level 3+
WARFORGED COMPONENTS
Warforged c a n use items just like other races, yet as
living constructs, warforged c a n also utilize items
specifically designed or e n c h a n t e d for t h e m . A warforged component often grants a special advantage to
a warforged. W a r f o r g e d components are not worn or
carried; instead, they are either attached to or embedded in a warforged. Like n o r m a l items, warforged
components have categories, such as armor, weapons,
implements, clothing, rings, and wondrous items, and
they occupy a warforged's item slots.
COMPONENT TRAITS
W h i l e you are conscious, an affixed warforged
component c a n b e removed from you only i f you are
willing to have it removed. W h i l e you are unconscious, a component c a n b e removed by anyone.
Affixing or removing an attached component is a
m i n o r action and takes five minutes.
T h e only difference b e t w e e n an attached component and an e m b e d d e d one is that an e m b e d d e d
component is often hidden or retractable. Perception
c h e c k s to locate an e m b e d d e d component affixed to
your body take a - 5 penalty.
Warforged components o f certain item categories
have the following special rules.
A r m o r : A r m o r is an attached component.
Attached a r m o r weighs three-fourths its n o r m a l
weight for determining your load.
S h i e l d : A shield is an attached component. A n
attached heavy shield allows you to hold items in the
shield arm's h a n d as i f you were using a light shield.
W e a p o n : W e a p o n s c a n b e e m b e d d e d or attached
components. Two-handed weapons c a n n o t be
attached or e m b e d d e d . A one-handed ranged or
m e l e e weapon c a n be attached to a hand, although
you c a n still have only one weapon per h a n d , regardless o f w h e t h e r the weapon is held normally or
attached. A n attached weapon occupies your hand,
and you must remove it to free the hand.
A one-handed weapon that has the off-hand or
light t h r o w n property c a n b e e m b e d d e d . A n embedded weapon is retractable, stored in a space within
your forearm. W h i l e the weapon is stored, it does not
occupy a hand. A n e m b e d d e d weapon c a n b e drawn
or retracted as a m i n o r action. You c a n have only one
e m b e d d e d weapon in each a r m with the exception of
shurikens: You c a n have up to five shurikens embedded in one a r m .
I m p l e m e n t : Any implement that c a n be wielded
in one h a n d c a n b e attached or e m b e d d e d . A n
attached or e m b e d d e d implement functions exactly
like a n attached or e m b e d d e d weapon. A holy symbol
is the only implement that need not be e m b e d d e d in
a warforged's h a n d or a r m . A holy symbol embedded on a warforged's body does not occupy an item
slot, although as with worn holy symbols, i f you are
WARFORGED COMPONENTS
Lvl
Name
A r m b l a d e +1
520
Delver's light
520
Mithral plating +1
520
A r m b o w +1
680
W a r s o u l w e a p o n +1
680
Adamantine plating +1
840
840
Command circlet
1,000
Spiked soles
1,000
Final messenger
1,800
A r m b l a d e +2
2,600
Mithral plating +2
2,600
A r m b o w +2
3,400
W a r s o u l weapon +2
3,400
Adamantine plating +2
4,200
4,200
840
4,200
12
Armblade +3
13,000
12
Mithral plating +3
13,000
13
A r m b o w +3
17,000
13
W a r s o u l w e a p o n +3
17,000
14
Adamantine plating +3
21,000
14
21,000
14
21,000
Armblade +4
65,000
17
Mithral plating +4
65,000
18
A r m b o w +4
85,000
18
W a r s o u l w e a p o n +4
19
Adamantine plating +4
105,000
19
105,000
19
105,000
22
A r m b l a d e +5
325,000
22
Mithral plating +5
325,000
23
A r m b o w +5
425,000
23
W a r s o u l weapon +5
425,000
24
Adamantine plating +5
525,000
24
525,000
24
27
A r m b l a d e +6
1,625,000
27
Mithral plating +6
1,625,000
28
A r m b o w +6
2,125,000
28
W a r s o u l weapon +6
2,125,000
29
Adamantine plating +6
2,625,000
29
2,625,000
29
2,625,000
17
85,000
525,000
CONVERTING ITEMS TO
WARFORGED COMPONENTS
N o n m a g i c a l items c a n b e attached or e m b e d d e d at
no extra cost. A m a g i c item c a n b e m o d i f i e d into
C H A P T E R 4 i Character
Options
T relet
a n a t t a c h e d or e m b e d d e d c o m p o n e n t using t h e
E n c h a n t M a g i c Item ritual (Players Handbook,
page
Level 5
e Plating
Level 4+
of sight.
Delver's Light
Level 2
Lvl 4
Lvl 19 +4 105,000 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3
21,000 gp
Lvl 29 +6 2,625,000 gp
Armor: Plate (attached component)
Requirement: You must have the living construct racial trait
Lvl 9
+1
840 gp
+2
1,000 gp
4,200 gp
light.
Armblade
Level 2+
Disk of I
Resistance
Level 4+
The runes inscribed around the gemstone set in the center of this
Lvl 2
Lvl 4
Lvl 7
+1
+2
520 gp
2,600 gp
Lvl 17
Lvl 22
+4
+5
65,000 gp
325,000 gp
Lvl 12 +3
13,000 gp
Lvl 27 +6 1,625,000 gp
W e a p o n : Heavy blade, light blade (attached component)
Requirement: You must have the living construct racial trait
to use this item.
Enhancement: Attack rolls and damage rolls
Critical: +1 d6 damage per plus
Property: You gain a +2 item bonus to opportunity attacks
made with this weapon.
Armbow
Level 3+
Lvl 8
+1
+2
680 gp
3,400 gp
Lvl 18
Lvl 23
+4
+5
85,000 gp
425,000 gp
Lvl 13 +3
17,000 gp
Lvl 28 +6 2,1 25,000 gp
W e a p o n : Crossbow (attached component)
Requirement: You must have the living construct racial trait
to use this item.
Enhancement: Attack rolls and damage rolls
Critical: +1 d6 damage per plus
Property: This crossbow becomes a one-handed weapon.
Property: This crossbow does not expend bolts.
Lvl 9
+1
+2
840 gp
4,200 gp
Lvl 19
+4
Lvl 24 +5
105,000 gp
525,000 gp
Lvl 14 +3
21,000 gp
Lvl 29 +6 2,625,000 gp
Item Slot: Neck (attached component)
Requirement: You must have the living construct racial trait
to use this item.
Enhancement: Fortitude, Reflex, and W i l l
Power (Daily): Immediate Reaction. Trigger: You are hit
by a fire, force, lightning, psychic, radiant, or thunder
attack. Effect: You gain resist 5 against one of the attack's
triggering damage types until the end of the encounter.
Level 14 or 19: Resist 10.
Level 24 or 29: Resist 20.
Level 4+
+1
+2
840 gp
4,200 gp
Lvl 19 +4
Lvl 24 +5
105,000 gp
525,000 gp
Lvl 14 +3
21,000 gp
Lvl 29 +6 2,650,000 gp
Item Slot: Neck (embedded component)
Requirement: You must have the living construct racial trait
to use this item.
Enhancement: Fortitude, Reflex, and W i l l
Property: You gain a +2 item bonus to Stealth checks.
Power (Daily): Minor Action. You gain a +5 power bonus
to your next Stealth check made before the end of your
next turn.
C H A P T E R 4 | Character
Options
1,800 gp
Plating
Level 2H
+1
+2
520 gp
2,600 gp
Lvl 17
Lvl 22
Lvl 12 +3
13,000 gp
Lvl 27
Armor: Plate (attached component)
+4
+5
65,000 gp
325,000 gp
+6 1,625,000 gp
Warsoul Weapon
Level 3+
+1
680 gp
Lvl 18
+4
85,000 gp
Lvl 8
+2
3,400 gp
Lvl 23 +5 425,000 gp
Lvl 13 +3
17,000 gp
Lvl 28 +6 2,125,000 gp
W e a p o n : One-handed melee weapon (attached component)
Requirement: You must have the living construct racial trait
to use this item.
Enhancement: Attack rolls and damage rolls
Critical: +1 d6 damage per plus
Property: You gain a +2 item bonus to initiative checks.
Power (Daily): Immediate Interrupt. Trigger: An enemy
adjacent to you shifts. Effect: Make a melee basic attack
with this weapon against the triggering enemy.
Spiked Soles
Level 5
These sole plates sprout tiny spikes, which aid in climbing and
in keeping your footing.
Item Slot: Feet (attached component) 1,000 gp
C H A P T E R 4 | Character
Options
BANISH ILLUSIONS
W h a t was hidden is now
T h e world o f Eberron is rife with rituals. W h e t h e r
astonishing innovations developed by the A r c a n e
Congress or ancient ceremonies taught by the Great
D r u i d Oalian, rituals are cornerstones o f Eberron's
societies.
Level: 1 1
RITUALS BY LEVEL
Lvl
Ritual
Key Skill
Conceal Dragonmark
Arcana
Fluid Funds
Arcana
Summon Winds
Arcana or Nature
Eavesdropper's Foil
Arcana
Ancestral W h i s p e r s
Religion
Nature
Steed S u m m o n s
Arcana
Spirit Idol
Heal
Inquisitive's Eyes
Arcana
10
Enhance Vessel
Arcana
10
Secure Shelter
Arcana or Nature
Banish Illusions
Arcana
12
Seeming
Arcana
14
Masking Shroud
Arcana
16
Fantastic Recuperation
Heal
20
Scry Trap
Arcana
view.
Level: 1
Category: Deception
Time: 10 minutes
Duration: Until broken
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
ANCESTRAL WHISPERS
their
Level: 6
Category: Divination
Time: 1 hour
Duration: 24 hours
Component Cost: 140 gp
Market Price: 360 gp
Key Skill: Religion (no check)
EAVESDROPPER'S FOIL
You broach the sensitive topic with confidence, for you are
certain that no one will overhear you.
C H A P T E R 4 | Character
Category: Warding
Time: 1 hour
Duration: 24 hours
Component Cost: 720 gp
Market Price: 1,800 gp
Key Skill: Arcana (no check)
CONCEAL DRAGONMARK
11
revealed.
Options
Level: 4
Category: Warding
Time: 10 minutes
Duration: 4 hours
Component Cost: 80 gp
Market Price: 175 gp
Key Skill: Arcana (no check)
You ward an area no more than a close burst 3 against
eavesdropping. Each creature outside the area that
attempts to listen to communication within the area
takes a -10 penalty to its Perception checks. The ward
moves with you for its duration.
ENHANCE VESSEL
Your chariot is faster,
better, and
stronger.
Level: 10
Category: Exploration
Time: 1 hour
Duration: 24 hours
Component Cost: 400 gp
Market Price: 1,000 gp
Key Skill: Arcana (no check)
<
the way.
FANTASTIC RECUPERATION
Time: 1 hour
Duration: 8 hours or until discharged
Component Cost: 144 gp
Market Price: 360 gp
Key Skill: Nature (no check)
WEARINESS.
Level: 16
Category: Restoration
Time: 1 hour
Duration: Instantaneous
Component Cost: 3,600 gp
Market Price: 9,000 gp
Key Skill: Heal (no check)
You absorb the fatigue that you and your allies have suffered and cast it away. At the end of the ritual, you and
Level: 6
Category: Exploration
As part of performing the ritual, you must name a destination you have visited at least once. For the duration of the
ritual, you know in which direction your destination lies
and you can travel 10 extra miles per day when heading
toward that destination. This ritual is discharged when
you reach your destination.
C H A P T E R 4 | Character
Options
LI
FLUID FUNDS
You can always make
change.
Level: 2
Category: Creation
Time: 1 minute
Duration: Instantaneous
Component Cost: 0 gp, plus a focus worth 1 0 0 gp
Market Price: 1 0 0 gp
Key Skill: Arcana (no check)
Special Requirement: You must have the Mark of Warding feat to master and perform this ritual.
You drop coins, gemstones, or other valuable items into
a specially prepared coffer and close the lid. When you
open the lid, a quantity of coins appears in the box equal
to the value of the items deposited inside. With this ritual,
you can exchange a number of silver coins for a smaller
number of gold coins of equivalent value, exchange a
gemstone for its worth in gold, or exchange an art object
for coins. Magic items and mundane equipment are not
affected by this ritual.
Focus: A coffer.
INQUISITIVE'S EYES
You close your eyes to find your center. When you
them, you see the crime scene in a new light.
open
Level: 8
Category: Divination
Time: 10 minutes
Duration: Instantaneous
Component Cost: 125 gp
Market Price: 6 8 0 gp
Key Skill: Arcana
You cast your senses back through time to observe your
current location as it was up to a number of hours ago no
greater than your Arcana check result. You can observe
the scene as if you were there, although you cannot affect
anything.
MASKING SHROUD
Those who watch from afar have a hard time sensing
you.
Level: 14
Category: Warding
Time: 10 minutes
Duration: 1 day
Component Cost: 8 4 0 gp
Market Price: 4 , 2 0 0 gp
Key Skill: Arcana (no check)
Special Requirement: You must have the Mark of Warding feat to master and perform this ritual.
C H A P T E R 4 | Character
Options
SCRY TRAP
He can try to look, but he's going to pay for it.
Level: 2 0
Category: Scrying and Warding
Time: 3 0 minutes
Duration: 24 hours or until discharged
Component Cost: 5 , 0 0 0 gp
Market Price: 2 5 , 0 0 0 gp
Key Skill: Arcana
This ritual creates a ward around you that warns you
about scrying in your area. You become automatically aware of any scrying sensors that perceive you.
This awareness wakes you if you are asleep. When you
become aware of a sensor in this manner, you can choose
to destroy it and end the ritual that created it, unless the
sensor or the creature is higher level than you. You can
also choose to observe the creature that created the
sensor, using your Arcana check result to determine how
long you can observe that creature.
Arcana Check Result
Duration
19 or lower
1 round
20-24
2 rounds
25-29
3 rounds
30-39
4 rounds
4 0 or higher
5 rounds
SECURE SHELTER
The terrain erupts in a flurry of activity as the land leaps
to your command, erecting a shelter for you and your
companions.
Level: 10
Category: Creation
Time: 3 0 minutes
Duration: 8 hours
Component Cost: 2 0 0 gp
Market Price: 1 , 0 0 0 gp
Key Skill: Arcana or Nature (no check)
You create a sturdy lodge large enough to accommodate
eight Medium creatures. The ritual uses materials found
in the area, so the lodge can be formed of snow, stone,
wood, or even sod. The lodge encloses a close burst 4 in
size. The interior is dry and clean and includes nine bunks,
a long table with stools, and a writing desk.
The shelter is not heated or cooled, but it is immune to
fire and impervious to all damage. Access to its interior is
SEEMING
STEED SUMMONS
outpost
Level: 12
Category: Deception
Time: 10 minutes
Duration: 4 hours (special)
Component Cost: 6 8 0 gp
Market Price: 1,700 gp
Key Skill: Arcana
Upon completing the ritual, you and up to eight allies
assume the appearance of any Medium humanoid
creatures. The ritual allows you to assume the general
appearance of a particular race, but not of a unique
creature. The ritual's effect is centered on you; if any ally
moves more than 5 squares away from you, the ritual's
effect ends for that ally.
Creatures viewing or interacting with you or your allies
can make an Insight check to detect the deception. The
check's DC equals your Arcana check result. A creature
is allowed a check the first time it sees you and each
time it interacts with you or one of your allies. If the creature touches you or an ally, it automatically realizes the
deception.
SPIRIT IDOL
A mote of light divides in two, each glowing speck settling
on the eyes of the prepared corpse. W h e n the magic hinds
itself to the dead flesh, it shields it from decay.
Level: 7
Category: Restoration
Time: 1 hour
Duration: Instantaneous (see text)
Component Cost: 150 gp, plus a focus worth 150 gp
Market Price: 5 2 0 gp
Key Skill: Heal (no check)
mount
appears.
Level: 6
Category: Travel
Time: 1 hour
Duration: Until discharged
Component Cost: 75 gp
Market Price: 3 6 0 gp
Key Skill: Arcana (no check)
Use this ritual to attune yourself to a single nonhostile
creature that has the mount keyword. The creature must
be present for the entire ritual. At any time in the future,
you can summon the creature into an adjacent space as a
minor action, at which time the ritual is discharged. You
can have only one creature attuned to you at a time with
this ritual.
SUMMON WINDS
You send out a call, and a stirring breeze
answers.
Level: 3
Category: Exploration
Time: 10 minutes
Duration: 8 hours
Component Cost: 50 gp
Market Price: 125 gp
Key Skill: Arcana or Nature (no check)
You conjure a stiff breeze and direct it. You can increase a
sailing vessel's speed by 2 miles per hour while you keep
the winds in the vessel's sails. You can dismiss the winds
as a free action.
Options
i/i
CHAPTER
THE WORLD
CHAPTER
| World
of
Eberron
PEOPLE OE THE
| FIVE NATIONS
T H E F I V E NATIONS
Yes, m u c h o f t h e c o n t i n e n t lies outside t h e i r borders, a n d yes, t h e so-called " F i v e " are in fact, today,
only four. Still, t h e r e c a n b e n o a r g u m e n t that the
Five Nations represent t h e h e a r t o f K h o r v a i r e , and
p e r h a p s o f E b e r r o n . T h e i r c u l t u r e s and c u s t o m s
might differ, a n d t h e i r geography m i g h t vary widely
from one to the n e x t , but e a c h o f the Five Nations is
i n e x t r i c a b l y l i n k e d to the o t h e r s by c h a i n s o f comm e r c e , o f history, and o f slow recovery from the
Last W a r .
COMMON KNOWLEDGE
T h e Five Nations w e r e o n c e united as the Kingd o m o f Galifar, e n c o m p a s s i n g most o f K h o r v a i r e .
After the death o f King Jarot, however, the kings
and q u e e n s o f the Five Nations vied for control.
T h e result was the Last W a r , a devastating c o n f l i c t
that raged for over a c e n t u r y and left no c o r n e r o f
the c o n t i n e n t u n t o u c h e d . T h e destruction o f Cyre
on t h e D a y o f M o u r n i n g , followed by the Treaty o f
T h r o n e h o l d , finally put a n e n d to the war a n d left
K h o r v a i r e divided into the various nations, kingdoms, and regions o f today. Yet few citizens o f the
Five Nations believe that t h e struggle is truly over,
and e a c h nation glares with suspicion and resentm e n t at its neighbors.
Today, as the kingdoms o f the Five Nations struggle to rebuild, they are more interested in e c o n o m i c
recovery t h a n in overt conflict. Nevertheless, a constant cold war o f espionage, border skirmishes, and
economic manipulation exists b e t w e e n all four surviving nations, and cultural hatred and bigotry run
rampant.
FIVE NATIONS
ADVENTURERS
M a n y adventurers o f the Five Nations are veterans
o f the Last Warif not as frontline soldiers then as
infiltrators, saboteurs, sentries, mercenaries, or war
profiteers such as thieves and smugglers. Although
some adventurers have lofty and worthwhile goals,
others turn to adventuring out o f avarice.
F o r K i n g a n d C o u n t r y : You adventure not on
your own b e h a l f but in the n a m e o f your sovereign
(or, alternatively, your faith, your home city, your
dragonmarked house, or some other organization o f
C H A R A C T E R BACKGROUNDS
When you create a character for an EBERRON campaign, you
can enhance your character with rich background details
from the world of Eberron. The information in this chapter
can help you shape your character's history, outlook, and
associations.
Although you can choose as many background elements
as you wish, most character backgrounds incorporate three
categories.
Regional: Where is your character from? Is he or she
an urbanite from Sharn, an academic from Aundair, or
a farmer from the Eldeen Reaches?
Dragonmark: Does your character have a dragonmark?
If so, is it an acknowledged or an aberrant mark? Is
your character's race one of those most frequently
CHAPTER
5 I World
of
Eberron
AUNDAIR
Aundair is two nations in one. Pastoral villages and
farmlands line its borders or cluster around the
keeps o f the region's feudal lords. T h e people here are
simple, even rustic. T h e nation's great cities, however,
are alive with c o m m e r c e and bustle with a crowd
nearly as cosmopolitan as that o f S h a r n . T h e houses
o f government and institutions o f higher learning
nearly burst with the learned, the scholarly, and the
magically inclined. Yet whether one is listening to
scholars or farmers, mages or laborers, Aundairians
speak o f their nation with pride. They are unified in
THRONEHOLD
Thronehold was the home of Galifar's kings for centuries,
but it was abandoned at the start of the Last War. No
government holds the castle, and no lord rules the island
on which it stands. Its sole occupants are the Throne
Wardens, House Deneith soldiers charged with protecting the castle.
Below the castle's walls stands Throneport, a small
t o w n t h a t a r o s e during t h e old kingdom's height.
Throneport contains a high population of criminals,
exiles, mercenaries, and other scum that settled there
5 j World
of Eberron
<a
[
3-
COMMON KNOWLEDGE
Currently ruled by Q u e e n Aurala, Aundair is focused
on moving into the future and leaving the devastation
of the Last W a r b e h i n d . T h e land-owning aristocracy
works to build up the nation's resources, and Q u e e n
Aurala extends all possible courtesies to the dragonmarked houses, hoping to transform her nation into
the preeminent center o f c o m m e r c e for the Five
Nations. Aundair is also the heart o f a r c a n e studies.
Apprentice wizards and other would-be casters c o m e
here to attend various colleges, such as the Arcane
Congress. I f Aundair is to have any advantage in
future conflicts with its neighbors, it will stem from
the nation's a r c a n e supremacy.
Aundair is still struggling to recover from the war,
with both its military power and domestic resources
at low ebb. But Aurala's efforts are guiding Aundair
into a relatively swift regrowth, so hopes are high for
the nation's long-term survival. Q u e e n Aurala and her
supporters seem eager for war to resume; Aundairians
are a proud, courageous, stubborn people. These traits
allowed t h e m to stand up to larger, m o r e disciplined
armies during the war, and these traits inspire Aundairians to strive for more than mere survival.
REGIONAL FEATURES
Although m u c h o f Aundair consists o f small villages
and u n n a m e d c o m m u n i t i e s , it also contains several
large cities, and all boast great i m p o r t a n c e to the
nation as a whole. B e c a u s e o f its extensive agricultural trade, the roads are well m a i n t a i n e d in all but
the most distant reaches.
A r c a n i x : A small yet vitally important village,
A r c a n i x sits on the shores o f Lake Galifar. T h e people
work to m e e t the needs o f the wizards who dwell
in the t h r e e great towers that float in the air above
the village. W i t h i n these towers' labyrinthine halls,
classrooms, laboratories, libraries, and vaults, mages
struggle to master a r c a n e secrets and teach spells to a
new generation o f students.
F a i r h a v e n : T h e capital o f Aundair, Fairhaven is
the nation's e c o n o m i c heart. W i d e , straight streets
provide easy travel, allowing m e r c h a n t s to deliver
goods to Fairhaven's bustling markets, including
the famous Distant Exchange. More t h a n anything
else, Fairhaven is a city o f learning, h o m e to an
uncountable n u m b e r o f institutions that range from
full-fledged universities to tiny private schools, each
educating students in a wide variety o f topics.
F a i r h o l d : T h e ancestral h o m e o f Aundair's rulers,
the fortress o f Fairhold rises above all other structures in Fairhaven. Its towers, minarets, and walled
keeps host the royal family, as well as the various
courts and the garrison of the Knights A r c a n e .
CHAPTER
S | World
of
Eberron
PEOPLE OE AUNDAIR
T h e people o f Aundair are, by and large, a stubborn
and patriotic folk. Over h a l f o f all Aundairians are
h u m a n . Among the major cities, half-elves, elves, and
gnomes m a k e up a significant minority, but these
races are u n c o m m o n in the pastoral c o m m u n i t i e s .
Halflings appear with moderate frequency in these
m o r e distant communities, but shifters are rare; shifters were once more c o m m o n , but they were driven
from Aundair by Silver F l a m e zealots m o r e t h a n 1 5 0
years ago. On rare occasions, orcs and half-ores o f
Eldeen, and even the occasional tiefling family, settle
on this side o f the border; the c o m m o n folk o f the
region distrust these foreigners but rarely engage in
open hostility.
Most Aundairians worship the Sovereign Host,
but adherents o f the Silver F l a m e account for a significant minority. Several o f Aundair's cities contain
enclaves o f Silver Host "puritans," extremists far more
fanatical than the average T h r a n e .
T h e people o f Aundair are acutely fashionconscious. Nobles prefer bright colors, feathered
hats, long skirts, coats or cloaks, and ruffled or puffy
sleeves. Poorer folk c a n n o t afford to keep up with
such fashions, but they often own a single " f a n c y "
outfit that poorly models the styles o f a generation or
two gone by.
AUNDAIRIAN ADVENTURERS
Adventurers from Aundair have the s a m e range o f
objectives and motivations as adventurers from the
other nations, but Aundairians are inclined to focus
their efforts toward rebuilding and restoring their
nation. T h e queen's efforts at expanding Aundair's
BRELAND
O f all the Five Nations, B r e l a n d has m a d e the greatest social and e c o n o m i c recovery following the war.
Breland has vast tracts o f workable l a n d - i t is one
of the major food producers o f K h o r v a i r e - a s well
as a society o f great personal freedoms, w h i c h has
inspired i m m e n s e loyalty and patriotism in its citizenry. T h e Brelish are proud o f their heritage and
consider themselves cosmopolitan, and the nation
currently leads all others in social progress. Breland's
people are convinced that their social and economic
advancements will keep t h e m at the forefront o f the
Five Nations for generations to come.
COMMON KNOWLEDGE
T h e people o f Breland are fond o f their venerable
sovereign. King Boranel allows his people an unparJZ
alleled degree o f freedom. T h e parliament supporting
and enforcing Boranel's rule is elected by popular
vote, and this level o f civic participation translates
into a powerful loyalty on the part o f the citizenry.
However, King Boranel's health is failing, and some
UJ
Brelish are u n c e r t a i n i f any o f his potential heirs c a n
~
live up to his example.
Breland's social advancements c o m e at a cost. Its
thriving industries and wide social freedoms are a
breeding ground for c r i m e and corruption. Although
the abuses o f Thrane's t h e o c r a c y are m o r e widely
known, Breland's various government agencies are
m o r e generally corrupt. Organized c r i m i n a l guilds
and c r i m e families operate throughout the nation's
cities, manipulating the country's f i n a n c e s and even
its legislation.
Although Breland's farms aren't individually as
productive as the richest o f Aundair's, the nation
boasts a greater a m o u n t o f quality f a r m l a n d t h a n any
o f the other Five Nations. This agriculture, c o m b i n e d
with Breland's thriving manufacturing industries,
m a k e s the nation economically self-sufficient and
stable. This status has resulted in the greatest concentration o f dragonmarked enclaves and businesses in
the Five Nations.
REGIONAL FEATURES
Although about h a l f o f its population lives outside of
its u r b a n centers, Breland boasts m o r e major cities
and trading hubs t h a n any o f its neighbors. Sharn, the
famed City o f Towers, is the pride o f B r e l a n d and its
major trading center.
A r g o n t h : A floating fortress built b y House Cannith during the war, Argonth is one o f two mobile
citadels built during the Last W a r , and it is the only
one to have survived. Breland's military uses Argonth
to patrol Breland's borders, and only military personnel are permitted aboard. W h e n Argonth sets down
every week, a small village springs up as the locals
gather to supply its needs.
T h e B l a c k P i t : A terrible crevice in the earth
from w h i c h strange creatures emerge, the Black Pit
is located in a valley in the Blackcap Mountains. It
appears to lead to the depths o f Khyber. A small and
unsavory town o f the same n a m e overlooks the pit.
B r o k e n b l a d e C a s t l e : T h e h o m e o f King Boranel
and the royal family, this great castle rises from a
small river island in the middle o f the capital city of
W r o a t . A fully functioning keep, Brokenblade contains sufficient staff and supplies to survive a siege of
m a n y years.
C r a g w a r : Located in the foothills o f the Blackcap Mountains, Cragwar changed hands b e t w e e n
Aundair and Breland n u m e r o u s times during the
CHAPTER
5 I World
of
Eberron
PEOPLE OE BRELAND
After h u m a n s , gnomes m a k e up the largest proportion o f Breland's population, especially in W r o a t and
the various c o m m u n i t i e s along the Zilargo border.
Half-elves, elves, and dwarves appear in reasonable
n u m b e r s , and other racesincluding changelings,
the various goblins o f Darguun, and the occasional
CHAPTER
5 I World
of
Eberron
BRELISH ADVENTURERS
Brelish adventurers most often focus their attentions
on the nation's borders, since most o f the interior is
relatively safe. Breland c a n be the stepping stone to
greater adventures, however, t h a n k s to S h a r n and to
Breland's proximity to m o r e dangerous regions.
BRELAND ASSOCIATED SKILLS
If you are from Breland, you can choose Diplomacy
or Insight as your associated skill.
D e f e n d e r o f C i v i l i z a t i o n : D r o a a m , Darguun, the
Eldeen Reaches, and the M o u r n l a n d stand beyond
Breland's borders. Perhaps no other civilized region
is surrounded by so m u c h savagery, mystery, and
danger. An e n o r m o u s n u m b e r o f Brelish adventurers
focus on this particular fact, devoting themselves to
studying and fighting one or more o f these threats to
Brelish security.
Rolevlaying Tips: You focus on adventures near
Breland's borders, particularly if they allow you to
improve Breland's defenses or weaken its e n e m i e s .
You might have a problem working with goblins, orcs,
and other creatures you consider enemies.
H a r d b o i l e d H e r o : You've seen all sides o f civiliza
tion, from the stylish to the seedy. You might dislike
the darker aspects o f society, but you're intimately
familiar with t h e m . You k n o w the worst that people
have to offer, and you've done terrible deeds to survive. Yet you hope, eventually, to prove yourself better
t h a n the shadows through which you walk.
Rolevlaying Tips: You've done a lot you're not proud
of, and you're willing to do it again, although, even i f
you don't admit it to yourself, you'd rather not have
to. You help others primarily for money or other gain,
but in your h e a r t o f hearts, you also do it for a shot at
redemption.
SHARN
Although part o f the nation o f Breland, S h a r n is a
society in its own right. People and cultures o f nearly
every imaginable sort are brought together there. They
talk, they do business, they travel together, they pass
one another on the street, and the result is a true melting pot, perhaps the only one in all the Five Nations.
M e m b e r s o f monstrous or disfavored races who
aren't welcomed in S h a m ' s towers c a n find a place in
the shadows deep b e n e a t h the lofty spires and floating towers that give the City o f Towers its title.
COMMON KNOWLEDGE
S h a r n isn't j u s t the cultural center of Khorvaire, it's
also the e c o n o m i c o n e - a t least as far as its citizens
are c o n c e r n e d . " I f it c a n be bought, it c a n be bought
h e r e " is a c o m m o n saying among the city's markets.
Goods and services are available in S h a r n from
across the
across the
goods and
the S h a r n
PEOPLE OE SHARN
H u m a n s form the greater part o f S h a m ' s population,
but every other major race o f Khorvaire c a n be found
in Sharn, and even the rarer peoples constitute a sizable n u m b e r o f the city's residents.
That s a m e variety appears in the religious practices o f S h a m ' s citizenry. Although the Sovereign
Host and the Silver F l a m e have the most followers
here, the Blood o f Vol, the D a r k Six, and even more
obscure faithssuch as the various druidic beliefs
and the Path o f Lightappear with regularity. Cults
o f the Dragon Below exist in S h a r n as well, but even
here, they must maintain secrecy.
SHARN ADVENTURERS
Adventurers in S h a r n are often outsiders passing
through on their way to m o r e exotic locales. But
S h a m ' s citizens also turn to adventuring and have
their own particular objectives.
SHARN ASSOCIATED SKILLS
If you are from Sharn, you can choose Insight or
Streetwise as your associated skill.
E x p l o r e r o f t h e U n d e r g r o u n d : You k n o w you
needn't w a n d e r far from h o m e to find adventure,
since countless ruins exist b e n e a t h your feet. You're
CHAPTER
5 | World
of
Eberron
KARRNATH
O n c e the strongest bastion o f the Five Nations,
K a r r n a t h suffered terribly during the Last W a r . A
proud military tradition and a drive for excellence
in all aspects o f life empowered K a r r n a t h before the
war. However, the reputation of its military proved
false after Aundair delivered several swift defeats
during the war. K a r r n a t h used n e c r o m a n c y to create
undead legions from its fallen soldiers, to no avail.
Today, K a r r n a t h struggles against plague and f a m i n e .
COMMON KNOWLEDGE
K a r r n a t h is one o f the oldest h u m a n cultures in
Khorvaire. It is still the mightiest military power on
the continent, and King Kaius I I I is still Karrnath's
ruler. Although some K a r r n s do not trust the king,
they acknowledge that he is methodical, powerful,
and skilled. B e t w e e n his own abilities and those of
the lords, generals, and landowners who support h i m ,
Kaius could transform K a r r n a t h into an unstoppable
force once again. This ambition causes the other
nations to eye K a r r n a t h with wariness, despite King
Kaius's public support for peace.
T h e nation is hardly in a position to engage in an
extended military campaign. Even though K a r r n a t h
boasts rich f a r m l a n d , it lacks a sufficient n u m b e r
of experienced farmers to work it, and m u c h o f it
still lies fallow two years after the end o f the war.
T h e nation trades livestock and l u m b e r for the food
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REGIONAL FEATURES
Although ancient structures found across K a r r n a t h
predate Galifar, following the Last W a r K a r r n a t h
contains the largest n u m b e r o f m o d e r n military
structures o f any o f the r e m a i n i n g Five Nations. Every
territory is ruled by a warlord who swears fealty to
King Kaius. Travel within the nation is relatively safe
n e a r the major communities, where the roads are
patrolled by warlords' soldiers, but a j o u r n e y through
more rural regions c a n prove dangerous.
A t u r : T h e City o f Night stands b e n e a t h the peaks
o f the Ashen Spires, where it r e m a i n s cloaked in
shadows for all but a few hours each day. For the
living, the city is k n o w n as a hotbed o f debauchery,
bursting with taverns and bordellos. Below the city
lie the Vaults o f the Dead, where Karrnath's undead
soldiers await future orders.
T h e C r i m s o n M o n a s t e r y : A large, labyrinthine
complex overlooking Atur, the C r i m s o n Monastery is
the h e a r t of the Blood o f Vol faith in Karrnath.
C r o w n h o m e : A heavily built, thickly walled military fortress, C r o w n h o m e is the seat o f government
and the location o f King Kaius's h o m e in Korth.
K a r r l a k t o n : Karrlakton, one o f the nation's
greatest cities, suffers terribly from its proximity to
the M o u r n l a n d . T h e populace lives under a pall of
despair, and m a n y have fled the city. T h e y have b e e n
replaced by crazed prophets and doomsayers who
predict the end o f the cityif not the worldwhen the
M o u r n i n g spreads. Still, the city survives as one o f the
p r e e m i n e n t sources o f a r m s and a r m o r in Khorvaire.
K o r t h : T h e capital and largest city o f K a r r n a t h ,
Korth is a military city with its heavy stone buildings
and straight, n a r r o w roads. T h e city is divided into
five major wards, each with its own particular flavor
and culture and each m a r r e d by the scars o f siege.
T h e N i g h t w o o d : Ostensibly a forest preserve, the
Nightwood is k n o w n for the monstrous creatures that
emerge from the forest's center. Local r u m o r claims
that the forest hides a fissure that reaches to Khyber.
R e k k e n m a r k : R e k k e n m a r k is yet another o f
Karrnath's great cities that has lost its purpose since
the war. Located at the terminus o f W h i t e Arch
Bridge, the city's role as a center of trade was lost when
PEOPLE OE KARRNATH
T h e people of K a r r n a t h are a disciplined people
accustomed to military law. After h u m a n s , who m a k e
up over h a l f the population, dwarves constitute the
second largest group in Karrnath, unsurprising given
the nation's proximity to the M r o r Holds. Halflings,
often from the Talenta Plains, are the next most
c o m m o n , followed by half-elves and elves. In pursuit
o f Karrnath's efforts to improve its military might, it
has begun to accept dragonborn warriors immigrating from Q'barra.
For a time, the Blood of Vol was the governmentsupported state religion of K a r r n a t h . Those days have
ended under Kaius I I I , but the faith is still practiced
c o m m o n l y throughout the nation. Most o f Khorvaire's
citizens devote themselves to the Sovereign Host, and
a sizable minority worships the D a r k Six.
Karrns favor dark clothing, crisp lines, and military
dress; formal wear among civilians closely resembles
official uniforms. Bright colors are considered appropriate only for children, and wearing such colors to a
formal function is a minor faux pas.
KARRN ADVENTURERS
COMMON KNOWLEDGE
Cyre was twice the victim o f the Last W a r . King Jarot's
daughter M i s h a n n should have, by all rights and traditions, assumed the throne, but she was prevented
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from doing so by her ambitious siblings. For a hundred years, Cyrans viewed the Last W a r as a personal
affront, a war against t h e m as a nation. Losing both
Cyre and Q u e e n D a n n e l to the Mourning was a
doubly heavy blow, and survivors still harbor grudges
against all the other Five Nations.
During its heyday, Cyre was a land o f plenty, with
lush farmlands, thriving cities, traditions o f art, and
elegant styles. As the p r i m a r y battleground o f m u c h
o f the Last W a r , however, it was dying by inches even
before the Day of Mourning. Its outlying settlements
were all but razed, and its cities were filled with the
hopeless, the homeless, and the destitute.
REGIONAL FEATURES
T h e M o u r n l a n d o f today is a blasted, twisted wasteland. T h e dead-gray mists that choke the land are
poisonous to mind, body, and soul, and the beasts
that dwell within are foul abominations.
E s t o n : T h e M o u r n i n g grievously damaged this
mining townonce the former center o f House
Cannithwhen m a n y o f the surrounding hillsides
collapsed into the m i n e shafts. It is a c o m m o n destination for treasure hunters since the warehouses are
said to hold lost C a n n i t h creations.
T h e F i e l d o f R u i n s : T h e site o f the last major military engagement o f the Last W a r , the Field o f Ruins
is the final resting place o f thousands o f Brelish,
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SURVIVORS OE CYRE
H u m a n s , half-elves, and halflings are c o m m o n survivors o f the Mourning, along with the occasional
shifter or changeling. Most people o f Cyre followed
the Sovereign Host, w h i c h is true o f most survivors,
but some have turned away from the religion, or else
THRANE
COMMON KNOWLEDGE
CYRAN ADVENTURERS
REGIONAL FEATURES
Thrane's largest c o m m u n i t i e s are clustered in the
east, with the western reaches of the kingdom largely
given over to ranching and n e w efforts at expanding
the nation's available f a r m l a n d . T h e upper class o f the
nation is mostly composed o f a priestly caste and its
allies; a growing middle class stands b e t w e e n t h e m
and the poor who work the land.
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PEOPLE OE THRANE
B e c a u s e the religion o f the Silver F l a m e appeals primarily to h u m a n s , T h r a n e is the only one o f the Five
Nations in which h u m a n s are predominant. Halfelves, elves, and dwarves reside in T h r a n e in small
numbers, and other races c a n b e found individually
here and there, but an overwhelming n u m b e r o f
Thrane's inhabitants are h u m a n .
Even though the Silver F l a m e is dominant in
T h r a n e , the C h u r c h does not forbid other religious
practices. Temples to the Sovereign Host are not
u n c o m m o n , and other good-aligned faiths, such
as the Path o f Light or the occasional druidic sect,
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THRANE ADVENTURERS
Although some T h r a n e s take up adventuring for the
variety o f reasons presented elsewhere, most o f t h e m
do so for the sake o f the Silver F l a m e .
THRANE ASSOCIATED SKILLS
If you are from Thrane, you can choose Intimidate or
Religion as your associated skill.
F l a m e I n q u i s i t o r : O n e of the precepts o f the
Silver F l a m e is to destroy evil, and you have taken
this precept to h e a r t . You might set out to find whatever evil you can, but you c a n also choose a particular
form o f evil on which to focus your efforts. You could
b e something o f a Church-sanctioned police officer,
rooting out c r i m e and corruption, but m o r e likely,
you're a hunter o f undead or a demon slayer.
Rolevlaying Tips: You are devoted to the hunt,
d e t e r m i n e d to m a k e the world a better place by
eliminating evil wherever you find it. You might pick
a particular type or origin o f creature on w h i c h to
focus your efforts. You c a n b e single-minded in the
pursuit o f your chosen targets, and at times your zeal
borders on obsession.
Silver E v a n g e l i s t : T h e word o f the Silver F l a m e
must be spread for the betterment o f everyone.
Although some pilgrims set out to spread the teachings o f the Silver F l a m e , you've chosen a m o r e active
approach. You seek to perform impressive deeds, to
draw people's attentions as you help t h e m in their
time o f need in order to show t h e m the way to the
Silver F l a m e .
Rolevlaying Tips: You seek out every opportunity to
do good for others in the n a m e of the F l a m e and not
your own. Proselytize when the opportunity arises,
offer prayers to the F l a m e before every endeavor, and
give t h a n k s after every success. You don't hate the
followers o f other faiths; you feel sorry for their misguided beliefs and hope to show t h e m the true way.
G R E A T E R KHORVAIRE
Although the people o f the Five Nations see themselves as the cultural, historical, and economic heart
o f Khorvaireand indeed, this opinion might be
t r u e - t h e y are hardly the continent's only people.
A vast array o f nations, kingdoms, and regions
stretch across Khorvaire, and the continent t e e m s
with strange people and monsters (precisely w h i c h
is w h i c h depends on whom you ask). T h e nations
outside the five kingdoms have their own cultures,
their own beliefs, their own agendas, and their own
adventurers.
DARGUUN
REGIONAL FEATURES
COMMON KNOWLEDGE
Before the Last W a r , the region now called D a r g u u n
was a territory o f Cyre. T h e goblins o f the nearby
mountains were retained as m e r c e n a r i e s by House
Deneith and hired out to the various nations (mostly
PCS A N D GOBLIN T R I B E S
Goblin, hobgoblin, and bugbear PCs from Darguun should
determine which of the various clans and factions they
c o m e from. The three factions presented here are the
primary power groups of Darguun, but players are free to
discuss with their DM the possibility of playing a member
of a different tribe.
Ghaal'dar: Currently the nation's dominant power, the
various Ghaal'dar tribes have the least focus on specific
goals and traditions and, thus, the greatest personal freedom for members. A PC might be an honorable warrior
trying to make amends for his people's betrayal of Cyre,
a protege of Lhesh Haruuc seeking to prove her worth,
or a mercenary out to make a living amid a people she
doesn't understand.
The Heirs of Dhakaan: Highly disciplined and devoted
to the restoration of the ancient goblin empire, the
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the R e d H o u s e .
S h a e J o r i d a l : A city o f emerald spires, this eladrin
Rolevlaying
per se, but you might cling to your own code o f honor.
trade.
ones b a c k h o m e .
PEOPLE OE DARGUUN
Rolevlaying
Goblins and hobgoblins m a k e up the greater portion
o f Darguun's population; although bugbears hold a
great deal o f power, they are not especially numerous.
Slavesmostly h u m a n s , kobolds, and the occasional
gnomeround out the populace. A few m e m b e r s
o f these races r e m a i n free, either through having
made themselves useful or by w i n n i n g their freedom
through skill at a r m s . Darguuls particularly despise
elves due to various grudges against Valenar, and
most consider orcs to b e savages.
No c o m m o n faith unites Darguuls. M a n y goblins,
including Lhesh H a r u u c , worship a pantheon consisting o f several Sovereign Host deities; others worship
the D a r k Six, particularly the Shadow and the Mockery. Most D h a k a a n i goblins acknowledge no god at
all.
DARGUUN ADVENTURERS
Given their violent, militaristic culture, n u m e r o u s
Darguuls adopt an adventuring lifestyle. T h e majority
r e m a i n within the borders o f their own h o m e l a n d ,
but some travel far and wide, learning to operate
among the other peoples o f the continent. Venturing out into the world and living among other races
m a k e D a r g u u n adventurers the most likely to c o m e
potential equals.
COMMON KNOWLEDGE
T h e majority o f creatures native to the D e m o n
Wastes are monsters, lesser d e m o n s and fiends who
have slipped free from Khyber or monstrous humanoids who would slaughter strangers rather t h a n speak
to t h e m . H u m a n and ore b a r b a r i a n clanscalled
Carrion Tribes by o u t s i d e r s - r o a m the badlands. Most
tribes are as violent and twisted as the monsters that
dwell here, and they devote themselves to demonic
powers, but a rare few stand fast against the crushing
evil, seeking to defeat it or at least to prevent it from
spreading to the lands beyond. Foremost among these
are the G h a a s h ' k a l a , a confederation o f four clans o f
orcs that devote themselves to containing the malign
i n f l u e n c e of the D e m o n Wastes. Over the years, the
clans have accepted half-ores, h u m a n s , and tieflings
as m e m b e r s .
Despite the dangers, adventurers and expeditions
travel here, seeking to exploit the rich resources, both
mineral and magical, that the D e m o n Wastes have
to offer. Many such foolish explorers never return,
but those who do b e c o m e rich. House T h a r a s h k is
the only civilized entity to have a p e r m a n e n t enclave
herethat anyone knows of, anyway.
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REGIONAL FEATURES
T h e D e m o n W a s t e s consists o fjagged m o u n t a i n s and
foothills, cracked and blasted badlands, and shattered deserts. Volcanoes belch toxic smoke into the
air, and portions of the land are poisonous.
A s h t a k a l a : A great brass a n d basalt metropolis
surrounded by a p e r m a n e n t , flesh-ripping sandstorm, Ashtakala is said to be a city of d e m o n s and
rakshasas left over from a prior age. It is a bastion of
evil and violence, one o f the worst places Khorvaire
has to offer.
B l o o d C r e s c e n t : This small c o m m u n i t y is an
outpost o f House T h a r a s h k , which uses this location
to launch expeditions to search for dragonshards and
other wealth. Citizens hole up here against the occasional raids by Carrion Tribes and other, far more
fearsome foes.
F e s t e r i n g H o l t : O n e o f the few surviving native
c o m m u n i t i e s in the D e m o n Wastes, Festering Holt is
a c o m m o n way station for adventurers seeking Ashtakala or other infamous (and supposedly wealthy)
places o f adventure. T h e people here are slightly
more civilized t h a n the Carrion Tribes, but travelers
who stop here often vanish.
T h e L a b y r i n t h : T h e Labyrinth is a two-hundredmile m a z e o f broken c h a s m s , rocky outcroppings,
sheer walls, and hazards such as geysers and rockslides. B a n d s o f demons and savage humanoids
hunt its passageways, barely held at bay by the
G h a a s h ' k a l a who dwell in and around the labyrinth.
T h e L a k e o f F i r e : A great lake of lava in the bowl
o f a mighty volcano, the Lake o f Fire is said to be
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DROAAM
WASTES ADVENTURERS
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COMMON KNOWLEDGE
T h e Treaty of Thronehold does not recognize D r o a a m
as a nation. But its rulers, the Daughters o f Sora
Kella covey o f hagsgovern it as one. A decade ago,
D r o a a m was a region in anarchy, its monstrous tribes
and people warring against one another. Today, a
n u m b e r o f regional warlords, including the medusa
S h e s h k a (the Q u e e n o f Stone) and the oni mage D r u l
Kantar, rule regions o f D r o a a m , and all swear fealty
to the Daughters. The nation functions, roughly but
effectively, as a cohesive whole despite the violence,
chaos, and bloodshed that is still the n o r m within
individual territories.
For years, Breland c l a i m e d the region now
called D r o a a m , but few h u m a n s ever attempted to
establish colonies there; it is the abode o f monsters.
D r o a a m i s h m e r c e n a r i e s were effective during the
Last W a r , and fear o f their strengthand the hope
that the D r o a a m i t e s might prove valuable allies
should war c o m e againhas prevented the Five
Nations from moving against t h e m . This has not
c a l m e d public nervousness at having monsters on
Breland's borders, or halted those monsters' occasional raids into civilized lands.
REGIONAL FEATURES
T h e Daughters o f Sora Kell organized the construction o f the major D r o a a m i s h fortresses and cities
over the past ten years; m a n y o f these c o m m u n i t i e s
are built on the ruins o f ancient D h a k a a n i goblin
enclaves. Most D r o a a m i t e s dwell in tiny villages,
without even formal roads to provide connections
b e t w e e n towns.
C a z h a a k D r a a l : T h e seat o f Sheshka's power, the
Stonelands is a rocky region surrounding a n ancient
hobgoblin ruin. A great evil in eons past petrified all
life in the region, leaving statues o f hobgoblins, other
goblins, h u m a n o i d slaves, and even plants. Today, the
city is occupied primarily by medusas and their basilisk hounds.
G r a y w a l l : T h e gateway b e t w e e n D r o a a m and
Breland, Graywall has a quarter devoted to h u m a n s
and other nonmonstrous humanoids from beyond
the mountains. Legitimate m e r c h a n t s , m e r c e n a r y
employers, and c r i m i n a l s from all over Khorvaire
c a n b e found here a m i d the native goblins, orcs, and
gnolls.
T h e G r e a t C r a g : T h e capital o f D r o a a m is a
winding city o f n e w construction, old goblin ruins,
and warrens r u n n i n g through the m o u n t a i n at the
nation's center. T h e Daughters o f Sora Kell rule a
population o f harpies, gargoyles, and other monstrous
humanoids. House T h a r a s h k maintains an enclave
here, from w h i c h it negotiates m e r c e n a r y contracts
with the Droaamites.
L o s t : T h e legendary city o f the doppelgangers,
Lost is said to be able to change the shape o f its buildings and even its roads as easily as its inhabitants
change theirs. Only the city's inhabitants and the
Daughters o f Sora Kell k n o w its location.
T h e V e n o m o u s D e m e s n e : This region is a tiefling fiefdom, ruled by Lord Bal Molesh. Recently
discovered by the Daughters o f Sora Kell, these tieflings are slowly integrating into the feudal structure
of D r o a a m , adding their eldritch might to the physical strength o f the other natives.
Z n i r : T h e D r o a a m i s h gnoll tribes m e e t in
Znirone of the p r i m a r y gnoll c o m m u n i t i e s in
Droaamonce a year to honor their ancestors and
r e n e w their pact to avoid the demonic influences that
rule the gnolls o f other lands.
PEOPLE OE DROAAM
T h e inhabitants o f D r o a a m are mostly monsters:
Gnolls, orcs, and goblins m a k e up the greater portion
of the population. Shifters and doppelgangers are
not u n c o m m o n , and trolls, ogres, primitive giants,
harpies, gargoyles, minotaurs, and even m o r e exotic
beastsas well as small populations o f h u m a n s and
tieflingsare found in reasonable n u m b e r s as well.
A populace this diverse has no single, defining style;
the citizens o f D r o a a m dress in whatever finery and
UJ
DROAAMISH ADVENTURERS
Plenty o f opportunity for adventure exists in these
wild, monster-claimed lands. T h e trick, o f course, is
for the monsters o f D r o a a m to b e the instigators o f
adventure, rather t h a n the victims o f it.
DROAAM ASSOCIATED SKILLS
If you are from Droaam, you can choose Dun
geoneering or Nature as your associated skill.
B l o o d - F e u d F u g i t i v e : T h e ascension o f the
Daughters o f Sora Kell has reduced the internecine
bloodshed within D r o a a m but hasn't stopped it.
Family, tribal, racial, a n d regional conflicts rage nonstop, and losers c a n n o t e x p e c t mercy. You travel to
escape such a feud, trying to stay a step ahead o f your
foes or seeking a way to go b a c k and snatch victory
from the j a w s o f your neighbors.
Rolevlaying Tips: You're paranoid, waiting for the
day your enemy catches up with you. You assume
that everyone is lying to you until proven otherwise,
and you try to keep an eye out for danger at all times.
O n c e you're certain you c a n trust someone, you rely
on that person heavily and do everything you c a n to
keep h i m or her alive, grateful that you're no longer
alone.
L o y a l S e r v a n t : You've found a purpose fighting
and adventuring in the n a m e o f one o f Droaam's leaders. You might follow a regional warlord, or you could
serve one o f the Daughters; you might b e a warrior,
a spy in the service o f Sora Katra's growing c r i m i n a l
empire, or a hunter o f ancient magic.
Rolevlaying Tips: You're still adjusting to the idea
that life in D r o a a m c a n have a larger purpose. You're
unshakably loyal to whatever power you serve, even
w h e n you don't entirely understand why something is
being asked o f you.
I n n e r B e a s t : You have a monstrous side. You
adventure b e c a u s e it gives you the c h a n c e to kill
monsters and take treasure; you don't care all that
m u c h about who or what you're killing.
Rolevlaying Tips: You snarl and growl a lot. Violence
is your first recourse. T h e only reason you hold yourself in c h e c k is to stay on your allies' good sides.
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best loved of Eldeen's druidic sects. T h e city's population swells during religious ceremonies, and although
the druids allow no trade with outsiders within the
town's borders, they happily provide room and board
to m e r c h a n t s who conduct business elsewhere in the
Eldeen R e a c h e s .
COMMON KNOWLEDGE
Aundair once claimed much o f the R e a c h e s . During
the Last W a r , w h e n Aundair moved its forces farther
east and left this region unprotected, the people suffered great depredation at the hands o f bandits. T h e
druidic W a r d e n s o f the W o o d eventually stepped
forth to protect the people, and the Reachers angrily
proclaimed their independence from Aundair. Today,
Thronehold recognizes the Eldeen R e a c h e s as an
independent land, although m a n y Aundairians seek
to r e c l a i m the territory.
T h e druids have b e e n the greatest power in the
Eldeen R e a c h e s for hundreds o f generations. They
stand guard against natural threats and warring
factions, as well as a vast array o f aberrant horrors
that lurk in the depths o f Eldeen's woods, spawned
by ancient horrors imprisoned there since t i m e
immemorial.
REGIONAL EEATURES
T h e eastern R e a c h e s look similar to western Aundair,
with wide expanses o f f a r m l a n d and small, clustered
c o m m u n i t i e s . Farther west, towns are u n c o m m o n ,
the roads fade away, and Eberron's forests replace
open fields.
T h e G l o a m i n g : A semimythical region in the
midst o f the Towering W o o d , the G l o a m i n g is a
region where nature revels in its ugliness. Sickened
trees droop over parasite-infested soil, and diseaseladen biting insects fill the air with droning. S o m e
believe that the Gloaming formed around a manifest
zone linked to a corrupted plane.
G r e e n h e a r t : T h e center o f government of the
Eldeen R e a c h e s , G r e e n h e a r t is also the seat of power
o f the W a r d e n s of the W o o d , the most potent and
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ELDEEN ADVENTURERS
Most Reachers are simple farmers, but the dangers o f
the wild are more t h a n sufficient to inspire some to
take up m o r e adventuresome lifestyles.
THE LHAZAAR
PRINCIPALITIES
Lhazaar is either a wretched nation o f pirates, outlaws, murderers, and brawlers, or the h o m e o f the
world's best m a r i n e r s and richest seagoing merchants, depending on who you askor, for that matter,
where you're standing. Consisting o f a tiny strip o f
COMMON KNOWLEDGE
T h e Lhazaar Principalities are not a fully unified
nation but are instead a series o f territories, each
ruled by a so-called sea prince. T h e region r e m a i n e d
largely untouched during the Last W a r . Individual
sea princes allied with various nations, but the violence rarely reached t h e m directly, and this status
m a d e the Principalities a favored haven for outlaws
and deserters. T h e Principalities struggle to be
accepted as legitimate trading partners today because
they have b e e n unsuccessful in shaking their rambunctious and violent reputation and in driving the
pirates from their midst.
Laws and statutes vary dramatically b e t w e e n
different provinces o f Lhazaar, making violence or
arrest a distinct possibility over even m i n o r misunderstandings, but masters o f the region's intricacies
c a n move about freely. Such folk m a k e a solid living
here, either through trade or through other, illegitimate enterprises.
REGIONAL EEATURES
T h e various c o m m u n i t i e s on the islands o f the archipelago c o m e and go; one village springs up even as
another is abandoned. No m a p or catalog contains
t h e m all, but the Principalities' major sites and features include the following.
D r e a d h o l d : T h e most infamous prison in all of
Khorvaire, Dreadhold contains c r i m i n a l s from across
the Five Nations. It stands on a tiny island just beyond
the tip o f Cape Far.
T h e G r a y T i d e : A rolling gray mist cloaks the
waters surrounding the Isle o f Lastpoint. This haze
clings to wood, flesh, and sail, and it chills the b o n e
and shivers the soul. No one has ever explored the
center o f the mists, but travelers who pass near it
report strange noises and vile, stench-laden winds.
T h e P i r a t e E x c h a n g e : Despite the n a m e , the
Pirate Exchange is no c r i m i n a l gathering; it is the
largest legitimate market in this region o f Khorvaire.
Located in Regalport, it is the best place to purchase
any local good imaginable, as well as wonders from
Sarlona and even Argonnessen.
P o r t K r e z : O n e o f the true pirate havens of the
Principalities, violent a n d vice-riddled Port Krez sits
on the outermost edge o f the region, staring out over
the empty sea. Pirate fleets launch their attacks from
here, knowing that no outside law c a n touch t h e m .
P o r t V e r g e : T h e seat o f power for one o f the sea
princes, Port Verge is not yet a major trading center.
But Port Verge is on the b r i n k o f b e c o m i n g a power
to rival Regalport; Nobles and merchants are pouring
more m o n e y into the Port, and its ambitious prince
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PEOPLE OE THE
LHAZAAR PRINCIPALITIES
T h e h u m a n majority o f Lhazaar is j o i n e d by a
substantial population o f gnomes, half-elves, and doppelgangers. Smaller but still notable n u m b e r s o f elves,
dwarves, halflings, and dragonborn round out the
populace, standing out but fully accepted for the various strengths and skills they have to offer.
T h e styles o f the Lhazaar Principalities vary from
isle to isle, but they tend toward the stereotypical
" m a r i n e r " look. Long coats and plumed hats are
favored, as are loose pants and tunics for ease o f
mobility; the rich wear high boots, and the working
class tend toward simple sandals or b a r e feet. Bright
or rich colors are in style, partly to show that one
c a n afford the dyes and partly because they show up
better t h a n dark colors i f one falls overboard.
Most Lhazaarites have little t i m e for religion. Religious followers tend toward worship o f the Sovereign
Host, particularly Kol Korran, with the occasional
prayer to propitiate the Devourer t h r o w n in for
good m e a s u r e . A rare few worship the Blood o f Vol,
although the majority o f Lhazaarites fear that faith
and its strange practices.
LHAZAAR ADVENTURERS
Lhazaar is a haven for fugitives and c r i m i n a l s fleeing from other jurisdictions. It is a relatively lawless
region where the brave and the skilled c a n m a k e
a hefty amount of coin, so it comes as no surprise
that Lhazaar both draws and creates its fair share o f
adventurers.
LHAZAAR PRINCIPALITIES ASSOCIATED SKILLS
If you are from the Lhazaar Principalities, you can
choose Athletics or Thievery as your associated skill.
F u g i t i v e o n t h e R u n : You have fled your
homeland and are one step ahead o f the law (or an
influential temple, dragonmarked house, or other
power that holds a grudge against you). Lhazaar
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COMMON KNOWLEDGE
T h e M r o r Holds is not a single nation but a confederation o f dwarven clans. Galifar conquered the M r o r
Holds nearly a thousand years ago, a victory partly
due to the c l a n s ' ceaseless i n t e r n e c i n e wars, a n d
the dwarves declared their i n d e p e n d e n c e during
the Last W a r . T h e clans still c o m p e t e and engage in
feuds, but these conflicts now take the form o f political m a c h i n a t i o n s and e c o n o m i c struggles, rather
than open war.
REGIONAL FEATURES
T h e Ironroot M o u n t a i n s are the source o f Mror's rich
ores; a specific c l a n claims e a c h vein. M i n e s literally
honeycomb the mountains, and the slopes are dotted
with cities, fortresses, and c a m p s .
F e r r o u s H o u s e : T h e meeting hall of the Iron
Council within the capital o f K r o n a Peak, Ferrous
House is a center o f power and controversy. T h e hall
stands on Clan M r o r a n o n lands, j u s t below the clan
estate, causing other clans to feel C l a n M r o r a n o n
is symbolically asserting authority over the entire
nation.
T h e F i s t o f O n a t a r : This active volcano in the
southern reaches o f the Ironroot Mountains is a holy
site to followers o f the Sovereign Host, particularly
Onatar.
T h e G o r a d r a G a p : A gash in the e a r t h over a
hundred miles long, this horrid c h a s m is h o m e to
monstrous beasts. Legend claims that it leads to
Khyber.
K o r u n d a ' s G a t e : T h e h o m e o f House Kundarak,
Korunda's Gate was once one o f the greatest m i n i n g
and political powers in the region. T h e House has
since stepped out o f politics (officially) and leases
m i n i n g rites to other clans. M a n y o f the Korunda's
Gate m i n e s have b e e n transformed into the famous
K u n d a r a k vaults, where treasures and funds from
across the continent are stored under great security
for a fee, of course.
K r o n a P e a k : C l a n Mroranon's ancestral h o m e
haswith that clan's rise in wealth and p o w e r b e c o m e the seat o f government for the entire Holds.
T h e city is also the region's greatest trading hub
b e c a u s e it sits on the major trading route to the west.
O f all the cities o f the M r o r Holds, it is here that one
c a n find the greatest n u m b e r o f races other t h a n
dwarves, or operatives of dragonmarked houses other
t h a n House Kundarak.
N o l d r u n t h r o n e : A n empty ghost town, Nold r u n t h r o n e was the h o m e o f C l a n Noldrun, w h i c h
disappeared five centuries ago. Efforts to learn what
happened to t h e m , or to retake the city, have all met
with failure.
H u m a n s and gnomes account for a significant minority: m e r c h a n t s and m i n e r s who c a m e here seeking
opportunity and were allowed to stay under the auspices o f one o f the clans. T h e infamous Jhorash'tar
ore tribes lurk in the wilds and the u n m a p p e d caverns. T h e i r hatred o f dwarves has grown to a burning
hatred for all humanoids other t h a n orcs.
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MRORIAN ADVENTURERS
T h e great m a r t i a l tradition o f the dwarves, combined
with the clan struggles and great riches o f the region,
spawn any n u m b e r o f adventuresome folks.
MROR HOLDS ASSOCIATED SKILLS
If you are from the Mror Holds, you can choose Dungeoneering or Endurance as your associated skill.
D e e p S e n t i n e l : T h e m i n e s o f the clans, and the
vaults and secure holdings o f House Kundarak, are a
tempting prize for all m a n n e r o f thieves, raiders, and
monsters. S o m e o n e must stand b e t w e e n the m i n e r s
and the beasts o f the Underdark that c r e e p from
below, and someone must ensure that Kundarak's
reputation for absolute impregnability r e m a i n s intact.
That someone is you.
Rolevlaying Tins: You n e e d not act as a passive
guard, waiting for trouble to c o m e to you, although
you do stand vigil when the need arises. Instead, you
are active in protecting your fellows from various
threats, such as c r i m i n a l conspiracies against the
vaults or monsters hunting vulnerable m i n e r s .
H i r e d H a n d : T h e clans still compete with one
another, and w h e n e c o n o m i c and political maneuvering won't do the trick, espionage and sabotage are the
order o f the day. Since the clans c a n n o t afford to be
linked to such activities directly lest they risk a return
to the days o f open conflict, they hire outsidersother
dwarves and even m e m b e r s o f other racesto do their
dirty work.
Rolevlaying Tips: You're something o f a mercenary,
but that doesn't m e a n you're an evil person. You're
hired for spying, for sabotage, and possibly for guarding against those things, or for protecting a clan's
people, but you're no hired assassin.
W e a l t h : B e t w e e n the rich veins o f ore and the
K u n d a r a k vaults, the M r o r Holds probably contain
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more wealth t h a n any t h r e e or four other n a t i o n s even i f it doesn't all belong to the Holds per se.
You might m a k e a living by guarding the wealth o f
others, or you could b e trying to find some for yourself, hefting a pickaxe and a shovel w h e n you aren't
wielding a sword or a staff. You might even be a
t h i e f or a con artist, trying to find your way into the
world's most impregnable b a n k . W h a t e v e r the case,
m o n e y drives you, a n d you won't stop until you have
a lot o f it.
Rolevlaying Tips: You keep an eye out for your big
c h a n c e . You offer your services to the wealthypossibly to e a r n your pay, possibly to learn the ins and outs
o f their security. You don't trust anyone at first, since
they might be trying to con you.
Q'BARRA
A wild land o f u n t a m e d frontiers extends beyond the
Endworld Mountains. H e r e , fugitives from the Last
W a r found an u n c l a i m e d regionat least, u n c l a i m e d
by other h u m a n s , dwarves, or elvesin which they
could escape the bloodshed b a c k h o m e .
Lizardfolk, dragonborn, and kobold c o m m u n i t i e s
can be found here. T h e s e beings have ties stretching
b a c k thousands of years and no desire to lose their
lands to the m a m m a l s o f the west.
COMMON KNOWLEDGE
Q'barra is divided into two general regions. New Galifar was founded by fugitives who fled the early years o f
the Last W a r rather than shed the blood o f their neighbors, and Hope was founded by more recent explorers
and fugitives. T h e former is a feudal, highly ordered
realm, whereas the latter consists o f largely independent, self-governed communities. T h e Treaty o f
Thronehold recognizes Q'barra as a nation but makes
no distinction between these two disparate territories.
T h e remainder o f the region is occupied by reptilian
tribes. Some lizardfolk and dragonborn are willing to
trade with New Galifar and Hope, but others use force
to drive the invaders out o f their territories.
REGIONAL FEATURES
Q'barra is lush and incredibly dangerous. It is a land
of t h i c k forests, j u n g l e foliage, rich soil, and m u r k y
s w a m p s - a l l o f which swarm with life, particularly
with reptiles that c a n be deadly to the unprepared
explorer.
H a k a ' t o r v h a k : An enormous citadel carved into
the side o f a volcano, Haka'torvhak is said to have
b e e n created by demons in a bygone age. It is the
center o f a primitive religion practiced by several
lizardfolk and kobold tribes as well as by the occasional dragonborn.
PEOPLE OE Q'BARRA
Lizardfolk o u t n u m b e r h u m a n s in Q'barra; dragonborn and kobolds exist in roughly h a l f o f humanity's
n u m b e r s . A few other raceshalflings and half-elves,
in particularappear on occasion, but they represent
a small minority. S o m e C h o s e n and Inspired o f Sarlona dwell in a Riedran quarter in Newthrone, along
with a tiny n u m b e r o f kalashtar who are keeping an
eye on their traditional enemy. T h e wealthy o f New
Galifar attempt to replicate the fashions o f Galifar
with flowing gowns and ruffled tunics, but the majority o f Q b a r r a n s dress in whatever heavy garments
c a n stand up to the rigors o f life on the frontier.
Most of the h u m a n s in Q'barra worship the Sovereign Host or the Silver F l a m e , the former being more
c o m m o n in New Galifar and the latter being more
c o m m o n in Hope. Dragonborn are known to worship
the Sovereign Host in their incarnations as dragon
sovereigns, whereas the lizardfolk and kobold tribes
revere various spirits or demons.
Q'BARRAN ADVENTURERS
Given the u n t a m e d nature o f the frontier, one could
argue that everyone who dwells in Q'barra is an
adventurer o f some sort.
Q'BARRA ASSOCIATED SKILLS
If you are from Q'barra, you can choose Endurance
or Nature as your associated skill.
L o n g A r m o f t h e L a w : Q'barra is a favored
refuge of fugitives from all nations. S o m e o n e has to
track these folks down to ensure they face justice
and to prevent c r i m i n a l s from overrunning New
Galifar and Hope. You might be a licensed officer of
the law, such as a D e n e i t h Marshal, or you could be
a bounty hunter; in either case, Q'barra is nothing
more to you t h a n a hunting ground o f dangerousbut
valuableprey.
Rolevlaying Tins: You don't want your quarry to see
you coming. You try to s e e m innocuous, all the while
asking questions and subtly probing for information.
L o v e r o f S o l i t u d e : You have no interest in being
part o f any society. You don't hate people, and you're
willing to go into town to trade and have the occasional conversation, but you'd rather b e on your
ownor at least with a small, trusted group. You
live outside civilization, and you m a k e a living as a
hunter, a guide, or treasure seeker.
Rolevlaying Tips: You rarely speak, and you don't
waste words when you do. You aren't deliberately
rude, but you have no patience for the niceties o f
social interaction.
P r e s e r v e r o f t h e P a s t : New Galifar was founded
to preserve the culture o f shattered Galifar, and the
dragonborn o f Q'barra protect their ruined cities as
r e m n a n t s o f an empire long lost. You might hold such
beliefs, or you might be a pilgrim here to recapture
something lost in the war. You're determined that a
past, a history, and a culture, all o f which the rest of
the continent has abandoned, will never fully die.
Rolevlaying Tips: You live your life by the precepts
of a largely dead culture, adhering to old fashions,
customs, and political views. You speak often o f past
glories and o f how bad c i r c u m s t a n c e s have b e c o m e
in the m o d e r n world. Relics o f the past are far more
valuable to you t h a n m o r e lucrative treasures.
COMMON KNOWLEDGE
Although not every last i n c h o f the Shadow M a r c h e s
is swampland, it's true that most o f it isand those
regions that aren't are either thick woods or already
heavily f a r m e d . T h e Shadow M a r c h e s is not a recognized nation and have no overarching authority, so
no law exists to prevent the few arable regions from
being rapidly exhausted. Most inhabitants dwell on
a subsistence level. They construct h o m e s on stilts
and raise the few food cropsrice being the most
c o m m o n - t h a t thrive in the m a r s h .
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REGIONAL FEATURES
T h e Shadow M a r c h e s boasts few major features or
communities. Small villages are scattered across
the swamp. Built on stilts or on the rare patch o f
dry ground, these towns are h o m e to the region's
more civilized tribes or to miners and prospectors
searching for dragonshards (usually under the aegis
o f House T h a r a s h k ) . A few ruins, r e m a i n s from the
age w h e n d e m o n s walked the surface o f Eberron,
protrude from the swamps as well, although only
the most degenerate tribes are willing to m a k e their
homes there.
D r a g o n s h a r d F i e l d s : Scattered across the
M a r c h e s are regions where dragonshards c a n b e
found concealed within the local rock in great quantities. House T h a r a s h k has cataloged and c l a i m e d the
known fields, but others surely await discovery.
Slug K e e p : A ruined castle from the earliest days
o f Galifar, Slug Keep got its n a m e from the masses o f
slugs, snails, and similar creatures that crawl across
its walls on certain nights when the stars and the
Ring o f Siberys align.
Z a r a s h ' a k : House T h a r a s h k constructed
Zarash'ak, the largest settlement in the Shadow
M a r c h e s , to enable trade in the region. B e c a u s e it sits
far from Zarash Bay, m e r c h a n t s use skiffs to move
their goods to and from the so-called City o f Stilts.
This practice has created a thriving local economy in
skiff building, sales, and steering.
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MARCHER ADVENTURERS
Few c o m e to the Shadow M a r c h e s for any length
o f t i m e unless they are adventurers, and few native
M a r c h e r s are m o r e t h a n subsistence farmers or tribal
hunters unless they b e c o m e the same.
SHADOW MARCHES ASSOCIATED SKILLS
If you are from the Shadow Marches, you can choose
Heal or Nature as your associated skill.
C u l t H u n t e r : You're d e t e r m i n e d to uproot and
destroy the region's Khyber cults. This resolution
could b e for the sake o f the lands beyond the Shadow
M a r c h e s , or you might be a m e m b e r of a local tribe
who hates these cultists. In either case, you won't
stop until you've exterminated every cultist in the
Marches.
Rolevlaying Tips: You assume that any evil, any
threat, is related to a Khyber cult until proven otherwise. You're not shy about your hatred o f t h e m ; you
know that this behavior might draw their attention,
but so b e it. It just m a k e s it easier to identify t h e m
when they try to kill you.
D r a g o n s h a r d P r o s p e c t o r : I f outsiders are going
to b e c o m e wealthy from the resources of your homeland, you're going to do the s a m e . You might hunt
for dragonshards, or you might serve as a local guide
and guard for adventurers who do; either way, you're
d e t e r m i n e d to take your share.
Rolevlaying Tips: You are very familiar with the
k n o w n dragonshard fields, and study the knowledge
o f your tribe or village to find others. You're friendly
to outsiders, since you know that you c a n m a k e a lot
more working with t h e m t h a n against t h e m .
E x p l o r e r o f C i v i l i z a t i o n : You're fascinated with
the notion o f life beyond a tiny village or tribal hunting ground. You don't necessarily t h i n k the world
beyond is better, but it's different and interesting,
and you might learn secrets and m a k e allies to support your family. You travel the M a r c h e s beyond your
traditional h o m e region, interact with outsiders, and
adventure into the other nations o f Khorvaire. You
seek wealth and power, yes, but also an understanding o f the larger world.
Rolevlaying Tips: Everything is fascinating to you.
You ask questions about how the world works and
study your companions as they interact with others.
You don't necessarily approve o f everything you see,
but you're determined to take it all in.
COMMON KNOWLEDGE
Although recognized as a sovereign nation by the
Treaty o f Thronehold, the Talenta Plains lack any
sort o f traditional governing body. T h e halflings o f
the region live as they have for thousands o f yearsin
small nomadic clans, traveling about the grasslands
as they hunt, gather, trade, and occasionally skirmish
with one another. A chieftain called a lath, who is
elected by every adult m e m b e r o f the family, leads
each tribe. O t h e r t h a n the lath, adult m e m b e r s o f a
tribe are considered equals.
T h e tribes w a n d e r fixed ranges, settling on occasion in tent villages for a few weeks before moving on.
Each o f the clans keeps herds o f dinosaurs as mounts,
beasts o f burden, and food a n i m a l s . T h e bond
b e t w e e n a halfling and her dinosaur m o u n t or companion is a sacred one, and the tribesfolk consider the
dinosaurs invaluable parts o f their families.
REGIONAL FEATURES
W i t h the exception o f Gatherhold, the Talenta Plains
boast no p e r m a n e n t settlements. Halfling tribal
villages move with the seasons or with wandering
game, and although treaty permits K a r r n a t h to keep
fortresses along the borders, even those settlements
move at least once every few years.
T h e B o n e y a r d : T h e halflings consider this region
o f the Blade D e s e r t to b e cursed, and they prevent
all entities that are not draconic from entering. T h e
region is replete with dragon bones, jutting like dying
trees from the desolate earth.
G a t h e r h o l d : Built along the coast o f Lake Cyre,
Gatherhold is the largest Talenta community, but
its population is modest at best. T h e Tribal Council
meets at least t h r e e times a year to decide matters
that affect all Talentan clans, and during these times
the city's population swells to several thousand. Gatherhold is also the h e a r t o f House Ghallanda, w h i c h
keeps several hundred m e m b e r s here even b e t w e e n
council gatherings.
K r e z e n t : Perhaps the only surviving structure
on the face o f E b e r r o n constructed by the ancient
couatls, Krezent has since b e e n c l a i m e d and occupied by a tribe o f yuan-ti.
T h e W a n d e r i n g I n n : A n enormous traveling
fair and market, the W a n d e r i n g I n n is House Ghallanda's m e a n s o f providing services and news to the
roving halfling tribes. Its brightly hued tents appear
TALENTAN ADVENTURERS
T h e lives o f all m e m b e r s o f the Talenta tribes are
adventurous in some ways. They rarely sleep in the
same spot for more t h a n a few nights, they hunt for
survival, and they protect their families against predators, but some natives take up a m o r e deliberately
adventuresome existence.
TALENTA PLAINS ASSOCIATED SKILLS
If you are from the Talenta Plains, you can choose
Athletics or Endurance as your associated skill.
G h a l l a n d a G u a r d i a n : K n o w n for comfort, hospitality, and elegance, House G h a l l a n d a is considered
one o f the least m a r t i a l o f the dragonmarked houses.
Yet someone has to do the j o b o f guarding Ghallandan institutions and ensuring that m e r c h a n t s deliver
promised goods, inns and taverns r e m a i n peaceful,
and carnivals and parties reach their destinations. As
a Talenta halfling, you feel obligated to House Ghallanda (whether or not you're a m e m b e r ) , and you take
it upon yourself to do what you c a n to k e e p its people
and places safe.
Rolevlaying Tips: You t h i n k some o f the luxuries
that so-called civilized folk enjoy are silly, making
t h e m soft. T h a t said, you fully understand how important their patronage is to House Ghallandaand, in
turn, to the economy o f Gatherholdso you k e e p your
opinions to yourself. You're quick to resort to violence
to protect your charges, w h i c h c a n sometimes cause
problems w h e n you react more seriously to an insult
t h a n society's rules normally suggest.
H u n t e r a n d T h e n S o m e : Talenta tribesfolk hunt
for the sake o f their t r i b e s - t o obtain food, fur, tools,
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VALENAR
T h e only true elven nation in Khorvaire, Valenar
is also one o f the youngest. Inhabited by a warrior
people with no desire to m a i n t a i n any connection
with their homeland, Valenar is in a state o f constant
conflict with its neighbors. Valenar might b e the
spark that ignites the next war.
COMMON KNOWLEDGE
T h e region now known as Valenar was once claimed
by Cyre. A n u m b e r o f Aerenal elves who c a m e to
Khorvaire as m e r c e n a r i e s to fight in the Last W a r
staked a claim to the territory as the conflict progressed. T h e s e elves are m o r e martial in nature t h a n
their comrades who worship the Undying Court, and
they want little more from life t h a n the opportunity
for glorious bloodshed.
T h e elves of Valenar are divided into warclans.
Some clans serve as mercenaries for other nations,
and others practice and spar constantly with one
another across Valenar. Still others wander the wilds
in search o f glorious battleand they chafe that the
close of hostilities o f the Last W a r has made their sport
that much more difficult. High King Vadallia, who
led a contingent o f elves in Khorvaire during the Last
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REGIONAL FEATURES
W a r c l a n s o f Valenar dwell in temporary c a m p s , setting up wherever their maneuvers take t h e m . T h e
majority o f Valenar's p e r m a n e n t settlements are
farming c o m m u n i t i e s or strategically placed keeps in
w h i c h the elves c a n take shelter i f attacked.
P e a s a n t s ' M a r k e t : T h e single largest market in
Valenar is the Peasants' Market, located within Taer
Valaestas. This is the best place in the nation to buy
goods from anywhere in Khorvaire. W h i l e the elves
themselves rarely engage in such m u n d a n e activities as shopping at a market, the h u m a n and half-elf
inhabitants o f Valenar frequently visit the market on
b e h a l f o f their feudal lords.
T h e R o y a l P a l a c e : T h e h o m e of High King
Vadallia, this building in Taer Valaestas is the largest
p e r m a n e n t structure in Valenar. Despite its size, the
Royal Palace is a military k e e p first and foremost.
T a e r V a l a e s t a s : A walled c o m m u n i t y built with
military precision, Taer Valaestas was constructed
b e c a u s e the elves o f Valenar recognized that a nation
requires a capital city.
T h e T e m p l e o f t h e A g e s : T h e center o f Valenar
religion, the Temple serves as a place of worship and
training for the Keepers o f the Past, the priests o f the
Spirits o f the Past.
PEOPLE OE VALENAR
A n u m b e r of h u m a n s , half-elves, halflings, and hobgoblins r e m a i n in Valenar from the days before elven
rule. T h e elves, however, who n u m b e r nearly h a l f the
total population, consider themselves the only true
citizens. M e m b e r s o f all other races are peasants and
serfs who primarily perform the farming, physical
labor, and administrative duties with which the elves
c a n n o t be bothered. As a military people, Valenar's
citizens have little interest in the arts, in fashion, or
in architecture that serves no military purpose. Battle
dress and fancy dress are one and the same, and decoration consists o f trophies won from foes or passed
down through the generations.
Valenar's elves worship the spirits of their
ancestorsparticularly great warriors or champions
o f the people. A few cling to the beliefs o f the Undying Court, albeit with a heavier focus on specific past
heroes. T h e elves don't care who or what Valenar's
VALENAR ADVENTURERS
Just about all Valenar elves are soldiers o f some sort
or another. T h e question is not what sorts o f adventurers does Valenar produce, but what sort stands out?
VALENAR ASSOCIATED SKILLS
If you are from Valenar, you can choose Acrobatics or
Athletics as your associated skill.
H o n o r a b l e M e r c e n a r y : You're no less anxious for
excuses to fight t h a n your comrades are, but you're
d e t e r m i n e d to lift a blade or fling a spell strictly for
honorable causes. You firmly believe that your ancestors would disapprove o f r a n d o m bloodshed, and you
struggle instead to find adventures and take mercenary commissions that m e e t your ethical standards.
Roleplaying Tips: In your search for m e r c e n a r y
contracts or adventure quests, the cause is at least
as important to you as the money. You look down on
other Valenar elves who fight without c o n c e r n for
cause, and you're quick to defend the weaknot necessarily because you believe it's the right thing to do
(although you might) but b e c a u s e you feel doing so
impresses the ancestors.
M i l i t a n t I n s t i g a t o r : T h e way for your people to
prove themselves is through war, and i f the h u m a n
nations won't start one on their own, you'll have to
help t h e m along. You conduct raids on neighboring
military communities, a m b u s h supply caravans, and
do everything in your power to provoke your neighbors into attacking Valenar directly.
Rolevlaying Tips: You seek out military targets from
other nations, and undertake adventures that allow
ZILARGO
H o m e l a n d to a g n o m e culture that predates the rise
o f Galifar, Zilargo appears to be a land o f plenty, of
peace and prosperity, and o f lush farms and wellordered cities. Those who observe Zilargo's laws
never have reason to see it as anything else. But enemies o f Zilargo find their secrets exposed and their
plans countered before they're executed. A n d individuals who b r e a k the peace or incite unrest vanish
swiftly and completely.
COMMON KNOWLEDGE
Zilargo is ruled by a council o f representatives from
all its major cities rather t h a n by a single sovereign.
It has m a i n t a i n e d its independence over the years
through diplomacy and, on occasion, the judicious
use o f b l a c k m a i l instead o f through military might.
T h e gnomes here are experts in all matters a r c a n e
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and alchemical, and Zilargo boasts perhaps the greatest intelligence and spy network in Eberron. Even
though other nations could probably conquer Zilargo,
the cost in information spread to its e n e m i e s and
a r c a n e secrets lost would far outweigh any benefit.
G n o m e a l c h e m i c a l creations, magic items, and
elemental-bound vessels are in d e m a n d across Khorvaire. Unofficially, gnomes and Zil organizations also
m a k e m o n e y by providing intelligence gathering services to outside powers.
REGIONAL FEATURES
ZIL ADVENTURERS
PEOPLE OE ZILARGO
Zilargo is known as the g n o m e homeland, and
gnomes m a k e up well over h a l f the population.
O t h e r significant populations include h u m a n s and
dwarves and smaller n u m b e r s of kobolds and eladrin.
Although the gnomes are more d e t e r m i n e d and devi\ ous in their thirst for knowledge and local intrigues,
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BEYOND KHORVAIRE
Although Khorvaire represents the heart of Eberron,
it is only one of six continents. M a n y exotic lands lie
beyond Khorvaire's shores, waiting to b e explored.
AERENAL
T h e ancestral h o m e l a n d o f Eberron's elves, Aerenal
is a r e a l m that is alien to most o f Khorvaire's inhabitants. T h i c k jungles and exotic flora cast deep shadows
across the land, shrouding a society steeped in a fascination with death.
COMMON KNOWLEDGE
Aerenal is open to travelers and traders, although the
Aereni rarely offer a w a r m welcome to foreigners.
T h e Undying Court, a council o f religious and
noble leaders from prior generations, rules the elves
o f Aerenal. T h e m e m b e r s o f this council are undead;
the Aereni refer to these individuals as the undying.
T h e Undying Court selects the Sibling Kings
currently B a l a e r e t h and Tezaera o f the M e n d y r i a n
lineto handle day-to-day government business. T h e
Aereni respect the wisdom o f the Undying Court,
and their faith recognizes its m e m b e r s as emissaries
o f their ancestors. D e a t h fascinates the Aereni, and
it informs their fashions and arts; they also have a
propensity for the study o f n e c r o m a n t i c and planar
magic. Some Aereni even undergo a l c h e m i c a l processes and mystic rites in order to appear dead. Most
elves o f Aerenal are m e m b e r s o f vast extended families, called lines, that have ties to counselors o f the
Undying Court.
T h e Tairnadal elves o f Aerenal's northern plains
have a warrior culture similar to that o f the Valenar
elves. Tairnadal family divisions are called warclans,
and they are less devoted to the Undying Court t h a n
are other Aereni.
PEOPLE OE AERENAL
Proud, haughty, and fascinated with death, the elves
o f Aerenal comprise over two-thirds o f the continent's
population; the undying account for most of the
r e m a i n i n g one-third. A small n u m b e r o f half-elves
and traders o f other races are also p e r m a n e n t residents o f Aerenal.
All o f Aerenal's e l f inhabitants worship the Undying Court, the Spirits o f the Past, or both. No other
religion is accepted a m o n g the p e r m a n e n t population, although foreigners are not persecuted for
practicing other beliefs.
T h e elves o f Aerenal revere the undying, but they
harbor a hatred for other forms o f undead, particularly those that feed on the living. Destroying such
creatures is considered to b e a religious duty.
AERENAL ASSOCIATED SKILLS
If you are from Aerenal, you can choose Arcana or
Religion as your associated skill.
ARGONNESSEN
T h e n a m e Argonnessen brings a shudder to even the
bravest explorers, for it is a land o f mystery and fear.
Vicious tides and murderous rocks surround it, and
fierce b a r b a r i a n tribes inhabit its shores. Yet m u c h
greater perils lie beyond its b e a c h e s .
Argonnessen is the ancestral h o m e o f Eberron's
dragons, which guard the land's legendary wonders. Ancient cities, e n o r m o u s structures, and vast
treasures lie within Argonnessen. A few explorers,
adventurers, scholars, and m e r c h a n t s have braved the
Dragonreach to land on the b e a c h e s o f Seren Island
or upon the coast o f Argonnessen. I f anyone has ever
traveled beyond these lands' borders, though, they
have left no evidence o f their discoveries.
T h e only region o f Argonnessen k n o w n to outsiders is T o t e m B e a c h , w h e r e most ships m a k e landfall.
Huge stone m o n u m e n t s , built by u n k n o w n powers
in a bygone age, j u t from the sands, looking out over
t h e sea. Beyond, a t h i c k j u n g l e a n d the G r e a t Barrier M o u n t a i n s b l o c k any view o f t h e continent's
interior.
Sailors from the Lhazaar Principalities clash frequently with the b a r b a r i a n s of Seren, who attempt
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CO
THE FROSTEELL
T h e Frostfell stretches across Eberron's n o r t h e r n
reaches and is a land o f blinding snow, creaking glaciers, and jagged peaks. W i t h its ancient treasures
and untouched lands, the Frostfell b e c k o n s to adventurers and explorers like a gleaming, uncut jewel.
For all the attempted expeditions to the Frostfell,
little is known o f this
enigmatic region. Few
groups have returned
safely from exploration o f the
region. O n e such group is the Wayfinder Foundation, an organization o f
exploration and philanthropy led by the
halfling B o r o m a n ir'Dayne. T h e foundation's
m e m b e r s have reported great devil-ruled cities in
the ice, towers o f frozen bone, and w a r m oases in the
midst o f frosty vales. However, most o f their accounts
are contradictory.
T h e dwarven clans o f the M r o r Holds believe that
they originally hail from the Frostfell.
FROSTFELL ASSOCIATED SKILLS
If you are from the Frostfell, you can choose Endurance or Nature as your associated skill.
KHYBER
It is a r e a l m without hope, without sanity, without
lightbut not without life. Endless darkness, crushing
rock, winding corridors, and sunless seas fill the vastness b e n e a t h the surface of Eberron. This r e a l m is
Khyber, the Dragon Below, an Underdark world that
lurk likes a ravenous m a w beneath the feet o f surface
dwellers.
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SARLONA
Torn by ages o f war, paranoia, rampant magic, and
h u m a n exodus, Sarlona is a continent deeply affected
by the ravages o f the past. Although larger t h a n Khorvaire, its struggles have reduced the population to
two primary cultures: one that is grateful for the prosperity granted by its spiritual overseers and one that
believes those spirits to be corrupt.
COMMON KNOWLEDGE
T h e continent o f Sarlona is relatively flat, consisting
of broad plains, the great Tashana Tundra, and a vast
desert. T h e weather is harsh, and fierce storms flay
the land, particularly in Adar.
Many details o f Sarlonan history have been lost
through war and catastrophe. It is widely believed
that the current civilization arose through the guida n c e o f otherworldly spirits, which steered humanity
away from total destruction. Thus, the nations o f Sarlona have coalesced into two distinct regions.
Residents o f R i e d r a believe that they represent the
crown o f civilization. T h e Inspired, fortunate individuals possessed and guided by spirits, serve as both
religious and secular leaders. Violence and c r i m e
are rare except for acts of sedition, which, according
to the Inspired, are c o m m i t t e d by those who have
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PEOPLE OE SARLONA
In Riedra, h u m a n s and the Inspired are the dominant
race. Sarlona is believed to be the birthplace of humanity. Nonhumanssuch as shifters, changelings, and the
occasional goliath and ogredwell in the region but
are second-class citizens. Members o f n o n h u m a n races
often j o i n the military because such service is one of
the few ways for t h e m to obtain respect or position in
Riedran society. Adar also consists largely o f humans,
although its society is not as racially divided as is Riedra's. Adar's population includes the same races as
Riedra's, along with a sizable population of kalashtar,
who hide from the agents of the Inspired.
T h e Path o f Inspiration is the only faith permitted
in Riedra. Practice o f other religions is a c r i m i n a l
offense. In Adar, the most c o m m o n faiths are the
Path o f Light and an old form o f worship o f the Sovereign Host.
SARLONA ASSOCIATED SKILLS
If you are from Sarlona, you can choose Diplomacy
or Endurance as your associated skill.
XEN'DRIK
South o f Khorvaire, beyond the T h u n d e r Sea,
X e n ' d r i k rises from the waves, beckoning to sage
and explorer, m e r c h a n t and adventurer. D e e p in
jungles thick with foul creatures, the ivy-covered
cyclopean ruins from the empire o f giants still stand,
their great secrets waiting to be revealed and their
fabulous magical treasures waiting to b e u n e a r t h e d .
Vast deserts stretch out like cupped hands to catch
the dragonshards that fall to Eberron from the Ring
of Siberys, and great mountains hide winding tunnels and vast c h a s m s that shelter the tribes of the
scorpion-worshiping drow.
Cartographers take incredible risks to create
accurate m a p s of X e n ' d r i k , but no m o d e r n explorer
has successfully mapped the heart o f the Continent
o f Mysteries. Giants, the descendants o f ancient
empires, m a k e their h o m e s across the continent,
worshiping strange, a r c a n e powers or violent primal
spirits. Relics and ruins o f a past d e m o n i c age occasionally birth horrors far worse than giants.
Yet for all its dangers, X e n ' d r i k attracts the interest o f m a n y o f Khorvaire's inhabitants, particularly
the dragonmarked houses. Many o f Eberron's
peopleincluding elves and warforgedcan trace
their lineage to this forgotten land, and they seek to
fill in the gaps of their own history. T h e riches of the
giants' empire wait for explorers, as do the vast fields
o f dragonshards. T h e j u n g l e lands are verdant, and i f
they could be tamed, they would offer grand opportunities for farming and settlement.
STORMREACH
An oasis o f civilization before one reaches the wilds,
S t o r m r e a c h is known as the Gateway to Xen'drik. It
is the starting point for nearly all exploration into the
Continent o f Mysteries.
Stormreach's population is an eclectic m i x o f
races, with styles and fashions from across the world.
Natives o f Xen'drik prefer various forms o f spirit or
ancestor worship, whereas i m m i g r a n t s from Khorvaire continue their worship o f the Sovereign Host,
the Silver F l a m e , or occasionally the Blood o f Vol.
A c o m m u n i t y o f some sort has existed in Storm
reach's location since time i m m e m o r i a l . T h e current
city was constructed under the aegis o f the Kingdom
of Galifar and the dragonmarked houses after they
m a n a g e d to clear out a pirate sanctuary, which in
turn was built on ancient giant ruins that still protrude from the city's foundation. Buildings o f wood
and stone that would s e e m at h o m e in any city on
Khorvaire stand beside ancient monoliths and repurposed pyramids. T h e city is divided into districts and
wards, each with a unique culture and story.
All thirteen dragonmarked houses have enclaves
here, hoping to take advantage o f any discoveries
made within the depths o f X e n ' d r i k .
STORMREACH: THE GATEWAY TO XEN'DRIK
Population: Approximately 1 1 , 0 0 0 . No single race
holds a clear majority here; humans, dwarves, halflings, elves, half-elves, and changelings walk side by
side with half-giants, goliaths, ogres, drow, and thrikreen, a humanoid insectlike race.
Government: The Storm Lords, a council made
up of representatives of Stormreach's five founding
families, govern the city with substantial advice from
the dragonmarked houses.
Defense: The Stormreach Guard officially keeps
the peace. Many members are ruffians and former
criminals, and corruption runs rampant throughout
the organization, making the Guard far better at
defending the city from outside threats than at keeping the peace within. The Iron Watch, an elite unit
of warforged, and the Inquisitives, private detectives
licensed by the Finders Guild or House Tharashk, are
better at stopping crime.
D R A G O N M A R K E D HOUSES BACKGROUNDS
In Eberron, a character's dragonmark (or lack o f one)
is at least as important as the nation in w h i c h he or
she dwells. (See page 2 1 for a table o f which races
each dragonmark is most closely associated with.)
HOUSE CANNITH
C a n n i t h I n v e n t o r : You can't help thinking up
new inventionswhether they're m e c h a n i c a l , magical, or a strange m i x o f the two. W h a t ' s the clever
invention or technique that got you noticed within
the House? D o you have a rival who claimed credit
for one o f your ideas? And what great invention is in
your head right now, awaiting the right rare materials
or powerful magic to m a k e it a reality?
ASSOCIATED SKILL
If you are a Cannith inventor, you can choose Arcana
as your associated skill.
C a n n i t h T i n k e r : You served a stint with Cannith's Tinkers Guild, traveling from town to town
and earning coin for House C a n n i t h by fixing countless broken items. W h a t strange c o m m u n i t i e s did
you visit? Did you enjoy life on the road, or were you
bucking for a different post within the House? And
given that the Tinkers Guild is less hierarchical t h a n
the rest o f the House, did you find the egalitarian
nature o f the Tinkers liberating or frustrating?
ASSOCIATED SKILLS
If you are a Cannith tinker, you can choose Streetwise or Thievery as your associated skill.
C a n n i t h W a r f o r g e d : You're one of the warforged
that House C a n n i t h kept rather t h a n sold to one o f
the Five Nations. W h a t m a d e you worth k e e p i n g were you unusually capable, or unlikely to do well in
a military environment? How do you feel about your
creators selling your fellow warforged as property?
A n d m o r e broadly, how do you reconcile your loyalty
to the House with your newfound legal freedom?
ASSOCIATED SKILLS
If you are a Cannith warforged, you can choose
Diplomacy or Insight as your associated skill.
HOUSE DENEITH
D e n e i t h M e r c e n a r y : You served with House
Deneith's Blademarks Guild during the Last W a r .
W h a t major battles did you take part in, and on
w h i c h side? W e r e you ever wounded, and do you still
b e a r the physical or mental scars? W e r e you ever captured, besieged, or caught b e h i n d e n e m y lines? How
HOUSE GHALLANDA
G h a l l a n d a E n c l a v e G u a r d : You were responsible
for keeping everyone safe within a Ghallanda enclave,
no matter what nations, Houses, or mysterious organizations wanted to violate the sanctuary o f your
house. W h i c h enclave did you guard? W h a t unusual
or famous fugitives did you meet while guarding the
enclave? Did you ever break up a conflict among those
who sought Ghallanda's hospitality, and does someone
owe you thanks or b e a r a grudge as a result? Did you
ever smuggle people out o f your enclaveor kick t h e m
out because they were threatening others?
ASSOCIATED SKILLS
If you are a Ghallanda enclave guard, you can choose
Perception or Insight as your associated skill.
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HOUSE JORASCO
J o r a s c o M e d i c : House Jorasco sold its services to
all the major combatants in the Last W a r , and you
tended to wounded soldiers in the aftermath of major
battles. In what battles were you a m e d i c , and how
close were you to the actual fighting? W e r e you ever
tempted to take part in the battle?
ASSOCIATED SKILL
If you are a Jorasco medic, you can choose Heal as
your associated skill.
J o r a s c o I n v e s t i g a t o r : You have a keen interest
in rare poisons, exotic diseases, and mysterious ailments that have no known cause. I n the company o f
more experienced healers, you have traveled across
Khorvaire looking for rare herbs or magical reagents
that would solve the mystery o f these ailments and
make healing possible. W h a t are the n a m e s o f the
poisons, disease outbreaks, or epidemics you've dealt
with, and where did they take place? Is there a mysterious ailment that has vexed your every effort? A n d
have you ever b e e n afflicted with the s a m e condition
you're trying to cure?
ASSOCIATED SKILLS
If you are a Jorasco investigator, you can choose Heal
or Insight as your associated skill.
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F o l l o w e r o f S a h e m i : S a h e m i t h e E m i s s a r y is a
House J o r a s c o h a l f l i n g w h o c a m e b a c k to the House
after a sojourn in the Eldeen R e a c h e s , c o n t e n d i n g
that t h e M a r k o f H e a l i n g could b e u s e d not j u s t to
h e a l people but to h e a l t h e landspecifically, t h e
M o u r n l a n d . You were one o f his first r e c r u i t s , a n d
you l e a r n e d t h e ways o f t h e druids and s h a m a n s o f
t h e R e a c h e s . How did S a h e m i recruit you? W h a t
part o f his message r e s o n a t e d with you? D o you
still believe in S a h e m i ' s c r u s a d e to h e a l the land,
or have you b e c o m e disillusioned along the way?
Have you b e e n inside t h e M o u r n l a n d and s e e n it
firsthand?
ASSOCIATED SKILLS
If you are a follower of Sahemi, you can choose Heal
or Nature as your associated skill.
HOUSE KUNDARAK
I r o n G a t e k e e p e r : T h e Iron Gate, part o f the
W a r d i n g Guild, is a select group o f d w a r f guards who
supplement House Kundarak's magic wards, traps,
and defenses. W h a t were you assigned to guard, and
what happened to the unlucky thieves who tested
House Kundarak's defenses? Did you have a h a n d in
the creation or m a i n t e n a n c e o f the magic traps? A n d
are you aware o f any flaws in the House's protective
schemes?
ASSOCIATED SKILLS
If you are an Iron Gatekeeper, you can choose
Arcana or Thievery as your associated skill.
G h o r a d ' d i n R e c r u i t : You received extensive
training in the arts o f stealth and subterfuge from the
Ghorad'din, a secretive order that answers only to Lord
Morrikan d'Kundarak. You left your training before
attaining full membership in this shadowy group: W h y
did you leave? W h a t drew you to the Ghorad'din in the
first p l a c e - o r did they seek you out? C a n you still count
on the aid of the Ghorad'din? Or do you fear they'll try
to knife you in the shadows someday?
ASSOCIATED SKILLS
If you are a Ghorad'din recruit, you can choose Bluff
or Stealth as your associated skill.
K o r u n d a V a u l t - K e e p e r : You spent your youth
guarding the countless underground vaults below
Korunda Gate, the largest enclave o f House Kundarak. M a n y o f the vaults contain spectacular but
m u n d a n e treasure: piles o f gold, platinum, gems, and
jewelry. O t h e r vaults contain powerful weapons and
armoreither legacies o f bygone ages or examples of
the best in modern dwarven craftsmanship. W h a t
wonders did you see in the c h a m b e r s you guarded?
Did you ever have to deal with thieves or raiders?
HOUSE LYRANDAR
L y r a n d a r A i r s h i p S a i l o r : You are at home on
the d e c k o f an airship, traversing the skies o f Eberron. You have flown through massive thunderstorms
and fought o f f everything from hungry wyverns to
murderous sky pirates. W h a t strings did you pull to
receive such a plum assignment? W h y did you leave
the airship for the life o f a n adventurer?
ASSOCIATED SKILLS
If you are a Lyrandar airship sailor, you can choose
Athletics or Perception as your associated skill.
L y r a n d a r R a i n c a l l e r : You traveled with a c r e w
o f raincallers, p e r f o r m i n g weather-improving rituals for landed nobles, a r m i e s , a n d governments
with the coin to afford House Lyrandar's services.
W h a t places have you visited while p e r f o r m i n g your
duties? W e r e you ever close to the action during the
Last W a r ?
ASSOCIATED SKILLS
If you are a Lyrandar raincaller, you can choose Athletics or Nature as your associated skill.
HOUSE MEDANI
<
ASSOCIATED SKILLS
If you are a member of the Thousand Yard Stare, you
can choose Endurance or Perception as your associated skill.
B a s i l i s k ' s G a z e : Taldor d'Medani gave you
mental training in preparation for j o i n i n g the Basilisk's Gaze, a House M e d a n i group that hunts down
war c r i m i n a l s . T h e Basilisk's Gaze gave you esoteric
training in observation and reason, but what was the
actual training like? How did you w i n d up learning
from Taldor in the first place? A n d why did you suspend your training?
ASSOCIATED SKILLS
If you are a member of the Basilisk's Gaze, you can
choose Arcana or Perception as your associated skill.
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HOUSE ORIEN
O r i e n C o u r i e r : You took part in delivering
time-sensitive or high-risk parcels for House Orien,
including diplomatic packets, rare magic items, and
sealed containers about which no questions were
asked. W h a t places did you go, and how did you
travel there: a fast horse or griffon, a lightning rail,
or a teleportation portal? Did you ever fail to m a k e
a delivery, or find yourself unable to because something sinister happened to the recipient?
ASSOCIATED SKILLS
If you are an Orien courier, you can choose Acrobatics
or Stealth as your associated skill.
O r i e n S m u g g l e r : You work in the part o f the house
that doesn't officially existthose who use the Mark
of Passage to pass through borders without attracting
legal entanglements. W h a t goods did you smuggle, and
what was the most c o m m o n origin and destination?
Did you elude border patrols, pay off guards, befuddle
them with c h a r m magic, or slip disguised goods right
under their noses? W e r e you ever caught?
ASSOCIATED SKILLS
If you are an Orien smuggler, you can choose Bluff or
Stealth as your associated skill.
C a r a v a n Scout: You're accustomed to scouting out
ahead o f everyone else, making sure the road is safe
for the valuables aboard a House Orien trade caravan,
not to mention your comrades and the passengers
traveling with the caravan. W h a t routes do you know
like the back of your hand? W h a t monsters and bandit
gangs have you had to deal with? W e r e you ever lost in
the wilderness, with or without your caravan?
ASSOCIATED SKILLS
If you are an Orien caravan scout, you can choose
Athletics or Perception as your associated skill.
HOUSE PHIARLAN
S h a d o w A c r o b a t : You were part o f the traveling
troupe known as the Carnival o f Shadows, a group
o f dancers, acrobats, and musicians who engage in
cloak-and-dagger work for House Phiarlan under
the guise o f n o m a d i c entertainers. W h a t was your
performer's role in the caravanand what did you
really do when everyone was distracted by your
compatriots? Did you have any particular rivalries or
friendships a m o n g the other m e m b e r s of the Carnival? D o you miss performing before a crowd?
ASSOCIATED SKILLS
If you are a Shadow acrobat, you can choose Acrobatics or Athletics as your associated skill.
CHAPTER
World
of
Eberron
P h i a r l a n A r c h i v i s t : T h e headquarters of House
Phiarlan's D e m e s n e o f M e m o r y in Fairhaven has a
library containing m u c h o f the intelligence that the
House obtained during the Last W a r . Your j o b was to
catalog, collate, and analyze all the information found
in various sources: tattered tomes, precise military
orders, or hastily scribbled notes inked in a spy's own
blood. W h a t was the most incendiary information
you saw while researching in the Tower of Memory,
and under what conditions would you reveal it?
W h a t was the key piece o f information that you were
unable to find for your masters? Might a more direct
approach obtain the missing secret?
ASSOCIATED SKILLS
If you are a Phiarlan archivist, you can choose Arcana
or History as your associated skill.
HOUSE SIVIS
P r o p h e c y S a g e : House Sivis tries to k e e p t r a c k
o f t h e D r a c o n i c Prophecy, a n d you were part o f
that effort. You took part in diplomatic missions
to s p e a k with dragons, a n d you studied historical
records and mystical texts to l e a r n what the future
might hold. W e r e you interested in what the Prophe c y m e a n s for t h e world, for H o u s e Sivis, or for you
personally? W e r e you part o f any significant discoveries? D o feel t h e D r a c o n i c P r o p h e c y is a f f e c t e d
by t h e actions o f a few key d r a g o n m a r k e d p e o p l e including you?
ASSOCIATED SKILLS
If you are a Prophecy sage, you can choose Arcana or
Diplomacy as your associated skill.
T a s k e r ' s D r e a m : You were involved with House
Sivis's psionics and linguistic research headquarters
in K r o n a Peak. W h a t inquiries were you part of?
W h a t did you see to justify the extensive two-way
wards that surround the K r o n a Peak enclave? A n d
what translationswritten or verbaldid you do?
Did you learn anything particularly sensitive or
dangerous?
ASSOCIATED SKILLS
If you are a member of Tasker's Dream, you can
choose Arcana or Insight as your associated skill.
W a r C o u r i e r : During the Last W a r , you were
responsible for delivering top-secret orders to armies
in the field. W h i c h army did you work for, and what
kind o f relationship did you have with its generals?
Did you ever c o m e under attack or arrive in the
aftermath of a major battle? D i d you ever p e e k at the
orders before delivering themand i f so, what did you
learn?
ASSOCIATED SKILLS
If you are a war courier, you can choose Athletics or
Stealth as your associated skill.
HOUSE THARASHK
T h a r a s h k P r o s p e c t o r : Dragonshards have had a
grip on your h e a r t since you were a child, and you've
scoured the Shadow M a r c h e s in search o f Eberron's
most valuable commodity. Have you ever struck it
rich, only to lose your fortune through fraud, bad
luck, or dissolute living? W o u l d you like to repay any
rivals for j u m p i n g one o f your claims? W h a t monsters
and natural hazards o f the Shadow M a r c h e s have you
had to deal with?
ASSOCIATED SKILLS
If you are a Tharashk prospector, you can choose
Dungeoneering or Nature as your associated skill.
L i o n d r a k e ' s R o a r M e r c e n a r y : D u r i n g the latter
days o f the Last W a r , you served with the Liondrake's
Roar, a House T h a r a s h k m e r c e n a r y outfit composed
of gnolls, ogres, minotaurs, gargoyles, harpies, and
other monsters. How did you feel about fighting with
these monstrous troops? D o you dread facing any particular monsters in battle b e c a u s e o f your experience?
ASSOCIATED SKILLS
If you are a Liondrake's Roar mercenary, you can
choose Nature or Dungeoneering as your associated
skill.
T h a r a s h k G a t e k e e p e r : You trained with the
druidic a r m o f House Tharashk, using the M a r k of
Finding to discover and secure the seals that bind the
horrors from Xoriat. W h e t h e r or not you're a druid,
HOUSE THURANNI
T h u r a n n i S t o n e s p u r R e c r u i t : You received
assassin's training in the warrens b e n e a t h Stonespur
Island in the Lhazaar Principalities. But you left
before j o i n i n g the Shadow Network. D i d you have
q u a l m s about something you were asked to do? Did a
rival orchestrate your washing out o f the program? Or
did a high-ranking m e m b e r o f the House ask you to
leave Stonespur but refuse to say why?
ASSOCIATED SKILLS
If you are a Thuranni Stonespur recruit, you can
choose Acrobatics or Stealth as your associated skill.
C l a n d e s t i n e C o u r t i e r : To the gossip traders
in Khorvaire's noble courts, you were just another
T h u r a n n i hanger-on, possessed o f enough m o n e y and
personal m a g n e t i s m to m a k e you a welcome guest
at noble courts across the land, often for m o n t h s at a
time. But your masters in House T h u r a n n i k n e w the
truth: You were engaged in espionage at every stop
on the social calendar. T h e secrets you learned in
Aundair in s u m m e r were sold to the highest bidder
in K a r r n a t h before the leaves fellor better yet,
CHAPTER
5 I World
of
Eberron
HOUSE VADALIS
V a d a l i s H a n d l e r : At the house's Erlaskar M a n o r
enclave, you saw dozens o f monsters gathered from
all over Khorvaire. Your j o b was to study them, learn
how they could b e put to use, train t h e m , and eventually raise their offspring in captivity. W h a t specific
monsters did you work with? Did you feel at ease
around t h e m , or were you cautious o f their inherent
danger? D i d the monsters ever escape or otherwise
pose a danger to you and your fellow handlers?
ASSOCIATED SKILLS
If you are a Vadalis handler, you can choose Dungeoneering or Nature as your associated skill.
V a d a l i s G r i f f o n R i d e r : I n the final days o f the
Last W a r , armies started deploying Vadalis griffon
riders against other griffon riders. A n d unlike the
other dragonmarked houses doing business with
the warring states, House Vadalis had a b r i e f internal battle. You flew one o f those griffons into battle:
W h a t happened? D i d you down any e n e m y r i d e r s and did they survive the battle to seek vengeance?
W h a t other dangers did you face from the ground?
D o you miss the sensation o f flight, or are you glad to
be on the ground?
ASSOCIATED SKILLS
If you are a Vadalis griffon rider, you can choose
Acrobatics or Nature as your associated skill.
CHAPTER
5 [ World
of
Eberron
O T H E R BACKGROUNDS
T h e s e backgrounds detail some o f the aspects o f your
birth, upbringing, and history that might affect your
personality and c a r e e r today.
ADULTHOOD
D e s e r t e r : You refused to volunteer to fight in the
Last W a r , and in the latter years, w h e n m a n y o f the
nations passed laws requiring service, you fled rather
t h a n b e pressed into the front linesor m a y b e you
were a soldier at one time, but you abandoned your
service. Are you still a wanted c r i m i n a l , or has your
h o m e region offered a m n e s t y for deserters? W h y did
you r u n ? W a s it cowardice or a moral objection to the
battle? I f you risked i m p r i s o n m e n t to avoid violence,
then why did you b e c o m e an adventurer?
ASSOCIATED SKILLS
If you are a deserter, you can choose Endurance or
Bluff as your associated skill.
M i s t - T o u c h e d : You have b e e n touched, body and
soul, by the dead-gray mists o f the M o u r n l a n d . D i d
you witness the Day o f Mourning? Have you spent
longer in the M o u r n l a n d t h a n other adventurers? Or
are you, for some reason, m o r e susceptible to its touch
t h a n others?
ASSOCIATED SKILLS
If you are mist-touched, you can choose Endurance
or Intimidate as your associated skill.
R e f u g e e : Your h o m e is gone, destroyed in the Last
W a r , or perhaps a n n e x e d by a nation whose oversight
you refuse to accept. (Cyre is one example, and plenty
o f others exist, from T h r a n e - c l a i m e d Thaliost to the
hundreds o f nameless h a m l e t s devastated by the
war.) You have turned to a life o f wandering. But are
you searching for a new h o m e , or for a way to rebuild
or r e c l a i m your old one? D o you adventure because
there's nothing else left for you?
ASSOCIATED SKILLS
If you are a refugee, you can choose Endurance or
Streetwise as your associated skill.
OCCUPATION
C o m m i s s i o n e d O f f i c e r : You held rank in one o f
the various militaries involved in the Last W a r , and
you directed soldiers in the thick of combat. Did you
resign your commission? W e r e you discharged from
the army? I n either case, why?
ASSOCIATED SKILLS
If you are a commissioned officer, you can choose
Insight or Intimidate as your associated skill.
E n l i s t e d S o l d i e r : You served on the front lines o f
the Last W a r , shoulder to shoulder with dozens, even
hundreds, o f others. For years, all you k n e w were
long, agonizing days o f waiting, followed by minutes
or hours o f swinging a blade or slinging a spell at your
foes, trying to kill them before they could kill you.
ASSOCIATED SKILLS
If you are an enlisted soldier, you can choose Athletics or Endurance as your associated skill.
I n q u i s i t i v e : For you, adventuring isn't about
great wealth or fighting blatant, monstrous evils in
the wildit's about protecting society from the more
subtle evils within. You could be a city guard, a
House Deneith Marshal, or just a private citizen; your
goal is to solve c r i m e s and protect those who c a n n o t
protect themselves.
ASSOCIATED SKILLS
If you are an inquisitive, you can choose Insight or
Streetwise as your associated skill.
RACE-SPECIFIC BACKGROUNDS
Player's Handbook and Player's Handbook 2 offer background options for the races presented in those books.
Those races particular to Eberron are presented here.
C u l t u r a l A s s i m i l a t o r ( C h a n g e l i n g ) : Like most
changelings, you've spent your time dwelling among
the m e m b e r s o f the other races. You've paid more
attention than most, however, or perhaps you're abnormally fascinated by other peoples. W h a t e v e r the case,
you've b e c o m e skilled at interacting with them.
ASSOCIATED SKILLS
If you are a changeling cultural assimilator, you can
choose Diplomacy or Insight as your associated skill.
N a t u r a l C h a m e l e o n ( C h a n g e l i n g ) : During your
youth, you were forced to hide rather t h a n rely on
your ability to change shape, and you adapted accordingly. W a s your family at war with other changelings?
Did you or a relative m a k e an e n e m y o f a caster or
creature capable o f seeing through your disguise? Did
others o f your own family torment you? A n d do any o f
these enmities linger today?
ASSOCIATED SKILLS
If you are a changeling natural chameleon, you can
choose Bluff or Stealth as your associated skill.
V i g i l a n t ( K a l a s h t a r ) : T h e kalashtar are watchful
for agents of the quori, the Inspired, or other enemies
o f the Light. W h e t h e r you've suffered attacks from
those groups in the past or are just naturally paranoid, you are watchful and alert. You pay careful
attention to the body language and words of everyone
you interact with.
ASSOCIATED SKILLS
If you are a kalashtar vigilant, you can choose Insight
or Intimidate as your associated skill.
M e n t a l B a s t i o n ( K a l a s h t a r ) : T h e dual spiritual
nature o f your m i n d is abnormally strong, perhaps
because you are descended from a particularly potent
quori. It's far m o r e difficult for others to force you to
act outside your intentions.
ASSOCIATED SKILLS
If you are a kalashtar mental bastion, you can choose
Arcana or Insight as your associated skill.
U n s t o p p a b l e S o l d i e r ( W a r f o r g e d ) : You've been
trainedor builtto be the perfect killing m a c h i n e .
You are quick to take advantage o f any opportunity or
opening your foes offer. You c a n n o t b e stopped until
you complete your mission.
ASSOCIATED SKILLS
If you are a warforged unstoppable soldier, you can
choose Athletics or Endurance as your associated skill.
CHAPTER
5 | World
of Eberron
^-
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