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Wayfinders guide to eberron 5e pdf download

Wayfinders guide to eberron 5e pdf download

Wayfinder’s Guide to Eberron PDF free Download,Explore PDF

WebApr 14,  · Wayfinder's Guide to Eberron - Free PDF Download - pages - year: Categories College Comic Books Computer Programming Personal Development WebDnD/D&D 5E - Wayfinders Guide to blogger.com at master · kwmorris/DnD · GitHub. kwmorris / DnD Public. Notifications. Fork Star Code. Issues. Pull requests 1. WebD&d 5e -wayfinders Guide To blogger.com Uploaded by: Ignacio Peralta. July PDF. Bookmark. This document was uploaded by user and they confirmed that they have the WebWayfinder’s Guide to Eberron PDF free Download Wayfinder’s Guide to Eberron brings the eponymous campaign setting to the fifth edition of Dungeons & Dragons. What is WebFeb 19,  · WAYFINDER’S GUIDE TO EBERRON. Explore the world of Eberron in this campaign prototype. for the world’s greatest roleplaying game. Teos Abadia, Kurt ... read more




What was your greatest triumph          or most tragic defeat? The heroes of pulp adventure         are often able to overcome seemingly impossible               Combat can feel very mechanical. In Elements. In a tavern, this list could include into success. If every story. One reason the world be Pile of Gold Coins, Scattered Bones, needs heroes is because it already has villains. It Rotting Tapestry, Moss-Covered Statue.


But part of elements into their description of their action. The primary purpose of this is to give players          ideas; interesting details to use while describing villains who are closely matched with the their actions. But if a player comes up with a heroes—rivals who advance in power as you do. As a DM, you might ask a player:  cross a room full of enemies and wants to swing                                make a simple Dexterity Acrobatics check to Likewise, even when a pulp villain appears to avoid opportunity attacks, essentially getting a die, they can have their own remarkable escapes free Disengage action. from death. Perhaps Halas had a ring that cast Environmental elements are always optional and largely cosmetic.


As a DM, you an illusion of his death while actually stabilizing            him, or cast   when he leapt from that element. But presenting a list can help players tower in Sharn. But for some groups, this sort of collaboration can produce a compelling story and a sense of investment in the world. But there are also misguided While Eberron embraces the swashbuckling patriots, religious extremists, and dragonmarked action of pulp adventure, it also draws inspiration houses looking to wring a few more pieces of        gold out of Khorvaire. petty criminals trying to build empires. easy to separate the heroes from the villains.


Good people can do terrible things, while cruel or heartless people may be serving the greater good. There can certainly be times when decisions are straightforward. If the Emerald Claw is about to detonate a necrotic resonator that will kill half of Sharn, they need to be stopped. But a good Eberron story challenges you to think about your actions, and the simplest solution may not be the best one. Human Motives. One person just wants to get some gold in their pocket. Another wants to impress their paramour. A leader forcing the Five Nations into war is driven both by fear of their neighbors and the sincere belief that Khorvaire would      .


you might consider a few additional aspects: Do 2 You placed your faith and your you have a debt you need to repay and, if so, do fortune in the hands of a lover who you need to resolve this in a week or in a year? betrayed you. something you can ever undo? The Regrets table provides a few examples of missteps that might 3       haunt you. As a      setting, Eberron works with both pulp and noir 4 Someone put their trust in you and themes. This is a spectrum: on one end you have you betrayed them for personal over-the-top swashbuckling adventure—battling gain. You may regret it now, but incarnations of evil on the deck of a burning you can never repair the damage airship! fortune and brought shame and The most interesting path often lies between the ruin to your household.


While you were serving your country, you did unforgivable things. it establishes that your membership in this 6       organization may be a part of the story later on. Can you solve the problem before they have to face the consequences consequences? For hundreds of years the continent of Khorvaire While many celebrated the end of the war, was united under the Kingdom of Galifar. This       came to an end with the death of King Jarot in No one won the war, and deep scars remain.


the succession spiraled into outright war between Once fertile farmlands are scorched and ruined. the Five Nations. There are refugees in every major city. And The Last War was a bitter struggle that forever even though people optimistically refer to it as changed the shape of Khorvaire. The mystery of of stalemate interspersed with periods of intense the Mourning is the only thing holding the         warmongers at bay. If the secret of the Mourning the land and the people, but there was worse can be uncovered—if it can be proven that the to come. The cause of the could begin again. As such, the nations remain in Mourning remains unknown, and many fear that a cold war as each makes preparations and seeks it was a consequence of the extensive use of war         magic. Shock and fear brought the nations to the.


Feel free to change the suggested     backgrounds. While charlatan is an obvious           background for a spy, you could easily adapt War. criminal or urchin to the same role. Dragonmarked Power. The dragonmarked houses sold their services to all sides and          1d10   Five Nations are divided and dependent         1 You we were re a com commo mon n sol soldi dier er,, fac facin ing g questionable if any one nation can impose its the enemy on the front lines of the will upon them.


interminable war. Soldier Karrnathi Undead. When a series of 2 You se serv rved ed on th the e ope open n sea seas, s, wh whet ethe herr famines and plagues crippled the nation of         Karrnath, it embraced the Blood of Vol and or a smuggler. Sailor introduced undead into its armies. The religion was largely abandoned towards the end of the 3 You co comm mmanande ded d tro troop opss and and le led d sol soldi dier erss                 crypts, but some are still in use. or are you haunted by your failures? Magical Innovation. Over the course of a Soldier or noble century of war, the nations and dragonmarked 4 You we were re a spy spy,, gat gathe heri ring ng in inte tell llig igen ence ce houses developed new spells and tools for use         in the war. Airships and warforged are recent        developments, and the wandslinger tradition emerged from the war.


back in? Charlatan The Mourning. This magical cataclysm 5 You were tasked with maintainin maintaining g destroyed Cyre and brought the war to an end. morale and raising the spirits of your Cyre is a vast, unrecoverable wasteland and soldiers. Enterta Entertainer iner those Cyrans who survived the disaster are 6 You provided spiritua spirituall support to your scattered across Khorvaire. Were you always devout, or did New Nations. Before the Last War, Galifar        laid claim to all of Khorvaire. A host of new states emerged over the course of the war. Acolyte These include the goblin nation of Darguun, 7 You used your remarkable knowledge as the elf kingdom of Valenar, the druids of the part of a military think tank… or perhaps Eldeen Reaches, the monsters of Droaam, you provided arcane support on the and more.


pocke ts. Criminal or charlatan The current year is YK. The Last War lasted 9        for over a century and only came to an end two took to protect the innocent have made years ago. As a player character in Eberron, you you a local legend. Folk hero possess remarkable skills. Did you take part in 10       the Last War, and if so, in what capacity? If you      fought, which nation did you serve? Were you service. Are you haunted by this, or do honorably discharged, or did you abandon your        cause? The Last War took of Cyre. Beyond the mists lies a land twisted a heavy toll on Cyre and its citizens, serving as by magic, a wound that will not heal.


The land the battleground where all of the Five Nations is blasted and strangely transformed. In some crossed swords. But no one was prepared for the places the ground has fused into jagged glass. In disaster that struck in YK. others, it is cracked and burned. Broken bodies of Accounts of the Mourning vary. Some say that soldiers from various sides litter the landscape—         soldiers whose dead bodies refuse to decompose. Saerun Road. Others say that the dead-gray The Mournland is a vast open grave. mists began in the capital city of Metrol and In the Mournland, the wounds of war never spread out from there. What is known for certain        is that within the space of one day the nation mutate into even more foul and horrible of Cyre had been engulfed in a wall of mist,        and that anything caught within the mists was the land, magical storms that never dissipate.


Those who               cloudkills that endlessly search for new victims. On Olarune 20, YK, the sort of monster or horror could be found within nation of Cyre ceased to exist. its borders. And yet, it also holds the wealth The Mourning threw Khorvaire into a state and treasures of an entire nation, along with of shock. Who could unleash such power? Was the secrets of House Cannith and everything this a weapon, and if so, when would those else that was left behind. Were its mysterious. What was to be done with the Cyran enough to enter the mists.


refugees surging into every adjacent nation? Fear of the Mourning brought the Five Nations to the negotiating table, and in YK the THE MOURNING AND YOU Treaty of Thronehold ended the Last War. But The Mourning transformed Khorvaire. Shock all of those questions remain unanswered. No and fear brought an end to the Last War. In In one knows the cause of the Mourning or whether making an Eberron character, think about the it could suddenly expand anew. Breland opened impact it had on you. territor y now called New as de facto ruler in the territory Are there heirlooms or treasures lost in the mists Cyre. Other refugees you hope to someday see again? Do you feel are scattered across Khorvaire; some are treated loyalty to your nation and hope to see it restored, with pity, others with suspicion or anger. And or have you burned Cyre out of your heart?


Are   you afraid that the Mourning could expand, or do you prefer not to dwell on such things? Are you comfortable the Mourning cause you to question your faith, using your abilities, or are you afraid that            you may be increasing the power of the         Mourning with each spell you cast? Do you see it solely as a interested in the Mourning and drive you tragedy, or do you hope that this awesome power to learn more about it. Your patron could could somehow be harnessed and controlled? even be part of the Mourning—whether Beyond this, player characters are remarkable r emarkable a collective of spirits killed on the Day of people. Perhaps you were caught in the Mourning, or even a dark and enigmatic        power that might have been responsible for        this tragedy. powers you are serving the Mourning?


Your powers from it and believe that you are barbarian rage represents you channeling actually weakening it with your actions? these vengeful ghosts. the result of your exposure to the Mourning. As a DM in Eberron, we of an ancient demon overlord trapped want                  or if you prefer, to leave it as a mystery that lurking in the Mournland and building its will never be solved. With that said, people in power, but soon it will be ready to act. Right now, fear of the Mourning holds war of extensive use of war magic. If the nations           continue to use these magics, the Mourning longer a threat—or if one nation manages to will expand. harness its power—the war could begin again.


The Mourning was the result of research gone horribly awry. The secrets can be found in a Cannith research facility within the Mournland. If this knowledge could       produce a terrifying weapon. According to these tales, the and these may still hold aberrant threats from Dreaming Dark is an alliance of nightmare the war that destroyed their civilization. Older          still are the ruins once inhabited by rakshasa r akshasa feed on mortal fear and manipulate through         dreams.


Some stories say the Dreaming Dark can and other treasures far beyond the capabilities possess people through their dreams, while others           claim they have psychic agents hidden across past than treasures waiting to be found. Stories Khorvaire. These tales speak of Dreaming Dark, other threats have arisen in a Draconic Prophecy   the past century, spinning out of the strife of the that grant the power to shape the future. Hidden Hidd en Last War. The Lord of Blades is a warforged                       seeks vengeance against the humans who Prophecy, and player characters may be pawns created his people as weapons for their war.


The in this great game. As one of the heroes of the Aurum is a cabal drawn from the wealthy elite age, you surely have a role in the Draconic who seek to turn gold into greater power. The Prophecy. Will you be a tool of one of these Emerald Claw was was an elite military unit that ancient forces, or will you master the game and served Karrnath during the Last War. Disavowed determine your own destiny? by their king, the Emerald Claw engages in guerrilla strikes across Khorvaire, and includes necromancers, vampires, and undead bound to DARK FORCES their service. Some say the Emerald Claw serve an ancient lich known as the Queen of Death, Dragons and demons are just a few of the that their true goal is to place her on the throne dangerous forces at work in the world.


The of Karrnath and the Five Nations. daelkyr came to Eberron from the Plane These are just some of the dark forces working of Madness. They came with armies of in the shadows of Eberron. There are hungry      lycanthropes, clever doppelgangers, and cults and bolstered by beholders. They shattered devoted to the Dark Six. There are stories of a civilizations and spread horrors across Khorvaire. cabal of assassins with aberrant dragonmarks The daelkyr were ultimately bound in Khyber and elves twisted into creatures of nightmare. by druidic magic. power on the world above. This leads to the Cults of the Dragon Below , mad mortals who       . Chapter 3 provides advice on adding new races Eberron draws on the core elements of . to Eberron. A Mourning—the mystical cataclysm that few factors here: destroyed Cyre—and has only been around    Mortal creatures for four years.


are shaped by their culture and personal circumstances. identities are shaped by magic. Fiends and celestials embody pure ideals of good and evil; Not everything has to exist in Eberron. lycanthropes are driven by a curse. Many exist in Eberron. For example, if you wanted to of the gnolls of Droaam are more honorable use Gruumsh in Eberron, you could re-imagine than the human mercenaries of House Deneith. You certainly      Gruumsh, who has recently found his way to         Eberron from the core cosmology. Nothing is set Eberron… but it may not be a prominent in stone. di scovered. If Asmodeus has just discovered Eberron, the sages know Eberron has always been a part of the multiverse.


nothing about him. He has no power base to Eberron is surrounded by its thirteen planes. work with and will have to recruit new followers. These planes play an important role in the And you might see unusual alliances forming                in and out of alignment with Eberron. But the join forces to drive out the outsider. As with Astral and Ethereal Planes surround and enfold everything else, Eberron provides an opportunity Eberron, and if someone ventures into the Deep to explore existing things in a new way.


Shapeshifted their way into Eberron. Most people consider the dragons may be secretly manipulating human tale of the Progenitor Dragons to be a fable: a civilization. myth to explain the underworld and the golden Elves are split into two cultures. The ring in the sky. What if reclusive Aereni are gifted wizards ruled by three divine beings joined together to build their undying ancestors. The Valenar elves a new creation in the depths of the Ethereal? are ruthless warriors who strive to be avatars Elves, orcs, dragons; all of these could have been of ancient heroes. Other elves live among created in the image of the creatures of the Great humanity and have adopted its customs. Wheel but given a chance to develop beyond Gnomes are schemers and scholars the reach of Lolth and Gruumsh.


The Ring of who maintain order through intrigue and Siberys could in fact be a  : a defense that has assassination. Their civilization was crushed to other settings, then that shield is still intact. by the daelkyr and their land was stolen by But if you do want to incorporate elements from        other realms, this shield is starting to fail. Perhaps have good reason to loathe the people of the House Cannith will build a planar gateway and Five Nations. accidentally accidental ly bring the Blood War into Eberron.


Ultimately, dinosaur-riding rangers and barbarians. You can avoid any contact between Orcs are a proud and primal people. While Eberron and other settings. You can explore                the idea of that contact being recent and new        perhaps linked to the Mourning, either as cause from aberrations… while others have fallen           prey to the madness of the daelkyr. has always been travel between these realms, adjusting things to incorporate these ideas. If you choose to explore the idea that contact between settings is recent and limited, consider what that might mean for everyone involved. In the Great Wheel Asmodeus is an ancient threat,        . The dragons of Argonnessen have no love for lesser creatures.


The psychic tyrants of Sarlona maintain strict control over their borders and their people. So, most player characters begin their adventures on the continent of Khorvaire. While humans make up the majority of the population in the civilized nations of Khorvaire, the continent is home a wide range of peoples and cultures. Once largely        Khorvaire is split into many nations—some old, others newborn from the crucible of war. This chapter provides an overview of the nations of Khorvaire, along with a glimpse of common life, magic, religion, and the world— and planes—that lie beyond it.


The treaty recognized the following This section provides an overview of the nations nations as sovereign states: Aundair, Breland, of Khorvaire. If you want more details on the culture, the Talenta Plains, Thrane, Valenar, and Zilargo. history, and geography of the nations, you can These nations abide by a common set of laws          and maintain diplomatic relations. Wastes and Shadow Marches are regions that The Five Nations. Aundair, Breland, Cyre,        Karrnath and Thrane are collectively referred declared itself to be a nation but has yet to be to as the Five Nations. These nations formed the recognized by the others. heart of the Kingdom of Galifar, and while each Getting Around.


The Five Nations are has a unique cultural identity they are built on connected by an excellent system of roads, and this shared foundation. Families are spread across travelers can always make their way by horse the Five Nations; the rulers of the Five Nations or coach. Major cities are tied together by the are tied to the Wynarns, the royal bloodline of lightning rail of House Orien, which allows you       to avoid the perils—and tedium—of the roads. has more in common with a Thrane than they do If speed is an issue, you can book passage on a with a Zil gnome or a Lhazaar pirate. Lyrandar airship. This is the fastest way to travel, Aside from Cyre—which was destroyed in the but also the most expensive. and most powerful countries in Khorvaire. Aundair is a realm of grand cities surrounded by fertile farmlands. Only remarkable heirs— From the nobles in the towers of Fairhaven to such as player characters—develop the the common folk working the vast vineyards of full powers of a warlock.


Most such lines Bluevine, Aundairians value wit and wisdom. are tied to archfey, but you could explore        other paths. in the room. Consider the following things. Arcane Talent. under her rule. While Aundair is a small nation,        its arcane superiority allowed it to hold its own as a wandslinger or pick up a few practical during the Last War. Many believe Aurala tools     , every is pressing Arcanix to develop battle magic Aundairian should know a little magic. Why use your hand    when you could use  ? Who still uses a bow when you could use a wand? Bear in mind that clothes and a squalid meal when you could wear many of its sages specialize in ritual magic   and drink the best wine. of crude strength. of Aundairian life—more so than other. Other notable Capital: Wroat criminal organizations include the monsters Noted for Industry, manufactured goods, of Daask and House Tarkanan, an alliance metalwork, processed ore; organized crime, of assassins and thieves with aberrant subterfuge dragonmarks.


Due to its proximity to of the most powerful nations in Khorvaire. Droaam, its cities include more monsters— Possessing a large population and abundant ogres, orcs, goblins, and even sahuagin, resources, Breland leads the Five Nations in harpies, and gargoyles—then are seen industry. elsewhere in the Five Nations. They lack the discipline of than any other nation. The largest refugee Karrns or the faith of the Thranes, but they camp, New Cyre, has a population of over        four thousand and is being converted into to problems. The Brelish also have a talent a town. Prince Oargev of Cyre considers for intrigue and subterfuge. agencies in Khorvaire, rivaled only by House Phiarlan and the Trust of Zilargo. The Sovereign consider the following.


Host is the dominant religion of Breland, but Slightly Shady. Backgrounds such as conjunction with an elected parliament. Boranel         is a popular leader celebrated for his exploits this, regardless of your class. You could also be a during the Last War. when Boranel passes. Innovative and Independent. The City of unravel forgotten secrets. Towers is almost a nation in its own right Practical. conversation, the Brelish tend to be practical and Chapter 6 provides more information on pragmatic. Why spend a fortune on a fancy meal Sharn. when a simple one will do? The house maintained arcane workshops across Cyre. Who knows what treasures wait in Cannith vaults for those Destroyed at the end of the Last War, Cyre now who brave the dangers of the Mournland? only exists in the hearts of the refugees scattered across Khorvaire.


The wealth of the kingdom called the Lord of Blades. Some have made a throne of Galifar. While Cyrans take pride that point of continuing this custom. Others they alone were in the right in the Last War, they wear clothing cut in the Cyran style, but unquestionably lost more to the war than any entirely in black; this is generally known as other nation. Cyrans value When creating a character from Cyre, consider diversity and versatility, both in talents and the following. Did you lose wealth martial discipline or Aundair in the arcane or status? Did you have family or loved ones lost lo st arts, but as a nation it was characterized by the in the Mourning? Did you lose something you     could one day recover from the Mournland— While the Sovereign Host was the dominant arcane research, an heirloom artifact?


Consider          the impact this has on your background. As a following. Many survivors have questioned their Cyran noble or soldier, your estates have been faith in the wake of the Mourning, but some lost and your army scattered; but you still have believe that this is a divine trial and a time when the respect of your comrades or peers. faith is needed more than ever. What Do You Hold Onto? Is your wand the Day of Mourning and is presumed to be or weapon an heirloom of your family? As an dead. up in Breland. Some refugees support Oargev What Drives You? Are you determined and the dream of a restored Cyre, while others to solve the mystery of the Mourning? Do prefer to focus on the future instead of trying to you want to help other refugees?


Or are you reclaim the past. As a Cyran you should decide only concerned with your personal survival? Is whether you hold tight to your national identity, there something you want to recover from the or whether consider yourself to be an adventurer Mournland, or would you prefer to never set foot without a nation. in it again? Do you hold a grudge against the nations that fought against Cyre in the war, or are you only concerned with the future? House Deneith introduced Capital: Rhukaan Draal the Sovereign Host to the region, and some Noted for Goblinoid mercenaries goblins have embraced this faith, especially Dol Dorn, Dol Arrah, and Balinor. Goblins and their kin have always been part of Khorvaire. As the goblins have little foundations. This empire collapsed into savagery, interest in the laws of the Five Nations, and when humanity arrived, goblins were driven Rhukaan Draal is a haven for fugitives and from their ancestral lands or enslaved.


Galifar smugglers. ended the practice of slavery. While no one will employ goblin shunned by humans. The hobgoblin clans known as the valued for their ferocity and skills. Late in the war a brilliant hobgoblin hobgoblin, or bugbear characters. the following. you are are constantly constantly forced to prove prove your streng strength th The Five Nations were unprepared, and Breland and skill or to cede dominance to others. Cyre fought the goblins until            the Day of Mourning, but when the Treaty of Loyal to Your Clan. While you may challenge Thronehold was forged the majority of delegates your peers peers in times of peace, peace, when when blades blades are are chose to recognize the new nation of Darguun to drawn you stand by your clan—or those allies ensure peace.


you have have bonded bonded with—unti with—untill death. Note Note that Darguun is a young and volatile nation. Haruuc remains a brilliant Muut and Atcha. Your ancestors once forged strategist and tactician, but many wonder if an empire even greater than Galifar. The Dhakaani were renowned for their people will be content to abide by the terms of the martial skill, but also for their discipline. in battle. The only vegetation you can secrets and details about the Draconic see is blood-red moss and a thick layer of slime, Prophecy and its vaults hold untold and that appears to be moving. A jagged rock treasures. Tens of thousands            within Khyber. These are similar to the was the seat of power of some of the mightiest layers of the Abyss in the core cosmology,       unearthly realms populated by demons.


Vile get the supplies they need to survive. creatures continue to crawl up from the depths of Khyber. Due to ancient warding magic, any the harshest lands in Eberron and spent your foul thing that wishes to leave must pass through          the Labyrinth. These passes are guarded by the post? Have you had a vision from Kalok Shash? Have you evils of the Waste. be paladins Vengeance or Devotion , clerics The Carrion Tribes are savage barbarians Life, Light, or War or Zealot barbarians. who dwell in the Wastes. These people are mostly the harshest environments. humans, but there are corrupted orcs, half-orcs, Carrion Tribes. Why have you left the          Wastes?


Have you turned your back on the vile other races represented. The Carrion Tribes are traditions of your demon-worshipping clan? savage and cruel, and know almost nothing about           the world beyond the Labyrinth. Overlords—but sworn to hunt down and destroy the servants of a     a more immediate threat to Khorvaire? Either way, you are a stranger in a strange land: a savage used to a constant battle for survival in a world shaped by demons. The second- largest city in Droaam, it is a center for trade, a haven for Brelish criminals, and Droaam is a nation of monsters. It is ruled r uled by a place where monsters and humans can the Daughters of Sora Kell. Each of these three meet on largely neutral ground. hags is a legend in her own right, the subjects of tales used to frighten children. It is the Mountains and founded the nation of Droaam.


Gnolls, orcs, and goblins are the most its citizens as tools, just as the Five Nations common, but ogres, trolls, harpies, minotaurs, use arcane magic. The Daughters of Sora     Kell keep their people fed with troll sausage and many more dwell in this region. Under could be put to practical use. To date, the other o ther nations of      Khorvaire have refused to recognize Droaam, and other monstrous species all have a place and it was not part of the Treaty of Thronehold. in Droaam. Think about the strengths of your people selling the services of monstrous soldiers and        laborers and bysehk ore, a form of metal with both physically and culturally.


magical properties. Beyond that, it is a frontier Are You Proud? Many citizens of Droaam nation that is still expanding. As Droaam are proud of their nation. In become a haven for war criminals and deserters, Droaam, you are going to prove to them that you along with other criminals and mages pursuing and your kind are capable of things humanity forbidden paths of magic. Horizon Walker rangers and the Great Druid Oalian—an awakened and Ancestral Guardian barbarians fit in here. greatpine—is the spiritual leader of the Reaches.


The Ashbound are champions of the natural world and fight anything that threatens it. Many of them consider arcane and even divine magic Interesting Things to be such a threat. Ashbound sometimes attack the holdings of dragonmarked houses and seek to About The Reaches release bound elementals. The region with the Storm Herald are logical paths. strongest ties to the Faerie Court is called The Children of Winter believe that death The Twilight Demesne. is a natural part of life. Extremists to Mabar. and filled with sinister things. Warlocks and Gloom Stalker rangers can be a good fit. Chapter 2 THE ELDEEN REACHES Monsters and undead sometimes slip out of the The people of Karrnath are stoic and grim. Nightwood to threaten the surrounding Karrnath is a nation of storms and long winters, regions. those of the other Five Nations, closer to a First and foremost, Karnath is known for state of martial law. its military tradition. of Aundair or Thrane, which evened the odds during the Last War.


Nonetheless, Karrns are proud of their martial history, and most are convinced that they would have eventually won Karrnathi Characters Karrns are somber folk, and generally disapprove the Last War. of extravagance or excessive shows of emotion. Karrnath suffered a series of severe food As you develop a Karrnathi character or NPC, shortages and plagues early in the Last War. This consider the following. caused the king to embrace the Blood of Vol as Military Service. Karrns have a strong the national religion. The are appropriate backgrounds for any character. The new undead, but Karrnath still has a significant Martial Adept feat is a way to give a character a number of skeletons and zombies in service. strong sense of military experience. Many Karrns still follow the faith of the Blood of Martial Tradition. Karrnathi tradition Vol and approve of the use of undead, but just emphasizes teamwork, focus, and force. Battlemasters military history… and that the necromancers and Champions are both sound archetypes for themselves might have been responsible for the fighters, while Karrnathi wizards are typically famines and plagues.


Evokers or Necromancers. Heavy Armor Master, Sentinel, and Tough are all logical feats for Interesting Things About Karrnathi warriors; Polearm Master or Shield Master are also appropriate, depending on Karrnath personal preference. Are you a follower of the Rekkenmark. Blood of Vol who considers the undead to be a practical tool? Or do you despise the Blood of as the dominant religion of Karrnath, but Vol and the use of necromancy? However, changelings are found across the Capital: Regalport Principalities and the Lhazaar are generally Noted for Ships, fish, mercenaries, merchants, used to them. The Wind coastline of Khorvaire and the many islands Whisperers want to obtain airships, by any scattered across it.


While they were recognized as means necessary. Each island maintained by House Kundarak. Said to domain has its own traditions, values, and goals— be inescapable, Kundarak houses both and each has a long list of vendettas and feuds infamous criminals and mystical threats. with other princes. Beyond this, anyone who can win the support of enough ships and people can claim a principality; if you want to establish your Lhazaar Characters own tiny kingdom, this is the place to do it. As you develop a Lhazaar character or NPC, The Lhazaar are the finest sailors in Khorvaire. consider the following. During the Last War, they served all nations as Seafarers and Swashbucklers.


Most privateers and engaged in piracy on the side. Sailor is an appropriate background returned to the merchant trade, but there are still for any Lhazaar, but you can also ask your DM pirates on the open seas. if you can switch a tool proficiency for vehicles The Lhazaars value their independence. This water proficiency. Lhazaar are flamboyant is a place where anyone can rise to captain a people with little concern for the law, so ship or even seize a principality. Leadership charlatan, criminal, entertainer, and folk hero is something earned, not given. High Prince are all strong backgrounds. Each principality is unique. the Principalities into a unified force.


He has Each has its own martial traditions, fashions, the finest fleet, and it was his efforts that saw the and slang. Think about how your choices reflect Principalities recognized at Thronehold… for your principality. Your dashing But so far, the other princes have rejected his swashbuckler rogue could be a colorful Wind proposals for a greater union. The Bloodsail elves have a strong There are principalities devoted to the Blood tradition of necromancy… an excellent match for of Vol and a few that favor the Sovereign Host. your elf wizard. There are many principalities, Beyond this, the Lhazaar show little enthusiasm and you can always work with your DM to for religion, though many will curse the Devourer develop one that fits your character. when a storm comes. Big Dreams. Whatever their circumstances, the people of the Principalities are always looking Interesting Things About Lhazaar to the future. What is it you want?


To find a forgotten treasure hoard? To take your place as a prince? Think changeling population in Khorvaire. Many big, and chase your dreams. of these are concentrated in the Gray. fealty to Karrnath and Galifar. and the sovereignty of the Mror Holds. That Four hundred year ago, the dwarves of declaration was less than a century ago and that Noldrunhold were wiped out; no one knows makes it fresh in the mind of many dwarves. Other clans have tried to claim warriors and the strength of their impregnable the Noldrun lands, but this has always met fortresses. The Mror star is rising. with disaster. When humanity first came to Khorvaire, the dwarves were locked in endless feuds. Over the centuries, they turned their energies to Mror Characters harnessing the astonishing natural resources As you develop a Mror character or NPC, of their mountain home.


The dwarves were consider the following. reborn as merchant princes. And along the way Clan Focus. Is your clan known for they made a remarkable discovery: ruins of an mercantile power or martial skill? Are you a ancient dwarven empire. Or are you a simple guild artisan are held by aberrations and other dark things. or soldier? Most Mror have embraced modern Nonetheless, these ruins are another source of martial techniques, but there are a few minor pride for the Mror. the past. The Mror Holds are a loose confederation. Holding onto the Past. Do you treasure the Twelve noble clans each govern a hold and have legends of the ancient dwarf empire? As a Mror a representative on the Iron Council, which artificer, you could be a sage determined to resolves disputes and issues affecting the entire reclaim the lost techniques of the past.


And how nation. Each hold includes a number of lesser do you feel about the Five Nations? Do you still clans, who owe fealty to the noble line. hold a grudge for the indignities suffered by your The Sovereign Host is the dominant faith of ancestors, or do you feel pity for this broken the Mror Holds. Kol Korran is the most beloved kingdom? of the Sovereigns, but Onatar, Olladra, Boldrei, Pride in Possessions. From the wealthiest and Dol Dorn are also revered. clan lord to the simplest miner, the Mror take great pride in their possessions. Quality is more. Interesting Things About the important than appearance, and you are also interested in the history of the things you carry;. gold, silver, and other rare and precious metals, along with iron and other ores. So far the settlers know little of the history of this region, but the Poison Dusk has ties to fiendish powers. During the golden age both Hope and New Galifar. Tharashk of Galifar, no human ever bothered to cross the is the primary buyer of Eberron Endworld Mountains to explore the vast jungle dragonshards, and also runs its own large- beyond.


When the Last War broke out, a fleet of scale mining operations. lizardfolk characters. Your cleric could be the town Dusk. Most settlers know very little about preacher. The prospectors of Hope regularly Lizardfolk. The lizardfolk have a primitive break the terms of the treaty. There have been a culture that blends druidic traditions with the number of clashes with the scales and many here beliefs of the Silver Flame. You may have been fear that a greater conflict is on the horizon. New them and potentially serve as an envoy for your Galifar is the original colony; it has a feudal people.


Alternatively, you could be following a structure and holds to the laws of the Five personal vision. Its capital city of Newthrone is the Dragonborn. To the north, remnants of ancient glory. They have a proud Hope is a collection of small mining towns. In martial tradition, and a number of dragonborn Hope, the law goes only as far as the people have ventured west in search of worthy willing to enforce it. And beyond these human challenges. If you follow this path, you might regions lie the unexplored lands of the scales. have served as a mercenary in the Last War. The When most people think of the Shadow defeated the daelkyr in the past, and Marches, they imagine a fetid backwater where they are sworn to protect Eberron from illiterate humans mingle with orcs and other foul unnatural and extraplanar threats.


creatures, practicing strange rites by the light of the moons. The Shadow Marches are a desolate diverse, and often driven by madness. land of swamps and moors. The homeland of the Many worship daelkyr or have ties to orcs, it was scarred in the ancient conflict with aberrations. the daelkyr. These fiends left twisted creatures and aberrations in the swamps, and sowed seeds of madness that linger to this day. There are Marcher Characters indeed moonlit rituals in the Marches: some to As a character from the Shadow Marches, honor the daelkyr, others to maintain the wards you could choose to carry the Mark of Finding that keep them trapped in Khyber. Humans regardless of whether you have ties to House came to the Marches long ago, refugees fleeing Tharashk. a war in the distant land of Sarlona.


Over time As a Marcher, a critical question is whether the two cultures merged, forming the Marches as you have ties to one of the orc tribes or the they exist today. integrated clans. The Marches had little contact with Galifar or The Clans blend the traditions of human and the east until a few hundred years ago, when a orc, building towns and working with steel. They House Sivis expedition made two discoveries: the still rely on skilled hunters, and they have their region contained valuable dragonshards, and a own unique traditions of art and music. Rangers, number of clans had manifested the Dragonmark rogues, and bards all have a place in the clans, of Finding. This led to the foundation of House and there are gatekeeper druids among them. Tharashk, as these clans joined together to Some in the clans worship a limited form of the master the economic potential of their mark and Sovereign Host focused on Balinor, Boldrei, and leverage their mineral wealth.


Arawai; this is a sound path for a Nature cleric. No one The Tribes maintain traditions that voice speaks for the clans and tribes, and most predate humanity. House Tharashk is the largest faction their tools from stone, hide, wood, and bone. are a few humans and half-orcs among them. House Tharashk is the main point of contact Tribal Marchers are fierce warriors and skilled between the Shadow Marches and the outside hunters with a close bond to the natural world; world. Tharashk aside, it remains a collection barbarians, druids, and rangers all have a place of tribes and cultists following their ancient here. Outlander and hermit are both appropriate traditions in the shadows of the swamps. backgrounds for a tribal Marcher. They graveyard holding the bones of dragons.


have no cities, no industrialized magic. But they do have dinosaurs. The halflings have domesticated the dinosaurs of the plains, and use Talentan Characters these creatures as mounts, livestock, and beasts of Review the halfling section in chapter 3 for burden. There is a sacred bond between a hunter quirks and other things relevant to characters and their mount, and few people are prepared to from the Plains. Also consider the following. face a raging halfling barbarian riding a furious Wild Warriors and Tricksters. You were clawfoot raptor. born in the wild, and your wits and your weapons Talenta religion is based around reverence for helped you survive. Talenta warriors are often spirits, both departed ancestors and the spirits barbarians or rangers, relying on speed and skill. of the natural world. Each nomadic tribe has However, cunning and charisma are equally a lath—a chieftain who guides and protects the important, and bards and rogues certainly have tribe—but it is the shamans who consult the a place on the plains.


Outlander is a logical spirits and choose the paths of migration. background, but you could easily be a bold folk In the past the tribes have stood alone, but hero, a dashing entertainer, or a clever charlatan. during the Last War many halflings came You could even be an urchin who was stranded together under Lathon Halpum to defend their in a great city at a young age and adapted to land, and it is Halpum who won recognition for hunting in this stone jungle. the Plains as one of the Thronehold nations. The Surrounded by Spirits. Do you however, it has resulted in more traffic between believe that the spirits guide your actions? Do the Plains and the outside world. you show respect to the spirits of a location? Talentan shamans tend to be Shepherd or Moon. Interesting Things druids, often assuming the form of dinosaurs. However, you could reflect a strong bond to. Hermit the Talenta Plains. All tribes come to and Outlander are sound backgrounds, but Gatherhold to trade, hold councils, and you could be an acolyte or a sage who consults settle disputes.


House Ghallanda maintains with spirits instead of reading books. Warriors Gatherhold, but it is understood that and shamans alike often wear masks in order to Gatherhold belongs to the people, not the present a particular face to the spirit world. You can find both began in the Talenta Plains and still additional information on this—and statistics for maintain connections to their ancestral a clawfoot raptor—in chapter 3. Chapter 2 THE TALENTA PLAINS However, arcane magic is still a Noted for Divine magic, the Silver Flame; fine part of life in Thrane. The streets are lit crafts, wool, textiles, fruit, livestock with everbright lanterns, and there are magewrights and even wizards, just not as many as in other nations.


For the last seventy serving as a symbolic advisor to the Keeper years Thrane has been a theocracy. The head of of the Flame. There is a small fraction of the state is year-old Jaela Daeran, the divine the population who would like to see the selected Keeper of the Flame; however, Jaela traditional monarchy restored to power. looks to the Council of Cardinals to perform the practical work of running the nation. The primary purpose of the Silver Flame is Thrane Characters to defend the innocent from supernatural evil. As you develop a Thrane character or NPC, The faith has always had a militant aspect, consider the following. with battalions of templars and peasant militias The Impact of Faith.


Are you a follower of prepared to face undead, lycanthropes, or other the Silver Flame? But compassion and charity magic, but if you want to reflect a close bond are core values of the church, and the templars to the Flame, you could gain a few divine spells are tasked to defend all innocents. Even during by taking the Magic Initiate feat. Archery is a the Last War, if a fiendish threat were to arise in devotional practice of the Silver Flame, so as a Brelish village, Thrane templars would ally with a martial Thrane you might focus on archery- the locals to bring an end to the threat. With that related combat styles and spells or take the said, this is the ideal.


There are zealous Thranes Sharpshooter feat. Any Thrane could take the who believe the Church is destined to reunite acolyte background to reflect a strong connection Galifar under the Silver Flame, and corrupt to the church, or the soldier background based priests interested only in power and wealth. on service with the templars. Not all priests are divine spellcasters, and the Church or Crown? Do you fully support the typical templar is a mundane warrior; however, theocracy? Or would you like to see Queen Diani due to the deep faith of its people, Thrane has restored to the throne? There are many people more clerics, paladins, and divine spellcasters of faith who believe that miring the church in than any other nation in Khorvaire.


politics distracts it from its true mission and invites corruption. Interesting Things About Thrane Dealing with Darkness. How do you react when you encounter seat of the Silver Flame. The Keeper of the corruption and greed? Are you a compassionate Flame dwells in the great Cathedral of the person who seeks to lead people to the light, or Silver Flame, which holds a pillar of fire a zealot determined to crush all darkness? How born when Tira Miron sacrificed herself to will you react when you encounter monsters— bind the demon Bel Shalor. minotaurs, ogres, gnolls—in a civilized setting? The half-elves have no homeland, and some believe that the half- In the midst of the Last War, an army of warrior elves of Lyrandar hopes to make Valenar a elves seized this region from Cyre, invoking a haven for their people.


Their cavalry ancient goblins for control of this region has no equal in Khorvaire, and they combine a many thousands of years ago. Relics of talent for magic with stealth and swordplay. Cyre that struggle can still be found scattered employed the Valenar as mercenaries and was across Valenar and the Blade Desert: ruins, entirely unprepared for betrayal. When Cyre was haunted fortresses, battlefields that have destroyed in the Mourning, no one wanted to slipped out of alignment with time. challenge the Valenar; in the interests of peace, this elf kingdom was recognized by the Treaty of Thronehold.


Valenar Characters The elves are already pushing the limits of The elf section of chapter 3 provides additional the treaty. The Valenar constantly search for information about creating Valenar elves. worthy challenges. Valenar warbands have launched raids into Martial Role. Valenar has always been Darguun and even Karrnath. While High King on a war footing. As an elf, consider your role Shaeras Vadallia has promised to rein in his in a warband. Are you a simple soldier? An warriors, some believe that the elves will continue outlander scout? An acolyte devoted to the elven this provocation… that their main interest is ancestors, or a sage familiar both with Valenar conflict with a worthy foe, and that they want history and the lore of potential enemies?


As a Darguun or Karrnath to declare war. half-elf you might be an entertainer, a sailor, or Valenar is a feudal kingdom. The elves are a guild artisan working to support the elf army… warrior princes, but they spend little time at or a charlatan seeking seeking intrigue and rest. They operate in small units called warbands, opportunities. Most of the civic born in Taer Valaestas, or even a folk hero administration is handled by half-elves. Some fighting to protect the common folk. of these are the children of Valenar elves, but Dreams. Have you left Valenar behind, Nations in search of opportunity. Below this are or are your aspirations tied to the kingdom? the natives. Some hated the Cyrans and to be recognized as a true Valenar—granted a welcome the elves.


Others despise their new bond to a patron ancestor, a place in a warband, leaders and are plotting against them. But life and a chance at immortality? As a native, do you want to work with the elves or do you want to drive them out—and if so, who do you want to replace them? Chapter 2 VALENAR Typically, a target will Noted for Gnomes, alchemy, education, never even see the agent that kills them. The be the finest repository of knowledge in all streets are bright and clean. The universities and of Khorvaire. libraries are the finest in Khorvaire. But Zil society is filled with layers source of news in the Five Nations, and of intrigue and blackmail that are often invisible gnome chroniclers travel across Khorvaire to human eyes. And below that lies The Trust, in search of stories. and shrines dedicated to every religion. Each major city has a Most Zil explore a few faiths before settling democratically elected ruling council and a seat on one; others practice multiple religions.


on the Triumvirate that governs the nation; the Trust reports to the Triumvirate. The Zil gnomes built this system, and they are quite happy with Zil Characters it. Outsiders find this casual acceptance of Gnome section in chapter 3. preemptive assassination to be terrifying, but the Family Ties. In a nation shaped by intrigue, Zil actually trust the Trust. you have to have someone you can rely on… Every Zil gnome is in a web of intrigues. Are you currently involved in any family gnome out of a jewel mine—as long as this is schemes? Family members may call on you for accomplished through cunning, negotiation, or help over the course of your adventurers, but deception rather than violence or outright theft, they can also be a resource for you.


and as long as the mine stays in Zil hands. The Knowledge and Power. The Zil prize same applies to adventurers planning schemes knowledge above all else. Sage is a suitable in Zilargo: violence will get one targeted by the background for any Zil; charlatan and spy are Trust, but intrigue is perfectly acceptable. also appropriate, reflecting their love of intrigue. The Trust itself is a network of spies and Classes that specialize in melee combat are rare assassins. Most agents of the Trust simply pass among the Zil. Rogues, bards, wizards, and information through dead drops; some estimate artificers are the soldiers of Zilargo.


that a third of the nation works for the Trust One unusual option is to play a warlock whose in this capacity. When the Trust identifies a pact is with the Trust itself. You receive your threat, it acts preemptively. If a problem can be orders telepathically. Your class abilities can solved without violence—by sharing a piece of reflect specialized training or granted abilities— information, or a whispered warning sent via the magical equivalent of super-spy gadgets! But most day-to-day transactions use their coins? Is there a convention for naming coins of precious metal. With the collapse of the characters? Kingdom of Galifar, each of the Five Nations If you want more information on a particular began to mint its own currency, along with subject, refer to the sources in the Appendix.


the Mror bankers. However, while the designs But for now, here are a few useful facts about imprinted on these coins vary based on the everyday life in Khorvaire. source, each of these forces has continued to use the same metals, weights, and denominations set forth in the days of Galifar, maintaining a simple The Calendar of Galifar standard for commerce across Khorvaire. The week is divided into seven traditionally depicts the crown of Galifar days, with four weeks to a month and twelve on one face. The crown is the lowest months to a year. Despite the fall of Galifar, the denomination of coin minted under the rule nations of Khorvaire still use this calendar. An unskilled laborer can expect to 1. Therendor early spring bears the image of Galifar I, the founder of 4.


Eyre mid-spring the old kingdom. Nymm early summer With a value of one hundred sovereigns, 7. Lharvion mid-summer these coins are used only by the wealthiest 8. Barrakas late summer citizens of Khorvaire, and the average peasant may never see such a coin. Rhaan early autumn There are a number of other coins in circulation, Sypheros mid-autumn such as the double crown of Breland or the Aryth late autumn silver throne of Cyre, which has a value of five Vult early winter sovereigns. Still, all of the major nations make use of the four basic coins described above.


The Day of Mourning occurred almost exactly a century later, on Olarune 20 YK. By default, a new Eberron campaign begins on Zarantyr 1, YK. Chapter 2 EVERYDAY LIFE A dwarf raised language granted by your race for a different in Breland might not actually know Dwarvish, standard language. Your DM must approve the while the language of the giants is closely tied language you select. The following character with no ties to the culture of their race. optional rules are a way to explore this aspect of Halfling is the language of the Talenta Plains; if a the setting. halfling was raised in the Mror Holds, they might replace Halfling with Dwarvish to reflect this.


Optional Rule: Common Languages Names in the Five Nations Common is the language of the Five Nations. Naming conventions vary by nation. The Zil The Mror dwarves speak Dwarvish and the gnomes always use three names—a given name, Aereni elves speak Elvish, but they know a family name, and a clan name. Warforged Common as the language of trade. often use a single name. Within the Five Nations, In Eberron, there are a number of other most citizens have a given name followed by a languages that serve this role in different regions surname. This surname is either a family name or cultures. The DM may change the languages or related to an occupation or region of origin.


assigned to a monster or NPC to reflect this. It Magewright are all names you might find among is rarely encountered on Khorvaire. Monsters in the common folk of the Five Nations. Khorvaire usually speak Goblin. the continent before humanity arrived. Orcish is a The Wynarns were the royal line of Galifar, dead language; it may be encountered in ancient and the current rulers of Aundair, Breland, and inscriptions, but modern orcs speak Goblin. Karrnath are all heirs of the Wynarn bloodline. Infernal is spoken by spirits that embody Thus, Queen Aurala of Aundair is Aurala evil. common language. Quori is spoken by the manifested the Mark of Making. kalashtar, spirits native to Dal Quor, and the Inspired lords of Riedra. The same is true of uncommon approaching the mile-high towers of Sharn. You magic items. Inside, the halfling bartender still. Uncommon magic items typically cost uses prestidigitation to chill and flavor an array between — gp, though costs can be higher of exotic beverages.


A Phiarlan bard entertains based on scarcity. the crowd with song and a dazzling display of Rare magic. Spells of 4th through 5th level illusions. An argument between two veterans are beyond the reach of most people. People are escalates into violence: the Brelish tough familiar with the concept of spells like teleportation produces a knife, but the Aundairian duelist or raise dead, but few people have ever seen either already has a wand in her hand. of these things actually performed. Only the Magic is a part of life in Khorvaire. Arcane most remarkable magewrights have access to magic is a form of science, and the Five Nations such magic, so these services usually come from are built on this foundation. Magewrights are the dragonmarked houses—specifically heirs professional spellcasters who use rituals and with Greater Dragonmarks and dragonshard cantrips to provide a host of services.


The focus items. dragonmarked houses provide magical services In theory, rare magic items can be purchased, that are beyond the powers of a common with prices ranging anywhere from 2, gp— magewright. And manifest zones are specific 20, gp. In practice, these things are rare. that such items will be acquired as rewards for working with a powerful organization than simply found for purchase in a store. Of course, Wide Magic, Not High Magic should you have a ridiculous sum of gold burning While magic is widespread, the scope of magic is a hole in your purse, you might be able to limited. Low-level spells are a part of everyday commission House Cannith to create a rare item life, but high-level magic remains remarkable. for you… though this would take time. Common Magic. Cantrips and 1st Very Rare and Legendary Magic. The magical cities and is a simple way to travel long distances.


the ship aloft and provides motive force. Dragonmarked Dynasties. The magical The airship is a recent innovation that is economy is dominated by a handful of powerful transforming the business of transportation. families and the guilds they maintain. from their dragonmarks: arcane sigils that Speaking stones allow communication are passed down through their bloodlines. A between distant communities. A short message can be sent from one stone to dragonmark grants limited but useful magical another, functionally similar to a telegraph. abilities, and over the course of centuries the Warforged are sentient humanoid houses have used these powers to establish golems. Developed during the Last War, powerful monopolies. House Jorasco dominates warforged were created as weapons.


Chapter 3 the golems that survived the war. Rules for provides more details about dragonmarks and making warforged characters can be found in the dragonmarked houses, along with rules for chapter 3. creating dragonmarked characters. Player Characters Are Remarkable. Exotic Locations. Lightning rails, airships, Eberron is a world in need of heroes. Lingering and other forms of transportation can facilitate tensions of war remain. From the fanatics of travel to exotic locations. Even if you prefer to stay them. mortal champions. The few powerful benevolent What Are the Stakes? A battle on loses her powers if she leaves her citadel. What did you do during the Last War? In a tavern, this list could include into success. If every story. One reason the world be Pile of Gold Coins, Scattered Bones, needs heroes is because it already has villains.



This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA. Home current Explore. pdf Uploaded by: Ignacio Peralta 0 0 July PDF Bookmark Embed Share Print Download. pdf as PDF for free. Words: 87, Pages: Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright © by Keith Baker, and published under the Community Content Agreement for Dungeon Masters Guild. I imagined a world of swashbuckling adventure and dark fantasy, a place where magic formed the foundation of civilization.


Over the course of the next year I worked with a team of amazing         that core idea, and the end result was the    In the years that followed, a host of authors, designers, and dungeon masters across the world have continued to expand and explore this setting. It explores the continent of Khorvaire and the great city of Sharn. Bear in mind: this book presents  vision of Eberron. Beyond that: Eberron is  world as much as it is mine. Think of this as something you can build upon, not a codex of absolute law. CHAPTER ONE: WHAT IS EBERRON? Eberron embraces swashbuckling action and pulp adventure and adds a layer of neo-noir intrigue. The Last War turned old allies into bitter enemies and destroyed an entire nation, leaving terrible scars behind. Crime and corruption lurk in the great cities of Khorvaire. Hidden dragons shape        the dreams of the unwary.


Human greed and ambition may prove more dangerous than any devil or demon. But through this darkness, there are opportunities for a group of bold adventurers          This chapter explores these core themes           characters you create in Eberron. and airships to the mighty dragonmarked houses, magic is a part of the world and its stories. Eberron is a world        and villain is easily blurred, and even the champions of the light may have things they regret. Eberron has just emerged from a century-long civil war, and the scars                 shape your story? This mystical cataclysm destroyed an entire nation and created a deadly wasteland in the heart of Khorvaire. The Mourning brought the war to an end, but it is a mystery and a threat that looms large over Eberron.


are hidden in the ruined cities of giants. Dragons and demons scheme in the shadows, unraveling a prophecy that could shape the future. These ancient mysteries can be a source of fantastic adventures and terrible danger. As you go through this chapter, decide which           want to tell. CHAPTER 1 WHAT IS EBERRON? Whether this is truth or mere myth, magic pervades the world. Magic as a Tool. In Eberron, arcane magic is a form of science. The spells and        developed and honed over centuries, and those principles have been incorporated into daily life. Magic is used for entertainment, transportation, communication, warfare, and much more.


While magic is widespread, there are limits to is power. You can book passage on an airship or get an illness ill ness cured by lesser restoration, but resurrection, teleportation, and          are rare and remarkable; most common magic is performed by a working class of magewrights, professional spellcasters who master a small handful of rituals or cantrips. The magical services available in Khorvaire are discussed d iscussed in more detail in chapter 2, along with the availability of magic items. Dragonmarked Dynasties.


The magical economy is dominated by a handful of powerful families and the guilds they maintain. These are the dragonmarked houses, barons of industry         These dynastic houses derive their power from their dragonmarks: arcane sigils that are passed down through their bloodlines. A dragonmark grants limited but useful magical abilities, and over the course of centuries the houses have used these powers to establish powerful monopolies. Chapter 3 provides more details about dragonmarks and the dragonmarked houses, along with rules for creating dragonmarked characters. lightning rail uses bound elementals The lightning The to drive a train of carriages along a path of conductor stones. The rail links most major cities and is a simple way to travel long distances. An elemental airship  airship      elemental, bound into a ring that holds the ship aloft and provides motive force.


The airship is a recent innovation that is transforming the business of transportation. Everbright lanterns use           never goes out, but metal shutters allow a lantern to be dimmed or shut down. Speaking stones allow communication between distant communities. A short message can be sent from one stone to another, functionally similar to a telegraph. Warforged are sentient humanoid golems. Developed during the Last War, warforged were created as weapons. The Treaty of Thronehold forbid the creation of new warforged, while granting freedom to the golems that survived the war. Rules for making warforged characters can be found in chapter 3. PULP ADVENTURE Eberron is a world of swashbuckling adventure        developing an adventure in the world or a player preparing to explore it, here are a few things to consider. Exotic Locations. Lightning rails, airships, and other forms of transportation can facilitate travel to exotic locations.


Even if you prefer to stay                   tunnels that lie beneath it. What Are the Stakes? A battle on the deck of an airship     Look for ways to raise the stakes of a scene, so players feel that every decision matters. It could be about time:              Such things can even be incidental. Eberron is a world in need of heroes. Lingering tensions of war remain. From the fanatics of the Emerald Claw and the mad cults of the                      them.


The Silver Flame is a divine force of light, but it can only act through mortal champions. The few powerful benevolent NPCs have limitations: the Keeper of the Flame loses her powers if she leaves her citadel. This is something to consider in developing your character and choosing your background. If you take the soldier background, you can be more than just a grunt. What did you do during the Last War? What was your greatest triumph or most tragic defeat? Hero Points. The heroes of pulp adventure are often able to overcome seemingly impossible           optional hero points rule from chapter 9 of the      This is optional ; hero points change the balance of the game and give player characters an opportunity to turn certain failure into success.


Remarkable Villains. One reason the world needs heroes is because it already has villains. But part of          villains who are closely matched with the heroes—rivals who advance in power as you do. As a DM, you might ask a player:                        Likewise, even when a pulp villain appears to die, they can have their own remarkable escapes from death. Perhaps Halas had a ring that cast an illusion of his death while actually stabilizing him, or cast   when he leapt from that tower in Sharn. But for some groups, this sort of collaboration can produce a compelling story and a sense of investment in the world. In Elements. Chandelier, Plate Glass Window, Roaring Fireplace, Tray of Drinks, Drunk Patron.


If          be Pile of Gold Coins, Scattered Bones, Rotting Tapestry, Moss-Covered Statue. Each turn, a player can work one of these elements into their description of their action. The primary purpose of this is to give players ideas; interesting details to use while describing their actions. But if a player comes up with a particularly clever way to use an element, ele ment, the DM could grant advantage on a check or attack          cross a room full of enemies and wants to swing          make a simple Dexterity Acrobatics check to avoid opportunity attacks, essentially getting a free Disengage action.


Environmental elements are always optional and largely cosmetic. As a DM, you            element. In developing characters or stories in Eberron, consider the following concepts. Shades of Gray. Good people can do terrible things, while cruel or heartless people may be serving the greater good. There can certainly be times when decisions are straightforward. If the Emerald Claw is about to detonate a necrotic resonator that will kill half of Sharn, they need to be stopped. But a good Eberron story challenges you to think about your actions, and the simplest solution may not be the best one. Human Motives. One person just wants to get some gold in their pocket. Another wants to impress their paramour. A leader forcing the Five Nations into war is driven both by fear of their neighbors and the sincere belief that Khorvaire would       There are ancient and primordial forces at work in Eberron.


But there are also misguided patriots, religious extremists, and dragonmarked houses looking to wring a few more pieces of gold out of Khorvaire.



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Each hold includes a number of lesser do you feel about the Five Nations? Magic is a part of life in Khorvaire. Magical Innovation. Karrnath suffered a series of severe food As you develop a Karrnathi character or NPC, shortages and plagues early in the Last War. You You ar aree the tool you will use to change reality.



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