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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,Related documents

WebJan 13,  · DnD/5e/Books/D&D 5E - Wayfinders Guide to blogger.com Go to file. kwmorris Create D&D 5E - Wayfinders Guide to blogger.com Latest commit 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 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 WebApr 14,  · Wayfinder's Guide to Eberron (PDF) • Pages • MB • English 0 stars from 0 visitors Posted April 14, • Submitted by angelita14 Report Visit PDF WebD&D 5E -Wayfinders Guide to blogger.com - Free ebook download as PDF File .pdf), Text File .txt) or read book online for free. Scribd is the world's largest social reading ... read more




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.


Or you might ignore this big Many of the monsters that make up Droaam picture and be driven solely by your personal have their own unique subcultures. Most worship desires or the goals of your family or warlord. the Dark Six, but there are other religious Backgrounds. The creatures of Droaam are traditions as well. very diverse. A Droaamite kobold might be an urchin rogue. A minotaur could be a outlander barbarian with little knowledge of the outside          well versed in history and arcana. These are the Eldeen Reaches. variant human, you could take the Magic Initiate Druids and shifters have dwelt in the Towering feat to learn a little druidic magic.


Woods for thousands of years, but the eastern Most of these traditions work with the druidic farmlands of the Reaches were part of Aundair Circles of Land, Moon and Shepherd; Beast until the Last War. The lords of Aundair Totem barbarians; clerics with the Nature        domain; or rangers with the Hunter or Beast ignoring banditry and other problems faced Master archetypes. Other classes or archetypes by the farmers of the east. The Wardens of the especially suited to a path are called out below.


Wood—largest of the druid sects—came to the The Wardens The Wardens of the Wood Wood seek to maintain aid of these farmers. Fifty years ago, the people of the balance between nature and civilization, eastern Aundair seceded and formed the Eldeen protecting each from the other. The Reaches were recognized as a The Greensingers see the magic of the fey nation by the Treaty of Thronehold, but many as a part of nature. They honor the archfey that fear Aundair will try to reclaim r eclaim the region. Bards and Eldeen Reaches. Most of its people seek to archfey warlocks are often found among the live in harmony with the natural world, and Greensingers, and the Circles of Dreams works communities have a druidic advisor who helps well for Greensinger druids. with planning and planting. The Towering The Gatekeepers protect the natural world Woods are also home to tribes of shifters, who from unnatural threats, such as aberrations and maintain a nomadic existence.


The Wardens of        the Wood maintain order and settle disputes, the daelkyr in Khyber. Horizon Walker rangers and the Great Druid Oalian—an         greatpine—is the spiritual leader of the Reaches. 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. 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. peace, but many of the local warlords are         certain Karrnath could and should unite the Five Nations, they lack the magical support Galifar, and there are whispers of a coup. of Aundair or Thrane, which evened the odds during the Last War. of extravagance or excessive shows of emotion. This consider the following. caused the king king to embrace the Blood of Vol as Military Service. Karrns have a strong the national religion. The are appropriate backgrounds for any character. 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       and Champions are both sound archetypes for themselves might have been responsible for the       famines and plagues. Evokers or Necromancers. How do you feel         about the undead? Are you a follower of the Rekkenmark. Blood of Vol who considers the undead und ead to be a practical tool? Or do you despise the Blood of 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     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. As you develop a Lhazaar character or NPC,         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.


This      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. 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        of Vol and a few that favor the Sovereign Host.


The lords of Aundair        ignoring banditry and other problems faced by the farmers of the east. The Wardens of the Wood—largest of the druid sects—came to the aid of these farmers. Fifty years ago, the people of eastern Aundair seceded and formed the Eldeen Reaches. The Reaches were recognized as a nation by the Treaty of Thronehold, but many fear Aundair will try to reclaim r eclaim the region. Druidic magic is a central part of life in the Eldeen Reaches. Most of its people seek to live in harmony with the natural world, and communities have a druidic advisor who helps with planning and planting. The Towering Woods are also home to tribes of shifters, who maintain a nomadic existence. The Wardens of the Wood maintain order and settle disputes, and the Great Druid Oalian—an  greatpine—is the spiritual leader of the Reaches. The region with the strongest ties to the Faerie Court is called The Twilight Demesne.


Most of these traditions work with the druidic Circles of Land, Moon and Shepherd; Beast Totem barbarians; clerics with the Nature domain; or rangers with the Hunter or Beast Master archetypes. Other classes or archetypes especially suited to a path are called out below. The Wardens The Wardens of the Wood Wood seek to maintain the balance between nature and civilization, protecting each from the other. The Greensingers see the magic of the fey as a part of nature. They honor the archfey that           harmony with other fey creatures. Bards and archfey warlocks are often found among the Greensingers, and the Circles of Dreams works well for Greensinger druids. The Gatekeepers protect the natural world from unnatural threats, such as aberrations and        the daelkyr in Khyber.


Horizon Walker rangers        The Ashbound are champions of the natural         of them consider arcane and even divine magic to be such a threat. Ashbound sometimes attack the holdings of dragonmarked houses and seek to release bound elementals. Barbarians are often found among the Ashbound, and Berserker and Storm Herald are logical paths. The Children of Winter believe that death is a natural part of life. This leads them to          the weak and strengthen survivors. Extremists have spread plagues, especially in large cities. Warlocks and Gloom Stalker rangers can be a   CHAPTER 2 THE ELDEEN REACHES 29 KARRNATH Capital: Korth Noted for Ale, dairy, glass, livestock, lumber, paper, textiles; undead, martial discipline The people of Karrnath are stoic and grim. Karrnath is a nation of storms and long winters, and Karrns are accustomed to enduring hardship without complaint.


First and foremost, Karnath is known for its military tradition. Strength, strategy, and discipline are the core values of Karrnath. Nonetheless, Karrns are proud of their martial history, and most are convinced that they would have eventually won the Last War. This caused the king king to embrace the Blood of Vol as the national religion. Monsters and undead sometimes slip out of the Nightwood to threaten the surrounding regions. As you develop a Karrnathi character or NPC, consider the following. Military Service. Karrns have a strong tradition of military service, and soldier or sailor are appropriate backgrounds for any character. The laws of Karrnath are harsh, and criminals         Martial Adept feat is a way to give a character a strong sense of military experience.


Martial Tradition. Karrnathi tradition emphasizes teamwork, focus, and force. Heavy armor and weapons are prefered. Battlemasters and Champions are both sound archetypes for       Evokers or Necromancers. Heavy Armor Master, Sentinel, and Tough are all logical feats for Karrnathi warriors; Polearm Master or Shield Master are also appropriate, depending on personal preference. The Dead. How do you feel about the undead? Are you a follower of the Blood of Vol who considers the undead und ead to be a practical tool? Do you have a relative or friend currently serving? Or do you despise the Blood of of Vol and the use of necromancy? While they were recognized as an allied nation under the Treaty of Thronehold, the Principalities are a loose alliance. Each island domain has its own traditions, values, and goals— and each has a long list of vendettas and feuds with other princes.


Beyond this, anyone who can win the support of enough ships and people can claim a principality; if you want to establish your own tiny kingdom, this is the place to do it. The Lhazaars value their independence. This is a place where anyone can rise to captain a ship or even seize a principality. Leadership is something earned, not given. There are principalities devoted to the Blood of Vol and a few that favor the Sovereign Host. Beyond this, the Lhazaar show little enthusiasm for religion, though many will curse the Devourer when a storm comes. Many of these are concentrated in the Gray Tide, a domain founded by changelings. However, changelings are found across the Principalities and the Lhazaar are generally used to them. The Wind Whisperers want to obtain airships, by any means necessary. Said to be inescapable, Kundarak houses both infamous criminals and mystical threats.


Seafarers and Swashbucklers. Most Lhazaar spend more time at sea than they do on land. Sailor is an appropriate background for any Lhazaar, but you can also ask your DM               people with little concern for the law, so charlatan, criminal, entertainer, and folk hero are all strong backgrounds. Local Customs. Each principality is unique. Each has its own martial traditions, fashions,         your principality. Your dwarf barbarian could be one of the savage Cloudreavers. Your dashing swashbuckler rogue could be a colorful Wind Whisperer. The Bloodsail elves have a strong        your elf wizard. There are many principalities, and you can always work with your DM to       Big Dreams. Whatever their circumstances, the people of the Principalities are always looking            forgotten treasure hoard?


To command your own ship? To take your place as a prince? Think big, and chase your dreams. Other clans have tried to claim the Noldrun lands, but this has always met with disaster. Capital: Krona Peak Noted for Dwarves, banking, mining precious and nonprecious metals , metalwork Long ago, the Mror Lords were forced to swear fealty to Karrnath and Galifar. In the early days of the Last War, they declared their independence and the sovereignty of the Mror Holds. That declaration was less than a century ago and that makes it fresh in the mind of many dwarves. The Mror are proud of the wealth of their nation and the talents of their smiths, of the skills of their warriors and the strength of their impregnable fortresses. The Mror star is rising. Over the centuries, they turned their energies to harnessing the astonishing natural resources of their mountain home.


The dwarves were reborn as merchant princes. And along the way they made a remarkable discovery: ruins of an ancient dwarven empire. This forgotten realm was destroyed by the daelkyr and its vast halls are held by aberrations and other dark things. Nonetheless, these ruins are another source of pride for the Mror. The Mror Holds are a loose confederation. Twelve noble clans each govern a hold and have a representative on the Iron Council, which        nation. Each hold includes a number of lesser clans, who owe fealty to the noble line. l ine.


The Sovereign Host is the dominant faith of the Mror Holds. Kol Korran is the most beloved of the Sovereigns, but Onatar, Olladra, Boldrei, and Dol Dorn are also revered. Clan Focus. Is your clan known for mercantile power or martial skill? Or are you a simple guild artisan or soldier? Most Mror have embraced modern martial techniques, but there are a few minor clans that still cling to the barbarian traditions of the past. Holding onto the Past. Do you treasure the legends of the ancient dwarf empire? As a Mror         reclaim the lost techniques of the past. And how do you feel about the Five Nations? Do you still          ancestors, or do you feel pity for this broken kingdom? Pride in Possessions Possessions.. From the wealthiest clan lord to the simplest miner, the Mror take great pride in their possessions.


Quality is more important than appearance, and you are also interested in the history of the things you carry;           the battles it has seen and the warriors who have wielded it before you. As this settlement expanded, the settlers discovered massive deposits of Eberron dragonshards. New Galifar is the original colony; it has a feudal structure and holds to the laws of the Five Nations. To the north, Hope is a collection of small mining towns. In Hope, the law goes only as far as the people peopl e willing to enforce it. And beyond these human regions lie the unexplored lands of the scales. Tharashk is the primary buyer of Eberron dragonshards, and also runs its own largescale mining operations. As a paladin, you could be a         mining village. Your cleric could be the town preacher. As a sorcerer or bard with a criminal background, you could be a dashing wandslinger looking for trouble and gold.


The lizardfolk have a primitive culture that blends druidic traditions with the beliefs of the Silver Flame. You may have been sent to study the softskins—to learn about them and potentially serve as an envoy for your people. Alternatively, you could be following a personal vision. The dragonborn live amid the remnants of ancient glory. They have a proud martial tradition, and a number of dragonborn have ventured west in search of worthy challenges. If you follow this path, you might have served as a mercenary in the Last War. The Shadow Marches are a desolate land of swamps and moors. The homeland of the                 and aberrations in the swamps, and sowed seeds of madness that linger to this day. There are indeed moonlit rituals in the Marches: some to honor the daelkyr, others to maintain the wards that keep them trapped in Khyber. Humans         a war in the distant land of Sarlona.


Sarlo na. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with Galifar or the east until a few hundred years ago, when a House Sivis expedition made two discoveries: the region contained valuable dragonshards, and a number of clans had manifested the Dragonmark of Finding. This led to the foundation of House Tharashk, as these clans joined together to master the economic potential of their mark and leverage their mineral wealth. No one voice speaks for the clans and tribes, and most of the tribes have no interest in dealing with outsiders. House Tharashk is the main point of contact between the Shadow Marches and the outside world.


Tharashk aside, it remains a collection of tribes and cultists following their ancient traditions in the shadows of the swamps. The defeated the daelkyr in the past, and they are sworn to protect Eberron from unnatural and extraplanar threats. Many worship daelkyr or have ties to aberrations. As a Marcher, a critical question is whether you have ties to one of the orc tribes or the integrated clans. The Clans blend the traditions of human and orc, building towns and working with steel. They still rely on skilled hunters, and they have their own unique traditions of art and music. Rangers, rogues, and bards all have a place in the clans, and there are gatekeeper druids among them.


Some in the clans worship a limited form of the Sovereign Host focused on Balinor, Boldrei, and Arawai; this is a sound path for a Nature cleric. The Tribes maintain traditions that predate humanity. Tribal Marchers are mostly orcs, but there are a few humans and half-orcs among them. Outlander and hermit are both appropriate backgrounds for a tribal Marcher. THE TALENTA PLAINS homeland. They have no cities, no industrialized magic. But        domesticated the dinosaurs of the plains, and use these creatures as mounts, livestock, and beasts of burden.


There is a sacred bond between a hunter and their mount, and few people are prepared to         clawfoot raptor. Talenta religion is based around reverence for spirits, both departed ancestors and the spirits of the natural world. Each nomadic tribe has a  —a chieftain who guides and protects the tribe—but it is the shamans who consult the spirits and choose the paths of migration. In the past the tribes have stood alone, but        together under Lathon Halpum to defend their land, and it is Halpum who won recognition for the Plains as one of the Thronehold nations.


All tribes come to Gatherhold to trade, hold councils, and settle disputes. House Ghallanda maintains Gatherhold, but it is understood that Gatherhold belongs to the people, not the houses. Also consider the following. Wild Warriors Warriors and Tricksters. You were born in the wild, and your wits and your weapons helped you survive. Talenta warriors are often barbarians or rangers, relying on speed and skill. However, cunning and charisma are equally important, and bards and rogues certainly have a place on the plains. Outlander is a logical lo gical background, but you could easily be a bold folk hero, a dashing entertainer, or a clever charlatan. You could even be an urchin who was stranded in a great city at a young age and adapted to hunting in this stone jungle.


Surrounded by Spirits. Do you believe that the spirits guide your actions? Do you show respect to the spirits of a location? Talentan shamans tend to be Shepherd or Moon druids, often assuming the form of dinosaurs. Hermit and Outlander are sound backgrounds, but you could be an acolyte or a sage who consults with spirits instead of reading books. Warriors and shamans alike often wear masks in order to present a particular face to the spirit world. However, arcane magic is still a part of life in Thrane. The streets are lit with everbright lanterns, and there are magewrights and even wizards, just not as many as in other nations.


There is a small fraction of the population who would like to see the traditional monarchy restored to power. Capital: Flamekeep Noted for       crafts, wool, textiles, fruit, livestock The modern Church of the Silver Flame was founded in Thrane, and most of the people of the nation are devout followers of this faith. During the Last War, the people of Thrane chose to set aside the rule of the monarch and to embrace the leadership of the Church. For the last seventy years Thrane has been a theocracy. The head head of the state is year-old Jaela Daeran, the divine selected Keeper of the Flame; however, Jaela looks to the Council of Cardinals to perform the practical work of running the nation. The primary purpose of the Silver Flame is to defend the innocent from supernatural evil. The faith has always had a militant aspect, with battalions of templars and peasant militias prepared to face undead, lycanthropes, or other monstrous threats.


But compassion and charity are core values of the church, and the templars are tasked to defend all innocents. Even during            a Brelish village, Thrane templars would ally with the locals to bring an end to the threat. With that said, this is the ideal. There are zealous Thranes who believe the Church is destined to reunite Galifar under the Silver Flame, and corrupt priests interested only in power and wealth. Not all priests are divine spellcasters, and the typical templar is a mundane warrior; however, due to the deep faith of its people, Thrane has more clerics, paladins, and divine spellcasters than any other nation in Khorvaire.


The Keeper of the Flame dwells in the great Cathedral of the                bind the demon Bel Shalor. The Impact of Faith. Are you a follower of the Silver Flame? Archery is a devotional practice of the Silver Flame, so as a martial Thrane you might focus on archeryrelated combat styles and spells or take the Sharpshooter feat. Any Thrane could take the        to the church, or the soldier background based on service with the templars.


Church or Crown? Do you fully support the theocracy? Or would you like to see Queen Diani restored to the throne? There are many people of faith who believe that miring the church in politics distracts it from its true mission and invites corruption. Dealing with Darkness. The Shadow in the Flame can tempt even the most virtuous soul. How do you react when you encounter corruption and greed? Are you a compassionate person who seeks to lead people to the light, or a zealot determined to crush all darkness? How will you react when you encounter monsters— minotaurs, ogres, gnolls—in a civilized setting? The elves of Valenar are utterly devoted to the arts of war. Their cavalry has no equal in Khorvaire, and they combine a talent for magic with stealth and swordplay. Cyre employed the Valenar as mercenaries and was entirely unprepared for betrayal.


When Cyre was destroyed in the Mourning, no one wanted to challenge the Valenar; in the interests of peace, this elf kingdom was recognized by the Treaty of Thronehold. The elves are already pushing the limits of the treaty. The Valenar constantly search for worthy challenges. While High King Shaeras Vadallia has promised to rein in his warriors, some believe that the elves will continue                 Darguun or Karrnath to declare war. Valenar is a feudal kingdom. The elves are warrior princes, but they spend little time at rest.


Most of the civic administration is handled by half-elves. Below this are the natives. Some hated the Cyrans Cyrans and welcome the elves. Others despise their new leaders and are plotting against them. The half-elves have no homeland, and some believe that the halfelves of Lyrandar hopes to make Valenar a haven for their people. Relics of that struggle can still be found scattered across Valenar and the Blade Desert: ruins,      slipped out of alignment with time. Martial Role. Valenar has always been on a war footing. As an elf, consider your role in a warband. Are you a simple soldier? An outlander scout?


An acolyte devoted to the elven ancestors, or a sage familiar both with Valenar history and the lore of potential enemies? As a half-elf you might be an entertainer, a sailor, or          or a charlatan seeking seeking intrigue and opportunities. As one of the vassals, you could be a guild artisan working for the elves, an urchin born in Taer Valaestas, or even a folk hero       Dreams. What is it you hope to achieve as an adventurer? Have you left Valenar behind, or are your aspirations tied to the kingdom? As a half-elf with Valenar Valenar blood, do you want to be recognized as a true Valenar—granted a bond to a patron ancestor, a place in a warband, and a chance chance at immortality? Or are you more interested in building a homeland for your own people? As a native, do you want to work with the elves or do you want to drive them out—and if so, who do you want to replace them?


CHAPTER 2 VALENAR 37 ZILARGO Capital: Korranberg Noted for Gnomes, alchemy, education, elemental binding, entertainment, precious stones Zilargo is the homeland of the gnomes, and           streets are bright and clean. The universities and        seems happy and helpful, and crime is all but          of intrigue and blackmail that are often invisible to human eyes. And below that lies The Trust, a ruthless secret police force that eliminates any threat to society. Each major city has a democratically elected ruling council and a seat on the Triumvirate that governs the nation; the Trust reports to the Triumvirate.


The Zil gnomes built this system, and they are quite happy with it. Every Zil gnome is in a web of intrigues. The same applies to adventurers planning schemes in Zilargo: violence will get one targeted by the Trust, but  is perfectly acceptable. The Trust itself is a network of spies and assassins. Most agents of the Trust simply pass information through dead drops; some estimate that a third of the nation works for the Trust         threat, it acts preemptively. Typically, a target will never even see the agent that kills them. Most Zil explore a few faiths before settling on one; others practice multiple religions. Family Ties. Are you currently involved in any family schemes? Family members may call on you for help over the course of your adventurers, but they can also be a resource for you.


Knowledge and Power. The Zil prize knowledge above all else. Sage is a suitable background for any Zil; charlatan and spy are        Classes that specialize in melee combat are rare among the Zil. Rogues, bards, wizards, and       One unusual option is to play a warlock whose pact is with the Trust itself. You receive your orders telepathically. Your class abilities can       the magical equivalent of super-spy gadgets! Is there a convention for naming characters? This   is an overview. If you want more information on a particular subject, refer to the sources in the Appendix.


But for now, here are a few useful facts about everyday life in Khorvaire. Merchants and nobles often use letters of credit to to handle large transactions, drawing on the reserves of the dwarvish banks of the Mror Holds. But most day-to-day transactions use coins of precious metal. With the collapse of the Kingdom of Galifar, each of the Five Nations began to mint its own currency, along with the Mror bankers. However, while the designs imprinted on these coins vary based on the source, each of these forces has continued to use the same metals, weights, and denominations set forth in the days of Galifar, maintaining a simple standard for commerce across Khorvaire. THE CALENDAR OF GALIFAR The Galifar calendar tracks the years since the Kingdom of Galifar was founded, using the abbreviation YK. The week is divided into seven days, with four weeks to a month and twelve months to a year.


Despite the fall of Galifar, the nations of Khorvaire still use this calendar. The seven days of the week, in order, are Sul, Mol, Zol, Wir, Zor, Far, Sar. The twelve months are named after the twelve moons that orbit the world: 1. Za Zara rant ntyr yr mi midd-wi wint nter er 2. It bears the image of Galifar I, the founder of the old kingdom. With a value of one hundred sovereigns, these coins are used only by the wealthiest citizens of Khorvaire, and the average peasant may never see such a coin. Th Ther eren endo dorr ear early ly spri spring ng 4. Ey Eyre re mi midd-sp spri ring ng 5. Dr Drav avag ago o la late te sp sprin ring g 6. Ny Nymm mm ea earl rlyy summ summer er 7. Lh Lhar arvi vion on mi midd-su summ mmer er 8. Ba Barra rraka kass la late te su summ mmer er 9. Rh Rhaa aan n e ear arly ly au autu tumn mn Sypher Sypheros os mid-autum mid-autumn n Aryth late autum autumn n 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. There are a number of other coins in circulation, such as the double crown of Breland or the           sovereigns. Still, all of the major nations make use of the four basic coins described above. CHAPTER 2 EVERYDAY LIFE 39 LANGUAGES IN EBERRON OPTIONAL RULE: SWAPPING RACIAL LANGUAGES In Eberron, languages are tied to culture and geography as opposed to biology. The following follo wing optional rules are a way to explore this aspect of the setting.


This optional rule allows you to exchange a         standard language. Your DM must approve the           character with no ties to the culture of their race. The Mror dwarves speak Dwarvish and the Aereni elves speak Elvish, but they know Common as the language of trade. In Eberron, there are a number of other         or cultures. It is rarely encountered on Khorvaire. Monsters in Khorvaire usually speak Goblin. It was the language of the goblin empire that dominated the continent before humanity arrived. Orcish is a dead language; it may be encountered in ancient inscriptions,, but modern orcs speak Goblin. inscriptions Infernal is spoken by spirits that embody         common language. Quori is spoken by the kalashtar, spirits native to Dal Quor, and the Inspired lords of Riedra. The Zil gnomes always use three names—a given name, a family name, and a clan name.


Warforged often use a single name. Within the Five Nations, most citizens have a given name followed by a surname. This surname is either a family name or related to an occupation or region of origin. So  ,    and Tellan         the common folk of the Five Nations. So the name   tells you that this individual is a landed noble. The Wynarns were the royal line of Galifar, and the current rulers of Aundair, Breland, and Karrnath are all heirs of the Wynarn bloodline. So   is a member of House Cannith who has manifested the Mark of Making. MAGIC IN KHORVAIRE Your airship soars through the skies, approaching the mile-high towers of Sharn.


You disembark, walking down a street lit by  lanterns , and make your way to your favorite               uses  of exotic beverages. A Phiarlan bard entertains the crowd with song and a dazzling display of illusions. An argument between two veterans escalates into violence: the Brelish tough produces a knife, but the Aundairian duelist already has a wand in her hand. Magic is a part of life in Khorvaire. Arcane magic is a form of science, and the Five Nations are built on this foundation.


Magewrights are professional spellcasters who use rituals and cantrips to provide a host of services. The dragonmarked houses provide magical services that are beyond the powers of a common magewright. WIDE MAGIC, NOT HIGH MAGIC While magic is widespread, the scope of magic is limited Low-level spells are a part of everyday life, but high-level magic remains remarkable. Common Magic. Cantrips and 1st level spells are commonplace. Magewrights, wandslingers, and dragonmarked heirs can all         the impact of this magic as part of everyday life. Common magic items generally range in price from 50— gp. Uncommon Magic. The same is true of uncommon magic items. Uncommon magic items typically cost between — gp, though costs can be higher based on scarcity.


Rare magic. Spells of 4th through 5th level are beyond the reach of most people. People are familiar with the concept of spells like teleportation or raise dead , but few people have ever seen either of these things actually performed. Only the most remarkable magewrights have access to such magic, so these services usually come from     with Greater Dragonmarks and dragonshard focus items. In theory, rare magic items can be purchased, with prices ranging anywhere from 2, gp— 20, gp. In practice, these things are rare.


A rare magic item might be the prize of a collection in a Sharn emporium, or the showpiece of a House Cannith forgehold. Of course, should you have a ridiculous sum of gold burning a hole in your purse, you might be able to commission House Cannith to create a rare item        Very Rare and Legendary Magic. Spells           legends and folktales. The few people known to wield this sort of power are themselves legends: Mordain the Fleshweaver, the Keeper of the Silver Flame, the Daughters of Sora Kell. If encountered in the Five Nations, such magic will likely be tied to an   or a manifest zone. Very rare magic items could be tied to similar sources, or they might be masterworks of the elves of Aerenal or Valenar heirlooms.


There are entirely magical careers, such as the medium or the oracle. But much of the time, mundane skill and magic are combined together. A lamplighter can work with mundane lanterns, but also learns   to create and maintain the   that           with a cantrip. A magewright knows one to four cantrips or spells. When converting a spell to a magewright ritual, it can have a casting time of up to one hour. A typical cost would be 25 gp for a 1st level ritual, 50 gp for a 2nd level ritual, doubled for each subsequent level; but this is only a basic guideline. The point is that the limitations on a magewright are time and money. A locksmith can cast more than one arcane lock in a day; but it takes an hour and 50 gp for each lock they want to create. While the common spell list is a starting point for magewright spells, you can modify these spells           quite versatile.


A locksmith can perform knock as a ritual. An oracle might work with cards or dice, or study charts of planar conjunctions. The magewright performs magic as both a job and a science. Here are some examples of magewrights and the services they provide. Not every healer can cast   and not every oracle can cast  —these are general guidelines. Arcane lock 1-hour ritual, 50 Locksmith. Some mediums use a form of   to conjure an image of the deceased. A medium might be        with grief—or in Deception. The term      arcane spellcaster.


In religious communities such         casters performing these same functions. Such a divine caster is called an adept. Divine magic is a gift instead of a science, and adepts typically work on behalf of their faith rather than selling their services. Due to the considerable training required to master magic, this has remained an elite specialty. Within the army, such a soldier is referred to as an arcaneer. On the streets, they are called wandslingers. 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. It Rotting Tapestry, Moss-Covered Statue. the archlich Erandis Vol in battle. 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:? die, they can have their own remarkable escapes Environmental elements are always from death. Perhaps Halas had a ring that cast optional and largely cosmetic. 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.


Page 9 There are ancient and primordial forces at NEO-NOIR INTRIGUE work in Eberron. But there are also misguided patriots, religious extremists, and dragonmarked While Eberron embraces the swashbuckling houses looking to wring a few more pieces of action of pulp adventure, it also draws inspiration gold out of Khorvaire. 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. Page 10 Everyone Has Regrets. you might consider a few additional aspects: Do you have a debt you need to repay and, if so, do 2 You placed your faith and your you need to resolve this in a week or in a year? fortune in the hands of a lover who Did you make a tragic mistake, and if so, is it betrayed you.



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.



Wayfinders Guide To Eberron (5e) PDF,Related Posts

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 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 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 WebJun 29,  · Download DnD 5e Wayfinders Guide to Eberron PDF Home Login Register Home Login Register DnD 5e Wayfinders Guide to Eberron Pages • WebApr 14,  · Wayfinder's Guide to Eberron (PDF) • Pages • MB • English 0 stars from 0 visitors Posted April 14, • Submitted by angelita14 Report Visit PDF WebJan 13,  · DnD/5e/Books/D&D 5E - Wayfinders Guide to blogger.com Go to file. kwmorris Create D&D 5E - Wayfinders Guide to blogger.com Latest commit ... read more



The Brelish also have a talent a town. Convert to EPUB Convert to MOBI Convert to AZW3 Convert to FB2. The Mournland is a vast open grave. An Orien heir with the Greater Mark of Passage can cast teleportation circle once per day; most major Orien enclaves have permanent circles and can be used as destinations. Below this are or are your aspirations tied to the kingdom? nothing about him. The Valenar elves a new creation in the depths of the Ethereal?



Check Latest Price Of PDF. Each nomadic tribe has However, cunning and charisma are equally a  —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. Many citizens of Droaam nation that is still expanding. Martial Role. Not every conflict is a fight between light and darkness. 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, wayfinders guide to eberron 5e pdf download, Jaela traditional monarchy restored to power.

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