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WAYFINDER’S GUIDE

TO EBERRON

WAYFINDER’S GUIDE TO EBERRON

Explore the world of Eberron in this campaign prototype


for the world’s greatest roleplaying game
ٛ—®ãÝ
Lead Designer: Keith Baker Playtesters: Teos Abadia, Kurt Caceres, Chelsea
Designers: Jeremy Crawford, Ben Petrisor Caine, Cory Casoni, Wayne Chang, Charlie
Developers: Jeremy Crawford, Ben Petrisor, Dan Chu, Kenna Conklin, Ryan Conklin, Jenny
Dillon, Christopher Perkins Conlee, Chris Funk, Dan Garrison, Hrishikesh
ĚĚŝƟŽŶĂůĞƐŝŐŶ͗Ruty Rutenberg Hirway, Jason Hobson, Noura Ibrahim, Kym
:ĂĐŬƐŽŶ͕dĂůŝĞƐŝŶ:ĂīĞ͕:ŽŶĂƚŚĂŶ<Ğůƚnj͕ĞƌĞŬ
ƌƚŝƌĞĐƟŽŶΘ/ůůƵƐƚƌĂƟŽŶ͗ Lee Moyer Mears, Jason Charles Miller, Marc Mohan,
Book Design: Will Hindmarch >ŝŶĚƐĞLJDŽƌƚĞŶƐĞŶ͕DĂƌƚLJDŽƌƟŵĞƌ͕ŝŐ
Editors: Kenna Conklin, Will Hindmarch, Ruty EĞƵƚƌŽŶ͕<ĂŝEŽƌŵĂŶ͕^ĂƟŶĞWŚŽĞŶŝdž͕DŝůLJŶŶ
Rutenberg ^ĂƌůĞLJ͕ƵƐƟŶ^ĐŽŐŐŝŶ͕<ƌŝƐƟĂŶ^ĞƌƌĂŶŽ͕
ŽǀĞƌ/ůůƵƐƚƌĂƚŽƌ͗Chippy Eugene Simon, Jimmy Tamborello, Shana
/ŶƚĞƌŝŽƌ/ůůƵƐƚƌĂƚŽƌƐ͗'ƌĂĐĞůŝƐŽŶ͕DŝƚĐŚŽƟĞ͕ Targosz, Ivan Van Norman, Kyle Vogt, B Dave
Rich Ellis, Steve Ellis, Tomas Giorello, Howard tĂůƚĞƌƐ͕^ĐŽƩtĞůŬĞƌ͕ŝŶŽƌĂtĂůĐŽƩ
>LJŽŶ͕tŝůůŝĂŵK͛ŽŶŶŽƌ͕^ƚĞǀĞWƌĞƐĐŽƩ͕
Wayne Reynolds, Anne Stokes, Mark Tedin, Special thanks to the people who helped bring
Francis Tsai, Brian Valenzuela, Anthony S. Eberron to life, including Peter Archer, Mary
Waters, Charlie Wen, James Zhang <ŝƌĐŚŽī͕>ĞĞDŽLJĞƌ͕ŚƌŝƐƚŽƉŚĞƌWĞƌŬŝŶƐ͕
^ƚĞǀĞWƌĞƐĐŽƩ͕ZŽďĞƌƚZĂƉŝĞƌ͕>ŝnj^ĐŚƵŚ͕DĂƌŬ
This book includes some rules and spells that Sehestedt, Bill Slavicsek, Mark Tedin, and
originally appeared in Xanathar’s Guide to :ĂŵĞƐtLJĂƩ͘
Everything (2017).

hE'KE^ΘZ'KE^͕Θ͕tŝnjĂƌĚƐŽĨƚŚĞŽĂƐƚ͕&ŽƌŐŽƩĞŶZĞĂůŵƐ͕ZĂǀĞŶůŽŌ͕ƚŚĞĚƌĂŐŽŶĂŵƉĞƌƐĂŶĚ͕ĂŶĚ
ĂůůŽƚŚĞƌtŝnjĂƌĚƐŽĨƚŚĞŽĂƐƚƉƌŽĚƵĐƚŶĂŵĞƐ͕ĂŶĚƚŚĞŝƌƌĞƐƉĞĐƟǀĞůŽŐŽƐĂƌĞƚƌĂĚĞŵĂƌŬƐŽĨtŝnjĂƌĚƐŽĨƚŚĞ
Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright © 2018 by Keith Baker, and published under the Community
Content Agreement for Dungeon Masters Guild.

II THE WAYFARER’S GUIDE TO EBERRON


CONTENTS
INTRODUCTION ..........................................................4 CHAPTER 4: DRAGONMARKS ..................................89
Creating a Dragonmarked Character .......................90
Dragonmarks and Backgrounds ................................90
CHAPTER ONE: WHAT IS EBERRON? ....................5 The Powers of the Mark ............................................91
A Magical World .......................................................6 Dragonmark Appearance ..........................................92
Pulp Adventure..........................................................7 Background ...............................................................94
Neo-Noir Intrigue......................................................9 The Mark of Detection..............................................96
The Last War ............................................................12 The Mark of Finding .................................................97
The Mourning ...........................................................14 The Mark of Handling ..............................................98
Ancient Mysteries ......................................................17 The Mark of Healing.................................................99
If It Exists In D&D, The Mark of Hospitality ............................................100
There’s A Place for It in Eberron ............................19 The Mark of Making .................................................101
The Mark of Passage .................................................102
CHAPTER 2: WELCOME TO KHORVAIRE ..............21 The Mark of Scribing ................................................103
Nations of Eberron ....................................................22 The Mark of Sentinel ................................................104
Aundair .....................................................................23 The Mark of Shadow ................................................105
Breland .....................................................................24 The Mark of Storm ...................................................106
Cyre (The Mournland) .............................................25 The Mark of Warding ...............................................108
Darguun ...................................................................26 Aberrant Dragonmarks .............................................111
The Demon Wastes ...................................................27
Droaam .....................................................................28 CHAPTER 5: MAGIC ITEMS .......................................113
The Eldeen Reaches..................................................29 Magic Items ...............................................................114
Karrnath ....................................................................30
The Lhazaar Principalities ........................................31 CHAPTER 6: SHARN, CITY OF TOWERS..................123
The Mror Holds ........................................................32 Sharn Backgrounds .................................................124
Q’barra ......................................................................33 The Shape of Sharn ..................................................131
The Shadow Marches ...............................................34 Central Plateau Quarter ............................................134
The Talenta Plains ....................................................35 Dura Quarter ............................................................135
Thrane .......................................................................36 Menthis Plateau Quarter ...........................................136
Valenar ......................................................................37 Northedge Quarter....................................................137
Zilargo .......................................................................38 Tavick’s Landing Quarter .........................................138
Everyday Life.............................................................39 Sharn: Above and Below ..........................................140
MAGIC IN KHORVAIRE ......................................41 Things to Do in Sharn...............................................141
Magewrights ..............................................................42 Criminal Activities in Sharn ......................................144
Wandslingers .............................................................43 Starting Points ..........................................................147
The Magical Economy .............................................44 Starting Point: Callestan............................................148
Faiths of Khorvaire....................................................48 ;\IZ\QVO8WQV\"+TQ‫\ٺ‬WX ..............................................150
Distant Lands ............................................................52 Starting Point: Morgrave University .........................152
Eberron: Above and Beyond .....................................55 A Quick Sharn Story .................................................155
The Streets of Sharn..................................................157
CHAPTER 3: RACES OF EBERRON ...........................59
Changelings ...............................................................60 APPENDIX A: FURTHER READING..........................134
Shifters .......................................................................64 Eberron Sourcebooks ................................................134
Warforged..................................................................67 Eberron Novels ..........................................................135
Dwarves .....................................................................71
Gnomes .....................................................................76
Half-Elves ..................................................................77
APPENDIX B: GLOSSARY...........................................137
Half-Orcs ...................................................................78
0ITÆQVO[.....................................................................79 APPENDIX C: DRAGONMARKED HOUSE CRESTS .142
Humans .....................................................................82
Other Races...............................................................83 APPENDIX D: ARTIFICER ..........................................146

THE WAYFARER’S GUIDE TO EBERRON III


INTRODUCTION
)ZK[WNMTMK\ZQKQ\a[XIZSIVLÆIZMKIZZaQVO\PM hooks for compelling adventures, as well as an
TQOP\VQVOZIQT\W_IZL\PMJZQLOM1N;]VLZaQ[ appendix with a list of sources you can use to
learn more about the setting.
\MTTQVO\PM\Z]\P\PM\ZIQVPWTL[INWZ\]VMQV+aZIV
Bear in mind: this book presents Uavision
OWTL°INWZ\]VM\PI\ZQOP\N]TTaJMTWVO[\W\PM of Eberron. This is the world I run at my own
ZMN]OMM[[KI\\MZMLIKZW[[*ZMTIVL)VLQN;]VLZaQ[ table, and the way that I’ve converted its ideas
\MTTQVO\PM\Z]\P\PI\OWTLQ[O]IZLMLJaIKILZMWN \W\PMÅN\PMLQ\QWVZ]TM[)TTWN\PMUI\MZQITPMZM
]VLMIL[WTLQMZ[\PMMTQ\M_IZZQWZ[WN3IZZVI\P is presented for playtesting and to spark your
imagination. The game mechanics are in draft
<PMIQZ[PQXRevengeOTQLM[\W_IZL\PMJZQLOM NWZU][IJTMQVaW]ZKIUXIQOVJ]\VW\ZMÅVML
<PM_IZNWZOMLZIVOMZ8QMZKMPWTL[PQ[[_WZLQV JaÅVITOIUMLM[QOVIVLMLQ\QVO<PMaIZMV¼\
PQ[ZQOP\PIVL#_Q\PPQ[TMN\PMKTQVO[\W\PMMLOM W‫ٻ‬KQITTaXIZ\WN\PMOIUMIVLIZMV¼\XMZUQ\\MLQV
of Revenge8QMZKMQ[ITQ^QVO_MIXWVJ]QT\ D&D Adventurers League events. If Wizards of
\WÅOP\NWZ\PMXMWXTMWN+aZM1VIUWUMV\PM¼TT \PM+WI[\LMKQLM[\WUISM\PQ[UI\MZQITW‫ٻ‬KQITQ\
_QTTJMZMÅVMLJI[MLWVaW]ZNMMLJIKSIVL\PMV
ZMTMI[MPQ[OZQXIVLQNPM\QUM[Q\ZQOP\PM¼TTTIVL
appear in a D&D book. Beyond that: Eberron
I\WX\PMKWIKPIVLPI^MIKPIVKM\WZMKTIQU\PM is aW]Zworld as much as it is mine. I hope that
TW[\\ZMI[]ZM1NPM\QUM[Q\_ZWVOPM¼TTJM[UI[PML this book provides you with
\WXQMKM[I\\PMJW\\WUWN\PMKIVaWV inspiration, but don’t
be limited by my
)P]UIV_W]TLPWTLPQ[JZMI\PJ]\8QMZKM
ideas or decisions.
LWM[V¼\JZMI\PM0MR][\_IQ\[I[Revenge passes Think of this
W^MZ\PMJZQLOMIVL\PMVPMZMTMI[M[PQ[OZQX as something

E
you can
BERRON WAS BORN IN 2002 WHEN build upon,
Wizards of the Coast launched not a codex of
a worldwide search for a new absolute law.
campaign setting. I imagined a Welcome
world of swashbuckling adventure to Eberron:
and dark fantasy, a place where magic formed let’s explore!
the foundation of civilization. Over the course of
the next year I worked with a team of amazing
IZ\Q[\[IVLOIUMLM[QOVMZ[\WZMÅVMIVLLM^MTWX
that core idea, and the end result was the -JMZZWV
+IUXIQOV;M\\QVO In the years that followed, a
host of authors, designers, and dungeon masters
across the world have continued to expand and
explore this setting.
<PQ[JWWSJZQVO[-JMZZWV\W\PMÅN\PMLQ\QWVWN
DUNGEONS & DRAGONS, providing an overview
of the core themes of the setting and the rules to
connect them to current campaigns. It explores
the continent of Khorvaire and the great city of
Sharn. <PM ?IaÅVLMZ¼[/]QLM provides ideas and

4 THE WAYFARER’S GUIDE TO EBERRON


CHAPTER ONE: WHAT IS EBERRON?
1VIVIVKQMV\Z]QVJMVMI\P\PM,MUWV?I[\M[I This chapter explores these core themes
JIVLWNPMZWM[ZIKM\WKTIQU\PM:MIXMZ¼[0MIZ\ IVL\PM_Ia[\PI\\PMaKIVI‫ٺ‬MK\\PM[\WZQM[WZ
characters you create in Eberron. Here’s a quick
1N\PMIOMV\[WN\PM-UMZITL+TI_ZMIKPQ\ÅZ[\
overview of what lies ahead.
\PMa¼TT]VTMI[PIVIZUaWN\PMLMILIOIQV[\\PM • A Magical World. From warforged
XMWXTMWN3PWZ^IQZM and airships to the mighty dragonmarked
1V\PMKQ\aWN;PIZVIJZQTTQIV\\MIUWN[XQM[ houses, magic is a part of the world and its
stories.
X]TTW‫ٺ‬IVQUXW[[QJTM[KPMUM¸JZMISQVOQV\W
• Pulp Adventure. Whether you’re
\PMQUXMVM\ZIJTM^I]T\[WN0W][M3]VLIZIS*]\ leaping from an airship or battling demons
QV[\MILWNOWTL\PMaÅVLI[MKZM\\PI\KW]TL[PI\\MZ in forgotten ruins, Eberron encourages
\PMNZIOQTMXMIKMJM\_MMV\PM.Q^M6I\QWV[° cinematic action and swashbuckling
adventure.
7V\PMLMKSWNIVIQZ[PQXI_QbIZLLMJI\M[\PM
• Neo-Noir Intrigue. Eberron is a world
QV\MZXZM\I\QWVWNIVIVKQMV\XZWXPMKa_Q\PIJTWWL WNLQ‫ٻ‬K]T\KPWQKM[<PMTQVMJM\_MMVPMZW
ZMLLZIOWV1N\PM[IOMTW[M[\PMLMJI\M\PMLZIOWV and villain is easily blurred, and even the
_QTTLM[\ZWa\PMIQZ[PQXIVLM^MZaWVMWVQ\*]\QN champions of the light may have things
[PM_QV[\PMIZO]UMV\\PMLZIOWV_QTT\ISM\PMU they regret.
\WLQ[\IV\)ZOWVVM[[MV°IVLVWP]UIVPI[M^MZ • The Last War. Eberron has just emerged
from a century-long civil war, and the scars
[MMV\PMTIVLWNLZIOWV[IVLZM\]ZVML 

W
WN\PI\JQ\\MZKWVÆQK\ZMUIQV0W_LQL\PM
_IZI‫ٺ‬MK\aW]ZKPIZIK\MZIVLPW__QTTQ\
HAT IS EBERRON? IT’S A WORLD shape your story?
bound by a golden ring • The Mourning. This mystical cataclysm
and surrounded by twelve destroyed an entire nation and created a
moons. It’s the intersection of deadly wasteland in the heart of Khorvaire.
thirteen planes of existence, The Mourning brought the war to an end,
which shift in and out of alignment. It’s a place but it is a mystery and a threat that looms
where magic has been harnessed as a tool—used large over Eberron.
to build cities, to sail ships through the skies, to • Ancient Mysteries. Powerful artifacts
create both wonders and weapons. are hidden in the ruined cities of giants.
Eberron embraces swashbuckling action and Dragons and demons scheme in the
pulp adventure and adds a layer of neo-noir shadows, unraveling a prophecy that could
intrigue. Stories don’t always end well and there shape the future. These ancient mysteries
isn’t a perfect answer to every problem. The can be a source of fantastic adventures and
Last War turned old allies into bitter enemies terrible danger.
and destroyed an entire nation, leaving terrible • If it exists in D&D, it has a place in
scars behind. Crime and corruption lurk in the Eberron… But it may not be the place
great cities of Khorvaire. Hidden dragons shape you’re used to.
\PMKW]Z[MWNPQ[\WZa;QVQ[\MZÅMVL[QVÆ]MVKM These elements are all part of Eberron, but
the dreams of the unwary. Human greed and you don’t have to use all of them in every story.
ambition may prove more dangerous than any As you go through this chapter, decide which
devil or demon. But through this darkness, there \PMUM[IXXMIT\WaW]IVLJM[\Å\\PM[\WZQM[aW]
are opportunities for a group of bold adventurers want to tell.
\WUISMILQ‫ٺ‬MZMVKM°NWZJM\\MZWZNWZ_WZ[M

CHAPTER 1 | WHAT IS EBERRON? 5


A MAGICAL WORLD
The creation myths say that magic is the
JTWWLWN\PMLZIOWV;QJMZa[ÆW_QVOLW_V
from the golden ring in the sky. Whether this
is truth or mere myth, magic pervades the
world.
Magic as a Tool. In Eberron, arcane
magic is a form of science. The spells and
ZQ\]IT[WN_QbIZL[IVLIZ\QÅKMZ[PI^MJMMV
developed and honed over centuries, and
those principles have been incorporated into
daily life. Magic is used for entertainment,
transportation, communication, warfare, and
much more. While magic is widespread, there
are limits to is power. You can book passage
on an airship or get an illness cured by lesser ò›Ùù—ƒùDƒ¦®‘
restoration, but resurrection, teleportation, and Here are a few examples of how magic is
[QUQTIZM‫ٺ‬MK\[IZMPIZL\WKWUMJa<Z]M_QbIZL[ integrated into everyday life in Khorvaire.
are rare and remarkable; most common magic The lightning rail uses bound elementals
is performed by a working class of magewrights, to drive a train of carriages along a path of
professional spellcasters who master a small conductor stones. The rail links most major
handful of rituals or cantrips. The magical cities and is a simple way to travel long
distances.
services available in Khorvaire are discussed
An elemental airshipXVHVDÀUHRUDLU
in more detail in chapter 2, along with the
elemental, bound into a ring that holds
availability of magic items. 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. These are Everbright lanterns use FRQWLQXDOÁDPH
the dragonmarked houses, barons of industry WROLJKWWKHVWUHHWVRI.KRUYDLUH7KHÁDPH
_PW[MQVÆ]MVKMZQ^IT[\PI\WNSQVO[IVLY]MMV[ never goes out, but metal shutters allow a
These dynastic houses derive their power lantern to be dimmed or shut down.
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. The
the medical trade with its Mark of Healing, Treaty of Thronehold forbid the creation of
while only someone with House Lyrandar’s new warforged, while granting freedom to
Mark of Storms can pilot an airship. 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.

6 CHAPTER 1 | A MAGICAL WORLD


PULP ADVENTURE
your actions, you’re protecting your friends, your
house, or your nation. It could be about time: <PM
Eberron is a world of swashbuckling adventure ITIZU¼[JMMV\ZQOOMZMLIVLaW]WVTaPI^M[Q`ZW]VL[JMNWZM
IVL\_WÅ[\MLIK\QWV?PM\PMZaW]¼ZMI,5 [MK]ZQ\aIZZQ^M[ Such things can even be incidental.
developing an adventure in the world or a ,QLaW][\IZ\IÅOP\QVIVITTMaJMPQVLIJIZ'
player preparing to explore it, here are a few 6W_aW]VW\QKM\PMLZ]VSWOZM[TMMXQVOQV\PMKWZVMZ°QN
things to consider. PM_ISM[]X\PQ[KW]TLOM\]OTa
Exotic Locations. Lightning rails, airships, Player Characters Are Remarkable.
and other forms of transportation can facilitate Eberron is a world in need of heroes. Lingering
travel to exotic locations. Adventures could tensions of war remain. From the fanatics of
take you to the colossal ruins left behind by the the Emerald Claw and the mad cults of the
giants of Xen’drik, the warped landscape of the ,ZIOWV*MTW_\W\PMÆM[P_IZXQVOLIMTSaZ
Mournland, or the dark demiplanes within the IVLIVKQMV\IZKPÅMVL[-JMZZWVNIKM[UIVa
underworld of Khyber. Even if you prefer to stay \PZMI\[°IVL\PMZM¼[VWWVMW]\\PMZM\W[\WX
QVI\W_VaW]KW]TLÅVLaW]Z[MTNQV\PMUQTM them. In Eberron, the gods are distant and
PQOP\W_MZ[WN;PIZV°WZ\PMIVKQMV\OWJTQV don’t directly intervene. The Silver Flame is a
tunnels that lie beneath it. divine force of light, but it can only act through
What Are the Stakes? What’s better than mortal champions. The few powerful benevolent
a battle on the deck of an airship? A battle on NPCs have limitations: the Keeper of the Flame
the deck of an airship \PI\¼[IJW]\\WKZI[P Look loses her powers if she leaves her citadel. The
for ways to raise the stakes of a scene, so players UQOP\aOZMI\LZ]QLQ[°_MTT°I\ZMM5W[\WN
feel that every decision matters. This could be the powerful people in the setting are driven by
driven by the consequences of failure: through [MTÅ[POWIT[1N\PM<IZZI[Y]MKWUM[\W;PIZV

CHAPTER 1 | PULP ADVENTURE 7


there’s no one else to deal with the problem: the
fate of the city is in your hands.
This is something to consider in developing
KÖã®Êă½Z罛͗
your character and choosing your background.
If you take the soldier background, you can be Äò®ÙÊÄÛÄヽ½›Ã›ÄãÝ
more than just a grunt. What did you do during )ÅOP\JZMIS[W]\QV<PM+I\*Q[K]Q\<PM
the Last War? What was your greatest triumph OVWUMZWO]MTMIX[NZWU\PMTIVLQVOIVL[_QVO[
or most tragic defeat? If you’re a spy, are you a IKZW[[\PMZWWUXI[[QVOW^MZ\PMPMIL[WN\PM
prized agent or did you break loose from your []ZXZQ[ML\P]O[\WTIVLQV\PMXMZNMK\XW[Q\QWV
organization after they pushed you too far? Don’t
NWZI[VMISI\\IKS<PM[PQN\MZJIZJIZQIV[\ZQSM[
just think of your character as a set of numbers:
even at 1st level, you’re remarkable. IUQOP\aJTW_\PI\SVWKS[PMZMVMUaQV\W\PM
Hero Points. The heroes of pulp adventure JTIbQVOPMIZ\P#\PMJIVLQ\[PZQMS[I[\PMÆIUM[
are often able to overcome seemingly impossible [XZMIL\WPQ[KTW\PM[
WLL[7VM_Ia\WZMÆMK\\PQ[Q[\W][M\PM
Combat can feel very mechanical. ,PRYH
optional hero points rule from chapter 9 of the
IHHW,PDNHDQDWWDFNUROO,XVHDUHDFWLRQ One
,]VOMWV5I[\MZ¼[/]QLM This is optional; hero points way for the DM to encourage more cinematic
change the balance of the game and give player action is to present a list of Environmental
characters an opportunity to turn certain failure Elements. In a tavern, this list could include
into success. It’s a way to make heroes feel Chandelier, Plate Glass Window, Roaring
largely than life, but it’s not a good match for Fireplace, Tray of Drinks, Drunk Patron. If
every story. \RX·UHÀJKWLQJLQDQDQFLHQWWRPEWKHOLVWFRXOG
Remarkable Villains. One reason the world be Pile of Gold Coins, Scattered Bones,
needs heroes is because it already has villains. It Rotting Tapestry, Moss-Covered Statue.
may be a long time before you’re ready to face Each turn, a player can work one of these
the archlich Erandis Vol in battle. But part of elements into their description of their action.
The primary purpose of this is to give players
\PMÆI^WZWNX]TXIL^MV\]ZMQ[\WPI^MZMK]ZZQVO
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. particularly clever way to use an element, the
One way to create a compelling villain is for the DM could grant advantage on a check or attack
DM and players develop the villain’s backstory UROORUVRPHRWKHUEHQHÀW7KHURJXHQHHGVWR
together. As a DM, you might ask a player: ?PMV cross a room full of enemies and wants to swing
aW]NW]OP\QV\PM4I[\?IZ0ITI[5IZ\IQV[MZ^MLQVaW]Z RQWKHFKDQGHOLHU"$VWKH'0,·GOHWWKHP
]VQ\°]V\QTPMJM\ZIaMLaW]?PI\LQLPMLWM`IK\Ta' 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
GRQ·WKDYHWRJUDQWDERQXVIRUHYHU\XVHRIDQ
him, or cast NMI\PMZNITTwhen he leapt from that element. But presenting a list can help players
tower in Sharn. Here as well, as a DM you could think of the location as more than just squares
engage the players: 1\¼[0ITI[5IZ\IQVITTZQOP\ on a map and challenge them to add more
0W_LWyou\PQVSPM[]Z^Q^MLaW]ZTI[\MVKW]V\MZ' FLQHPDWLFÁDLUWRWKHLUDFWLRQV
This isn’t something every group will enjoy,
and you never want players to feel as though they
can’t succeed. But for some groups, this sort of
collaboration can produce a compelling story and
a sense of investment in the world.

8 CHAPTER 1 | PULP ADVENTURE


NEO-NOIR INTRIGUE
There are ancient and primordial forces at
work in Eberron. 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
NZWUVMWVWQZIVLPIZLJWQTMLÅK\QWV1\¼[I gold out of Khorvaire. There are spies who
world where stories don’t always end well, where will do anything to protect their nations and
there isn’t a perfect solution for every problem. petty criminals trying to build empires. There’s
In developing characters or stories in Eberron, IXTIKMQV-JMZZWVNWZ[MTÆM[[PMZWM[IVL\Z]Ta
consider the following concepts. vile villains, but there’s a lot of middle ground in
Shades of Gray. In Eberron, it’s not always between.
easy to separate the heroes from the villains.
Good people can do terrible things, while cruel
or heartless people may be serving the greater
good. An inquisitor may torture
innocents in a quest to root out a cult
of the Dragon Below; but if she’s
stopped, the cult will survive and
ÆW]ZQ[P)OZW]XWNWZK[IZMZIQLQVO
a human settlement; but the settlers
have built their village on land sacred to the
orcs and may be disrupting wards that hold
M^QTI\JIa<PMPMZWM[ÅVLIXW_MZN]TUIOQK
weapon in an ancient tomb; but this artifact is
the sword of an ancient hobgoblin general, and
his descendants want it back. There are ways to
resolve these problems, but the answers aren’t
always simple or obvious.
There can certainly be times when decisions
are straightforward. If the Emerald Claw is about
to detonate a necrotic resonator that will kill half
of Sharn, they need to be stopped. But a good
Eberron story challenges you to think about your
actions, and the simplest solution may not be the
best one.
Human Motives. 6W\M^MZaKWVÆQK\Q[I
ÅOP\JM\_MMVTQOP\IVLLIZSVM[[1V-JMZZWV\PM
vast majority of people are driven by simple
motives: Greed. Fear. Pride. Ambition. One
person just wants to get some gold in their
pocket. Another wants to impress their
paramour. A leader forcing the Five
Nations into war is driven both
by fear of their neighbors and the
sincere belief that Khorvaire would
JMJM\\MZW‫]ٺ‬VLMZ\PMQZZ]TM

CHAPTER 1 | NEO-NOIR INTRIGUE 9


Everyone Has Regrets. Player characters
Z›¦Ù›ãÝdƒ½› are remarkable people, but that doesn’t mean
1d10 ZĞŐƌĞƚ they’re perfect. 5E already encourages you to
1 While you were serving in the Last XQKSIÆI_NWZaW]ZKPIZIK\MZ[WUM\PQVO\PI\
War, you were forced to abandon PMTX[LMÅVMaW]ZUW\Q^I\QWV[*]\QNaW]_IV\\W
an injured comrade. You don’t know ILLITQ\\TMPIZLJWQTMLÆI^WZ\WaW]ZKPIZIK\MZ
if they survived. 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. You don’t know if you Did you make a tragic mistake, and if so, is it
can ever trust anyone again. something you can ever undo? The Regrets table
provides a few examples of missteps that might
3 zŽƵŵƵƌĚĞƌĞĚĂƌŝǀĂů͘zŽƵƌĂĐƟŽŶƐ
haunt you.
ŵĂLJŚĂǀĞďĞĞŶũƵƐƟĮĞĚ͕ďƵƚLJŽƵƌ
The Balance of Pulp and Noir. As a
ƌŝǀĂů͛ƐĨĂĐĞƐƟůůŚĂƵŶƚƐLJŽƵ͘
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! On the other end you have gritty hard-
you’ve done. boiled action in the alleys of Sharn, a brutally
5 You squandered your family’s human scenario where there’s no easy choices.
fortune and brought shame and The most interesting path often lies between the
ruin to your household. two extremes, but don’t be afraid to focus on one
6 zŽƵĞŶŐĂŐĞĚŝŶĐŽǀĞƌƚŽƉĞƌĂƟŽŶƐ end of the spectrum if that’s what suits your story.
ĨŽƌĂŶĂƟŽŶ;ĞŝƚŚĞƌĂƐĂƐƉLJŽƌ
soldier). While you were serving
your country, you did unforgivable
things.
7 You abandoned your family to
pursue a life of adventure. Your
village was destroyed in the war and
you don’t know if they survived.
8 You made a bargain with an
ĞdžƚƌĂƉůĂŶĂƌĞŶƟƚLJƚŚĂƚLJŽƵŶŽǁ
regret.
9 You made a promise to a child or a
lover that you failed to keep.
10 zŽƵǀŽůƵŶƚĞĞƌĞĚĨŽƌŵLJƐƟĐĂů
ĞdžƉĞƌŝŵĞŶƚƐ͘dŚĞƐĞŵĂLJďĞ
ƌĞƐƉŽŶƐŝďůĞĨŽƌLJŽƵƌĐůĂƐƐĂďŝůŝƟĞƐ
;ƐŽƌĐĞƌĞƌƐƉĞůůĐĂƐƟŶŐ͕ďĂƌďĂƌŝĂŶ
rage), but you don’t know if there
ǁŝůůďĞƐŝĚĞĞīĞĐƚƐ͘

10 CHAPTER 1 | NEO-NOIR INTRIGUE


WHY DO YOU NEED ›ãÝdƒ½›

200 GOLD PIECES? 1d10


1
Debt
zŽƵĐŽŵŵŝƩĞĚĂĐƌŝŵĞĚƵƌŝŶŐƚŚĞ
)ÆI_WZZMOZM\Q[[WUM\PQVO\PI\[PIXM[aW]Z Last War, and now you’re being
personality, something that plays an ongoing role blackmailed by someone who has
in your story. But perhaps you have a problem ƉƌŽŽĨ͘zŽƵƌĂĐƟŽŶƐŵĂLJŚĂǀĞďĞĞŶ
that needs to be resolvedZQOP\VW_ ũƵƐƟĮĞĚ͕ďƵƚƚŚĞůĂǁǁŽŶ͛ƚĐĂƌĞ͘
This is entirely optional: As a player, you 2 You’ve got a gambling problem. If you
could choose to roll or select an option from the can’t repay Daask (see chapter 6),
Debts table. you’re going to be playing tag with a
Why would you possibly want to take on a cockatrice.
debt? It’s a way to add depth to your character
3 You own an uncommon magic item,
and to provide a compelling, immediate motive
but you had to sell it to a pawn shop.
for adventuring—you’re not just out to get rich,
If you can’t reclaim it within the
you needOWTL\WOM\\PI\JW]V\aW‫ٺ‬aW]ZPMIL
ŵŽŶƚŚ͕ƚŚĞLJ͛ůůƐĞůůŝƚŽī͘
It’s also an opportunity to establish something
that can be part of your character moving 4 You were making a delivery on behalf
forward. If you’re trying to reclaim a magic item of the Boromar Clan (see chapter 6)
from a pawn shop, it lets you establish that your and you lost the merchandise.
character PI[ that magic item—which could be 5 Someone knows the whereabouts of
an heirloom, something you created, a gift from a a sibling or loved one you thought lost
mentor—you’ve just temporarily lost it. If you’re ŝŶƚŚĞDŽƵƌŶŝŶŐ͕ďƵƚƚŚĂƚŝŶĨŽƌŵĂƟŽŶ
trying to raise money to join a secret society, is going to cost you.
it establishes that your membership in this 6 zŽƵŚĂǀĞĂĚĞŐĞŶĞƌĂƟǀĞĚŝƐĞĂƐĞƚŚĂƚ
organization may be a part of the story later on. can’t be cured by mundane means.
Establishing a debt requires collaboration and If you can’t get a ůĞƐƐĞƌƌĞƐƚŽƌĂƟŽŶ
approval by both player and DM. Work together soon, you’re going to start showing
to develop the details: who is blackmailing you? symptoms.
What’s this secret society? What’s the story 7 Your family lost everything in the Last
behind the magic item you’ve pawned, and what War. 200 gp would get them a stake in
sort of item is it? As a player, you present ideas a new (farm/inn/stagecoach).
J]\\PM,5PI[ÅVITIXXZW^IT 8 You’ve got a price on your head.
hŶƟůLJŽƵƐĞƩůĞƚŚŝŶŐƐǁŝƚŚ,ŽƵƐĞ
dŚĂƌĂƐŚŬ͕LJŽƵ͛ĚďĞƩĞƌŬĞĞƉĂŶĞLJĞ
out for bounty hunters.
9 You’ve got an opportunity to join an
ŝŶŇƵĞŶƟĂůƐĞĐƌĞƚƐŽĐŝĞƚLJ͘ƵƚLJŽƵ͛ǀĞ
only got one month to raise the
membership dues.
10 Roll again. It’s not your debt: it’s
you’re lover’s problem. Can you solve
the problem before they have to face
the consequences?

CHAPTER 1 | NEO-NOIR INTRIGUE 11


THE LAST WAR negotiating table, and the Last War came to an
end in 996 YK with the Treaty of Thronehold.
For hundreds of years the continent of Khorvaire While many celebrated the end of the war,
was united under the Kingdom of Galifar. This W\PMZ[ZMUIQV]V[I\Q[ÅML_Q\PQ\[W]\KWUM
came to an end with the death of King Jarot in No one won the war, and deep scars remain.
!A3R][\W^MZIKMV\]ZaIOW+WVÆQK\W^MZ War-torn villages and towns are still rebuilding.
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. It was a \PM4I[\?IZ, most believe that it’s only a matter
century marked by shifting alliances, with years of time until it begins anew. The mystery of
of stalemate interspersed with periods of intense the Mourning is the only thing holding the
KWVÆQK\<PQ[OZ]MTQVOKWVÆQK\TMN\LMMX[KIZ[WV 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. On Olarune 20, 994 YK the nation Mourning couldn’t happen again, or if its power
of Cyre was consumed in a magical cataclysm could be harnessed as a weapon—the Last War
now known as the Mourning. 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 IL^IV\IOM[QV\PMKWVÆQK\\PI\KW]TLTQMIPMIL
magic. Shock and fear brought the nations to the

1122 CHAPTER
CHAPT
HA TEER
R1|T
THE
HE
H EL
LAST
AS
A ST WA
W
WAR
AR
Last War. Feel free to change the suggested
¥¥›‘ãÝÊ¥㫛tƒÙ
backgrounds. While charlatan is an obvious
+HUH·VDIHZRIWKHPDMRUHIIHFWVRIWKH/DVW background for a spy, you could easily adapt
War. criminal or urchin to the same role.
Dragonmarked Power. The dragonmarked
houses sold their services to all sides and D®½®ãƒÙùƒ‘»¦ÙÊçėÝ
PDGHFRQVLGHUDEOHSURÀWVIURPWKHZDU7KH
1d10 DŝůŝƚĂƌLJĂĐŬŐƌŽƵŶĚ
Five Nations are divided and dependent
RQWKHVHUYLFHVRIWKHKRXVHVDQGLW·V 1 You were a common soldier, facing
questionable if any one nation can impose its the enemy on the front lines of the
will upon them. interminable war. (Soldier)
Karrnathi Undead. When a series of 2 You served on the open seas, whether
famines and plagues crippled the nation of ĂƐĂŵĂƌŝŶĞ͕ĂŶĂǀĂůŽĸĐĞƌ͕ĂƉƌŝǀĂƚĞĞƌ
Karrnath, it embraced the Blood of Vol and
or a smuggler. (Sailor)
introduced undead into its armies. The religion
was largely abandoned toward the end of the 3 You commanded troops and led soldiers
ZDUDQGPDQ\RIWKHXQGHDGZHUHFRQÀQHGWR ŝŶƚŽďĂƩůĞ͘tĞƌĞLJŽƵĂŐŽŽĚůĞĂĚĞƌ͕
crypts, but some are still in use. or are you haunted by your failures?
Magical Innovation. Over the course of a (Soldier or noble)
century of war, the nations and dragonmarked 4 You were a spy, gathering intelligence
houses developed new spells and tools for use ĨŽƌLJŽƵƌŶĂƟŽŶ͘ƌĞLJŽƵŽƵƚŽĨƚŚĞ
in the war. Airships and warforged are recent
ďƵƐŝŶĞƐƐ͕ŽƌĐŽƵůĚLJŽƵƐƟůůďĞĐĂůůĞĚ
developments, and the wandslinger tradition
emerged from the war. back in? (Charlatan)
The Mourning. This magical cataclysm 5 You were tasked with maintaining
destroyed Cyre and brought the war to an end. morale and raising the spirits of your
Cyre is a vast, unrecoverable wasteland and soldiers. (Entertainer)
those Cyrans who survived the disaster are 6 You provided spiritual support to your
scattered across Khorvaire.
troops. Were you always devout, or did
New Nations. Before the Last War, Galifar
LJŽƵĮŶĚLJŽƵƌĨĂŝƚŚŽŶƚŚĞďĂƩůĞĮĞůĚ͍
laid claim to all of Khorvaire. A host of new
states emerged over the course of the war. (Acolyte)
These include the goblin nation of Darguun, 7 You used your remarkable knowledge as
the elf kingdom of Valenar, the druids of the part of a military think tank… or perhaps
Eldeen Reaches, the monsters of Droaam, you provided arcane support on the
and more. ďĂƩůĞĮĞůĚ͘;^ĂŐĞͿ
8 zŽƵǁĞƌĞĂƐŵƵŐŐůĞƌŽƌĂƉƌŽĮƚĞĞƌ͕

MILITARY BACKGROUNDS taking advantage of the war to line your


pockets. (Criminal or charlatan)
The current year is 998 YK. The Last War lasted 9 zŽƵŽƉƉŽƐĞĚƚŚĞǁĂƌ͘dŚĞĂĐƟŽŶƐLJŽƵ
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 zŽƵƵƐĞĚƚŚĞĐŽŶŶĞĐƟŽŶƐŽĨLJŽƵƌ
the Last War, and if so, in what capacity? If you ŝŶŇƵĞŶƟĂůĨĂŵŝůLJƚŽĂǀŽŝĚŵŝůŝƚĂƌLJ
fought, which nation did you serve? Were you service. Are you haunted by this, or do
honorably discharged, or did you abandon your LJŽƵƌĞŵĂŝŶŝŶĚŝīĞƌĞŶƚ͍;EŽďůĞͿ
cause? If you didn’t take part in the war, why
LQLV¼\aW]ÅOP\IVL_PI\LQLaW]LWQV[\MIL'
The following table provides ideas about how
IJIKSOZW]VLKW]TLZMÆMK\IKWVVMK\QWV\W\PM

CHAPTER 1 | THE LAST WAR 13


THE MOURNING THE MOURNLAND
A wall of dead-grey mist surrounds the remnants
The nation of Cyre was once the heart of the
united kingdom of Galifar. 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 994 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—
IJTQVLQVOTQOP\MVO]TNML\PMJI\\TMÅMTLVMIZ\PM 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 PMIT^QTMUIOQKITM‫ٺ‬MK\[TQVOMZIVLUWV[\MZ[
is that within the space of one day the nation mutate into even more foul and horrible
of Cyre had been engulfed in a wall of mist, KZMI\]ZM[)ZKIVMM‫ٺ‬MK\[KWV\QV]M\WZIQV]XWV
and that anything caught within the mists was the land, magical storms that never dissipate.
PWZZQÅKITTa\ZIV[NWZUML7^MZIUQTTQWV+aZIV[ Stories speak of living spells—war magic that has
were killed on the day of Mourning. Those who \ISMVXPa[QKITNWZU[MV\QMV\ÅZMJITT[IVL^QTM
[]Z^Q^ML_MZM\PM[WTLQMZ[ÅOP\QVOQVMVMUa cloudkills that endlessly search for new victims.
territory, those living on the borders who were )VOZaOPW[\[KWV\QV]M\WÅOP\\PMQZÅVITJI\\TM[
IJTM\WÆMMNZWU\PMIL^IVKQVOUQ[\[\PW[MNM_ The only thing that’s predictable about the
who were able to escape the interior through Mournland is that nothing is predictable; any
magical means. On Olarune 20, 994 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. It’s dangerous. It’s
responsible issues their demands? Were its mysterious. But it’s also a dungeon the size of
borders stable, or could they expand at any a nation, with opportunities for those brave
moment? What was to be done with the Cyran enough to enter the mists.
refugees surging into every adjacent nation?

THE MOURNING AND YOU


Fear of the Mourning brought the Five Nations
to the negotiating table, and in 996 YK the
Treaty of Thronehold ended the Last War. But The Mourning transformed Khorvaire. Shock
all of those questions remain unanswered. No and fear brought an end to the Last War. 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. If you’re from Cyre, what
its borders to refugees, and Prince Oargev serves did you lose in the Mourning? Family? Friends?
as de facto ruler in the territory now called New Are there heirlooms or treasures lost in the mists
Cyre. Despite its grand name, New Cyre is little that you’re determined to regain, or loved ones
more than a vast refugee camp. 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?
fear of the Mourning hangs like a shadow across Even if you’re not from Cyre, the Mourning
Khorvaire. +W]TLQ\PIXXMVIOIQV'1[\PQ[PW_\PM may have had a profound impact on you. Are
_WZTLMVL[' you afraid that the Mourning could expand,
or do you prefer not to dwell on such things?

14 CHAPTER 1 | THE MOURNING


If you’re religious, did the shocking tragedy of of the Mourning? Are you comfortable
the Mourning cause you to question your faith, using your abilities, or are you afraid that
WZLQLQ\ZMQVNWZKMQ\'1NaW]¼ZMIVIZ\QÅKMZWZI you may be increasing the power of the
_QbIZLIZMaW]QV\MZM[\MLQV[\]LaQVOQ\[M‫ٺ‬MK\[ Mourning with each spell you cast?
UWZMKTW[MTa°UQOP\aW]M^MVPWXM\W]VZI^MT • As a warlock your patron could be
its mysteries yourself? 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 a collective of spirits killed on the Day of
people. Perhaps you were caught in the Mourning, or even a dark and enigmatic
5W]ZVQVOIVL[]Z^Q^ML\PMM`XMZQMVKM°J]\Q\[ power that might have been responsible for
M‫ٺ‬MK\[ZMUIQV_Q\PaW]+WV[QLMZ\PM[MQLMI[ this tragedy. If you take the latter approach,
• As a barbarian you could have been a do you feel that by using your warlock
simple peasant caught in the Mourning. powers you are serving the Mourning?
Everyone else in your community was killed, Or could it be that you’re siphoning your
but their spirits were bound to you. Your powers from it and believe that you are
barbarian rage represents you channeling actually weakening it with your actions?
these vengeful ghosts. Is there a way to lay • As a member of an unusual race, you could
\PM[M[XQZQ\[\WZM[\',W\PMaPI^M]VÅVQ[PML say that you are actually a creation of the
business they want you to resolve? Mourning. Perhaps your tortle was IVIK\]IT
• As a sorcerer your arcane powers could be \]Z\TMtransformed on the day of Mourning.
the result of your exposure to the Mourning. 7ZUIaJMaW]Z\QMÆQVOQ[\W]KPMLJa\PM
Were you physically transformed as well, dark power of the Mourning instead of by
or are your powers the only manifestation an infernal power.

CHAPTER 1 | THE MOURNING 15


WHAT CAUSED THE MOURNING?
<PMZM_QTTVM^MZJMIVW‫ٻ‬KQITIV[_MZ\W\PM • The Mourning was triggered by the release
cause of the Mourning. As a DM in Eberron, we of an ancient demon overlord trapped
want aW]\WLMKQLM\PMKI][MWN\PQ[\ZIOMLa° [QVKM\PMLI_VWN\QUM<PQ[UQOP\aÅMVLQ[
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.
Eberron itself have many theories about the As a DM, the question you need to ask is
cause of the Mourning; it’s up to you to decide if whether you _IV\the mystery of the Mourning
any of them are correct. to be solved, and what the consequences would
• The Mourning was the result of a century be. Right now, fear of the Mourning holds war
of extensive use of war magic. If the nations I\JIa1NQ\¼[KWVÅZUML\PI\\PM5W]ZVQVOQ[VW
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 dragonmarked House Cannith made
a fortune selling magical weapons to all
sides during the Last War. The Mourning
was the result of research gone horribly
awry. The secrets can be found in a
Cannith research facility within the
Mournland. If this knowledge could
JMZMKW^MZMLIVLZMÅVMLQ\KW]TL
produce a terrifying weapon.

16 CHAPTER 1 | THE MOURNING


ANCIENT MYSTERIES
7]Z_WZTL_I[JWZVQV[\ZQNM<PM\PZMM
8ZWOMVQ\WZ,ZIOWV[KZIN\ML\PMXTIVM[I\\PMLI_V
WN\QUMIVLZM[\MLQV\PM[XIKM\PI\TQM[JM\_MMV
\PMU1\_I[\PMV\PI\KZ]MT3PaJMZ\]ZVMLWV
\PMW\PMZ[SQTTQVOVWJTM;QJMZa[IVL[KI\\MZQVO\PM
XQMKM[WNPQ[JWLa-JMZZWVNW]OP\3PaJMZJ]\
KW]TLV¼\LMNMI\\PMLIZS_aZU)VL[W-JMZZWV
_W]VL3PaJMZQVPMZKWQT[IVL\ZIV[NWZUML
JMKWUQVOITQ^QVOXZQ[WV\PI\KW]TL
NWZM^MZPWTL\PMLIZSVM[[_Q\PQV)VL
\PQ[Q[\PMNW]VLI\QWVWNW]ZZMITQ\a
-JMZZWVQ[\PM,ZIOWV*M\_MMV\PM
_WZTLWV_PQKP_M[\IVL3PaJMZ
Q[\PM,ZIOWV*MTW_[W]ZKMWNLMUWV[
IVLNW]T\PQVO[)VL\PMZQVOIZW]VLW]Z
_WZTLQ[\PMJZWSMVJWLaWN;QJMZa[
\PM,ZIOWV)JW^M_PW[MJTWWLQ[\PM
[W]ZKMWNITTUIOQK
<PQ[KW[UQK[\Z]OOTM_I[UMZMTa\PM
ÅZ[\WNUIVa_IZ[\PI\[PIXMLW]Z
_WZTL<PMÅMVLQ[PKPQTLZMVWN3PaJMZ
[XQTTMLW]\NZWU\PM]VLMZ_WZTLIVL
[XZMILKPIW[IKZW[[\PMTIVL?M
SVW_TQ\\TMWN\PQ[\QUM[I^M\PI\\PM
UQOP\aLZIOWV[¸\PMÅZ[\KPQTLZMV
WN-JMZZWVIVL;QJMZa[¸NW]OP\IOIQV[\
\PM[MLMUWVW^MZTWZL[1V\PMMVLIVIK\WN
[IKZQÅKMSQVLTML\PM;QT^MZ.TIUM\PI\JQVL[\PM[M
LMUWV[\W\PQ[LIa*]\\PMaP]VOMZ\WM[KIXM
NZWU\PMQZJWVL[IVL_ZMISPI^WKIVL_MU][\
IT_Ia[JM^QOQTIV\
+Q^QTQbI\QWV[ZW[MIVLNMTT<PMOQIV\[WN@MV¼LZQS
_WZSMLOZMI\UIOQK[M^MVLM[\ZWaQVOWVMWN
\PMUWWV[<PQ[ZI[PIK\QWVTML\PMZMKT][Q^M
LZIOWV[\W]\\MZTaLM[\ZWa\PMOQIV\VI\QWV[IVL KWVÆQK\_Q\P\PM^QTMLIMTSaZ<PM[MÆM[P_IZXQVO
\PMKWV\QVMV\WN@MV¼LZQSZMUIQV[ZI^IOMLJa\PM TWZL[WNUILVM[[_MZMM^MV\]ITTa\ZIXXMLQV
MXQK[XMTT[]VTMI[PMLQV\PQ[JI\\TM1V3PWZ^IQZM 3PaJMZJa_Q[MWZKQ[PLZ]QL[J]\Z]QV[IZMITT
\PMMUXQZMWN\PMOWJTQV[_I[JZW]OP\LW_VJaI \PI\ZMUIQVWN\PI\OZMI\MUXQZM

CHAPTER 1 | ANCIENT MYSTERIES 17


A cult of the Dragon Below can spring up
Modern civilization is built on the bones of the anywhere, as a seed of madness takes root in a
past, and these ancient mysteries may have a KWUU]VQ\aWZKW]Z\°IVL[XZMIL[
dreadful impact on the future. Many of the As if dragons and demons aren’t trouble
modern cities of Khorvaire are built on the MVW]OP[\WZQM[[Ia\PMZMIZMÅMVL[T]ZSQVOQV
foundations of ancient goblin cities and fortresses, mortal dreams. 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 [XQZQ\[NZWU\PMXTIVMWN,IT9]WZÅMVL[\PI\
still are the ruins once inhabited by rakshasa feed on mortal fear and manipulate through
IVLW\PMZÅMVL[IVL\PM[MUIaPWTLIZ\QNIK\[ dreams. Some stories say the Dreaming Dark can
and other treasures far beyond the capabilities possess people through their dreams, while others
WNIVaUWLMZVIZ\QÅKMZ*]\\PMZMQ[UWZM\W\PM claim they have psychic agents hidden across
past than treasures waiting to be found. Stories Khorvaire.
[Ia\PI\LMUWV[IVLLZIOWV[IZMÅOP\QVOITWVO Beyond the enigmatic daelkyr and the
cold war in the shadows. These tales speak of Dreaming Dark, other threats have arisen in
a Draconic Prophecy°PQLLMVZM^MTI\QWV[ the past century, spinning out of the strife of the
that grant the power to shape the future. Hidden Last War. The Lord of Blades is a warforged
LZIOWV[]VLMILMT^M[QUUWZ\ITÅMVL[#ITT QV[]ZOMV\ILMILTa_IZZQWZIVLIZ\QÅKMZ_PW
UIaJMÅOP\QVO\WLM\MZUQVM\PMXI\PWN\PM 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 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
IJMZZI\QWV[¸NWZKM[KWUUIVLMLJaUQVLÆIaMZ[
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. They linger in the darkness—
And that’s not to mention the mundane crime
the Lord of Eyes, the Prince of Slime, Dyrrn
and corruption that can be found in any major
the Corruptor—creating new aberrations and
city. It’s a dangerous world—hopefully you can
waiting for the day they can unleash their full
handle it!
power on the world above.
While the daelkyr themselves can’t return to
the surface, their minions can. This leads to the
Cults of the Dragon Below, mad mortals who
_WZS_Q\PUQVLÆIaMZ[IVLTM[[MZIJMZZI\QWV[

18 CHAPTER 1 | IF IT EXISTS IN D&D, THERE’S A PLACE FOR IT IN EBERRON


IF IT EXISTS IN D&D,
in history; it may be that a dozen kenku were
thrown out of the Faerie Court of Thelanis and

THERE’S A PLACE FOR IT IN these are all the kenku in the world. So just
because it’s possible to put anything you want in
EBERRON the world, don’t assume that the streets of Sharn
IZMIbWWÆWWLML_Q\PM^MZaKPIZIK\MZZIKM\PI\¼[
°*]\1\5Ia6W\*M\PM8TIKMAW]¼ZM=[ML<W ever been suggested.
Chapter 3 provides advice on adding new races
Eberron draws on the core elements of ,,. to Eberron. Here’s a few other ways that you
It’s a world of wizards and rogues, a setting can add something into Eberron with minimal
_Q\PPITÆQVO[IVLL_IZ^M[IVLMT^M[?IV\IV impact on the setting.
otyugh? Orcs? Goblins? Paladins? They’re all • It comes from the vast and largely
there. Eberron draws on the same basic elements unexplored continent of Xen’drik.
as other settings, but it often diverges from the
• It was created or caused by the
traditional archetypes assigned to those things. A
Mourning—the mystical cataclysm that
few factors here:
destroyed Cyre—and has only been around
6WÅ`MLITQOVUMV\[ Mortal creatures
for four years.
are shaped by their culture and personal
circumstances. An orc is just as likely to be lawful • It’s a product of the underworld of Khyber,
good as chaotic evil, depending on their personal the source of many aberrations and
PQ[\WZa)OWTLLZIOWVIJMPWTLMZIPITÆQVO# monsters.
you can’t make automatic assumptions about • It’s the result of recent experiments by
any of them. In part this is because of Eberron’s one of the dragonmarked houses or a mad
distant gods. Orcs aren’t driven by Gruumsh’s IZ\QÅKMZ
fury, and the gnolls aren’t tied to Yeenoghu.
• It comes from one of the planes and slipped
The exceptions to this rule are creatures whose
into the world during a recent convergence.
identities are shaped by magic. Fiends and
celestials embody pure ideals of good and evil; Not everything has to exist in Eberron.
lycanthropes are driven by a curse. AW]KIVÅVLIXTIKMQV-JMZZWVNWZIVa\PQVO
Monsters aren’t always villains, and But it’s also possible to say that something LWM[V¼\
the villains aren’t always monsters. Many exist in Eberron. For example, if you wanted to
of the gnolls of Droaam are more honorable use Gruumsh in Eberron, you could re-imagine
than the human mercenaries of House Deneith. PQUI[WVMWN\PMLMUWVW^MZTWZL[WN\PMÅZ[\
In Karrnath and Aerenal, undead are used as age. You could decide that he’s the classic
tools. You certainly KW]TLÅVLaW]Z[MTNÅOP\QVOI Gruumsh, who has recently found his way to
UMZKQTM[[UQVW\I]ZQV\PM[T]U[WN;PIZV°J]\ Eberron from the core cosmology. But the DM
you’re just as likely to cross swords with a cruel can always say ¹6W\PMZMQ[VW^MZ[QWVWN/Z]]U[PQV
PITÆQVOK]\\PZWI\ Ua-JMZZWVº
There’s a place for everything in This comes to a critical point. Nothing is set
Eberron… but it may not be a prominent in stone. Like every sourcebook that’s come
place. Kenku aren’t mentioned in any of the before it, this book is intended to be a source of
canon sourcebooks of Eberron. There’s many inspiration: use what inspires you, but always feel
ways to add kenku into Eberron, but that doesn’t empowered to change the world to better suit the
mean that there needs to be a kenku nation story you want to tell. There’s a place in Eberron
WZ\PI\SMVS]PI^MXTIaMLI[QOVQÅKIV\ZWTM NWZM^MZa\PQVOQV\PI\M`Q[\[QV,,°J]\Q\¼[]X
to you whether to make use of it.

CHAPTER 1 | IF IT EXISTS IN D&D, THERE’S A PLACE FOR IT IN EBERRON 19


EBERRON AND THE MULTIVERSE great deal of lore to be discovered. 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
[M\\QVOXZWL]KQVOLZIUI\QKM‫ٺ‬MK\[I[\PMa[PQN\ IOIQV[\PQUI[JW\PKMTM[\QITIVLÅMVLUQOP\
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.
Ethereal it’s possible to pass beyond Eberron’s
closed system and step into the Great Wheel or
&ƒÃ®½®ƒÙ&ƒ‘›Ý͕hÄ¥ƒÃ®½®ƒÙZʽ›Ý
the World Tree.
As a DM, it’s up to you to decide whether such A few things to bear in mind as you step into
\ZI^MTQ[\ZQ^QITTaMI[aWZITTJ]\QUXW[[QJTM°IVL Eberron…
whether threats from other settings will make Dragons have a civilization humanity
knows almost nothing about. 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. But what if it’s true? 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 [PQMTL: a defense that has assassination.
Goblins once had a mighty empire, and
PQLLMV-JMZZWV[QVKMQ\_I[ÅZ[\KZMI\ML
a tradition based on honor and martial
If you’re not interested in connecting Eberron discipline. 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 KXPDQLW\7KH\DUHQ·WLQKHUHQWO\HYLOEXWWKH\
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 bring the Blood War into Eberron. +DOÁLQJVcan be found as merchants and
Maybe Tiamat has only just discovered Eberron LQQNHHSHUVEXWLQWKHLUKRPHODQGWKH\·UH
and is slowly corrupting its dragons. Ultimately, dinosaur-riding rangers and barbarians.
it’s up to you. You can avoid any contact between Orcs are a proud and primal people. While
Eberron and other settings. You can explore WKH\·YHQHYHUEXLOWJUHDWFLWLHVWKH\ZHUHWKH
ÀUVWGUXLGVRI(EHUURQ0DQ\FRQWLQXHWKHVH
the idea of that contact being recent and new
DQFLHQWWUDGLWLRQVDQGÀJKWWRSURWHFW(EHUURQ
(perhaps linked to the Mourning, either as cause from aberrations… while others have fallen
WZM‫ٺ‬MK\7ZaW]KIVKPWW[M\W[Ia\PI\\PMZM 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,
_Q\P_MTTM[\IJTQ[PMLK]T\[TQVM[WN\QMÆQVO[IVLI

20 CHAPTER 1 | IF IT EXISTS IN D&D, THERE’S A PLACE FOR IT IN EBERRON


CHAPTER 2: WELCOME
TO KHORVAIRE
Just one century ago, Galifar was synonymous
with Khorvaire. This map showed one great
nation, harmonious and united. Perhaps that’s
overstating things. Humanity never crossed the
Graywall Mountains or explored the jungles
of the east. The Five Nations always had
K]T\]ZITLQ‫ٺ‬MZMVKM[IVL\PW[M_PWaMIZVMLNWZ
independence. But still, the map showed us at our
best: one nation, united in a common cause.
Now I look at the map and I don’t recognize
my world. Galifar has been shattered. The Five
Nations are irreparably severed. There are so
many new realms—kingdoms of elves and goblins,
even this so-called ‘nation of monsters.’ Can
it possibly last? And if not, will it be another
war that brings it down, or will the Mourning
consume us all?
—Lyrian Das, Morgrave Historian

X
EN’DRIK IS A LAND OF RUINS AND
mysteries. The dragons of
Argonnessen have no love for
lesser creatures. The psychic
tyrants of Sarlona maintain strict
control over their borders and their people. So,
most player characters begin their adventures on
the continent of Khorvaire. While humans make
up the majority of the population in the civilized
nations of Khorvaire, the continent is home a
wide range of peoples and cultures. Once largely
]VQÅML]VLMZ\PM3QVOLWUWN/ITQNIZ\WLIa
Khorvaire is split into many nations—some old,
others newborn from the crucible of war.
This chapter provides an overview of the
nations of Khorvaire, along with a glimpse of
common life, magic, religion, and the world—
and planes—that lie beyond it.

CHAPTER 2 | 21
NATIONS OF EBERRON The Treaty of Thronehold W‫ٻ‬KQITTaMVLML
the Last War. The treaty recognized the following
This section provides an overview of the nations nations as sovereign states: Aundair, Breland,
of Khorvaire. The focus is on what you need to Darguun, the Eldeen Reaches, Karrnath, the
know to create characters and NPCs from these Lhazaar Principalities, the Mror Holds, Q’barra,
places. If you want more details on the culture, the Talenta Plains, Thrane, Valenar, and Zilargo.
history, and geography of the nations, you can These nations abide by a common set of laws
ÅVLILLQ\QWVITZM[W]ZKM[QVIXXMVLQ`))[aW]OW and maintain diplomatic relations. The Demon
forward, here’s a few useful things to bear in mind. Wastes and Shadow Marches are regions that
The Five Nations. Aundair, Breland, Cyre, PI^MVW]VQÅMLOW^MZVUMV\_PQTM,ZWIIUPI[
Karrnath and Thrane are collectively referred declared itself to be a nation but has yet to be
to as the Five Nations. These nations formed the recognized by the others.
PMIZ\WN\PM3QVOLWUWN/ITQNIZIVL_PQTMMIKP Getting Around. The Five Nations are
has a unique cultural identity they are built on KWVVMK\MLJaIVM`KMTTMV\[a[\MUWNZWIL[IVL
this shared foundation. Families are spread across travelers can always make their way by horse
the Five Nations; the rulers of the Five Nations or coach. Major cities are tied together by the
are tied to the Wynarns, the royal bloodline of lightning rail of House Orien, which allows you
/ITQNIZ,M[XQ\M\PMQZLQ‫ٺ‬MZMVKM[IV)]VLIQZQIV to avoid the perils—and tedium—of the roads.
has more in common with a Thrane than they do If speed is an issue, you can book passage on a
with a Zil gnome or a Lhazaar pirate. Lyrandar airship. This is the fastest way to travel,
Aside from Cyre—which was destroyed in the J]\IT[W\PMUW[\M`XMV[Q^M:MNMZ\W\PM¹5IOQK
Last War—the Five Nations remain the largest in Khorvaire” section for more travel options.
and most powerful countries in Khorvaire.

22 CHAPTER 2 | NATIONS OF EBERRON


AUNDAIR
nations. There’s a cleansing stone in
every village, and you might encounter
Capital: Fairhaven IVQUI\MLNIZUQVOMY]QXUMV\QV\PMÅMTL[
Noted for Arcane magic, cheese, education, The Knights Arcane are an elite unit
fashion, grains, wine of eldritch knights, and the Royal Eyes
of Aundair are spies that specialize in
divination magic.
Aundair is a realm of grand cities surrounded
by fertile farmlands. Its legendary founder was • House Lyrandar is based on the island
devoted to the acquisition of knowledge and of Stormhome, and House Orien has
\PM[\]LaWNUIOQKIVL\PMÆWI\QVO\W_MZ[ its ancestral seat in the city of Passage.
WN)ZKIVQ`IZM\PMÅVM[\QV[\Q\]\MNWZUa[\QKIT Aundair is also home to Baron Jorlanna
study in Khorvaire. Magic is a part of daily life d’Cannith of the House of Making.
throughout the Five Nations, but it is especially • Some Aundairian nobles are bound by
common in Aundair; the nation produces more arcane pacts handed down through the
magewrights and wandslingers than any other. generations. 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. IZM\QML\WIZKPNMaJ]\aW]KW]TLM`XTWZM
)]VLIQZQIV[XZMNMZÅVM[[M\WJZ]\MNWZKMIVL other paths.
IXXZMKQI\MK]VVQVO_WZLXTIaIVLÅVMNI[PQWV[

AUNDAIRIAN CHARACTERS
The Sovereign Host is the dominant faith of
Aundair, with a particular devotion to Aureon.
However, the Silver Flame also has a deeply Regardless of your Intelligence score, if you’re an
devoted following—some might say overzealous Aundairian you’re sure you’re the smartest person
WZM`\ZMUM in the room. Consider the following things.
Aundair is ruled by Queen Aurala ir’Wynarn. Arcane Talent. If you’re not going to play
Aurala is a just ruler, but she has never a magical class, consider being a high elf or a
IJIVLWVML\PMLZMIUWNI/ITQNIZZM]VQ\ML variant human with the Magic Initiate feat.
under her rule. While Aundair is a small nation, ?PM\PMZaW]TMIZVW‫ٺ‬MV[Q^MKIV\ZQX[IVLÅOP\
its arcane superiority allowed it to hold its own as a wandslinger or pick up a few practical
during the Last War. Many believe Aurala tools (prestidigitation, mending, mage hand), every
Q[XZM[[QVO)ZKIVQ`\WLM^MTWXJI\\TMUIOQK Aundairian should know a little magic.
that will ensure Aundair’s victory in whatever Magic Beats Mundane. Why use your hand
KWVÆQK\[TQMIPMIL when you could use mage hand? Who still uses a
JW__PMVaW]KW]TL][MI_IVL'¹Sovereigns above,
INTERESTING THINGS ABOUT AUNDAIR Wyllis. We’re days away from the Eleventh Century and
you’re still shooting people with pointed sticks?”
• <PMÆWI\QVO\W_MZ[WN)ZKIVQ`IZMIKMV\MZ Show Some Style. Don’t settle for common
for mystical research. Bear in mind that clothes and a squalid meal when you could wear
many of its sages specialize in ritual magic ÅVMglamerweave and drink the best wine. If you’re
IVLIJ[\ZIK\\PMWZa#Q\¼[VW\ÅTTML_Q\PPQOP IÅOP\MZNWK][WVÅVM[[MIVL,M`\MZQ\aQV[\MIL
level wizards. of crude strength. And never miss an opportunity
• Arcane magic is tied into many aspects for a clever quip.
of Aundairian life—more so than other

CHAPTER 2 | AUNDAIR 23
BRELAND
<PM*WZWUIZTMILMZ[PQXIZMPITÆQVO[_Q\P
ties to the Talenta Plains. Other notable
Capital: Wroat criminal organizations include the monsters
Noted for Industry, manufactured goods, of Daask and House Tarkanan, an alliance
metalwork, processed ore; organized crime, of assassins and thieves with aberrant
subterfuge dragonmarks.
• Breland’s major cities are especially
In the wake of the Last War, Breland is one KW[UWXWTQ\IV,]M\WQ\[XZW`QUQ\a\W
of the most powerful nations in Khorvaire. Droaam, its cities include more monsters—
Possessing a large population and abundant ogres, orcs, goblins, and even sahuagin,
resources, Breland leads the Five Nations in harpies, and gargoyles—then are seen
industry. elsewhere in the Five Nations.
The Brelish are known for their pragmatism • Breland has accepted more Cyran refugees
and independence. They lack the discipline of than any other nation. The largest refugee
Karrns or the faith of the Thranes, but they camp, New Cyre, has a population of over
M`KMTI\ÅVLQVOVM_IVLQVVW^I\Q^M[WT]\QWV[ four thousand and is being converted into
to problems. The Brelish also have a talent a town. Prince Oargev of Cyre considers
for intrigue and subterfuge. The King’s Dark PQU[MTNISQVOQVM`QTMJ]\M‫ٺ‬MK\Q^MTaPM¼[
4IV\MZV[IZMWVMWN\PMÅVM[\QV\MTTQOMVKM the mayor of this town.
agencies in Khorvaire, rivaled only by House

BRELISH CHARACTERS
Phiarlan and the Trust of Zilargo. The dark side
of all of these things is a strong streak of cynicism,
_PQKPITTW_[KZQUMIVLKWZZ]X\QWV\WÆW]ZQ[P As you develop a Brelish character or NPC,
in Brelish cities and churches. The Sovereign consider the following.
Host is the dominant religion of Breland, but Slightly Shady. Many Brelish have a loose
in general the Brelish aren’t as devout as their relationship with the law. Even if you’re a hero,
cousins in other nations. you may have a few questionable connections
King Boranel ir’Wynarn of Breland rules in or friends in low places. Backgrounds such as
conjunction with an elected parliament. Boranel KZQUQVITWZKPIZTI\IV[XaIZMI_Ia\WZMÆMK\
Q[IXWX]TIZTMILMZKMTMJZI\MLNWZPQ[M`XTWQ\[ this, regardless of your class. You could also be a
during the Last War. But his children have yet folk hero who’s challenged the laws to protect the
to prove themselves, and there is a growing innocent, or an entertainer who’s played in every
movement that advocates abandoning royal rule dive in Sharn.
when Boranel passes. Innovative and Independent. Find your
own path in the world; don’t simply follow. As
INTERESTING THINGS ABOUT BRELAND a cleric you might challenge your church and
follow your own divine revelations. As an arcane
• The great city of Sharn is the largest caster you could search for new techniques or to
metropolis in Khorvaire. The City of unravel forgotten secrets.
Towers is almost a nation in its own right Practical. Whether it’s about fashion, food, or
and is a hub for commerce and intrigue. conversation, the Brelish tend to be practical and
Chapter 6 provides more information on pragmatic. Why spend a fortune on a fancy meal
Sharn. when a simple one will do? You’ll use whatever
• The Boromar Clan is the oldest and most tool gets the job done, and you don’t see a need
powerful criminal organization in Breland. NWZ]VVMKM[[IZaÆIQZ

24 CHAPTER 2 | BRELAND
CYRE (THE MOURNLAND) INTERESTING THINGS ABOUT CYRE
• Cyre was the ancestral seat of the
Capital: Metrol (destroyed)
Noted for )Z\QÅKMIZ\RM_MTZaU][QKWZI\WZa dragonmarked House Cannith, the house
philosophy; creativity, versatility of Making. The house maintained arcane
workshops across Cyre. Who knows what
treasures wait in Cannith vaults for those
Destroyed at the end of the Last War, Cyre now who brave the dangers of the Mournland?
WVTaM`Q[\[QV\PMPMIZ\[WN\PMZMN]OMM[[KI\\MZML
across Khorvaire. • Stories say communities of warforged live
Before the war, Cyre was the seat of the kings in the Mournland, including the insurgent
IVLY]MMV[WN/ITQNIZ<PM_MIT\PWN\PMSQVOLWU called the Lord of Blades.
ÆW_ML\PZW]OP+aZMIVLQ\_I[IVM`][NWZ • ?PQTMVW\I[ÆIUJWaIV\I[)]VLIQZ
commerce and culture. By tradition, Cyre’s Cyran fashions involved bright colors
Princess Mishann had the rightful claim to the and glamerweave. Some have made a
\PZWVMWN/ITQNIZ?PQTM+aZIV[\ISMXZQLM\PI\ point of continuing this custom. Others
they alone were in the right in the Last War, they wear clothing cut in the Cyran style, but
unquestionably lost more to the war than any entirely in black; this is generally known as
other nation. As a Cyran, you stand on the moral ¹5W]ZVQVO_MIZº
PQOPOZW]VLJ]\\PI\UIaW‫ٺ‬MZTQ\\TMKWUNWZ\

CYRAN CHARACTERS
Cyrans like to say that their culture represents
\PMJM[\\PI\/ITQNIZPIL\WW‫ٺ‬MZ°_PQKPQ[
to say, a little bit of everything. Cyrans value When creating a character from Cyre, consider
diversity and versatility, both in talents and the following.
thought. Cyre couldn’t match Karrnath in What Have You Lost? Did you lose wealth
martial discipline or Aundair in the arcane or status? Did you have family or loved ones lost
arts, but as a nation it was characterized by the in the Mourning? Did you lose something you
ÆM`QJQTQ\aWNQ\[NWZKM[ could one day recover from the Mournland—
While the Sovereign Host was the dominant arcane research, an heirloom artifact? Consider
NIQ\PWN+aZM\PM;QT^MZ.TIUMPILI[QOVQÅKIV\ the impact this has on your background. As a
following. Many survivors have questioned their Cyran noble or soldier, your estates have been
faith in the wake of the Mourning, but some lost and your army scattered; but you still have
believe that this is a divine trial and a time when the respect of your comrades or peers.
faith is needed more than ever. What Do You Hold Onto? Do you have a
Queen Dannel ir’Wynarn was in Metrol on trinket that embodies Cyre for you? Is your wand
the Day of Mourning and is presumed to be or weapon an heirloom of your family? As an
dead. Her son Prince Oargev ir’Wynarn holds entertainer or guild artisan, are you preserving a
court in New Cyre, a massive refugee camp set particular Cyran tradition?
up in Breland. Some refugees support Oargev What Drives You? Are you determined
and the dream of a restored Cyre, while others to solve the mystery of the Mourning? Do
prefer to focus on the future instead of trying to you want to help other refugees? Or are you
reclaim the past. As a Cyran you should decide only concerned with your personal survival? Is
whether you hold tight to your national identity, there something you want to recover from the
or whether consider yourself to be an adventurer Mournland, or would you prefer to never set foot
without a nation. in it again? Do you hold a grudge against the
nations that fought against Cyre in the war, or
are you only concerned with the future?

CHAPTER 2 | CYRE (THE MOURNLAND) 25


DARGUUN
<ZILQ\QWVITTa\PM/PIIT¼LIZ_WZ[PQXXMLI
NWZUWN\PM,IZS;Q`0W][M,MVMQ\PQV\ZWL]KML
Capital: Rhukaan Draal the Sovereign Host to the region, and some
Noted for /WJTQVWQLUMZKMVIZQM[ goblins have embraced this faith, especially Dol
Dorn, Dol Arrah, and Balinor.
/WJTQV[IVL\PMQZSQVPI^MIT_Ia[JMMVXIZ\
of Khorvaire. Their ancient empire spread INTERESTING THINGS ABOUT DARGUUN
across the lands now held by the Five Nations, • Rhukaan Draal is the largest city in
and many human cities are built on goblin Darguun. 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
NZWU\PMQZIVKM[\ZITTIVL[WZMV[TI^ML/ITQNIZ smugglers.
ended the practice of slavery. But goblins have
long been a disenfranchised people, living in • House Deneith has a strong presence in
the shadows of the Five Nations or in wild lands Darguun. While no one will employ goblin
shunned by humans. armies in the wake of Haruuc’s betrayal,
The land that’s now Darguun was once part smaller units of goblin mercenaries are
of Cyre. The hobgoblin clans known as the valued for their ferocity and skills.
/PIIT¼LIZ_MZMJI[MLQV\PM;MI_ITT5W]V\IQV[
but during the Last War the demand for
mercenaries drew an ever-increasing number of
DARGUUL CHARACTERS
OWJTQV[W]\WN\PMUW]V\IQV[\WÅOP\NWZ+aZMIVL Darguun is a logical point of origin for goblin,
Breland. Late in the war a brilliant hobgoblin hobgoblin, or bugbear characters. When creating
named Haruuc recognized that the goblins I/PIIT¼LIZKPIZIK\MZNZWU,IZO]]VKWV[QLMZ
had become the dominant power in the region. the following.
=VQ\QVO\PM/PIIT¼LIZ]VLMZPQ[JIVVMZ0IZ]]K Constant Struggle. )UWVO\PM/PIIT¼LIZ
seized the territory he was supposed to protect. you are constantly forced to prove your strength
The Five Nations were unprepared, and Breland and skill or to cede dominance to others.
quickly negotiated an alliance with Haruuc to /PIIT¼LIZZIZMTaSQTTQVIKI[]ITJI\\TM#aW]UIa
secure the border. Cyre fought the goblins until ÅOP\\WXZW^MIXWQV\J]\SQTTWVTa_PMVaW]U][\
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 in times of peace, when blades are
chose to recognize the new nation of Darguun to drawn you stand by your clan—or those allies
ensure peace. you have bonded with—until death. Note that
Darguun is a young and volatile nation. \PM/PIIT¼LIZIZMIVITTQIVKMWNKTIV["\PQ[TWaIT\a
It is ruled by the hobgoblin Lhesh Haruuc LWM[V¼\M`\MVL\W_IZZQWZ[WNother clans.
Sharaat’kor. Haruuc remains a brilliant Muut and Atcha. Your ancestors once forged
strategist and tactician, but many wonder if IVMUXQZMM^MVOZMI\MZ\PIV/ITQNIZ8MZPIX[
he can maintain the web of alliances that hold you believe that your people can reclaim this lost
\PM/PIIT¼LIZ\WOM\PMZIVL_PM\PMZPMWZPQ[ glory. The Dhakaani were renowned for their
people will be content to abide by the terms of the martial skill, but also for their discipline. Muut
treaty. And there are stories of other goblins still ZW]OPTa\ZIV[TI\M[\W¹L]\aº¸aW]ZL]\a\WaW]Z
PQLLMVQV\PMUW]V\IQV[¸\PMMVQOUI\QK¹0MQZ[ empire, your clan, your commander. Muut is
of Dhakaan,” who could pose a threat both to the M`XMK\ML#QNaW]PI^MVWU]]\aW]PI^MVWXTIKM
goblins and Khorvaire itself. in battle. Atcha Q[KTW[MZ\W¹PWVWZº#Q\Q[aW]Z
personal honor, gained by doing virtuous deeds
\PI\OWJMaWVL\PMM`XMK\I\QWV[WNU]]\

26 +0)8<-:d,):/==6
THE DEMON WASTES INTERESTING THINGS
Capital: None
Noted for Fiends, pestilence, violence
ABOUT THE WASTES
• Stories tell of the lost city of Ashtakala, a
KQ\ILMTWNÅMVL[[\QTTXWX]TI\MLJaZIS[PI[I[
Rivers of lava cut across plains of black sand The libraries of Ashtakala contain arcane
and volcanic glass. The only vegetation you can secrets and details about the Draconic
see is blood-red moss and a thick layer of slime, Prophecy and its vaults hold untold
and that appears to be moving. A jagged rock treasures.
NWZUI\QWVUQOP\JMIXQMKMWNIVIVKQMV\_ITT°
or perhaps that’s just your imagination. • The Demon Wastes contain portals to
This is the Demon Wastes. Tens of thousands 3PaJMZ¸[XMKQÅKITTa\WLMUQXTIVM[
WNaMIZ[IOWÅMVL[Z]TML3PWZ^IQZM<PQ[ZMOQWV within Khyber. These are similar to the
was the seat of power of some of the mightiest layers of the Abyss in the core cosmology,
IZKPÅMVL[PWTLQVOKQ\QM[WNZIS[PI[I[IVL unearthly realms populated by demons.
demons. These foul spirits were bound long ago, <PM/PII[P¼SITIZIQL\PM[MLMUQXTIVM[\W
but their power still lingers in this place. Vile get the supplies they need to survive.
creatures continue to crawl up from the depths of
Khyber. And there are a handful of primordial
Z]QV[[][\IQVMLJaLIZSUIOQK°Z]QV[\PI\UIa CHARACTERS FROM THE WASTES
[\QTTJMPWUM\WÅMVL[IVL\PMQZ\ZMI[]ZM[ If you’re from the Demon Wastes, you likely fall
A mountain range known as the Labyrinth into one of two categories.
separates the Demon Wastes from the Eldeen Ghaash’kala. You’ve been raised in one of
Reaches. Due to ancient warding magic, any the harshest lands in Eberron and spent your
foul thing that wishes to leave must pass through MV\QZMTQNMJI\\TQVOÅMVL[?PaPI^MaW]TMN\aW]Z
the Labyrinth. These passes are guarded by the post? Have you had a vision from Kalok Shash?
/PII[P¼SITI\ZQJM[WNWZK[[_WZV\WKWV\IQV\PM Are you pursuing a rogue demon? Have you
M^QT[WN\PM?I[\M<PM/PII[P¼SITI_WZ[PQXI been given a quest by the leader of your tribe?
version of the Silver Flame that they call Kalok 5W[\WN\PM/PII[P¼SITIIZMWZK[WZPITNWZK[
Shash; they consider the people of the Five They’re deeply devoted to their faith and might
Nations to be soft and naive. be paladins (Vengeance or Devotion), clerics
The Carrion Tribes are savage barbarians (Life, Light, or War) or Zealot barbarians.
who dwell in the Wastes. Each tribe is devoted Hermit and outlander are logical backgrounds:
\WWVMWN\PMIZKPÅMVL[IVL\PMaMVOIOMQV you know little about the ways of civilization, but
MVLTM[[JI\\TM[IOIQV[\\PM/PII[P¼SITIIVL\PM you have have insights and the skills to survive in
other Carrion Tribes. These people are mostly the harshest environments.
humans, but there are corrupted orcs, half-orcs, Carrion Tribes. Why have you left the
IVL\QMÆQVO[UQ`MLQVITWVO_Q\PIPIVLN]TWN Wastes? Have you turned your back on the vile
other races represented. The Carrion Tribes are traditions of your demon-worshipping clan?
savage and cruel, and know almost nothing about 7ZIZMaW]\PMKPIUXQWVWNWVMWN\PMÅMVLQ[P
the world beyond the Labyrinth. Overlords—but sworn to hunt down and destroy
the servants of a LQ‫ٺ‬MZMV\IZKPÅMVL_PWXW[M[
a more immediate threat to Khorvaire? Either
way, you are a stranger in a strange land: a
savage used to a constant battle for survival in a
world shaped by demons.

CHAPTER 2 | THE DEMON WASTES 27


DROAAM INTERESTING THINGS ABOUT DROAAM
• <PMKQ\aWN/ZIa_ITTTQM[WV\PMJWZLMZ
Capital: <PM/ZMI\+ZIO
Noted for Monstrous mercenaries, byeshk between Droaam and Breland. 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 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. Eleven years ago • <PM>MVWUW][,MUM[VMQ[KQ\aWN\QMÆQVO[
\PMaTIQLKTIQU\W\PMTIVL[_M[\WN\PM/ZIa_ITT on the western shore of Droaam. It is the
Mountains and founded the nation of Droaam. TIZOM[\\QMÆQVOKWUU]VQ\aQV3PWZ^IQZM
While these barren lands were claimed by with arcane traditions developed over the
*ZMTIVL/ITQNIZPILVM^MZ\IUML\PQ[_QTL course of thousands of years.
region. It had long been a haven for host of • Droaam uses the supernatural abilities of
KZMI\]ZM[/VWTT[WZK[IVLOWJTQV[IZM\PMUW[\ its citizens as tools, just as the Five Nations
common, but ogres, trolls, harpies, minotaurs, use arcane magic. The Daughters of Sora
UML][I[\QMÆQVO[KPIVOMTQVO[TaKIV\PZWXM[ Kell keep their people fed with troll sausage
and many more dwell in this region. In the past and use harpy’s song to quell brawls. Think
these creatures fought one another more often about how a monster’s natural powers
than they raided human settlements. Under could be put to practical use.
the leadership of the Daughters of Sora Kell,

DROAAMITE CHARACTERS
\PMaPI^MJMMVOQ^MVVM_X]ZXW[M°IVL\PM
Daughters use an army of ogres and war trolls
to maintain order. To date, the other nations of 5QVW\I]Z[WZK[OVWTT[\QMÆQVO[KPIVOMTQVO[
Khorvaire have refused to recognize Droaam, and other monstrous species all have a place
and it was not part of the Treaty of Thronehold. in Droaam. Consider these when making a
Most people believe that it can’t last—that even Droaamite character.
the Daughters can’t hold this disparate alliance ?PI\5ISM[AW],Q‫ٺ‬MZMV\'The people of
together—but currently it is stronger than ever. Droaam aren’t just humans with horns or green
Droaam works closely with House Tharashk, skin. Think about the strengths of your people
selling the services of monstrous soldiers and IVL_PI\UISM[aW]LQ‫ٺ‬MZMV\NZWUP]UIVQ\a
laborers and bysehk ore, a form of metal with both physically and culturally.
magical properties. Beyond that, it is a frontier Are You Proud? Many citizens of Droaam
VI\QWV\PI\Q[[\QTTM`XIVLQVO)[,ZWIIU are proud of their nation. You know that the rest
isn’t bound by the Treaty of Thronehold, it’s WN3PWZ^IQZMKWV[QLMZ[aW]\WJMI¹UWV[\MZº1V
become a haven for war criminals and deserters, Droaam, you are going to prove to them that you
along with other criminals and mages pursuing and your kind are capable of things humanity
forbidden paths of magic. can’t even imagine. Or you might ignore this big
Many of the monsters that make up Droaam picture and be driven solely by your personal
have their own unique subcultures. Most worship desires or the goals of your family or warlord.
\PM,IZS;Q`J]\\PMZMIZMW\PMZZMTQOQW][ Backgrounds. The creatures of Droaam are
traditions as well. very diverse. A Droaamite kobold might be an
urchin rogue. A minotaur could be a outlander
barbarian with little knowledge of the outside
_WZTL_PQTMI\QMÆQVO_IZTWKSKW]TLJMI[IOM
well versed in history and arcana.

28 CHAPTER 2 | DROAAM
THE ELDEEN REACHES
• Varna is the largest city in the Reaches
and the seat of the dragonmarked House
Capital: <PM/ZMMVPMIZ\ Vadalis.
Noted for Agriculture, animal husbandry,
druidic magic
ELDEEN CHARACTERS
A stretch of fertile farmlands borders a vast, Druidic traditions are important to the people of
]V\IUMLNWZM[\.IZUMZ[\MVL\W\PMÅMTL[_PQTM the Eldeen Reaches. Even if you’re not a druid,
tribes of shifters and circles of druids and rangers aW]UIaNWTTW_WVMWN\PM[MÅ^MXI\P[)[I
roam the woods. These are the Eldeen Reaches. variant human, you could take the Magic Initiate
Druids and shifters have dwelt in the Towering feat to learn a little druidic magic.
Woods for thousands of years, but the eastern Most of these traditions work with the druidic
farmlands of the Reaches were part of Aundair Circles of Land, Moon and Shepherd; Beast
until the Last War. The lords of Aundair Totem barbarians; clerics with the Nature
NWK][ML\PMQZZM[W]ZKM[WV\PM_IZM‫ٺ‬WZ\ domain; or rangers with the Hunter or Beast
ignoring banditry and other problems faced Master archetypes. Other classes or archetypes
by the farmers of the east. The Wardens of the especially suited to a path are called out below.
Wood—largest of the druid sects—came to the The Wardens of the Wood seek to maintain
aid of these farmers. Fifty years ago, the people of the balance between nature and civilization,
eastern Aundair seceded and formed the Eldeen protecting each from the other.
Reaches. The Reaches were recognized as a The Greensingers see the magic of the fey
nation by the Treaty of Thronehold, but many as a part of nature. They honor the archfey that
fear Aundair will try to reclaim the region. PI^MQVÆ]MVKMQV\PMQZZMOQWV[IVL\Za\WTQ^MQV
Druidic magic is a central part of life in the harmony with other fey creatures. Bards and
Eldeen Reaches. Most of its people seek to archfey warlocks are often found among the
live in harmony with the natural world, and /ZMMV[QVOMZ[IVL\PM+QZKTM[WN,ZMIU[_WZS[
communities have a druidic advisor who helps _MTTNWZ/ZMMV[QVOMZLZ]QL[
with planning and planting. The Towering The Gatekeepers protect the natural world
Woods are also home to tribes of shifters, who from unnatural threats, such as aberrations and
UIQV\IQVIVWUILQKM`Q[\MVKM<PM?IZLMV[WN ÅMVL[<PMaUIQV\IQVIVKQMV\_IZL[\PI\JQVL
the Wood maintain order and settle disputes, the daelkyr in Khyber. Horizon Walker rangers
IVL\PM/ZMI\,Z]QL7ITQIV¸IVawakened IVL)VKM[\ZIT/]IZLQIVJIZJIZQIV[Å\QVPMZM
greatpine—is the spiritual leader of the Reaches. The Ashbound are champions of the natural
_WZTLIVLÅOP\IVa\PQVO\PI\\PZMI\MV[Q\5IVa

INTERESTING THINGS
of them consider arcane and even divine magic
to be such a threat. Ashbound sometimes attack

ABOUT THE REACHES


the holdings of dragonmarked houses and seek to
release bound elementals. Barbarians are often
• The fey have a strong presence in the found among the Ashbound, and Berserker and
Towering Woods. 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. This leads them to
ÅOP\]VLMILJ]\IT[W\W\ISMIK\QWV[\PI\K]TT
• <PM/TWIUQVO is a region with strong ties \PM_MISIVL[\ZMVO\PMV[]Z^Q^WZ[-`\ZMUQ[\[
to Mabar. It’s charged with negative energy have spread plagues, especially in large cities.
IVLÅTTML_Q\P[QVQ[\MZ\PQVO[ ?IZTWKS[IVL/TWWU;\ITSMZZIVOMZ[KIVJMI
OWWLÅ\

CHAPTER 2 | THE ELDEEN REACHES 29


KARRNATH
there is still a strong following for the Blood
WN>WT)\]Z\PM[WKITTML¹+Q\aWN6QOP\º
Capital: Korth is the faith’s stronghold in Karrnath.
Noted for Ale, dairy, glass, livestock, lumber, • The Nightwood is a massive forest with a
XIXMZ\M`\QTM[#]VLMILUIZ\QITLQ[KQXTQVM close tie to the Plane of 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.
and Karrns are accustomed to enduring hardship • The laws of Karrnath are harsher than
without complaint. those of the other Five Nations, closer to a
First and foremost, Karnath is known for state of martial law.
its military tradition. Strength, strategy, and • King Kaius III is a strong proponent of
discipline are the core values of Karrnath. peace, but many of the local warlords are
?PQTM3IZZVI\P¼[[WTLQMZ[UIaJM\PMÅVM[\QV certain Karrnath could and should unite
the Five Nations, they lack the magical support /ITQNIZIVL\PMZMIZM_PQ[XMZ[WNIKW]X
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.
WNM`\ZI^IOIVKMWZM`KM[[Q^M[PW_[WNMUW\QWV
3IZZVI\P[]‫ٺ‬MZMLI[MZQM[WN[M^MZMNWWL
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 priests of this faith
tradition of military service, and soldier or sailor
bolstered Karrnath’s forces with undead. The
are appropriate backgrounds for any character.
current King, Kaius ir’Wynarn III, broke ties
The laws of Karrnath are harsh, and criminals
with the Blood of Vol and has stopped creating
IVLKPIZTI\IV[PI^MILQ‫ٻ‬K]T\\QUMPMZM<PM
VM_]VLMILJ]\3IZZVI\P[\QTTPI[I[QOVQÅKIV\
Martial Adept feat is a way to give a character a
number of skeletons and zombies in service.
[\ZWVO[MV[MWNUQTQ\IZaM`XMZQMVKM
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. Heavy
as many feel that this disgraces Karrnath’s proud
armor and weapons are prefered. Battlemasters
UQTQ\IZaPQ[\WZa°IVL\PI\\PMVMKZWUIVKMZ[
and Champions are both sound archetypes for
themselves might have been responsible for the
ÅOP\MZ[_PQTM3IZZVI\PQ_QbIZL[IZM\aXQKITTa
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.
• Rekkenmark Academy is the premier The Dead. Undead soldiers have served in
military institute in Khorvaire; prior to the Karrnath’s armies for decades. How do you feel
4I[\?IZITTWN/ITQNIZ¼[W‫ٻ‬KMZ[\ZIQVMLI\ about the undead? Are you a follower of the
Rekkenmark. Blood of Vol who considers the undead to be a
practical tool? Do you have a relative or friend
• The Sovereign Host has regained its place currently serving? Or do you despise the Blood of
as the dominant religion of Karrnath, but Vol and the use of necromancy?

30 CHAPTER 2 | KARRNATH
THE LHAZAAR PRINCIPALITIES
Tide, a domain founded by changelings.
However, changelings are found across the
Capital: Regalport Principalities and the Lhazaar are generally
Noted for ;PQX[Å[PUMZKMVIZQM[UMZKPIV\[ used to them.
pirates • The Wind Whisperer principality includes
a number of half-elves with the Mark of
This loose confederacy of pirate lords, merchant ;\WZU¸M`KWZQI\M[IVLNW]VLTQVO[_Q\P
princes, and sea barons holds the northeastern no tie to House Lyrandar. The Wind
coastline of Khorvaire and the many islands Whisperers want to obtain airships, by any
scattered across it. While they were recognized as means necessary.
an allied nation under the Treaty of Thronehold, • Dreadhold is an infamous island prison
the Principalities are a loose alliance. Each island maintained by House Kundarak. Said to
domain has its own traditions, values, and goals— be inescapable, Kundarak houses both
and each has a long list of vendettas and feuds infamous criminals and mystical threats.
with other princes. Beyond this, anyone who can

LHAZAAR CHARACTERS
win the support of enough ships and people can
claim a principality; if you want to establish your
own tiny kingdom, this is the place to do it. As you develop a Lhazaar character or NPC,
<PM4PIbIIZIZM\PMÅVM[\[IQTWZ[QV3PWZ^IQZM consider the following.
During the Last War, they served all nations as Seafarers and Swashbucklers. Most
privateers and engaged in piracy on the side. Lhazaar spend more time at sea than they do
With the end of the Last War they’ve largely on land. Sailor is an appropriate background
returned to the merchant trade, but there are still for any Lhazaar, but you can also ask your DM
pirates on the open seas. QNaW]KIV[_Q\KPI\WWTXZWÅKQMVKaNWZ^MPQKTM[
The Lhazaars value their independence. This _I\MZXZWÅKQMVKa4PIbIIZIZMÆIUJWaIV\
is a place where anyone can rise to captain a people with little concern for the law, so
ship or even seize a principality. Leadership charlatan, criminal, entertainer, and folk hero
is something earned, not given. High Prince are all strong backgrounds.
Ryger ir’Wynarn of Regalport seeks to forge Local Customs. Each principality is unique.
\PM8ZQVKQXITQ\QM[QV\WI]VQÅMLNWZKM0MPI[ Each has its own martial traditions, fashions,
\PMÅVM[\ÆMM\IVLQ\_I[PQ[M‫ٺ‬WZ\[\PI\[I_\PM IVL[TIVO<PQVSIJW]\PW_aW]ZKPWQKM[ZMÆMK\
8ZQVKQXITQ\QM[ZMKWOVQbMLI\<PZWVMPWTL°NWZ your principality. Your dwarf barbarian could
_PQKPPMOI^MPQU[MTN\PM\Q\TMWN¹0QOP8ZQVKMº be one of the savage Cloudreavers. Your dashing
But so far, the other princes have rejected his swashbuckler rogue could be a colorful Wind
proposals for a greater union. Whisperer. The Bloodsail elves have a strong
There are principalities devoted to the Blood \ZILQ\QWVWNVMKZWUIVKa°IVM`KMTTMV\UI\KPNWZ
of Vol and a few that favor the Sovereign Host. your elf wizard. There are many principalities,
Beyond this, the Lhazaar show little enthusiasm and you can always work with your DM to
for religion, though many will curse the Devourer LM^MTWXWVM\PI\Å\[aW]ZKPIZIK\MZ
when a storm comes. Big Dreams. Whatever their circumstances,
the people of the Principalities are always looking
INTERESTING THINGS ABOUT LHAZAAR \W\PMN]\]ZM?PI\Q[Q\aW]_IV\'<WÅVLI
forgotten treasure hoard? To command your
• The Lhazaar Principalities have the largest own ship? To take your place as a prince? Think
changeling population in Khorvaire. Many big, and chase your dreams.
WN\PM[MIZMKWVKMV\ZI\MLQV\PM/ZIa

CHAPTER 2 | THE LHAZAAR PRINCIPALITIES 31


THE MROR HOLDS
• The Ironroot Mountains have long been
home to the Jhorash’tar, a clan of orcs.
Capital: Krona Peak The Jhorash’tar have been slowly driven
Noted for Dwarves, banking, mining (precious into the least hospitable regions of the
and nonprecious metals), metalwork mountains. A few of the clans are seeking
to incorporate the Jhorash’tar into Mror
society, while others wish to drive them out
Long ago, the Mror Lords were forced to swear once and for all.
NMIT\a\W3IZZVI\PIVL/ITQNIZ1V\PMMIZTaLIa[
of the Last War, they declared their independence • There used to be a thirteenth royal clan.
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. The if this was the work of the Jhorash’tar, a
Mror are proud of the wealth of their nation and rival clan, or some force from below the
the talents of their smiths, of the skills of their mountains. 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.
?PMVP]UIVQ\aÅZ[\KIUM\W3PWZ^IQZM\PM
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. This forgotten realm noble—even if you’re a few steps removed from
was destroyed by the daelkyr and its vast halls true power? 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. They’re heirs of a mighty clans that still cling to the barbarian traditions of
empire that may one day rise again. 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 IZ\QÅKMZaW]KW]TLJMI[IOMLM\MZUQVML\W
ZM[WT^M[LQ[X]\M[IVLQ[[]M[I‫ٺ‬MK\QVO\PMMV\QZM 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. PWTLIOZ]LOMNWZ\PMQVLQOVQ\QM[[]‫ٺ‬MZMLJaaW]Z
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;

HOLDS QNaW]ÅVLIUIOQK_MIXWVaW]_IV\\WSVW_
the battles it has seen and the warriors who have
• The Mror Holds have deep reserves of wielded it before you.
gold, silver, and other rare and precious
metals, along with iron and other ores.

32 CHAPTER 2 | THE MROR HOLDS


Q’BARRA INTERESTING THINGS ABOUT Q’BARRA
• There are ruins in Q’barra tied to the Age
Capital: Newthrone
Noted for Eberron dragonshards, rare herbs of Demons. So far the settlers know little
of the history of this region, but the Poison
,][SPI[\QM[\WÅMVLQ[PXW_MZ[
Q’barra is a young nation on the edge of
3PWZ^IQZMIV]V\IUMLNZWV\QMZÅTTML_Q\P • House Tharashk has a strong presence in
danger and opportunity. During the golden age JW\P0WXMIVL6M_/ITQNIZ<PIZI[PS
WN/ITQNIZVWP]UIVM^MZJW\PMZML\WKZW[[\PM is the primary buyer of Eberron
-VL_WZTL5W]V\IQV[\WM`XTWZM\PM^I[\R]VOTM dragonshards, and also runs its own large-
JMaWVL?PMV\PM4I[\?IZJZWSMW]\IÆMM\WN scale mining operations.
settlers came to Q’barra in search of a new home
NIZNZWU\PM_IZ)[\PQ[[M\\TMUMV\M`XIVLML
the settlers discovered massive deposits of Q’BARRAN CHARACTERS
Eberron dragonshards. Over the last decade, Q’barra is home to the settlers and prospectors
a wave of prospectors, wandslingers, refugees, from the west—mostly humans but including
and fortune-seekers have descended on Q’barra, members of all races found in the Five Nations.
along with brigands, deserters from the war, and It’s also a possible origin for dragonborn and
all manner of criminals and opportunists. lizardfolk characters.
There’s one small complication: Q’barra Settlers. 9¼JIZZIQ[IVM`KMTTMV\XTIKM\W
is home to a number of ancient civilizations M`XTWZM[WUMWN\PM\ZILQ\QWVITIZKPM\aXM[WN\PM
humans know nothing about: the lizardfolk of classic Western. As a paladin, you could be a
the Cold Sun Federation, the dragonborn of TWVM[PMZQ‫[ٺ‬MMSQVO\WXZW\MK\aW]ZVM_TaNWZUML
Ka’rhashan, and the confederacy of the Poison mining village. Your cleric could be the town
Dusk. Most settlers know very little about preacher. As a sorcerer or bard with a criminal
these cultures, and collectively refer to them as background, you could be a dashing wandslinger
¹[KITM[º3QVO;MJI[\M[QZ¼3M[[TIV of Newthrone looking for trouble and gold. Q’barra can be a
has established a treaty with the Cold Sun land of opportunity for newly freed warforged
Federation, but communication has always been and Cyran refugees in search of a new home.
LQ‫ٻ‬K]T\<PMXZW[XMK\WZ[WN0WXMZMO]TIZTa 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
NMIZ\PI\IOZMI\MZKWVÆQK\Q[WV\PMPWZQbWV sent to study the softskins—to learn about
Q’barra is split into three main regions. New them and potentially serve as an envoy for your
/ITQNIZ 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.
Nations. Its capital city of Newthrone is the Dragonborn. The dragonborn live amid the
largest city and port in Q’barra. 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
ZMOQWV[TQM\PM]VM`XTWZMLTIVL[WN\PM[KITM[ have served as a mercenary in the Last War.

CHAPTER 2 | Q’BARRA 33
THE SHADOW MARCHES INTERESTING THINGS
Capital: BIZI[P¼IS]VW‫ٻ‬KQIT
Noted for Eberron dragonshards, herbs
ABOUT THE MARCHES
• <PM/I\MSMMXMZ[ are a druidic tradition
that began in the Shadow Marches. The
When most people think of the Shadow defeated the daelkyr in the past, and
Marches, they imagine a fetid backwater where they are sworn to protect Eberron from
illiterate humans mingle with orcs and other foul ]VVI\]ZITIVLM`\ZIXTIVIZ\PZMI\[
creatures, practicing strange rites by the light of
\PMUWWV[?PQTMÆI_ML\PQ[^Q[QWVQ[V¼\MV\QZMTa • The Cults of the Dragon Below are wildly
inaccurate. The Shadow Marches are a desolate diverse, and often driven by madness.
land of swamps and moors. The homeland of the Many worship daelkyr or have ties to
WZK[Q\_I[[KIZZMLQV\PMIVKQMV\KWVÆQK\_Q\P aberrations.
\PMLIMTSaZ<PM[MÅMVL[TMN\\_Q[\MLKZMI\]ZM[
and aberrations in the swamps, and sowed seeds
of madness that linger to this day. There are MARCHER CHARACTERS
indeed moonlit rituals in the Marches: some to As a character from the Shadow Marches,
honor the daelkyr, others to maintain the wards you could choose to carry the Mark of Finding
that keep them trapped in Khyber. Humans regardless of whether you have ties to House
KIUM\W\PM5IZKPM[TWVOIOWZMN]OMM[ÆMMQVO Tharashk.
a war in the distant land of Sarlona. Over time As a Marcher, a critical question is whether
the two cultures merged, forming the Marches as you have ties to one of the orc tribes or the
\PMaM`Q[\\WLIa integrated clans.
<PM5IZKPM[PILTQ\\TMKWV\IK\_Q\P/ITQNIZWZ The Clans blend the traditions of human and
the east until a few hundred years ago, when a orc, building towns and working with steel. They
0W][M;Q^Q[M`XMLQ\QWVUILM\_WLQ[KW^MZQM["\PM still rely on skilled hunters, and they have their
region contained valuable dragonshards, and a own unique traditions of art and music. Rangers,
number of clans had manifested the Dragonmark rogues, and bards all have a place in the clans,
of Finding. This led to the foundation of House and there are gatekeeper druids among them.
Tharashk, as these clans joined together to Some in the clans worship a limited form of the
master the economic potential of their mark and Sovereign Host focused on Balinor, Boldrei, and
leverage their mineral wealth. Arawai; this is a sound path for a Nature cleric.
The Shadow Marches aren’t a nation. No one The Tribes maintain traditions that
voice speaks for the clans and tribes, and most predate humanity. They’re nomadic hunter-
of the tribes have no interest in dealing with gatherers, and don’t work metals; they make
outsiders. House Tharashk is the largest faction their tools from stone, hide, wood, and bone.
in the region, and their city of Zarash’ak is the Tribal Marchers are mostly orcs, but there
center for commerce. are a few humans and half-orcs among them.
House Tharashk is the main point of contact <ZQJIT5IZKPMZ[IZMÅMZKM_IZZQWZ[IVL[SQTTML
between the Shadow Marches and the outside hunters with a close bond to the natural world;
world. Tharashk aside, it remains a collection barbarians, druids, and rangers all have a place
of tribes and cultists following their ancient here. Outlander and hermit are both appropriate
traditions in the shadows of the swamps. backgrounds for a tribal Marcher.

34 CHAPTER 2 | THE SHADOW MARCHES


THE TALENTA PLAINS
homeland. The dragonmarked bloodlines
are spread throughout the tribes, and you
Capital: /I\PMZPWTL KIVXTIaILZIOWVUIZSMLPITÆQVONZWU\PM
Noted for 0ITÆQVO[TQ^M[\WKSLQVW[I]Z[ Plains who doesn’t work for the houses.
• Stories speak of ancient ruins that date back
<PMPITÆQVO[WN\PM<ITMV\I8TIQV[TQ^MI[QUXTMZ \W\PMÅZ[\IOMWN\PM_WZTLIVLWNI^I[\
life than the people of the Five Nations. They graveyard holding the bones of dragons.
have no cities, no industrialized magic. But
\PMaLWPI^MLQVW[I]Z[<PMPITÆQVO[PI^M
domesticated the dinosaurs of the plains, and use TALENTAN CHARACTERS
these creatures as mounts, livestock, and beasts of :M^QM_\PMPITÆQVO[MK\QWVQVKPIX\MZNWZ
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.
NIKMIZIOQVOPITÆQVOJIZJIZQIVZQLQVOIN]ZQW][ 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.
L]ZQVO\PM4I[\?IZUIVaPITÆQVO[KIUM 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..MaÅMVL[\PM
Plains have only been considered a nation for ghosts of ancestors; these are all part of the
two years, and it’s still unclear what this means; spirit world, and they’re all around you. Do you
PW_M^MZQ\PI[ZM[]T\MLQVUWZM\ZI‫ٻ‬KJM\_MMV 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.


0W_M^MZaW]KW]TLZMÆMK\I[\ZWVOJWVL\W

ABOUT THE PLAINS spirits by playing an Archfey warlock, Nature


cleric, Oath of the Ancients paladin, or a Beast
• /I\PMZPWTLQ[WVMWN\PMWVTaKQ\QM[QV <W\MUWZ)VKM[\ZIT/]IZLQIVJIZJIZQIV0MZUQ\
the Talenta Plains. All tribes come to and Outlander are sound backgrounds, but
/I\PMZPWTL\W\ZILMPWTLKW]VKQT[IVL you could be an acolyte or a sage who consults
[M\\TMLQ[X]\M[0W][M/PITTIVLIUIQV\IQV[ with spirits instead of reading books. Warriors
/I\PMZPWTLJ]\Q\Q[]VLMZ[\WWL\PI\ and shamans alike often wear masks in order to
/I\PMZPWTLJMTWVO[\W\PMXMWXTMVW\\PM present a particular face to the spirit world.
houses. Dinosaurs. <ITMV\IPITÆQVO[PI^MIKTW[M
• 0W][M/PITTIVLIIVL0W][M2WZI[KW JWVL\W\PMQZLQVW[I]ZKWUXIVQWV[AW]KIVÅVL
both began in the Talenta Plains and still additional information on this—and statistics for
maintain connections to their ancestral IKTI_NWW\ZIX\WZ¸QVKPIX\MZ

CHAPTER 2 | THE TALENTA PLAINS 35


THRANE
• Faith is a part of daily life in Thrane, and
divine adepts provide many important
Capital: Flamekeep services. However, arcane magic is still a
Noted for ,Q^QVMUIOQK\PM;QT^MZ.TIUM#ÅVM part of life in Thrane. The streets are lit
KZIN\[_WWT\M`\QTM[NZ]Q\TQ^M[\WKS with everbright lanterns, and there are
magewrights and even wizards, just not as
many as in other nations.
The modern Church of the Silver Flame was
founded in Thrane, and most of the people of the • The feudal system of nobility remains in
nation are devout followers of this faith. During place; it’s simply that ultimate authority
the Last War, the people of Thrane chose to set rests in the hands of the church. Queen
aside the rule of the monarch and to embrace ,QIVQQZ¼?aVIZVQ[\PM¹JTWWLZMOMV\º
the leadership of the Church. 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 11-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? Faith doesn’t require divine
monstrous threats. But compassion and charity UIOQKJ]\QNaW]_IV\\WZMÆMK\IKTW[MJWVL
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
\PM4I[\?IZQNIÅMVLQ[P\PZMI\_MZM\WIZQ[MQV 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 IKWTa\MJIKSOZW]VL\WZMÆMK\I[\ZWVOKWVVMK\QWV
/ITQNIZ]VLMZ\PM;QT^MZ.TIUMIVLKWZZ]X\ 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. The Shadow in


the Flame can tempt even the most virtuous
• Flamekeep is the capital of Thrane and the soul. 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
;QT^MZ.TIUM_PQKPPWTL[IXQTTIZWNÅZM a zealot determined to crush all darkness? How
JWZV_PMV<QZI5QZWV[IKZQÅKMLPMZ[MTN\W will you react when you encounter monsters—
bind the demon Bel Shalor. minotaurs, ogres, gnolls—in a civilized setting?

36 CHAPTER 2 | THRANE
VALENAR INTERESTING THINGS ABOUT VALENAR
• The dragonmarked House Lyrandar has
Capital: Taer Valaestas
Noted for Elves, mercenaries, horses helped the elves build the infrastructure
of their kingdom. The half-elves have no
homeland, and some believe that the half-
In the midst of the Last War, an army of warrior elves of Lyrandar hopes to make Valenar a
elves seized this region from Cyre, invoking a haven for their people.
claim to the land from long before humanity’s
arrival on the continent. The elves of Valenar are • The ancestors of the elves fought the
utterly devoted to the arts of war. Their cavalry ancient goblins for control of this region
has no equal in Khorvaire, and they combine a many thousands of years ago. Relics of
talent for magic with stealth and swordplay. Cyre that struggle can still be found scattered
employed the Valenar as mercenaries and was across Valenar and the Blade Desert: ruins,
entirely unprepared for betrayal. When Cyre was PI]V\MLNWZ\ZM[[M[JI\\TMÅMTL[\PI\PI^M
destroyed in the Mourning, no one wanted to slipped out of alignment with time.
challenge the Valenar; in the interests of peace,
this elf kingdom was recognized by the Treaty of
Thronehold. VALENAR CHARACTERS
The elves are already pushing the limits of <PMMTN[MK\QWVWNKPIX\MZXZW^QLM[ILLQ\QWVIT
the treaty. The Valenar constantly search for information about creating Valenar elves.
worthy challenges. While some venture into the Whatever kind of character you’re creating,
Mournland or the untamed jungles of Q’barra, consider the following.
Valenar warbands have launched raids into Martial Role. Valenar has always been
Darguun and even Karrnath. While High King on a war footing. As an elf, consider your role
Shaeras Vadallia has promised to rein in his in a warband. Are you a simple soldier? An
warriors, some believe that the elves will continue outlander scout? An acolyte devoted to the elven
\PQ[XZW^WKI\QWV°\PI\\PMQZUIQVQV\MZM[\Q[ ancestors, or a sage familiar both with Valenar
KWVÆQK\_Q\PI_WZ\PaNWMIVL\PI\\PMawant history and the lore of potential enemies? As a
Darguun or Karrnath to declare war. half-elf you might be an entertainer, a sailor, or
Valenar is a feudal kingdom. The elves are IO]QTLIZ\Q[IV_WZSQVO\W[]XXWZ\\PMMTNIZUa°
warrior princes, but they spend little time at or a charlatan seeking seeking intrigue and
rest. They operate in small units called warbands, opportunities. As one of the vassals, you could be
and those that aren’t patrolling the kingdom a guild artisan working for the elves, an urchin
are abroad seeking adventure. Most of the civic born in Taer Valaestas, or even a folk hero
administration is handled by half-elves. Some ÅOP\QVO\WXZW\MK\\PMKWUUWVNWTS
of these are the children of Valenar elves, but Dreams. What is it you hope to achieve as
most are immigrants who’ve come from the Five an adventurer? Have you left Valenar behind,
Nations in search of opportunity. Below this are or are your aspirations tied to the kingdom?
the natives. Once vassals of Cyre, now they’re As a half-elf with Valenar blood, do you want
vassals of Valenar. Some hated the Cyrans and to be recognized as a true Valenar—granted a
welcome the elves. Others despise their new bond to a patron ancestor, a place in a warband,
leaders and are plotting against them. But life and a chance at immortality? Or are you more
hasn’t changed much for the commoners, and interested in building a homeland for your own
most don’t actually care who wears the crown. people? As a native, do you want to work with
the elves or do you want to drive them out—and
if so, who do you want to replace them?

CHAPTER 2 | VALENAR 37
ZILARGO
message—that’s what they’ll do. But the Trust
won’t hesitate to eliminate a threat, whether with
Capital: Korranberg poison, spell, or a blade. Typically, a target will
Noted for /VWUM[ITKPMUaML]KI\QWV never even see the agent that kills them.
elemental binding, entertainment, precious stones
INTERESTING THINGS ABOUT ZILARGO
Zilargo is the homeland of the gnomes, and • The Library of Korranberg is considered to
I\ÅZ[\OTIVKMQ\IXXMIZ[\WJMIXIZILQ[M<PM JM\PMÅVM[\ZMXW[Q\WZaWNSVW_TMLOMQVITT
streets are bright and clean. The universities and of Khorvaire.
TQJZIZQM[IZM\PMÅVM[\QV3PWZ^IQZM-^MZaWVM
seems happy and helpful, and crime is all but • The Korranberg Chronicle is the leading
]VPMIZLWN*]\BQT[WKQM\aQ[ÅTTML_Q\PTIaMZ[ source of news in the Five Nations, and
of intrigue and blackmail that are often invisible gnome chroniclers travel across Khorvaire
to human eyes. And below that lies The Trust, in search of stories.
a ruthless secret police force that eliminates any • The major cities of Zilargo have temples
threat to society. and shrines dedicated to every religion.
Zilargo isn’t a tyranny. Each major city has a 5W[\BQTM`XTWZMINM_NIQ\P[JMNWZM[M\\TQVO
democratically elected ruling council and a seat on one; others practice multiple religions.
on the Triumvirate that governs the nation; the

ZIL CHARACTERS
Trust reports to the Triumvirate. The Zil gnomes
built this system, and they are quite happy with
it. Their streets are safe, and as long as you play As you develop a Zil character, consider the
by the rules of the game, the Trust won’t target following things, along with the suggestions in the
aW]7]\[QLMZ[ÅVL\PQ[KI[]ITIKKMX\IVKMWN /VWUM[MK\QWVQVKPIX\MZ
preemptive assassination to be terrifying, but the Family Ties. In a nation shaped by intrigue,
Zil actually trust the Trust. aW]PI^M\WPI^M[WUMWVMaW]KIVZMTaWV°
Every Zil gnome is in a web of intrigues. This and for the Zil, that’s family. Unless you’re an
is condoned by the Trust, as long as no laws are orphan, discuss your family with your DM.
broken and the state itself isn’t threatened. It’s What’s their business? Who’s your favorite
ÅVMNWZIOVWUMKPIZTI\IV\WKWVVQ^MIVW\PMZ relative? Are you currently involved in any family
gnome out of a jewel mine—as long as this is schemes? Family members may call on you for
accomplished through cunning, negotiation, or help over the course of your adventurers, but
deception rather than violence or outright theft, they can also be a resource for you.
and as long as the mine stays in Zil hands. The Knowledge and Power. The Zil prize
same applies to adventurers planning schemes knowledge above all else. Sage is a suitable
in Zilargo: violence will get one targeted by the background for any Zil; charlatan and spy are
Trust, but intrigue is perfectly acceptable. IT[WIXXZWXZQI\MZMÆMK\QVO\PMQZTW^MWNQV\ZQO]M
The Trust itself is a network of spies and Classes that specialize in melee combat are rare
assassins. Most agents of the Trust simply pass among the Zil. Rogues, bards, wizards, and
information through dead drops; some estimate IZ\QÅKMZ[IZM\PM[WTLQMZ[WNBQTIZOW
that a third of the nation works for the Trust One unusual option is to play a warlock whose
QV\PQ[KIXIKQ\a?PMV\PM<Z][\QLMV\QÅM[I pact is with the Trust itself. You receive your
threat, it acts preemptively. If a problem can be orders telepathically. Your class abilities can
solved without violence—by sharing a piece of ZMÆMK\[XMKQITQbML\ZIQVQVOWZOZIV\MLIJQTQ\QM[¸
information, or a whispered warning sent via the magical equivalent of super-spy gadgets!

38 +0)8<-:dB14):/7
EVERYDAY LIFE THE CURRENCY OF GALIFAR
Merchants and nobles often use letters of
There are details you don’t need to know, but
that you might want to know. When something credit to handle large transactions, drawing on
KW[\[+8aW]KIVR][\[Ia¹one copper piece” but the reserves of the dwarvish banks of the Mror
do the people of Khorvaire have a name for Holds. But most day-to-day transactions use
their coins? Is there a convention for naming coins of precious metal. With the collapse of the
characters? This ?IaÅVLMZ¼[/]QLMis an overview. 3QVOLWUWN/ITQNIZMIKPWN\PM.Q^M6I\QWV[
If you want more information on a particular began to mint its own currency, along with
[]JRMK\ZMNMZ\W\PM[W]ZKM[QV\PM)XXMVLQ` the Mror bankers. However, while the designs
But for now, here are a few useful facts about imprinted on these coins vary based on the
everyday life in Khorvaire. source, each of these forces has continued to use
the same metals, weights, and denominations set
NWZ\PQV\PMLIa[WN/ITQNIZUIQV\IQVQVOI[QUXTM
THE CALENDAR OF GALIFAR standard for commerce across Khorvaire.
<PM/ITQNIZKITMVLIZ\ZIKS[\PMaMIZ[[QVKM\PM
3QVOLWUWN/ITQNIZ_I[NW]VLML][QVO\PM • The crown (CP) is made from copper and
abbreviation YK. The week is divided into seven \ZILQ\QWVITTaLMXQK\[\PMKZW_VWN/ITQNIZ
days, with four weeks to a month and twelve on one face. The crown is the lowest
UWV\P[\WIaMIZ,M[XQ\M\PMNITTWN/ITQNIZ\PM denomination of coin minted under the rule
nations of Khorvaire still use this calendar. WN/ITQNIZ_PQKP[XI_VML\PM[IaQVO¹1V
The seven days of the week, in order, are Sul, /ITQNIZM^MV\PMJMOOIZ[PI^MKZW_V[º
Mol, Zol, Wir, Zor, Far, Sar. • The sovereign (SP) is made from silver,
The twelve months are named after the twelve and bears the face of a living or recent
moons that orbit the world: Z]TMZ)V]V[SQTTMLTIJWZMZKIVM`XMK\\W
1. Zarantyr (mid-winter) earn a sovereign for a day’s work.
2. Olarune (late winter) • The galifar/8Q[UILMNZWUOWTL1\
 Therendor (early spring) JMIZ[\PMQUIOMWN/ITQNIZ1\PMNW]VLMZWN
4. Eyre (mid-spring) the old kingdom.

5. Dravago (late spring) • The platinum dragon (PP) bears the


image of one of the dragons of legend.
6. 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.
9. Rhaan (early autumn)
There are a number of other coins in circulation,
10. Sypheros (mid-autumn) such as the double crown of Breland or the
11. Aryth (late autumn) [QT^MZ\PZWVMWN+aZM_PQKPPI[I^IT]MWNÅ^M
12. Vult (early winter) sovereigns. Still, all of the major nations make
use of the four basic coins described above.
King Jarot ir’Wyrnarn died on Therendor 12,
894 YK. The Day of Mourning occurred almost
M`IK\TaIKMV\]ZaTI\MZWV7TIZ]VM!!A3
By default, a new Eberron campaign begins on
Zarantyr 1, 998 YK.

CHAPTER 2 | EVERYDAY LIFE 39


LANGUAGES IN EBERRON OPTIONAL RULE: SWAPPING RACIAL LANGUAGES
In Eberron, languages are tied to culture and <PQ[WX\QWVITZ]TMITTW_[aW]\WM`KPIVOMI
geography as opposed to biology. A dwarf raised TIVO]IOMOZIV\MLJaaW]ZZIKMNWZILQ‫ٺ‬MZMV\
in Breland might not actually know Dwarvish, standard language. Your DM must approve the
while the language of the giants is closely tied TIVO]IOMaW][MTMK\<PQ[Q[I_Ia\WZMÆMK\I
to the distant land of Xen’drik. The following character with no ties to the culture of their race.
WX\QWVITZ]TM[IZMI_Ia\WM`XTWZM\PQ[I[XMK\WN 0ITÆQVOQ[\PMTIVO]IOMWN\PM<ITMV\I8TIQV[#QNI
the setting. PITÆQVO_I[ZIQ[MLQV\PM5ZWZ0WTL[\PMaUQOP\
ZMXTIKM0ITÆQVO_Q\P,_IZ^Q[P\WZMÆMK\\PQ[

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
TIVO]IOM[\PI\[MZ^M\PQ[ZWTMQVLQ‫ٺ‬MZMV\ZMOQWV[
surname. This surname is either a family name
or cultures. The DM may change the languages
or related to an occupation or region of origin.
I[[QOVML\WIUWV[\MZWZ68+\WZMÆMK\\PQ[
So Sorn Fellhorn, Kara of Windshire, and Tellan
Giant is the common tongue of Xen’drik. It
Magewright IZMITTVIUM[aW]UQOP\ÅVLIUWVO
is rarely encountered on Khorvaire. Monsters in
the common folk of the Five Nations.
3PWZ^IQZM][]ITTa[XMIS/WJTQV
<PMVWJTMNIUQTQM[WN/ITQNIZ¸ITWVO_Q\P
Goblin is the common tongue of Darguun,
those granted land and titles by one of the
Droaam, and the Shadow Marches, along with
[W^MZMQOV[WN\PM.Q^M6I\QWV[¸ILL\PMXZMÅ`
UW[\¹UWV[\ZW][ºKZMI\]ZM[QV3PWZ^IQZM1\_I[
ir’ to their surname. So the name Darro ir’Lain
the language of the goblin empire that dominated
tells you that this individual is a landed noble.
the continent before humanity arrived. Orcish is a
<PM?aVIZV[_MZM\PMZWaITTQVMWN/ITQNIZ
dead language; it may be encountered in ancient
and the current rulers of Aundair, Breland, and
QV[KZQX\QWV[J]\UWLMZVWZK[[XMIS/WJTQV
Karrnath are all heirs of the Wynarn bloodline.
Infernal is spoken by spirits that embody
Thus, Queen Aurala of Aundair is Aurala
M^QT<PQ[QVKWZXWZI\M[)Ja[[IT#ITTÅMVL[[XMISI
ir’Wynarn.
common language. Infernal is sometimes called
)VW\PMZKWUUWVXZMÅ`Q[d’, used by
¹3PaJMZ¼[[XMMKPº_PQTM+MTM[\QITQ[¹\PM\WVO]M
any heir of a dragonmarked house who has
of Siberys.”
manifested a dragonmark. So Merrix d’Cannith
Riedran is the common tongue of the
is a member of House Cannith who has
continent of Sarlona. Quori is spoken by the
manifested the Mark of Making.
kalashtar, spirits native to Dal Quor, and the
Inspired lords of Riedra.

40 +0)8<-:d5)/1+16307:>)1:-
MAGIC IN KHORVAIRE
JW]OP\°J]\VW\KPMIXTaAW]¼TTÅVLPW][M[
with arcane locks on their doors, but that’s a sign of
Your airship soars through the skies, a wealthy owner. The same is true of uncommon
approaching the mile-high towers of Sharn. You magic items. It’s possible to purchase these in
disembark, walking down a street lit by everbright a major city, but selection and quantity will be
lanterns, and make your way to your favorite limited; in a smaller town, they’ll be more limited
/PITTIVLI\I^MZV1V[QLM\PMPITÆQVOJIZ\MVLMZ still. Uncommon magic items typically cost
uses prestidigitation \WKPQTTIVLÆI^WZIVIZZIa between 100–500 gp, though costs can be higher
WNM`W\QKJM^MZIOM[)8PQIZTIVJIZLMV\MZ\IQV[ based on scarcity.
the crowd with song and a dazzling display of Rare magic. Spells of 4th through 5th level
illusions. An argument between two veterans are beyond the reach of most people. People are
escalates into violence: the Brelish tough familiar with the concept of spells like teleportation
produces a knife, but the Aundairian duelist or raise dead, but few people have ever seen either
already has a wand in her hand. of these things actually performed. Only the
Magic is a part of life in Khorvaire. Arcane most remarkable magewrights have access to
magic is a form of science, and the Five Nations such magic, so these services usually come from
are built on this foundation. Magewrights are \PMLZIOWVUIZSMLPW][M[¸[XMKQÅKITTaPMQZ[
professional spellcasters who use rituals and _Q\P/ZMI\MZ,ZIOWVUIZS[IVLLZIOWV[PIZL
cantrips to provide a host of services. The focus items.
dragonmarked houses provide magical services In theory, rare magic items can be purchased,
that are beyond the powers of a common with prices ranging anywhere from 2,000 gp–
magewright. And manifest zones IZM[XMKQÅK 20,000 gp. In practice, these things are rare. A
locations where the energies of the planes bleed rare magic item might be the prize of a collection
QV\W-JMZZWV#\PM[MITTW_LZIUI\QKM‫ٺ‬MK\[\PI\ in a Sharn emporium, or the showpiece of
can’t be replicated elsewhere, such as the colossal a House Cannith forgehold. It’s more likely
towers of Sharn. that such items will be acquired as rewards for
working with a powerful organization than

WIDE MAGIC, NOT HIGH MAGIC


simply found for purchase in a store. Of course,
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. NWZaW]°\PW]OP\PQ[_W]TL\ISM\QUM
Common Magic. Cantrips and 1st Very Rare and Legendary Magic. Spells
level spells are commonplace. Magewrights, WN\PTM^MTIVLIJW^MIZMTIZOMTa\PM[\]‫ٺ‬WN
wandslingers, and dragonmarked heirs can all legends and folktales. The few people known to
XZWL]KM\PM[M[WZ\[WNM‫ٺ‬MK\[IVLaW]¼TT[MM wield this sort of power are themselves legends:
the impact of this magic as part of everyday Mordain the Fleshweaver, the Keeper of the
life. Common magic items can be found in any Silver Flame, the Daughters of Sora Kell. If
community and purchased in any major city, encountered in the Five Nations, such magic
XZW^QLMLaW]KIVÅVLI[PWXWZLZIOWVUIZSML will likely be tied to an eldritch machine or a
enclave that deals in what you’re looking for. manifest zone.
Common magic items generally range in price Legendary magic items are generally the work
from 50–100 gp. of dragons or demons, or relics found in the ruins
Uncommon Magic. There are magewrights of Xen’drik. Very rare magic items could be tied
and dragonmarked heirs who can cast 2nd to similar sources, or they might be masterworks
IVLZLTM^MT[XMTT[IVL[]KP[MZ^QKM[KIVJM of the elves of Aerenal or Valenar heirlooms. It’s
unlikely that such a treasure would ever be sold.

+0)8<-:d5)/1+16307:>)1:- 41
MAGEWRIGHTS
form their magic takes. A locksmith can perform
knock as a ritual. But they don’t just snap their
In Khorvaire, magic is a tool that’s incorporated ÅVOMZ[<PMaUIa][MTMVO\P[WN_QZMWZQZWVZWL[
into many jobs. There are entirely magical tracing patterns around the lock they’re dealing
careers, such as the medium or the oracle. But with while murmuring incantations. An oracle
much of the time, mundane skill and magic are might work with cards or dice, or study charts of
combined together. A lamplighter can work with planar conjunctions. The magewright performs
mundane lanterns, but also learns KWV\QV]ITÆIUM magic as both a job and a science.
to create and maintain the everbright lanterns that 0MZMIZM[WUMM`IUXTM[WNUIOM_ZQOP\[IVL
TQOP\\PM[\ZMM\[)KPMNKIVPMI\IVLÆI^WZNWWL the services they provide. Not every healer can
with a cantrip. cast lesser restoration, and not every oracle can cast
A magewright knows one to four cantrips or divination—these are general guidelines.
spells. Magewrights don’t use spell slots. Cantrips • Chef. Prestidigitation (food only), purify food &
can be used casually, but their spells are usually drink (ritual), gentle repose (ritual, food only).
cast as rituals—even if the spell doesn’t normally Familiar with cook’s tools.
have the ritual tag. When converting a spell • Healer. 8ZWÅKQMV\_Q\P5MLQKQVMIVL
to a magewright ritual, it can have a casting herbalism kits. Spare the dying, detect poison &
time of up to one hour. It’s also common for disease (ritual), lesser restoration (1-hour ritual,
a magewright’s ritual to have an additional 40 gp component cost).
component cost in dragonshards, the fuel of the • Launderer. Mending, prestidigitation; both
magical economy. A typical cost would be 20 gp WVTaI‫ٺ‬MK\NIJZQK
for each level of the ritual, but this is only a basic
• Lamplighter. 4QOP\KWV\QV]ITÆIUM(1-hour
guideline. The point is that the limitations on a
ritual, 90 gp component cost); uses tinker’s
magewright are time and money. A locksmith
tools to create and repair lanterns.
can cast more than one arcane lock in a day; but it
takes an hour and 65 gp for each lock they want • Locksmith. Arcane lock (1-hour ritual, 65
to create. gp component cost), knock (ritual, 40 gp
While the common spell list is a starting point KWUXWVMV\KW[\#XZWÅKQMV\_Q\P\PQM^M[¼
for magewright spells, you can modify these spells tools and tinker’s tools.
\WÅ\\PMRWJ;XMTT[][MLJaIL^MV\]ZMZ[IZMWN\MV • Medium. Speak with dead (ritual, 60 gp
quite versatile. Prestidigitation can heat or chill component cost). Some mediums use a
IVWJRMK\TQOP\WZM`\QVO]Q[PIÆIUM*W\P\PM form of minor illusion to conjure an image
lamplighter and the chef may know prestidigitation, of the deceased. A medium might be
but the chef’s version may only work on XZWÅKQMV\QV1V[QOP\\WPMTXUW]ZVMZ[LMIT
food, while the lamplighter can only light or with grief—or in Deception.
M`\QVO]Q[PÆIUM[)VIK\WZUIaSVW_I^MZ[QWV
• Oracle. Augury (ritual, 65 gp cost); divination
of thaumaturgy that helps project their voice but
(1-hour ritual, 105 gp cost).
LWM[V¼\XZW^QLMIVaWN\PMW\PMZJMVMÅ\[)Z\Q[IV[
often know a version of guidance that only helps The term magewright [XMKQÅKITTaZMNMZ[\WIV
with their particular art. This could also result arcane spellcaster. In religious communities (such
in a magewright having a spell that’s superior to I[\PW[MQV<PZIVMIL^MV\]ZMZ[UIaÅVLLQ^QVM
\PM][]IT^MZ[QWVWNI[XMTTZMÆMK\QVO\PMQZ\QOP\ casters performing these same functions. Such a
focus. An oracle’s version of augury might be able divine caster is called an adept. Divine magic is
to predict outcomes up to a week in advance, a gift instead of a science, and adepts typically
as it’s hard to make a business out of predicting work on behalf of their faith rather than selling
M^MV\[\PI\WKK]ZQV\PMVM`\UQV]\M[ their services.
In dealing with a magewright, think about the

42 +0)8<-:d5)/-?:1/0<;
WANDSLINGERS PLAYING A WANDSLINGER
´:DQGVOLQJHUµLVQ·WDFODVV$Q\RQHZKRFDQ
The Last War saw a dramatic increase in the SHUIRUPDUFDQHPDJLFFRXOGEHFRQVLGHUHGD
][MWNUIOQKQVJI\\TM)]VLIQZ_I[\PMÅZ[\ ZDQGVOLQJHUDQGDQ\FKDUDFWHUFRXOGDFTXLUH
VI\QWV\WÅMTL]VQ\[WNIZKIVMLZIOWWV[J]\I[ DZDQGVOLQJHU·VVSHOOVHWE\WDNLQJWKH0DJLF
the war continued cantrip specialists could be ,QLWLDWH IHDW$VVXFKZKHWKHU\RXUFKDUDFWHULV
found in the armies of most nations. Due to the DZDQGVOLQJHULVUHDOO\DTXHVWLRQRIVW\OH
considerable training required to master magic, • 'LG\RXVHUYHLQWKH/DVW:DU",IVRZKR
this has remained an elite specialty. The common GLG\RXÀJKWIRU"'LG\RXOHDUQRUKRQH
soldier wields a spear or crossbow but it’s not \RXUPDJLFDOVNLOOVDVSDUWRI\RXUPLOLWDU\
unusual to see a warrior with a sword on one hip WUDLQLQJ"
• 'R\RXSULPDULO\YLHZ\RXUPDJLFDVD
and a wand on the other. Within the army, such
ZHDSRQRUGR\RXKDWHEHLQJIRUFHGLQWR
a soldier is referred to as an arcaneer.
FRPEDW"'R\RXKDYHDGLYHUVHUDQJHRI
On the streets, they are called wandslingers. VSHOOVRULV\RXUPDJLFODUJHO\RULHQWHG
)_IVL[TQVOMZQ[LMÅVMLJa\PMIJQTQ\a\W DURXQGFRPEDW"
cast at least two cantrips, typically drawn from • $SOD\HUFKDUDFWHULVQHYHUUHTXLUHGWR
the sorcerer or wizard spell list. A common XVHDQDUFDQHIRFXVZKHQFDVWLQJDVSHOO
wandslinger also knows a single 1st-level spell, %XWLI\RX·UHDZDQGVOLQJHU\RX·UHPRUH
which they can cast once per long rest. An FRPIRUWDEOHZLWKDIRFXVLQ\RXUKDQG
M`KMX\QWVIT_IVL[TQVOMZUIaSVW_]X]X\W &DVWLQJDVSHOOZLWKRXWDIRFXVWDNHV
\PZMM[XMTT[WN]X\WZLTM^MT)_IVL[TQVOMZ¼[ HIIRUW7KHUH·VQRPHFKDQLFDOSHQDOW\
spells and cantrips are almost always combat DVVRFLDWHGZLWKWKLVLW·VMXVWVRPHWKLQJWR
FRQVLGHUZKHQGHVFULELQJ\RXUDFWLRQV
[XMTT[_Q\PIVQUUMLQI\MM‫ٺ‬MK\[]KPI[ÅZMJWT\
ray of frost, burning hands, or shield. $VORQJDV\RXU'0DSSURYHV\RXFRXOG
The critical limitation of the wandslinger is a MXVWLI\WKHDELOLWLHVRIDQDUFDQHFODVVDV
dependence on an arcane focus. A wandslinger EHLQJGHULYHGIURPZDQGVOLQJHUWUDLQLQJDV
must have an arcane focus—a wand, rod, RSSRVHGWRWKHXVXDOVRXUFH,I\RX·UHSOD\LQJ
DVRUFHUHURUZDUORFN\RXFRXOGVD\WKDW\RXU
[\I‫ٺ‬WZJWZKZa[\IT¸\WXMZNWZUUIOQK;WUM
FKRLFHRI6RUFHURXV2ULJLQRU2WKHUZRUOGO\
_IVL[TQVOMZ[][MLQ‫ٺ‬MZMV\NWK][M[NWZ\PMQZ
3DWURQUHÁHFWVVSHFLDOL]HGPLOLWDU\WUDLQLQJ
various cantrips, such as a wand for ÅZMJWT\and 7KLVGRHVQ·WFKDQJHWKHZD\WKHVHIHDWXUHV
a rod for burning hands, but wandslingers can use IXQFWLRQLWPHDQVWKDWLQVWHDGRIPDNLQJDSDFW
any arcane focus they get their hands on. As a ZLWKDÀHQG\RXUZDUORFNKDVDFRQQHFWLRQ
result, arcane focuses are regarded as weapons WRDQHOLWHRUGHURIDUFDQLHUVWKDWVKDUHWKHVH
throughout Khorvaire. DELOLWLHV,QVWHDGRIGHDOLQJZLWKWKHGHPDQGVRI
If you’ve got a wand tucked into your belt, DSDWURQ\RXPLJKWUHFHLYHUHTXHVWVIURP\RXU
people may assume you know how to use it. IRUPHUFRPPDQGHURU\RXUFRPUDGHVIURPWKH
ZDU8OWLPDWHO\LW·VDERXWWKHVWRU\\RXZDQWWR
WHOOZLWK\RXUFKDUDFWHU$UH\RXDQLPSHWXRXV
GXHOLVWTXLFNWRGUDZ\RXUZDQGDWWKHÀUVW
SURYRFDWLRQ"$IRUPHUVROGLHUWUDLQHGWRXVH
PDJLFDVDZHDSRQ"2UDQDUFDQHVFKRODUZKR
GHVSLVHVKRWKHDGHGZDQGVOLQJHUVZKRNQRZ
QRWKLQJDERXWWKHVFLHQFHRIPDJLF"
,GHQWLI\LQJ\RXUFKDUDFWHUDVDZDQGVOLQJHU
GRHVQ·WFKDQJH\RXUFODVVIHDWXUHV&KDSWHU
RIIHUVDZLGHUVHOHFWLRQRIDUFDQHIRFXVLWHPV
WKDWFDQDGGFRORUWR\RXUFKDUDFWHU

+0)8<-:d?)6,;416/-:; 43
THE MAGICAL ECONOMY
^WQKMQVÆ]MVKMÆIUM[[XWV\IVMW][[W]VL[¸IZM
a boon for any actor. In general, think of ways
With this general understanding of the sort of \PI\[]KPTW_TM^MTM‫ٺ‬MK\[UQOP\JMQVKWZXWZI\ML
magic that’s found in the world, here’s a closer into a performance.
TWWSI\INM_XIZ\QK]TIZÅMTL[WNQVL][\Za The Dragonmarked Houses of Shadow
dominate the entertainment industry. House

COMMUNICATION
Phiarlan operates west of the Mournland, while
House Thuranni is based in Karrnath and the
<PM+W]ZQMZ[¼/]QTLWN0W][M7ZQMVZ]V[I Lhazaar Principalities. Each house has its own
standard postal service, delivering messages by theatres, companies, and star performers, but
horse and lightning rail. Sending a letter to a you don’t need a dragonmark to get into show
central station in a major city costs a few copper business; the houses train and license all manner
pieces. A direct delivery within a city could run of artists and entertainers.
up to 5 sp. Sending a large or unusual package—
or a rushed delivery—costs considerably more.
Should you need to send a message more
FASHION
quickly, you’ll turn to the message stations of When it comes to fashion, the most common
House Sivis. The basic tool is the speaking stone, manifestation of magic is glamerweave: clothing
which allows a dragonmarked operator to send a imbued with illusion. This can involve concrete
short message to any other speaking stone. Sending images, such as a cloak lined with glittering stars
a message through the stones costs 1 gp for WZIOW_V_Q\PIXI\\MZVWNÆIUM[#\PM_MIZMZ
M^MZaÅ^M_WZL[QV\PMUM[[IOMIVL\ISM[WVM might even be able to adjust the intensity of
minute for every ten miles between the station \PM[MÆIUM[_Q\PI_WZL5WZMMTIJWZI\MIVL
and the destination. The gnomes at the receiving M`XMV[Q^Mglamerweave could even produce the
[\I\QWV_QTT\ZIV[KZQJM\PMUM[[IOM#NWZIVM`\ZI M‫ٺ‬MK\WNJMQVO_ZMI\PMLQVÆIUM[0W_M^MZ
gold piece, they’ll have a courier deliver it to glamerweaveKIVIT[WPI^MUWZMIJ[\ZIK\M‫ٺ‬MK\["
the intended recipient. Most large communities slowly shifting colors or a shimmering glow,
will have a message station, but small villages or NWZM`IUXTMGlamerweave can cost anywhere
frontier towns may not. NZWU\WOXLMXMVLQVOWV\PMM‫ٺ‬MK\#Q\¼[
The speaking stone network is the backbone of stylish, but certainly a sign of wealth. Zilargo and
communication, but if it’s not fast enough, there Aundair are the primary sources of glamerweave,
is one more option. A Sivis enclave might have a and competition between designers has grown in
heir who can perform sending, which can send a recent years.
message instantly to any Sivis station—and even
allow a response, if the recipient is present and
waiting at the target station. If available, this
MEDICINE
<PMPITÆQVO[WN0W][M2WZI[KWPI^MTWVO
service generally costs 200 gp.
dominated the business of healing. Most large
communities have a Jorasco healing house, and
ENTERTAINMENT even smaller communities often have a lone
While true bards are uncommon, magewright Jorasco healer. The basic services provided by
entertainers learn to weave magic into their Jorasco involve use of the Medicine skill and
performances. Illusion is a common tool, used PMZJITZMUMLQM[<PMVM`\\QMZWN\ZMI\UMV\Q[
both to enhance a mundane performance or lesser restorationW‫ٺ‬MZQVOQUUMLQI\MZMKW^MZaNZWU
as an art form in its own right. A gymnastic disease for those willing to pay the price. Greater
performance might incorporate jump or feather fall. restoration is possible if the house has an heir with
<PMM‫ٺ‬MK\[WN\PMthaumaturgy cantrip—booming \PM/ZMI\MZ5IZSWN0MITQVO\PW]OP\PQ[OQN\

44 +0)8<-:d<0-5)/1+)4-+7675A
can only be used once per day. House Jorasco is in a general release of hostile ghosts; or even a
also the primary source of healing potions; the marut inevitable manifesting and attacking the
quantity and quality available will depend on the spellcaster. All of which means that resurrection
size of the healing house. is possible NWZXTIaMZKPIZIK\MZ[IVLM`KMX\QWVIT
House Jorasco demands payment before it NPCs, but it’s not a reliable service for the
renders any service. The Church of the Silver general public. Most of the time, when someone
Flame and priests of Boldrei often maintain dies, they stay dead.
charitable clinics, but most of these facilities only
provide mundane healing.
Resurrection is possible in Eberron, but it’s TRANSPORTATION
rare. House Jorasco has a handful of altars All the standard modes of transportation can be
of resurrectionIVL[WUMWVM_Q\P\PM/ZMI\MZ found in Khorvaire. People use boats, barges,
Dragonmark of Healing and 5,000 gp worth horses, coaches, and more. If something moves
of dragonshards can use one of these altars to over land it’s likely run or licensed by House
perform raise dead. Beyond this, there’s a few Orien. If it moves along the water or through
divine healers with the power to raise the dead. the air, it’s likely connected to House Lyrandar.
But no one uses this power lightly. Regardless Both houses license independent agents, so the
of the method used, it’s hard to pull someone captain of a mundane galleon won’t necessarily
JIKSNZWU,WT]ZZPIVLQ\OZW_[UWZMLQ‫ٻ‬K]T\ be a Lyrandar heir, but the Lyrandar seal on
with each day that passes after death. Opening a licensed ship assures you of the quality of the
a channel to Dolurrh can potentially result in a vessel and its crew. Eberron also features some
malevolent spirit taking possession of the body; unique modes of transport.

+0)8<-:d<0-5)/1+)4-+7675A 45
Elemental galleons use bound water airships, or the Mark of Passage for the lightning
elementals to increase the speed of the vessel. rail—to control the vessel. While it may be
These have long been the mainstay of House possible to develop an airship that doesn’t require
Lyrandar; an elemental galleon can maintain a Lyrandar pilot, the Dragonmarked Houses are
a speed of 20 miles per hour, more than twice quite protective of their monopolies.
the speed of a mundane ship of similar size. The
cost of such travel is likewise twice the cost of a
normal journey. WARFARE
The lightning rail of House Orien is the 5IOQKXTIa[IVQUXWZ\IV\ZWTMWV\PMJI\\TMÅMTL
gold standard for overland travel within the Five House Cannith produces a wide range of siege
Nations. An elemental engine pulls a train of equipment and mystical weapons and made
linked coaches over a path of conductor stones, a number of breakthroughs during the Last
UIQV\IQVQVOI[XMMLWNUQTM[XMZPW]Z<PM War. Massive [QMOM[\I‫[ٺ‬ÅTT\PMZWTMWNIZ\QTTMZa
rail links most of the major cities of the Five Semi-sentient warforged titans scatter squads
Nations, though the destruction of Cyre has made of infantry. Kundarak sappers spread glyphs of
travel between eastern and western Khorvaire warding to deny a region to an enemy. Wands and
more challenging. A journey on the lightning rail rods haven’t replaced the swords or bows, but
generally costs twice as much as an inn stay of the elite arcaneers are becoming more common.
same duration, with quality ranging between the The armies of Aundair specialize in the use
modest coaches shared by most travelers (1 gp/ of magic and have the greatest numbers of
LIaIVL\PM_MIT\PaT]`]ZaKWIKPM[OXLIa wandslingers. Karrnath has long been known
8MWXTM[I\Q[ÅML_Q\P[Y]ITQLIKKWUWLI\QWV[KIV for its military discipline, but also became
try to stow away on a cargo car, but Orien guards infamous for its widespread use of undead
discourage such behavior. soldiers. Thrane is renowned for its peasant
Elemental airships are the pride of House archers and use of divine magic, thanks to its
4aZIVLIZ][QVOJW]VLIQZIVLÅZMMTMUMV\IT[\W ÅMZKMLM^W\QWV\W\PM+P]ZKPWN\PM;QT^MZ
propel a vessel through the sky. Airships travel Flame. Cyre relied heavily on mercenary
between 20 to 40 miles per hour and have the services—including the Valenar elves and the
advantage of being able to cross any terrain. OWJTQV[WN,IZO]]V¸IVLÅMTLML\PMOZMI\M[\
Airships have only been in service for eight years, number of warforged troops. Finally, Breland
and as a result many cities don’t yet have the had the best intelligence and industry of the
facilities required for docking or maintaining an nations; it was also noted for the use of Zil
airship. However, airships are quickly becoming elemental weapons and for its ÆWI\QVONWZ\ZM[[M[.
the prefered method of travel for those who can
I‫ٺ‬WZL\PMU)QZ[PQX\ZI^MTOMVMZITTaKW[\[Å^M
times as much as an inn stay of the same quality
CREATING MAGIC ITEMS
and duration. House Cannith has an enclave devoted solely
Teleportation is the swiftest form of travel, to wand production. This facility is equipped
but also the most limited. An Orien heir with with tools that amplify the Mark of Making
\PM/ZMI\MZ5IZSWN8I[[IOMKIVKI[\teleportation and channel planar energies; the artisans also
circle once per day; most major Orien enclaves PI^MIKKM[[\WI^I[\IZZIaWNM`W\QK_WWL[IVL
have permanent circles and can be used as materials. You can also create a wand, but you’re
destinations. When this service is available, it starting from scratch and creating the tools you
generally costs 2,500 gp. need. Essentially, when House Cannith creates
All of these forms of advanced travel require magic items, it’s using factories; while your
someone with the appropriate dragonmark— IZ\QÅKMZQ[\PMMY]Q^ITMV\WN\PM\QVSMZMZ_WZSQVO
the Mark of Storm for elemental galleons and in the garage. You can create magic items, and

46 +0)8<-:d<0-5)/1+)4-+7675A
you can potentially create items that House requires rarer components that can’t simply
Cannith can’t UISM°J]\Q\¼[OWQVO\W\ISMaW] JMX]ZKPI[MLAW]UQOP\VMMLIÆW_MZNZWU
more time and gold than it takes for them. Here’s Thelanis, a feather from a couatl, or the scale
an overview of the process. of a dragon. More often than not, such this will
The Schema. <PMÅZ[\[\MXQVKZMI\QVOI require an adventure. You may not have to kill
magic item is to acquire a schema for it. This is the something to obtain what you need, but you’ll
MY]Q^ITMV\WNIZMKQXMWZIJT]MXZQV\#Q\M`XTIQV[ surely have to overcome a challenge. The Magic
the process and components required to create 1\MU1VOZMLQMV\[\IJTM[]OOM[\[PW_LQ‫ٻ‬K]T\\PI\
the item. If you can obtain a schema—from challenge could be.
0W][M+IVVQ\P\PMUa[\QKITTQJZIZaWN)ZKIVQ`
\PMKWTTMK\QWVWNIVM`XMZQMVKMLIZ\QÅKMZ¸ Dƒ¦®‘/ã›Ã/Ħٛ—®›ÄãÝ
you’re ready to move on. Otherwise, you can /ƚĞŵZĂƌŝƚLJ ZZĂŶŐĞ
create a schema, but this takes time and skill. Common 1–3
An arcane spellcaster uses Arcana to create Uncommon 4–8
schema. A divine caster uses Religion, while
Rare 9–12
a druid or ranger relies on Nature. You must
PI^MIUQVQU]U[SQTTJWV][¸aW]ZXZWÅKQMVKa Very Rare 13–18
bonus plus your ability score bonus—in order Legendary 19+
to develop a schema. You must maintain the
minimum skill bonus for the duration of your 1\¼[XW[[QJTM\WÅVLIZIZMKWUXWVMV\M^MV
_WZS[WIVM‫ٺ‬MK\\PI\QVKZMI[M[IVIJQTQ\a[KWZM when you’re not looking for one. You could
for a few minutes won’t help you. LQ[KW^MZIVM`W\QK3PaJMZKZa[\ITQV\PMZ]QV[WN
IVIZ\QÅKMZ¼[_WZS[PWX<QUMIVL[\]LaKW]TL
^‘«›Ãƒٛƒã®ÊÄZ›Øç®Ù›Ã›ÄãÝ yield suggestions as to what items could be made
/ƚĞŵZĂƌŝƚLJ tŽƌŬǁĞĞŬƐ DŝŶŝŵƵŵ^Ŭŝůů _Q\P\PMKWUXWVMV\#NWZM`IUXTM\PI\3PaJMZ
Common 3 days +2 shard could be used to create an QZWVÆI[S or
dimensional shackles.
Uncommon 1 +4
Creation. Once you have your schema and
Rare 3 +6 any rare components, you’re ready to begin. The
Very Rare 8 +8 DM can assign skills or tools that are required
Legendary 16 +10 for this act of creation, so that it requires both
XZWÅKQMVKaIVLIKKM[[\W\PM[M\WWT[AW]U][\
This ability to develop a schema represents pay the basic costs of materials and services
remarkable talent. It could take House Cannith required to make the item. And you must spend a
years or decades to develop a particular schema; [QOVQÅKIV\IUW]V\WN\QUM_WZSQVOWVQ\#KZMI\QVO
the fact that you can accomplish this in weeks ITMOMVLIZaQ\MUKIV\ISMIaMIZWNM‫ٺ‬WZ\ 
ZMÆMK\[\PMQLMI\PI\XTIaMZKPIZIK\MZ[IZM
innovators. However, it is always up to the Dƒ¦®‘/ã›Ãك¥ã®Ä¦d®Ã›ƒÄ—ÊÝã
DM to decide if you can create a particular /ƚĞŵZĂƌŝƚLJ tŽƌŬǁĞĞŬƐΎ ŽƐƚΎ
[KPMUI<PM,5KIVIT_Ia[KPWW[M\WM`KT]LMI Common 1 50 gp
particular magic item from a campaign. Uncommon 2 200 gp
Rare Components. Any magic item requires
Rare 10 2,000 gp
specialized materials—Eberron dragonshards,
ZIZM_WWL[WZUM\IT[M`W\QKPMZJ[WZW\PMZ Very Rare 25 20,000 gp
[]J[\IVKM[?PQTMM`W\QK\PM[M\PQVO[KIV Legendary 20 100,000 gp
be purchased or obtained in any major city.
But creating a magic item from scratch often * Halved for a consumable item

+0)8<-:d<0-5)/1+)4-+7675A 47
FAITHS OF KHORVAIRE
The Magic Item Crafting Time and Cost table
provides a basic framework, but various factors
could reduce time or cost. Eberron dragonshards Religion plays an important role in Eberron.
IZMI[QOVQÅKIV\IUW]V\WN\PMKW[\WNUI\MZQIT[ While gods don’t physically manifest as they
A remarkable dragonshard could reduce the do in other settings, people of faith believe that
cost of creating an item by 10 percent. A planar divine forces play a role in everyday life. Beyond
convergence could reduce the time or cost this, shared beliefs help to unite communities and
ZMY]QZML\WUISMIVQ\MU_Q\PIVM‫ٺ‬MK\\QML\W \WXZW^QLMPWXMQVLQ‫ٻ‬K]T\\QUM[
that plane. Ultimately, this is a story, and there )XXMVLQ`*WN\PMPlayer’s Handbook provides
IZMM`KMX\QWV[\WM^MZaZ]TM concrete details about the primary religions of
Complications. These rules for magic item Eberron, including holy symbols and domains.
creation are derived from the system presented This section provides a more direct look at what
in Xanathar’s Guide to Everything<PQ[IT[WW‫ٺ‬MZ[ aW]ZNIQ\PUMIV[\WaW]IVLPW_\WZMÆMK\\PI\
the idea that the creation of a magic item is a devotion through your actions.
KWUXTM`XZWKML]ZMIVL\PI\KWUXTQKI\QWV[KIV In creating a devout character, it can be
arise. If you use this rule, there’s a 10 percent useful to think about the source of your faith.
chance of a complication arising for every Were you brought up in your religion, or did
Å^M_WZS_MMS[[XMV\WVKZIN\QVO\PMQ\MU you come to it later in life? Are you primarily
Xanathar’s Guide presents a number of possible devoted to the principles of your religion,
complications. Here are few tied to Eberron. or have you had a personal, transcendental
M`XMZQMVKM',WaW]JMTQM^M\PI\aW]PI^MI
ك¥ã®Ä¦ÊÃÖ½®‘ƒã®ÊÄÝ
LQ^QVMLM[\QVa\WN]TÅTTWZIZMaW][\QTT_IQ\QVO
d6 ŽŵƉůŝĐĂƟŽŶ for your purpose to be revealed?
1 A Dragonmarked House takes an
interest in your work. Do they «ÊÊݮĦّ«›ãù֛Ý
view you as a threat, or are they :KLOHWKH3OD\HU·V+DQGERRNSURYLGHVD
impressed by your techniques? Do EDVHOLQHIRUGRPDLQVLWGRHVQ·WLQFOXGH
they want to buy the item, and what SDODGLQRDWKVRUDUFKHW\SHVIURPRWKHU
will happen if you refuse? VRXUFHV$VQHZRSWLRQVDUHDOZD\V
2 A mishap creates a temporary HPHUJLQJWKHUH·VQRZD\WRFUHDWHDQ
manifest zone. DEVROXWHOLVWDQGEH\RQGWKDWWKLVLV
VRPHWKLQJGULYHQE\DFKDUDFWHU·VVWRU\7KH
3 zŽƵŶĞĞĚƚŽĂĐƋƵŝƌĞĂŶĂĚĚŝƟŽŶĂů 2DWKRI'HYRWLRQLVDORJLFDODUFKHW\SHIRU
rare component. DSDODGLQRIWKH6LOYHU)ODPHEXWD]HDORXV
4 dŚĞƐŚŝŌŝŶŐďĂůĂŶĐĞŽĨƚŚĞƉůĂŶĞƐ SDODGLQVSHFLÀFDOO\GHYRWHGWRSXUVXLQJHYLO
interferes with your work; you must FRXOGHDVLO\WDNHDQ2DWKRI9HQJHDQFH
wait for the current planar alignment /LNHZLVHWKH)RUJHGRPDLQVKRXOGEHDQ
to change. RSWLRQIRUSULHVWVRI2QDWDURUWKH7UDYHOHU
&RQVLGHU\RXUEHOLHIVDQG\RXUVWRU\DQG
5 zŽƵƌĞīŽƌƚƐĚƌĂǁƚŚĞĂƩĞŶƟŽŶŽĨ FKRRVHDQDUFKHW\SHWKDWZRUNVZLWKERWK
one of the conspiracies of Eberron—
such as the Chamber, the Aurum, the
Emerald Claw, or the Lords of Dust.
6 Your item unexpectedly becomes
ƐĞŶƟĞŶƚ͘

48 CHAPTER 2 | FAITHS OF KHORVAIRE


THE CHURCH OF THE SILVER FLAME THE SOVEREIGN HOST
• The Silver Flame is force of light holding • The Sovereigns are with us at all times.
foul demons at bay. Those who seek to Onatar stands at every forge and Dol Dorn
defend the innocent from evil may draw on is with you whenever blades are drawn.
the power of the Flame. • The Sovereigns shape the world. They
• *I\\TM[]XMZVI\]ZITM^QT_Q\P[\MMTÅZMIVL W‫ٺ‬MZ][O]QLIVKMIVL[\ZMVO\PJ]\_MU][\
magic. Every mortal soul can be guided learn to listen.
to the light. Inspire and guide others to • Honor each Sovereign in its place and time.
virtuous behavior; force is a last resort. If you hear one voice clearly, embrace their
• Listen to the Voice of the Flame but path and embody their values.
beware the deceiving whispers of the As a follower of the Sovereign Host, you believe
Shadow in the Flame. that the hand of the Sovereigns can be seen in
The Church of the Silver Flame has a disciplined all things. What others take to be intuition or
hierarchy with a martial aspect. Friars and instinct, you see as the voice of the Sovereigns
ministers seek to guide people to the light, while W‫ٺ‬MZQVOO]QLIVKMAW]LWV¼\VMMLIJ[WT]\M
templars defend them from evil. proof: the fact that there is a bountiful harvest is
Eberron is a place where supernatural evil is a proof enough of Arawai’s benevolence.
very real threat. Demons possess the innocent. The Sovereign Host has a looser structure than
Vampires lurk in the shadows. Aberrations can the Church of the Silver Flame. Many variations
emerge from Khyber at any time. Zealots may IVL[]J[MK\[WN\PMNIQ\PM`Q[\5IVa\MUXTM[IZM
go too far in the pursuit of evil and priests may only loosely aligned—in a small village, a skilled
be more concerned with mundane power than smith might double as the priest because people
faith. But the majority of those who follow the believe he’s close to Onatar. A midwife might be
Silver Flame stay true to its principles. They seek seen as speaking for Arawai and Boldrei.
to lead virtuous lives, to protect the weak, and to You may feel a particular connection to one
guide the wicked to the light. Sovereign and, as a divine spellcaster, this could
The Church is based in Thrane but its drive your choice of domain or oath. But as a
followers are spread across Eberron. vassal (the common term for a follower of the
It’s up to you whether you support 0W[\aW]IZMM`XMK\ML\W
the theocracy of Thrane or respect and honor all of
whether you feel that it’s a the Sovereigns.
mistake to draw the Church
into politics. A number of
variant sects worship the
Silver Flame; you can always
ÅVLaW]ZW_VXI\P
Archery is a devotional
practice of the Silver
Flame, used both as a
means of meditation and
a martial art.

CHAPTER 2 | FAITHS OF KHORVAIRE 49


THE BLOOD OF VOL
• Each one of us has a spark of divinity
within our blood and our spirit. Find that
power within.
• Death is the end, Dolurrh is oblivion, and
QN\PMOWL[M`Q[\\PMaIZMKZ]MT;\IVL_Q\P
those you care for; all we have is this life
and each other.
Because of its association with necromancy and
the undead, many people believe that the Blood
of Vol embraces death and that its followers

THE DARK SIX


wish to become undead. Neither of these things
are true. The Seekers of the Divinity Within
<PM,IZS;Q`IVL\PM;W^MZMQOV0W[\IZM (as the faithful call themselves) don’t revere the
opposite sides of the same coin. If you believe it undead; they believe that once someone has
one you inherently believe in the other; the only died you might as well put the corpse to use.
question is whether you fear or revere the Dark But the spark of divinity is tied to both blood
;Q`<PMXZQVKQXTM[WN\PMNIQ\PIZM\PM[IUM" and soul, and the Seekers believe that the
R][\TQSM\PM;W^MZMQOV[\PM;Q`IZM_Q\P][I\ITT undead can never fully harness its power. The
times. They shape the world and speak to those vampires and mummies of the Blood of Vol
who will listen. PI^M[IKZQÅKML\PMQZKPIVKMI\LQ^QVQ\aQVWZLMZ
In general, the Sovereigns represent values to guide and protect the living. They’re martyrs,
tied to civilization: Law, community, trade, not something to envy.
industry, agriculture, honor in war. The Dark Public opinion of the Blood of Vol is often
;Q`MUJWLaLIVOMZW][KWVKMX\[",MI\PKPIW[ colored by the actions of the Order of the
and change, the destructive powers of nature, -UMZITL+TI_<PQ[M`\ZMUQ[\[MK\[MZ^M[ITQKP
treachery in battle, dark magic and monsters, known as the Queen of Death, and employs
passion and madness. Those who worship the undead and necromancy in acts of terror. Most
Sovereigns fear these things; those who revere Seekers have no love for the Emerald Claw and
\PM;Q`MUJZIKM\PMUIVLLWV¼\KWV[QLMZ\PMU don’t support its actions.
to be evil. If you’re a barbarian, it’s the Fury
who unleashes your rage. If you’re an assassin,
you walk the path of the Mockery as opposed to
that of Dol Arrah.
The creatures of Droaam generally revere the
,IZS;Q`0]UIVQ\a[MM[\PM;PILW_I[I^QTTIQV
who gave the harpy her voice and the medusa
her gaze; to the harpy and the medusa, this
makes the Shadow a hero.

50 CHAPTER 2 | FAITHS OF KHORVAIRE


THE PATH OF LIGHT THE UNDYING COURT
• ?MTQ^MQVIVIOMWNLIZSVM[[?MU][\ÅVL • Our greatest champions and sages will
the path that leads to the light. never be lost to us. Their wisdom guides us,
• Act with compassion and courage. Each and their power protects us all.
noble act is a step on the path. • Honor our past. Respect our traditions.
• Hone your body and your mind. You are Perfect your skills and you may earn your
the tool you will use to change reality. place among the Deathless.
The Path of Light is the faith of the kalashtar and • Destroy those foul creatures that channel
has few followers in Khorvaire. A Lightspeaker the power of Mabar, for they consume the
seeks to change reality—in the big picture by essence of our world.
ushering in an age of light, while on the small The elves of Aerenal refuse to allow their
[KITMJaM`KQ[QVOVMOI\Q^MQVÆ]MVKM[IVL greatest souls to be lost to Dolurrh. Using
performing good works. powerful magic, they raise these champions
While compassion is important, there are those as deathless, a form
among the followers of the Path of Light who of undead imbued
believe in taking surgical action to eliminate with positive energy.
sources of evil. Where followers of the Silver The Undying Court
Flame believe that all mortals can be brought to is a council of the
the Flame, some who follow the Path of Light deathless, ancient
JMTQM^M\PI\Q\¼[UWZMM`XMLQMV\\WMTQUQVI\MIV elves who have guided
QVNMK\QWVIVL\WITTW_I[W]T\WÅVL\PMTQOP\QVQ\[ their descendants
VM`\QVKIZVI\QWV for twenty thousand
years. As individuals, a
deathless councilor is
no more powerful than
a traditional lich. But
working in concert, the Undying Court creates
a pool of energy that empowers their divine
spellcasters.
Of all of these religions, the Undying Court
is the most grounded in reality. You can go to
Shae Mordai and seek an audience with the
Court. As a follower of the Undying Court,
consider why you are so far from home. Were
you sent from Aerenal with a mission? Is it for
the Court as a whole or are you acting as an
IOMV\WNI[XMKQÅKKW]V[MTWZ¸XMZPIX[aW]ZW_V
ancestor? Followers of the Undying Court despise
negatively charged undead, so without a concrete
mission, one should seek to destroy the undead
and the necromancers who rouse them.

CHAPTER 2 | FAITHS OF KHORVAIRE 51


DISTANT LANDS
This ?IaÅVLMZ¼[/]QLM focuses on the continent of
Khorvaire and the city of Sharn. But Khorvaire
is only one continent of many, and in time
IL^MV\]ZMZ[UIa_Q[P\WM`XTWZMLQ[\IV\TIVL[
Here is an overview of the other regions of
Eberron. If you wish to know more, refer to the
[W]ZKM[XZM[MV\MLQV\PMIXXMVLQ`

AERENAL
CULTS OF THE DRAGON BELOW 1V)MZMVITaW]UQOP\°
• Consult an elven archmage who’s been
• There is a paradise within the world, a vale dead for twenty thousand years.
bathed in the light of the Inner Sun. Earn • Battle sinister forces that have crawled into
your passage with the blood of worthy foes. Eberron from a realm of eternal night.
• 7]ZM`Q[\MVKMQ[IKPZa[ITQ[[\I\MXZMXIZQVO • Learn secrets of arcane magic unknown on
us for transcendent immortality within the Khorvaire.
JW_MT[WN\PM/QJJMZQVO5W]\PMZ
The massive island of Aerenal is the ancient
• The Lord of Eyes sees all secrets. His kingdom of the elves. Its jungles are a source
gaze elevates the worthy and slays the of strange and valuable lumbers: the soarwood
unbeliever. Drive all doubt from your heart used for the hulls of airships, tough bronzewood,
and you will see reality through new eyes. even trees that remain alive after being felled.
The Cults of the Dragon Below are wildly Beyond this, the island is close to the planes of
diverse. The tenets above describe the beliefs 1ZQIVIVL5IJIZ°ITTW_QVO\PMTQVM[JM\_MMV
of three LQ‫ٺ‬MZMV\cults, and the image of the holy life and death to become blurred. This can be
[aUJWTQ[WVMKWUUWVM`IUXTM¸IXQMKMWN dangerous, with dark forces creeping in from the
volcanic glass—not something shared by all plane known as the Endless Night. But it’s also
cults. There are warlocks who draw power from allowed the elves to perform feats of necromancy
demon overlords and daelkyr cultists who serve unmatched in Eberron. Among the Aereni elves,
UQVLÆIaMZ[IVLJMPWTLMZ[7\PMZ[IZM[QUXTa the honored dead walk among the living. Heroes
driven by deep convictions that others see as who died in glorious battle return to serve the
UILVM[[7]\[QLMZ[][M\PM\MZU¹+]T\WN\PM Sibling Kings. And in the depths of Shae Mordai,
Dragon Below” as a blanket term to describe the deathless lords of the Undying Court study
all of these things, but the cultists themselves the shifting balance of the planes and the path of
don’t use this name or see themselves as part the Draconic Prophecy.
of a greater whole. New cults can spring up While necromancy is a pillar of Aereni
anywhere at any time, as a seed of madness takes society, it isn’t the dark force you’re used to.
root and spreads. The deathless undead of Aerenal are sustained
If your character is part of a cult, work with the by positive energy—the light of Irian and the
,5\WLMÅVMaW]ZXMZ[WVITJMTQMN[ITWVO_Q\P devotion freely given by their descendants. The
the size and scope of your cult. Does your faith elves of Aerenal despise necromancy that draws
have wide support across the Shadow Marches? on the negative energy of Mabar, and agents of
Or are you and your family the only people who the Undying Court are charged to seek out and
share your particular beliefs? destroy vampires, liches, and other such undead.

52 CHAPTER 2 | DISTANT LANDS


Aereni civilization is over twenty thousand
years old. They’ve watched nations of goblins ARGONNESSEN
and humans rise and fall, secure in their island In Argonnessen, you could...
sanctuary. The Aereni possess many secrets and • Clash with tribes of dragon-worshipping
powers the Five Nations have yet to discover. barbarians.
But the elves are more interested in practicing • -`XTWZMIVIVKQMV\KQ\aWNLZIOWV[
and perfecting these ancient traditions than in
innovation and discovery. An Aereni wizard • Discover mighty artifacts and epic spells.
UQOP\[XMVLILMKILMZMÅVQVO\PMXZWV]VKQI\QWV Argonnessen is home to the oldest civilization
of a single spell’s incantation. For now humanity on Eberron. The dragons wield epic magic, and
can’t match the power of the elves. If that balance their homeland is shielded against divination and
begins to change, will Aerenal take action? teleportation. Tribes of barbarians roam Seren
Islands and the coastlines of Argonnessen; these
include members of almost every humanoid
race, perhaps collected by dragons in ages past.
These Seren barbarians worship the dragons
and protect the coasts from invaders. To date,
no one from the Five Nations has ever ventured
into the interior of the continent and returned to
speak of it.

CHAPTER 2 | DISTANT LANDS 53


No one knows just how many dragons there remain: the mighty empire of Riedra and the
are in Argonnessen, but people tell stories of mountain sanctuary of Adar. Riedra is ruled by
^I[\KI^MZVKWUXTM`M[ÅTTML_Q\P\PM\ZMI[]ZM[ the InspiredP]UIV[\QML\WM`\ZIXTIVIZ[XQZQ\[
of fallen civilizations, of prisons holding bound and imbued with psychic powers. Adar is the
demons, of cities made from diamond and homeland of the Kalashtar. Riedra maintains an
adamantine. Is there any truth to these tales, or is endless siege of Adar, and both nations have little
it all myth? contact with Khorvaire.

EVERICE AND THE FROSTFELL XEN’DRIK


In Everice or the Frostfell, you might... In Xen’drik, you could...
• Discover an ancient civilization hidden • Seek to destroy ancient mystical weapons
beneath the ice. before they fall into the hands of villains.
• ;MIZKPNWZ\PM[]Z^Q^WZ[WNITW[\M`XMLQ\QWV • Battle savage giants in the ruins of their
• Find the source of a mysterious mystical ancient cities.
signal. • Match wits with cunning drow in the
The poles of Eberron are almost as mysterious depths of a primordial jungle.
as Argonnessen. Some dwarves believe that
their ancestors originally came to Khorvaire
from the Frostfell, but there’s been no contact
with Frostfell dwarves in modern times. Legends
[XMISWN]VLMILPWZLM[NZMMZWIUQVOÅMVL[IVL
terrifying monsters in these arctic lands.

SARLONA
In Sarlona, you could...
• 1VÅT\ZI\MIVMUXQZMZ]TMLJa
psychic overlords.
• Defend an ancient mountain
monastery.
• Disable a monolith used to control
the dreams of a city.
Tens of thousands of years ago, the
vast continent of Sarlona was the
cradle of human civilization. Three
\PW][IVLaMIZ[IOW\PMÅZ[\P]UIV
colonists set forth from Sarlona,
setting in motion the events that
would shape modern-day Khorvaire.
Once Sarlona was home to over
a dozen distinct kingdoms, but
today only two established nations

54 CHAPTER 2 | DISTANT LANDS


EBERRON: ABOVE AND BEYOND
In the distant past, Xen’drik was home to the
civilizations of the giants. Now it is a place of
mysteries and ruins. The giants were destroyed While planar travel is uncommon, it can help to
by the dragons of Argonnessen, and the epic have an understanding of Eberron’s cosmology
magics unleashed in that battle warped the land. IVLPW_\PMQVÆ]MVKMWN\PMXTIVM[KIVI‫ٺ‬MK\
Space and time are unreliable in Xen’drik. But your story.
it is a land that holds untold treasures, and the

THE MATERIAL PLANE


richest source of rare Siberys dragonshards. In
addition to savage giants, Xen’drik is home to
the enigmatic drow and many other races and Eberron is the heart of the material plane. It
creatures never seen in Khorvaire. is surrounded by the Ring of Siberys, a band
The port city of Stormreach serves as the of golden dragonshards. Beyond this, twelve
OI\M_Ia\W@MV¼LZQS1\¼[XZW^MVLQ‫ٻ‬K]T\\W moons orbit the world. To date, no creature from
maintain colonies within Xen’drik, though the -JMZZWVPI[M^MZM`XTWZML\PMUWWV[6WVMKIV
end of the Last War has created a new interest in say whether they are lifeless rocks or thriving
M`XTWZI\QWV worlds in their own right. Some sages believe that
the moons are actually connected to the planes,
WZ\PI\\PMaUQOP\M^MVJMXPa[QKITM`\MV[QWV[WN
øÊ㮑Dƒ¦®‘͍ the planes, but this remains a mystery.
2QHLGHDVXJJHVWHGLQWKLVFKDSWHULVWKDW To date, no other planets have been discovered
H[SORUHUVFDQGLVFRYHUP\VWLFDOVHFUHWVLQ within Eberron’s material plane. However,
GLVWDQWODQGV%XWZKDWGRHVWKDWPHDQ" the underworld of Khyber contains a host of
+RZGR\RXJLYHWKH$HUHQLHOYHVRUJLDQWV LMUQXTIVM["\QVaXWKSM\[WNZMITQ\a\PI\M`Q[\
RI;HQ·GULNVSHOOVQRRQHKDVVHHQEHIRUH" within the underworld. As such, venturing below
6SHOOVDQGPDJLFLWHPVDUHFRQVWDQWO\ the surface of Eberron can lead you to a network
EHLQJLQWURGXFHGLQQHZVRXUFHERRNVDQG WNKI^MZV[IVLXI[[IOM[°J]\QNaW]ÅVL\PM
RQOLQHFRQWHQW2QHRSWLRQLVIRUD'0WROLPLW right passage, it can take you to fantastic and
DFFHVVWRVRPHRUDOORIWKLVQHZPDWHULDO,I LMILTa_WZTL[QVPIJQ\MLJaÅMVL[IJMZZI\QWV[
DSOD\HUZDQWVWRXVHDVSHOOIURP;DQDWKDU·V
and other children of Khyber. This is one way
*XLGHWR(YHU\WKLQJWKH\KDYHWRÀQGLW
to adapt material from Out of the Abyss and
:KHQDFKDUDFWHUKDVDQRSSRUWXQLW\WROHDUQ
QHZPDJLF³ZKHWKHUE\VWXG\LQJZLWKD Mordenkainen’s Tome of Foes to Eberron. There
PHPEHURIWKH8QG\LQJ&RXUWRUUHDGLQJWKH may be realms of demons and devils deep within
FUXPEOLQJSDJHVRIDJLDQW·VVSHOOERRN³WKH 3PaJMZTWVOPMTLI\JIaJa\PMQVÆ]MVKMWN
'0FDQDOORZWKHPWRH[FKDQJHDQH[LVWLQJ Siberys and the Silver Flame.
VSHOOIRUDQHZVSHOO
7KLVDSSOLHVWRDUFDQHPDJLFDVZHOODV
GLYLQH7KH6LOYHU)ODPHLVZRUVKLSSHG THE PLANES OF EBERRON
LQPDQ\GLIIHUHQWZD\VDURXQGWKHZRUOG The material plane is enfolded by thirteen
DQGWKHJLDQWVKDGWKHLURZQIRUPRIWKH XTIVM[WNM`Q[\MVKM5IVaWN\PM[MPI^MI[XMK\[
6RYHUHLJQ+RVWZKLOHH[SORULQJDQDQFLHQW of both outer and inner planes. All of the planes
WHPSOHDFOHULFFRXOGOHDUQQHZZD\VWR
overlap with Eberron in some way, and they
LQYRNHWKHSRZHURIWKHGLYLQH
QVÆ]MVKMIVLIZMQVÆ]MVKMLJa\PMUI\MZQIT
XTIVM<PQ[QVÆ]MVKM_I`M[IVL_IVM[#[KPWTIZ[
often depict the planes as orbiting Eberron,
though this purely a metaphor for their shifting

CHAPTER 2 | EBERRON: ABOVE AND BEYOND 55


QVÆ]MVKM?PMV\PMQVÆ]MVKMWNIXTIVMQ[ Dal Quor: The Region of Dreams. With
especially strong it is said to be coterminous. INM_M`KMX\QWV[[]KPI[MT^M[SITI[P\IZIVL
?PMVQ\[QVÆ]MVKMQ[_MISIXTIVMQ[ZMUW\M warforged), mortal creatures touch Dal Quor
These states can be important for epic rituals, when they dream. The outer fringes of the plane
the creation of eldritch machines or interaction are morphic and shaped by the memories and
_Q\PM`\ZIXTIVIZMV\Q\QM[<PMZMIZMIT[WUIVQNM[\ M`XMZQMVKM[WNLZMIUMZ[<PMZMQ[ILIZSKWZMI\
zones: places in the material plane where the the heart of the plane, shaped by the nightmare
barriers are thin and where some aspects of a force known as the Dreaming Dark. For reasons
XTIVMKIVJTMML\PZW]OP/PW[\[UIaTQVOMZQVI unknown to the general populace, Dal Quor is
manifest zone to Dolurrh, while a manifest zone always remote and only touched in dreams.
tied to Lamannia might have wild vegetation Dolurrh: The Realm of the Dead. When
and enhance druidic magic. a mortal soul dies, it is drawn to Dolurrh. It is a
Daanvi: The Perfect Order. Daanvi XTIKMLMÅVMLJaLM[XIQZIVLIXI\Pa#W^MZ\QUM
embodies the ideas of law and order, civilization memories are leached out of the trapped spirits
IVLLQ[KQXTQVM1\Q[ÅTTML_Q\PXMZNMK\KQ\QM[IVL until only a husk remains. While this seems bleak,
KIZMN]TTaWZLMZMLÅMTL[_Q\PQUUWZ\ITKW]Z\[IVL most religions maintain that Dolurrh isn’t the
endless archives holding every law ever imagined. end; it is a gateway to whatever lies beyond. Such

56 CHAPTER 2 | EBERRON: ABOVE AND BEYOND


faiths assert that what appears to be dissolution is Shavarath: The Battleground. This is the
the natural process of the soul moving to a higher XTIVMWN_IZIVLQ\Q[OZQXXMLJaIKWVÆQK\\PI\
XTIVMWNM`Q[\MVKM\PI\UWZ\IT[KIVVM^MZ\W]KP" _QTTVM^MZMVL)ZUQM[WNÅMVL[IVLKMTM[\QIT[
joining with the Sovereigns, merging with the have fought in Shavarath since the dawn of time,
Silver Flame, or simply rejoining the cycle of life I[[MZ\QVO\PI\\PMQZ[\Z]OOTM[IZMZMÆMK\MLQV\PM
in a new form. Nonetheless, Dolurrh is a gloomy balance of good and evil across all reality.
XTIVMÅTTML_Q\P\PMTQVOMZQVO\ZIKM[WN\PMLMIL Syrania: The Azure Sky. Crystal spires
When Dolurrh is remote it is impossible to ÆWI\QVIXMZNMK\JT]M[Sa.IZU[IVLKITU
resurrect the dead. When it’s coterminous ghosts communities stretch across clouds. This is
become more common. Resurrection spells are \PMXTIVMWNXMIKMIVLITT\PQVO[\PI\ÆW]ZQ[P
easier to perform, but carry the risk of bringing in times of peace. This includes commerce;
back unwanted spirits. the Immeasurable Market of Syrania draws
Fernia: The Sea of Fire. This plane merchants and travelers from across reality.
MVKWUXI[[M[JW\P\PMZI_MTMUMV\ITNWZKMWNÅZM Thelanis: The Faerie Court. Similar to
and the idea WNÅZM"ÆIUM][MLI[I_MIXWVI[I the Feywild of the core cosmology, Thelanis is
force that holds darkness at bay, as a destructive the plane of stories and the home of the fey. It
power and force for change. It is home to all is one of the easiest planes to reach, and many
UIVVMZWNÅZMMTMUMV\IT[IVLIT[W\WKMTM[\QIT[ tales begin with a hero unintentionally crossing
IVLÅMVL[\PI\MUJWLa\PM[MQLMI[ into Thelanis.
Irian: The Eternal Dawn. A plane of light Xoriat: The Realm of Madness. Xoriat is
and hope, Irian is the source of positive energy in alien, the plane of things that are fundamentally
Eberron. unnatural. It challenges ideas of what is possible.
Kythri: The Churning Chaos. The plane Some can look upon Xoriat and see it as a place
of chaos and change, Kythri is a morphic realm of revelations; but most mortals who come to
QVKWV[\IV\Æ]` close to Xoriat fall prey to madness. Xoriat is
Lamannia: The Twilight Forest. While the source of many aberrations, along with the
Q\Q[KITTMLI¹.WZM[\º4IUIVVQIMUJWLQM[ terrifying daelkyr.
primordial nature, and contains every possible
natural environment. It is home to massive
beasts, lycanthropes, elementals, and other things ASTRAL AND ETHEREAL
\PI\ZMÆMK\\PMXW_MZWNVI\]ZM The planes of Eberron are bound together in
Mabar: The Endless Night. Mabar is the their own cosmology. But the astral and ethereal
darkness that hungers to consume light and life. planes surround and enfold them, functioning
It is the source of negative energy in Eberron, M`IK\TaI[\PMaLWQV\PMKWZMKW[UWTWOa1N
and largely serves the same role as the Shadowfell you wish to facilitate contact between Eberron
in the core cosmology. and other settings, passage through the Deep
Risia: The Plain of Ice. The counterpart of Ethereal is the simplest way to accomplish it. The
Fernia, Risia embodies water, winter, and all the potential impact of contact between Eberron and
ideas that can be embodied by them. other realms is discussed in chapter 1.

CHAPTER 2 | EBERRON: ABOVE AND BEYOND 57


CELESTIALS, GODS, AND FIENDS • Bel Shalor, the Shadow in the Flame.
A spirit of corruption, Bel Shalor is said
Eberron has no parallel to the gods of other to be bound in the temple-citadel of
settings. It’s possible that the Progenitor Flamekeep. It whispers to all those who
Dragons were such beings, but many assume follow the Silver Flame, trying to lead them
that the Progenitor Dragons are entirely astray.
metaphorical. As an Eberron DM, you decide • Rak Tulkhesh, the Rage of War. The
the truth of this. embodiment of aggression, Rak Tulkhesh
The people of Eberron believe their gods are feeds of hatred and drives mortals to battle.
omnipresent—not bound to a single coherent
form but rather present in all places at all times. • Sul Khatesh, the Keeper of Secrets. A
If you revere the Silver Flame, its power is spirit of forbidden knowledge, Sul Khatesh
always with you. The Sovereign Onatar guides possesses a wealth of arcane secrets and
the hand of every smith if they know how to PQLLMVSVW_TMLOM°J]\PMZ[MKZM\[
listen for his voice, and Dol Arrah and Dol inevitably lead to tragedy.
,WZVIZMXZM[MV\WVM^MZaJI\\TMÅMTLO]QLQVO ?PMVILIX\QVOM^QTOWL[WZIZKPÅMVL[\W
every soldier. Eberron, one option is to make them Overlords.
This means religion is driven by faith as .WZM`IUXTM<QIUI\KW]TLJMIV7^MZTWZL
opposed to the concrete actions of deities. The embodying the pride and potential for evil within
faithful believe \PI\\PMQZ\ZQ]UXP[ZMÆMK\\PM dragons, while Lolth could be an Overlord who
PIVLWN\PMLQ^QVM<PMaLWV¼\M`XMK\IOWL\W preys on the elves.
physically show up and solve their problems. The rakshasa are the most common native
.QMVL[IVLKMTM[\QIT[KMZ\IQVTaM`Q[\PW_M^MZ ÅMVL[<PMa[\QTT[KPMUMQV\PM[PILW_[[MMSQVO
Some have powers rivalling deities in other \WNZMM\PMQZ7^MZTWZL[0W_M^MZIVaÅMVL¸IVa
[M\\QVO[-`\ZIXTIVIZQUUWZ\IT[IZMOMVMZITTa devil, demon, or other evil immortal—could be
invested in the own planes and have little a spawned by Khyber if it suits your story. Such
interest in Eberron. There are demons and ÅMVL[UIaJMJW]VL\WIV7^MZTWZLWZ\PMaUIa
archons battling in Shavarath, but they’ve been be independent incarnations of evil unleashed on
ÅOP\QVOWVMIVW\PMZ[QVKMJMNWZMP]UIVQ\a \PM_WZTL<PMUW[\XW_MZN]TÅMVL[IZMJW]VL
M`Q[\MLIVL\PMaKIV¼\TMI^M\PMQZXW[\[\WNWWT by the same powers that hold the Overlords at
IZW]VLQV-JMZZWV:IZMM`KMX\QWV[WKK]Z bay, and interacting with or summoning such a
such as the Daelkyr or the Dreaming Dark, but creature requires the use of magic.
M`\ZIXTIVIZQUUWZ\IT[IZMUW[\TaKWVKMZVML What about native celestials? The primary
with their planes. celestials of Eberron are the couatl. However, in
As such, player characters are more likely to the dawn of time the vast majority of Eberron’s
encounter native immortals on Eberron: spirits KMTM[\QIT[[IKZQÅKML\PMU[MT^M[\WJQVL\PM
spawned by Khyber or Siberys. overlords. This is why Eberron needs heroes.
The Overlords are the most powerful native The Silver Flame holds the essence of this power,
ÅMVL[)NM_WN\PMJM[\SVW_V7^MZTWZL[" but it takes a mortal champion to wield it.

58 CHAPTER 2 | EBERRON: ABOVE AND BEYOND


CHAPTER 3: RACES OF EBERRON
<PM*IbIIZQV;PIZVQ[ÆWWLML_Q\PUMZKPIV\[ ÅMZKM_IZZQWZ[IVL\PM<ITMV\IPITÆQVO[IZMJZI^M
IVLK][\WUMZ[)V)MZMVQMTN[KW_T[JMPQVLIOWTLMV VWUIL[_PWKZW[[\PMXTIQV[WVLQVW[I]ZUW]V\[
LMI\PUI[SI[[PMIZO]M[_Q\PIL_IZNUMZKPIV\ <PQ[KPIX\MZXZW^QLM[IVW^MZ^QM_WN\PM
)[I<ITMV\IPITÆQVOUISM[PQ[_Ia\PZW]OP\PM common races and their role in the world. It
IT[WXZM[MV\[NW]ZVM_ZIKM[\PI\_MZMWZQOQVITTa
KZW_LXMWXTM[KZIUJTM\WOM\W]\WN\PM_IaWN\PM
LM^MTWXMLNWZ\PM-JMZZWVKIUXIQOV[M\\QVO
JIZJIZQIV¼[ZMX\QTQIVUW]V\7VMKZMI\]ZMPWTL[PQ[
• Changelings IZMKTM^MZ[PIXM[PQN\MZ[\PI\
OZW]VL¸I\ITTÅO]ZMNWZUMLNZWU[\MMTIVLTMI\PMZ can disguise themselves as members of
_PWOTIZM[I\\PMPITÆQVO_Q\POTMIUQVOKZa[\ITMaM[ W\PMZZIKM[-`KMX\QWVIT[XQM[IVLZWO]M[
<PQ[_IZNWZOML[XMV\\_MV\aaMIZ[WV\PMJI\\TMÅMTL \PMaTQ^MQV\PM[PILW_[WNP]UIVQ\a
IVLQ\PI[VWNMIZWN\PMPITÆQVO_IZZQWZ6MQ\PMZWVM
• Kalashtar IZMP]UIV[JW]VL\W[XQZQ\[
VW\QKML\PMKPIVOMTQVO_PW[\WTM\PMPITÆQVO[X]Z[M NZWU\PMXTIVMWNLZMIU[QUJ]ML_Q\P
J]\[PMIT\MZ[PMZNMI\]ZM[IVa_Ia\ISQVO\PMNWZUWN _Q[LWUIVL\MTMXI\PQK\ITMV\

E
IVWTLUIVI[[PMUW^M[IZW]VL\PMKWZVMZ
• Shifters LZI_WV\PMQZLQ[\IV\TaKIV\PZWXQK
BERRON CAN BE HOME TO ANY OF THE heritage to manifest bestial traits for short
creatures found across the multiverse XMZQWL[WN\QUM)LQ^MZ[MZIKM[PIXMLJa
of DUNGEONS & DRAGONS. Humans, \PMJMI[\[_Q\PQV\PMU[PQN\MZ[WN\MVXZMNMZ
gnomes, elves, and orcs have all the wilds to the civilized world.
made their marks on the continent
• Warforged IZMIZ\QÅKQITTQNMNWZU[J]QT\\W
of Khorvaire. However, the creatures of Eberron
ÅOP\QV\PM4I[\?IZ+ZMI\MLI[\WWT[WN
KIVJMY]Q\MLQ‫ٺ‬MZMV\NZWU\PMQZKW]V\MZXIZ\[WV
JI\\TM\PMaU][\VW_ÅVL\PMQZXTIKMIVL
other worlds. The orcs of Eberron include druids
X]ZXW[MJMaWVL\PM_IZ
IVLXITILQV[_PWÅOP\\WLMNMVL\PM_WZTLNZWU
demons and aberrations. The Valenar elves are

CHAPTER
CH
CHAP
APTE
TER 3 | R
RACES
RAACES O
OFFE
EBERRON
BERR
ERRON
ER ON 59
CHANGELINGS
4WVOIOW\PMZM_I[I_WUIVVIUML2M[IVL[PMPILWVMP]VLZML
KPQTLZMV0MZZQ^IT[KWV[XQZMLIOIQV[\PMZIVL[_WZM\WSQTTPMZ
KPQTLZMV2M[JMOOML\PM;W^MZMQOV[NWZPMTXJ]\\PMQZWVTaIV[_MZ
_I[\PM_QVLIVLZIQV1V\PMLMX\P[WNPMZLM[XIQZITWVMTa
\ZI^MTMZ\WWSPMZPIVL»1_QTTXZW\MK\aW]ZKPQTLZMVQN\PMaNWTTW_
UaXI\P4M\\PMU_IVLMZ\PM_WZTL<PMaUIaJM[P]VVML
IVLNMIZMLJ]\\PMa_QTTVM^MZJMLM[\ZWaML¼2M[IOZMMLIVL
\PM\ZI^MTMZOI^MPMZPQ[KTWIS?PMV[PMLZIXMLQ\W^MZPMZ
KPQTLZMV\PMQZWTLNIKM[UMT\MLI_IaIVL\PMaKW]TLJM_PWM^MZ
\PMa_IV\ML\WJM)VL[WQ\ZMUIQV[<PW]OP\PM+PQTLZMVIZM
[P]VVMLJaITT\PMOQN\WN\PM<ZI^MTMZXZW\MK\[\PMU[\QTT
¸+PIVKMKPIVOMTQVOXZQM[\

A changeling can shift its face and form with a


\PW]OP\5IVaKPIVOMTQVO[][M\PQ[OQN\I[INWZU
WNIZ\Q[\QKIVLMUW\QWVITM`XZM[[QWVJ]\Q\¼[IV
QV^IT]IJTM\WWTNWZOZQN\MZ[[XQM[IVLW\PMZ[_PW
_Q[P\WLMKMQ^M<PQ[TMIL[UIVaXMWXTM\W\ZMI\
SVW_VKPIVOMTQVO[_Q\PNMIZIVL[][XQKQWV

MASKS
HIDDEN PEOPLE AND PERSONAS
?PMZM^MZP]UIV[KIVJMNW]VL\PMZMIZM
changelings; the question is whether their In their natural form changelings are slender and
XZM[MVKMQ[SVW_V XITM_Q\PKWTWZTM[[MaM[IVL[QT^MZ_PQ\MPIQZ
+PIVOMTQVO[IZMJWZV\WWVMWN\PZMMXI\P[ )KPIVOMTQVOKIVIT\MZQ\[XPa[QKITIXXMIZIVKM
A few are raised in stable communities where _Q\PI\PW]OP\?PQTM\PQ[KIVJM][ML\WLMKMQ^M
changelings are true to their nature and deal W\PMZ[Q\Q[IVI\]ZITNWZUWNM`XZM[[QWVNWZ\PM
WXMVTa_Q\P\PMXMWXTMIZW]VL\PMU;WUMIZM KPIVOMTQVO)KPIVOMTQVO[PQN\[[PIXM[\PM_Ia
WZXPIV[ZIQ[MLJaW\PMZZIKM[_PWÅVL\PMQZ W\PMZ[UQOP\KPIVOMKTW\PM[)KI[]IT[PIXM¸WVM
_IaQV\PM_WZTL_Q\PW]\M^MZSVW_QVOIVW\PMZ KZMI\MLWV\PM[X]ZWN\PMUWUMV\_Q\PVWLMX\P
TQSM\PMU[MT^M[7\PMZ[IZMXIZ\WNVWUILQK WZPQ[\WZa¸Q[KITTMLIUI[S. A mask can be used
KPIVOMTQVOKTIV[[XZMILIKZW[[\PM.Q^M6I\QWV[ \WM`XZM[[IUWWLWZ\W[MZ^MI[XMKQÅKX]ZXW[M
_PWSMMX\PMQZ\Z]MVI\]ZMPQLLMVNZWU\PM IVL\PMVVM^MZ][MLIOIQV0W_M^MZUIVa
single-skins. Some clans maintain safe havens in KPIVOMTQVO[LM^MTWXQLMV\Q\QM[\PI\PI^MUWZM
UIRWZKQ\QM[IVLKWUU]VQ\QM[J]\UW[\XZMNMZ\W LMX\P<PMaJ]QTLIVQLMV\Q\aW^MZ\QUMKZIN\QVO
_IVLMZ\PM]VXZMLQK\IJTMXI\PWN\PM<ZI^MTMZ a XMZ[WVI_Q\PIPQ[\WZaIVLJMTQMN[<PQ[NWK][ML
In creating a changeling adventurer, consider QLMV\Q\aPMTX[IKPIVOMTQVOXQVXWQV\IXIZ\QK]TIZ
\PMKPIZIK\MZ¼[ZMTI\QWV[PQX[_Q\PXMWXTMIZW]VL skill or emotion. A changeling adventurer might
them. Does the character conceal their true PI^MXMZ[WVI[NWZUIVa[Q\]I\QWV[QVKT]LQVO
KPIVOMTQVOVI\]ZM',W\PMaMUJZIKMQ\',W\PMa negotiation, investigation, and combat. Personas
PI^MKWVVMK\QWV[\WW\PMZKPIVOMTQVM[WZIZM\PMa KIVJM[PIZMLJaU]T\QXTMKPIVOMTQVO[#\PMZM
ITWVMIVLQV[MIZKPWNKWUXIVQWV[' UQOP\JM\PZMMPMITMZ[QVIKWUU]VQ\aJ]\

60 +0)8<-:d+0)6/-416/;
_PWM^MZQ[WVL]\a_QTTILWX\\PMXMZ[WVIWN Size. AW]Z[QbMQ[5MLQ]U<W[M\aW]ZPMQOP\
<MS\PMSQVLTaWTLUMLQK8MZ[WVI[KIVM^MV IVL_MQOP\ZIVLWUTa[\IZ\_Q\PZWTTQVOI[QbM
JMXI[[MLLW_V\PZW]OPINIUQTaITTW_QVOI UWLQÅMZ"
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M[\IJTQ[PMLJaXZM^QW][][MZ[WN\PMXMZ[WVI
,ĞŝŐŚƚсϱĨĞĞƚнϭŝŶĐŚнLJŽƵƌƐŝnjĞŵŽĚŝĮĞƌŝŶ
ŝŶĐŚĞƐ

CHANGELING NAMES tĞŝŐŚƚŝŶƉŽƵŶĚƐсϭϭϱн;ϮĚϰпLJŽƵƌƐŝnjĞ


ŵŽĚŝĮĞƌͿ
)KPIVOMTQVOUQOP\][MILQ‫ٺ‬MZMV\VIUMNWZ Speed. AW]ZJI[M_ITSQVO[XMMLQ[NMM\
MIKPUI[SIVLXMZ[WVIIVLILWX\VM_VIUM[ Shapechanger. )[IVIK\QWVaW]KIVKPIVOM
I[MI[QTaI[\PMaLM^MTWXVM_NIKM[<PM\Z]M aW]ZIXXMIZIVKMIVLaW]Z^WQKMAW]LM\MZUQVM
VIUMWNIKPIVOMTQVO\MVL[\WJM[QUXTMIVL \PM[XMKQÅK[WN\PMKPIVOM[QVKT]LQVOaW]Z
UWVW[aTTIJQK#PW_M^MZ\PMZMIZMWN\MVIKKMV\[ coloration, hair length, and sex. You can also
\WIKPIVOMTQVO¼[VIUM\PI\IZMM`XZM[[ML ILR][\aW]ZPMQOP\IVL_MQOP\J]\VW\[WU]KP
\PZW]OP[PIXM[PQN\QVO[WUM\PQVO[QVOTM[SQV[ \PI\aW]Z[QbMKPIVOM[AW]KIVUISMaW]Z[MTN
_QTTTQSMTaUQ[[;W\_WKPIVOMTQVO[UQOP\PI^M IXXMIZI[IUMUJMZWNIVW\PMZZIKM\PW]OP
the name 2QV, but one is 2QV_Q\P^Q^QLJT]MMaM[ VWVMWNaW]ZOIUM[\I\Q[\QK[KPIVOMAW]KIV¼\
and one is 2QV_Q\POWTLMVKPMMS[. L]XTQKI\M\PMIXXMIZIVKMWNIKZMI\]ZMaW]¼^M
+PIVOMTQVO[PI^MIÆ]QLZMTI\QWV[PQX_Q\P VM^MZ[MMVIVLaW]U][\ILWX\INWZU\PI\
gender, seeing it as one characteristic to change has the same basic arrangement of limbs that
IUWVOUIVaW\PMZ[ aW]PI^MAW]ZKTW\PQVOIVLMY]QXUMV\IZMV¼\
Changeling Names: Bin, Cas, Dox, Fie, KPIVOMLJa\PQ[\ZIQ\
0IZ[2QV4IU5I[6Q`7\8IQS:]b;QU AW][\IaQV\PMVM_NWZU]V\QTaW]][MIV
Toox, Vil, Yug. IK\QWV\WZM^MZ\\WaW]Z\Z]MNWZUWZ]V\QTaW]
die.
Changeling Instincts. AW]OIQVXZWÅKQMVKa
CHANGELING TRAITS _Q\P\_WWN\PMNWTTW_QVO[SQTT[WNaW]ZKPWQKM"
Your changeling character has the following ,MKMX\QWV1V[QOP\1V\QUQLI\QWVIVL8MZ[]I[QWV
traits. Languages. AW]KIV[XMISZMILIVL_ZQ\M
Ability Score Increase. Your Charisma +WUUWVIVL\_WW\PMZTIVO]IOM[WNaW]Z
[KWZMQVKZMI[M[Ja1VILLQ\QWVWVMIJQTQ\a[KWZM choice.
WNaW]ZKPWQKMQVKZMI[M[Ja
Age. +PIVOMTQVO[UI\]ZM[TQOP\TaNI[\MZ\PIV
P]UIV[J]\[PIZMI[QUQTIZTQNM[XIV¸\aXQKITTaI
KMV\]ZaWZTM[[?PQTMIKPIVOMTQVOKIV\ZIV[NWZU
\WKWVKMIT\PMQZIOM\PMM‫ٺ‬MK\[WNIOQVOI‫ٺ‬MK\
\PMU[QUQTIZTa\WP]UIV[
Alignment. Changelings tend toward
XZIOUI\QKVM]\ZITQ\aIVLNM_KPIVOMTQVO[
embrace evil.

+0)8<-:d+0)6/-416/; 61
KALASHTAR
1IUSITI[P\IZJWZVWN\_W_WZTL[7^MZI\PW][IVLaMIZ[IOWUa
IVKM[\WZJW]VLPMZJTWWLTQVM\W\PM[XQZQ\3I[P\IQIVL1IUIKPQTL
WN\PI\]VQWV3I[P\IQUW^M[_Q\PQVUM0MZUMUWZQM[KWUM\WUMQV
LZMIU[IVLI\\QUM[PMZ^WQKM_PQ[XMZ[QV\PM[QTMVKMWNUaUQVL)[
TWVOI[I\TMI[\WVMWNUa[Q[\MZ[Q[ITQ^M3I[P\IQ_QTT[]Z^Q^M¸IVL
I[TWVOI[[PMTQ^M[[PM_QTTÅOP\QT4I[P\I^IZ
¸4ISI[P\IQ[MZ^IV\WN\PMTQOP\

<PMSITI[P\IZIZMIKWUXW]VLZIKMKZMI\ML
NZWU\PM]VQWVWNP]UIVQ\aIVLZMVMOILM[XQZQ\[
NZWU\PMXTIVMWNLZMIU[¸[XQZQ\[KITTMLY]WZQ
3ITI[P\IZIZMWN\MV[MMVI[_Q[M[XQZQ\]ITXMWXTM
_Q\POZMI\KWUXI[[QWVNWZW\PMZ[*]\\PMZMQ[
IV]VUQ[\ISIJTMITQMVY]ITQ\a\W\PMSITI[P\IZ
I[\PMaIZMPI]V\MLJa\PMKWVÆQK\[WN\PMQZ
W\PMZ_WZTLTa[XQZQ\[
<ƒ½ƒÝ«ãƒÙYç®Ù»Ý
BOUND TO SPIRITS 1d10 YƵŝƌŬ
ϭ zŽƵƚƌLJƚŽƵŶĚĞƌƐƚĂŶĚƚŚĞŵŽƟǀĞƐĂŶĚ
-^MZaSITI[P\IZPI[IKWVVMK\QWV\WI[XQZQ\WN ĨĞĞůŝŶŐƐŽĨLJŽƵƌĞŶĞŵŝĞƐ͘
TQOP\[PIZMLJaW\PMZUMUJMZ[WN\PMQZJTWWLTQVM Ϯ zŽƵƉƌĞĨĞƌƵƐŝŶŐƚĞůĞƉĂƚŚLJŽǀĞƌƐƉĞĂŬŝŶŐ
3ITI[P\IZIXXMIZP]UIVJ]\\PM[XQZQ\]IT ĂůŽƵĚ͘
KWVVMK\QWVI‫ٺ‬MK\[\PMUQVI^IZQM\aWN_Ia[
3 zŽƵĨĞĞůĂĚƌŝǀĞƚŽƉƌŽƚĞĐƚƚŚĞŝŶŶŽĐĞŶƚ͘
3ITI[P\IZPI^M[aUUM\ZQKIT[TQOP\TaIVO]TIZ
ϰ zŽƵĂƉƉůLJĚƌĞĂŵůŽŐŝĐƚŽŵƵŶĚĂŶĞ
NMI\]ZM[<PMMaM[WNISITI[P\IZWN\MVOTW__PMV
ƐŝƚƵĂƟŽŶƐ͘
it is focused on a task or feeling strong emotions.
ϱ zŽƵĚŝƐĐƵƐƐƚŚŝŶŐƐŽƵƚůŽƵĚǁŝƚŚLJŽƵƌƋƵŽƌŝ
<PMSITI[P\IZKIV¼\LQZMK\TaKWUU]VQKI\M
ƐƉŝƌŝƚ͘
_Q\P\PMQZY]WZQ[XQZQ\[)SITI[P\IZUQOP\
M`XMZQMVKM\PQ[ZMTI\QWV[PQXI[I[MV[MWNQV[\QVK\ 6 zŽƵƐƵƉƉƌĞƐƐLJŽƵƌĞŵŽƟŽŶƐĂŶĚƌĞůLJŽŶ
ůŽŐŝĐ͘
IVLQV[XQZI\QWVLZI_QVOWV\PMUMUWZQM[WN
\PM[XQZQ\_PMV\PMaLZMIU<PQ[KWVVMK\QWV 7 zŽƵĂƌĞƐƚƌŽŶŐůLJŝŶŇƵĞŶĐĞĚďLJƚŚĞĞŵŽƟŽŶƐ
ŽĨƚŚŽƐĞĂƌŽƵŶĚLJŽƵ͘
OZIV\[SITI[P\IZUQVWZX[QWVQKIJQTQ\QM[I[_MTT
I[XZW\MK\QWVNZWUX[aKPQKI\\IKS[)TTWN\PM[M 8 zŽƵƉƌĞĨĞƌƚŽĮŶĚŶŽŶǀŝŽůĞŶƚƐŽůƵƟŽŶƐƚŽ
LZMIU[XQZQ\[IZM^QZ\]W][J]\[WUMIZM_IZZQWZ[ ƉƌŽďůĞŵƐǁŚĞŶĞǀĞƌƉŽƐƐŝďůĞ͘
IVLW\PMZ[IZMUWZMKWV\MUXTI\Q^M?WZS 9 zŽƵĂƌĞĚƌŝǀĞŶďLJĂǁĂƌƌŝŽƌƐƉŝƌŝƚĂŶĚǁŝůů
together with the DM to determine the nature of ĮŐŚƚĨŽƌĂŶLJŶŽďůĞĐĂƵƐĞ͘
\PMTQVSML[XQZQ\<aXQKITTaISITI[P\IZSVW_[\PM ϭϬ zŽƵĂƌĞŽďƐĞƐƐĞĚǁŝƚŚƌĞĂŵŝŶŐĂƌŬ
VIUMIVLVI\]ZMWN\PMQZ[XQZQ\J]\NWZ[WUM¸ ĐŽŶƐƉŝƌĂĐŝĞƐ͘
NWZQV[\IVKMIVWZXPIVSITI[P\IZZIQ[MLIUWVO
W]\[QLMZ[¸UIaSVW_VW\PQVOWN\PMQZ[XQZQ\WZ\PM HUNTED BY NIGHTMARES
[W]ZKMWN\PMQZX[aKPQKOQN\[ <PM^QZ\]W][[XQZQ\[\QML\W\PMSITI[P\IZÆMLNZWU
<PMJWVL\W\PM[XQZQ\KIVKI][M[WUMSITI[P\IZ \PMLZMIUZMITUWN,IT9]WZ\WM[KIXMM^QT[XQZQ\[
\WLQ[XTIa]V][]ITY]QZS[WNJMPI^QWZAW]KIV that dominate the realm. The rebel quori believe
roll or select a trait from the following table. \PI\\PZW]OPUMLQ\I\QWVIVLLM^W\QWV\PMaKIV

62 +0)8<-:d3)4);0<):
change the fundamental nature of Dal Quor, Alignment. <PMVWJTM[XQZQ\\QML\WI
shifting the balance from darkness to light. Most kalashtar drives it toward lawful and good
kalashtar communities focus on acts of devotion behavior. Most kalashtar combine strong self-
SVW_VI[\PM8I\PWN4QOP\*]\\PMLIZSXW_MZ[ LQ[KQXTQVM_Q\PKWUXI[[QWVNWZITTJMQVO[J]\
WN,IT9]WZPI^M\PMQZW_VXTIV[WV-JMZZWV [WUMSITI[P\IZZM[Q[\\PM^QZ\]W][QVÆ]MVKMWN
Through the force known as the Dreaming Dark, \PMQZ[XQZQ\
\PM[MUWV[\MZ[UIVQX]TI\M\PMNWTSWN3PWZ^IQZM\W Size. AW]Z[QbMQ[5MLQ]U<W[M\aW]ZPMQOP\
MTQUQVI\MSITI[P\IZ_PMVM^MZXW[[QJTM IVL_MQOP\ZIVLWUTa[\IZ\_Q\PZWTTQVOI[QbM
5IVaSITI[P\IZLMNMVL\PMU[MT^M[NZWU\PM UWLQÅMZ"
,ZMIUQVO,IZSJaNWK][QVOWVLM^W\QWV\W\PM ^ŝnjĞŵŽĚŝĮĞƌсϮĚϲ
8I\PWN4QOP\J]\[WUMIUWVO\PMSITI[P\IZ[MMS
,ĞŝŐŚƚсϱĨĞĞƚнϰŝŶĐŚĞƐнLJŽƵƌƐŝnjĞŵŽĚŝĮĞƌŝŶ
W]\\PMIOMV\[WN\PM,ZMIUQVO,IZSIVLWXXW[M ŝŶĐŚĞƐ
\PMQZXTIV[WZXZW\MK\\PMQVVWKMV\PW_M^MZ
tĞŝŐŚƚŝŶƉŽƵŶĚƐсϭϭϬн;ϭĚϲпLJŽƵƌƐŝnjĞ
\PMaKIV;WUMSITI[P\IZOZW_]XQ[WTI\MLNZWU
ŵŽĚŝĮĞƌͿ
others, knowing nothing about Dal Quor or the
,ZMIUQVO,IZS;]KPWZXPIV[UIa][M\PMQZ Speed. AW]ZJI[M_ITSQVO[XMMLQ[NMM\
IJQTQ\QM[NWZXMZ[WVITOIQVWZW\PMZ_Q[MIK\IOIQV[\ Dual Mind. You have advantage on all
\PM^QZ\]W][QV[\QVK\[WN\PMQZY]WZQ[XQZQ\[#\PQ[KIV ?Q[LWU[I^QVO\PZW_[
KI][MQV\MZVITKWVÆQK\[IVL^QWTMV\UWWL[_QVO[ Mental Discipline. You have resistance to
X[aKPQKLIUIOM

KALASHTAR NAMES Mind Link.AW]KIV[XMIS\MTMXI\PQKITTa\W


IVaKZMI\]ZMaW]KIV[MMXZW^QLML\PMKZMI\]ZMQ[
)SITI[P\IZVIUMUQ`M[IXMZ[WVITXZMÅ`\W\PM _Q\PQVIV]UJMZWNNMM\WNaW]MY]IT\W\QUM[
VIUMWN\PMY]WZQ[XQZQ\_Q\PQV\PMSITI[P\IZ-IKP aW]ZTM^MTAW]LWV¼\VMML\W[PIZMITIVO]IOM
[XQZQ\PI[IOMVLMZQLMV\Q\aJ]\\PQ[UQOP\VW\ _Q\P\PMKZMI\]ZMNWZQ\\W]VLMZ[\IVLaW]Z
UI\KP\PMOMVLMZQLMV\Q\aWN\PMSITI[P\IZPW[\ \MTMXI\PQK]\\MZIVKM[J]\\PMKZMI\]ZMU][\JM
)NMUITMSITI[P\IZUIaPI^M_PI\W\PMZ[_W]TL able to understand at least one language.
KWV[QLMZIUI[K]TQVMVIUMJMKI][M[PM¼[\QML\WI ?PMVaW]¼ZM][QVO\PQ[\ZIQ\\W[XMIS
[XQZQ\_Q\PIUI[K]TQVMQLMV\Q\a3ITI[P\IZWZXPIV[ \MTMXI\PQKITTa\WIKZMI\]ZMaW]KIV][MaW]Z
IZM]VTQSMTa\WSVW_\PMVIUMWN\PMQZ[XQZQ\IVL IK\QWV\WOQ^M\PI\KZMI\]ZM\PMIJQTQ\a\W[XMIS
take names from another source. \MTMXI\PQKITTa_Q\PaW]NWZPW]ZWZ]V\QTaW]
Male Quori Names: Hareth, Khad, Kosh, MVL\PQ[M‫ٺ‬MK\I[IVIK\QWV<W][M\PQ[IJQTQ\a
Melk, Tash, Ulad, Vash \PMKZMI\]ZMU][\JMIJTM\W[MMaW]IVLU][\JM
Female Quori Names: Ashana, Ashtai, _Q\PQV\PQ[\ZIQ\¼[ZIVOMAW]KIVOQ^M\PQ[IJQTQ\a
Ishara, Nari, Tana, Tari, Vakri \WWVTaWVMKZMI\]ZMI\I\QUM#OQ^QVOQ\\WI
Kalashtar Names: Coratash, Dalavash, KZMI\]ZM\ISM[Q\I_IaNZWUIVW\PMZKZMI\]ZM_PW
Dolishara, Halakosh, Khoratari, Koratana, has it.
4IVPIZM\P5WTI^ISZQ6M^Q\I[P;WZI[PIVI Severed from Dreams. 3ITI[P\IZ[TMMX
Torashtai, Valakhad, Vishara J]\\PMaLWV¼\KWVVMK\\W\PMXTIVMWNLZMIU[
as other creatures do. Instead, their minds draw

KALASHTAR TRAITS NZWU\PMUMUWZQM[WN\PMQZW\PMZ_WZTLTa[XQZQ\


_PQTM\PMa[TMMX)[[]KPaW]IZMQUU]VM\W
Your kalashtar character has the following traits. [XMTT[IVLW\PMZUIOQKITM‫ٺ‬MK\[\PI\ZMY]QZMaW]
Ability Score Increase. AW]Z?Q[LWU to dream, like LZMIUJ]\VW\\W[XMTT[IVLW\PMZ
[KWZMQVKZMI[M[JaIVLaW]Z+PIZQ[UI[KWZM UIOQKITM‫ٺ‬MK\[\PI\X]\aW]\W[TMMXTQSM[TMMX.
QVKZMI[M[Ja Languages. AW]KIV[XMISZMILIVL_ZQ\M
Age. Kalashtar mature and age at the same Common, Quori, and one other language of
rate as humans. aW]ZKPWQKM

+0)8<-:d3)4);0<): 63
SHIFTERS
/M\P¼[IVKQMV\PMZQ\IOMZW[M]XNZWULMMX_Q\PQVPQU[XZMILQVOW]\
NZWU\PMKWZMWNPQ[JMQVO;WUM[PQN\MZ[UIVQNM[\ML\MZZQJTMKTI_[
W\PMZ[UI[[Q^MNIVO[[\QTTW\PMZ[I[\W]VLQVO[XMMLWZPMQOP\MVML
[MV[M[/M\P¼[OQN\NZWUPQ[TaKIV\PZWXMIVKM[\WZ[_I[[PMMZ
\W]OPVM[[;\ZMVO\P[MMXMLQV\WPQ[JWVM[IVLÆWWLMLPQ[
ÆM[P0Q[[SQVPIZLMVMLIVLPQ[PIQZJMKIUMKWIZ[M
TQSMIVIVQUIT¼[\W]OPPQLM)[MV[MWNQV^QVKQJQTQ\a
[XZMIL\PZW]OPPQU.WZ\PMUWUMV\I\TMI[\PMNMT\
]V[\WXXIJTM
—Don Bassingthwaite,
<PM*QVLQVO;\WVM

Shifters are sometimes called the weretouched,


I[UIVaJMTQM^M\PI\\PMaIZM\PMLM[KMVLIV\[WN
P]UIV[IVLTaKIV\PZWXM[<PMaIZMP]UIVWQL[
_Q\PIJM[\QITI[XMK\#_PQTM\PMaKIVVW\N]TTa
KPIVOM[PIXM\PMaKIV\MUXWZIZQTaMVPIVKM\PMQZ
IVQUITQ[\QKNMI\]ZM[¸I[\I\M\PMaKITT[PQN\QVO
?PI\M^MZ\PMQZWZQOQV[[PQN\MZ[PI^MM^WT^MLQV\W
I]VQY]MZIKM)[PQN\MZ_ITS[WV\PMSVQNM¼[MLOM
between the wilds and the world around them. <PQ[JMI[\_Q\PQVQ[ZMÆMK\MLJa\PM[PQN\MZ¼[
,W\PMaMUJZIKM\PMQZXZQUITQV[\QVK\[WZ\PM []JZIKM.W]Z[]JZIKM[IZMM[XMKQITTaKWUUWV"
XI\PWNKQ^QTQbI\QWV'
• Beasthide WN\MV[QOVQÅM[\PMJMIZWZJWIZ"
stoic, stubborn and thick-skinned.
THE BEAST WITHIN • Longtooth [PQN\MZ[\aXQKITTaPI^MT]XQVM
\ZIQ\[IVLXZMNMZ\WZ]V_Q\PIXIKS
-IZTaQVKPQTLPWWLI[PQN\MZNWZU[IJWVL_Q\P
IJMI[\_Q\PQV"I\W\MUQKNWZKM\PI\[PIXM[\PMQZ • Swiftstride IZMWN\MVXZMLI\WZaIVLNMTQVM
JWLaIVLUQVL;WUM[PQN\MZ[JMTQM^M\PI\\PM[M but a swiftstride could also be a cunning rat
[XQZQ\[IZMQVLMXMVLMV\MV\Q\QM[IVL\PMaUIa who darts through the shadows.
[XMISWN*MIZWZ?WTNI[IVKM[\WZ[WZO]QLM[ • Wildhunt [PQN\MZ[IZMJWZVNZWUIVa
Most just see the beast within as a formidable KZMI\]ZM\PI\\ZIKS[Q\[XZMa
M`XZM[[QWVWN\PMQZQVVMZVI\]ZM[WUM\PQVO\PI\ ?PQTM\PMJMI[\_Q\PQVKMZ\IQVTaPI[IXPa[QKIT
MUMZOM[W^MZ\QUMI[\PM[PQN\MZ¼[XMZ[WVITQ\a QUXIK\WVI[PQN\MZQ\PI[I[XQZQ\]ITIVL
\ISM[[PIXM<PMJMI[\_Q\PQVQ[IXWWTWN X[aKPWTWOQKITM‫ٺ‬MK\<_WJMI[\PQLM[PQN\MZ[[PIZM
XW_MZN]TQV[\QVK\[IVLQ\[QVÆ]MVKMQ[ZM^MITML \PM[IUM[XMKQITIJQTQ\aJ]\QNWVMPI[\PMI[XMK\
JaI[PQN\MZ¼[XMZ[WVITQ\a"INMTQVM[PQN\MZUIaJM of the boar and the other is more like a bear,
KWWTIVLLQ[\IV\LZQ^MVJaXZMLI\WZaQV[\QVK\[ \PMa¼TTJMY]Q\MLQ‫ٺ‬MZMV\QVXMZ[WVITQ\a?Q\PIVa
_PQTMI[PQN\MZ_Q\PIT]XQVM[XQZQ\Q[LZI_V\W [PQN\MZQLMV\QNaQVO\PMJMI[\_Q\PQVQ[IKZ]KQIT
ÅVLIVLXZW\MK\IXIKS?PMVI[PQN\MZN]TTa XIZ\WN]VLMZ[\IVLQVO\PMKPIZIK\MZ
MUJZIKM[\PQ[JMI[\_Q\PQV\PMaXPa[QKITTa
transform for a short time.

64 CHAPTER 3 | SHIFTERS
SIMILAR AND DIVERSE Shifter Names: Badger, Bear, Cat, Fang,
/ZIKM/ZQU5WWV:IQV:ML;KIZ;\ZQXM
Shifters are similar to humans in height and build ;_QN\<ITWV?PQ[SMZ[?WTN
J]\IZMUWZMVI\]ZITTaTQ\PMIVLÆM`QJTM<PMQZ

SHIFTER TRAITS
NIKQITNMI\]ZM[PI^MIJM[\QITKI[\_Q\PTIZOMMaM[
ÆI\VW[M[IVLXWQV\MLMIZ[#UW[\[PQN\MZ[IT[W
PI^MXZWUQVMV\KIVQVM\MM\P<PMaOZW_N]ZTQSM Your shifter character has the following traits.
PIQZWVVMIZTaM^MZaXIZ\WN\PMQZJWLQM[ Age. Shifters are quick to mature both
<PM\ZIQ\[WN\PMJMI[\_Q\PQVI‫ٺ‬MK\I[PQN\MZ¼[ XPa[QKITTaIVLMUW\QWVITTaZMIKPQVOaW]VO
IXXMIZIVKMI[_MTT)[_QN\[\ZQLM[PQN\MZUIa IL]T\PWWLI\IOM<PMaZIZMTaTQ^M\WJMUWZM
PI^MKI\TQSMMaM[IVLLMTQKI\MJ]QTL_PQTMI \PIVaMIZ[WTL
beasthide shifter might be a massive brute built Alignment. ;PQN\MZ[\MVL\W_IZLVM]\ZITQ\a
TQSMIJMIZ?PQTMI[PQN\MZ¼[IXXMIZIVKMUQOP\ JMQVOUWZMNWK][MLWV[]Z^Q^IT\PIVKWVKMX\[WN
ZMUQVLIVWVTWWSMZWNIVIVQUIT\PMaZMUIQV OWWLIVLM^QT)TW^MWNXMZ[WVITNZMMLWUKIV
KTMIZTaQLMV\QÅIJTMI[[PQN\MZ[M^MV_PMVI\\PMQZ drive shifters toward chaotic alignments.
most feral. Size. AW]Z[QbMQ[5MLQ]U<W[M\aW]ZPMQOP\
IVL_MQOP\ZIVLWUTa[\IZ\_Q\PZWTTQVOI[QbM
UWLQÅMZ"
THE JOURNEY YET TO COME ^ŝnjĞŵŽĚŝĮĞƌсϮĚϴ
;PQN\MZ[PI^MI[\ZWVOXZM[MVKMQV\PM-TLMMV ,ĞŝŐŚƚсϰĨĞĞƚнϲŝŶĐŚĞƐнLJŽƵƌƐŝnjĞŵŽĚŝĮĞƌŝŶ
:MIKPM[IVL\PMaWN\MVTQ^MIUWVOP]UIV[ ŝŶĐŚĞƐ
and can be found in rural areas across tĞŝŐŚƚŝŶƉŽƵŶĚƐсϵϬн;ϮĚϰпLJŽƵƌƐŝnjĞ
3PWZ^IQZM?PQTM\PMaNWZUXW_MZN]TJWVL[ ŵŽĚŝĮĞƌͿ
\WNZQMVL[IVLSQV[PQN\MZ[XTIKMOZMI\^IT]MWV
Speed. AW]ZJI[M_ITSQVO[XMMLQ[NMM\
[MTNZMTQIVKMIVLNZMMLWU1\¼[I[PQN\MZXZW^MZJ
Darkvision. AW]PI^M[]XMZQWZ^Q[QWVQVLIZS
\W¹IT_Ia[JMXZMXIZMLNWZ\PMRW]ZVMaaM\\W
and dim conditions. You can see in dim light
KWUMºIVLUW[\[PQN\MZ[[\ZQ^M\WJMZMILaNWZ
_Q\PQVNMM\WNaW]I[QNQ\_MZMJZQOP\TQOP\
KPIVOMWZWXXWZ\]VQ\a
IVLQVLIZSVM[[I[QNQ\_MZMLQUTQOP\AW]KIV¼\
Shifters have a natural inclination toward
LQ[KMZVKWTWZQVLIZSVM[[WVTa[PILM[WNOZIa
KTI[[M[_Q\PIXZQUITKWVVMK\QWV)[PQN\MZ
Shifting. )[IJWV][IK\QWVaW]KIVI[[]UM
barbarian draws their rage from the beast within.
IUWZMJM[\QITIXXMIZIVKM<PQ[\ZIV[NWZUI\QWV
A shifter ranger indulges their urge to wander
TI[\[NWZUQV]\M]V\QTaW]LQMWZ]V\QTaW]
and hunt. A shifter rogue harnesses their own
ZM^MZ\\WaW]ZVWZUITIXXMIZIVKMI[IJWV][
XZMLI\WZaQV[\QVK\[*]\[PQN\MZ[KIVX]Z[]MIVa
IK\QWV?PMVaW][PQN\aW]OIQV\MUXWZIZaPQ\
XI\PWZNIQ\P
XWQV\[MY]IT\WaW]ZTM^MTaW]Z+WV[\Q\]\QWV
UWLQÅMZUQVQU]UWN\MUXWZIZaPQ\XWQV\

SHIFTER NAMES AW]IT[WOIQVILLQ\QWVITJMVMÅ\[\PI\LMXMVLWV


aW]Z[PQN\MZ[]JZIKMLM[KZQJMLJMTW_
Shifters have no language of their own and 7VKMaW][PQN\aW]KIV¼\LW[WIOIQV]V\QTaW]
often live in blended communities. Their names ÅVQ[PI[PWZ\WZTWVOZM[\
\aXQKITTaW^MZTIX_Q\P\PMVIUM[WNW\PMZK]T\]ZM[ Languages. AW]KIV[XMISZMILIVL_ZQ\M
QV\PMQZZMOQWV5IVa[PQN\MZ[XZMNMZ\WSMMX Common.
\PMQZXMZ[WVITVIUM[NWZ\PMQZNZQMVL[IVL][M Subrace. <PMJMI[\_Q\PQV[PIXM[MIKP
“wandering names” with strangers. These are [PQN\MZXPa[QKITTaIVLUMV\ITTa<PMNW]ZUIRWZ
][]ITTa\QML\WIXPa[QKITWZXMZ[WVITQ\a\ZIQ\ []JZIKM[WN[PQN\MZQVKT]LM"JMI[\PQLMTWVO\WW\P
swiftstride, and wildhunt. Choose a subrace for
aW]Z[PQN\MZ

CHAPTER 3 | SHIFTERS 65
BEASTHIDE Graceful. AW]PI^MXZWÅKQMVKaQV\PM
Acrobatics skill.
Stoic and solid, a beasthide shifter draws strength Shifting Feature. ?PQTM[PQN\MLaW]Z_ITSQVO
IVL[\IJQTQ\aNZWU\PMJMI[\_Q\PQV*MI[\PQLM [XMMLQVKZMI[M[JaNMM\)LLQ\QWVITTaaW]KIV
[PQN\MZ[IZM\aXQKITTa\QML\W\PMJMIZWZ\PMJWIZ UW^M]X\WNMM\I[IZMIK\QWV_PMVIKZMI\]ZM
J]\\PQ[[]JZIKMKW]TLMUJWLaIVaKZMI\]ZM MVL[Q\[\]ZV_Q\PQVNMM\WNaW]<PQ[ZMIK\Q^M
known for its toughness. UW^MUMV\LWM[V¼\XZW^WSMWXXWZ\]VQ\aI\\IKS[
Ability Score Increase. Your Constitution
[KWZMQVKZMI[M[JaIVLaW]Z;\ZMVO\P[KWZM
QVKZMI[M[Ja WILDHUNT
Natural Athlete. AW]PI^MXZWÅKQMVKaQV\PM
?QTLP]V\[PQN\MZ[IZM[PIZXIVLQV[QOP\N]T
Athletics skill.
5IVaIZMKWV[\IV\TaITMZ\M^MZ_IZaNWZXW[[QJTM
Shifting Feature. ?PMVM^MZaW][PQN\aW]
threats. Others focus on their intuition, searching
OIQVLILLQ\QWVIT\MUXWZIZaPQ\XWQV\[?PQTM
_Q\PQV?QTLP]V\[PQN\MZ[IZMM`KMTTMV\P]V\MZ[
[PQN\MLaW]PI^MIJWV][\WaW]Z)ZUWZ
IVL\PMaIT[W\MVL\WJMKWUM\PM[XQZQ\]ITTMILMZ[
Class.
of shifter communities.
Ability Score Increase. AW]Z?Q[LWU[KWZM
LONGTOOTH QVKZMI[M[JaIVLaW]Z,M`\MZQ\aQVKZMI[M[Ja
Natural Tracker. AW]PI^MXZWÅKQMVKaQV
4WVO\WW\P[PQN\MZ[IZMÅMZKMIVLIOOZM[[Q^M the Survival skill.
J]\\PMaNWZULMMXJWVL[_Q\P\PMQZNZQMVL[ Shifting Feature. ?PQTM[PQN\MLaW]PI^M
5IVaTWVO\WW\P[PQN\MZ[PI^MKIVQVM\ZIQ\[\PI\ IL^IV\IOMWV?Q[LWUKPMKS[IVLVWKZMI\]ZM
JMKWUMUWZMXZWVW]VKMLI[\PMa[PQN\J]\\PMa _Q\PQVNMM\WNaW]KIVUISMIVI\\IKSZWTT
UQOP\QV[\MILLZI_WV\QOMZ[PaMVI[WZW\PMZ _Q\PIL^IV\IOMIOIQV[\aW]]VTM[[aW]¼ZM
XZMLI\WZ[ QVKIXIKQ\I\ML
Ability Score Increase. Your Strength score
QVKZMI[M[JaIVLaW]Z,M`\MZQ\a[KWZMQVKZMI[M[
Ja
Fierce. AW]PI^MXZWÅKQMVKaQV\PM
Intimidation skill.
Shifting Feature. ?PQTM[PQN\MLaW]KIV
][MaW]ZMTWVOI\MLNIVO[\WUISMIV]VIZUML
[\ZQSMI[IJWV][IK\QWV1NaW]PQ\_Q\PaW]Z
NIVO[aW]KIVLMITXQMZKQVOLIUIOMMY]IT
\WLaW]Z;\ZMVO\PUWLQÅMZQV[\MIL
of the bludgeoning damage normal for an
unarmed strike.

SWIFTSTRIDE
Swiftstride shifters are graceful and quick.
<aXQKITTaNMTQVMQVVI\]ZM[_QN\[\ZQLM[PQN\MZ[IZM
WN\MVITWWNIVLLQ‫ٻ‬K]T\\WXQVLW_VXPa[QKITTaWZ
[WKQITTa
Ability Score Increase. AW]Z,M`\MZQ\a
[KWZMQVKZMI[M[JaIVLaW]Z+PIZQ[UI[KWZM
QVKZMI[M[Ja

66 CHAPTER 3 | SHIFTERS
WARFORGED
¹8QMZKM_I[J]QT\JaLM[QOV_PQTMaW]_MZMJ]QT\JaIKKQLMV\º
4ISI[P\IQ[IQL¹<PM[W]TQ[_PI\UI\\MZ[VW\\PM[PIXMWN
\PM^M[[MTº
¹?PI\UISM[aW]\PQVSPMPI[I[W]T'º/MZZQWV[IQL
¹?PI\UISM[aW]\PQVSaW]LW'º
—Keith Baker, <PM;PI\\MZML4IVL

<PM_IZNWZOML_MZMJ]QT\\WÅOP\QV\PM4I[\
?IZ<PMÅZ[\_IZNWZOML_MZMUQVLTM[[
automatons, but House Cannith devoted vast
ZM[W]ZKM[\WQUXZW^QVO\PM[M[\MMT[WTLQMZ[
)V]VM`XMK\MLJZMIS\PZW]OPXZWL]KMLN]TTa
sentient soldiers, blending organic and inorganic
UI\MZQIT[?IZNWZOMLIZMUILMNZWU_WWL
IVLUM\ITJ]\\PMaKIVNMMTXIQVIVLMUW\QWV
*]QT\I[_MIXWV[\PMaU][\VW_ÅVLIX]ZXW[M
JMaWVL\PM_IZ)_IZNWZOMLKIVJMI[\MILNI[\
ITTaIKWTLPMIZ\MLSQTTQVOUIKPQVMWZI
^Q[QWVIZaQV[MIZKPWNX]ZXW[MIVLUMIVQVO

[IUMJMVMÅ\[\W
LIVING STEEL AND STONE _IZNWZOML\PI\\PMaLW\WW\PMZP]UIVWQL[)
_IZNWZOMLKIVNWK][Q\[UQVLWVQ\[JWLaI[Q\
?IZNWZOMLIZMNWZUMLNZWUIJTMVLWNWZOIVQK
ZM[\[ILR][\QVOQ\[[PIXMIVLNWZU\WI[[]UMWVM
and inorganic materials. Root-like cords infused
WNINM_LMNMV[Q^MXW[\]ZM[)_IZNWZOML_PW
_Q\PITKPMUQKITÆ]QL[[MZ^MI[\PMQZU][KTM[
M`XMK\[PMI^aKWUJI\UQOP\NWK][WVL]ZIJQTQ\a
_ZIXXMLIZW]VLINZIUM_WZSWN[\MMTLIZS_WWL
_PQTML]ZQVOI\QUMWNXMIKM\PMaUQOP\JM
WZ[\WVM)ZUWZMLXTI\M[NWZUIXZW\MK\Q^MW]\MZ
KWV\MV\\WILWX\ITQOP\MZTM[[IOOZM[[Q^MNWZU
shell and reinforce joints. All warforged share
a common facial design, with a hinged jaw and
KZa[\ITMaM[MUJMLLMLJMVMI\PIZMQVNWZKML
brow ridge. A sigil is engraved into the center of WARFORGED PERSONALITY
the forehead; this is unique to each warforged. <PM_IZNWZOML_MZMJ]QT\\W[MZ^MIVL\WÅOP\
*MaWVL\PM[MKWUUWVMTMUMV\[WN_IZNWZOML For most of their existence, warforged had a
LM[QOV\PMXZMKQ[MUI\MZQIT[IVLJ]QTLWNI KTMIZTaLMÅVMLN]VK\QWVIVL_MZMMVKW]ZIOML
_IZNWZOML^IZaJI[MLWV\PMX]ZXW[MNWZ_PQKPQ\ \WNWK][X]ZMTaWV\PI\ZWTM<PM<ZMI\aWN
was designed. A juggernaut warrior is a massive <PZWVMPWTLOI^M\PMUNZMMLWUJ]\UIVa
JZ]\M_Q\PIPMI^a[\MMTNZIUM_PQTMI[SQZUQ[PMZ _IZNWZOML[\Z]OOTMJW\P\WÅVLIXTIKMQV\PM
can be crafted from wood and light mithral to XW[\_IZ_WZTLIVL\WZMTI\M\W\PMKZMI\]ZM[\PI\
grant it lithe and elegant movement. created them.
?PQTM\PMa¼ZMNWZUMLNZWU[\WVMIVL[\MMT <PM\aXQKIT_IZNWZOML[PW_[TQ\\TMMUW\QWV
warforged are living humanoids. Resting, healing 5IVa_IZNWZOMLMUJZIKMIKWVKZM\MX]ZXW[M¸
UIOQKIVL\PM5MLQKQVM[SQTTITTXZW^QLM\PM XZW\MK\QVOITTQM[KWUXTM\QVOIKWV\ZIK\WZ

+0)8<-:d?):.7:/-, 67
W\PMZX]Z[]Q\[¸IVLLM^W\M\PMU[MT^M[\W\PQ[
\I[SI[\PMaWVKMLQL\W_IZ0W_M^MZ\PMZM
IZM_IZNWZOML_PWLMTQOP\QVM`XTWZQVO\PMQZ
feelings and their freedom. Most warforged
have no interest in religion, but some embrace
NIQ\PIVLUa[\QKQ[U[MMSQVOPQOPMZX]ZXW[MIVL
LMMXMZUMIVQVO
<PM\aXQKIT_IZNWZOMLPI[IU][K]TIZ[M`TM[[
JWLa[PIXM;WUM_IZNWZOMLQOVWZM\PMKWVKMX\
WNOMVLMZMV\QZMTa_PQTMW\PMZ[ILWX\IOMVLMZ
QLMV\Q\aQVMU]TI\QWVWNKZMI\]ZM[IZW]VL\PMU

QUIRKS
?PM\PMZL]M\W[WUMÆI_QV\PMQZKZMI\QWVWZ
[QUXTMQOVWZIVKMWNPW_W\PMZKZMI\]ZM[WXMZI\M
_IZNWZOMLWN\MVIKY]QZMIVWLLXMZ[WVITQ\a\ZIQ\
WZ\_W)_IZNWZOMLXTIaMZKIVKPWW[M\WZWTTWZ
[MTMK\I\ZIQ\NZWU\PM?IZNWZOML9]QZS[\IJTM

tƒÙ¥ÊÙ¦›—Yç®Ù»Ý
1d10 YƵŝƌŬ
ϭ zŽƵĂŶĂůLJnjĞ;ŽƵƚůŽƵĚͿƚŚĞƉŽƚĞŶƟĂůƚŚƌĞĂƚ
ƉŽƐĞĚďLJĞǀĞƌLJĐƌĞĂƚƵƌĞLJŽƵŵĞĞƚ͘
Ϯ zŽƵĚŽŶ͛ƚƵŶĚĞƌƐƚĂŶĚĞŵŽƟŽŶƐĂŶĚŽŌĞŶ
ŵŝƐƌĞĂĚĞŵŽƟŽŶĂůĐƵĞƐ͘
3 zŽƵĂƌĞĮĞƌĐĞůLJƉƌŽƚĞĐƟǀĞŽĨĂŶLJŽŶĞLJŽƵ
ĐŽŶƐŝĚĞƌĂĨƌŝĞŶĚ͘
ϰ zŽƵŽŌĞŶƐĂLJƚŚĞƚŚŝŶŐƐLJŽƵĂƌĞƚŚŝŶŬŝŶŐ
ĂůŽƵĚǁŝƚŚŽƵƚƌĞĂůŝnjŝŶŐŝƚ͘
ϱ zŽƵƚƌLJƚŽĂƉƉůLJǁĂƌƟŵĞƚĂĐƟĐƐĂŶĚ

6
ĚŝƐĐŝƉůŝŶĞƚŽĞǀĞƌLJƐŝƚƵĂƟŽŶ͘
zŽƵĚŽŶ͛ƚŬŶŽǁŚŽǁƚŽĮůƚĞƌLJŽƵƌĨĞĞůŝŶŐƐ WARFORGED NAMES
ĂŶĚĂƌĞƉƌŽŶĞƚŽĚƌĂŵĂƟĐĞŵŽƟŽŶĂů ?IZNWZOML_MZMI[[QOVMLV]UMZQKITLM[QOVI\QWV[
ŽƵƚďƵƌƐƚƐ͘ NWZ][MQVUQTQ\IZa[MZ^QKM5IVaWN\PMU
7 zŽƵĚŽŶ͛ƚƵŶĚĞƌƐƚĂŶĚĐůŽƚŚŝŶŐďĞLJŽŶĚŝƚƐ ILWX\MLVQKSVIUM[WN\MVOQ^MV\W\PMUJa\PMQZ
ƵƟůŝƚLJĂŶĚĂƐƐƵŵĞƚŚĂƚǁŚĂƚĂĐƌĞĂƚƵƌĞ comrades. As free individuals, some have chosen
ǁĞĂƌƐĚĞŶŽƚĞƐŝƚƐũŽďĂŶĚƐƚĂƚƵƐ͘ VM_VIUM[I[I_Ia\WM`XZM[[\PMQZXI\PQVTQNM
8 zŽƵĂƌĞŽďƐĞƐƐĞĚǁŝƚŚLJŽƵƌĂƉƉĞĂƌĂŶĐĞ͕ A few take on human names, often the name of a
ĂŶĚĐŽŶƐƚĂŶƚůLJƉŽůŝƐŚĂŶĚďƵīLJŽƵƌĂƌŵŽƌ͘ fallen friend or mentor.
9 zŽƵĂƌĞĚĞĞƉůLJĐŽŶĐĞƌŶĞĚǁŝƚŚĨŽůůŽǁŝŶŐ Warforged Names: Anchor, Banner,
ƉƌŽƉĞƌƉƌŽĐĞĚƵƌĞƐĂŶĚƉƌŽƚŽĐŽůƐ͘ Bastion, Blade, Blue, Bow, Church, Crunch,
ϭϬ tĂƌŝƐƚŚĞŽŶůLJƚŚŝŶŐƚŚĂƚŵĂŬĞƐƐĞŶƐĞƚŽ +Za[\IT,IOOMZ,MV\.Q^M/TIQ^M0IUUMZ
LJŽƵ͕ĂŶĚLJŽƵ͛ƌĞĂůǁĂLJƐůŽŽŬŝŶŐĨŽƌĂĮŐŚƚ͘ 1ZWV4]KSa5IKM8IV\[8QMZKM:ML:][\a
;KW]\;M^MV;PQMTL;TI[P;UQ\P;XQSM;\WVM
<MUXTM>I]T\?ITT?WWL

68 +0)8<-:d?):.7:/-,
+0)8<-:d?):.7:/-, 69
WARFORGED TRAITS Integrated Protection.AW]ZJWLaPI[J]QT\
QVLMNMV[Q^MTIaMZ[_PQKPKIVJMMVPIVKML_Q\P
Your warforged character has the following IZUWZ"
\ZIQ\[)NM_WN\PM\ZIQ\[OQ^MaW]IKPWQKM# • AW]OIQVIJWV][\W)ZUWZ+TI[[
KWV[QLMZPW_aW]ZKPWQKMZMÆMK\[\PMX]ZXW[MNWZ • AW]KIVLWVWVTaIZUWZ_Q\P_PQKPaW]
_PQKPaW]ZKPIZIK\MZ_I[J]QT\ PI^MXZWÅKQMVKa<WLWVIZUWZaW]U][\
Ability Score Increase. Your Constitution QVKWZXWZI\MQ\QV\WaW]ZJWLaW^MZ\PM
[KWZMQVKZMI[M[JaIVLWVMW\PMZIJQTQ\a[KWZM KW]Z[MWNPW]ZL]ZQVO_PQKPaW]ZMUIQV
WNaW]ZKPWQKMQVKZMI[M[Ja QVKWV\IK\_Q\P\PMIZUWZ<WLW‫ٺ‬IZUWZ
Age. )\aXQKIT_IZNWZOMLQ[JM\_MMV\_W aW]U][\[XMVLPW]ZZMUW^QVOQ\AW]
IVL\PQZ\aaMIZ[WTL<PMUI`QU]U_IZNWZOML KIVZM[\_PQTMLWVVQVOWZLW‫ٻ‬VOIZUWZQV
TQNM[XIVZMUIQV[IUa[\MZa#[WNIZ_IZNWZOML \PQ[_Ia
have shown no signs of deterioration due to age.
AW]IZMQUU]VM\WUIOQKITIOQVOM‫ٺ‬MK\[ • ?PQTMaW]TQ^MaW]ZIZUWZKIV¼\JM
Alignment. Most warforged take comfort in ZMUW^MLNZWUaW]ZJWLaIOIQV[\aW]Z_QTT
WZLMZIVLLQ[KQXTQVM\MVLQVO\W_IZLTI_IVL Specialized Design. You gain one skill
VM]\ZITQ\a*]\[WUMPI^MIJ[WZJML\PMUWZITQ\a XZWÅKQMVKaIVLWVM\WWTXZWÅKQMVKaWNaW]Z
WZTIKS\PMZMWNWN\PMJMQVO[_Q\P_PQKP\PMa choice.
served. Languages. AW]KIV[XMISZMILIVL_ZQ\M
Size. AW]Z[QbMQ[5MLQ]U<W[M\aW]ZPMQOP\ +WUUWVIVLWVMW\PMZTIVO]IOMWNaW]ZKPWQKM
IVL_MQOP\ZIVLWUTa[\IZ\_Q\PZWTTQVOI[QbM
UWLQÅMZ"
^ŝnjĞŵŽĚŝĮĞƌсϮĚϲ
,ĞŝŐŚƚсϱĨĞĞƚнϭϬŝŶĐŚĞƐнLJŽƵƌƐŝnjĞŵŽĚŝĮĞƌŝŶ
ŝŶĐŚĞƐ
tĞŝŐŚƚŝŶƉŽƵŶĚƐсϮϳϬн;ϰпLJŽƵƌƐŝnjĞŵŽĚŝĮĞƌͿ
Speed. AW]ZJI[M_ITSQVO[XMMLQ[NMM\
Constructed Resilience. You were created
\WPI^MZMUIZSIJTMNWZ\Q\]LMZMXZM[MV\MLJa\PM
NWTTW_QVOJMVMÅ\["
• You have advantage on saving throws
IOIQV[\JMQVOXWQ[WVMLIVLaW]PI^M
ZM[Q[\IVKM\WXWQ[WVLIUIOM
• AW]LWV¼\VMML\WMI\LZQVSWZJZMI\PM
• You are immune to disease.
• AW]LWV¼\VMML\W[TMMXIVLUIOQKKIV¼\
X]\aW]\W[TMMX
Sentry’s Rest. ?PMVaW]\ISMITWVOZM[\
aW]U][\[XMVLI\TMI[\[Q`PW]Z[QVIVQVIK\Q^M
UW\QWVTM[[[\I\MZI\PMZ\PIV[TMMXQVO1V\PQ[
[\I\MaW]IXXMIZQVMZ\J]\Q\LWM[V¼\ZMVLMZ
aW]]VKWV[KQW][IVLaW]KIV[MMIVLPMIZI[
normal.

70 +0)8<-:d?):.7:/-,
DWARVES
As a dwarf of the Five Nations, consider how
_QLM[XZMILaW]ZNIUQTaQ[IVL_PMZM\PMQZZWW\[
TQM)ZM\PMa[WTLQMZ['8ZQM[\[WZXWTQ\QKQIV['
¹/WTLQ[\PMOQN\WN\PMUW]V\IQV[J]\QZWVKWUM[ )ZKPQ\MK\[WZ[\WVMUI[WV[')ZMaW]KTW[M\W
NZWUJTWWLIVLJWVMº aW]ZZMTI\Q^M[WZPI^MaW]PILINITTQVOW]\¸
—Mror Proverb WZXW\MV\QITTaTW[\aW]ZSQVQV\PM4I[\?IZ'
4QSM_Q[MKWV[QLMZ_PI\aW]LQLQV\PM_IZIVL
PW_\PI\ZMÆMK\[WVaW]ZK]ZZMV\IK\QWV[?MZM
<PMWZQOQVWN\PML_IZ^M[Q[[PZW]LMLQVUa[\MZa
aW]I[WTLQMZIVLQN[WPW_LQL\PI\[MZ^QKMMVL'
<PMQZTMOMVL[[Ia\PI\\PMaKIUM\W3PWZ^IQZM
1NVW\LQLaW][MZ^MaW]ZVI\QWVQVIVW\PMZ_Ia
from a land of endless ice; some believe this to
WZLQLaW]\]ZVaW]ZJIKSWVQ\'
mean the arctic Frostfell, while others assert that
\PMÅZ[\L_IZ^M[U][\PI^MKWUMNZWU\PMXTIVM
WN:Q[QIQ\[MTN?PMZM^MZ\PMaJMOIV\PML_IZ^M[
M[\IJTQ[PMLIUQOP\aVI\QWVJMVMI\P\PM[]ZNIKM DWARVES OF THE MROR HOLDS
WN3PWZ^IQZM<ITM[[XMISWNUQOP\aIZ\QNIK\[IVL <PM5ZWZ0WTL[IZMLQ[K][[MLQVKPIX\MZ
^I[\\ZMI[]ZM[KZIN\MLQV\PMLMMX[IVLWN_IZ[ One question to consider is _PaaW]¼^MTMN\\PM
NW]OP\IOIQV[\\PMOWJTQV-UXQZMWN,PISIIV 0WTL[?PM\PMZaW]¼ZMIVPMQZWNIVWJTMKTIV
No one knows where the line lies between truth WZI[QUXTMO]QTLIZ\Q[IV_PI\PI[LZI_VaW]
IVL[\WZa<PMIVKM[\WZ[WN\PMUWLMZVL_IZ^M[ I_IaNZWUaW]ZPWUMTIVL'<PM5ZWZ8I[\\IJTM
were exiles from this ancient kingdom, and the XZW^QLM[INM_QLMI[
ZMITUJMTW__I[LM[\ZWaMLJa\PMLIMTSaZ*WTL
adventurers can delve into the haunted darkness
WN\PMNITTMVSQVOLWU°J]\TMOMVL[IZM\PMWVTa
TMOIKaUWLMZVL_IZ^M[PI^MWN\PQ[IOMWNOTWZa
DWARVES AND DRAGONMARKS
0W][M3]VLIZISKIZZQM[\PM5IZSWN?IZLQVO
1VILLQ\QWV\WXZW^QLQVOITTUIVVMZWN[MK]ZQ\a
DWARVES OF THE FIVE NATIONS 0W][M3]VLIZISLWUQVI\M[\PMJIVSQVOQVL][\Za

,_IZ^M[IZM[XZMILIKZW[[3PWZ^IQZM,_IZN DÙÊÙWƒÝã
[WTLQMZ[IVLMVOQVMMZ[_MZMXIZ\WN\PMIZUQM[ 1d6 ZĞĂƐŽŶĨŽƌ>ĞĂǀŝŶŐ
that united the Five Nations, and dwarf masons ϭ ĨĞƵĚǁŝƚŚĂƌŝǀĂůĐůĂŶŚĂƐŐŽƩĞŶŽƵƚŽĨ
laid the foundations of the greatest cities of ŚĂŶĚ͕ĂŶĚŝƚ͛ƐďĞƐƚƚŚĂƚLJŽƵůĞĂǀĞƚŚĞ,ŽůĚƐ
/ITQNIZ?PQTMUIVaWN\PML_IZ^M[WN\PM.Q^M ĨŽƌĂĨĞǁĚĞĐĂĚĞƐ͘
6I\QWV[[\QTT[XMIS\PMTIVO]IOMWN\PMQZIVKM[\WZ[ Ϯ zŽƵ͛ƌĞŝŶĂůĂƌŐĞĨĂŵŝůLJĂŶĚƚŚĞƌĞ͛ƐŶŽƌŽŽŵ
\PMaNMMTIJWVL\W\PMTIVL[WN\PMQZJQZ\P) ĨŽƌLJŽƵƚŽƐŚŝŶĞŝŶLJŽƵƌŚŽůĚ͖LJŽƵŚŽƉĞƚŽ
*ZMTQ[PL_IZNNMMT[ILMMXXMZ[WVITKWVVMK\QWV\W ƉƌŽǀĞLJŽƵƌƐĞůĨŝŶƚŚĞǁŝĚĞƌǁŽƌůĚ͘
\PM\W_MZ[WN;PIZVWZ\PMOZMI\_ITT[WN?ZWI\# 3 zŽƵƌĐůĂŶŚĂƐĂƌƌĂŶŐĞĚLJŽƵƌŵĂƌƌŝĂŐĞĂŶĚ
\PM\aXQKITL_IZNQ[IK\]ITTaUWZMXI\ZQW\QK\PIV LJŽƵƌĨƵƚƵƌĞ͖LJŽƵ͛ǀĞĚĞĐŝĚĞĚƚŽŚĂǀĞĂĨĞǁ
the average human of the Five Nations. This ĂĚǀĞŶƚƵƌĞƐďĞĨŽƌĞLJŽƵƐĞƩůĞĚŽǁŶ͘
XI[[QWVKI][MLUW[\L_IZ^M[\W[MZ^M\PMQZVI\QWV ϰ zŽƵ͛ƌĞƉƵƌƐƵŝŶŐĂǀĞŶĚĞƩĂǁŝƚŚĂƉĞƌƐŽŶĂů
QV\PM4I[\?IZI\TMI[\NWZI\QUM#\PQ[Q[\PM ƌŝǀĂů͘ƌĞLJŽƵƐĞĞŬŝŶŐƚŽĚĞĨĞĂƚƚŚĞŵŝŶ
OMVMZITJI[Q[WNL_IZ^MV_MIXWV\ZIQVQVO5W[\ ďĂƩůĞŽƌŝŶďƵƐŝŶĞƐƐ͍
dwarves also have a strong bond to their families, ϱ zŽƵ͛ƌĞƐĞĂƌĐŚŝŶŐĨŽƌĂůĞŐĞŶĚĂƌLJĚǁĂƌǀĞŶ
[W\WIL_IZNNIUQTaIVLVI\QWVIZM\_WMLOM[WN ĂƌƟĨĂĐƚ͕ƌĞŵŽǀĞĚĨƌŽŵƚŚĞDƌŽƌ,ŽůĚƐ
the same blade. ĐĞŶƚƵƌŝĞƐĂŐŽďLJĂ<ĂƌƌŶĂƚŚŝŶŽďůĞ͘
6 zŽƵǁĂŶƚƚŽĂƐƐĞŵďůĞĂďĂŶĚŽĨĐŚĂŵƉŝŽŶƐ
ǁŚŽĐĂŶŚĞůƉLJŽƵĞdžƉůŽƌĞƚŚĞĂŶĐŝĞŶƚƌƵŝŶƐ
ďĞŶĞĂƚŚLJŽƵƌĂŶĐĞƐƚƌĂůŚŽŵĞ͘

+0)8<-:d,?):>-; 71
ELVES
+IMZa[PMTLPMZLW]JTMJTILMQV\PMNITKWVO]IZLTM^MT
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KIUMQV[MIZKPWNTMOMVL[<MV\PW][IVLaMIZ[IOW
,IMITa\PWN<IMZQ[\WWL\PQ[OZW]VLIVLNIKMLaW]Z
IVKM[\WZ[IVL\_MV\aNMTTJMNWZMPQ[[QVOQVOJTILM[
AW]IZMVW,PISIIVQWNWTLIVLIUMZM\_MV\aWNaW]
_QTTJZQVOVWPWVWZ\W\PM<IMZQº
<PM_IZTWZLPQ[[MLQVN]ZaIVLPQ[ÆIQTÆI[PMLQV\PM
ÅZMTQOP\<PMKPIQV_ZIXXMLIZW]VL+IMZa[¼JTILMJ]\
[PM\_Q[\MLI_Ia<PMÆIQTÆM_QV\W\PMLIZSVM[[;PM
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I[[PMLIVKML\W_IZL\PMKPQMN\IQV1VIUWUMV\\PM
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\PMJTWWLNZWUPMZJTILMQV\W\PMMaM[WN\PM[\]VVML
WVTWWSMZ[;PM[UQTMLJMPQVLPMZ[XQZQ\^MQTKW]V\QVO ELVES OF AERENAL
\PMJTILM[IZZIaMLIOIQV[\PMZ )MZMVITQ[Z]TMLJa\PM=VLaQVO+W]Z\IKW]VKQT
¹*]\NWZ\a_QTTº WN]VLMILMT^M[[][\IQVMLJaXW[Q\Q^MMVMZOa
<PM=VLaQVO+W]Z\_QMTL[OWLTQSMXW_MZIVL
Elven culture began on the distant continent of
PI[XZW\MK\MLaW]ZQ[TIVLPWUMNWZ\PW][IVL[WN
@MV¼LZQS<MV[WN\PW][IVL[WNaMIZ[IOW\PM
aMIZ[<PMOZMI\M[\PMZWM[WNaW]ZXMWXTMRWQV\PM
MT^M[ZW[M]XIOIQV[\\PMOQIV\[_PWZ]TML\PI\
=VLaQVO+W]Z\IN\MZLMI\P#QNaW]IKPQM^MOZMI\
TIVL=T\QUI\MTa\PMMT^M[ÆMLNZWU@MV¼LZQSIVL
\PQVO[QVaW]ZTQNMaW]\WWKW]TLIKPQM^M\PQ[
[M\\TML\PMQ[TIVLVI\QWVWN)MZMVIT<PMZM\PMa
QUUWZ\ITQ\a
[XTQ\QV\W\_WLQ[\QVK\K]T\]ZM["\PMQV\ZW[XMK\Q^M
The Aereni are isolationists who have little
)MZMVQIVL\PM_IZTQSM<IQZVILIT?PQTM
QV\MZM[\QV\PM_WZTLJMaWVL\PMQZQ[TIVL<PM
neither of these cultures have much interest in
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human activities, a small number of elves have
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QUUQOZI\ML\W3PWZ^IQZMW^MZ\PMaMIZ[IVLPI^M
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integrated with the cultures of the Five Nations.
WNIXW_MZ\PI\KW]TLMIZVaW]aW]ZXTIKMQV\PM
)[I_PWTMMT^M[IZMLZQ^MVJa\ZILQ\QWV
=VLaQVO+W]Z\'0I^MaW]JMMVOQ^MVIY]M[\Ja
IVLZM[XMK\NWZ\PMXI[\?PMZMP]UIV[^IT]M
WVMWNaW]ZW_VLMI\PTM[[IVKM[\WZ['7ZIZMaW]
QVVW^I\QWVMT^M[[\ZQ^M\WXMZNMK\\PM\MKPVQY]M[
IVM`QTMJIVQ[PMLNZWUaW]ZPWUMTIVLNWZ[WUM
WN\PMQZIVKM[\WZ[?Q\PKMV\]ZQM[\WLM^W\M\W
KZQUMIOIQV[\\PM=VLaQVO+W]Z\'
their studies, the elves are masters of their chosen
)[WVMWN\PM)MZMVQ\PQVSIJW]\aW]ZPQ[\WZa
KZIN\[#I\\PM[IUM\QUM\PMQZ[WKQM\aPI[KPIVOML
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ÅVLLMITQVO_Q\P\PM[PWZ\TQ^MLZIKM[\WJMI
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KPITTMVOMWZIZMaW]XI\QMV\_Q\P\PMU'
IVLVMML\WÅVLI_IaNWZ_IZL'

72 +0)8<-:d-4>-;
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The Valenar and Aereni are physically similar
but culturally distinct. Aereni are typically
high elves, while Valenar are usually wood
elves; but both of these subraces are options
in these cultures. The Aereni place greater
importance on perfecting a single skill than
on training with weaponry, while the Valenar
take pride in their skill with scimitars. These
elves have a racial trait in place of the Elf
Weapon Training trait. If your DM allows
it, your elf character can forgo Elf Weapon
Training and instead take the elf trait based
on their culture:
• An Aereni elf can choose one skill or
WRROSURÀFLHQF\<RXUSURÀFLHQF\ERQXV
is doubled for any ability check you
PDNHWKDWXVHVWKLVFKRVHQSURÀFLHQF\
• A Valenar HOIJDLQVSURÀFLHQF\ZLWKWKH
scimitar, double scimitar, longbow, and
shortbow.
who channels the same ancestor, or one who

ELVES OF VALENAR KPIVVMT[IZQ^ITWNaW]ZIVKM[\WZ'


1\¼[IT[WQUXWZ\IV\\W\PQVSIJW]\_PaaW]
AW]ZXMWXTMIZMLMLQKI\ML\W\PMIZ\[WN_IZ IZM\ZI^MTQVO_Q\PIOZW]XWNXTIaMZKPIZIK\MZ[
5QTTMVQIIOWaW]ZIVKM[\WZ[NW]OP\IVMXQK instead of serving in a Valenar warband. Are
_IZIOIQV[\UQOP\aOQIV\[?PMV\PMaKIUM\W aW]LZQ^MVJa^Q[QWV[NZWUaW]ZXI\ZWVIVKM[\WZ'
3PWZ^IQZM\PMaJI\\TML\PMKPIUXQWV[WN\PM )ZMaW]X]Z[]QVOIVMXQKY]M[\\PI\UQZZWZ[\PMQZ
OWJTQVMUXQZM<PMOZMI\M[\PMZWM[WN\PW[M TMOMVLIZaLMML[',WaW][MMS^MVOMIVKMNWZ\PM
struggles live on after death, known as the XI\ZWV LMI\PWNINZQMVLWZITTa'7ZPI^MaW]\]ZVML
IVKM[\WZ[?PMVaW]JMKIUMIVIL]T\WVMWN\PM I_IaNZWUaW]ZXMWXTMMQ\PMZJaKPWQKMWZ
XI\ZWVIVKM[\WZ[NWZUMLIJWVL_Q\PaW]6W_ because of the actions of a rival?
Q\Q[aW]ZL]\a\WNWTTW_QV\PMNWW\[\MX[WNaW]Z
XI\ZWVTQ^QVOaW]ZTQNMI[\PMaTQ^ML\PMQZ[ITTW_QVO
\PQ[KPIUXQWV\WTQ^MWV\PZW]OPaW]<PQ[Q[_Pa VALENAR DOUBLE SCIMITAR
aW]ZXMWXTMKWV[\IV\Ta[MMSW]\KWVÆQK\#aW]VMML <PMLW]JTM[KQUQ\IZQ[\PM[QOVI\]ZM_MIXWVWN
\WÅVLKPITTMVOM[_WZ\PaWNIPMZW >ITMVIZMT^M[)PIN\WNÅVM_WWL[]XXWZ\[I
1VKZMI\QVOI>ITMVIZ\PQVSIJW]\aW]ZXI\ZWV long blade on either end. Forged with techniques
IVKM[\WZAW]ZKTI[[[PW]TLZMÆMK\\PMQZKTI[[# PWVMLW^MZ\MV[WN\PW][IVL[WNaMIZ[\PM[M
QNaW]¼ZMI_QbIZLaW]ZIVKM[\WZ_I[TQSMTaI JTILM[IZM[\ZWVO[PIZXIVLZMUIZSIJTaTQOP\
TMOMVLIZaIZKPUIOM1NaW]¼ZMIZIVOMZ_I[ -IKP[KQUQ\IZQ[IUI[\MZXQMKMIVLI[IZM[]T\
aW]ZIVKM[\WZINIUW][JTILMUI[\MZWZI \PMLW]JTM[KQUQ\IZQ[IVM`XMV[Q^M_MIXWVJ]\
[\MIT\PaP]V\MZ'?I[aW]ZIVKM[\WZKPQ^ITZW][ NM_XMWXTMM^MZPI^MIVWXXWZ\]VQ\a\WX]ZKPI[M
WZUMZKQTM[['*WTLWZKTM^MZ'?PI\M^MZ\PMQZ WVM1NaW]¼ZMIVMTNaW]ZJTILMKW]TLPI^MI
VI\]ZMQ\¼[aW]ZL]\a\WNWTTW_\PMQZM`IUXTM TWVOIVL[\WZQMLPQ[\WZa1NaW]¼ZMVW\IVMTNaW]
1[\PQ[[WUM\PQVOaW]XZW]LTaMUJZIKMWZLW UQOP\PI^M[\WTMV\PM_MIXWVNZWUINITTMVNWM
aW]ZM[Q[\Q\'-IKPXI\ZWVIVKM[\WZQ[\QML\W WZZMKMQ^MLQ\NZWUILaQVO>ITMVIZITTa1NaW]
UIVa>ITMVIZ"LWaW]PI^MIXIZ\QK]TIZZQ^IT _WZS_Q\PaW]Z,5\WKZMI\M\PM[\WZaJMPQVL

+0)8<-:d-4>-; 73
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tĞĂƉŽŶEĂŵĞ Cost ĂŵĂŐĞ tĞŝŐŚƚ WƌŽƉĞƌƟĞƐ
ŽƵďůĞͲďůĂĚĞĚ^ĐŝŵŝƚĂƌ ϭϬϬŐƉ ϮĚϰƐůĂƐŚŝŶŐ ϲůďƐ ^ƉĞĐŝĂů͕ƚǁŽͲŚĂŶĚĞĚ

aW]ZLW]JTM[KQUQ\IZaW]KIV[\IZ\_Q\P\PM
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VWZUITTaOZIV\MLJaaW]ZKTI[[0W_M^MZQ\KIV
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[KQUQ\IZ>ITMVIZUIaLMUIVLQ\[ZM\]ZVWZ
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wield it.
Special. 1NaW]I\\IKS_Q\PILW]JTMJTILML
[KQUQ\IZI[XIZ\WN\PM)\\IKSIK\QWVWVaW]Z\]ZV
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make a melee attack with it. This attack deals
L[TI[PQVOLIUIOMWVIPQ\QV[\MILWNL

FEAT: REVENANT BLADE


8ZMZMY]Q[Q\M"-TN
You are descended from a master of the double-
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• 1VKZMI[MaW]Z,M`\MZQ\aWZ;\ZMVO\P[KWZM
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• ?PQTMaW]IZMPWTLQVOILW]JTMJTILML
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bonus to Armor Class.
• )LW]JTMJTILML[KQUQ\IZPI[\PMÅVM[[M
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ELVES OF KHORVAIRE KWVKMZVML_Q\PPQ[\WZaIVL\ZILQ\QWVI[\PM
<PZW]OPW]\PQ[\WZaMT^M[PI^MWKKI[QWVITTa )MZMVQIVL>ITMVIZ#aW]KW]TLM^MVTQ^MaW]Z
QUUQOZI\ML\W3PWZ^IQZM¸[WUMJaKPWQKM TQNMMV\QZMTaQV\PMUWUMV\_Q\PVWKIZMNWZaW]Z
[WUM\PZW]OPM`QTM5IVaWN\PMÅVM[\_QbIZL[ NIUQTaWZaW]ZTMOIKa6WVM\PMTM[[aW]UIa
in the Five Nations are high elves, along with PI^MW]\TQ^MLUIVaP]UIVNZQMVL[#PW_LWM[
ZMVW_VMLIZ\Q[IV[?WWLMT^M[IZMNW]VLIUWVO \PI\I‫ٺ‬MK\aW]',QLaW]SVW_\PMXIZMV\[WZ
the rangers and druids of the Eldeen Reaches, OZIVLXIZMV\[WNIVW\PMZUMUJMZWN\PMXIZ\a°
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UI\\MZWNIX\Q\]LMI[WXXW[ML\WOMVM\QK[IVL\PM JMNWZM\PM4I[\?IZ',QLaW]ÅOP\QV\PM_IZ
and if so, for which side?

74 +0)8<-:d-4>-;
THE DROW OF EBERRON Êٛ½½Êăė>ʽã«
7KHHOYHVRI(EHUURQZHUHQ·WFUHDWHGE\WKH
During the ancient war between giants of gods you may know from other settings. In
@MV¼LZQSIVL\PMQZMTN[TI^M[\PMUIOMJZMMLMZ[ Eberron, the Sulat Giants created the drow
of the giants bound the essence of shadows into DVDZHDSRQWRÀJKWWKHUHEHOOLRXVHOYHV
\PMTWaITMT^M[<PM[M_MZM\PMÅZ[\LZW_I[[I[[QV there is a lingering enmity between drow
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were made to kill elves, and while thousands of Lolth. Meanwhile, the elves revere their
WNaMIZ[PI^MXI[[MLILMMXMVUQ\aZMUIQV[ ancestors—many of whom still linger and
between them. guide them—as opposed to distant gods.
This is an opportunity to explore these
<PMLZW_ZMUIQVMLWV@MV¼LZQSIVL_MZM
traditional races in a new light. However, if
KI]OP\QV\PMKWTTIX[MWNQ\[KQ^QTQbI\QWV[<WLIa you want to incorporate Corellon and Lolth,
\PMaTQVOMZQV\PM[PILW_[WN@MV¼LZQSIVL WKHUH·VDIHZZD\VWRGRLW2QHSRVVLELOLW\
are all but unknown on Khorvaire. There are is that Eberron was created as a copy of
three distinct drow cultures. The Vulkoori the distant realms of the multiverse, hidden
IZM\ZQJITP]V\MZ[_PW_WZ[PQX\W\MU[XQZQ\[ DZD\WRSUHYHQWWKHJRGVIURPLQÁXHQFLQJ
M[XMKQITTa\PM[KWZXQWV>]TSWWZ<PMaP]V\ it. As such, while the drow of Eberron have
OQIV\[IVLUIa\PZMI\MVIVaWVM_PW\ZI^MT[QV no knowledge of Lolth, if she found her way
the shattered land. The Sulatar live in obsidian through the Ring of Siberys and into Eberron,
KQ\QM[IVL_QMTLXW_MZN]TÅZMUIOQK#\PMa[MMS she might be able to poison their hearts and
\WWVMLIa]VTMI[PÅZMIKZW[[\PM_WZTL)VL turn them to her service.
Alternately, you could present both
the Umbragen live in the underworld below
Corellon and Lolth as legendary champions
@MV¼LZQS_QMTLQVO[WXPQ[\QKI\ML[PILW_UIOQK[ from the past. Corellon could be one of the
I[\PMaJI\\TMIOIQV[\IJMZZI\QWV[IVL\PMLIMTSaZ great heroes and patron ancestors of the
5W[\WN\PMXMWXTMWN3PWZ^IQZMPI^MVM^MZ Valenar, or one of the leaders of the Undying
[MMVILZW_IVLaW]TQSMTaSVW_TQ\\TMIJW]\\PM &RXUWZKLOH/ROWKFRXOGEHWKHOHJHQGDU\ÀUVW
.Q^M6I\QWV[)[ILZW_8+IZMaW]I>]TSWWZQ commander of the drow, whose spirit lingers
P]V\MZ_PW[WUMPW_UILMaW]Z_Ia\W and hungers for revenge.
3PWZ^IQZM¸IXZQUQ\Q^M_IZZQWZÅVLQVOaW]Z_Ia 8OWLPDWHO\LW·VDTXHVWLRQRIWKHVWRU\\RX
QV\PQ[[\ZIVOMVM__WZTL')ZMaW]IV=UJZIOMV want to tell. Do you want to preserve the
[PILW__QMTLMZ[MMSQVOXW_MZ[\PI\KIVPMTX XQLTXHFXOWXUHVRI(EHUURQ",QFRUSRUDWH
aW]ZXMWXTMQV\PMQZMVLTM[[_IZ'7ZI;]TI\IZ Corellon and Lolth into those cultures
RUJDQLFDOO\"2UH[SORUHWKHLGHDRIWKHVH
ÅZMJQVLMZX]Z[]QVOIXMZ[WVITXI\P\WOTWZa'
powers just discovering Eberron and
,WaW]LM[XQ[MMT^M[aW]MVKW]V\MZIVL[MMSW]\ awakening hidden memories in the blood of
KWVÆQK\WZIZMaW]_QTTQVO\WNWZOM\\PMIVKQMV\ HOIDQGGURZ"
_IZJM\_MMVaW]ZXMWXTM'

ELVES AND DRAGONMARKS


<PMMT^MVPW][M[WN8PQIZTIVIVL<P]ZIVVQKIZZa
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\PMaIZMZ]\PTM[[KWUXM\Q\WZ[QVJW\PM[XQWVIOM
and entertainment.

+0)8<-:d-4>-; 75
GNOMES
QVINM_WN\PMUKWV[]T\\PMBQT;KPMUM[\IJTM
-^MVQNaW]PI^MIOWWLPMIZ\IVLVWJTMOWIT[
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[]JZIKM<PMVI\]ZITQTT][QWVQ[\\ZIQ\Q[IXIZ\WN
/VWUM[XW[[M[[ITW^MWNSVW_TMLOM\PI\UIVa LIQTaTQNMQVBQTIZOW][MLJW\PNWZMV\MZ\IQVUMV\
_W]TLLM[KZQJMI[T][\5W[\OVWUM[PI\MXPa[QKIT IVLNWZ\ZQKSMZa<PM<P]ZQUJIZZWLis a common
^QWTMVKMIVLXZMNMZ\W[WT^M\PMQZXZWJTMU[_Q\P UIOQKQ\MU\PI\IUXTQÅM[\PQ[VI\]ZITOQN\NWZ
_WZL[¸_PM\PMZ\PI\¼[I_QbIZL¼[_WZLWNXW_MZ X]ZXW[M[WNKZMI\QVOU][QK<PMXW_MZ\W[XMIS
WZIZWO]M¼[KIZMN]T\PZMI\<PMKWUUWV^QM_ with small beasts is likewise something often
WN\PMOVWUMQ[\PI\WNINZQMVLTaJ][aJWLa X]\\WXZIK\QKIT][MIVL\PMBQTWN\MV][M[UITT
IT_Ia[ZMILa\WTMVLIPIVLWZ[PIZMI[\WZa*]\ IVQUIT[I[UM[[MVOMZ[WZO]QLM[?PQTMBQT
in fact, that cheerful gnome is often gathering OVWUM[LWV¼\I]\WUI\QKITTaPI^MXZWÅKQMVKa
QVNWZUI\QWV\PI\KW]TLWVMLIaJM][MN]T _Q\P,MKMX\QWVWZ8MZ[]I[QWV\PM[M[SQTT[IZM
KWUUWVQVBQT[WKQM\a#aW]KW]TL\ISM\PM
KPIZTI\IVWZKZQUQVITJIKSOZW]VLI[I_IaWN
GNOMES OF ZILARGO ZMÆMK\QVOaW]ZBQT]XJZQVOQVO
)[IXTIaMZKPIZIK\MZWVMY]M[\QWVQ[_Pa
1\_W]TLJMIVM`IOOMZI\QWV\W[Ia\PI\M^MZaBQT aW]¼^MTMN\BQTIZOWIVL_PI\\QM[aW][\QTTPI^M
gnome is a ruthless schemer. But intrigue is the to it. You could be a sage gathering information
NI^WZQ\MXI[\QUMWN\PMBQT)[IBQTOVWUMaW]¼^M NWZ\PM4QJZIZaWN3WZZIVJMZOWZIVQV^M[\QOI\WZ
JMMV\I]OP\\WUIVQX]TI\MIVLLMKMQ^M[QVKM [MVLQVO[\WZQM[WNaW]ZIL^MV\]ZM[JIKS\W\PM
KPQTLPWWLAW]¼^MJMMVQV^WT^MLQVLWbMV[WN 3WZZIVJMZO+PZWVQKTM.IUQTaQ[^MZaQUXWZ\IV\
[KPMUM[IVLNM]L[IVLaW]¼ZMTQSMTa[\QTT\QML]X \W\PMBQTIVLaW]KW]TLJMX]Z[]QVO\PMQV\MZM[\[
®½^‘«›Ã›Ý
1d10 ^ĐŚĞŵĞ
ϭ zŽƵƌĨĂŵŝůLJŝƐǁŽƌŬŝŶŐŽŶĂŶĞǁĨŽƌŵŽĨĞůĞŵĞŶƚĂůďŝŶĚŝŶŐ͕ďƵƚƚŚĞLJŶĞĞĚ<ŚLJďĞƌĚƌĂŐŽŶƐŚĂƌĚƐͶ
ůŽƚƐŽĨƚŚĞŵ͘
Ϯ zŽƵŚĂǀĞĂŵLJƐƚĞƌŝŽƵƐĐŽŶƚĂĐƚǁŚŽƐĞŶĚƐLJŽƵŵŝƐƐŝŽŶƐǀŝĂƐĞŶĚŝŶŐ͖ǁŚĞŶLJŽƵĨŽůůŽǁƚŚĞŝƌ
ŝŶƐƚƌƵĐƟŽŶƐ͕LJŽƵŝŶǀĂƌŝĂďůLJƌĞĐĞŝǀĞĂƌĞǁĂƌĚ͘
3 zŽƵ͛ǀĞĂĐƋƵŝƌĞĚĂƉůŽƚŽĨůĂŶĚŝŶyĞŶ͛ĚƌŝŬ͘zŽƵ͛ǀĞŶĞǀĞƌďĞĞŶƚŚĞƌĞ͕ĂŶĚŝĨLJŽƵĚŽŶ͛ƚǀŝƐŝƚŝƚǁŝƚŚŝŶĂ
LJĞĂƌ͕LJŽƵ͛ůůůŽƐĞƚŚĞĐůĂŝŵ͘
ϰ ƵĞƚŽĂŶƵŶƵƐƵĂůƚǁŝƐƚŽĨdƌŝƵŵǀŝƌĂƚĞůĂǁ͕LJŽƵƐŚĂƌĞƚŚĞƐĂŵĞŶĂŵĞǁŝƚŚĂŶƵŵďĞƌŽĨŽƚŚĞƌŝůĂŶĚ
LJŽƵ͛ƌĞĂůůůĞŐĂůůLJĐŽŶƐŝĚĞƌĞĚƚŽďĞƚŚĞƐĂŵĞƉĞƌƐŽŶ͘
ϱ zŽƵ͛ǀĞĂĐƋƵŝƌĞĚĂƐƉĞůůƐŚĂƌĚƚŚĂƚĐŽŶƚĂŝŶƐĂǀĂƐƚĂŵŽƵŶƚŽĨƚĞdžƚŝŶĂƐĞĞŵŝŶŐůLJƵŶďƌĞĂŬĂďůĞĐŽĚĞ͘
6 zŽƵŬŶŽǁƚŚĞůŽĐĂƟŽŶŽĨĂǁĂŶƚĞĚǁĂƌĐƌŝŵŝŶĂů͘tŝůůLJŽƵƚƵƌŶƚŚĞŵŝŶ͕ŽƌƚƌLJƚŽŐĞƚƐŽŵĞƚŚŝŶŐŝŶ
ĞdžĐŚĂŶŐĞĨŽƌLJŽƵƌƐŝůĞŶĐĞ͍
7 zŽƵ͛ǀĞďĞĞŶƐĞůůŝŶŐĨĂůƐĞƚƌĞĂƐƵƌĞŵĂƉƐ͘ƵƚŶŽǁLJŽƵ͛ǀĞĨŽƵŶĚŽŶĞƚŚĂƚŵŝŐŚƚďĞƌĞĂů͘
8 zŽƵ͛ǀĞĂĐƋƵŝƌĞĚĂĐŽŶƚƌŽůůŝŶŐƐƚĂŬĞŝŶĂĚŝƐƚĂŶƚĚƌĂŐŽŶƐŚĂƌĚŵŝŶĞ͕ďƵƚƚŚĞŵŝŶĞǁĂƐĂďĂŶĚŽŶĞĚ
ĐĞŶƚƵƌŝĞƐĂŐŽĚƵĞƚŽ͞ƉƌŽďůĞŵƐ͘͟<ŽďŽůĚƐ͍ďĞƌƌĂƟŽŶƐ͍dŚĞƌĞ͛ƐŽŶůLJŽŶĞǁĂLJƚŽĮŶĚŽƵƚ͘
9 zŽƵƌĨĂŵŝůLJŝƐĨĂĐŝŶŐĮŶĂŶĐŝĂůƌƵŝŶĂŶĚƚŚĞLJ͛ǀĞƚĂŬĞŶŽƵƚĂůƵĐƌĂƟǀĞůŝĨĞŝŶƐƵƌĂŶĐĞƉŽůŝĐLJŽŶLJŽƵ͘/ƚ
ŽŶůLJƉĂLJƐŽƵƚŝĨLJŽƵĚŝĞƵŶĚĞƌƵŶƵƐƵĂůĐŝƌĐƵŵƐƚĂŶĐĞƐ͕ĂŶĚƚŚĞLJ͛ƌĞĞŶĐŽƵƌĂŐŝŶŐLJŽƵƚŽƐĞĞŬŽƵƚĞǀĞƌ
ŵŽƌĞĚĂŶŐĞƌŽƵƐĂĚǀĞŶƚƵƌĞƐ͘
ϭϬ zŽƵ͛ƌĞƉĞĚĚůŝŶŐĂůŝĨĞĞdžƚĞŶƐŝŽŶƐĐŚĞŵĞǁŚĞƌĞĐůŝĞŶƚƐĂƌĞƉĞƚƌŝĮĞĚďLJĂŵĞĚƵƐĂĂŶĚƚŚĞŶƌĞƐƚŽƌĞĚ
ĂŌĞƌĂƉƌĞĚĞƚĞƌŵŝŶĞĚĂŵŽƵŶƚŽĨƟŵĞ͘

76 CHAPTER 3 | GNOMES
WNaW]ZNIUQTa°WZ[MMSQVO\WQV\MZNMZM_Q\P IT[WPI^MKPW[MV\WÅVLaW]ZW_VXI\PQVTQNM
\PMXTIV[WNIZQ^ITNIUQTaAW]KW]TLM^MVJM I^WQLQVO\PMQV\ZQO]M[aW]ZKW][QV[ILWZM
_WZSQVONWZ\PMUa[\MZQW][<Z][\\PMKWV[XQZIKa

GNOMES AND DRAGONMARKS


\PI\UIQV\IQV[WZLMZQVBQTIZOW1NaW]IZM
_WZSQVONWZ\PM<Z][\aW]KW]TLPI^MI[XMKQÅK
UQ[[QWVJ]\aW]KW]TLIT[WJMI[TMMXMZIOMV\¸ <PMOVWUM[WN0W][M;Q^Q[KIZZa\PM5IZS
gathering information and allies and waiting for of Scribing. Members of the house are scribes
\PMLIa_PMVaW]Z[SQTT[_QTTJMX]\\W][M IVLVW\IZQM[J]\\PMaIT[WUIQV\IQV\PM
sending stones that facilitate long-distance

ZIL NAMES communication in Khorvaire.

HALF-ELVES
BQT[WKQM\aQ[LQ^QLMLQV\WUIRWZPW][M[MIKPWN
_PQKPQ[KWUXW[MLWNU]T\QXTMNIUQTQM[-IKP
OVWUMPI[\PZMMVIUM["\PMQZXMZ[WVITVIUM
¹1¼UVW\»PITN¼IVa\PQVOAW]P]UIV[KWUMNZWU
\PMQZNIUQTaVIUMIVL\PMQZPW][MVIUM.WZ
M`IUXTM)TQVI4WZZQLIV4aZZQ[IVL<ITTQIV ;IZTWVI<PMMT^M[IZMNZWU)MZMVIT5M'1¼UI\Z]M
<ITQ][4aZZQ[IZMUMUJMZ[WNLQ‫ٺ‬MZMV\NIUQTQM[ KPQTLWN3PWZ^IQZMº
_Q\PQV0W][M4aZZQ[/VWUQ[PVIUM[IZMTWVO —Nandon Tam, Khoravar activist
IVLTaZQKIT#IBQTXZW^MZJKTIQU[¹\PM[_MM\M[\
song is the name of a friend.” Personal and clan
0ITNMT^M[IZM[XZMILIKZW[[3PWZ^IQZMNZWU
VIUM[I^MZIOM\PZMM[aTTIJTM[QVTMVO\PIVL\PMZM \PM<W_MZQVO?WWL[WN\PM-TLMMV:MIKPM[
is a strong tradition of alliteration.
to the slums of Sharn. New half-elves are born
Male Names")TQIV+I[\IZ,WZQ][-TaUIZ
QVM^MZaOMVMZI\QWVI[IZM[]T\WNXIQZQVO[
0ITQIZ0I[IT1TTQIV2I[[QIV4I[[Q][;IVILIT
between humans, elves, and half-elves, and these
Tallian, Torius
VM_JWZV[\aXQKITTaKTQVO\W\PMK]T\]ZM[WN\PMQZ
Female Names: Alina, Cassia, Dalia, Jandia,
XIZMV\[0W_M^MZW^MZ\PMKW]Z[MWNKMV\]ZQM[
4a[[M5a[[QI:IVILITI;IZITa[[I<ITQVI
PITNMT^M[PI^MLM^MTWXML\PMQZW_VKWUU]VQ\QM[
Tandria, Tassi, Vassilia
IVL\ZILQ\QWV[#\PQ[[MV[MWNQLMV\Q\aPI[JMMV
Family Names: )TaZM)Ta[[M+IVI\IZ
[\ZMVO\PMVMLJa\PMZQ[MWN0W][M4aZIVLIZIVL
,MT,WZQIV0IT2W[QTaV3IV4QV4WZZQLIV
House Medani.
4aZZQUIV;QT;]^Q][;aZZITIV<ITQ][<QT
In making a half-elf character, think about
<WZZITaV
_PM\PMZaW]_MZMJWZVQV\WI3PWZI^IZ
Clan Names: Adredar, Clebdecher, Dalian,
KWUU]VQ\aWZQNaW]_MZMJWZV\WXIZMV\[WN
Davandi, Harlian, Hebberdesh, Korrian,
LQ‫ٺ‬MZMV\ZIKM[1[aW]ZPITNMTNQLMV\Q\aI[W]ZKM
4WVILIZ4aZZQ[6MbbMTMKP;IV\QIZ<IZTQIKP WNXZQLMWZ[WUM\PQVO\PI\PI[JMMVLQ‫ٻ‬K]T\NWZ
aW]'<PMMT^M[WN)MZMVITPI^MVM^MZITTW_MLI
GNOMES OF THE FIVE NATIONS PITNMTNQV\W\PM=VLaQVO+W]Z\IVL\PM>ITMVIZ
MT^M[LWV¼\KWV[QLMZPITNMT^M[\WJMKIXIJTMWN
Gnomes are found across the Five Nations, and KPIVVMTQVOI>ITMVIZIVKM[\ZIT[XQZQ\
most are well-integrated into the local cultures.
Gnomes are often encountered as merchants,
magewrights, chroniclers, scholars, and
[KW]VLZMT[?PQTM\PMOVWUM[WN\PM.Q^M6I\QWV[
THE KHORAVAR
IZMV¼\I[QVPMZMV\TaLM^QW][I[\PMQZBQTKW][QV[ ?PMV\_WPITNMT^M[KWVKMQ^M\PMKPQTLQ[IT_Ia[
NIUQTaQ[][]ITTaQUXWZ\IV\\W\PMUAW]UIa a half-elf. Over the course of generations, families
have a network of old favors and connections to IVLKWUU]VQ\QM[WNPITNMT^M[PI^MLM^MTWXML
\PMKWUU]VQ\aaW]OZM_]XQV*]\aW]UQOP\ \PMQZW_VK]T\]ZITQLMV\Q\a5MUJMZ[WN\PM[M

+0)8<-:d0)4.-4>-; 77
HALF-ORCS
NIUQTQM[OMVMZITTaLQ[TQSM\PM\MZU¹PITNMTN#º
\PMaKITT\PMU[MT^M[Khoravar, an Elven term
meaning “children of Khorvaire.”
¹?M¼ZMP]V\MZ[QVI_WZTLWN[PMMXº
3PWZI^IZK]T\]ZMXTIKM[I[\ZWVOMUXPI[Q[WV
OMVMZW[Q\aIVLPW[XQ\ITQ\a\W_IZLW\PMZ3PWZI^IZ ¸3ITII[P¼IZZVI
AW]IZMV¼\M`XMK\ML\WX]\aW]Z[MTNQVLIVOMZNWZ Tharashk Inquisitive
I[\ZIVOMZJ]\_PMVXW[[QJTMPITNMT^M[LW_PI\
\PMaKIV\WPMTXW\PMZ3PWZI^IZIVL\W[PIZM 0ITNWZK[KIVJMNW]VLIVa_PMZMWZK[IVL
QVNWZUI\QWV3PWZI^IZKWUU]VQ\QM[PI^M_MMSTa P]UIV[UMM\<PM/PII[P¼SITIWZK[WN\PM
]VQ\aLQVVMZ[_PMZMTWKITVM_[IVLM^MV\[IZM ,MUWV?I[\M[IZMLM^W]\[MZ^IV\[WN\PM;QT^MZ
[PIZML#QNaW]¼ZMXTIaQVOIPITNMTNI]VQ\aLQVVMZ Flame who devote their lives to containing
Q[IOWWLWXXWZ\]VQ\aNWZaW]\WPMIZIJW]\TWKIT \PMM^QT[WN\PM?I[\M[#I[IPITNWZKXITILQV
events and rumors. Of course, this is a double- aW]UQOP\PI^MJMMV[MV\[W]\PWVILQ^QVM
MLOML[_WZL#[PW]TLaW]OIQVIZMX]\I\QWVI[ UQ[[QWVPWXQVOaW]ZP]UIVJTWWL_QTTPMTX
IKIXIJTMIL^MV\]ZMZ3PWZI^IZQVVMMLUIa aW]LMIT_Q\P\PM[M[WN\KZMI\]ZM[AW]KW]TL
IXXZWIKPaW]IVLI[SNWZaW]ZI[[Q[\IVKM JM\PMWZXPIVKPQTLWNIV]V][]ITXIQZQVO
3PWZI^IZ[XMISJW\P+WUUWVIVL-T^MV NWZKML\WÅVLaW]ZW_V_IaQV\PM_WZTL*]\
IVLIUWVO\PMU[MT^M[\PMaWN\MVJTMVL\PM[M the greatest concentration of half-orcs is in the
\_W\WOM\PMZ<PQ[XQLOQVUISM[XMZNMK\[MV[M\W Shadow Marches, where humans and orcs have
IVaWVM_PW[XMIS[JW\PTIVO]IOM[J]\[WUMWVM KWM`Q[\MLNWZKMV\]ZQM[?Q\P\PMZQ[MWN\PM
_PWWVTa[XMIS[WVMWN\PM\_WTIVO]IOM[KW]TL dragonmarked House Tharashk, orcs and half-
PI^M\WUISMIV1V\MTTQOMVKMKPMKS,+\W WZK[PI^M[XZMILW]\\PZW]OP\PM.Q^M6I\QWV[
understand the full meaning of a statement. IVLJMaWVL
?PQTM[WUM3PWZI^IZXZMNMZ\WNWTTW_\PMQZ 7^MZITT\PMXMWXTMWN\PM.Q^M6I\QWV[SVW_
W_VXI\P[UIVaM[XW][M\PMQLMIWN¹\PMJZQLOM TQ\\TMIJW]\PITNWZK[<PMIZKPM\aXMWN\PM
JM\_MMV"ºMVKW]ZIOQVO3PWZI^IZ\WNIKQTQ\I\M <PIZI[PSPITNWZKQ[\PI\WNIJW]V\aP]V\MZ
KWUU]VQKI\QWVIVLKWWXMZI\QWVJM\_MMV WZQVY]Q[Q\Q^M\PW]OP\PMZM¼[IT[WI\W]KPWN
UMUJMZ[WNLQ‫ٺ‬MZMV\K]T\]ZM[WZ[XMKQM[;]KP ¹[QUXTM\WVNZWU\PM[_IUX[º8MWXTMUIaJM
3PWZI^IZWN\MVJMKWUMUMLQI\WZ[LQXTWUI\[ ]VMI[aIZW]VLaW]WZI[[]UM\PI\aW]SVW_TQ\\TM
\ZIV[TI\WZ[WZJIZL[7\PMZ[IZMNI[KQVI\MLJa IJW]\\PM_Ia[WNKQ^QTQbI\QWV?Q\P\PI\[IQL
\PMQZLQ[\IV\KWVVMK\QWV\W\PM.MaJMKWUQVO _PQTMWZK[IZM\aXQKITTa[MMVI[XZQUQ\Q^M[_PW
Greensinger druids or warlocks bargaining with live on the fringes of civilization, in Eberron orcs
)ZKPNMa)[I3PWZI^IZLWIVaWN\PM[MXI\P[ IZMV¼\QVPMZMV\Ta->148MWXTMUIaJMINZIQL
IXXMIT\WaW]' WNaW]JMKI][M\PMa\PQVSaW]¼ZMILIVOMZW][
JW]V\aP]V\MZJ]\\PMZM¼[VWQUUMLQI\M
HALF-ELVES AND DRAGONMARKS I[[]UX\QWV\PI\aW]¼ZMKZ]MTWZJTWWL\PQZ[\a
Most of the time.
0ITNMT^M[NIUQTQM[KIZZa\_WLZIOWVUIZS[
House Medani holds the Mark of Detection,
IVLW‫ٺ‬MZ[[MZ^QKM[ZMTI\ML\WQV^M[\QOI\QWV
\PZMI\I[[M[[UMV\IVL[MK]ZQ\a0W][M4aZIVLIZ
HALF-ORCS OF THE SHADOW MARCHES
KIZZQM[\PM5IZSWN;\WZU[4aZIVLIZPI[TWVO ?PMZM\PMXMWXTMWN\PM.Q^M6I\QWV[SVW_
LWUQVI\ML\PM[PQXXQVOQVL][\ZaIVL\PMZMKMV\ TQ\\TMWNaW]ZSQVLQV\PM[_IUX[WN\PM;PILW_
LM^MTWXUMV\WN\PMIQZ[PQXPI[QVKZMI[MLQ\[ Marches half-orcs are celebrated. Human
XW_MZIVLXW\MV\QIT0W][M4aZIVLIZXZM[MV\[ refugees settled in the Shadow Marches centuries
Q\[MTNI[IXQTTIZNWZ\PM3PWZI^IZIVLM^MVQNaW] IOWIVL\PMÅZ[\PITNWZK[PMTXML\WKMUMV\\PM
LWV¼\PI^MILZIOWVUIZSaW]KW]TL_WZSNWZ\PM bond between these outsiders and the native orcs.
house, whether as a sailor or a house agent. 5IVa5IZKPMZ[NMMT\PI\\PMPITNWZKKIZZQM[\PM

78 +0)8<-:d0)4.7:+;
HALFLINGS
best traits of both races, with the strength of the
orc and the cunning of the human.
The rise of House Tharashk has brought
¹BWUJQM['5QVW\I]Z['<PW[M\PQVO[LWV¼\[KIZMUMI\
XZW[XMZQ\a\W\PM5IZKPM[5IVaWN\PM5IZKPMZ
ITT*]\IPW_TQVOPITÆQVO_IZZQWZKPIZOQVOaW]WVI
KTIV[_WZSNWZ\PMPW][MQV[WUMKIXIKQ\aIVL
aW]KW]TLJMIVIOMV\WN\PMPW][MM^MVQNaW] KTI_NWW\ZIX\WZ'5W[\\MZZQNaQVO\PQVO1¼^MM^MZ[MMVº
LWV¼\KIZZa\PM5IZSWN.QVLQVO_WZSQVOI[I ¸;QZ,IV\WVQZ¼4IQV
JW]V\aP]V\MZWZIKTM^MZQV^M[\QOI\WZ*]\\PMZM Brelish knight
IZMW\PMZXI\P[aW]KW]TLNWTTW_
• <PM/I\MSMMXMZLZ]QL[WN\PM;PILW_ <PMPITÆQVO[WN-JMZZWVJMOIVQV\PMMI[\WN
Marches have defended Eberron from Khorvaire, and nomadic tribes still wander
IJMZZI\QWV[IVL\PMLIMTSaZNWZ\PW][IVL[ \PM<ITMV\I8TIQV[0W_M^MZUIVaPITÆQVO[
WNaMIZ[)[ILZ]QLZIVOMZWZJIZJIZQIV followed their dragonmarked houses into the
aW]KW]TLJMI/I\MSMMXMZQVQ\QI\MX]Z[]QVO TIVL[\W\PM_M[\IVL\PMa¼^MJMMVIXIZ\WN\PM
a quest in the wider world. Five Nations since before the rise of Galifar.
1V-JMZZWVPITÆQVO[]JZIKM[ZMXZM[MV\
• The Cults of the Dragon Below also have
XMZ[WVITIX\Q\]LMI[WXXW[ML\WOMVM\QK[5W[\
LMMXZWW\[QV;PILW_5IZKPM[?PQTM
PITÆQVO[IZMTQOP\NWW\M[XMKQITTaQV\PM<ITMV\I
cultists are often evil, the main thing about
8TIQV[J]\[\W]\PITÆQVO[KIVJMNW]VLQVIVa
\PM+]T\[Q[\PI\\PMQZJMTQMN[OMVMZITTa[MMU
KWUU]VQ\a/PW[\_Q[MPITÆQVO[IZMM`\ZMUMTa
like madness to others. You could be a half-
ZIZM#QV\PM<ITMV\I8TIQV[\PMaIZMKWV[QLMZML
WZKJIZJIZQIV_PW¼[^MV\]ZMLJMaWVL\PM
\WJM\W]KPMLJa\PM[XQZQ\[IVLWN\MVJMKWUM
5IZKPM[[WaW]KIVÅVL_WZ\PaMVMUQM[#
ZM[XMK\MLLZ]QL[_PQTMQV\PM.Q^M6I\QWV[\PMa
[TIaQVOXW_MZN]TNWM[Q[\PMWVTa_Ia\WMIZV
IZMOMVMZITTa[MMVI[WLLQ\QM[
aW]ZXI[[IOM\W\PMXIZILQ[M\PI\TQM[_Q\PQV
the heart of the hollow world. This is also a
TWOQKITXI\PNWZI_IZTWKS][QVO\PM/ZMI\
7TL7VMXIK\ HALFLINGS AND DRAGONMARKS
• AW]KW]TLJMI[QUXTMP]V\MZNZWU\PM 0ITÆQVO[KIZZa\_WLZIOWVUIZS[0W][M2WZI[KW
Shadow Marches. You might have fought carries the Mark of Healing and dominates the
I[IUMZKMVIZaQV\PM4I[\?IZWZaW] business of medicine. House Ghallanda holds the
KW]TLJM[MMSQVOaW]ZNWZ\]VMWZIZMIT 5IZSWN0W[XQ\ITQ\aIVLZ]V[QVV[PW[\MT[IVL
KPITTMVOMQV\PM_WZTL\PI\TQM[JMaWVL taverns across Khorvaire.

HALF-ORCS AND DRAGONMARKS HALFLINGS OF THE FIVE NATIONS


0ITÆQVO[KIVJMNW]VLQVM^MZaKQ\aQV3PWZ^IQZM
<PMPITNWZK[WN0W][M<PIZI[PSKIZZa\PM5IZS
9]QKSIVLKPIZUQVOPITÆQVO[IZMWN\MVNW]VLI[
WN.QVLQVO0W][M<PIZI[PSTQKMV[M[JW]V\a
UMZKPIV\[XWTQ\QKQIV[JIZZQ[\MZ[IVLJIZL[7N
P]V\MZ[QVY]Q[Q\Q^M[IVLXZW[XMK\WZ[#QNaW]_IV\
course, these same talents are useful for grifters
something found, turn to Tharashk.
and other criminals.
5W[\VW\IJTa\PMPITÆQVO[WN\PMBoromar
Clan IZM\PMUW[\XW_MZN]TKZQUQVIT
WZOIVQbI\QWVQV*ZMTIVL<PMaIZMJI[MLQV
;PIZVJ]\\PMQZQVÆ]MVKMKIVJMNMT\IKZW[[\PM
VI\QWVIVLM^MVQV\PMLQ[\IV\KQ\aWN;\WZUZMIKP
1NaW]LMKQLM\WXTIaIPITÆQVOZWO]M¸WZ

+0)8<-:d0)4.416/; 79
IVaKPIZIK\MZ_Q\PIKZQUQVITWZKPIZTI\IV
JIKSOZW]VL¸aW][PW]TLLMKQLMQNaW]PI^MI
connection to the Boromar Clan, and discuss
\PQ[_Q\PaW]Z,5AW]KW]TLJMINZMMTIVKM
WXMZI\Q^M_PWWKKI[QWVITTaOM\[RWJ[NZWUI
TALENTA HALFLINGS
Boromar underboss. You could have a cousin in <PM<ITMV\I8TIQV[IVLQ\[XMWXTMIZMLM[KZQJML
\PM*WZWUIZ+TIV_PWWKKI[QWVITTaX]TT[aW] QVKPIX\MZ)[I<ITMV\IPITÆQVOIKZQ\QKIT
QV\W\PMQZXZWJTMU[7ZaW]KW]TLM^MVJM\PM question is _PaaW]¼^MTMN\\PM8TIQV[8MZPIX[
ZMT]K\IV\PMQZWNIXW_MZN]T*WZWUIZTMILMZ# aW][MZ^MLI[IUMZKMVIZa[KW]\QV\PM4I[\
aW]¼^MOWVMWV\PMZ]VZI\PMZ\PIV\ISQVOaW]Z ?IZIVLaW]¼^MZMUIQVML_Q\P\PMKWUZILM[
XTIKMQV\PQ[KZQUQVITMUXQZMJ]\[WUMLIaaW]Z aW]UM\QV\PMKWVÆQK\5IaJMaW]Z\ZQJM_I[
XI[\UIaKI\KP]X_Q\PaW] _QXMLW]\JaINWZMQOVMVMUa¸\PM)]Z]U\PM

dƒ½›Äãƒ,ƒ½¥½®Ä¦Yç®Ù»Ý
1d10 YƵŝƌŬ
ϭ zŽƵĂƌĞĐŽŶƐƚĂŶƚůLJĂŵĂnjĞĚďLJƚŚŝŶŐƐƚŚĞƉĞŽƉůĞŽĨƚŚĞ&ŝǀĞEĂƟŽŶƐƚĂŬĞĨŽƌŐƌĂŶƚĞĚ͘
Ϯ zŽƵƉĂƩĞƌŶLJŽƵƌďĞŚĂǀŝŽƌŽŶĂƉĂƌƟĐƵůĂƌƐƉĞĐŝĞƐŽĨĚŝŶŽƐĂƵƌ͘
3 zŽƵĂƌĞĞdžƚƌĞŵĞůLJĐƵƌŝŽƵƐ͕ĂŶĚLJŽƵ͛ƌĞĂůǁĂLJƐƐĞĂƌĐŚŝŶŐĨŽƌŶĞǁĞdžƉĞƌŝĞŶĐĞƐ͘
ϰ zŽƵůŽǀĞƚŽďŽĂƐƚ͕ĂŶĚLJŽƵ͛ƌĞĂůǁĂLJƐƚĞůůŝŶŐĞdžĂŐŐĞƌĂƚĞĚƐƚŽƌŝĞƐŽĨLJŽƵƌĂŵĂnjŝŶŐĂĚǀĞŶƚƵƌĞƐ͘
ϱ zŽƵǁĞĂƌĂŵĂƐŬƚŚĂƚLJŽƵďĞůŝĞǀĞŚŽůĚƐƚŚĞƐƉŝƌŝƚŽĨLJŽƵƌĨŽƌŵĞƌŵŽƵŶƚ͕ĂŶĚLJŽƵƚĂůŬƚŽŝƚǁŚĞŶ
LJŽƵĂƌĞƚƌŽƵďůĞĚ͘
6 zŽƵĚŽŶ͛ƚƵŶĚĞƌƐƚĂŶĚƚŚĞĐŽŶĐĞƉƚŽĨ͞ƚƌƵƚŚ͘͟dŽLJŽƵ͕ĞǀĞƌLJƚŚŝŶŐŝƐĂƐƚŽƌLJĂŶĚŝƚ͛ƐĂůůĂďŽƵƚŚŽǁ
LJŽƵƚĞůůŝƚ͘
7 zŽƵĂƌĞĂŶŶŽLJĞĚďLJďƵŝůĚŝŶŐƐĂŶĚƚŽŽůƐĚĞƐŝŐŶĞĚǁŝƚŚŽƵƚĐŽŶƐŝĚĞƌĂƟŽŶĨŽƌƐŵĂůůĐƌĞĂƚƵƌĞƐ͘
8 zŽƵƐĞĞŬǀĞŶŐĞĂŶĐĞĨŽƌĂǁƌŽŶŐĚŽŶĞƚŽLJŽƵƌƚƌŝďĞŽƌĨĂŵŝůLJ͘
9 zŽƵŶĞǀĞƌĨŽƌŐĞƚĂŶŝŶƐƵůƚŽƌŝŶũƵƌLJ͘
ϭϬ zŽƵƐĞĞƚŚĞŚĂŶĚŽĨƚŚĞƐƉŝƌŝƚƐŝŶĞǀĞƌLJƚŚŝŶŐƚŚĂƚŽĐĐƵƌƐĂƌŽƵŶĚLJŽƵ͘

80 +0)8<-:d0)4.416/;
-UMZITL+TI_¸IVLaW]IZM\ZI^MTQVO\PM_QLMZ CLAWFOOT RAPTOR
world in search of information and revenge. Medium Beast, Unaligned
8MZPIX[aW]¼ZMO]QLMLJa\PM[XQZQ\[_PW[MVL
aW]_PQ[XMZ[IVL^Q[QWV[LZQ^QVOaW]WVaW]Z ƌŵŽƌůĂƐƐ͗ϭϰ;ŶĂƚƵƌĂůĂƌŵŽƌͿ
IL^MV\]ZM[AW]KW]TLJMIVW‫ٻ‬KQITMV^WaWN ,ŝƚWŽŝŶƚƐ͗ϭϲ;ϯĚϴнϯͿ
aW]Z\ZQJM[MMSQVOITTQM[QV\PM_WZTLWZ[QUXTa ^ƉĞĞĚ͗ϱϬŌ
[MV\\WTMIZVUWZMIJW]\\PMTIVL[JMaWVL\PM
XTIQV[)ZMaW]IUIbMLJa\PM_WVLMZ[WN\PM ^dZ DEX KE /Ed t/^ ,
.Q^M6I\QWV[IVL\PMQZM^MZaLIaUIOQKWZLW ϭϳ;нϯͿ ϭϳ;нϯͿ ϭϯ;нϭͿ Ϯ;ͲϰͿ ϭϮ;нϭͿ ϭϬ;нϬͿ
aW]\ISM\PM_WZTLWN\PMJQONWTSQV[\ZQLM'<PM ^ŬŝůůƐƚŚůĞƟĐƐнϱ͕WĞƌĐĞƉƟŽŶнϱ͕^ƚĞĂůƚŚнϱ
<ITMV\IV0ITÆQVO9]QZS[\IJTMXZW^QLM[_Ia[\W
^ĞŶƐĞƐƉĂƐƐŝǀĞWĞƌĐĞƉƟŽŶϭϱ
ZMÆMK\aW]ZW]\[QLMZXMZ[XMK\Q^M
,QVW[I]Z[XTIaIVQUXWZ\IV\ZWTMQV<ITMV\IV >ĂŶŐƵĂŐĞƐͶ
K]T\]ZM0W_LWM[\PQ[I‫ٺ‬MK\aW]',WaW]PI^MI ŚĂůůĞŶŐĞϭͬϮ;ϭϬϬyWͿ
KTI_NWW\KWUXIVQWV')[ILZ]QLaW]KIVI[[]UM Pounce. /ĨƚŚĞĐůĂǁĨŽŽƚŵŽǀĞƐĂƚůĞĂƐƚϯϬĨĞĞƚ
LQVW[I]ZNWZU[#I[IUWVSaW]KW]TL][MÅOP\QVO ƐƚƌĂŝŐŚƚƚŽǁĂƌĚĂĐƌĞĂƚƵƌĞĂŶĚƚŚĞŶŚŝƚƐŝƚǁŝƚŚ
[\aTM[JI[MLWVLQ‫ٺ‬MZMV\LQVW[I]Z[4QSM_Q[M ĂĐůĂǁĂƩĂĐŬŽŶƚŚĞƐĂŵĞƚƵƌŶ͕ƚŚĂƚƚĂƌŐĞƚŵƵƐƚ
QVXTIaQVOI*MI[\<W\MUJIZJIZQIVWZ+QZKTM ƐƵĐĐĞĞĚŽŶĂϭϯ^ƚƌĞŶŐƚŚƐĂǀŝŶŐƚŚƌŽǁŽƌ
WN\PM;PMXPMZLLZ]QLKWV[QLMZZMXTIKQVO\PM ďĞŬŶŽĐŬĞĚƉƌŽŶĞ͘/ĨƚŚĞƚĂƌŐĞƚŝƐƉƌŽŶĞ͕ƚŚĞ
traditional totems with the following. ĐůĂǁĨŽŽƚĐĂŶŵĂŬĞŽŶĞďŝƚĞĂƩĂĐŬĂŐĂŝŶƐƚŝƚĂƐĂ
Bear: 0IUUMZ\IQTIVSaTW[I]Z][ ďŽŶƵƐĂĐƟŽŶ͘
Eagle: /TQLM_QVOX\MZIVWLWV
‘ã®ÊÄÝ
Wolf: +TI_NWW\ZIX\WZ
Claws. DĞůĞĞtĞĂƉŽŶƩĂĐŬ͗нϱƚŽŚŝƚ͕ƌĞĂĐŚϱ
Ō͕͘ŽŶĞƚĂƌŐĞƚ͘,ŝƚ͗ϭϬ;ϮĚϲнϯͿƐůĂƐŚŝŶŐĚĂŵĂŐĞ
Bite. DĞůĞĞtĞĂƉŽŶƩĂĐŬ͗нϱƚŽŚŝƚ͕ƌĞĂĐŚϱŌ͕͘
ŽŶĞƚĂƌŐĞƚ͘,ŝƚ͗ϴ;ϮĚϰнϯͿƉŝĞƌĐŝŶŐĚĂŵĂŐĞ

+0)8<-:d0)4.416/;
+0)8<-: 81
HUMANS
)]VLIQZQ[ITWOQKITWZQOQVNWZI_QbIZLJ]\aW]Z
wizard could be a down-and-out arcanist from
\PMITTMa[WN;PIZVWZI4PIbIIZXQZI\M_Q\PI
¹<PML_IZNQ[[\WQK<PMMTNQ[_Q[M<PMOVWUMQ[
SVIKSNWZ\PMUa[\QKIZ\[
K]VVQVO)VLP]UIV['<PMaKIV¼\UISM]X\PMQZ
<PM^IZQIV\P]UIVXZM[MV\MLQV\PM8TIaMZ¼[
UQVL[W\PMa\Za\WJMITTWN\PM[M\PQVO[I\WVKMº 0IVLJWWSXZW^QLM[IVILLQ\QWVITWXXWZ\]VQ\a\W
—Kessler, Sharn bard KIX\]ZM[WUMWN\PMÆI^WZWN-JMZZWV,WM[aW]Z
KPWQKMWN[SQTTXZWÅKQMVKaIVLNMI\ZMÆMK\\PM
Humans have dominated Khorvaire for K]T\]ZMaW]_MZMZIQ[MLQV'
\PW][IVL[WNaMIZ[<PMaNW]VLML\PM.Q^M

HUMANS AND DRAGONMARKS


6I\QWV[IVLUISM]X\PMUIRWZQ\aWN\PM
XWX]TI\QWVQV\PM[MKW]V\ZQM[,M[XQ\M\PMQZ
ZMTI\Q^MTa[PWZ\TQNM[XIV¸WZXMZPIX[JMKI][M 0]UIV[XW[[M[[I_QLMZIVOMWN,ZIOWVUIZS[
WNQ\¸P]UIV[IZMQVVW^I\Q^MILIX\IJTMIVL IVL\PMQZPW][M[IZM[XZMILIKZW[[3PWZ^IQZM
IOOZM[[Q^MIT_Ia[X][PQVO\PMQZTQUQ\[IVL 0W][M+IVVQ\PQ[WVMWN\PMUW[\XW_MZN]T
X]Z[]QVOVM_QLMI[ houses, creating both magic and mundane
0]UIV[IZMM`\ZMUMTaLQ^MZ[M#IJIZJIZQIV items with the Mark of Making. House Orien
NZWU\PM,MUWV?I[\M[PI[TQ\\TMQVKWUUWV UIQV\IQV[\PM4QOP\VQVO:IQTIVL\ZILM
_Q\PI*ZMTQ[PZWO]M?PMVaW]¼ZMKZMI\QVOI caravans that run across the continent. House
P]UIVKPIZIK\MZKWV[QLMZ_PMZMaW]¼ZMNZWU ,MVMQ\PJZWSMZ[\PM[MZ^QKM[WNJWLaO]IZL[
IVLPW_\PI\¼[ZMÆMK\MLQVaW]ZKTI[[ and mercenaries. House Vadalis uses the Mark
IVLJIKSOZW]VL+PIX\MZXZM[MV\[IV WN0IVLTQVO\WJZMMLÅVMUW]V\[IVLW\PMZ
overview of the nations of Khorvaire and KZMI\]ZM[0W][M<PIZI[PSXZWL]KM[JW]V\a
ideas for characters tied to those nations. P]V\MZ[XZW[XMK\WZ[IVL
However, these are ideas— inquisitives.
not restrictions.

82 CHAPTER 3 | HUMANS
OTHER RACES
NZWU\PMQZL]\QM[J]QTLQVOIVMUXQZMQV_M[\MZV
Khorvaire and clashing with the Dhakaani
<PMZIKM[LM[KZQJML[WNIZIZM\PW[MKWUUWVTa goblinoids. This came crashing down when one
found in the Five Nations. However, there are of the ancient Overlords stirred, unleashing
UIVaW\PMZKZMI\]ZM[QV\PM_WZTL0MZM¼[I ÅMVL[IVLKWZZ]X\QVOUIVaWN\PMLZIOWVJWZV
brief overview of some of these other races and \PMU[MT^M[<PMQZMUXQZMKWTTIX[MLIVL\PM
_PI\aW]UQOP\LW_Q\P\PMU1\¼[IT_Ia[]X LZIOWVJWZVZM\ZMI\ML\W\PMLIZSVM[[WN9¼JIZZI
to the DM to decide if an unusual race is an <PMaPI^MZMUIQVML\PMQZM^MZ[QVKMÅOP\QVO\PM
WX\QWVNWZXTIaMZKPIZIK\MZ#\PMZM¼[IXTIKMNWZ forces of the Poison Dusk and guarding against
LZIOWVJWZVQV-JMZZWVJ]\QNI,5LWM[V¼\ N]Z\PMZKWZZ]X\QWV
_IV\\W][M\PMUQVIKIUXIQOV\PMaZMUIQV <WLI\M\PMLZIOWVJWZVPI^MTIZOMTaQOVWZML
hidden and unknown. \PMP]UIV[WN9¼JIZZIIVL\PMNM_P]UIV[
_PW¼^MMVKW]V\MZMLLZIOWVJWZVJMTQM^M\PMa¼ZM
[WUMM`W\QK\aXMWNTQbIZLNWTS1NaW]¼ZMI
AASIMAR LZIOWVJWZV8+_PI\PI[KI][MLaW]\WMUMZOM
NZWU9¼JIZZI')ZMaW]WVIY]M[\\WPMTXaW]Z
1V-JMZZWVII[QUIZIZMV¼\IZIKMI[[]KP XMWXTMWZ\WWXXW[M\PM4WZL[WN,][\')ZMaW]
Rather, each aasimar is a unique individual LZQ^MVJa_IVLMZT][\WZK]ZQW[Q\a',QLaW][MZ^M
\W]KPMLJaIKMTM[\QITXW_MZ)VII[QUIZJW]VL I[IUMZKMVIZaQV\PM4I[\?IZ'
to the Silver Flame has a couatl as an angelic
O]QLMLZQ^QVOQ\\WXZW\MK\\PMQVVWKMV\NZWU
[]XMZVI\]ZITM^QT)VIZKPWVNZWU;PI^IZI\P
KW]TLM`PWZ\Q\[II[QUIZ\WÅOP\\aZIVVaIVL
GITHYANKI AND GITHZERAI
injustice in the name of Dol Arrah, while an <PMOQ\PaIVSQKQ\aWN<]¼VIZI\PTQM[QV\PM)[\ZIT
IVOMTNZWU;aZIVQIUQOP\MVKW]ZIOMQ\[II[QUIZ Plane, while the githzerai have established their
\W[MMSW]\SVW_TMLOMIVL]XPWTL\PMTI_I[I [\ZWVOPWTLQV\PMKPIW[WN3a\PZQ1NaW]_Q[P
servant of Aureon. On the other side of things, \WPI^M\ZI‫ٻ‬KJM\_MMV-JMZZWVIVL\PM_QLMZ
INITTMVII[QUIZKW]TLPI^MIJWVL\WI[XQZQ\ U]T\Q^MZ[M<]¼VIZI\PKIVTQMJM\_MMV-JMZZWV
WN5IJIZWZIKZ]MTÅMVLNZWU;PI^IZI\P)V IVL\PMXTIVM[\PI\TQMJMaWVL#IVQVK]Z[QWVJa
aasimar could even be an elf channeling the \PMOQ\PaIVSQKW]TLJM\PMÅZ[\[QOVWNKWV\IK\
XW_MZWN\PM=VLaQVO+W]Z\\PW]OP\PMa¼L with the outer multiverse. On the other hand,
XW[[M[[\PM[\IVLIZLII[QUIZ\ZIQ\[QVXTIKMWNIVa Q\¼[R][\I[MI[a\W[Ia\PI\\PMOQ\PWN-JMZZWVIZM
elf traits. \QML\W\PM[M\\QVOIVLPI^MVW\ZI‫ٻ‬K_Q\P\PM
<PMIXXMIZIVKMWNIVII[QUIZ_QTTLMXMVLWV broader multiverse.
the nature of their angelic guide. An aasimar <PMOQ\PIZMIZIKMMV[TI^MLJa\PMUQVL
UQOP\IXXMIZ\WJMIVWZUITP]UIVWZMTN]V\QT ÆIaMZ[_PWW^MZ\PZM_\PM[MKZ]MTUI[\MZ[IVL
\PMa]VTMI[P\PMQZKMTM[\QITOQN\[5W[\XMWXTM ZIQ[MLNWZ\ZM[[M[QV\PMXTIVM[<PQ[[\WZaPWTL[
have heard stories of aasimars, but have never \Z]MQV-JMZZWV_Q\PWVM\_Q[\1\_I[\PMLIMTSaZ
IK\]ITTaUM\WVM _PWQV^ILML\PM_WZTLWN\PMOQ\P<PMLIMTSaZ
KZMI\ML\PMÅZ[\UQVLÆIaMZ[NZWUOQ\P[\WKS
and turned these monsters against their own
DRAGONBORN XMWXTM;WQ\_I[\PMUQVLÆIaMZ[_PWLM[\ZWaML
\PMOQ\P¸J]\_WZ[M[\QTT\PMUQVLÆIaMZ[IZM
<MV[WN\PW][IVL[WNaMIZ[IOW\PMLZIOWV[WN \PMU[MT^M[I\_Q[\MLZMÆMK\QWVWN\PMOQ\P
Argonnessen established a garrison of dragonborn <WLI\M\PMOQ\PaIVSQIVLOQ\PbMZIQPI^M
QV_PI\Q[VW_9¼JIZZI<PM[M_IZZQWZ[_MZM XTIaMLVW[QOVQÅKIV\ZWTMQV\PMPQ[\WZaWN
I[[QOVML\WXZW\MK\\PMZMOQWVIOIQV[\\PMQVÆ]MVKM -JMZZWVIVLWVTa\PM_Q[M[\[IOM_W]TL
WN\PM4WZL[WN,][\7^MZ\QUM\PMaLZQN\MLI_Ia ZMKWOVQbMWVM1NaW]XTIaIOQ\PKPIZIK\MZ

CHAPTER 3 | OTHER RACES 83


KWV[QLMZ_PI\JZQVO[aW]\W-JMZZWV)ZMaW]I were defeated, the seeds of madness took root in
OQ\PaIVSQ[KW]\OI\PMZQVOQVNWZUI\QWVNWZIN]\]ZM \PMMUXQZMIVL\WZMQ\IXIZ\<WLIa\PMZMIZM
QVK]Z[QWV°WZIZMJMT_PW_IV\[\WXZW\MK\\PM NW]ZXZQUIZaOWJTQVWQLK]T\]ZM[QV3PWZ^IQZM
_WZTLNZWU[]KPINI\M')ZMaW]PMZM\WP]V\
UQVLÆIaMZ[WZ\WWXXW[M\PM[KPMUM[WN\PM
LIMTSaZ'7ZIZMaW]R][\IK]ZQW][M`XTWZMZ' CITY GOBLINS
Goblins are found in most of the major cities
WN\PM.Q^M6I\QWV[?PMVP]UIV[ÅZ[\KIUM
GNOLLS \W3PWZ^IQZM\PMaMV[TI^MLUIVaOWJTQV[IVL
built their cities on the foundations of Dhakaani
In ancient times, the gnolls were servants of the
Z]QV[/ITQNIZMVLML\PMXZIK\QKMWN[TI^MZaIVL
ÅMVLQ[P7^MZTWZL[;WUMIZM[I^IOMKZMI\]ZM[
\PM[MOWJTQV[IZM\MKPVQKITTaKQ\QbMV[WN\PM.Q^M
that remain in the thrall of these demons. But
6I\QWV[J]\UW[\ZMUIQVI[IVQUXW^MZQ[PML
\PMTIZOM[\XWX]TI\QWVWNOVWTT[Q[\PMBVQZ8IK\
underclass found in slums and ghettos. However,
WN,ZWIIU<PW][IVL[WNaMIZ[IOW\PM[MOVWTT[
gifted goblins can be found in all walks of life,
X]ZOML\PMU[MT^M[WNLMUWVQKQVÆ]MVKMIVL
and goblins served in the armies of the Five
[_WZM\WVM^MZITTW_IVaW\PMZKZMI\]ZM\WPWTL
6I\QWV[L]ZQVO\PM4I[\?IZ
dominion over them. The Znir Pact sell their
services as soldiers and trackers. Most of the
8IK\K]ZZMV\Ta[MZ^M[\PM,I]OP\MZ[WN;WZI3MTT THE GHAAL’DAR
QV,ZWIIUJ]\[WUMNW]OP\QV\PM4I[\?IZ
<PM/PIIT¼LIZ\ZQJM[IZW[MNZWU\PMZMUVIV\[
as agents of House Tharashk, and Tharashk
WN\PM,PISIIVQ-UXQZM0WJOWJTQV[IZM\PM
continues to broker their services.
TMILMZ[WN\PM/PIIT¼LIZMVNWZKQVO\PMQZ_QTT
)[IOVWTTaW]KW]TLJMINWZUMZUMZKMVIZa
WV\PMOWJTQV[IVLJ]OJMIZ[<PMPQ[\WZaWN\PM
_PW¼[KPW[MV\W[\Ia_Q\PKWUZILM[aW]UM\
/PIIT¼LIZQ[ÅTTML_Q\P[\ZQNM#_PMV\PMa_MZMV¼\
L]ZQVOaW]Z[MZ^QKM#I[IZ]TMBVQZOVWTT[IZM
ÅOP\QVO_Q\P/ITQNIZWZBQTIZOW\PM\ZQJM[][]ITTa
LMMXTaTWaIT\W\PW[M\PI\\PMaKWV[QLMZ\WJM
turned on one another. This came to an end with
UMUJMZ[WN\PMQZXIKSAW]UQOP\JMLZQ^MV
\PM4I[\?IZ0W][M,MVMQ\PPQZML/PIIT¼LIZ
JaK]ZQW[Q\aMIOMZ\WM`XTWZM\PM_WZTLJMaWVL
mercenaries, and this gave focus to the divided
,ZWIIUAW]KW]TLJMLZQ^MVJa^Q[QWV[WNI
tribes. A brilliant hobgoblin, Haruuc, united the
LMUWVQKXW_MZZQ[QVOQV\PM.Q^M6I\QWV[WZ
/PIIT¼LIZIVL]VLMZPQ[TMILMZ[PQX\PMa[MQbML
working on behalf of the Daughters of Sora
KWV\ZWTWN_PI\Q[VW_,IZO]]V[MMKPIX\MZ
3MTT7ZaW]KW]TLJMIUMZKMVIZa[\QTTQV[Q[\QVO
<PMIOQVO4PM[P0IZ]]KZMUIQV[I[\PMZ]TMZ
WVZMO]TIZXIaUMV\NWZaW]ZWVOWQVO[MZ^QKM[\W
WN,IZO]]VIVLUIVaNMIZ\PI\PQ[LMI\PKW]TL
\PMXIZ\a
throw the region into chaos.
)UWVO\PM/PIIT¼LIZaW]PWTLaW]ZXTIKM

GOBLINOIDS \PZW]OPK]VVQVOIVL[\ZMVO\P)[I/PIIT¼LIZ
OWJTQVWQLaW]UIaPI^MJMMVINWZUMZ
<PMOWJTQVWQL[XMKQM[¸QVKT]LQVOOWJTQV[ UMZKMVIZaVW_[MMSQVOIL^MV\]ZMAW]KW]TLJM
hobgoblins, and bugbears—were once the _WZSQVOI[IVMUQ[[IZaNWZWVMWN\PM/PIIT¼LIZ
dominant civilization in Khorvaire. The \ZQJM[WZM^MV4PM[P0IZ]]KPQU[MTN7ZaW]
OWJTQVWQL-UXQZMWN,PISIIVZ]TMLUW[\WN KW]TLPI^MJMMVLZQ^MVNZWUaW]Z\ZQJMJa\PM
3PWZ^IQZMNWZ\PW][IVL[WNaMIZ[1\_I[KZQXXTML IK\QWV[WNIZQ^IT#XMZPIX[aW]¼ZM[MMSQVOITTQM[\W
JaITWVOIVLJQ\\MZKWVÆQK\_Q\P\PMLIMTSaZIVL ZMKTIQUaW]ZJQZ\PZQOP\
\PMQZIJMZZIV\IZUQM[#M^MV\PW]OP\PMLIMTSaZ

84 CHAPTER 3 | OTHER RACES


THE MARGUUL <PM0MQZ[WN,PISIIVIZMIVIOVW[\QK[WKQM\a
IVLLWV¼\PI^MKTMZQK[XITILQV[WZLZ]QL[<PMQZ
<PM5IZO]]TJ]OJMIZ[\PZM_W‫\ٺ‬PMaWSMWN NWK][Q[WVUIZ\QITM`KMTTMVKMIVL\PMQZ[XQZQ\]IT
\PM/PIIT¼LIZTWVOIOW[MQbQVO\MZZQ\WZaQV\PM TMILMZ[IZMJIZL[_PWQV[XQZM\PMQZ_IZZQWZ[_Q\P
Seawall Mountains in the south of Darguun. \ITM[WNXI[\OTWZa
<PMaIZMQVNIUW][ZIQLMZ[IVL_PQTM\PMaPI^M Among the Dhakaan, all goblinoids work
JZWSMZMLI\Z]KM_Q\P\PM/PIIT¼LIZIVaWVM together, using their talents for the greater good.
venturing into the Seawall Mountains had best Hobgoblins are the strategists and commanders,
travel with a Marguul guide. \aXQKITTaPI^QVO\PM[SQTT[WNÅOP\MZ[JIZL[WZ
)[I5IZO]]TJ]OJMIZaW]IZM[I^IOMIVL rangers. Bugbears cultivate a focused battle rage
XZW]LWNQ\<PM5IZO]]T_WZ[PQX\PM5WKSMZa IVLIZM\aXQKITTaJIZJIZQIV[[MZ^QVOI[[PWKS
IVLJMTQM^MQV^QK\WZaJaIVaUMIV[VMKM[[IZa" \ZWWX[/WJTQV[IZMTIZOMTaIZ\Q[IV[IVLTIJWZMZ[
\PMZMQ[VW[]KP\PQVOI[PWVWZWV\PMJI\\TMÅMTL J]\M`KMX\QWVITOWJTQV[RWQV\PMSPM[P¼LIZ¹[QTMV\
1\¼[KMZ\IQVTaIV]V][]ITKPWQKMNWZIXTIaMZ NWTSºTMIZVQVO\PM[SQTT[WNZWO]MUWVSWZ
KPIZIK\MZJ]\QNaW]¼^M\ISMVITQSQVO\WI ZIVOMZ<PMSPM[P¼LIZIZM[XZMILQVOIOMV\[IKZW[[
XIZ\QK]TIZOZW]XWN\PM[UITTNWTSaW]KW]TLJMI \PM.Q^M6I\QWV[IVLaW]VM^MZSVW__PMVIKQ\a
XW_MZN]TITTa OWJTQVUQOP\\]ZVW]\\WJMILMILTaI[[I[[QV
)[IVIL^MV\]ZMZNZWUI,PISIIVQKTIV_Pa
THE HEIRS OF DHAKAAN IZMaW]_WZSQVO_Q\P\PMW\PMZXTIaMZKPIZIK\MZ['
)ZMaW]I[KW]\OI\PMZQVOQVNWZUI\QWV')ZM
<PW]OP\PM,PISIIVQ-UXQZMLMNMI\ML\PMITQMV aW][MIZKPQVONWZITTQM[\WLMNMI\IZQ^ITKTIV
LIMTSaZ\PM_IZTMN\[MML[WNUILVM[[[\ZM_V WZ\W[]XXWZ\aW]ZW_V]VTQSMTaJQLNWZ\PM
\PZW]OPW]\\PMMUXQZM)[,PISIIVJMOIV 1UXMZQIT\PZWVM')ZMaW]IVM`QTM°IVLQN[W
to fall, a number of generals and governors LWaW]PWXM\WZMOIQVaW]ZXW[Q\QWVWZPI^MaW]
gathered their forces and retreated into shelters IJIVLWVMLaW]Z\QM[\W\PM,PISIIVQ'
LMMX_Q\PQV\PMMIZ\PLM\MZUQVML\WXZM[MZ^M
\PMQZKQ^QTQbI\QWV]V\QT\PM-UXQZMKW]TLÅVITTa
JMZM[\WZML)N\MZ\PW][IVL[WNaMIZ[\PMQZ
LM[KMVLIV\[PI^MÅVITTaMUMZOML<PMaIZM
KOBOLDS
KWUXM\QVOIUWVO\PMU[MT^M[\WLM\MZUQVM_PQKP 5IVaSWJWTL[TQ^MQV[QUXTM\ZQJM[[KI\\MZML
TMILMZLM[MZ^M[\PM1UXMZQITKZW_V#WVKM\PQ[Q[ across Eberron. The Iredar kobolds claim
[M\\TML\PMa_QTT\]ZV\W\PMKWVY]M[\WN,IZO]]V to be descended from the Progenitor Dragon
and Khorvaire. -JMZZWVPMZ[MTNIVLOMVMZITTaTQ^MQVUW]V\IQV
The Dhakaani are far fewer in number than caverns. The Irvhir KTIQUSQV[PQX_Q\P3PaJMZ
\PM/PIIT¼LIZ#\PMaPIL\WKIZMN]TTaTQUQ\\PMQZ IVLTQ^MQVLMMXKI^MZV[?PQTM\PM[MKTIQU[IZM
XWX]TI\QWVQV\PMQZLMMX^I]T\[0W_M^MZ ]VTQSMTaUIVaSWJWTL[LWLM^MTWX[WUMLMOZMM
\PMaPI^MPMTLWV\W\PMUIZ\QITLQ[KQXTQVM WN[WZKMZW][IJQTQ\a1VILLQ\QWV\W\PM[M\ZQJIT
and techniques that allowed their ancestors to SWJWTL[\PMZM¼[ITIZOMXWX]TI\QWVWNSWJWTL[
LWUQVI\M\PMKWV\QVMV\<PMQZ_MIXWV[UQ\P[ QV\PMVI\QWVWN,ZWIIU<ZILQ\QWVITTa\PM[M
IZM[]XMZQWZM^MV\W\PMIZ\QÅKMZ[WN0W][M SWJWTL[PI^MJMMVMV[TI^MLJaUWZMXW_MZN]T
+IVVQ\PIVL\PMaIZMM`XMZ\[QV\PM_WZSQVOWN creatures; now the Daughters of Sora Kell have
ILIUIV\QVMIVLW\PMZM`W\QKUM\IT[)VaWVM granted them their own domain under their
who takes goblinoids for granted should be _IZTWZL3M\PMTZI`\PM+]VVQVO*MaWVL\PQ[I
[]ZXZQ[MLJa\PM[SQTT[WN\PM,PISIIVQ handful of Kobolds can be found scattered across
3PWZ^IQZM[WUM\QUM[UQVOTQVO_Q\P\PMKQ\a
goblins in the great cities.

CHAPTER 3 | OTHER RACES 85


LIZARDFOLK ORCS
The lizardfolk of Khorvaire dwell in the region The orcs are an ancient race. Their ancestors
SVW_VI[9¼JIZZI5W[\IZMXIZ\WNI\ZQJIT _MZM[KI\\MZMLJa\PM,PISIIVQOWJTQV[IVL
alliance known as the Cold Sun Federation. \PMaTIZOMTaTQ^MQVPIZ[PIVL]V_IV\MLTIVL["
<PMQZKQ^QTQbI\QWVQ[IVKQMV\J]\\PMaIZMY]Q\M \PM[_IUX[WN\PM;PILW_5IZKPM[\PM,MUWV
XZQUQ\Q^MJa\PM[\IVLIZL[WN\PM.Q^M6I\QWV[ ?I[\M[\PMLMX\P[WN\PM1ZWVZWW\5W]V\IQV[
IVL\PMa¼^MVM^MZ[W]OP\\WM`XIVLJMaWVL <PMWZK[WN-JMZZWV_MZMV¼\NWZUMLJa
9¼JIZZI7^MZ\PMTI[\\PQZ\aaMIZ[P]UIV[PI^M /Z]]U[PIVL\PMaIZMV¼\QVPMZMV\TaLZQ^MV\W
JMO]V\W[M\\TM9¼JIZZI<ZMI\QM[PI^MJMMV M^QT0W_M^MZ\PMaIZMIVM`\ZMUMTaXI[[QWVI\M
established with the Cold Sun Federation, but IVLXZQUITZIKMOQ^MV\WXW_MZN]TMUW\QWVIVL
KWUU]VQKI\QWVQ[LQ‫ٻ‬K]T\IVL\PMZMPI^MJMMV LMMXNIQ\P<PM/PII[P¼SITIWZK[WN\PM,MUWV
KTI[PM[[\IZ\MLJaNWZKM[WVJW\P[QLM[ ?I[\M[IZM[MZ^IV\[WN\PM;QT^MZ.TIUM_PW
)[ITQbIZLNWTSaW]UIaJMI[KW]\[MV\W]\ LM^W\M\PMQZTQ^M[\WJI\\TQVO\PMÅMVL[WN\PM
into the wider world to learn more about these ?I[\M[<PM/I\MSMMXMZLZ]QL[WN\PM;PILW_
Ua[\MZQW][[WN\[SQVVMLKZMI\]ZM[AW]UQOP\JM 5IZKPM[_MZM\PMÅZ[\LZ]QL[WV3PWZ^IQZM
LZQ^MVJaIUa[\MZQW][LZMIUAW]KW]TLPI^M <PM/I\MSMMXMZ[XTIaMLIKZ]KQITZWTMQV
JMMVLZQ^MVNZWUaW]Z\ZQJMNWZIKZQUM#_PI\ LMNMI\QVO\PMITQMVLIMTSaZIVLJQVLQVO\PQ[M^QT
_I[Q\IVLIZMaW]IK\]ITTaO]QT\a' QV3PaJMZIVL\PMQZLM[KMVLIV\[KWV\QV]M\W
UIQV\IQV\PMIVKQMV\[MIT[IVLÅOP\IJMZZI\QWV[
0W_M^MZUIVaWZK[_MZMKWZZ]X\MLJa\PM
MINOTAURS LIMTSaZIVLMUJZIKML\PMUILVM[[WN\PM+]T\[
of the Dragon Below. These cultists also live
In Eberron, minotaurs are found in the
in the Shadow Marches, and battles between
monstrous nation of Droaam. Most minotaurs
/I\MSMMXMZ[IVL\PM[MZ^IV\[WN\PM,ZIOWV
_WZ[PQXIVMV\Q\aKWUUWVTaKITTML\PM0WZVML
Below have diminished both sides.
8ZQVKMJ]\MIKPKTIVPI[Q\[W_VXMZ[WVIT
*MaWVL\PM/I\MSMMXMZ[IVL\PMK]T\Q[\[\PM
QV\MZXZM\I\QWVIVLVIUMNWZ\PM8ZQVKM;WUM
Shadow Marches are home to orcs who have
XZM[MV\\PM0WZVML8ZQVKMI[I[I^IOMLMUWV
joined with humans to create mixed clans. The
who must be satiated with the blood of enemies.
dragonmarked House Tharashk arose from this
7\PMZKTIV[[MM\PMXZQVKMI[IVWJTM_IZOWL¸
]VQWV?PQTMN]TTWZK[KIVVW\KIZZa\PM5IZSWN
analogous to Dol Dorn and Dol Arrah—who
.QVLQVO\PMaIZMIVQUXWZ\IV\XIZ\WN\PMPW][M
LMUIVL[\PI\PQ[KPQTLZMVLQ[XTIaJW\PKW]ZIOM
IVLKIVJMNW]VLIKZW[[3PWZ^IQZMI[XIZ\WN
IVLPWVWZWV\PMJI\\TMÅMTL?PQTM\PMKZ]MT
<PIZI[PSWXMZI\QWV[
UQVW\I]Z[IZMXZQUIZQTaMVKW]V\MZMLI[ZIQLMZ[
)[IVWZKaW]KW]TLJMI/PII[P¼SITIXITILQV
on the borders of Droaam, honorable minotaurs
[MMSQVO\WXZW\MK\\PMQVVWKMV\NZWUM^QTAW]
often work with House Tharashk and serve as
UQOP\JMI/I\MSMMXMZLZ]QLWZZIVOMZP]V\QVO
mercenaries in the Five Nations.
IJMZZI\QWV[_WZSQVO\WXZM^MV\\PMZM\]ZVWN
)[IUQVW\I]ZKPIZIK\MZLMKQLMWVaW]Z^MZ[QWV
\PMLIMTSaZAW]KW]TLJMIJIZJIZQIVWZI
WN\PM0WZVML8ZQVKMIVLPW_\PQ[I‫ٺ‬MK\[aW])ZM
_IZTWKSLZQ^MVJa\PMUILLZMIU[WN\PM+]T\[
aW]INWZUMZUMZKMVIZa[MMSQVOIL^MV\]ZM')ZM
WN\PM,ZIOWV*MTW_7ZaW]KW]TLR][\JMIV
aW]NWTTW_QVOILQ^QVMUQ[[QWV')ZMaW]_WZSQVO
unmarked member of House Tharashk, seeking
for House Tharashk, a minotaur warlord, or the
aW]ZNWZ\]VMQV\PM_QLMZ_WZTL
Daughters of Sora Kell?

86 CHAPTER 3 | OTHER RACES


TIEFLINGS \QMÆQVO[UIaJMJWZVQVUIVQNM[\bWVM[_PMV
XTIVM[IZMKW\MZUQVW][8TIVIZ\QMÆQVO[IZM
<QMÆQVO[IZMZIZMTa[MMVQV-JMZZWVJ]\\PMZM isolated oddities, often seen as exotic and strange,
IZMINM_XI\P[NWZI\QMÆQVOKPIZIK\MZ[ J]\VW\VMKM[[IZQTaM^QT
5IVa\QMÆQVO[IZMJWZV\W\PM+IZZQWV<ZQJM[ <PMZMQ[WVM\QMÆQVOVI\QWVQV3PWZ^IQZM"
\PMJIZJIZQIV[_PWTQ^MQV\PM,MUWV?I[\M[ <PM>MVWUW][,MUM[VMIKQ\a[\I\MPQLLMV
;]KP\QMÆQVO[IZM\W]KPMLJa\PMÅMVLQ[PNWZKM[ WV\PMNIZ[QLMWN,ZWIIU<PM\QMÆQVO[WN
JW]VLJMVMI\P\PM?I[\M[IVLIZMKWV[QLMZML the Venomous Demesne are descended from
\WJMJTM[[MLJa\PM\ZQJM[1NaW]¼ZMXTIaQVO Sarlonan mages who bargained with dark
[]KPI\QMÆQVO_PaPI^MaW]TMN\\PM?I[\M['1\ XW_MZ[IVL\PMTWZL[WN\PM,MUM[VMIZM
KW]TLJM\PI\aW]_MZMLM[\QVML\W[MZ^MIVM^QT XW_MZN]T_IZTWKS[IVL_QbIZL[<PM>MVWUW][
X]ZXW[M¸XMZPIX[M^MV[MZ^QVOI[IVI^I\IZNWZ ,MUM[VMPI[PILVW[QOVQÅKIV\KWV\IK\_Q\P\PM
IVQUXZQ[WVMLLMUWV7^MZTWZL¸IVLaW]IZM .Q^M6I\QWV[IVLNM_XMWXTMSVW_Q\M`Q[\[#aW]Z
ÆMMQVONZWU\PI\LM[\QVa KPIZIK\MZKW]TLJMIVMV^WaIVM`QTMWZ[QUXTa
7\PMZ\QMÆQVO[IZM[PIXMLVW\JaLMUWVQK IVIL^MV\]ZMZLZQ^MVJaILM[QZM\W[MM_PI\TQM[
XW_MZ[J]\Ja\PMQVÆ]MVKMWN\PMXTIVM[;]KP JMaWVLaW]ZUIOQKITSQVOLWU

CHAPTER 3 | OTHER RACES 87


OTHERS
?PI\IJW]\SMVS]QV-JMZZWV'0W_IJW]\
\ZQ\WV[WZ\IJI`Q'0W_LWOMVI[QÅ\QV\W\PQVO['
<PMZM¼[IXTIKMNWZM^MZa\PQVOQV-JMZZWVJ]\Q\¼[
IT_Ia[]X\W\PM,5\WLMKQLMPW_[QOVQÅKIV\
\PI\XTIKMQ[1NaW]_IV\\WXTIaIUMUJMZWNI
ZIKM\PI\PI[V¼\JMMVILLZM[[MLPMZM\ITS_Q\P
aW]Z,5IVLKWUM]X_Q\PIVWX\QWV?PI\
ZWTMLWaW]_IV\\PMZIKM\WXTIaQV\PM_WZTL'
Widespread. 1\¼[IT_Ia[XW[[QJTM\WKPIVOM
\PMLMNI]T\I[[]UX\QWV[WN\PM[M\\QVO1NJW\PaW]
IVLaW]Z,5TQSM\PMQLMI\PI\\PM,PISIIVQ
-UXQZM_I[IVI\QWVWNOWTQI\P[ZI\PMZ\PIV
OWJTQVWQL[aW]KIVUISM\PI\KPIVOM;W\PMZM¼[
nothing wrong with adding a new race into the
KWUUWVXWX]TI\QWVWN\PM.Q^M6I\QWV[I[TWVO
I[M^MZaWVMTQSM[\PMQLMIWNQ\
Exotic. <PMZMIZMUIVaXTIKM[QV-JMZZWV
_PMZMI[UITTXWX]TI\QWVWN]V][]ITKZMI\]ZM[
KW]TLM`Q[\8MZPIX[\PMZM¼[ITW[\KQ\aWN\IJI`Q
QV\PMR]VOTM[WN@MV¼LZQSWZIKTIVWN3MVS]
L_MTTQVOI\\PM\WXWN;PIZV¼[\ITTM[\\W_MZ<PM
5W]ZVQVOKW]TLPI^M\ZIV[NWZUMLIKQ\aWN
P]UIV[QV\WJMMXMWXTM)[_Q\PLZIOWVJWZVWZ
\QMÆQVO[\PQ[ITTW_[\PM[MZIKM[\WPI^M[WUM[WZ\
WNK]T\]ZM\WQV\MZIK\_Q\PJ]\SMMX[\PMUNZWU
I‫ٺ‬MK\QVO\PM_WZTLQVI[QOVQÅKIV\_Ia
Unique. ?PMVQV\ZWL]KQVOIKPIZIK\MZWNIV
]V][]ITZIKMWVMWX\QWVQ[\W[Ia\PI\aW]¼ZM
the WVTaUMUJMZWN\PI\ZIKM8MZPIX[aW]
_MZMKZMI\MLJa\PMUa[\MZQW][LIMTSaZ
or the brilliant transmuter Mordain
\PM.TM[P_MI^MZ5IaJMaW]¼ZM
the result of magebreeding
M`XMZQUMV\[KWVL]K\MLJa
0W][M>ILITQ[IVL0W][M2WZI[KW8MZPIX[aW]
began life as a member of another race and were
\ZIV[NWZUMLJa\PM5W]ZVQVO
?PQTM\PM,5IT_Ia[PI[\PMÅVIT[IaI[
to whether to allow an unusual race into the
KIUXIQOV\PMQUXWZ\IV\\PQVOQ[\WLM\MZUQVM
\PM[\WZaaW]¼ZMTWWSQVONWZ

88 CHAPTER 3 | OTHER RACES


CHAPTER 4: DRAGONMARKS
A halfling healer touches a dying man; the
mark on her forehead blazes with blue
fire as his wounds close and vanish.
A half-orc bounty hunter reaches out
with the power of his mark to find
his prey. A human artificer touches
a creation forge and the symbol on
her hand flares as the eldritch machine
rumbles to life.

E
ACH OF THESE PEOPLE
possesses a dragonmark,
a symbol etched on the
skin in colors more vivid
than any tattoo. This
sigil is a source of mystical power. A
dragonmark enhances the user’s ability
to perform certain tasks. The Mark of
Making guides the hands of the smith,
while the Mark of Shadows helps its
bearer avoid enemies. The power of a
dragonmark can also manifest in more
dramatic ways. An heir with the Mark of
Storms can scatter enemies with a blast
of wind, while someone with the Mark
of Shadows can weave illusions. While
\PM[MM‫ٺ‬MK\[UIaN]VK\QWVQV\PM[IUM
way as spells, the power is drawn and focused and clinics. Only House Lyrandar heirs with
through the dragonmark. the Mark of Storms can pilot airships. Control
You can’t buy a dragonmark, or simply over vital services—medicine, transportation,
choose to develop one. Each mark is tied to communication, manufacturing— gives the
[XMKQÅKJTWWLTQVM[)LZIOWVUIZSIXXMIZ[ houses tremendous power.
around adolescence, but not every heir In the past, the dragonmarked houses were
manifests the mark. Long ago the families held in check by the united kingdom of Galifar.
that carry the marks joined together to form But in the wake of the Last War, people
the dragonmarked houses. Over the course of wonder if any one nation has the power to
centuries, the houses have used their gifts to enforce its wishes on the houses. Some say the
establish powerful economic monopolies. House dragonmarked barons wield more power than
Jorasco holds the Mark of Healing, and Jorasco kings and queens.
maintains the vast majority of healing houses

CHAPTER 4 | DRAGONMARKS 89
CREATING A DRAGONMARKS
DRAGONMARKED CHARACTER AND BACKGROUNDS
Dragonmarks are associated with race, depicted Dragonmarks are bound to certain bloodlines,
by a combination of variant races and subraces. and by choosing a mark you are establishing
• For humans and half-orcs, a dragonmark that your character has a blood connection to
is a variant race that replaces normal traits one of the families in the dragonmarked houses.
associated with those races. However, it’s up to you to decide on your
• For half-elves, a dragonmark is a variant relationship to the house. Were you brought up
race. You keep some of the standard half- in the house? Or are you completely independent
elf traits and replace others with the traits from it? This is best represented by your
associated with your mark. background. Consider the following options.
Agent. You have a close, ongoing relationship
• .WZL_IZ^M[MT^M[OVWUM[IVLPITÆQVO[ with your house. The house agent background
the dragonmark replaces your subrace. is a good choice if you are actively working for
So, if you’re making an elf character, you can the house. Alternately, you could take the noble
choose to take the Mark of Shadow instead of JIKSOZW]VL\WZMÆMK\IJTWWL\QM\W\PMTMILMZ[WN
being a wood elf or high elf. the house.
There is another option related to dragonmarks Independent Scion. You were raised or
if your group uses feats: the Aberrant trained by the house, but you’ve kept your
Dragonmark feat grants potentially dangerous independence. This means you don’t have
magical abilities. Aberrant dragonmarks aren’t many special privileges, but you also don’t have
tied to the dragonmark houses and can be taken responsibilities. Guild artisan is a good choice to
by a character of any race. ZMÆMK\JI[QKPW][M\ZIQVQVOJ]\aW]KW]TLKPWW[M
entertainer for the Mark of Shadow, sailor for the
Mark of Storms, soldier for the Mark of Sentinel,
sage for the Mark of Scribing, and so on.
ك¦ÊÄÃٻ݃ė,ÊçݛÝdƒ½›
Dragonmark ,ŽƵƐĞ ZĂĐĞ 'ƵŝůĚ^ƉĞĐŝĂůƟĞƐ
ĞƚĞĐƟŽŶ DĞĚĂŶŝ Half-Elf ŽĚLJŐƵĂƌĚƐ͕/ŶǀĞƐƟŐĂƟŽŶ͕ZŝƐŬDĂŶĂŐĞŵĞŶƚ
&ŝŶĚŝŶŐ dŚĂƌĂƐŚŬ ,ƵŵĂŶ͕,ĂůĨͲKƌĐ ŽƵŶƚLJ,ƵŶƟŶŐ͕/ŶǀĞƐƟŐĂƟŽŶ͕WƌŽƐƉĞĐƟŶŐ
,ĂŶĚůŝŶŐ sĂĚĂůŝƐ ,ƵŵĂŶ ŶŝŵĂůdƌĂŝŶŝŶŐĂŶĚƌĞĞĚŝŶŐ
,ĞĂůŝŶŐ :ŽƌĂƐĐŽ ,ĂůŇŝŶŐ ,ĞĂůŝŶŐ
,ŽƐƉŝƚĂůŝƚLJ 'ŚĂůůĂŶĚĂ ,ĂůŇŝŶŐ &ŽŽĚ͕>ŽĚŐŝŶŐ͕hƌďĂŶ/ŶĨŽƌŵĂƟŽŶ
DĂŬŝŶŐ ĂŶŶŝƚŚ ,ƵŵĂŶ DĂŶƵĨĂĐƚƵƌŝŶŐ
WĂƐƐĂŐĞ KƌŝĞŶ ,ƵŵĂŶ >ĂŶĚdƌĂŶƐƉŽƌƚĂƟŽŶ
^ĐƌŝďŝŶŐ ^ŝǀŝƐ 'ŶŽŵĞ ŽŵŵƵŶŝĐĂƟŽŶ͕dƌĂŶƐůĂƟŽŶ͕sĞƌŝĮĐĂƟŽŶ
^ĞŶƟŶĞů ĞŶĞŝƚŚ ,ƵŵĂŶ ŽĚLJŐƵĂƌĚƐ͕DĞƌĐĞŶĂƌŝĞƐ
^ŚĂĚŽǁ WŚŝĂƌůĂŶ Elf ŶƚĞƌƚĂŝŶŵĞŶƚ͕ƐƉŝŽŶĂŐĞ
dŚƵƌĂŶŶŝ Elf ŶƚĞƌƚĂŝŶŵĞŶƚ͕ƐƐĂƐƐŝŶĂƟŽŶ
^ƚŽƌŵ >LJƌĂŶĚĂƌ Half-Elf ŝƌĂŶĚ^ĞĂdƌĂŶƐƉŽƌƚĂƟŽŶ
tĂƌĚŝŶŐ <ƵŶĚĂƌĂŬ ǁĂƌĨ ĂŶŬŝŶŐ͕^ƚŽƌĂŐĞ͕WƌŝƐŽŶƐ

90 CHAPTER 4 | CREATING A DRAGONMARKED CHARACTER


THE POWERS OF THE MARK
Excoriate. ?PMVILZIOWVUIZSMLPMQZLMÅM[
\PMQZPW][M\PMaUIaJMK]\W‫ٺ‬NZWUQ\1V\PM
XI[\aW]ZUIZS_W]TLJMÆIaMLNZWUaW]ZJWLa Each dragonmark grants a set of abilities that
Although this mutilation is no longer practiced, ZMÆMK\\PMQVPMZMV\XW_MZ[WN\PMUIZSAW]Z
such exiles are still called excoriates. If you’re an dragonmarked race gives you a set of traits
excoriate, consider what you did to deserve this derived from the magic of your mark. If you
punishment. Were you a criminal? A charlatan? are a spellcaster, your dragonmark also fuels or
Or perhaps a sage who engaged in forbidden channels some of your spells. Each dragonmark’s
research? description includes a list of dragonmark spells
Foundling. Your ancestors left the house \PI\ÆW_NZWU\PMUIOQKWN\PMUIZS1NaW]XTIa
long ago. You have no ties to the house and may a character with the Spellcasting or the Pact
not have known you were connected by blood Magic class feature, your dragonmark spells are
before you manifested your dragonmark. As an added to the spell list for each of your spellcasting
outlander or an urchin you might know nothing classes, thereby expanding the spell options
about the houses. As an acolyte or hermit, you available to you.
could have put your faith ahead of worldly You might also consider your dragonmark
things, choosing not to pursue a connection the source of any or all of your spells or class
with the houses. Whatever you decide, this is an features. As a cleric with the Mark of Healing,
opportunity to talk with your DM about the role for example, you could say your mark is the
you’d like the house to play in a campaign. Do sole source of the healing and supportive spells
you want them to be your enemy? Would you you cast, or your magic might come from a
prefer to avoid them completely? Or do you want combination of your mark’s power and your
to work your way into a position of power in the faith in the gods. As a warlock, your aberrant
house, despite being an outsider? LZIOWVUIZSUQOP\IK\]ITTaJMaW]ZÅMVLQ[P
patron, the source of all your magic. These
LM[KZQX\QWV[ILLÆI^WZ\WaW]ZKPIZIK\MZJ]\
don’t change your character’s abilities, beyond
the dragonmark spells added to your spell list.
Over the centuries, the houses have developed
tools that enhance and channel the powers of a
mark, and these items give the houses much of
their economic power.

CHAPTER 4 | THE POWERS OF THE MARK 91


DRAGONMARK APPEARANCE
A dragonmark appears on the skin. There are
twelve known dragonmarks, each unique in
design and power. A dragonmark can appear on
any part of the body. One half-elf could have the
Mark of Detection across an eye, while another
has it in the palm of the hand. Dragonmarks
appear with vivid shades of blue and purple and
shimmer or even move slightly. When used, they
grow warm to the touch and sometimes glow
(though this doesn’t produce useful illumination).
A dragonmark can’t be removed—even if a
limb bearing a dragonmark is cut away, the
mark eventually manifests on another part of the
bearer’s body. All dragonmarks share a similar
initial appearance, but a dragonmark can grow
in size and complexity as a character gains levels
and uses it to cast more powerful magic.
While dragonmarks share the same general
appearance, your dragonmark could have a
unique quality. Roll on the Dragonmark Quirks
table for inspiration.

ك¦ÊÄÃٻYç®Ù»Ý
ϭĚϲ YƵŝƌŬ
1 zŽƵƌĚƌĂŐŽŶŵĂƌŬŝƐƵŶƵƐƵĂůůLJƐŵĂůůŽƌ
ƌĞŵĂƌŬĂďůLJůĂƌŐĞ͘
2 zŽƵƌĚƌĂŐŽŶŵĂƌŬƐůŽǁůLJŵŽǀĞƐ
ĂƌŽƵŶĚLJŽƵƌďŽĚLJ͘
ϯ zŽƵƌĚƌĂŐŽŶŵĂƌŬŐůŽǁƐĚƌĂŵĂƟĐĂůůLJ
ǁŚĞŶLJŽƵƵƐĞŝƚ͘
4 zŽƵƌĚƌĂŐŽŶŵĂƌŬƟŶŐůĞƐǁŚĞŶLJŽƵ͛ƌĞ
ŶĞĂƌƐŽŵĞŽŶĞǁŝƚŚƚŚĞƐĂŵĞŵĂƌŬ͘
5 zŽƵƌĚƌĂŐŽŶŵĂƌŬƟĐŬůĞƐǁŚĞŶLJŽƵ
ƵƐĞŝƚ͘
ϲ zŽƵƌĚƌĂŐŽŶŵĂƌŬŝƐĂŶƵŶƵƐƵĂůĐŽůŽƌ
ďƵƚĂŶŽƌŵĂůƐŚĂƉĞ͘

92 CHAPTER 4 | THE POWERS OF THE MARK


½½Êçã㫛,ÊçݛÝ͊
Every house has traditions, cabals, and
VHFUHWV+HUH·VDIHZIDFWVWKDWDSSO\WRPRVW
RIWKHKRXVHV
• 0RVW'UDJRQPDUNHGKRXVHVPDLQWDLQ
enclavesLQPDMRUFLWLHV7KHVHVHUYH
DVKXEVIRUKRXVHEXVLQHVVHVDQG
VWURQJKROGVIRUWKHKRXVHIDPLOLHV
$FLW\PD\DOVRKDYHDQ\QXPEHU
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PHVVDJHVWDWLRQ³EXWWKHVHDUHVLPSO\
SURYLGLQJVHUYLFHVDQGGRQ·WKDYHDQ\
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• $Q\KHLURIWKHKRXVHZKRGHYHORSV
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houses are called Barons. Most houses
DUHOHGE\DPDWULDUFKRUSDWULDUFK
WKRXJKVRPHDUHOHGE\FRXQFLOV
• The Twelve is an organization
WKDWIDFLOLWDWHVFRPPXQLFDWLRQ
DQGFRRSHUDWLRQEHWZHHQWKH
'UDJRQPDUNHGKRXVHVExcoriatesare
GUDJRQPDUNHGKHLUVZKRKDYHEHHQFXW
RIIIURPWKHLUKRXVHVFoundlingsare
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a house and have no connection to it.
• 'UDJRQPDUNVPDQLIHVWDURXQG
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heirs through a trial called The Test
of Siberys7KHVSHFLÀFWULDOVYDU\
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Last War.

CHAPTER 4 | BACKGROUND 93
BACKGROUND ROLE
You are always gathering information for your
Here is an important background for Eberron. house. But when the barons come to you with a
[XMKQÅKUQ[[QWV_PI\[WZ\WN_WZSLWaW]][]ITTa

HOUSE AGENT
do? Choose your role or roll on the table below.

,Êçݛ¦›ÄãZʽ›
You have sworn fealty to a dragonmarked house,
one of the mighty mercantile guilds that shapes d8 ZŽůĞ
Khorvaire. If you possess a dragonmark, you’re 1 ĐƋƵŝƐŝƟŽŶ
TQSMTaIUMUJMZWNWVMWN\PMQVÆ]MV\QITNIUQTQM[ 2 /ŶǀĞƐƟŐĂƟŽŶ
within the house, otherwise you’re an outsider 3 ZĞƐĞĂƌĐŚΘĞǀĞůŽƉŵĞŶƚ
who hopes to make your fortune by allying with 4 ^ĞĐƵƌŝƚLJ
this great power. Your primary task is to observe,
gathering useful information and serving as the 5 /ŶƟŵŝĚĂƟŽŶ
eyes of your house. But you could be called upon 6 džƉůŽƌĂƟŽŶ
at any time to act as a hand of the house. Such 7 EĞŐŽƟĂƟŽŶ
missions can be dangerous—but they’ll surely be 8 ŽǀĞƌƚKƉĞƌĂƟŽŶƐ
lucrative.

;SQTT8ZWÅKQMVKQM["Investigation, Persuasion
<WWT8ZWÅKQMVKa"Two tools by house:
• Cannith: alchemist’s supplies and tinker’s
tools
• Deneith: one gaming set and vehicles (land)
• Ghallanda: brewer’s supplies and cook’s
utensils
• Jorasco: alchemist’s supplies and herbalism
kit
• Kundarak: tinker’s tools and thieves’ tools
• Lyrandar: vehicles (sea/air) and navigator’s
tools
• Medani: thieves’ tools and disguise kit
• Orien: vehicles (land) and one gaming set
• Phiarlan: disguise kit and one musical
instrument
• Sivis: calligrapher’s tools and forgery kit
• Tharashk: thieves’ tools and one gaming set
• Thuranni: poisoner’s kit and one musical
instrument
• Vadalis: vehicles (land) and herbalism kit
-Y]QXUMV\")[M\WNÅVMKTW\PM[PW][M[QOVM\
ring, ID papers, and a purse containing 20 gp.

94 CHAPTER 4 | BACKGROUND
FEATURE: HOUSE CONNECTIONS Ěϲ /ĚĞĂů
1 ŽŵŵŽŶ'ŽŽĚ͘DLJŚŽƵƐĞƐĞƌǀĞƐĂǀŝƚĂů
As an agent of your house, you can always get
ĨƵŶĐƟŽŶ͕ĂŶĚŝƚƐƉƌŽƐƉĞƌŝƚLJǁŝůůŚĞůƉ
food and lodging for your friends at a house
ĞǀĞƌLJŽŶĞ͘;'ŽŽĚͿ
enclave. When the house assigns you a mission,
2 dƌĂĚŝƟŽŶ͘/ƵƉŚŽůĚƚƌĂĚŝƟŽŶƐŽĨŵLJŚŽƵƐĞ
it will usually provide you with necessary supplies
ĂŶĚďƌŝŶŐŚŽŶŽƌƚŽŵLJĨĂŵŝůLJ͘;>ĂǁĨƵůͿ
and transportation. Beyond this, you have many
3 /ŶŶŽǀĂƟŽŶ͘ďĂŶĚŽŶŽůĚƚƌĂĚŝƟŽŶƐĂŶĚ
old friends, mentors, and rivals in your house
ĮŶĚďĞƩĞƌǁĂLJƐƚŽĚŽƚŚŝŶŐƐ͘;ŚĂŽƟĐͿ
and you may encounter one of them when you
interact with a house business. As a Lyrandar ϰ WŽǁĞƌ͘/ǁĂŶƚƚŽĞŶƐƵƌĞƚŚĞƉƌŽƐƉĞƌŝƚLJŽĨ
ŵLJŚŽƵƐĞĂŶĚǁŝĞůĚŝƚƐƉŽǁĞƌŵLJƐĞůĨ͘;ǀŝůͿ
agent you may know the captain of an airship; as
a Ghallanda agent you know a lot of innkeepers 5 ŝƐĐŽǀĞƌLJ͘/ǁĂŶƚƚŽůĞĂƌŶĂůů/ĐĂŶ͕ďŽƚŚĨŽƌ
ŵLJŚŽƵƐĞĂŶĚĨŽƌŵLJŽǁŶĐƵƌŝŽƐŝƚLJ͘;ŶLJͿ
and bartenders. The degree to which such
acquaintances will be willing to help you out will 6 ŽŵĨŽƌƚ͘/ǁĂŶƚƚŽĞŶƐƵƌĞƚŚĂƚŵĞĂŶĚ
depend on your current standing in your house. ŵŝŶĞĞŶũŽLJƚŚĞďĞƐƚƚŚŝŶŐƐŝŶůŝĨĞ͘;ŶLJͿ

Ěϲ ŽŶĚ
SUGGESTED CHARACTERISTICS 1 DLJŚŽƵƐĞŝƐŵLJĨĂŵŝůLJ͕ĂŶĚ/ǁŽƵůĚĚŽ
House agents are a diverse lot. Consider the ĂŶLJƚŚŝŶŐĨŽƌŵLJĨĂŵŝůLJ͘
house you serve and the type of work you do in 2 /ůŽǀĞƐŽŵĞŽŶĞĨƌŽŵĂŶŽƚŚĞƌŚŽƵƐĞ͕ďƵƚ
developing or selecting characteristics. ƐƵĐŚƌĞůĂƟŽŶƐŚŝƉƐĂƌĞĨŽƌďŝĚĚĞŶ͘
3 ^ŽŵĞŽŶĞ/ůŽǀĞǁĂƐŬŝůůĞĚďLJĂƌŝǀĂů
Ěϴ WĞƌƐŽŶĂůŝƚLJdƌĂŝƚ ĨĂĐƟŽŶǁŝƚŚŝŶŵLJŚŽƵƐĞ͕ĂŶĚ/ǁŝůůŚĂǀĞ
ƌĞǀĞŶŐĞ͘
1 /ŶĞǀĞƌůĞƚĞŵŽƟŽŶĐŽŵƉůŝĐĂƚĞǁŽƌŬ͘
4 /ĚŽŶ͛ƚĐĂƌĞĂďŽƵƚƚŚĞŚŽƵƐĞĂƐĂǁŚŽůĞ͕
2 /͛ŵĂůǁĂLJƐůŽŽŬŝŶŐƚŽŝŵƉƌŽǀĞĞĸĐŝĞŶĐLJ͘
ďƵƚ/ǁŽƵůĚĚŽĂŶLJƚŚŝŶŐĨŽƌŵLJŽůĚ
3 /ƐŚĂƌĞƚƌŝǀŝĂĂďŽƵƚŵLJŚŽƵƐĞ͛ƐďƵƐŝŶĞƐƐ ŵĞŶƚŽƌ͘
;ŵĞĚŝĐŝŶĞ͕ƐŚŝƉƐ͕ǁĂƌĨŽƌŐĞĚͿ͘
5 /ďĞůŝĞǀĞŵLJŚŽƵƐĞŶĞĞĚƐƚŽĞǀŽůǀĞƚŽ
4 /ŚŽůĚŵLJƐĞůĨĂŶĚĂŶLJŽŶĞ/ǁŽƌŬǁŝƚŚƚŽ ƐƵƌǀŝǀĞ͕ĂŶĚ/ŶĞĞĚƚŽůĞĂĚƚŚĂƚĐŚĂŶŐĞ͘
ĞdžƚƌĞŵĞůLJŚŝŐŚƐƚĂŶĚĂƌĚƐ͘
6 /ĂŵĚĞƚĞƌŵŝŶĞĚƚŽŝŵƉƌĞƐƐƚŚĞůĞĂĚĞƌƐŽĨ
5 /ŶĞǀĞƌĨŽƌŐĞƚĂŶŝŶƐƵůƚŵĂĚĞĂŐĂŝŶƐƚ ŵLJŚŽƵƐĞ͕ĂŶĚƚŽďĞĐŽŵĞĂůĞĂĚĞƌŵLJƐĞůĨ͘
ŵLJƐĞůĨŽƌŵLJŚŽƵƐĞ͘
6 /͛ŵǀĞƌLJĞdžĐŝƚĞĚĂŶĚĞŶƚŚƵƐŝĂƐƟĐĂďŽƵƚ Ěϲ &ůĂǁ
ĞǀĞƌLJƚŚŝŶŐŵLJŚŽƵƐĞĚŽĞƐ͘
1 /͛ŵŽǀĞƌůLJĐŽŶĐĞƌŶĞĚǁŝƚŚĨŽůůŽǁŝŶŐ
7 /͛ŵƌĞƉƌĞƐĞŶƟŶŐŵLJŚŽƵƐĞĂŶĚƚĂŬĞŐƌĞĂƚ ĞƐƚĂďůŝƐŚĞĚƉƌŽĐĞĚƵƌĞƐĂŶĚƉƌŽƚŽĐŽůƐ͘
ƉƌŝĚĞŝŶŵLJƉĞƌƐŽŶĂůĂƉƉĞĂƌĂŶĐĞ͘
2 /͛ŵŽďƐĞƐƐĞĚǁŝƚŚĐŽŶƐƉŝƌĂĐLJƚŚĞŽƌŝĞƐĂŶĚ
8 /͛ŵĐƌŝƟĐĂůŽĨŵŽŶĂƌĐŚŝĞƐĂŶĚŽƉƉŽƐĞĚƚŽ ǁŽƌƌŝĞĚĂďŽƵƚƐĞĐƌĞƚƐŽĐŝĞƟĞƐĂŶĚŚŝĚĚĞŶ
ĂŶLJƌĞƐƚƌŝĐƟŽŶƐŽŶƚŚĞŚŽƵƐĞƐ͘ ĚĞŵŽŶƐ͘
3 /ďĞůŝĞǀĞƚŚĂƚŵLJŚŽƵƐĞĂŶĚďůŽŽĚůŝŶĞ
ŵĂŬĞƐŵĞďĞƩĞƌƚŚĂŶĞǀĞƌLJŽŶĞĞůƐĞ͘
4 /͛ŵĐŽŶĐĞĂůŝŶŐĂƐĞĐƌĞƚƚŚĂƚĐŽƵůĚŐĞƚŵĞ
ĚƌŝǀĞŶĨƌŽŵŵLJŚŽƵƐĞ͘
5 /ŚĂǀĞƐƚƌŽŶŐƌĞůŝŐŝŽƵƐďĞůŝĞĨƐƚŚĂƚĂƌĞŶ͛ƚ
ƐŚĂƌĞĚďLJŽƚŚĞƌƐŝŶŵLJŚŽƵƐĞ͘
6 /͛ŵǁŽƌŬŝŶŐĨŽƌĂŚŝĚĚĞŶĨĂĐƟŽŶŝŶŵLJ
ŚŽƵƐĞƚŚĂƚŐŝǀĞƐŵĞƐĞĐƌĞƚĂƐƐŝŐŶŵĞŶƚƐ͘

CHAPTER 4 | BACKGROUND 95
THE MARK OF DETECTION
Rogue Folk Hero. You’re an inquisitive
trained by your house. You grew up in a bad
neighborhood, and while you could make more
“If you want a wall of muscle to get between you gold solving the problems of nobles, you’re more
and a blade, go to House Deneith. If you want interested in helping your community.
someone to anticipate the threat and make sure you Sage Wizard. You’re a brilliant diviner and
aren’t even in the room with whoever’s holding inquisitive. You have a knack for uncovering
that blade… that’s what we do.” conspiracies, and you found one in House Med-
ani. It might involve shape-changed demons or
—Baron Trelib d’Medani dragons—or both. You don’t know how deep it
goes, but you’re certain that other dragonmarked
The Mark of Detection is an inquisitive’s dream. PW][M[IVLVWJTMNIUQTQM[PI^MJMMVQVÅT\ZI\ML
It sharpens powers of observation and intuition,
allowing the bearer to draw connections and in-
terpret clues others might miss. By actively draw-
MARK OF DETECTION TRAITS
ing on its powers, the bearer can detect poisons If your half-elf character has the Mark of De-
and study the energies of magic. tection, the following traits replace the half-elf’s
Ability Score Increase and Skill Versatility traits
HOUSE MEDANI in the Player’s Handbook.
Ability Score Increase. Your Wisdom score
The Warning Guild of House Medani brokers increases by 2, and one other ability score of your
the services of bodyguards and inquisitives. choice increases by 1.
Medani advisors specialize in risk assessment Deductive Intuition. When you make an
and management, protecting clients from both Intelligence (Investigation) or a Wisdom (Insight)
physical and social threats. While Medani over- check, you can roll a d4 and add the number
laps with the inquisitives of House Tharashk and rolled to the ability check.
the bodyguards of House Deneith, the Warning Magical Detection. You can cast the detect
Guild specializes in subtle threats and complex magic and detect poison and disease spells with this
mysteries. trait. Starting at 3rd level, you can also cast the
The members of House Medani are half-elves see invisibility spell with it. Once you cast any of
with deep roots in Breland. Medani has little these spells with this trait, you can’t cast that spell
interest in the power struggles that sometimes _Q\PQ\IOIQV]V\QTaW]ÅVQ[PITWVOZM[\1V\MTTQ-
break out between the other dragonmarked gence is your spellcasting ability for these spells,
houses. Many Medani heirs are more interested and you don’t require material components for
QVPMTXQVO\PMQZKWUU]VQ\QM[\PIVQVXZWÅ\IVL them.
Medani heirs often work with law enforcement or Spells of the Mark. If you have the Spellcast-
PMTX\PW[M_PWKIV¼\I‫ٺ‬WZL\PMQZ[MZ^QKM[ ing or the Pact Magic class feature, the spells on
the Mark of Detection Spells table are added to
DRAGONMARKED CHARACTERS the spell list of your spellcasting class.
Here are a few examples of characters with the DƒÙ»Ê¥›ã›‘ã®ÊÄ^֛½½Ý
Mark of Detection. ^ƉĞůů>ĞǀĞů ^ƉĞůůƐ
0W][M)OMV\*IZLWith the kind of threats
ϭƐƚ detect evil and good͕detect poison
your house deals with, words are often more
and disease
M‫ٺ‬MK\Q^M\PIV_MIXWV[AW][MZ^MI[WVMWN\PM
ϮŶĚ detect thoughts͕ĮŶĚƚƌĂƉƐ
eyes of the house, listening for rumors and watch-
ing for dangerous cabals and conspiracies. Along ϯƌĚ ĐůĂŝƌǀŽLJĂŶĐĞ͕ŶŽŶĚĞƚĞĐƟŽŶ
the way you do your best to mediate disputes and 4th ĂƌĐĂŶĞĞLJĞ͕ĚŝǀŝŶĂƟŽŶ
defuse dangerous situations. 5th ůĞŐĞŶĚůŽƌĞ

96 CHAPTER 4 | THE MARK OF DETECTION


THE MARK OF FINDING MARK OF FINDING TRAITS
If your half-orc or human character has the
“My ancestors used their gift to track beasts in the Mark of Finding, the following traits replace the
[_IUX[1][MUQVM\WÅVLN]OQ\Q^M[QV\PM[T]U[WN character’s racial traits in the Player’s Handbook,
;PIZV1¼U[\QTTIP]V\MZ1IT_Ia[ÅVLUaUIZS” aside from age, alignment, size, and speed.
—Hondar’Aashta, Ability Score Increase. Your Wisdom score
increases by 2, and your Constitution score
Tharashk bounty hunter
increases by 1.
Darkvision. You can see in dim light within
The Mark of Finding sharpens the senses, 60 feet of you as if it were bright light, and in
guiding the hunter to prey. Alone among the darkness as if it were dim light. You can’t discern
dragonmarks, the Mark of Finding is carried by color in darkness, only shades of gray.
\_WZIKM["P]UIV[IVLPITNWZK[1\ÅZ[\IXXMIZML Hunter’s Intuition. When you make a
in the Shadow Marches, where clan hunters Wisdom (Perception) or Wisdom (Survival) check,
][MLQ\\WÅVL\PMQZXZMa<PMUIZSPMTXML]VQ\M you can roll a d4 and add the number rolled to the
humans and orcs in the Marches and brought ability check.
House Tharashk to the Five Nations. Finder’s Magic. You can cast the hunter’s
mark spell with this trait. Starting at 3rd level, you
HOUSE THARASHK can also cast the locate object spell with it. Once
House Tharashk traditionally licenses inquisitives you cast either spell with this trait, you can’t cast
and bounty hunters. Recently the Finder’s Guild \PI\[XMTT_Q\PQ\IOIQV]V\QTaW]ÅVQ[PITWVO
has expanded into dragonshard prospecting. rest. Wisdom is your spellcasting ability for these
Dragonshards are the lifesblood of the magical spells.
MKWVWUa)\ITMV\NWZÅVLQVO\PQ[ZM[W]ZKMPI[ Languages. You can speak, read, and write
OQ^MV\PMPW][MVM__MIT\PIVLQVÆ]MVKM Common and Goblin.
Tharashk is the youngest of the dragonmarked Spells of the Mark. If you have the
houses and hasn’t embraced all of the customs Spellcasting or the Pact Magic class feature, the
of the Twelve. Heirs often use family names spells on the Mark of Finding Spells table are
instead of the house surname and many hold on added to the spell list of your spellcasting class.
to beliefs and traditions carried from the Shadow DƒÙ»Ê¥&®Ä—®Ä¦^֛½½Ý
Marches—like the druidic faith of the Gatekeepers
^ƉĞůů>ĞǀĞů ^ƉĞůůƐ
or secretive cults of the Dragon Below.
ϭƐƚ ĨĂĞƌŝĞĮƌĞ͕ůŽŶŐƐƚƌŝĚĞƌ

DRAGONMARKED CHARACTERS ϮŶĚ ůŽĐĂƚĞĂŶŝŵĂůƐŽƌƉůĂŶƚƐ͕ůŽĐĂƚĞ


object
Here are examples of characters with this mark. ϯƌĚ ĐůĂŝƌǀŽLJĂŶĐĞ͕ƐƉĞĂŬǁŝƚŚƉůĂŶƚƐ
,Z]QL0W][M)OMV\House Tharashk is 4th ĚŝǀŝŶĂƟŽŶ͕ůŽĐĂƚĞĐƌĞĂƚƵƌĞ
home to an ancient order of druids who protect
5th ĐŽŵŵƵŶĞǁŝƚŚŶĂƚƵƌĞ
the world from aberrant threats. Although you
IZMW‫ٻ‬KQITTaIVWXMZI\Q^MWN\PMPW][MaW]IZM
truly an agent of the Gatekeepers, and investigate
the activities of mad cultists and the Daelkyr.
Criminal Rogue. You’re an inquisitive who
works the mean streets of Sharn. You’ve got
friends on both sides of the law. Sometimes you
walk a crooked line to unravel a tough case.

CHAPTER 4 | THE MARK OF FINDING 97


THE MARK OF HANDLING
don’t hold any druidic beliefs; rather, you believe
that your mark gives you rightful dominion over
the natural world.
“Don’t get sentimental. A beast is a tool. Our role :IVOMZ0W][M)OMV\You’ve been trained
Q[\WÅVL\PMZQOP\\WWTNWZ\PM\I[SIVL\WUISM to track and handle the wildest monstrosities.
[]ZM\PMa¼ZMWN\PMÅVM[\Y]ITQ\a6I\]ZMQ[W]Z You’re still mastering your skills, but you want to
kingdom; never forget that we were born to rule it.” get out into the world and discover new creatures
that have never been harnessed.
— Baron Hella d’Vadalis
Outlander Druid. Your dragonmark gives
you a powerful connection to the natural world.
The Mark of Handling gives its bearer a primal You hate what your house is doing with this
connection to beasts and the natural world, power—turning this gift into a business, exploiting
granting the power to calm and coax. the creatures you’re connected to.

HOUSE VADALIS MARK OF HANDLING TRAITS


The ranches of House Vadalis play a key role in If your human character has the Mark of Han-
daily life, producing meat, mounts, and more. dling, the following traits replace the human’s
Vadalis isn’t one of the most powerful houses, but Ability Score Increase trait in the Player’s Handbook.
its barons are generally content; they’re more in- Ability Score Increase. Your Wisdom score
terested in discovering new creatures than engag- increases by 2, and one other ability score of your
ing in the politics of the dragonmarked houses. choice increases by 1.
House Vadalis breeds and trains beasts for Wild Intuition. When you make a Wisdom
a range of purposes. While they maintain vast (Animal Handling) or Intelligence (Nature) check,
cattle ranches and train horses and hounds, you can roll a d4 and add the number rolled to
the Mark of Handling allows Vadalis to work the ability check.
_Q\PUWZMM`W\QKKZMI\]ZM[I[_MTT/ZQ‫ٺ‬WV[ Primal Connection. You can cast the animal
PQXXWOZQ‫[ٺ‬IVLM^MVJ]TTM\\M[KIVJMJZMLIVL friendship and speak with animals spells with this trait,
trained. Vadalis also works with more intelligent requiring no material component. Once you cast
beasts, such as giant owls, displacers beasts, and either spell with this trait, you can’t cast that spell
pegasi. Even with the Mark of Handling, this is _Q\PQ\IOIQV]V\QTaW]ÅVQ[PI[PWZ\WZTWVOZM[\
dangerous work; there’s a lot of turnover at the Wisdom is your spellcasting ability for these spells.
bullette ranch. But these exotic creatures aren’t The Bigger They Are. Starting at 3rd level,
enough to satisfy the most innovative members you can target a beast or monstrosity when you
of the house, and this has led to the practice of cast animal friendship or speak with animals, provided
magebreeding. Using the Mark of Handling and the creature’s Intelligence score is 3 or lower.
dragonshard focus items, Vadalis has found ways Spells of the Mark. If you have the
to create magical creatures. Typically, this results Spellcasting or the Pact Magic class feature, the
in a superior version of a mundane creature—an spells on the Mark of Handling Spells table are
animal that is stronger, faster, and smarter. But added to the spell list of your spellcasting class.
rumors claim that Vadalis has crafted monsters
of its own. Some rumors even insist that Vadalis DƒÙ»Ê¥,ƒÄ—½®Ä¦^֛½½Ý
has been trying to magebreed better humans. ^ƉĞůů>ĞǀĞů ^ƉĞůůƐ
ϭƐƚ ĂŶŝŵĂůĨƌŝĞŶĚƐŚŝƉ͕ƐƉĞĂŬǁŝƚŚĂŶŝŵĂůƐ
DRAGONMARKED CHARACTERS ϮŶĚ ďĞĂƐƚƐĞŶƐĞ͕ĐĂůŵĞŵŽƟŽŶƐ
Some characters with the Mark of Handling: ϯƌĚ ďĞĂĐŽŶŽĨŚŽƉĞ͕ĐŽŶũƵƌĞĂŶŝŵĂůƐ
Noble Druid. Your family is one of the most 4th ĂƵƌĂŽĨůŝĨĞ͕ĚŽŵŝŶĂƚĞďĞĂƐƚ
powerful in the house. You’re a druid, but you 5th ĂǁĂŬĞŶ

98 CHAPTER 4 | THE MARK OF HANDLING


THE MARK OF HEALING
clerical abilities) and you feel that you’re just
beginning to unlock its power. Are you willing to
devote your abilities to your house? Or do you
“What’s the price of a life? Well, I’ve got a rate think that you may have a greater calling?
sheet right over here. I’d be happy to discuss it.” .WTS0MZW*IZLYou served as a medic in
— Bessi d’Jorasco, Fairhaven healer the Last War, using humor and stories to keep up
the spirits of your patients. You’ve seen too much
[]‫ٺ‬MZQVOIVLaW]VMML\WLW[WUM\PQVOIJW]\Q\
)PITÆQVO_Q\P\PM5IZSWN0MITQVOKIV[I^MI
You’ve broken away from the house and you’ve
life with a touch, restoring vitality and the will to
been doing charitable work in your community.
live. When dealing with mundane medicine, the
*]\aW]_IV\\WÅVLI_Ia\WLWUWZM
UIZSPMTX[Q\[JMIZMZ[MV[M\PMVI\]ZMWNI‫ټ‬QK-
Criminal Rogue. You grew up as an orphan
\QWV[IVLÅVL\PMJM[\[WT]\QWV?PMVMY]QXXML
in Sharn. One of your parents must have been
with dragonshard focus items, the mark can even
\QML\W2WZI[KWJ]\aW]NW]VLILQ‫ٺ‬MZMV\NIU-
draw the dead back from the depths of Dolurrh.
ily: the Boromar Clan, a criminal guild run by

HOUSE JORASCO PITÆQVO[AW]¼^MTMIZVMLPW_\WPMITIVLPW_\W


hurt people. Now you need to decide which path
The Healer’s Guild provides a vital service to you want to follow.
Khorvaire, and the Last War ensured that there
was great need for healers. The guild runs the
schools that teach medicine and houses of healing
MARK OF HEALING TRAITS
1NaW]¼ZMIPITÆQVO_Q\P\PM5IZSWN0MITQVOaW]
that provide both mundane and magical services.
have this subrace, with the following traits.
If it could save a life, it’s probably tied to Joras-
Ability Score Increase. Your Wisdom score
co… and it will come with a cost. If you have
increases by 1.
the gold, Jorasco healers can remove a disease
Medical Intuition. When you make a
instantly with lesser restoration1NaW]KIV¼\I‫ٺ‬WZL
Wisdom (Medicine) check or an ability check
such a service, they will treat you with mundane
using an herbalism kit, you can roll a d4 and add
techniques (the Medicine skill). House Jorasco is
the number rolled to the ability check.
also the source of potions of healing. While many
Healing Touch. You can cast the cure wounds
criticize Jorasco’s demands for payment, the
spell with this trait. Starting at 3rd level, you can
leaders of the house maintain that it’s not about
also cast lesser restoration with it. Once you cast
greed; it’s about ensuring the survival and pros-
either spell with this trait, you can’t cast that spell
perity of the house, so they can continue to help
_Q\PQ\IOIQV]V\QTaW]ÅVQ[PITWVOZM[\?Q[LWU
future generations.
is your spellcasting ability for these spells.
While the public face of Jorasco is that of the
Spells of the Mark. If you have the
healer, there are rumors that the house engaged
Spellcasting or the Pact Magic class feature, the
in disturbing experiments during the Last War,
spells on the Mark of Healing Spells table are
working with House Vadalis to develop biological
added to the spell list of your spellcasting class.
weapons and strange new creatures …
DƒÙ»Ê¥,›ƒ½®Ä¦^֛½½Ý
DRAGONMARKED CHARACTERS ^ƉĞůů>ĞǀĞů ^ƉĞůůƐ
Here are a few examples of characters who carry ϭƐƚ ĐƵƌĞǁŽƵŶĚƐ͕ŚĞĂůŝŶŐǁŽƌĚ
the Mark of Healing. ϮŶĚ ůĞƐƐĞƌƌĞƐƚŽƌĂƟŽŶ͕ƉƌĂLJĞƌŽĨŚĞĂůŝŶŐ
Noble Cleric. You are one of the heirs of ϯƌĚ ĂƵƌĂŽĨǀŝƚĂůŝƚLJ͕ŵĂƐƐŚĞĂůŝŶŐǁŽƌĚ
Baron Ulara, the matriarch of House Jorasco. 4th ĂƵƌĂŽĨƉƵƌŝƚLJ͕ĂƵƌĂŽĨůŝĨĞ
Your mark is remarkable (and the source of your
5th ŐƌĞĂƚĞƌƌĞƐƚŽƌĂƟŽŶ

CHAPTER 4 | THE MARK OF HEALING 99


THE MARK OF HOSPITALITY DRAGONMARKED CHARACTERS
Here are some characters who carry this mark.
“Welcome, welcome! So good to see you again. Let 6WJTM?IZTWKS)ZKPNMaYour parents
me get your drink—blackroot tal with honey, yes? run a score of Gold Dragon Inns. You’ve never
And then you have to listen to this story I’ve heard gotten your hands dirty with the family business;
about the strange things going on in the Cogs. ” you’ve been too busy going to the best parties.
Just the other day, you were dancing with dru-
¸)TIZIL¼/PITTIVLIPITÆQVOJIZ\MVLMZ
ids, and they summoned an Archfey from Thel-
anis. You don’t remember all the details—it was
<PMaUIaVW\IT_Ia[PI^MOWTLJ]\IPITÆQVO one of those parties—but it seems like you made
with the Mark of Hospitality is sure to be rich in a deal with the fey prince. You’re not sure what
friends. The magic of the mark allows the bearer aW]IOZMML\W#aW]¼LJM\\MZÅVLW]\
to keep a place clean and to heat, chill, and /]QTL)Z\Q[IV*IZLAW]ZIV\PMÅVM[\JIZQV
season food. But it also helps the bearer connect Cyre, until the Mourning destroyed it. You know
with others, setting troubled minds at ease. a group of adventurers—regulars from your lost
tavern—and you’re tagging along with them until
HOUSE GHALLANDA aW]ÅO]ZMW]\aW]ZVM`\[\MX

MARK OF HOSPITALITY TRAITS


The majority of inns, taverns, and restaurants
in the Five Nations are either directly owned by
House Ghallanda or licensed by its Hosteler’s 1NaW]¼ZMIPITÆQVO_Q\P\PM5IZSWN0W[XQ\ITQ\a
Guild. Most people give little thought to House you have this subrace, with the following traits.
Ghallanda; when compared to the soldiers of Ability Score Increase. Your Charisma
House Deneith and the factories of House Can- score increases by 1.
nith, an alliance of innkeepers seems harmless Ever Hospitable. When you make a Charis-
and inconsequential. But Ghallanda’s strength ma (Persuasion) check or an ability check involving
lies in charm and connections. A Ghallanda brewer’s supplies or cook’s utensils, you can roll a
innkeeper hears many things—if you want to d4 and add the number rolled to the ability check.
know what’s really going on in a community, talk Innkeeper’s Magic. You know the prestidigi-
\W\PMPITÆQVOJIZ\MVLMZ<PMTMILMZ[WN0W][M tation cantrip. You can also cast the purify food and
Ghallanda don’t sell information; they prefer to drink and unseen servant spells with this trait. Once
build friendship and deal in favors. But should you cast either spell with this trait, you can’t cast
a Ghallanda baron every truly need something, \PI\[XMTT_Q\PQ\IOIQV]V\QTaW]ÅVQ[PTWVOZM[\
they likely have a favor they can call in. Charisma is your spellcasting ability for these spells.
Ghallanda has a number of “bound business- Spells of the Mark. If you have the Spellcast-
es”—franchises run directly by the house. The ing or the Pact Magic class feature, the spells on
Gold Dragon Inn is such a business, and these the Mark of Hospitality Spells table are added to
inns can be found in every major city, each the spell list of your spellcasting class.
serving a familiar menu and providing similar
services. But many Ghallanda heirs take pride in DƒÙ»Ê¥,ÊÝ֮ヽ®ãù^֛½½Ý
creating their own unique businesses. There are ^ƉĞůů>ĞǀĞů ^ƉĞůůƐ
also many independent restaurants, inns, and ϭƐƚ ŐŽŽĚďĞƌƌLJ͕ƐůĞĞƉ
taverns that are licensed by Ghallanda. The blink
ϮŶĚ ĂŝĚ͕ĐĂůŵĞŵŽƟŽŶƐ
dog seal is an assurance that a locale meets Gha-
ϯƌĚ ĐƌĞĂƚĞĨŽŽĚΘǁĂƚĞƌ͕>ĞŽŵƵŶĚ͛ƐƟŶLJŚƵƚ
llanda standards of health and quality—but not
M^MZaQVVQ[Z]VJaIPITÆQVO 4th ĂƵƌĂŽĨƉƵƌŝƚLJ͕DŽƌĚĞŶŬĂŝŶĞŶ͛ƐƉƌŝǀĂƚĞ
sanctum
5th ŚĂůůŽǁ

100 CHAPTER 4 | THE MARK OF HOSPITALITY


THE MARK OF MAKING
diletante who has so far squandered your arcane
\ZIQVQVO?QTTaW]ÅVLX]ZXW[MQVaW]ZTQNMI[IV
adventurer? Or will the house demand that you
“My house built the modern world. Orien may live up to the duties of your rank?
drive the lightning rail, but it’s Cannith who +ZQUQVIT)Z\QÅKMZYour parents were
builds the cars and lays the stones it travels on. excoriated from House Cannith for engaging in
Cannith makes the everbright lanterns hold the forbidden research. They died when you were
night at bay. Smith, carpenter, alchemist—the young. You’ve never learned what they were
best all carry my seal.” working on. But you inherited their talent for
IZ\QÅKMIVLaW]¼^MJMMVPQLQVOQV\PM[PILW_[WN
— Baron Merrix d’Cannith Sharn. It’s time to pursue your parents’ legacy.

The bearer of the Mark of Making can mend


broken things with a touch and imbue a weapon
MARK OF MAKING TRAITS
If your human character has the Mark of Mak-
_Q\P\W]KP)VIZ\QÅKMZWZI_QbIZL_QTTOM\\PM
ing, the following traits replace the human’s Abil-
UW[\W]\WN\PMUIZSJ]\IVaWVMKIVÅVLI][M
ity Score Increase trait in the Player’s Handbook.
for an enchanted blade.
Ability Score Increase. Your Intelligence

HOUSE CANNITH score increases by 2, and one other ability score


of your choice increases by 1.
House Cannith forgeholds use streamlined forms Artisan’s Intuition. When you make an
of production to quickly produce common goods. Arcana check or an ability check involving arti-
Even independent artisans often learn their trade san’s tools, you can roll a d4 and add the number
at Cannith academies and adhere to Cannith rolled to the ability check.
standards. The House of Making builds the tools Maker’s Gift. AW]OIQVXZWÅKQMVKa_Q\PWVM
the other houses rely upon, and it has always type of artisan’s tools of your choice.
been the unspoken leader of the Twelve. Spellsmith. You know the mending cantrip.
The Last War was a time of opportunity for You can also cast the magic weapon spell with this
Cannith. Every nation wanted weapons and trait. When you do so, the spell lasts for 1 hour
warforged, along with mundane arms and armor. and doesn’t require concentration. Once you
The war raised the house up and then tore it cast the spell with this trait, you can’t do so again
down. House Cannith was based in Cyre, and the ]V\QTaW]ÅVQ[PITWVOZM[\1V\MTTQOMVKMQ[aW]Z
Mourning destroyed the house leadership and key spellcasting ability for these spells.
NIKQTQ\QM[6W_\PZMMJIZWV[RWKSMa\WÅTT\PMTMIL- Spells of the Mark. If you have the Spellcast-
ership vacuum: the alchemist Jorlanna of Fairhav- ing or the Pact Magic class feature, the spells on
en, weaponsmith Zorlan of Korth, and warforged the Mark of Making Spells table are added to the
innovator Merrix of Sharn. It remains to be seen spell list of your spellcasting class.
whether one of these leaders will unite the house,
or if it will shatter under the strain. If you’re an DƒÙ»Ê¥Dƒ»®Ä¦^֛½½Ý
heir of House Cannith, you should decide which ^ƉĞůů>ĞǀĞů ^ƉĞůůƐ
of these barons you serve—or if you have other ϭƐƚ ŝĚĞŶƟĨLJ͕dĞŶƐĞƌ͛ƐŇŽĂƟŶŐĚŝƐŬ
ideas about the future of the house. ϮŶĚ ĐŽŶƟŶƵĂůŇĂŵĞ͕ŵĂŐŝĐǁĞĂƉŽŶ
ϯƌĚ ĐŽŶũƵƌĞďĂƌƌĂŐĞ͕ĞůĞŵĞŶƚĂůǁĞĂƉŽŶ
DRAGONMARKED CHARACTERS 4th ĨĂďƌŝĐĂƚĞ͕ƐƚŽŶĞƐŚĂƉĞ
Some characters with the Mark of Making: 5th ĐƌĞĂƟŽŶ
Noble Wizard. Born to one of the most
powerful families in House Cannith, you’re a

CHAPTER 4 | THE MARK OF MAKING 101


THE MARK OF PASSAGE DRAGONMARKED CHARACTERS
Here are examples of characters with this mark.
“We get things where they need to go. It doesn’t Outlander Ranger. You’re a courier who
matter if it’s a letter, a person, or a hundred tons of specializes in dangerous deliveries to exotic
steel. Whether we have to cross mountains, rivers, locations. Your assignments take you into the
WZ\PM5W]ZVTIVLQ\[MTN7ZQMVÅVL[I_Ia” wilds, the Mournland, and worse. Hopefully you
PI^MI\MIUWNKIXIJTMNZQMVL[ 
— Bali d’Orien, veteran courier
Rogue Urchin. You grew up as a foundling
in the worst slums of Sharn. For you, the city
The Mark of Passage governs motion, allowing is a vast vertical jungle, and you love climbing
its bearer to move with uncanny speed and towers and leaping between bridges. You value
precision. Running, leaping, climbing—the Mark friendship and freedom. You’re more interested
of Passage enhances every form of movement. in having fun and helping your companions than
The bearer of the mark can even slip through QVRWQVQVO]X_Q\P[WUM[\]‫ٺ‬aPW][M
space, leaping from point to point in the blink of
an eye.
MARK OF PASSAGE TRAITS
HOUSE ORIEN If your human character has the Mark of Pas-
sage, the following traits replace the human’s
The House of Passage manages land Ability Score Increase trait in the Player’s Hand-
transportation. The Lightning Rail is the house’s book.
most dramatic tool, but Orien runs caravans Ability Score Increase. Your Dexterity score
and coaches across the length of Khorvaire. increases by 2, and one other ability score of your
Dragonshard focus items ensure that the fastest choice increases by 1.
vehicles are those driven by heirs with the Mark Courier’s Speed. Your base walking speed
of Passage, but the house also licenses unmarked increases to 35 feet.
teamsters. The Courier’s Guild of House Orien Intuitive Motion. When you make a Dex-
delivers mail and packages and has a branch that terity (Acrobatics) check or any ability check to
handles more covert and dangerous deliveries. operate or maintain a land vehicle, you can roll
Orien has dominated transportation for a d4 and add the number rolled to the ability
centuries, but now the house is facing challenges. check.
The Mournland is a dramatic obstacle for Magical Passage. You can cast the misty step
ground transportation, and the expanding role spell once with this trait, and you regain the abili-
of Lyrandar airships threatens Orien’s business. \a\WKI[\Q\_PMVaW]ÅVQ[PITWVOZM[\ Dexterity
Long distance teleportation is a service only the is your spellcasting ability for this spell.
strongest Orien heirs can provide. Now Orien, Spells of the Mark. If you have the Spellcast-
seeking to expand its use of teleportation, is ing or the Pact Magic class feature, the spells on
_WZSQVO_Q\P+IVVQ\P\WÅVL_Ia[\W]VTWKS the Mark of Passage Spells table are added to the
and enhance this ultimate gift of the Mark spell list of your spellcasting class.
of Making. Orien heirs may be caught up in
these experiments or in the rivalry with House DƒÙ»Ê¥WƒÝ݃¦›^֛½½Ý
Lyrandar, or they may stay close to the ground ^ƉĞůů>ĞǀĞů ^ƉĞůůƐ
and just keep moving. ϭƐƚ ĞdžƉĞĚŝƟŽƵƐƌĞƚƌĞĂƚ͕ũƵŵƉ
ϮŶĚ ŵŝƐƚLJƐƚĞƉ͕ƉĂƐƐǁŝƚŚŽƵƚƚƌĂĐĞ
ϯƌĚ ďůŝŶŬ͕ƉŚĂŶƚŽŵƐƚĞĞĚ
4th ĚŝŵĞŶƐŝŽŶĚŽŽƌ͕ĨƌĞĞĚŽŵŽĨŵŽǀĞŵĞŶƚ
5th ƚĞůĞƉŽƌƚĂƟŽŶĐŝƌĐůĞ

102 CHAPTER 4 | THE MARK OF PASSAGE


THE MARK OF SCRIBING
part detective, part spy. Always keep your eyes
open for leads and see where they take you.
Sage Wizard. You started out as a scribe and
“Communication is the foundation of civilization.” discovered a talent for arcane magic and a love
— Lysse Lorridan d’Sivis, of history. You’re eager to explore ancient ruins
House Matriarch and lost civilizations, and you’re especially inter-
ested in uncovering old records, spellbooks, and
ancient lore.
The Mark of Scribing deals with communica-
0MZUQ\?IZTWKS/ZMI\7TL7VMThe
tion—both the written and spoken word. A gnome
Mark of Making allows you to read the code of
who bears the mark can feel words as though
reality itself, to understand voices no one else can
they are living creatures, struggling to make their
hear. You have no interest in the business of your
meaning known. The mark provides a range of
house; you are on a grander quest, unraveling a
gifts. It translates languages, but it also allows its
secret that lesser minds can’t comprehend. Your
bearer to communicate with others at a distance.
patron could be a daelkyr or your mark may tru-

HOUSE SIVIS ly be connecting you to some primordial force.

The gnomes of House Sivis facilitate communi-


cation. This is seen most literally in speaking stones,
MARK OF SCRIBING TRAITS
If you’re a gnome with the Mark of Scribing, you
magic items allowing a Sivis heir to send a short
have this subrace, with the following traits.
message to another speaking stone; House Siv-
Ability Score Increase. Your Charisma
is’s network of message stations is the backbone
score increases by 1.
of long-distance communication. But Sivis also
Gifted Scribe. When you make an Intelli-
trains and licenses scribes, notaries, interpreters,
gence (History) check or an ability check using
cartographers, barristers, heralds, bookbinders
calligrapher’s supplies, you can roll a d4 and add
and more. House Sivis has an especially close
the number rolled to the ability check.
relationship with House Kundarak, as Kundarak
Scribe’s Insight. You know the message can-
letters of credit must be notarized with a Sivis
trip. You can also cast comprehend languages once
arcane mark.
with this trait, and you regain the ability to cast
House Sivis has taken great pains to maintain
Q\_PMVaW]ÅVQ[PI[PWZ\WZTWVOZM[\;\IZ\QVO
the trust of its clients and takes a position of ab-
at 3rd level, you can cast the magic mouth spell
solute neutrality in all disputes, whether between
with this trait, and you regain the ability to cast
houses or nations. Gnomes have a natural love
Q\_PMVaW]ÅVQ[PITWVOZM[\1V\MTTQOMVKMQ[aW]Z
WNQV\ZQO]MIVL\PMLQ‫ٺ‬MZMV\NIUQTQM[_Q\PQV\PM
spellcasting ability for these spells.
house often engage in subtle schemes and feuds,
Spells of the Mark. If you have the Spellcast-
but these are never allowed to threaten the house
ing or the Pact Magic class feature, the spells on
as a whole. Sivis gnomes are typically friendly,
the Mark of Scribing Spells table are added to
curious, and engaging; but that kindly exterior
the spell list of your spellcasting class.
may conceal a scheming mind.
DƒÙ»Ê¥^‘Ù®®Ä¦^֛½½Ý
DRAGONMARKED CHARACTERS ^ƉĞůů>ĞǀĞů ^ƉĞůůƐ
Here are examples of characters who carry the ϭƐƚ ĐŽŵƉƌĞŚĞŶĚůĂŶŐƵĂŐĞƐ͕ŝůůƵƐŽƌLJƐĐƌŝƉƚ
Mark of Scribing. ϮŶĚ ĂŶŝŵĂůŵĞƐƐĞŶŐĞƌ͕ƐŝůĞŶĐĞ
0W][M)OMV\*IZLThe Draconic Prophecy ϯƌĚ ƐĞŶĚŝŶŐ͕ƚŽŶŐƵĞƐ
is one of the greatest mysteries of all. You’re an 4th ĂƌĐĂŶĞĞLJĞ͕ĐŽŶĨƵƐŝŽŶ
observer tasked to keep your eyes open for any
5th ĚƌĞĂŵ
sort of manifestation of the Prophecy. You are

CHAPTER 4 | THE MARK OF SCRIBING 103


THE MARK OF SENTINEL
justice. You may follow Dol Arrah or the Silver
.TIUMJ]\aW]ZXITILQVIJQTQ\QM[KW]TLZMÆMK\
the powers of your mark and your devotion to
“Protection is my purpose. I defend the innocent R][\QKMAW]Z¹UQTQ\IZaZIVSºJMVMÅ\ZMÆMK\[
from those who would do them harm. For my your authority as a marshal and is recognized
siblings, this is a job; for me, it’s a calling.” by law enforcement, rather than soldiers.
— Harric d’Deneith, Sentinel Marshal Monk Entertainer. You love being in the
thick of battle, but you’ve never had an interesting
in being a mercenary. Instead, you found your
The Mark of Sentinel warns and protects. It path as a gladiator. You draw your Ki through
PMQOP\MV[[MV[M[IVLZMÆM`M[ITTW_QVOIVPMQZ aW]ZUIZSMVPIVKQVOaW]ZZMÆM`M[IVL[XMML
to respond to threats with uncanny speed. It can You love life in the arena and the fans love you,
shield its bearer from harm. Whether on the bat- J]\XMZPIX[Q\¼[\QUM\WÅVLIOZMI\MZX]ZXW[M
\TMÅMTLWZ\PMJITTZWWU[WUMWVM_PWKIZZQM[\PM
Mark of Sentinel is prepared for danger.
MARK OF SENTINEL TRAITS
HOUSE DENEITH If your human character has the Mark of Senti-
nel, the following traits replace the human’s Abil-
House Deneith was born in Karrnath, and war ity Score Increase trait in the Player’s Handbook.
ÆW_[QVQ\[^MQV[.WZKMV\]ZQM[\PM*TILMUIZS[ Ability Score Increase. Your Constitution
Guild of House Deneith has governed the mer- score increases by 2, and your Wisdom score
cenary trade. While warriors with the Mark of increases by 1.
Sentinel are among its most elite forces, House Sentinel’s Intuition. When you make a
Deneith brokers the services of a wide range of Wisdom (Insight) or Wisdom (Perception) check,
soldiers, including Valenar warbands and the you can roll a d4 and add the number rolled to
OWJTQV[WN,ZWIIU*MaWVL\PMJI\\TMÅMTL\PM the ability check.
Defender’s Guild provides exceptional body- Guardian’s Shield. You can cast the shield
O]IZL[NWZ\PW[M_PWKIVI‫ٺ‬WZL\PMQZ[MZ^QKM[ spell once with this trait, and you regain the abili-
House Deneith is also renowned for its Sentinel \a\WKI[\Q\IN\MZaW]ÅVQ[PITWVOZM[\?Q[LWUQ[
Marshals, agents that hold the authority to pur- your spellcasting ability for this spell.
sue criminals and enforce the law across Khor- Vigilant Guardian. When a creature you
vaire. The Sentinel Marshals hold the honor of can see within 5 feet of you is hit by an attack
the house in their hands. Being a Marshal is a roll, you can use your reaction to swap places
privilege, and it comes with high expectations. with that creature, and you are hit by the attack
The dragonmarked houses aren’t allowed to instead. Once you use this trait, you can’t do so
own land or hold noble titles. House Deneith IOIQV]V\QTaW]ÅVQ[PITWVOZM[\
has always abided by these edicts, maintaining Spells of the Mark. If you have the Spellcast-
neutrality and selling its services to all sides of a ing or the Pact Magic class feature, the spells on
KWVÆQK\0W_M^MZ\PMZM¼[INIK\QWV\PI\NMMT[\PI\ the Mark of Sentinel Spells table are added to the
Deneith should use its power for its own purpos- spell list of your spellcasting class.
es. House Deneith is also caught in an escalating
rivalry with House Tharashk, which is edging DƒÙ»Ê¥^›Äã®Ä›½^֛½½Ý
into the mercenary trade. ^ƉĞůů>ĞǀĞů ^ƉĞůůƐ

DRAGONMARKED CHARACTERS
ϭƐƚ ĐŽŵƉĞůůĞĚĚƵĞů͕ƐŚŝĞůĚŽĨĨĂŝƚŚ
ϮŶĚ ǁĂƌĚŝŶŐďŽŶĚ͕njŽŶĞŽĨƚƌƵƚŚ
Some examples of characters with this mark: ϯƌĚ ĐŽƵŶƚĞƌƐƉĞůů͕ƉƌŽƚĞĐƟŽŶĨƌŽŵĞŶĞƌŐLJ
Paladin Soldier. You’re a Sentinel Mar- 4th ĚĞĂƚŚǁĂƌĚ͕ŐƵĂƌĚŝĂŶŽĨĨĂŝƚŚ
shal, and you feel a divine calling to the cause of 5th ŝŐďLJ͛ƐŚĂŶĚ

104 CHAPTER 4 | THE MARK OF SENTINEL


THE MARK OF SHADOW DRAGONMARKED CHARACTERS
Here are a few examples of characters who carry
“The illusions that I weave dazzle and deceive. the Mark of Shadow.
Sometimes that deception eases your burdens, 0W][M)OMV\:WO]MYou’re a young agent
letting you forget your troubles for a moment. But in House Thuranni. You’ve studied the perform-
I can also ease your burdens by ending your life.” ing arts, but you’re far more interested in the
darker side of the house. At the moment you’re
— Lady Elara d’Thuranni,
building your skills and reputation as an observer
shadow dancer and investigator, but once you prove yourself you
hope you’ll get to be a player in the shadow war.
The Mark of Shadows lets an elf weave illusions *IZL-V\MZ\IQVMZYou’re a rising star. Your
from shadows, crafting sounds and images to performances have already earned you a name
distract or delight. The mark also allows its across the Five Nations, and your fame will surely
bearer to draw on the shadows, making it an only increase as you develop your talents. The
easy matter to avoid detection or even disappear house has helped with your career, and they’ve
while in plain sight. It is a valuable tool for an dropped hints to see if you want to get involved
entertainer, a spy, or an assassin. in the other side of the house, but at the moment
you’re just in this for the music.
THE HOUSES OF SHADOW
The elves have carried the Mark of Shadow for MARK OF SHADOW TRAITS
thousands of years. The families that carry the If you’re an elf with the Mark of Shadow, you
UIZSTMN\)MZMVITIN\MZ\PMKWVÆQK\\PI\_QXML have this subrace, with the following traits.
out the Mark of Death and established House Ability Score Increase. Your Charisma
8PQIZTIVQV3PWZ^IQZM<PM[MMT^M[IZM\PMÅVM[\ score increases by 1.
entertainers in the land, giving them access to all Cunning Intuition. When you make a Cha-
manner of places and secrets. But the elves do risma (Performance) or Dexterity (Stealth) check,
more than entertain. There has always been an you can roll a d4 and add the number rolled to
elite force of spies and assassins within the house. the ability check.
Common folk know nothing of this. Only special Shape Shadows. You know the minor illusion
clients—powerful nobles, merchant lords, and the cantrip. Starting at 3rd level, you can cast the invis-
like—have access to these shadow-marked spies. ibility spell once with this trait, and you regain the
Toward the end of the Last War, a bitter feud IJQTQ\a\WKI[\Q\_PMVaW]ÅVQ[PITWVOZM[\+PIZQ[-
broke out between the major families of the ma is your spellcasting ability for these spells.
house. Known as the Shadow Schism, it resulted Spells of the Mark. If you have the Spellcast-
in a split withinin Phiarlan—and the foundation ing or the Pact Magic class feature, the spells on
of House Thuranni. House Phiarlan continues to the Mark of Shadow Spells table are added to the
W‫ٺ‬MZMV\MZ\IQVUMV\IVLM[XQWVIOMQV\PMTIVL[ spell list of your spellcasting class.
west of the Mournland, while Thuranni operates
in Karrnath, the Lhazaar Principalities, and the DƒÙ»Ê¥^«ƒ—Êó^֛½½Ý
eastern lands. As a rule, Phiarlan elves are the ^ƉĞůů>ĞǀĞů ^ƉĞůůƐ
better spies and Thuranni agents are superior ϭƐƚ ĚŝƐŐƵŝƐĞƐĞůĨ͕ƐŝůĞŶƚŝŵĂŐĞ
assassins. On the surface Thuranni and Phiarlan ϮŶĚ ĚĂƌŬŶĞƐƐ͕ƉĂƐƐǁŝƚŚŽƵƚƚƌĂĐĞ
maintain a peaceful relationship, but rivalries ϯƌĚ ĐůĂŝƌǀŽLJĂŶĐĞ͕ŵĂũŽƌŝŵĂŐĞ
run deep.
4th ŐƌĞĂƚĞƌŝŶǀŝƐŝďŝůŝƚLJ͕ŚĂůůƵĐŝŶĂƚŽƌLJ
ƚĞƌƌĂŝŶ
5th mislead

CHAPTER 4 | THE MARK OF SHADOW 105


THE MARK OF STORM
of the Firstborn. You can draw on your mark and
your bloodline to wield power beyond those of
other heirs. You’re a noble of the house: are you a
“Sovereigns and Firstborn, grant me the four carefree celebrity, or are you driven by duty and a
blessings promised to our people: dominion over deep desire to help your house and your people?
the air, dominion over the water, fortune for my Sailor Fighter. AW][MZ^MLWV\PMÅZ[\
family, and fortune for my future.” airship that went into service, and spent the Last
?IZÅOP\QVOQV\PM[SQM[AW]SVW_aW]Z_Ia
— From the Oath of Lyrandar
around the clouds and on the water, and you’re
looking for adventurers that will take you back to
Wind and water welcome the half-elf who carries either of them.
the Mark of Storms. The wind catches them Criminal Rogue. You’ve never been one to
when they fall, and they swim with remarkable play by the rules. You always dreamed of being a
speed. Those who possess dragonshard focus smuggler or a sky pirate, and when you were old
items can call on even greater powers, shaping enough, you stole a small airship and headed to
the weather and calling on the power of the Sharn. You and your DM will have to decide how
storm. that worked out and if you still have the airship; it
turns out they’re hard to hide. Either way, you’ve
HOUSE LYRANDAR been kicked out of the house and you’re looking
House Lyrandar has long ruled the seas. Their for jobs that cater to your sense of adventure.

MARK OF STORM TRAITS


galleons harness air and water elementals and are
faster than any mundane vessel. Control of the
sea and river trade gave Lyrandar considerable If your half-elf character has the Mark of
power. Now they reach out to the skies. Merely a Storm, the following traits replace the half-elf’s
decade old, Lyrander airships are already shifting Ability Score Increase and Skill Versatility traits
the balance of power in overland travel, previously in the Player’s Handbook.
dominated by House Orien’s lightning rail. Ability Score Increase. Your Charisma
House Lyrandar also controls the air in a more score increases by 2, and your Dexterity score
literal way. The Raincallers’ Guild can use the increases by 1.
Mark of Storms to control the weather for its Windwright’s Intuition. When you make a
clients, but at a considerable price. Dexterity (Acrobatics) check or any ability check
House Lyrandar is made up of half-elves. For involving navigator’s tools, you can roll a d4 and
many of its members, it’s more than simply add the number rolled to the ability check.
family or business—it is the closest thing their Storm’s Boon. You have resistance to lightning
people have to a homeland. House Lyrandar is damage.
ambitious and often acts in what it sees as the Headwinds. You know the gust cantrip.
interests of all half-elves. Lyrandar heirs have Starting at 3rd level, you can cast the gust of
been helping the Valenar elves run their young wind spell once with this trait, and you regain
kingdom, and some believe that Valenar could \PMIJQTQ\a\WKI[\Q\_PMVaW]ÅVQ[PITWVOZM[\
become a true homeland for the Khoravar. Charisma is your spellcasting ability for these
spells.
DRAGONMARKED CHARACTERS Spells of the Mark. If you have the
Here are a few examples of characters who carry Spellcasting or the Pact Magic class feature,
the Mark of Storms. the spells on the Mark of Storm Spells table are
Noble Sorcerer. You are heir to one of the added to the spell list of your spellcasting class.
oldest families of Lyrandar, a direct descendant

106 CHAPTER 4 | THE MARK OF STORM


DƒÙ»Ê¥^ãÊÙÃ^֛½½Ý
^ƉĞůů>ĞǀĞů ^ƉĞůůƐ
ϭƐƚ ĨĞĂƚŚĞƌĨĂůů͕ĨŽŐĐůŽƵĚ
ϮŶĚ ŐƵƐƚŽĨǁŝŶĚ͕ůĞǀŝƚĂƚĞ
ϯƌĚ ƐůĞĞƚƐƚŽƌŵ͕ǁŝŶĚǁĂůů
4th ĐŽŶũƵƌĞŵŝŶŽƌĞůĞŵĞŶƚĂů͕ĐŽŶƚƌŽůǁĂƚĞƌ
5th ĐŽŶũƵƌĞĞůĞŵĞŶƚĂů

GUST
Transmutation cantrip
+I[\QVO<QUM"1 action
:IVOM"30 feet
+WUXWVMV\["V, S
,]ZI\QWV"Instantaneous
You seize the air and compel it to create one of
\PMNWTTW_QVOM‫ٺ‬MK\[I\IXWQV\aW]KIV[MM_Q\PQV
range:
• One Medium or smaller creature that you
choose must succeed on a Strength saving
throw or be pushed up to
5 feet away from you.
• You create a small blast of air
capable of moving one object
that is neither held nor carried
and that weighs no more than 5
pounds. This object is pushed up to 10
feet away from you. It isn’t pushed with
enough force to cause damage.
• AW]KZMI\MIPIZUTM[[[MV[WZaM‫ٺ‬MK\][QVO
air, such as causing leaves to rustle, wind to
slam shutters closed, or your clothing to
billow impressively in a breeze.

CHAPTER 4 | THE MARK OF STORM 107


THE MARK OF WARDING
House Kundarak has a close alliance with
House Sivis. Like the House of Scribing, Kunda-
rak has worked to earn the trust of its clients and
“5aNIUQTaPI[\PMÅVM[\^I]T\[aW]KIVQUIOQVM to establish a reputation for unshakable integrity.
They forge the locks that secure the jewels of kings The house has no love of renegade dwarves using
IVLY]MMV[)VL1TMIZVML\WXQKS\PW[MTWKS[ \PMQZUIZS[\W\]ZVIXZWÅ\IVL[]KPZWO]M[_QTT
when I was barely out of the crib.” want to avoid the eye of Kundarak.
— Cutter, burglar and
Kundarak excoriate DRAGONMARKED CHARACTERS
Here are examples of characters with the Mark
The Mark of Warding helps its bearers protect of Warding.
things of value. Using the mark, a dwarf can )Z\QÅKMZ0W][M)OMV\Some people want
weave wards and seal portals with mystic force. to build a better mousetrap. Better isn’t enough
It also provides its bearer with an intuitive under- for you—you want to build the best. Your basic
standing of locks and mechanisms used to protect RWJ"OWW]\QV\PM_WZTLÅVL\PMÅVM[\IVLUW[\\
and seal. The decision each heir has to make is unusual security systems, and see what you can
whether they’ll use this power to keep things safe, learn from them. When you go into an ancient
or whether they’re more interested in opening ruin, you’re hoping there are traps.
locks and taking what’s inside. Criminal Rogue. It’s not that you’re a bad
person. You’ve just never met a lock you didn’t
HOUSE KUNDARAK r-
want to open. It’s like they speak to you, whisper-
WZ
QVO¹.ZMMUM .ZMMUM ºAW]¼ZMVW\M^MVQVQ\NWZ
If you want to keep something safe —jewels, se- the gold; you’ve just fallen in with a bad crowd
crets, prisoners—Kundarak is there to help. The because most people who like opening locks are
Defenders Guild of House Kundarak trains lock- criminals. Perhaps it’s time to make some new
smiths, security specialists, and more. It main- friends.
tains the infamous prison of Dreadhold, along
with a number of smaller prisons. As useful as
these services are, it’s the Banking Guild that
MARK OF WARDING TRAITS
\Z]TaLMÅVM[\PMPW][M3]VLIZIS¼[TIVL[QV\PM If you’re a dwarf with the Mark of Warding, you u
Mror Holds include deep veins of precious met- have this subrace, with the following traits.
als and stones, and the dwarves have used this Ability Score Increase. Your Intelligence
wealth to establish the banking industry of Khor- score increases by 1.
vaire. Anyone who makes a living from coin— Warder’s Intuition. When you make an In--
from bankers to goldsmiths—likely learned their telligence (Investigation) check or an ability check ck
skills at House Kundarak. The security of Kund- using thieves’ tools, you can roll a d4 and add the he
arak banks is legendary. The house also provides number rolled to the ability check.
I[XMKQIT[MZ^QKM\W\PW[M_PWKIVI‫ٺ‬WZLQ\"I[a[- Wards and Seals. You can cast the alarm and d
tem of extradimensional vaults, allowing a client mage armor spells with this trait. Starting at 3rd
to store their goods in one location and retrieve t.
level, you can also cast the arcane lock spell with it.
them at any other Kundarak enclave. Once you cast any of these spells with this trait,

108 CHAPTER 4 | THE MARK OF WARDING


you can’t cast that spell with it again until you DƒÙ»Ê¥tƒÙ—®Ä¦^֛½½Ý
ÅVQ[PITWVOZM[\1V\MTTQOMVKMQ[aW]Z[XMTTKI[\QVO ^ƉĞůů>ĞǀĞů ^ƉĞůůƐ
ability for these spells, and you don’t need ma- ϭƐƚ ĂůĂƌŵ͕ĂƌŵŽƌŽĨŐĂƚŚLJƐ
terial components for them when you cast them ϮŶĚ ĂƌĐĂŶĞůŽĐŬ͕ŬŶŽĐŬ
with this trait.
ϯƌĚ ŐůLJƉŚŽĨǁĂƌĚŝŶŐ͕ŵĂŐŝĐĐŝƌĐůĞ
Spells of the Mark. If you have the Spellcast-
ing or the Pact Magic class feature, the spells on 4th >ĞŽŵƵŶĚ͛ƐƐĞĐƌĞƚĐŚĞƐƚ͕DŽƌĚĞŶŬĂŝŶ-
ĞŶ͛ƐĨĂŝƚŚĨƵůŚŽƵŶĚ
the Mark of Warding Spells table are added to
the spell list of your spellcasting class. 5th ĂŶƟůŝĨĞƐŚĞůů

CHAPTER 4 | THE MARK OF WARDING 109


110 CHAPTER 4 | THE MARK OF WARDING
ABERRANT DRAGONMARKS
grant the same power, they may appear and
UIVQNM[\QVLQ‫ٺ‬MZMV\_Ia[1N\_WIJMZZIV\UIZS[
might grant ÅZMJWT\, one mark may be formed
“Your sigil creates, child of Cannith. Mine holds from scar tissue while another is traced on the
the power to destroy.” [SQVQVTQVM[WNKWTLÅZM
—Rotting Bal, While aberrant dragonmarks can be disturbing,
Tarkanan Enforcer on the surface an aberrant mark seems no more
dangerous or threatening than the powers of a
[WZKMZMZ;W_PI\UISM[\PMU[QOVQÅKIV\'.QZ[\
<PM\_MT^MLZIOWVUIZS[IZM\QML\W[XMKQÅK WNITTIJMZZIV\UIZS[IT_Ia[PI^MÆI_[<PM[M
bloodlines and passed down through families. may not actively hurt a character, but they are
They are reliable and predictable, and their always a burden in some way—a burden that
powers are constructive. They create; they heal; could drive a weak-willed person to madness.
they protect. It takes time for a character to learn to control
But there is another kind of dragonmark: their mark, and in time people may be hurt. If
marks that are unpredictable and dangerous to an aberrant mark grants ÅZMJWT\, the person who
both the bearer and the people around them. carries it might have severely burned or even
Someone with such a mark can kill with a killed a loved one. Imagine having the power
touch or control minds with a glance. Aberrant to cast charm person but being unable to control
UIZS[WN\MVIXXMIZ_PMVXMWXTMNZWULQ‫ٺ‬MZMV\ it and having people you care about suddenly
dragonmarked families produce a child, and for becoming slavishly devoted to you. All of these
this reason such unions are absolutely forbidden factors have led to the general superstition
by the Twelve. But aberrant dragonmarks that people with aberrant dragonmarks are
can appear on members of any race, at any dangerous, that their marks drive them crazy or
age, regardless of bloodline. No two aberrant turn them into sociopaths. These are things that
dragonmarks are exactly alike—even if they can happen; people have a right to be afraid.
But it is possible for an aberrant to
learn to control their mark and
\WMVL]ZM\PMÆI_
Aberrant marks are
feared for another
reason, too. Long
ago aberrant marks
were more frequent
and some people
had aberrant
marks that held
greater powers.
Aberrant leader
Halas Tarkanan
could devastate
cities with powerful
earthquakes, while
the Dreambreaker
shattered minds.
The Lady of the
Plague wielded

CHAPTER 4 | ABERRANT DRAGONMARKS 111


disease and commanded hordes of
vermin. The dragonmarked houses
united in an inquisition called The
War of the Mark. Some say that
this was a persecution of innocents;
but most feared the aberrants and
stood by as the houses hunted them
down. Ever since the War of the
Mark, aberrant dragonmarks have
been few in number and relatively week.
But since the Mourning aberrant marks have
been appearing in greater numbers, and people
wonder if those who carry them could develop
greater power. ›ÙكÄãك¦ÊÄÃٻ&½ƒóÝ
Ěϴ &ůĂǁ
1 zŽƵƌŵĂƌŬŝƐĂƐŽƵƌĐĞŽĨĐŽŶƐƚĂŶƚƉŚLJƐŝĐĂů
FEAT: ABERRANT DRAGONMARK ƉĂŝŶ͘
2 zŽƵƌŵĂƌŬǁŚŝƐƉĞƌƐƚŽLJŽƵ͘/ƚƐŵĞĂŶŝŶŐĐĂŶďĞ
8ZMZMY]Q[Q\M"6WW\PMZLZIOWVUIZS
ƵŶĐůĞĂƌ͘
You have manifested an aberrant dragonmark. 3 tŚĞŶLJŽƵ͛ƌĞƐƚƌĞƐƐĞĚ͕ƚŚĞŵĂƌŬŚŝƐƐĞƐĂƵĚŝďůLJ͘
,M\MZUQVMQ\[IXXMIZIVKMIVL\PMÆI_I[[WKQI\ML
4 dŚĞƐŬŝŶĂƌŽƵŶĚƚŚĞŵĂƌŬŝƐďƵƌŶĞĚ͕ƐĐĂůLJ͕Žƌ
_Q\PQ\AW]OIQV\PMNWTTW_QVOJMVMÅ\[" ǁŝƚŚĞƌĞĚ͘
• Increase your Constitution score by 1, to a
5 ŶŝŵĂůƐĂƌĞƵŶĞĂƐLJĂƌŽƵŶĚLJŽƵ͘
maximum of 20.
6 zŽƵŚĂǀĞĂŵŽŽĚƐǁŝŶŐĂŶLJƟŵĞLJŽƵƵƐĞLJŽƵƌ
• You learn a cantrip of your choice from the ŵĂƌŬ͘
sorcerer spell list. In addition, choose a 1st- 7 zŽƵƌůŽŽŬƐĐŚĂŶŐĞƐůŝŐŚƚůLJǁŚĞŶĞǀĞƌLJŽƵƵƐĞ
level spell from the sorcerer spell list. You ƚŚĞŵĂƌŬ͘
learn that spell and can cast it through your 8 zŽƵŚĂǀĞŚŽƌƌŝĮĐŶŝŐŚƚŵĂƌĞƐĂŌĞƌLJŽƵƵƐĞ
UIZS7VKMaW]KI[\Q\aW]U][\ÅVQ[P LJŽƵƌŵĂƌŬ͘
a short or long rest before you can cast it
again through the mark. Constitution is
your spellcasting ability for these spells. OPTION: GREATER ABERRANT POWERS
• When you cast the 1st-level spell through At the DM’s option, a character who has the
your mark, you can expend one of your Hit Aberrant Dragonmark feat has a chance of
Dice and roll it. If you roll an even number, manifesting greater power. Upon reaching 10th
you gain a number of temporary hit points level, such a character has a 10 percent chance
equal to the number rolled. If you roll an of gaining an epic boon from among the options
odd number, one random creature within in chapter 7 of the Dungeon Master’s Guide. If the
30 feet of you (not including you) takes character fails to gain a boon, they have a 10
force damage equal to the number rolled. percent chance the next time they gain a level.
If no other creatures are in range, you take If the character gains a boon, the DM chooses
the damage. it or determines it randomly. The character
AW]IT[WLM^MTWXIZIVLWUÆI_NZWU\PM also permanently loses one of their Hit Dice,
Aberrant Dragonmark Flaws table. and their hit point maximum is reduced by
an amount equal to a roll of that die plus their
+WV[\Q\]\QWVUWLQÅMZUQVQU]UZML]K\QWVWN
This reduction can’t be reversed by any means.

112 CHAPTER 4 | ABERRANT DRAGONMARKS


CHAPTER 5: MAGIC ITEMS

A
RCANE MAGIC PLAYS A VITAL ROLE creation of magic items, and
in the Five Nations. Common many powerful tools—such
magic items are widespread in as the lightning rail and
the world. The crystals known as elemental airships—require
dragonshards serve as the fuel an ongoing expenditure of
of the magical economy and are used in focus Eberron dragonshards to
items that amplify the powers of dragonmarks. maintain their enchantments.
Khyber dragonshards are
found deep in the earth, often
DRAGONSHARDS near layers of magma. These living
crystals typically grow on cavern
Dragonshards are crystals imbued with raw
walls, and superstition says they
mystical energy. They are the fuel that drives
ÆW]ZQ[PQVIZMI[_Q\P[QOVQÅKIV\ÅMVLQ[P
the magical economy, playing a vital role in the
activity. Khyber dragonshards are deep
creation of magic items and the performance of
blue or dark violet, laced with gleaming veins.
arcane rituals.
3PaJMZLZIOWV[PIZL[PI^MII‫ٻ‬VQ\aNWZ
Dragonshards come in three distinct
binding magics. Elemental binding—which
^IZQM\QM[MIKPWN_PQKPIZMNW]VLQVLQ‫ٺ‬MZMV\
is behind airships, the lightning rail, and
environments. Eberron dragonshards are
elemental galleons—requires a Khyber shard
found in shallow soil, and often encased in
to hold the elemental. Khyber shards are
geode-like stone shells. Eberron shards can be
used for phylacteries, planar binding, any
NW]VLITUW[\IVa_PMZMJ]\\PMUW[\[QOVQÅKIV\
W\PMZM‫ٺ‬MK\[\PI\\ZIXWZUIVQX]TI\M[XQZQ\[
deposits have been discovered in jungle
Khyber dragonshards are also used for many
environments, notably Q’barra and the distant
necromantic rituals.
land of Xen’drik. In their raw form, Eberron
Siberys dragonshards fall from the Ring
shards are rosy crystals with crimson swirls
of Siberys, the ring of crystals that encircles
ÆW_QVO\PMQZLMX\P[
the world. While rare in Khorvaire, there
Eberron shards are the most common form of
IZM[QOVQÅKIV\[PIZLÅMTL[QV\PMKWV\QVMV\WN
dragonshard. They are primarily
Xen’drik, and this is a potential source of great
ZMÅVMLQV\WIOTW_QVO
wealth for explorers. Siberys dragonshards are
powder. This dragonshard
amber in color, with swirling golding veins
dust can be used to fuel
gleaming within.
almost any act of magic.
Siberys dragonshards have a close
When casting a spell, you
I‫ٻ‬VQ\a\WLZIOWVUIZS[
can use dragonshard
and are a vital
dust in place of any
part of any
spell component
dragonmark
that has a cost,
focus item.
unless the DM
Larger shards
says otherwise.
may be required
Dragonshard dust
for eldritch
is used in the
machines or used in
the creation of legendary
items or artifacts.

CHAPTER 5 | MAGIC ITEMS 113


MAGIC ITEMS
/Ð盗tÊʗ&ʑçÝ
tŽŽĚ ĂŵĂŐĞdLJƉĞ
Consider how these magic items from throughout Fernian Ash Fire
Khorvaire can add to your campaign. Irian Rosewood Radiant
Kythrian Manchineel Acid or poison
Lamannian Oak Lightning or thunder
ARCANE FOCUSES Mabaran Ebony
Risian Pine
EĞĐƌŽƟĐ
Cold
Go to the Bazaar in Sharn or any enclave of Shavarran Birch Force
0W][M+IVVQ\PIVLaW]¼TTÅVLI_QLM[MTMK\QWV Xorian Wenge Psychic
of arcane focuses to choose from. For a
wandslinger, the choice of an arcane focus carries
the same weight as a duelist deciding between a ORB OF SHIELDING
rapier or a maul. Do you use a wand of Fernian ash ?WVLZW][Q\MUKWUUWVZMY]QZM[I\\]VMUMV\
to focus your ÅZMJWT\, or do you harness defensive An WZJWN[PQMTLQVO is a polished, spherical chunk
energies with a :Q[QIVWZJ' of crystal or stone aligned to one of the planes of
An arcane focus is a tool, and only provides its existence. If you’re a spellcaster, you can use this
JMVMÅ\[_PQTMaW]¼ZMIK\Q^MTa][QVOQ\)VWZJWN orb as a spellcasting focus.
[PQMTLQVOprovides no protection when it’s in your If you’re holding the orb when you take
pack; you must have it in your hand. damage of the type associated with the orb’s
In Khorvaire, arcane focus items are material, you can use your reaction to reduce
recognized as weapons: if guards are securing the damage by 1d4 (to a minimum of 0). The
swords and bows, they’ll also require you to turn materials and their associated damage types are
W^MZaW]Z[\I‫ٺ‬ listed in the Orb of Shielding table.

KِÊ¥^«®›½—®Ä¦
IMBUED WOOD WůĂŶĂƌDĂƚĞƌŝĂů ĂŵĂŐĞdLJƉĞ
?WVLZW][Q\MUKWUUWVZMY]QZM[I\\]VMUMV\
Fernian basalt Fire
An QUJ]ML_WWLNWK][Q[IZWL[\I‫ٺ‬WZ_IVLK]\ Irian quartz Radiant
from a tree infused with extraplanar energy. If
Kythrian skarn Acid and poison
you’re a spellcaster, you can use this orb as a
spellcasting focus. >ĂŵĂŶŶŝĂŶŇŝŶƚ Lightning and thunder
When you cast a damage-dealing spell using Mabaran obsidian EĞĐƌŽƟĐ
this item as your spellcasting focus, you gain a +1 Risian shale Cold
bonus to one damage roll of the spell, provided Shavarran chert Force
the damage is of the type associated with the Xorian marble Psychic
item’s wood. The types of wood and their
associated damage types are listed in the Imbued
Wood Focus table.

114 CHAPTER 5 | MAGIC ITEMS


COMMON MAGIC ITEMS GLAMERWEAVE
?WVLZW][Q\MUKWUUWVWZ]VKWUUWV
/TIUMZ_MI^M is clothing imbued with harmless
BAND OF LOYALTY illusory magic. While wearing the common
:QVOKWUUWVZMY]QZM[I\\]VMUMV\ version of these clothes, you can use a bonus
action to create a moving illusory pattern within
If you are reduced to 0 hit points while attuned
the cloth.
to a JIVLWNTWaIT\a, you instantly die. These rings
Uncommon OTIUMZ_MI^M can have the pattern
IZMNI^WZMLJa[XQM[_PWKIV¼\I‫ٺ‬WZL\WNITTQV\W
rise from the cloth. For example, a OTIUMZ_MI^M
enemy hands.
gown might be wreathed in harmless, illusory
ÆIUM[_PQTMIOTIUMZ_MI^M hat might have illusory
CLEANSING STONE J]\\MZÆQM[Æ]\\MZQVOIZW]VLQ\
When you make a Charisma (Performance) or
?WVLZW][Q\MUKWUUWV
Charisma (Persuasion) check while wearing the
A KTMIV[QVO[\WVM is a sphere 1 foot in diameter, uncommon version of OTIUMZ_MI^M, you can roll a
engraved with mystic sigils. When touching the d4 and add the number rolled to the check. Once
stone, you can use an action to activate it and you use this property, it can’t be used again until
remove dirt and grime from your garments and the next dawn.
your person.
Such stones are often embedded in pedestals
in public squares in Aundair or in high-end SHIFTWEAVE
Ghallanda inns. ?WVLZW][Q\MUKWUUWV
When a suit of [PQN\_MI^MQ[KZMI\ML]X\WÅ^M
EVERBRIGHT LANTERN LQ‫ٺ‬MZMV\W]\Å\[KIVJMMUJMLLMLQV\W\PMKTW\P
While wearing the clothing, you can speak its
?WVLZW][Q\MUKWUUWV
command word as a bonus action to transform
This bullseye lantern contains an Eberron aW]ZW]\Å\QV\WaW]ZKPWQKMWNWVMWN\PMW\PMZ
dragonshard that sheds light comparable to that designs contained within it. Regardless of its
produced by a KWV\QV]ITÆIUM spell. An M^MZJZQOP\ IXXMIZIVKM\PMW]\Å\KIV¼\JMIVa\PQVOJ]\
TIV\MZV sheds light in a 120-foot cone; the closest clothing. Although it can duplicate the look
60 feet is bright light, and the farthest 60 feet is of other magical clothing, it doesn’t gain their
dim light. magical properties.

FEATHER TOKEN SPELLSHARD


?WVLZW][Q\MUKWUUWV ?WVLZW][Q\MUKWUUWV
This small metal disk is inscribed with the image <PQ[XWTQ[PML-JMZZWVLZIOWV[PIZLÅ\[QV\PM
of a feather. When you fall at least 20 feet while hand and stores information similar to a book.
the token is on your person, you descend 60 The shard can hold the equivalent of one book
feet per round and take no damage from falling. that’s no more than 320 pages long. A shard
The token’s magic is expended after you land, KIVJMKZMI\MLJTIVSWZITZMILaÅTTML_Q\P
whereupon the disk becomes nonmagical. information. When the shard is created, the
creator can set a passphrase that must be spoken
to access the information stored within.

CHAPTER 5 | MAGIC ITEMS 115


While holding the shard, you can use an action BAG OF BOUNTY
to open your mind to the shard, seeing its content
in your mind. On subsequent rounds, reading the ?WVLZW][Q\MU]VKWUUWV
text or scribing new text on blank “pages” in the This is a sturdy leather sack with tiny Siberys
shard requires concentration (as if concentrating shards embedded into the lining. If you have the
on a spell) and takes the same amount of time it Mark of Hospitality you can use an action to cast
takes you to read and write normally. Thinking KZMI\MNWWLIVL_I\MZdrawing a feast from within
of a particular phrase or topic draws you to the the bag. You shape this meal with your thoughts.
ÅZ[\[MK\QWVQV\PM[PIZL\PI\ILLZM[[M[Q\ You can create the standard bland fare without
A wizard can use a [XMTT[PIZL as a spellbook, requiring any sort of check, but you can attempt
with the usual cost in gold and time to “scribe” a \WKZMI\MÅVMZNWWLJaUISQVOI+PIZQ[UIKPMKS#
spell into the shard. QNaW]¼ZMXZWÅKQMV\_Q\PKWWS¼[]\MV[QT[ILLaW]Z
bonus to this check. A failed check results in a
sour and squalid meal.
DRAGONMARK FOCUS ITEMS
&ŽŽĚYƵĂůŝƚLJ ŝĸĐƵůƚLJ
These items harness and expand the powers of a
dragonmark, allowing the dragonmarked houses Poor No roll required
to provide a wide range of useful services. You Modest 10
must possess a particular dragonmark in order to Comfortable 13
use or attune to a dragonmark focus item. Wealthy 15
Many dragonmark focus items have unique
ƌŝƐƚŽĐƌĂƟĐ 18
M‫ٺ‬MK\[ZMTI\ML\W\PMQZUIZS[I[LM[KZQJMLQV\PQ[
section. Alternately, a dragonmark focus item can
A JIOWNJW]V\acan be used up to three times over
duplicate the power of an existing magic item with
the course of a day. After that, the bag can’t be
a power closely related to the mark. For example:
used again until the next dawn.
• A KIXMWN\PMUW]V\MJIVSor JWW\[WN[XMML tied
to the Mark of Passage, or horseshoes of speed INQUISITIVE’S GOGGLES
that only function if the rider has the Mark
?WVLZW][Q\MU]VKWUUWVZMY]QZM[I\\]VMUMV\
of Passage.
The lenses of these goggles are carved from
• A KTWISWNMT^MVSQVLor LMKSWNQTT][QWV[tied to
Siberys dragonshards. While garish in
the Mark of Shadows.
appearance, these goggles are a boon to any
• ,QUMV[QWVIT[PIKSTM[that can only be Tharashk inquisitive. To attune to the goggles,
activated by someone with the Mark of you must possess the Mark of Finding. As long
Warding. as this condition is met, you gain the following
• A OMUWN[MMQVOthat requires the Mark of JMVMÅ\[
Detection.
1\¼[MI[QMZ\WXZWL]KMIVQ\MU\PI\IUXTQÅM[IV • You can add your Intuition die from the
existing power than one that generates it on its 0]V\MZ¼[1V\]Q\QWVtrait of the mark when you
own, and generally a focus item costs half as much make Wisdom (Insight) checks.
as the standard version of that item. However, the • When you examine an object, you can
Siberys shards required to make focus items are make a Wisdom (Perception) check to
rare, and it’s always up to the DM to decide what identify the aura of the last living creature
focus items are available in the world. to touch the object. The DC is 13 + the

116 CHAPTER 5 | MAGIC ITEMS


number of days since the last contact SCRIBE’S PEN
occurred. If the check is successful, you
learn the species of the creature and you ?WVLZW][Q\MUKWUUWVZMY]QZM[I\\]VMUMV\JaI
can immediately use your 1UXZQV\8ZMaability KZMI\]ZM_Q\P\PM5IZSWN;KZQJQVO
to target this creature. You can use this pen to write on any surface. You
decide whether the writing is visible or invisible,
but the writing is always visible to a person with
KEYCHARM the Mark of Scribing.
Any creature with the Mark of Scribing can use
?WVLZW][Q\MUKWUUWVZMY]QZM[I\\]VMUMV\JaI
an action to touch the invisible writing, making it
KZMI\]ZM_Q\P\PM5IZSWN?IZLQVO
visible to all.
This small stylized key plays a vital role in the If you use the pen to write on a creature that
work of House Kundarak. If you cast the ITIZU, isn’t a construct, the writing fades after 7 days.
IZKIVMTWKS, or OTaXPWN_IZLQVO spell, you can tie
\PMM‫ٺ‬MK\\W\PMSMaKPIZU so that whoever holds
Q\ZMKMQ^M[\PMVW\QÅKI\QWVNZWU\PMITIZU spell,
bypasses the lock of the IZKIVMTWKS spell, or avoids
triggering the glyph placed by the OTaXPWN_IZLQVO
spell. In addition, the holder (who needn’t be
attuned to the item) can take an action to end
any one spell tied to it, provided the holder
knows the command word you set for ending
the tied spells. The SMaKPIZU can have up to three
tied spells at one time.

RINGS OF SHARED SUFFERING


:QVO]VKWUUWVZMY]QZM[I\\]VMUMV\
These rings come in linked pairs. It you possess
the Mark of Sentinel, you can use a bonus
action to form a link to the creature
attuned to the other ring; from then on,
_PMVM^MZ\PI\KZMI\]ZM[]‫ٺ‬MZ[LIUIOM
\PMaWVTa[]‫ٺ‬MZPITNWN\PI\LIUIOMIVL
aW]\ISM\PMZM[\<PQ[M‫ٺ‬MK\KWV\QV]M[
until you end it as a bonus action or
until you or the other creature removes
\PMQZZQVO<PQ[M‫ٺ‬MK\Q[V¼\TQUQ\MLJa
range. A creature cannot be attuned
to more than one ZQVOWN[PIZML[]‫ٺ‬MZQVO

CHAPTER 5 | MAGIC ITEMS 117


WHEEL OF WIND AND WATER ELDRITCH MACHINES
?WVLZW][Q\MU]VKWUUWV 1VI+IVVQ\PMVKTI^MI\MIUWNIZ\QÅKMZ[
When mounted at the helm of an elemental maintain the KZMI\QWVNWZOMthat produces the
galleon or airship, this wheel allows a creature warforged. In the Shadow Marches, druids guard
that possesses the Mark of Storm to telepathically the seals that hold the Daelkyr at bay. In the
control the elemental bound inside the vessel. [M_MZ[JMTW_;PIZVIUILOMVQ][X]\[\PMÅVIT
If a _PMMTWN_QVLIVL_I\MZ is mounted on a touches on a device that will turn the people of
mundane sailing ship, a creature with the Mark the city into undead monstrosities.
of Storm who is using the wheel can create All of these are MTLZQ\KPUIKPQVM[. They are
an area of ideal conditions around the vessel, wondrous locations: magic items of immense
increasing its speed by 5 miles per hour. power, but so large that they cannot be moved.
-TLZQ\KPUIKPQVM[always require rare components
but creating an MTLZQ\KPUIKPQVMcould require one
or more planes to be coterminous or it might
only be possible to build it in a manifest zone.
Ultimately, MTLZQ\KPUIKPQVM[are plot devices.
Their powers are far beyond the standard level
of what is possible in Eberron, but such a device
KIVZMÆMK\\PMK]TUQVI\QWVWNI^QTTIQV¼[UI[\MZ
plan or a last defense against evil that must be
protected at all costs.

DIMENSIONAL SEAL
A dimensional seal is a massive stone slab
covered with a complex pattern of runes and
[QOQT[<PM[MITXZWRMK\[IVQV^Q[QJTMÅMTLQV
IUQTMZILQ][<PQ[ÅMTLJTWKS[ITTNWZU[
WNKWVR]ZI\QWVUIOQKIVLIVaW\PMZM‫ٺ‬MK\
that involves teleportation or planar travel.
Dimensional seals are usually found in the
Eldeen Reaches and the Shadow Marches—
ZMUQVLMZ[WN\PMKWVÆQK\JM\_MMV\PM
Gatekeepers and the daelkyr. The techniques

118 CHAPTER 5 | MAGIC ITEMS


used to create these seals have been long lost. It’s SPELL SINK
said that as a whole, the dimensional seals keep
the daelkyr bound in Khyber and prevent Xoriat <PQ[LM^QKMMUIVI\M[IVIV\QUIOQKÅMTL[IUM
from becoming coterminous with Eberron. If M‫ٺ‬MK\[I[\PMIV\QUIOQKÅMTL spell) in a radius of 1 to
enough of these seals are destroyed, there could UQTM[<PMÅMTLKIVJMIK\Q^I\MLWZLMIK\Q^I\ML
be dire consequences for the world. as an action with a touch by its controller.
The form that the device takes depends on
the nature of its creator. The Ashbound druids
MABARAN RESONATOR despise unnatural magic, so a spell sink created
by them might be a living artifact, such as a
This dread device draws on the power of Mabar,
twisted tree that consumes the magical energy
infusing the dead with the malign energy of the
around it. Conversely, a spell sink created by a
Endless Night. While it is active, any humanoid
UILIZ\QÅKMZUQOP\JMIUI[[Q^M^M[[MTKWUXW[ML
that dies within 2 miles of the resonator
of dragonshards and exotic metals.
reanimates 1 minute later as a zombie (see the
A variant device called the spell siphon not only
5WV[\MZ5IV]IT for its stat block) under the control
neutralizes magic but also absorbs all magical
of the creature controlling the device.
energy in the area, storing that power for a
KI\IKTa[UQKM‫ٺ‬MK\
MASTER’S CALL
While this looks like a scrap heap assembled STORM SPIRE
from shattered constructs, this eldritch machine
This eldritch machine can only be controlled by
possesses great power. A creature in control
creatures that bear the Mark of Storm. Storm
of it can sense the presence and location of all
[XQZM[ITTW_0W][M4aZIVLIZ\WQVÆ]MVKM\PM
warforged within 10 miles of the device and
weather, which can be a boon for the local
can, as an action, send a telepathic message to
population or a curse if a Lyrandar baron
them laced with enchantment magic. Such a
chooses to demand payment for ideal weather.
message can be sent no more than once every
24 hours. A warforged who receives the message
is compelled to follow one command contained
within it, unless the warforged succeeds on a DC
?Q[LWU[I^QVO\PZW_<PMI‫ٺ‬MK\ML_IZNWZOML
breaks free of the command after 24 hours.

CHAPTER 5 | MAGIC ITEMS 119


WARFORGED COMPONENTS ARMBLADE
The warforged are living constructs. House ?MIXWVIVaWVMPIVLMLUMTMM_MIXWVKWUUWV
Cannith has designed a number of magic items ZMY]QZM[I\\]VMUMV\JaI_IZNWZOML
that can interface directly with the body of a An IZUJTILM is a magic weapon that attaches to
warforged. Once attached, a component cannot your arm, becoming inseparable from you as
be removed unless the warforged allows it. long as you’re attuned to it. To attune to this
The IZUJTILMis an example of an item created item, you must hold it against your forearm for
by House Cannith. ,WKMV\[are mysterious the entire attunement period.
wondrous items discovered in Xen’drik. These As a bonus action, you can retract the IZUJTILM
are just a few of the components that can be into your forearm or extend it from there. While
encountered in the world. it is extended, you can use the weapon as if you
were holding it, and you can’t use that hand for
other purposes.

120 CHAPTER 5 | MAGIC ITEMS


DOCENT • Spells. The LWKMV\ knows one of the
following spells and can cast it at will,
?WVLZW][Q\MUZIZMZMY]QZM[I\\]VMUMV\JaI_IZNWZOML requiring no components (roll a d6): (1–2)
A LWKMV\ is a small metal sphere, about 2 inches LM\MK\M^QTIVLOWWL or (3–6) LM\MK\UIOQK. The
across, studded with dragonshards. To attune to LWKMV\ decides when to cast the spell.
a LWKMV\, you must embed the item somewhere on Personality. A LWKMV\ is designed to advise
your body, such as your chest or your eye socket. and assist the warforged it’s attached to. One
Sentience. A LWKMV\ is a sentient item of any of the simple functions of a LWKMV\ is to serve as a
alignment with an Intelligence of 16, a Wisdom translator. The LWKMV\’s properties are under its
of 14, and a Charisma of 14. It perceives the control, and if you have a bad relationship with
world through your senses. It communicates your LWKMV\, it might refuse to assist you.
telepathically with you and can speak, read, and
understand any language it knows (see “Random
Properties” below).
Life Support. Whenever you end your turn
with 0 hit points, the LWKMV\ can make a Wisdom
(Medicine) check with a +6 bonus. If this check
succeeds, the LWKMV\ stabilizes you.
Random Properties. A LWKMV\ has the
following properties:
• Languages. The LWKMV\ knows Common,
Giant, and 1d4 additional languages chosen
by the DM. If a LWKMV\ knows fewer than six
languages, it can learn a new language after
it hears or reads the language through your
senses.
• Skills. The LWKMV\ has a +7 bonus to one of
the following skills (roll a d4): (1) Arcana, (2)
History, (3) Investigation, or (4) Nature.

CHAPTER 5 | MAGIC ITEMS 121


WAND SHEATH • You can retract or extend a wand from the
sheath as a bonus action. While the wand
?WVLZW][Q\MUKWUUWVZMY]QZM[I\\]VMUMV\JaI is extended, you can use it as if you were
_IZNWZOML holding it, but your hand remains free.
A _IVL[PMI\P clamps onto your arm and imparts If a sheathed wand requires attunement, you
\PMNWTTW_QVOJMVMÅ\[" must attune to the wand before you can use
• The _IVL[PMI\P can’t be removed from you it. However, the _IVL[PMI\P and the attached
while you’re attuned to it. wand count as a single magic item with regard
• You can insert a wand into the sheath as an to the number of magic items you can attune to.
action. The sheath can hold only one wand If you remove the wand from the sheath, your
at a time. attunement to the wand ends.

122 CHAPTER 5 | MAGIC ITEMS


CHAPTER 6: SHARN, CITY OF TOWERS

A
I’ve been here a week, and it’s still hard not to be LL OF THE THEMES OF THE SETTING

overwhelmed by the city. The towers rise up until are made manifest in the great
city of Sharn. It’s a place of
they disappear into the clouds. Lights gleam in a
magic, with skycoaches circling
thousand windows. Skycoaches work their way mile-high towers and mystic
through the maze of bridges connecting the massive forges toiling endlessly in the bowels. It’s a
towers, and up above I can see the burning ring of place of adventure and intrigue. A fallen angel
an elemental airship. is gathering minions in the ruins below the
city. A gang war is unfolding in Callestan.
Staring into the sky, I nearly walk into a massive The corpse of a murdered nobleman has
_IZNWZOMLR]OOMZVI]\1\¼[UaÅZ[\\QUM[MMQVO just been discovered in his floating mansion.
one… but there’s so many things I’ve never seen A Cannith artificer is experimenting with a
in this place. A tattooed elf haggles with a masked planar gateway—and something is about to go
PITÆQVOIZO]QVOIJW]\\PMXZQKMWNTQbIZLUMI\) terribly wrong.
All of these adventures and a hundred more are
gargoyle watches from a high perch. I gather my
waiting in the City of Towers.
senses and keep moving. This chapter provides an overview of Sharn,
It’s not until I reach the lift that I realize… that with a host of story hooks to help you get started.
warforged stole my purse. For more information about the city and its
inhabitants, refer to the sources in the Appendix.

CHAPTER 6 | SHARN, CITY OF TOWERS 123


SHARN BACKGROUNDS ACOLYTE
Shrines and temples can be found across Sharn.
The City of Towers draws people from across the
world. What’s brought your character to Sharn? The Pavilion of the Host is Breland’s largest
Do you have deep roots in the city, or have you temple to the Sovereign Host, and the Cathedral
R][\[\MXXMLW‫\ٺ‬PMTQOP\VQVOZIQT' of the Cleansing Flame is the bastion of the Silver
Backgrounds provide a strong foundation Flame in Breland. Of course, Sharn’s churches
for building a story. If you’re a noble, are you are infamous for harboring corruption. Are you
tied to one of the founding families of Sharn, part of the local establishment, or have you come
or are you a scion of another nation visiting to Sharn from afar?
\PM+Q\aWN<W_MZ[NWZ\PMÅZ[\\QUM'1NaW]¼ZM
an entertainer, are loved in the upper wards or 1d4 Acolyte
a favorite in Sharn’s lowest dives? The tables 1 zŽƵ͛ǀĞĐŽŵĞƚŽ^ŚĂƌŶƚŽŝŶǀĞƐƟŐĂƚĞ
provide a range of ideas that can be used for PCs ĐŽƌƌƵƉƟŽŶŝŶLJŽƵƌĐŚƵƌĐŚ͘,ĂǀĞLJŽƵ
or NPCs with strong ties to Sharn; work out the ďĞĞŶƐĞŶƚďLJĂƵƚŚŽƌŝƟĞƐŝŶLJŽƵƌĨĂŝƚŚ͕
details with your DM. ŽƌĂƌĞLJŽƵĚƌŝǀĞŶďLJĂĚŝǀŝŶĞǀŝƐŝŽŶ͍
2 zŽƵ͛ƌĞƟĞĚƚŽĂƐŵĂůůƚĞŵƉůĞŝŶŽŶĞŽĨ
ƚŚĞůŽǁĞƌǁĂƌĚƐŽĨ^ŚĂƌŶ͘/ƚ͛ƐƉŽŽƌĂŶĚ
ĚŝůĂƉŝĚĂƚĞĚ͕ďƵƚŝƚ͛ƐĂƚƌƵĞďĂƐƟŽŶŽĨ
LJŽƵƌĨĂŝƚŚĂŶĚĚŽŝŶŐŐŽŽĚǁŽƌŬĨŽƌƚŚĞ
ƐƚƌƵŐŐůŝŶŐƉĞŽƉůĞŽĨƚŚĞǁĂƌĚ͘
3 zŽƵ͛ƌĞŚĞƌĞŽŶĂƉŝůŐƌŝŵĂŐĞ͕ƐĞĞŬŝŶŐĂŶ
ĂƵĚŝĞŶĐĞǁŝƚŚƚŚĞŚĞĂĚŽĨLJŽƵƌĨĂŝƚŚ
ŝŶ^ŚĂƌŶ͙ďƵƚƚŚĞŝŶƚĞƌŵĞĚŝĂƌŝĞƐŚĂǀĞ
ĚĞŵĂŶĚĞĚĂƐŵĂůůĨŽƌƚƵŶĞƚŽƐĞƚƵƉ
ƚŚŝƐŵĞĞƟŶŐ͘
4 zŽƵ͛ƌĞĂŵŝŶŽƌĂĐŽůLJƚĞĂƚŽŶĞŽĨƚŚĞ
ŵĂũŽƌƚĞŵƉůĞƐ͘/ƚ͛ƐĂŵĂnjĞŽĨŝŶƚƌŝŐƵĞ͕
ŐƌĂŌ͕ĂŶĚƉŽůŝƟĐƐ͘zŽƵ͛ƌĞƉůĂLJŝŶŐƚŚĞ
ŐĂŵĞ͕ǁŽƌŬŝŶŐǁŝƚŚĂƉĂƚƌŽŶǁŝƚŚŝŶƚŚĞ
ĐŚƵƌĐŚ͘ŽLJŽƵŚŽƉĞLJŽƵĐĂŶŝŵƉƌŽǀĞ
ƚŚŝŶŐƐŽŶĐĞLJŽƵƌŝƐĞƵƉŝŶŚŝĞƌĂƌĐŚLJ͍Kƌ
ĂƌĞLJŽƵŽŶůLJŝŶƚĞƌĞƐƚĞĚŝŶƉŽǁĞƌĂŶĚ
ŝŶŇƵĞŶĐĞ͍

124 CHAPTER 6 | SHARN BACKGROUNDS


CHARLATAN CRIMINAL
Whether you’re a grifter or a spy, there’s plenty Sharn is home to a number of powerful
of opportunities in Sharn. criminal organizations, and your background
gives a tie to one of them. Work with your DM
to decide which group you’re connected to, and
1d4 Charlatan
use this table to determine the nature of that
1 zŽƵ͛ƌĞĂĐŽŶĂƌƟƐƚĨƌŽŵƚŚĞůŽǁĞƌǁĂƌĚƐ͕ connection.
ďƵƚLJŽƵ͛ǀĞĞƐƚĂďůŝƐŚĞĚĂĨĂůƐĞŝĚĞŶƟƚLJĂƐ
ĂŶƵƉƉĞƌǁĂƌĚŶŽďůĞ͘
2 zŽƵ͛ǀĞĐƌĂŌĞĚƚŚĞŝĚĞŶƟƚLJŽĨĂƉƌŽƉŚĞƚ 1d4 Criminal
ĚƌŝǀĞŶďLJŚŽůLJǀŝƐŝŽŶƐ͘/ĨLJŽƵĂƌĞĂ 1 zŽƵŚĂǀĞĨĂŵŝůLJŽƌĨƌŝĞŶĚƐŝŶƚŚĞ
ĚŝǀŝŶĞƐƉĞůůĐĂƐƚĞƌ͕LJŽƵƌĂĐƚƵĂůĨĂŝƚŚŵĂLJ ŽƌŐĂŶŝnjĂƟŽŶ͕ďƵƚLJŽƵ͛ǀĞƐƟůůŐŽƚƚŽ
ďĞĞŶƟƌĞůLJĚŝīĞƌĞŶƚĨƌŽŵƚŚĞŽŶĞLJŽƵ ƉƌŽǀĞLJŽƵƌƐĞůĨƚŽƚŚĞŐĂŶŐ͘
ƉƌŽĨĞƐƐ͘ 2 zŽƵƌĞƟƌĞĚĨƌŽŵƚŚĞĐƌŝŵŝŶĂůůŝĨĞůŽŶŐ
3 zŽƵ͛ǀĞĂĚŽƉƚĞĚƚŚĞŝĚĞŶƟƚLJŽĨĂƌĞĨƵŐĞĞ ĂŐŽ͘ƵƚLJŽƵƐƟůůŚĂǀĞĚĞĞƉƌŽŽƚƐǁŝƚŚ
ĨƌŽŵƚŚĞǁĂƌ͕ďƵƚŝŶĨĂĐƚLJŽƵ͛ƌĞƌƵŶŶŝŶŐ ƚŚĞŽƌŐĂŶŝnjĂƟŽŶ͕ĂŶĚŶŽǁƚŚĞLJ͛ƌĞ
ĨƌŽŵĂŶŝŶĨĂŵŽƵƐƉĂƐƚ͘ƌĞLJŽƵĂǁĂƌ ƉƵůůŝŶŐLJŽƵďĂĐŬŝŶ͘
ĐƌŝŵŝŶĂů͍ŶĂŐŝƚĂƚŽƌ͍ĨŽƌŵĞƌƐƉLJ 3 zŽƵ͛ƌĞƐĞĐƌĞƚůLJǁŽƌŬŝŶŐĨŽƌƚŚĞŝƚLJ
ŚŝĚŝŶŐĨƌŽŵLJŽƵƌĞŵƉůŽLJĞƌƐ͍ tĂƚĐŚŽƌĂĨŽƌĞŝŐŶĐƌŝŵĞĂŐĞŶĐLJ͕ƚƌLJŝŶŐ
4 zŽƵ͛ƌĞĂĐŽǀĞƌƚŽƉĞƌĂƟǀĞǁŽƌŬŝŶŐ ƚŽǁŽƌŵLJŽƵƌǁĂLJŝŶƚŽƚŚĞƵŶĚĞƌǁŽƌůĚ
ĨŽƌĂŶŽƚŚĞƌŶĂƟŽŶ͕ŽƌĨŽƌĂƉŽǁĞƌĨƵů ŽĨ^ŚĂƌŶ͘
ĂŐĞŶĐLJ;ĂĚƌĂŐŽŶŵĂƌŬĞĚŚŽƵƐĞ͕ƚŚĞ 4 zŽƵ͛ƌĞĂŶŝŶĚĞƉĞŶĚĞŶƚĂŐĞŶƚǁŽƌŬŝŶŐ
ŝƚLJtĂƚĐŚ͕ĂĐƌŝŵŝŶĂůŽƌŐĂŶŝnjĂƟŽŶͿ͘ƌĞ ǁŝƚŚŵŽƌĞƚŚĂŶŽŶĞŽĨ^ŚĂƌŶ͛ƐŐĂŶŐƐ͘
LJŽƵĐĂƌƌLJŝŶŐŽƵƚŵŝƐƐŝŽŶƐ͕ŽƌĂƌĞLJŽƵĂ tŚŝůĞLJŽƵǀĂůƵĞLJŽƵƌĨƌĞĞĚŽŵ͕ŝĨLJŽƵ͛ƌĞ
ƐůĞĞƉĞƌĂŐĞŶƚďƵŝůĚŝŶŐĂĚĞĞƉĐŽǀĞƌ͍ ŶŽƚĐĂƌĞĨƵůLJŽƵĐŽƵůĚŵĂŬĞĞŶĞŵŝĞƐŽŶ
ĂůůƐŝĚĞƐ͘

CHAPTER 6 | SHARN BACKGROUNDS 125


ENTERTAINER FOLK HERO
)[IVMV\MZ\IQVMZaW]KIVÅVLIXTIKM\W As folk hero, you have your roots among the
perform anywhere in Sharn. But where are you common people. Where are you from, and who
recognized? Another thing to consider: House LWaW]ÅOP\NWZ'
Phiarlan and House Thuranni train and license
entertainers. Do you have a license with one of
1d4 Folk Hero
the houses, or are you entirely independent?
1 zŽƵŐƌĞǁƵƉŝŶƚŚĞůŽǁĞƌǁĂƌĚƐ͘zŽƵ
ĮŐŚƚƚŽƉƌŽƚĞĐƚLJŽƵƌƉĞŽƉůĞďŽƚŚĨƌŽŵ
1d4 Entertainer ƚŚĞĚĞƉƌĞĚĂƟŽŶƐŽĨŐĂŶŐƐĂŶĚĂďƵƐĞĂƚ
1 zŽƵ͛ƌĞĂĨĂǀŽƌŝƚĞŝŶƚŚĞƚŽƵŐŚĞƐƚ ƚŚĞŚĂŶĚƐŽĨƚŚĞǁĞĂůƚŚLJ͘
ƚĂǀĞƌŶƐŽĨƚŚĞůŽǁĞƌǁĂƌĚƐ͘dŚĞĚĂƌŬĞƌ 2 zŽƵ͛ƌĞǁŽƌŬŝŶŐƚŽŝŵƉƌŽǀĞƚŚĞŝŵĂŐĞŽĨ
ƚŚĞĚŝǀĞ͕ƚŚĞďĞƩĞƌ͘ ĂŵĂƌŐŝŶĂůŝnjĞĚŵŝŶŽƌŝƚLJŐƌŽƵƉ;ŐŽďůŝŶƐ͕
2 zŽƵ͛ƌĞĂŶƵŶĚĞƌƐƚƵĚLJĂƚŽŶĞŽĨƚŚĞ ĐŚĂŶŐĞůŝŶŐƐ͕ǁĂƌĨŽƌŐĞĚͿŝŶ^ŚĂƌŶ͘
ŐƌĂŶĚƚŚĞĂƚĞƌƐŝŶhƉƉĞƌDĞŶƚŚŝƐ͘ 3 zŽƵ͛ƌĞĂƌĞĨƵŐĞĞĚƌŝǀĞŶĨƌŽŵLJŽƵƌ
3 zŽƵƐƉĞĐŝĂůŝnjĞŝŶƌĞůŝŐŝŽƵƐŵƵƐŝĐĂŶĚ ŚŽŵĞďLJƚŚĞǁĂƌ͘zŽƵǁĂŶƚƚŽƉƌŽƚĞĐƚ
ƉĞƌĨŽƌŵĂŶĐĞ͘zŽƵǁŝůůƵƐƵĂůůLJďĞ ŽƚŚĞƌƌĞĨƵŐĞĞƐ͕ďƵƚLJŽƵ͛ƌĞĂůƐŽĂŶ
ǁĞůĐŽŵĞĚĂƚĂŶLJƚĞŵƉůĞŽĨLJŽƵƌĨĂŝƚŚ͘ ŽƉƉŽŶĞŶƚŽĨƚŚĞŵŽŶĂƌĐŚŝĞƐƚŚĂƚĚƌŽǀĞ
4 zŽƵ͛ƌĞƉƌĞƐĞƌǀŝŶŐĂŶƵŶƵƐƵĂůĂƌƟƐƟĐ ƚŚĞŶĂƟŽŶƐŝŶƚŽǁĂƌ͘
ƚƌĂĚŝƟŽŶƚŚƌŽƵŐŚLJŽƵƌǁŽƌŬ͘zŽƵŚĂǀĞ 4 zŽƵ͛ƌĞĐĞůĞďƌĂƚĞĚĨŽƌĂŶĂŵĂnjŝŶŐ
ĂŶĞĐĐĞŶƚƌŝĐƉĂƚƌŽŶǁŚŽ͛ƐĚƌŝǀŝŶŐLJŽƵ ĨĞĂƚŽĨŚĞƌŽŝƐŵ͕ǁŚŝĐŚŵĂLJŚĂǀĞ
ƚŽĞdžƉůŽƌĞƚŚĞƌŽŽƚƐŽĨƚŚŝƐƚƌĂĚŝƟŽŶ͘ ŚĂƉƉĞŶĞĚŝŶ^ŚĂƌŶŽƌĚƵƌŝŶŐƚŚĞǁĂƌ͘
dŚĞƉƌŽďůĞŵŝƐƚŚĂƚLJŽƵĚŝĚŶ͛ƚĂĐƚƵĂůůLJ
ĚŽŝƚ͘ĂŶLJŽƵůŝǀĞƵƉƚŽĞǀĞƌLJŽŶĞ͛Ɛ
ĞdžƉĞĐƚĂƟŽŶƐĂŶĚďĞĐŽŵĞƚŚĞŚĞƌŽ
ƚŚĞLJďĞůŝĞǀĞLJŽƵƚŽďĞ͍

126 CHAPTER
HAPTER 6 | SHARN BACKGROUNDS
GUILD ARTISAN HERMIT
There’s always work for a talented individual As a hermit, you spent a considerable time in
in Sharn. Masons work on the towers. Smiths seclusion before making a discovery that drew
hammer away in the cogs. Bakers and brewers you back to the world. Were you isolated in
tend to the endless appetites of the common folk. Sharn, or did you discover something that’s
The largest guilds are tied to the dragonmarked drawn you to the City of Towers?
houses. The Fabricator’s Guild of House Cannith
deals with manufacturing trades, while the
1d4 Hermit
Hosterler’s Guild of House Ghallanda covers
inns, taverns, and restaurants. Are you part of 1 zŽƵƐƉĞŶƚƚŚĞůĂƐƚƚĞŶLJĞĂƌƐŵĞĚŝƚĂƟŶŐ
one of these international guilds, or tied to a ŽŶĂƉŝůůĂƌŽŶŽŶĞŽĨƚŚĞŚŝŐŚĞƐƚƉŽŝŶƚƐ
smaller local organization? ŝŶ^ŚĂƌŶ͘ƌĞĐĞŶƚƌĞǀĞůĂƟŽŶŚĂƐ
ďƌŽƵŐŚƚLJŽƵĚŽǁŶĨƌŽŵLJŽƵƌƉĞƌĐŚ͖
ǁŚĂƚŝƐLJŽƵƌƋƵĞƐƚ͍KǀĞƌƚŚĞĐŽƵƌƐĞŽĨ
1d4 'ƵŝůĚƌƟƐĂŶ LJŽƵƌŝƐŽůĂƟŽŶLJŽƵďĞĐĂŵĞƐŽŵĞƚŚŝŶŐ
1 zŽƵ͛ƌĞĂLJŽƵŶŐƉƌŽĚŝŐLJ͘zŽƵ͛ǀĞũƵƐƚ ŽĨĂƚŽƵƌŝƐƚĂƩƌĂĐƟŽŶ͖ĂŐŶŽŵĞ
ũŽŝŶĞĚƚŚĞŐƵŝůĚ͕ďƵƚLJŽƵƌĐŽŵƌĂĚĞƐĂƌĞ ŵĞƌĐŚĂŶƚƵƐĞĚƚŽƐĞůůƉůĂƐƚĞƌƐƚĂƚƵĞƐ
ĂŵĂnjĞĚĂƚLJŽƵƌĞĂƌůLJƚĂůĞŶƚĂŶĚƉƵƐŚ ŽĨLJŽƵŽŶLJŽƵƌƉŝůůĂƌ͘
LJŽƵƚŽĞdžĐĞů͘ 2 zŽƵƐƉĞŶƚLJŽƵƌůŝĨĞŝŶĂŚŝĚĚĞŶ
2 tŚŝůĞLJŽƵ͛ǀĞƐƟůůŐŽƚLJŽƵƌŐƵŝůĚƟĞƐ͕ ŵŽŶĂƐƚĞƌLJŝŶ^ŚĂƌŶ͘ŝĚƚŚĞŵĂƐƚĞƌŽĨ
LJŽƵƌĞƟƌĞĚĨƌŽŵƚŚĞďƵƐŝŶĞƐƐƐŽŵĞ LJŽƵƌŽƌĚĞƌƐĞŶĚLJŽƵŽƵƚŽŶĂŵŝƐƐŝŽŶ͍
LJĞĂƌƐĂŐŽ͘zŽƵŚĂƚĞƚŚĞŶĞǁĨĂŶŐůĞĚ KƌĂƌĞLJŽƵƚŚĞůŽŶĞƐƵƌǀŝǀŽƌŽĨĂŶ
ƚĞĐŚŶŝƋƵĞƐƚŚĞŬŝĚƐĂƌĞƵƐŝŶŐƚŽĚĂLJ͘ ĂƩĂĐŬƚŚĂƚĚĞƐƚƌŽLJĞĚLJŽƵƌŵŽŶĂƐƚĞƌLJ͍
3 zŽƵ͛ƌĞĂƌĞƐƉĞĐƚĞĚŵĞŵďĞƌŽĨŽŶĞ 3 zŽƵǁĞƌĞƚŚĞůŽŶĞƐƵƌǀŝǀŽƌŽĨĂŶ
ŽĨƚŚĞĚƌĂŐŽŶŵĂƌŬĞĚŐƵŝůĚƐ͕ďƵƚ ĂŝƌƐŚŝƉĐƌĂƐŚĂŶĚƐƉĞŶƚLJĞĂƌƐŝŶĂ
LJŽƵ͛ƌĞĐŽŶĐĞƌŶĞĚĂďŽƵƚƚŚĞƉŽůŝĐŝĞƐ ƌĞŵŽƚĞůŽĐĂƟŽŶƵŶƟůLJŽƵǁĞƌĞĨŽƵŶĚ͘
ŽĨƚŚĞŚŽƵƐĞĂŶĚƚŚĞĚŝƌĞĐƟŽŶŽĨŝƚƐ /ŶƚŚĂƚƟŵĞ͕LJŽƵĞdžƉĞƌŝĞŶĐĞĚĂ
ůĞĂĚĞƌƐŚŝƉ͘ ƌĞŵĂƌŬĂďůĞƌĞǀĞůĂƟŽŶ͘ŝĚLJŽƵŚĂǀĞĂ
4 zŽƵ͛ƌĞĂŵĞŵďĞƌŽĨĂƐŵĂůůĂůůŝĂŶĐĞŽĨ ƌĞůŝŐŝŽƵƐĞdžƉĞƌŝĞŶĐĞ͕ŽƌĚŝĚLJŽƵŚĂǀĞ
ŝŶĚĞƉĞŶĚĞŶƚĂƌƟƐĂŶƐ͘zŽƵ͛ƌĞĮŐŚƟŶŐ ĂŶĂƌĐĂŶĞŝŶƐŝŐŚƚŝŶƚŽƚŚĞǁŽƌŬŝŶŐƐŽĨ
ƚŽŬĞĞƉLJŽƵƌĐŽůůĞĐƟǀĞĨƌŽŵďĞŝŶŐ ƚŚĞƵŶŝǀĞƌƐĞ͍
ĐƌƵƐŚĞĚďLJƚŚĞĚƌĂŐŽŶŵĂƌŬĞĚŚŽƵƐĞƐ͘ 4 zŽƵ͛ƌĞĂůŝďƌĂƌŝĂŶ͘zŽƵ͛ǀĞƐƉĞŶƚLJŽƵƌ
ĞŶƟƌĞůŝĨĞŝŶƚŚĞůĂďLJƌŝŶƚŚŽĨŬƐ
ďĞůŽǁDŽƌŐƌĂǀĞhŶŝǀĞƌƐŝƚLJ͘ĨĞǁ
ǁĞĞŬƐĂŐŽLJŽƵƐƚƵŵďůĞĚŽŶĂƐĞĐƌĞƚ
ďƵƌŝĞĚŝŶƚŚĞǀĂƵůƚƐͶƐŽŵĞƚŚŝŶŐƐŽďŝŐ
ƚŚĂƚŝƚ͛ƐĚƌŝǀĞŶLJŽƵĨƌŽŵLJŽƵƌďĞůŽǀĞĚ
ŬƐĂŶĚŝŶƚŽĂůŝĨĞŽĨĂĚǀĞŶƚƵƌĞ͘/Ɛŝƚ
ĂĨƌĂŐŵĞŶƚŽĨƚŚĞƌĂĐŽŶŝĐWƌŽƉŚĞĐLJ͍
ĐŽŵƉůĞdžƉƵnjnjůĞůĞĂĚŝŶŐƚŽĂŶĂŶĐŝĞŶƚ
ƚƌĞĂƐƵƌĞ͍

CHAPTER 6 | SHARN BACKGROUNDS 127


NOBLE OUTLANDER
Are you part of one of the noble families of You are unfamiliar with the ways of civilization.
Sharn, or you a scion of a distant line? If you So what’s drawn you to the greatest city in
have your roots in Sharn, you likely have a family Khorvaire? Are you dazzled by the wonders of
estate in an upper ward. However, being so close ;PIZVWZLWaW]ÅVL\PMKQ\a\WJMLQ[\]ZJQVO
to your family means that you’ll have to deal and unnatural?
with their demands and expectations… and your
actions could tarnish your family’s reputation.
1d4 Outlander
1 zŽƵǁĞƌĞďŽƌŶŝŶƚŚĞƌƵŝŶƐŽĨ&ĂůůĞŶĂŶĚ
1d4 Noble ŐƌĞǁƵƉĨĞƌĂůŝŶ^ŚĂƌŶ͕ŚƵŶƟŶŐŝŶƚŚĞ
1 zŽƵ͛ƌĞĂƐŚĂŵĞĚŽĨLJŽƵƌĨĂŵŝůLJ͘tĞƌĞ ĐŽŐƐĂŶĚƐĞǁĞƌƐ͘tŚĂƚĮŶĂůůLJĚƌĞǁLJŽƵ
ƚŚĞLJǁĂƌƉƌŽĮƚĞĞƌƐ͍ƌĞƚŚĞLJƚĂŬŝŶŐ ŽƵƚŝŶƚŽĐŝǀŝůŝnjĂƟŽŶ͍
ĂĚǀĂŶƚĂŐĞŽĨƌĞĨƵŐĞĞƐ͍tŚĂƚĞǀĞƌƚŚĞ 2 zŽƵƐĞƌǀĞĚĂƐĂŵĞƌĐĞŶĂƌLJƐĐŽƵƚŝŶƚŚĞ
ĐĂƵƐĞ͕ĚĞƐƉŝƚĞďĞŝŶŐĂŶŚĞŝƌƚŽǁĞĂůƚŚ >ĂƐƚtĂƌĂŶĚĨŽůůŽǁĞĚLJŽƵƌĐŽŵƌĂĚĞƐ
ĂŶĚƉŽǁĞƌ͕LJŽƵ͛ƌĞĐƵƌƌĞŶƚůLJŬĞĞƉŝŶŐ ƚŽ^ŚĂƌŶŝŶƚŚĞǁĂŬĞŽĨƚŚĞǁĂƌ͘
LJŽƵƌůŝŶĞĂŐĞĂƐĞĐƌĞƚ͘ 3 zŽƵǁĞƌĞďƌŽƵŐŚƚƚŽ^ŚĂƌŶĂƐĂ
2 zŽƵ͛ƌĞĂůŽĐĂůĐĞůĞďƌŝƚLJ͘zŽƵĚĞůŝŐŚƚ ĐƵƌŝŽƐŝƚLJ͘zŽƵǁĞƌĞĞdžŚŝďŝƚĞĚŝŶƚŚĞ
ŝŶƐůƵŵŵŝŶŐŝŶƚŚĞůŽǁĞƌǁĂƌĚƐ͕ďƵƚ ƵƉƉĞƌǁĂƌĚƐĨŽƌĂƟŵĞƵŶƟůƉĞŽƉůĞ
ǁŚĞƌĞǀĞƌLJŽƵŐŽŝŶ^ŚĂƌŶ͕ŐŽƐƐŝƉŝƐ ŐƌĞǁƟƌĞĚŽĨLJŽƵ͘
ƐƵƌĞƚŽĨŽůůŽǁ͘ 4 zŽƵĂƌĞĂŶĞdžŝůĞĨƌŽŵLJŽƵƌŚŽŵĞůĂŶĚ͘
3 zŽƵƌĨĂŵŝůLJŝƐŝŶǀŽůǀĞĚŝŶĂůŽŶŐͲƚĞƌŵ ŝĚLJŽƵĐŽŵŵŝƚĂƚĞƌƌŝďůĞĐƌŝŵĞ͍tĂƐ
ƉůŽƚƚŽŽǀĞƌƚŚƌŽǁƚŚĞŵŽŶĂƌĐŚŽĨLJŽƵƌ LJŽƵƌƚƌŝďĞǁŝƉĞĚŽƵƚŝŶĂĨĞƵĚ͍ƌĞLJŽƵ
ŚŽŵĞůĂŶĚ͘zŽƵƌũŽďŝƐƚŽĮŶĚĐĂƉĂďůĞ ĨŽůůŽǁŝŶŐĂĚŝǀŝŶĞǀŝƐŝŽŶ͍
ĐŽŵƌĂĚĞƐƚŽŚĞůƉLJŽƵǁŝƚŚLJŽƵƌƋƵĞƐƚ
ĂŶĚƚŽŐĂŝŶƚŚĞƐƵƉƉŽƌƚŽĨŽƚŚĞƌ
ƉŽǁĞƌĨƵůƉĞŽƉůĞ͘
4 tŚŝůĞLJŽƵĂƌĞƐƟůůƌĞĐŽŐŶŝnjĞĚĂƐĂ
ŶŽďůĞ͕LJŽƵƌůĂŶĚƐǁĞƌĞůŽƐƚŝŶƚŚĞǁĂƌ
ĂŶĚLJŽƵƌƟƚůĞŝƐĂůůďƵƚŵĞĂŶŝŶŐůĞƐƐ͘
ĂŶLJŽƵĮŶĚĂǁĂLJƚŽƌĞŐĂŝŶLJŽƵƌ
ďŝƌƚŚƌŝŐŚƚ͍

128 CHAPTER 6 | SHARN BACKGROUNDS


SAGE SAILOR
You’re well versed in history and arcane Sharn is one of the most important ports in
lore, and you have a gift for uncovering the Eberron. It’s the gate to the Thunder Sea, and
information you need. What is it that drives your ships come in from across Eberron. Are you a
pursuit of knowledge? local, or did you come to Sharn on a Lhazaar
vessel or an Aereni galleon?
1d4 Sage
1 zŽƵ͛ƌĞĂŶƵŶƚĞŶƵƌĞĚƌĞƐĞĂƌĐŚĞƌĂƚ 1d4 Sailor
DŽƌŐƌĂǀĞhŶŝǀĞƌƐŝƚLJ͘zŽƵ͛ƌĞĨĂƐĐŝŶĂƚĞĚ 1 zŽƵ͛ǀĞŐŽƚĚĞĞƉƟĞƐŝŶ^ŚĂƌŶ͘zŽƵƌ
ďLJŚŝƐƚŽƌLJ͕ĂŶĚLJŽƵ͛ƌĞĚĞƐƉĞƌĂƚĞƚŽ ĨĂŵŝůLJŽǁŶƐĂƐŚŝƉ͕ĂŶĚLJŽƵ͛ǀĞ
ĚĞůǀĞŝŶƚŽĂĐƚƵĂůƌƵŝŶƐ͘ ƐƉĞŶƚĂƐŵƵĐŚƟŵĞŽŶƚŚĞǁĂƚĞƌĂƐ
2 WĞŽƉůĞƚŚŝŶŬLJŽƵ͛ƌĞĐƌĂnjLJ͘zĞƐ͕LJŽƵ LJŽƵŚĂǀĞŽŶůĂŶĚ͘ƌĞLJŽƵƌƉĞŽƉůĞ
ŚĂǀĞĂůŽƚŽĨƵŶŽƌƚŚŽĚŽdžƚŚĞŽƌŝĞƐ͘ ŵĞƌĐŚĂŶƚƐ͍džƉůŽƌĞƌƐ͍KƌƉƌŝǀĂƚĞĞƌƐ͍
zŽƵ͛ƌĞĐĞƌƚĂŝŶƚŚĂƚŚŝĚĚĞŶĚƌĂŐŽŶƐ 2 zŽƵƌĨĂŵŝůLJǁŽƌŬƐƚŚĞĚŽĐŬƐŝŶ^ŚĂƌŶ͘
ĂŶĚĚŝƐŐƵŝƐĞĚĮĞŶĚƐĂƌĞŵĂŶŝƉƵůĂƟŶŐ zŽƵŬŶŽǁĞǀĞƌLJƚŚŝŶŐƚŚĞƌĞŝƐƚŽŬŶŽǁ
ŐŽǀĞƌŶŵĞŶƚƐĂŶĚƚŚĂƚƚŚĞDŽƵƌŶŝŶŐ ĂďŽƵƚƐŚŝƉƐ͕ĂŶĚLJŽƵŬŶŽǁŚĂůĨŽĨƚŚĞ
ǁĂƐĂŶŝŶƐŝĚĞũŽď͘ŶĚƐƵƌĞ͕ŵĂLJďĞ ĐĂƉƚĂŝŶƐǁŚŽƉĂƐƐƚŚƌŽƵŐŚƚŚĞƉŽƌƚ͕
LJŽƵƌ͞ůŝďƌĂƌLJ͟ŝƐĂĐŽůůĞĐƟŽŶŽĨƌŽƫŶŐ ďƵƚLJŽƵ͛ǀĞŶĞǀĞƌŚĂĚƚŚĞĐŚĂŶĐĞƚŽ
ŬƐĂŶĚŽůĚŝƐƐƵĞƐŽĨƚŚĞ^ŚĂƌŶ ƚĂŬĞƚŽƚŚĞŽƉĞŶƐĞĂ͘
/ŶƋƵŝƐŝƟǀĞƉĂƐƚĞĚŽŶƚŚĞǁĂůůƐŽĨĂ 3 tŚĞŶLJŽƵǁĞƌĞĂĐŚŝůĚ͕LJŽƵƐĞƌǀĞĚĂƐ
ďƵƌŶƚͲŽƵƚŬƐƚŽƌĞ͘ƵƚǁŚĂƚŝĨLJŽƵ͛ƌĞ ĂĚĞĐŬŚĂŶĚŽŶĂƐŚŝƉƚŚĂƚĞdžƉůŽƌĞĚ
ƌŝŐŚƚ͍,ŵŵ͍ ƚŚĞĐŽĂƐƚŽĨyĞŶ͛ĚƌŝŬ͘zŽƵƐĂǁŵĂŶLJ
3 zŽƵ͛ƌĞǁŝƚŚƚŚĞƉƌĞƐƐ͘zŽƵ͛ƌĞĂ ǁŽŶĚƌŽƵƐƚŚŝŶŐƐ͙ŝŶĐůƵĚŝŶŐĂƐĞĐƌĞƚ
ĨƌĞĞůĂŶĐĞĐŚƌŽŶŝĐůĞƌĨŽƌƚŚĞ^ŚĂƌŶ ůŽĐĂƟŽŶLJŽƵ͛ǀĞŶĞǀĞƌĨŽƌŐŽƩĞŶ͘EŽǁ
/ŶƋƵŝƐŝƟǀĞ͕ĂůǁĂLJƐŽŶƚŚĞůŽŽŬŽƵƚĨŽƌ LJŽƵ͛ƌĞĂĐĂƉĂďůĞĂĚǀĞŶƚƵƌĞƌŝŶLJŽƵƌ
ďƌĞĂŬŝŶŐŶĞǁƐ͘zŽƵŬŶŽǁLJŽƵƌŚŝƐƚŽƌLJ ŽǁŶƌŝŐŚƚ͘^ŽŵĞĚĂLJLJŽƵ͛ůůůĞĂĚĂƐŚŝƉ
ĂŶĚLJŽƵŬŶŽǁŚŽǁƚŽƌĞƐĞĂƌĐŚĂƐƚŽƌLJ͘ ďĂĐŬƚŽƚŚĂƚĨŽƌŐŽƩĞŶĐŽǀĞ͊
ƵƚŝĨLJŽƵǁĂŶƚƚŽŵĂŬĞŚĞĂĚůŝŶĞƐ͕LJŽƵ 4 zŽƵ͛ƌĞĂŶŝŶĨĂŵŽƵƐƉŝƌĂƚĞ͘zŽƵŶĞǀĞƌ
ŶĞĞĚƚŽďĞŽŶƚŚĞƐĐĞŶĞĨŽƌƐŽŵĞƚŚŝŶŐ ŚĂƌŵĞĚĂƌĞůŝƐŚǀĞƐƐĞů͕ďƵƚLJŽƵǁĞƌĞ
ďŝŐ͘ ƚŚĞƚĞƌƌŽƌŽĨƚŚĞdŚƵŶĚĞƌ^ĞĂ͕ƌĂŝĚŝŶŐ
4 zŽƵ͛ƌĞŽŶƚŚĞĐƵƫŶŐĞĚŐĞŽĨĂƌĐĂŶĞ ŵĞƌĐŚĂŶƚƐĂŶĚƐŵƵŐŐůĞƌƐĂůŝŬĞ͘ƚ
ƚŚĞŽƌLJ͘,ŽƵƐĞĂŶŶŝƚŚ͕ƌĐĂŶŝdžͶ ůĞĂƐƚ͕LJŽƵǁĞƌĞ͙ƵŶƟůLJŽƵƌĐƌĞǁ
ƚŚĞLJ͛ƌĞĂůůŝĚŝŽƚƐ͘zŽƵ͛ƌĞŽŶƚŚĞǀĞƌŐĞ ŵƵƟŶŝĞĚ͕ůĞĂǀŝŶŐLJŽƵŚƵŵŝůŝĂƚĞĚĂŶĚ
ŽĨĂŵĂũŽƌĚŝƐĐŽǀĞƌLJ;dŚĞĐĂƵƐĞŽĨƚŚĞ ƐƚƌĂŶĚĞĚŝŶ^ŚĂƌŶ͘ƵƚLJŽƵĂƌĞƐƵƌĞ
DŽƵƌŶŝŶŐ͍dŚĞŶĂƚƵƌĞŽĨǁĂƌĨŽƌŐĞĚ ŶĞǁĨŽƌƚƵŶĞůŝĞƐũƵƐƚĂŚĞĂĚ͊
ƐŽƵůƐ͍ƐƚĂďůŝƐŚŝŶŐĂĐŽŶŶĞĐƟŽŶƚŽ
ŶĞǁƌĞĂůŵƐŽĨĞdžŝƐƚĞŶĐĞ͍ͿďƵƚƚŚĞ
ƉŝĞĐĞƐLJŽƵŶĞĞĚĂƌĞŽƵƚƚŚĞƌĞŝŶƚŚĞ
ǁŽƌůĚ͘

CHAPTER 6 | SHARN BACKGROUNDS 129


SOLDIER URCHIN
The echoes of the Last War can still be heard The lower wards of Sharn are riddled with
across Khorvaire. Many player characters may XW^MZ\aAW]PIL\WÅVLaW]ZW_VXI\PQV
have served in the Last War, but your Military the harsh city. Are you an orphan, or were
Rank feature means that you still have clout from you scavenging to help ailing parents or needy
aW]Z[MZ^QKM,QLaW]ÅOP\NWZ*ZMTIVLWZLQL siblings? Are you still young, or is your time as an
you serve in a foreign army? urchin a thing of the past?
1d4 Urchin
1d4 Soldier 1 zŽƵŐƌĞǁƵƉŽŶƚŚĞƐƚƌĞĞƚƐŽĨ>ŽǁĞƌ
1 dŚĞǁĂƌŝƐŶĞǀĞƌŽǀĞƌ͘zŽƵŬŶŽǁ ƵƌĂ͘zŽƵŚĂĚƚŽĮŶĚŽƌƐƚĞĂůƚŚĞ
LJŽƵƌĞŶĞŵŝĞƐĂƌĞƐƟůůƉůŽƫŶŐ͕ĂŶĚ ƚŚŝŶŐƐLJŽƵŶĞĞĚĞĚƚŽƐƵƌǀŝǀĞ͘zŽƵ
LJŽƵ͛ƌĞŐŽŝŶŐƚŽĚŽǁŚĂƚĞǀĞƌŝƚƚĂŬĞƐ ĚŽŶ͛ƚƚƌƵƐƚĂŶLJŽŶĞŽƌĂŶLJƚŚŝŶŐ͙
ƚŽƉƌŽƚĞĐƚLJŽƵƌŶĂƟŽŶ͘/ĨLJŽƵ͛ƌĞŶŽƚ ĞdžĐĞƉƚƚŚĞĨĞǁĨƌŝĞŶĚƐLJŽƵ͛ǀĞŵĂĚĞ
ĨƌŽŵƌĞůĂŶĚ͕ƚŚĂƚŵĞĂŶƐƐĞƌǀŝŶŐƚŚĞ ŽǀĞƌƚŚĞLJĞĂƌƐ͘zŽƵ͛ĚĚŽĂŶLJƚŚŝŶŐ
ŝŶƚĞƌĞƐƚƐŽĨLJŽƵƌŶĂƟŽŶŝŶ^ŚĂƌŶͶ ĨŽƌLJŽƵƌĨƌŝĞŶĚƐͶĞǀĞŶďĞĐŽŵĞĂŶ
ǁŚĂƚĞǀĞƌƚŚŽƐĞŵĂLJďĞ͘ ĂĚǀĞŶƚƵƌĞƌ͘
2 zŽƵ͛ƌĞĂŶŽůĚƐŽůĚŝĞƌ͗LJŽƵƐĞƌǀĞĚǁŝƚŚ 2 ƐĂŶŽƌƉŚĂŶ͕LJŽƵǁĞƌĞƌĞĐƌƵŝƚĞĚďLJ
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/ƚ͛ƐďĞĞŶĂůŽŶŐƟŵĞƐŝŶĐĞLJŽƵ͛ǀĞ ŶĞǁƚĞĂŵ͘
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3 zŽƵ͛ƌĞĂŶŽĸĐĞƌŽĨƚŚĞLJƌĂŶĂƌŵLJ͘ ƚŽǁĞƌƐ͙ĂŶĚLJŽƵ͛ƌĞŚĂƉƉLJƚŽƐŚĂƌĞ
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4 zŽƵƌƟĞƐĂƌĞŶ͛ƚƚŽƚŚĞƚƌĂĚŝƟŽŶĂů ŽĨLJŽƵƌƉĂƐƚďLJĞdžƉůŽƌŝŶŐLJŽƵƌŶĞǁ
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LJŽƵƌŽǁŶ͍

130 CHAPTER 6 | THE SHAPE OF SHARN


THE SHAPE OF SHARN
Sharn stands above the Dagger River. It’s an
important port for anyone dealing with Aerenal,
Xen’drik, or Sarlona. Mountains line the shores
When you live on the inside low, you never see the of the Dagger, and Sharn can’t spread out… so
sun. People hear ‘towers’, they think of graceful instead it’s grown ever upward.
little spires, the sort of thing you see poking up in ;PIZVQ[JZWSMVQV\WÅ^M¹Y]IZ\MZ[º"+MV\ZIT
the corner of your lord’s keep. We’ve got those, and Plateau, Dura, Menthis Plateau, Northedge, and
lots of ‘em. But the foundation of the city is the <I^QKS¼[4IVLQVO-IKPWN\PM[MY]IZ\MZ[Q[IP]J
core towers. The walls of these towers are so thick, of massive core towers. A web of bridges and
platforms connects these vast spires, and a host
aW]KW]TLÅ\aW]ZTWZL¼[MV\QZMKI[\TMQVWVM of smaller turrets sprout from the edges of the
You’ve got your outside districts where you get the core towers. The district of Skyway ÆWI\[IJW^M
open air, built on the bridges and platforms that the highest towers, while the tunnels of the Cogs
connect the core towers together. You’ve got the stretch out below the lower city.
Sharn is a vertical city, and height is a simple
little turrets, built on the core tower walls and the
QVLQKI\WZWN[\I\][IVL_MIT\P-IKPY]IZ\MZ
bridges between. You’ve got the folk in the middle, is roughly divided into three levels, and the
who live and work in the walls themselves. And KWUJQVI\QWVWNY]IZ\MZIVLTM^MTLMÅVM[I
then you’ve got those of us on the inside, our ward. Thus, wards include Lower Dura, Upper
districts entirely contained in the hollow well of Central, and Middle Menthis. This distinction
a great tower. You look up in Callestan, you see gives a general sense of the tone of a ward.
• Upper wards are home to the wealthy
twinkling lights, to be sure. But those aren’t stars,
IVLXW_MZN]T0MZMaW]¼TTÅVL\PMÅVM[\
and that isn’t the sky. You’re looking up through goods and the most expensive services. The
a mile of bridges and platforms crossing the well, \aXQKITY]ITQ\aWNUMIT[IVLQVV[Q[_MIT\Pa
looking up at the districts above you. or aristocratic, and rough adventurers may
be treated with suspicion. Violence is rare;
You live up high, you can touch the sky. In the
the City Watch is active in these areas, and
middle you can still see the sun. Down on the if they’re corrupt, they’re at least taking
inside low, all we have is gloom and the constant bribes from people richer than you.
LZQX_I\MZIVL_WZ[MÆW_QVONZWULW_VNZWU\PM • Middle wards are home to the middle
streets above us. KTI[[M[0MZMaW]¼TTÅVLJ][\TQVOUIZSM\[
Sharn is the largest city in Khorvaire, with a and taverns, along with a wide range of
permanent population of approximately 210,000 entertainment and housing. Services range
people. Humans make up about a third of that from modest to comfortable, with a few
number, and dwarves are a sixth of it; the rest wealthy-grade options tucked away. The
is a blend of every race found across Khorvaire. City Watch has a presence, but not as
0ITÆQVO[MT^M[IVLOVWUM[PI^MI[QOVQÅKIV\ strong as in the upper districts.
presence in the city, but even kalashtar and • Lower wards house the hard-working
changelings have communities in Sharn. Beyond laborers, but they’re also home to the
the permanent population, tens of thousands of destitute and the desperate… refugees
people pass through Sharn every day. Refugees who’ve lost everything in the war, orphans
NZWU\PM_IZ[\QTTÅVL\PMQZ_Ia\W;PIZVITWVO and urchins who never had anything to
with tourists, spies, merchants, and people begin with. Modest services can be found,
PWXQVO\WÅVL\PMQZNWZ\]VMQV\PMOZIVLM[\KQ\aQV J]\W^MZITT\PMTW_MZLQ[\ZQK\[IZM[Y]ITQL
Eberron. IVLXWWZ#I^Q[Q\WZQVÅVMKTW\PM[UQOP\
attract unwanted attention. The City

CHAPTER 6 | THE SHAPE OF SHARN 131


Watch pays little attention to the lower ^»ù‘ʃ‘«›Ý
districts, making them a haven for criminals 6N\FRDFKHVDUHVPDOOÁ\LQJYHVVHOV7KH\
and gangs. FRPHLQDZLGHUDQJHRIVKDSHVDQGVL]HV
This is a broad stereotype that doesn’t apply to $W\SLFDODLUWD[LPLJKWUHVHPEOHDURZERDW
ITT_IZL[,]ZIQ[IXIZ\QK]TIZTaXWWZY]IZ\MZ ZKLOHDWRXULQJYHVVHOFRXOGEHWKHVL]HRI
IVL=XXMZ,]ZIQ[M‫ٺ‬MK\Q^MTaIUQLLTM_IZL# DORQJVKLSDQGKDYHDQHQFORVHGFDELQIRU
JXHVWV
meanwhile, Central is a center of wealth and
8QOLNHDLUVKLSVVN\FRDFKHVGRQ·WPDNH
XW_MZIVL4W_MZ+MV\ZITQ[IT[WM‫ٺ‬MK\Q^MTaI
XVHRIERXQGHOHPHQWDOV6KDUQLVORFDWHGLQ
middle ward. DPDQLIHVW]RQHWKDWHQKDQFHVPDJLFVWLHG
Each ward is further subdivided into districts, WRÁLJKWDQGOHYLWDWLRQDQGWKLVLVZKDWPDNHV
VMQOPJWZPWWL[LMÅVMLJaIVMKWVWUQKZWTMI ERWKVN\FRDFKHVDQGWKHWRZHUVWKHPVHOYHV
[XMKQÅKKWUU]VQ\aWZJW\P4W_MZ6WZ\PMLOM SRVVLEOH,IDVN\FRDFKLVWDNHQPRUHWKDQD
includes the districts of Stonegard, Longstairs, PLOHDZD\IURP6KDUQLWVHQFKDQWPHQWVZLOO
and North Market. Lower Dura includes seven IDLODQGLWZLOOFUDVK
distinct districts. This book doesn’t delve deeply +RXVH/\UDQGDUPDLQWDLQVDQGOLFHQVHV
QV\W]VQY]MNMI\]ZM[WNMIKPLQ[\ZQK\#\PMJZWIL PRVWRIWKHVN\FRDFKHVLQ6KDUQEXW\RX
ÆI^WZWNI_IZLQ[MVW]OP\WLZQ^MIVIL^MV\]ZM GRQ·WKDYHWRKDYHWKH0DUNRI6WRUPV
WRSLORWDQVN\FRDFK,WGRHVUHTXLUH
If you’d like to know more about the districts of
VSHFLDOL]HGWUDLQLQJ³DWRROSURÀFLHQF\ZLWK
Sharn—along with more information about its
DLUYHKLFOHV³VRLI\RX·UHSODQQLQJWRVWHDODQ
many factions, plots, and locations—refer to the DLUVKLS\RX·OOQHHGWRPDNHVXUH\RX·YHJRW
sources presented in the Appendix. VRPHRQHZKRFDQSLORWLW

GETTING AROUND Traveling from district to district involves


Sharn is an enormous city and traveling from lots of bridges and ramps, along with magic
WVM[QLM\W\PMW\PMZKIVJMY]Q\MIVWZLMIT)[I TQN\[¸^I[\ÆWI\QVOLQ[S[\PI\[TW_TaI[KMVLIVL
rough guideline… descend along threads of mystical energy. Lifts
• It takes up to 30 minutes to move around are designed to move cargo and can be up to 30
within a particular ward. feet in diameter. Most lifts have rails but aren’t
N]TTaMVKTW[ML#_PMVÅOP\QVOWVITQN\X][PQVO
• If you’re traveling between wards, add 30 [WUMWVMW‫\ٺ‬PMMLOMQ[IT_Ia[IXW[[QJQTQ\a
minutes for each ward you pass through. Should this happen to you, the section on falling
• Dura and Tavick’s Landing are especially later in this chapter may prove useful!
large; double the time to move through one There are many ways to speed up travel
WN\PM[MY]IZ\MZ[ in Sharn. House Orien manages a system of
So traveling from Lower Menthis to Upper coaches; taking an Orien coach cuts travel
Central involves passing through three wards time in half and costs 2 CP per ward travelled.
(Lower Menthis to Lower Central, then Flight is the prefered way to get through Sharn,
ascending two levels) and can take up to 90 cutting travel down to a sixth of the usual time
minutes. If you want to add a little color to your (5 minutes per ward). It’s also more expensive:
travels, you can roll on the Street Encounters 2 SP per ward involved. The most common
tables when you pass through a district. The NWZUWNÆQOP\Q[\PM[SaKWIKPJ]\UIVaÆaQVO
+MV\ZITY]IZ\MZQ[WVTaKWVVMK\ML\W6WZ\PMLOM mounts can also be encountered in Sharn:
and Menthis, and there’s no bridges between PQXXWOZQ‫[ٺ‬OZQ‫ٺ‬WV[OTQLM_QVO[I[UITT<ITMV\IV
Dura and Northedge. pteranodon), and giant owls can all be found
around the city.

132 CHAPTER 6 | THE SHAPE OF SHARN


CHAPTER 6 | CENTRAL PLATEAU QUARTER 133
CENTRAL PLATEAU QUARTER
out, the district of Sovereign Towers is home to
Sharn’s greatest monuments of faith, including
The power and wealth of Sharn are concentrated the Pavilion of the Host (Sovereign Host) and
in the Central Plateau. It’s the safest place in the Cathedral of the Cleansing Flame (Silver
the city, combining the most capable units Flame). While it’s a middle ward, services are
WN\PM+Q\a?I\KP_Q\P\PMPMILY]IZ\MZ[WN KWUNWZ\IJTM\W_MIT\PaQVY]ITQ\a
Sharn’s elite forces. Whether you’re looking to

LOWER CENTRAL
deal with powerful merchants, city councilors,
dragonmarked barons, or the ambassadors of
other nations, Central Plateau is a place where This district is peaceful and largely residential; it’s
deals are made and gold changes hands. the safest and most pleasant of the lower wards.
;MZ^QKM[IZMTIZOMTaKWUNWZ\IJTMQVY]ITQ\aIVL
the Sharn Watch is plentiful and well paid.
UPPER CENTRAL
THINGS TO DO IN CENTRAL PLATEAU
*W\POWTLIVLXW_MZÆW_LW_VNZWU=XXMZ
Central. The Council Hall is the seat of city
government, while the Korranath—the grand Attend an Auction. The Aurora Gallery
temple of Kol Korran—is the heart of Sharn’s =XXMZ+MV\ZITQ[\PMÅVM[\I]K\QWVPW][MQV
ÅVIVKQITLQ[\ZQK\IVL\PMTWKI\QWVWN0W][M Sharn and specializes in auctions of exotic magic
Kundarak’s largest bank… along with the items and relics from Xen’drik. You never know
legendary Kundarak Vaults. Upper Central what’s going to be available—or who will be
houses the mansions and estates of powerful bidding against you.
nobles, along with businesses that cater to them. Plan a Heist. Rob the Kundarak Bank of
Between the Sharn Watch and private security Sharn (Upper Central) or the Brelish Museum of
forces, this is a bad place to start trouble, and Fine Art (Middle Central).
player characters who appear suspicious may be Go to Jail. The Citadel in Middle Central is
challenged by guards. also Sharn’s high-security prison.
Pray. The primary temples of the Sovereign
Host and the Silver Flame are located in Middle
MIDDLE CENTRAL +MV\ZITITWVO_Q\PIPW[\WN[PZQVM[\W[XMKQÅK
A center for intrigue and espionage. The district Sovereigns and lesser faiths. Take part in a
of Ambassador Towers includes embassies and festival or drop in for some spiritual guidance!
consulates from the Thronehold Nations, along Espionage! Whether you work for your
with Aerenal and Sarlona. Ambassador Towers is nation or get entangled in the schemes of the
IT[WPWUM\W\PM3QVO¼[+Q\ILMTPMILY]IZ\MZ[WN dragonmarked houses, there’s a lot of powerful
Brelish intelligence. Across the ward, the district people in Middle Central with a use for capable
of Dragon Towers holds the primary enclaves agents.
of the dragonmarked houses. Rounding things

134 CHAPTER 6 | CENTRAL PLATEAU QUARTER


DURA QUARTER
QV\PM_IZL#\PQ[WTLQVV_I[\PMÅZ[\/PITTIVLI
enclave in Sharn, and it also has modest and
Sharn began with Dura, but the city has left poor rooms for the common folk of Dura.
Q\JMPQVL,]ZIQ[\PMWTLM[\Y]IZ\MZWN;PIZV

LOWER DURA
and many consider it to be a blight on the
City of Towers. There are cracks in the stones
and places where enchantments have failed The district of Precarious is the gateway to
and never been restored. Dura is riddled with +TQ‫[ٺ‬QLMIVL\PMLWKS[WN;PIZV<PM;PIZV
poverty and crime, and overall, it’s the most Watch maintains an active presence in Precarious,
dangerous section of the city. But it also holds securing passage to the docks and watching the
WXXWZ\]VQ\QM[aW]KIV¼\ÅVLIVa_PMZMMT[M° many warehouses. The rest of Lower Dura has
and if you’re looking for smuggled goods or a been left to rot. Ignored by the Watch, it is the
place to lay low, head to Dura. domain of gangs and crimelords. The district
of Fallen is a haunted ruin; this temple district
_I[IJIVLWVMLIN\MZIÆWI\QVO\W_MZKWTTIX[ML
UPPER DURA onto it. Malleon’s Gate is home to the goblins of
This ward is full of life, home to talented artisans Sharn, along with other monstrous immigrants
and successful merchants. There’s a seedy from Droaam and Darguun. Callestan is a center
edge to Upper Dura, and in general it has the for criminal activity.
Y]ITQ\QM[WNIUQLLTM_IZL*]\Q\¼[IXTIKM\PI\

THINGS TO DO IN DURA
welcomes all manner of suspicious customers…
_PQKPUISM[Q\IPI^MVNWZIL^MV\]ZMZ[+TQ‫\ٺ‬WX
is a home away from home for explorers and Talk About the Race. The inhabitants of Dura
mercenaries. The Sharn Watch maintains a are devoted to the Race of Eight Winds and are
fortress garrison in Daggerwatch. The Highhold always willing to discuss the latest news.
district is an upscale dwarven neighborhood; Gamble. Legal gambling is heavily taxed and
it’s said that the strongest spirits in Sharn are limited in its scope. Dura is home to a wide range
served at Morragin’s Tavern. Hope’s Peak is WN[PILQMZIVLUWZMXZWÅ\IJTMOIUM[
a temple district, notable for the Citadel of the Go Shopping. If you’re looking for expensive
Sun. Dedicated to Dol Arrah, this church is goods shop elsewhere. But the Bazaar of Middle
considered to be a true bastion of light. Finally, Dura is an excellent source for exotic goods…
the Overlook district is home to most of the TMOITWZW\PMZ_Q[M+TQ‫\ٺ‬WXKI\MZ[\WIL^MV\]ZMZ[
kalashtar in Sharn. and has a reasonable selection of magical goods.
A Little Crime. Looking for a fence? Need
\WÅVLI[U]OOTMZWZIVI[[I[[QV',WaW]_IV\
MIDDLE DURA to set up a meeting with a Boromar lieutenant?
Middle Dura caters to the working class of Sharn. Lower Dura is the nexus for criminal activities
It’s inns and taverns are modest in price, but in Sharn.
there’s gold among the dross. The Bazaar is the ;]‫ٺ‬MZ)<MZZQJTM)KKQLMV\The Sharn
largest commercial district in Sharn, though it’s Watch ignores Lower Dura, and even in the
certainly shadier than the other major markets higher wards they’re spread thin. There are even
in the city. Middle Dura is home to a host of stories of dragonmarked houses and mad wizards
inns and taverns. The King of Fire is a popular conducting dangerous experiments in Lower
tavern and reputable gambling establishment. Dura… who’s going to stop them?
Ghallanda Hall has the only comfortable rooms

CHAPTER 6 | DURA QUARTER 135


MENTHIS PLATEAU QUARTER
that said, the people of Middle Menthis are
law-abiding folk; if you’re looking for spellcasters
The hub of Sharn’s entertainment industry and to help you with illegal activities or want to sell
home to Breland’s largest university, Menthis stolen artifacts, you should turn to Lower Dura.
8TI\MI]Q[WVMWN\PMUW[\LQ^MZ[MY]IZ\MZ[QV

LOWER MENTHIS
Sharn. Whether you’re looking for classical
\PMI\MZIÅVMJWWS[\WZMWZIVQTTMOITÅOP\QVO
ZQVO5MV\PQ[PI[[WUM\PQVO\WW‫ٺ‬MZ Providing cheap entertainment to the masses,
4W_MZ5MV\PQ[Q[KZW_LML1\¼[ÅTTML_Q\P[SM\KPa
taverns and theaters ranging from the innocent to
UPPER MENTHIS \PMZQ[Y]M<PMZMIZMOIUJTQVOPITT[JZW\PMT[IVL
Elegant and civilized, Upper Menthis is home spontaneous performances in the streets. Lower
\WNW]ZWN\PMÅVM[\\PMI\MZ[QV*ZMTIVL"<PM 5MV\PQ[Q[IT[WPWUM\W\PM*]ZVQVO:QVOIÅOP\
cutting-edge Art Temple, colorful Khavish club where spectators bet on amateur gladiators.
Theater, traditional Grand Stage, and the open- Technically illegal, the Burning Ring moves
air Stargazer Theater, along with the Kavarrah around the ward. Competitors are armed but
Concert Hall. It’s the location of Morgrave unarmored; matches continue until a contestant
University. It includes upscale shops with a focus yields, but fatalities do happen.
WVÅVMNWWLIVLNI[PQWV#\PMUW[\ZMUIZSIJTM

THINGS TO DO IN MENTHIS PLATEAU


glamerweave in Sharn can be found in Den’iyas,
IOVWUMLQ[\ZQK\SVW_VI[¹4Q\\TMBQTIZOWº
Adventurers who visit Den’iyas should be careful Consult a Sage. Morgrave University may not
not to get involved in the many intrigues and feuds JM\PMÅVM[\QV[\Q\]\MWNTMIZVQVOQV3PWZ^IQZMJ]\
that play out between the gnome residents. Q\¼[\PMJM[\;PIZVPI[\WW‫ٺ‬MZ?PM\PMZaW]_IV\
to conduct your own research in the library or to
ÅVLI[XMKQITQ[\QVOWJTQVPQ[\WZaWZ\PM\PMWZaWN
MIDDLE MENTHIS manifest zones, Morgrave is your best option.
This ward is the most diverse in Sharn, and Show Business. Menthis has a host of
includes communities drawn from across performance venues, from the Grand Stage to the
Khorvaire. The Little Plains district draws many taverns of Lower Menthis. Spontaneous
PITÆQVOQUUQOZIV\[NZWU\PM<ITMV\I8TIQV[ street performances are common throughout the
Cassan Bridge PI[I[QOVQÅKIV\XWX]TI\QWVWN Y]IZ\MZ1VILLQ\QWV\WMVRWaQVO\PMMV\MZ\IQVUMV\
orcs and half-orcs from the Shadow Marches. aW]KW]TLIT_Ia[\Za\WÅVL_WZS¸MQ\PMZ
Immigrants from the Lhazaar Principalities showcasing your artistic talents on stage or
have settled in Warden Towers. And Smoky displaying your prowess in the Burning Ring.
<W_MZ[PILI[QOVQÅKIV\+aZIVKWUU]VQ\aM^MV Join an Expedition. Scholars at Morgrave
before the Last War; this has become a haven often sponsor expeditions to Xen’drik and into
for Cyrans wealthy enough to avoid the refugee the ruins below Sharn. Cyran nobles in Smoky
camps of High Walls. This results in a diverse Towers look for brave souls to venture into the
array of cuisine, entertainment, and services Mournland to reclaim lost treasures.
drawing on the traditions of these places. Cultural Exchange. Den’iyas brings a touch
The Everbright district may be of particular WNBQTIZOW\W;PIZVAW]UQOP\ÅVLIKTI_NWW\
interest to adventurers. This is a hub for mystical raptor running down the streets in Little Plains,
goods and services. There’s a wide assortment of or a Gatekeeper druid casting bones on Cassan
magewrights, and the shops have a good selection Bridge.
of common and uncommon magic items. With

136 CHAPTER 6 | MENTHIS PLATEAU QUARTER


NORTHEDGE QUARTER LOWER NORTHEDGE
?PQTMXWWZ4W_MZ6WZ\PMLOMQ[I[QOVQÅKIV\[\MX
<PMZM[QLMV\QITIZMIQ[\PMY]QM\M[\Y]IZ\MZWN
;PIZV)\ÅZ[\OTIVKM\PMZM¼[TQ\\TM\WI\\ZIK\ up from the slums of Lower Dura. The people
IL^MV\]ZMZ[]VTM[[aW]¼ZMQV\MZM[\MLQVY]ITQ\a of Lower Northedge don’t look for trouble, and
real estate. On the other hand, you never know they don’t like it coming to their doorstep. North
_PMV\PQ[KPIZUQVOIVLQVVWK]W][Y]IZ\MZKW]TL Market is one of the largest markets in Sharn,
be hiding a nefarious cult or devilish plot! though it specializes in simple, everyday goods.
The Stoneyard LQ[\ZQK\PI[I[QOVQÅKIV\[PQN\MZ
population; the Rat’s Nest is a tavern catering to
UPPER NORTHEDGE shifters, while the Bear’s Rest is a shifter inn.

This is the perfect place for the noble who can


I‫ٺ‬WZLIUIVWZQV\PMKTW]L[J]\_IV\[\WI^WQL
the bustle of Upper Central. It’s also home to
THINGS TO DO IN NORTHEDGE
most of the elves of Sharn. In particular, the Settle Down. If you’re looking for a place
district of Shae Lias is a bastion of Aereni culture to live in Sharn, Lower Northedge combines
and traditions. The heart of Shae Lias is Gates ZMI[WVIJTMY]ITQ\aIVLXZQKM_Q\PUWZM[MK]ZQ\a
of Passage, which serves as the Aereni embassy than Lower Dura.
and a temple to the Undying Court. The Oaks is Die in Style. The elves of Shae Lias are
WVMWN\PMÅVM[\ZM[\I]ZIV\[Q[;PIZVIZQ[\WKZI\QK experts in funerary customs and embalming. In
Y]ITQ\a°I\IZQ[\WKZI\QKXZQKM[<PM>MQTWN addition, Mayne Jhaelian of the Gates of Passage
Flesh specializes in body art, both traditional is one of the few people in Sharn capable of
tattoos and temporary illusions woved directly raising the dead.
into the skin. Find a Patron. There are many eccentric
nobles in Upper Northedge. A patron of the arts
could take an interest in the career of a bard
MIDDLE NORTHEDGE or entertainer. A collector might keep capable
adventurers on retainer with the understanding
This ward caters to the middle class of Sharn, that they’ll deliver any Dhakaani artifacts they
with a wide range of comfortable housing. come across in their travels. You never know
Dwarves make up the majority of the population, _PI\JMVMÅ\[IXI\ZWV_QTTXZW^QLM#I\\PMTMI[\
especially in the district of Holdfast. In contrast they can give you an introduction to high society.
to Highhold in Upper Dura, the dwarves of
Holdfast have deep roots in Sharn and feel
no strong connection to the Mror Holds or its
traditions. High Hope is a temple district; while
the most impressive churches and shrines are
located in Upper Central, it’s commonly known
that if you’re looking for a truly devoted priest,
you should go to High Hope.

CHAPTER 6 | NORTHEDGE QUARTER 137


TAVICK’S LANDING QUARTER
• 1VPIJQ\IV\[U][\LZM[[¹QVIUIVVMZ
that upholds the solemn dignity of this
If you come to Sharn by land or air, you’ll enter XZW]L_IZLº*TILMUIZS[IVLW‫ٻ‬KMZ[WN
\PMKQ\a\PZW]OP<I^QKS¼[4IVLQVO<PMY]IZ\MZ the Watch can choose how to interpret
took on a martial aspect during the Last War, this. Typically, armor is considered
and this can still be felt today. On the positive inappropriate unless you’re tied to House
side, the Watch Commander Iyanna ir’Talan has Deneith, the Sharn Watch, or you’ve served
OWVM\WOZMI\M‫ٺ‬WZ\[\WX]ZOMKWZZ]X\QWVQV\PM with the Brelish military. Anyone held to be
local garrisons of the Sharn Watch; this is one of in contempt of this law is escorted out.
the few districts where the Watch is both helpful • )Va[WZ\WN]VZ]TaJMPI^QWZ¸ÅOP\QVO
and competent. On the downside, citizens of any [PW]\QVOQV\PM[\ZMM\[M\K¸MIZV[IÅVMWN
nation that fought against Breland during the up to 5 gp and temporary expulsion from
war may be greeted with suspicion or hostility. the ward.
For those willing to put up with these restrictions,
=XXMZ<I^QKS¼[4IVLQVOPI[UIVaÅVMNMI\]ZM[
UPPER TAVICK’S LANDING Wyredd’s Spirits is the best source for wine in
<PQ[_IZLQ[M‫ٺ‬MK\Q^MTaI[MTNKWV\IQVMLKQ\a Sharn. The Crystals of Denion buys and sell rare
KI\MZQVO\W\PMVWJTM[\PI\TQ^M\PMZM1\PI[ÅVM magic items, though it only has a handful of such
housing, skilled services, a luxurious mercantile items at any given time; it also sells expensive
district, and even an entire district—Sunrise— magical works of art. Transmutation is the name
devoted to the servants of the nobles. Services of a renowned beauty salon. House Deneith
and lodging in Sunrise are poor to modest, as UIQV\IQV[INWZ\QÅMLOIZZQ[WVIVL\ZIQVQVONIKQTQ\a
opposed to the wealthy to aristocratic goods in the Copper Arch district. To get licenses for
found elsewhere in the district. During the war, weapons or spellcasting, you’ll have to go to the
fears of attacks by foreign agents resulted in the courthouse in the Twelve Pillars district.
M[\IJTQ[PUMV\WNIV]UJMZWNTI_[\PI\I‫ٺ‬MK\

MIDDLE TAVICK’S LANDING


adventurers.
• The soldiers of House Deneith have full
authority to act as agents of the Sharn In contrast to the upper ward, Middle Tavick’s
Watch within Upper Tavick’s Landing, Landing welcomes travelers and tourists. There’s
and a hundred elite Blademark mercenaries a host of lively taverns and excellent inns.
maintain checkpoints at the district’s edges. The Cornerstone is a massive arena that hosts
• You need a license to carry a weapon in everything from circuses to aerial jousting. The
Upper Tavick’s Landing. This costs only 5 Deathsgate district caters to adventurers, much
gp, but you’ll have to plead your case to a TQSM\PM+TQ‫\ٺ‬WXLQ[\ZQK\WN=XXMZ,]ZI4QSM
clerk; it’s generally understood that this is +TQ‫\ٺ‬WXQ\PI[IVIL^MV\]ZMZ¼[O]QTL¸\PW]OP
a tool to keep undesirables out of the ward. the Deathsgate Guild has a dark reputation,
Any Blademark or member of the Watch IVLQ\[UMUJMZ[WN\MVXQKSÅOP\[_Q\P+TQ‫\ٺ‬WX
can demand to see your license and may adventurers. House Jorasco has a large house of
KWVÅ[KI\M]VI]\PWZQbML_MIXWV[ healing in the ward, and House Deneith has a
• You also need a license to cast spells in the recruiting station for would-be mercenaries. The
ward. This costs 10 gp and you must specify Graywall district has deep roots in Karrnathi
\PM[XMTT[aW]_Q[P\WKI[\)ÅVMKIVJM culture that predate the Last War, and Slogar’s
levied for any unauthorized use of magic. and The Bloody Mug are places where you
KIVÅVLJTWWL[I][IOMIVL6QOP\_WWLITM
Tavick’s Market is one of Sharn’s main market

138 CHAPTER 6 | TAVICK’S LANDING QUARTER


districts; it’s right above Terminus station and
is a source for produce and goods brought in by
local farmers.

LOWER TAVICK’S LANDING


Visitors arrive at Wroann’s Gate or Terminus,
but they leave through Black Arch, the gateway
\W\PMZM[\WN;PIZV<PQ[Q[IPMI^QTaNWZ\QÅML
garrison district, designed to withstand a full
siege. The ward includes other services catering
to travelers; the Dragoneyes district is a maze
of taverns, inns, brothels, and gambling halls.
Dragoneyes is also noteworthy for having one of
the few changeling communities in Breland.
These days, Lower Tavick’s Landing is best
known for High Walls—a former residential
district converted into a home for refugees from
\PM4I[\?IZ0QOP?ITT[Q[ÅTTMLXI[\KIXIKQ\a
mostly with Cyrans displaced by the Mourning.
Today, the gates are open; but High Walls is
designed to serve as a fortress prison if need be,
and the Sharn Watch keeps an eye out for any
signs of unrest.

THINGS TO DO IN TAVICK’S LANDING


Gamble,ZIOWVMaM[Q[ÅTTML_Q\PWXXWZ\]VQ\QM[
to lose your wages, both in established halls and on
street corners. One especially noteworthy venue
is Chance. If you believe the rumors, Chance can
arrange and cover almost any sort of contest.
Hug a Shifter. Middle and Lower Tavick’s
Landing are home to much of Sharn’s shifter
population. Middle Tavick’s Landing has the
WVTaW‫ٻ‬KQITKW]Z\NWZ\PM[PQN\MZ[XWZ\hrazhak.
Find Refuge. While most of the refugees in
High Walls come from Cyre, the district is a
haven for anyone displaced in the war, including
Brelish victims of the war. It’s over-crowded and
resources are stretched thin. Tensions are high,
and there are feuds and power struggles among
the refugees. If you’re from Cyre, you might have
a cot in High Walls with your name on it; even if
you don’t, you could have friends or family living
in High Walls.

CHAPTER 6 | TAVICK’S LANDING QUARTER 139


SHARN: ABOVE AND BELOW
the elemental powers of the infamous Halas
Tarkanan and his consort, the Lady of the
<PMÅ^MY]IZ\MZ[WN;PIZVUISM]X\PMJ]TSWN Plague. It’s said that vile powers still linger in
the city, but here are additional regions that you these ruins, and for this reason King Galifar I
may wish to explore during your time in Sharn. had all passages to this undercity sealed with
gates of metal and magic. These portals remain
sealed today, and it’s illegal to tamper with them.
SKYWAY But it’s generally assumed that there may be
many treasures hidden in the ruins of Old Sharn,
<PMZMIZMIV]UJMZWNÆWI\QVO\W_MZ[WZJQ\QVO along with untold secrets of the past.
the upper wards of Sharn, but these are dwarfed
Ja;Sa_IaIVMV\QZMLQ[\ZQK\\PI\ÆWI\[IJW^M
and between Central Plateau and Menthis
8TI\MI]*]QT\WVIVQ[TIVLWN[WTQLQÅMLKTW]L[
THE COGS
Skyway holds the estates of the wealthiest people The Cogs lie deep below Sharn, below
in Khorvaire—nobles whose feet need never the sewers and even beyond the Depths.
touch the ground. Skyway contains a host of Incorporating natural tunnels and ancient goblin
IZQ[\WKZI\QKJW]\QY]M[IVLZM[\I]ZIV\[ITWVO_Q\P Z]QV[;\ZMIU[WN.MZVQIVTI^IÆW_JMVMI\P
astonishing mansions. Chief among these is Tain Sharn, and over the centuries House Cannith
Manor, home to most powerful family in Sharn. has helped Breland establish vast foundries
+MTaZQIQZ¼<IQVQ[\PMY]MMVWNPQOP[WKQM\a;PM that tap this mystic resource. Ashblack and
holds a ball at the manor each month, and the Blackbones are industrial districts, largely
guest list at the Tain Gala LMÅVM[\PM[WKQITWZLMZ inhabited by warforged laborers and miserable
in the city. If you need to mingle with celebrities, workers of other races. It’s said that House
ÅVLI_Ia\W_ZIVOTMIVQV^Q\I\QWV\W\PM<IQV Cannith maintains a massive forgehold in the
/ITI)VLQNaW]¼ZMTWWSQVO\WX]TTW‫ٺ‬IPMQ[\WV depths, and that this is where Baron Merrix
some of the richest people in Eberron, Skyway is d’Cannith conducts his arcane experiments.
the place to start. In addition, The Red Hammer is Sharn’s only
\I^MZVKI\MZQVO[XMKQÅKITTa\W_IZNWZOML
Beyond Ashblack and Blackbones lies
CLIFFSIDE Khyber’s Gate, a maze of tunnels and
tenements carved into the stone. The Sharn
This small ward contains the docks of Sharn. Watch has no presence in Khyber’s Gate,
Cargo is hoisted up to the city with magical and the closest thing to an authority is the
cranes, and people take levitating lifts. All criminal organization known as Daask. Many
\ZI‫ٻ‬KQV\W;PIZVXI[[M[\PZW]OP\PMLQ[\ZQK\WN of the inhabitants of the Gate are goblins and
8ZMKIZQW][QV4W_MZ,]ZIIVL+TQ‫[ٺ‬QLMPI[ immigrants from Droaam, but it’s also home to
much in common with Lower Dura. It’s rough fugitives and other desperate people. You can
IVLXWWZÅTTML_Q\P[IQTWZ[IVLLWKS_WZSMZ[7V ÅVLUILK]T\Q[\[]VLMILIVLM^MVLMUWV[
\PMW\PMZPIVL[WUMXMWXTM[_MIZ\PI\+TQ‫[ٺ‬QLM along with a handful of hermits and visionaries
PI[\PMÅVM[\\I^MZV[QV;PIZV seeking to escape the city above. Shamukaar is
the most successful tavern in Khyber’s Gate. This
bar is a safe haven for all within it, regardless of
THE DEPTHS species or politics; once you make it through the
door, you can breathe easy.
Sharn was built on the foundations of an older
city, which was itself built atop goblin ruins.
This old city was destroyed by dark magic—

140 CHAPTER 6 | SHARN: ABOVE AND BELOW


THINGS TO DO IN SHARN
The Day of Mourning (20 Olarune). The
nation of Cyre was destroyed four years ago
Sharn is the largest and most cosmopolitan city on the Day of Mourning. While the Mourning
in Khorvaire. Covering all the things that you had an impact on everyone in Khorvaire, this
KW]TLLWQV;PIZVKW]TLÅTTIVMV\QZMJWWSIVL day is especially important for Cyran survivors.
does, as covered in the Appendix!). But here’s It is a time when Cyrans come together to
a few things you might want to do during your remember their lost kingdom. Some tell stories
time in Sharn. or sing traditional songs, ensuring their culture
isn’t forgotten. Others seethe with anger at the
enemies who brought Cyre to this place, and it
CELEBRATE can be a time for riots or violence.
Fathen’s Fall (25 Barrakas) commemorates a
There’s always a celebration in Sharn, whether priest of the Silver Flame martyred while exposing
it’s a parade in a single district or a festival across hidden lycanthropes in Sharn. It is a time when
the entire city. Here’s a few to put on your followers of the Flame come together, but often
calendar. causes tensions with the shifter community.
The Ascension (1 Sypheros). A celebration of The Hunt (4 Barrakas). In honor of the
\PM[IKZQÅKMWN<QZI5QZWV_PWOI^MPMZTQNM\W ;W^MZMQOV*ITQVWZIÅMZKMJMI[\Q[JZW]OP\\W
serve as the Voice of the Silver Flame. There are the city and released into an isolated section of
services at all Silver Flame churches and shrines, the Depths. Anyone can participate in the Hunt
IVL\PMNIQ\PN]TIZMMVKW]ZIOML\WÅVL[WUM_Ia by making a donation of 5 gp; the hunter (or
to help their communities. hunting party) who brings down the beast wins a
Aureon’s Crown (26 Dravago). A celebration purse of 500 gp and the blessing of Balinor. The
of knowledge. Elders share their knowledge Hunt can vary; some years multiple beasts are
with the young. Morgrave University holds its released and the hunter who catches the most of
graduate services on this day, and there are them is marked as the victor. Often, though, the
public lectures at the Great Hall of Aureon in other hunters are a greater threat than the beast!
Upper Menthis. Long Shadows (26-28 Vult). It’s said that the
Boldrei’s Feast (9 Rhaan) is a celebration of power of the Shadow—sinister deity of the Dark
community. There are gatherings across the city, Six—is at its height on these three nights. Wise
and the wealthy compete to throw the grandest people spend these nights indoors with friends,
parties. but those who celebrate the darkness may take to
Brightblade (12 Nymm). The festival of Dol the streets to prey on the weak and foolish.
,WZVKMTMJZI\MLIKZW[[\PMKQ\a_Q\PXZQbMÅOP\[ The Race of Eight Winds (23 Lharvion)
wrestling matches, archery contests, and other is an aerial race that takes place around Dura
tests of strength and skill. This culminates with a Quarter. See the sidebar for more information.
grand contest of champions at the Cornerstone in Sun’s Blessing (15 Therendor). The festival
Middle Tavick’s Landing. of Dol Arrah, this is a day of peace and a time
Crystalfall (9 Olarune). During the Last War, NWZMVMUQM[\WÅVLIXMIKMN]TZM[WT]\QWV\W\PMQZ
[IJW\M]Z[KI][MLIÆWI\QVO\W_MZ\WNITTQV\W KWVÆQK\[1\¼[WVMWN\PM[INM[\LIa[QV\PMKQ\a
Lower Dura. This devastation can still be seen The Tain Gala (First Far of each month). The
today in the district now known as Fallen. On ir’Tains are the richest and most powerful family
9 Olarune, people gather to commemorate this in Sharn. Each month, Celyria ir’Tain holds a
tragedy. There’s a tradition of crafting elaborate JITTI\PMZ;Sa_IaUIV[QWV<PMO]M[\TQ[\LMÅVM[
ice sculptures and throwing them into the Dagger the social order of the city; those families with
River. permanent invitations—known as the Sixty—are

CHAPTER 6 | THINGS TO DO IN SHARN 141


the royalty of Sharn. However, Celyria does
invite unusual guests each month, and an up- COMMUNICATE
and-coming entertainer or a renowned folk hero Need to get a message to someone? If you’re
might get the call! not in a hurry, the Orien post has boxes across
Thronehold (11 Aryth) is the day that the the city; you can mail a letter for 1 cp. Hiring
<ZMI\aWN<PZWVMPWTLW‫ٻ‬KQITTaMVLML\PM4I[\ a courier generally costs between 5 cp to 5 gp,
War. This year (998 YK) is only the third time depending on the size of the package and where
this event has been celebrated, and the Lord aW]VMMLQ\LMTQ^MZMLAW]KIVÅVL;Q^Q[UM[[IOM
Mayor of Sharn has promised a truly epic festival. stations in every upper and middle ward, and if
Wildnight (18-19 Sypheros). Supposedly the you absolutely have to get a message to someone
Fury—Sovereign of Passion and Madness— instantly, the Sivis enclave in Dragon Towers
reaches the height of her power on this night. (Middle Central) can perform sending for 200 gp.
Emotions run high and impulse control runs House Tharashk has brought a new innovation
low. Shy and superstitious folk stay indoors, to message delivery in Sharn: gargoyles.
while others see it as a time to cast aside all Tharashk has licensed a score of gargoyles, and
QVPQJQ\QWV[<PM[\ZMM\[ÅTT_Q\PZI]KW][ZM^MTZa \PM[MÆaQVOKW]ZQMZ[IZMIY]QKS_Ia\WOM\I
and wild celebrations stretch into the night… message across the city. If you spot a gargoyle
though riots, brawls, and other crimes are all aW]KIVÆIOQ\LW_VIVLQ\KW[\[OX\WLMTQ^MZI
too common on Wildnight. letter or small package.

d«›Zƒ‘›Ê¥®¦«ãt®Ä—Ý HAVE A GREAT FALL


/HJHQGVVD\.LQJ*DOLIDU,,XVHG'XUDDVD
Sharn is the City of Towers, but it’s also a city of
SURYLQJJURXQGIRUDHULDOFDYDOU\2YHUWKH
FHQWXULHVWKLVHYROYHGLQWRWKHVSRUWLQJHYHQW
bridges and balconies. These can be extremely
NQRZQDVWKH5DFHRI(LJKW:LQGV'XUD narrow or remarkably wide. There are entire
LVGLYLGHGLQWRHLJKWUHJLRQVIRUWKHUDFH districts largely spread across vast bridges. While
HDFKRIZKLFKLVUHSUHVHQWHGE\DSDUWLFXODU there are walls and rails on most bridges, there’s
FUHDWXUH7KHEHDVWVRI/RZHU'XUDLQFOXGH always the chance that your time in Sharn will
WKH*DUJR\OHWKH*OLGHZLQJDQGWKH*ULIIRQ end with someone going over the edge. So, what
0LGGOH'XUDÀHOGVWKH2ZOWKH+DZN does that mean?
DQGWKH(DJOH8SSHU'XUDVXSSRUWVWKH <PW[M_PWKIVI‫ٺ‬WZLQ\][]ITTaKIZZaIfeather
+LSSRJULIIDQGWKH3HJDVXV token (see chapter 5) as insurance. No token?
7KHUDFHWDNHVSODFHRQWKHUGGD\RI Don’t panic! Because of the maze of bridges and
/KDUYLRQEXWWKHLQKDELWDQWVRI'XUDDUH
spans connecting the towers, there’s an excellent
GHYRWHGWRWKHHYHQW3UHSDUDWLRQVDQG
GHEDWHVDUHRQJRLQJWKURXJKRXWWKH\HDU
chance that you won’t fall more than a hundred
DQGDVWKHUDFHJURZVFORVHUWKHUHDUH feet before hitting a lower bridge. While this
IHDVWVSDUDGHVDQGHYHUPRUHVHULRXV may seem like small comfort, the major bridges
DUJXPHQWVEHWZHHQWKHSHRSOHRIGLIIHUHQW in the upper and middle wards are enchanted
GLVWULFWV7KHUDFHLVDQHDV\WRSLFRI with feather fall enchantments that trigger
FRQYHUVDWLRQZLWKDQ\RQHIURP'XUDEXW automatically… keeping you from crushing an
SURIHVVLQJVXSSRUWIRUWKHZURQJEHDVWFDQ innocent passerby in your fall.
EHDGDQJHURXVWKLQJ Of course, there are many things that could
happen during a lengthy fall. It’s always up to
the DM to decide if you have a straight fall to the
bottom. But the Falling in Sharn table presents a
few of the many possibilities.

142 CHAPTER 6 | THINGS TO DO IN SHARN


1d10 Falling in Sharn
1 zŽƵĨĂůůŚƵŶĚƌĞĚƐŽĨĨĞĞƚďĞĨŽƌĞ
ƐƚƌŝŬŝŶŐƚŚĞŐƌŽƵŶĚĂƚƚŚĞďĂƐĞŽĨ
ƚŚĞƚŽǁĞƌƐ͘
2 zŽƵĨĂůůϯĚϲdžϭϬĨĞĞƚďĞĨŽƌĞƐƚƌŝŬŝŶŐ
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ŐŽŝŶŐƚŽďĞĂŚĂƌĚůĂŶĚŝŶŐ͘
3 zŽƵĨĂůůϮĚϰdžϭϬĨĞĞƚĂŶĚůĂŶĚŝŶĂ
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ŝŶƚŚĞƉůĂŶĞŽĨ^LJƌĂŶŝĂ͘

CHAPTER 6 | THINGS TO DO IN SHARN 143


CRIMINAL ACTIVITIES THE BOROMAR CLAN
• … is the oldest and most powerful criminal
IN SHARN organization in Sharn.
• … dominates gambling, theft, and
Crime takes many forms. Any sort of theft is
smuggling, including the dreamlily trade.
QTTMOITQVKT]LQVO¹malicious theft of identityº¸\PM
use of shapeshifting abilities or illusion magic to • … governs a wide network of lesser gangs
impersonate someone with the intent to cause and crimelords reaching across Sharn.
harm. Assault, murder, and fraud will all land • °PI[PITÆQVO[QVUIVaTMILMZ[PQXZWTM[
you in hot water. Other crimes walk the edge but includes members of all races.
of legality. Both gambling and prostitution are • … is facing a serious challenge from Daask.
legal in Sharn, but these industries are heavily
\I`MLIVLZMO]TI\ML#\PMUW[\XZWÅ\IJTMOIUM[ The Boromar Clan began with a family of
IZMNW]VLQV\PM[PILaPITT[\PI\WXMZI\MW‫\ٺ‬PM PITÆQVOQUUQOZIV\[NZWU\PM<ITMV\I8TIQV[
books. Likewise, smuggled goods include strictly Today the Boromars are one of Sharn’s most
illegal things—illicit drugs, mystical explosives— QVÆ]MV\QITNIUQTQM[<PMZM¼[I*WZWUIZWV\PM
but also highly taxed goods from Xen’drik or City Council. The Boromars have close ties by
other nations. marriage to the local branch of House Jorasco.
While crime occurs throughout Sharn, it is Boromars can be seen at every Skyway gala. But
most visible in Lower Dura and the Cogs. The it’s an open secret that they’ve been running
Sharn Watch has a minimal presence in these KZQUMQV;PIZV[QVKM\PMÅZ[\LIa[WN\PMKQ\a
wards, and these are the easiest places to sell They’ve been bribing the Sharn Watch for so
stolen goods or to hire an assassin. Of course, TWVO\PI\QVUIVaLQ[\ZQK\[\PM?I\KPM‫ٺ‬MK\Q^MTa
they’re also good places to get robbed or caught works for the clan.
up in a street brawl. Having a connection to the Boromar Clan
Sharn is home to a host of minor gangs and makes you part of the established power in
independent criminals. However, most criminal Sharn. It’s an organization that values tradition
activities ultimately fall under one of four and prefers to avoid violence. However, you’ll be
criminal organizations; even independents will expected to respect the hierarchy and follow the
usually have an arrangement with one of these rules… and you may be targeted by Daask.
major powers. If your character has the criminal
background, you should work with the DM to
determine which of these organizations you’re
connected to.

144 CHAPTER 6 | CRIMINAL ACTIVITIES IN


N SHARN
DAASK HOUSE TARKANAN
• … is led by monsters from Droaam. • … is a small, elite force of thieves-for-hire
• … is based in the Cogs but has been and assassins.
recently expanding into the lower wards. • … is comprised of people with aberrant
• … specializes in violent crime and dragonmarks.
extortion. • … has a rivalry with the dragonmarked
• … is aggressively targeting the Boromar houses.
Clan. • … remains neutral in the brewing gang
Formed by monstrous immigrants from Droaam, war.
Daask has been building its power for a decade The members of House Tarkanan all possess
and has recently begun an aggressive campaign aberrant dragonmarks. Rumors say that the gang
of expansion. Humans, shifters, goblins, and began as a secret Brelish black ops team. True
changelings are all found in Daask, but the or not, the members of this small gang are skilled
organization is built around a monstrous core: thieves and assassins whose natural talents are
gnolls, ogres, minotaurs, harpies, even a handful enhanced by their aberrant marks.
of trolls. The leaders of Daask include oni and The organization takes its name from Halas
medusas. Daask doesn’t have the connections or Tarkanan, an aberrant-marked leader who
infrastructure of the Boromar Clan, but the sheer fought against the dragonmarked houses
physical force it can bring to bear is impressive. centuries ago. In addition to its criminal
,II[SPI[ITUW[\VWQVÆ]MVKMQV\PMUQLLTMWZ IK\Q^Q\QM[0W][M<IZSIVIVQ[SVW_V\WW‫ٺ‬MZ
upper wards, but it is a powerful and dangerous shelter to people with aberrant dragonmarks, and
force below. It’s a simple organization with few protects persecuted aberrants.
traditions or layers of leadership. Having ties to While anyone can have a contact with the
Daask gives you allies in the undercity and few House, you must have an aberrant dragonmark
restrictions. But it sets you against the Boromar to join it. House Tarkanan remains neutral in the
Clan and makes you complicit in Daask’s KWVÆQK\JM\_MMV\PMKZQUMTWZL[IVL_WV¼\IKKMX\
increasing aggression. contracts against gang leaders.

CHAPTER 6 | CRIMINAL ACTIVITIES IN SHARN 145


THE TYRANTS OTHERS
• … include members of all races, but The four organizations mentioned here are the
primarily changelings and doppelgangers. ones people have heard of. The Boromar Clan
is well known in Sharn. The Tyrants have been
• … specialize in information, forgery, around for centuries and are often considered an
blackmail, and fraud. urban myth by people who haven’t encountered
• … remain neutral in the Boromar-Daask them. Daask and House Tarkanan have both
KWVÆQK\ appeared within the last decade, but both are
The Tyrants are forgers and grifters, specialists known to anyone who’s spent much time in the
QVLMKMX\QWVIVL\PMIKY]Q[Q\QWVWNQVNWZUI\QWV lower wards.
The majority of the Tyrants are changelings, who These are the major players in Sharn’s
use their shapeshifting abilities to fool marks and underworld, but there’s a host of minor players.
IKY]QZM[MKZM\[<PMZMIZMUIOM_ZQOP\[IUWVO Both the Boromar Clan and Daask support
the Tyrants who can permanently alter your a number of smaller gangs and criminal
appearance. So, the Tyrants can steal someone’s organizations, and it may not be immediately
identity, but they can also provide a fugitive with obvious who a gang is working with. And there’s
a new life. always new people looking for opportunities,
The Tyrants are an enigmatic organization. who haven’t yet been noticed by the Boromars.
They act to protect the changelings of Tavick’s So, this is a partial list. Don’t assume you know
Landing and they pursue schemes that generate everything about crime.
XZWÅ\[*]\\PMaIT[WOI\PMZ[MKZM\[\PMaUQOP\
never use and, sometimes, even provide
ٛƒÃ½®½ù
I[[Q[\IVKM_PMV\PMaLWV¼\IXXMIZ\WJMVMÅ\NZWU
it themselves. $SV\FKRDFWLYHOLTXLGWKDWVPHOOVDQGWDVWHV
They have an longstanding truce with the OLNH\RXUIDYRULWHEHYHUDJHHVVHQFHRI
Boromar Clan and remain neutral in the current GUHDPOLO\LVD6DUORQDQRSLDWH)LUVWLPSRUWHG
WRPDQDJHSDLQGXULQJWKH/DVW:DULW·VQRZ
struggles.
WKHPRVWFRPPRQO\DEXVHGLOOHJDOVXEVWDQFH
Having a connection with the Tyrants gives LQ6KDUQ'UHDPOLO\GHQVFDQEHIRXQG
you access to expert forgers—and could provide DFURVVWKHORZHUZDUGV
you with unexpected secrets. One of the tricky 'UHDPOLO\FDXVHVGLVRULHQWLQJHXSKRULDDQG
issues with the Tyrants is that many of its UHPDUNDEOHUHVLVWDQFHWRSDLQ:KLOHXQGHU
members maintain shared identities. A particular WKHHIIHFWVRIGUHDPOLO\\RXDUHSRLVRQHG
XMZ[WVIQ[IRWJIVLLQ‫ٺ‬MZMV\KPIVOMTQVO[UIa \RXDUHLPPXQHWRIHDUDQGWKHÀUVWWLPH
take it on from day to day. So if you have a \RXGURSWRKLWSRLQWVZLWKRXWEHLQJNLOOHG
contact in the Tyrants, the contact you meet RXWULJKW\RXGURSWRKLWSRLQWLQVWHDG
seems consistent, but you may actually be $GRVHRIGUHDPOLO\W\SLFDOO\FRVWVJS
[XMISQVO\WILQ‫ٺ‬MZMV\KPIVOMTQVOMIKP\QUMaW] DQGWKHHIIHFWVODVWIRURQHKRXU+RZHYHU
WKHUHDUHPDQ\YDULHWLHVDQGWKLVPD\DIIHFW
meet with the organization.
WKHGXUDWLRQRUWKHSULFH

146 CHAPTER 6 | CRIMINAL ACTIVITIES IN SHARN


STARTING POINTS
Friends and Rivals. Who do you know in
the district? The DM should work with each
Sharn holds the potential for endless adventures. player to develop a friend or rival in the area…
The City of Towers can serve as the foundation or both. A character’s background is always
of a single adventure or an entire campaign. a good place to start. If you’re a criminal, do
,MÅVQVOI[\IZ\QVOXWQV\Q[I_Ia\WOQ^MIVQVQ\QIT you have a friend in a local gang? If you’re an
focus to the campaign—setting a tone and giving entertainer, do you have a professional rival?
players an initial investment in the story. The If you’re a folk hero, did you deal with a thug
player characters may be meeting in a tavern— causing trouble in your favorite tavern—earning
but it’s their favorite tavern. The bard performs you the gratitude of the owner and the enmity of
twice a week and the barbarian has a huge bar the villain?
tab to resolve. This is a collaborative process and the goal is
<PQ[[MK\QWVM`XTWZM[\PZMMLQ‫ٺ‬MZMV\[\IZ\QVO to enhance the story, not to spoil it. You may
points. be friends with a Morgrave professor, but that
• Callestan is in Lower Dura. It’s a doesn’t mean they’ll magically solve all your
dangerous district riddled with crime and problems; more likely, they might ask you to
OIVOKWVÆQK\)+ITTM[\IVKIUXIQOVQ[I help solve one of their problems. If you’re having
dark neo-noir story. trouble coming up with ideas, the DM can
XZWXW[M[WUM\PQVOIVLPI^MaW]ÆM[PW]\\PM
• +TQ‫\ٺ‬WXin Upper Dura is a district LM\IQT["¹You’ve made an enemy of a Daask ogre named
catering to established adventurers. This Brokentooth. How’d that happen?”
is a place for pulp heroes, established You Meet at a Tavern … But Which
explorers whose services are in demand. Tavern? ?PMZMLWaW][XMVLaW]ZW‫ٺ‬PW]Z['
• Morgrave University is in Upper As a group, once you settle on a location, each
Menthis Plateau. This is a college for player can add one cosmetic detail about it. This
adventurers, and an opportunity to add a KW]TLQV^WT^MI[\I‫ٺ‬UMUJMZ¹The bartender is an
little levity to your story. old dwarf named Clanky; he’s got a prosthetic arm.”).
Choosing and developing a starting point should It might be something about the food, or about
be a collaborative process between the players M^MV\[PW[\MLI\\PMTWKI\QWV¹Once a week, the local
and the DM. A starting point sets a tone; if mediums hold a public seance.”). All of these ideas are
half of the players want a light-hearted romp, subject to DM approval.
Callestan is a poor choice. You don’t have to have a starting point, and
Once you’ve agreed on a starting point, the even if you pick one, you don’t have to answer
next step is to work together to develop the story. ITTWN\PM[MY]M[\QWV[<PMOWITWN\PQ[Q[\W[M\I
This section provides details about each district, tone—if this campaign is a movie, what kind of
including prominent NPCs and locations. Using movie is it?—and to give each player a personal
this as a foundation, each player should work investment in that story.
_Q\P\PM,5\WIV[_MZ\PMNWTTW_QVOY]M[\QWV[
Why Are You Here? What has drawn your
character to this place, and what keeps you here?
The idea of using a starting point is that it’s your
home—what does it say about your character that
this place is your home?

CHAPTER 6 | STARTING POINTS 147


STARTING POINT: CALLESTAN
towers. Daask might release a gorgon into the
streets. The necromancers of the Emerald Claw
The Sharn Watch won’t set foot in Callestan. could test a necrotic weapon or a new form of
Located at the base of Lower Dura, it’s been undead. A pack of wererats could take root,
abandoned by the city above. Colors are faded, unnoticed by the Church of the Silver Flame. It’s
stones are cracked, and half the buildings should a grim truth that anything can happen here…
be condemned. The closest thing this district has but it’s also a great source of adventure.
to law is the Boromar Clan… and now they’re
being challenged by the monsters of Daask.
Every day there’s the chance that a war will
WHY ARE YOU HERE?
break out on the streets. What brought you to Callestan, and should your
A Callestan campaign combines gritty dark fortunes change, why would you stay?
fantasy with the classic Western. Callestan You may have roots in the district. Perhaps
Q[M‫ٺ‬MK\Q^MTaINZWV\QMZ\W_VQV\PMUQLLTMWN your mother ran a small gang that was wiped out
Sharn. The law is what you make it and brigands when you were a child. Maybe your family still
_ITS\PM[\ZMM\[*]\Q\W‫ٺ‬MZ[NZMMLWU[IVL lives here, running a struggling business.
WXXWZ\]VQ\QM[aW]_WV¼\ÅVLQV\PM\W_MZ[IJW^M  For many people, the appeal of Callestan is
its freedom. If you’re a criminal or a charlatan,
you’re likely connected to one of the gangs and
SETTING THE TONE you appreciate the opportunity to ply your trade.
As a sage you could be engaging in research that
Callestan is a district shaped by poverty and your compatriots feel is dangerous. As an acolyte
neglect. People come to Callestan to engage you might harbor heretical beliefs.
in criminal activities: visiting dreamlily dens, A variation of this is that you’re hiding.
buying or selling stolen goods, negotiating with As a devout cleric or paladin, you may have
a Boromar lieutenant or hiring a Tarkanan made enemies of the corrupt authorities in
assassin. The thing that holds the district together the local churches. If you use the haunted one
on a daily basis is personal reputation and background, you may have seen something in
relationships. The reason no one robs the Anvil is the upper wards that has driven you into the
because people love Eranna… and because they darkness. Any character could have run afoul of
know Ilsa Boromar would hunt them down. the Sharn Watch, a powerful noble, or a sinister
Poverty is a part of a Callestan campaign. Most conspiracy; if you leave the lower wards, you may
of the people in this district have never seen have to evade this enemy.
a platinum piece, and a single gold piece has Another option is that you’ve taken on a role
considerable value. Maintaining a comfortable in the community. Your cleric is the preacher for
lifestyle can be a challenge, and an uncommon the district, trying to help these troubled people
UIOQKQ\MUQ[I[QOVQÅKIV\\ZMI[]ZM<PMUI\MZQIT ÅVL\PMTQOP\AW]Z[WTLQMZWZNWTSPMZW[MZ^M[I[
rewards of adventure should be lower than in \PM]VW‫ٻ‬KQIT[PMZQ‫ٺ‬XZW\MK\QVO\PMQVVWKMV\I[
a heroic fantasy campaign. But reputation and best you can. You might work as a ratcatcher, a
relationships are the true treasures of this style of PMITMZWZIXZQ^I\MQVY]Q[Q\Q^M[WT^QVOUa[\MZQM[
campaign. If you save Ilsa Boromar, she might Callestan may be miserable, but it’s your home
give you a purse with 10 gp for your trouble… and these are your people.
but her favor may provide you with far more
protection than a set of +1 armor.
An important piece of the tone is that no one WHAT DO YOU WANT?
cares what happens to Callestan. Things can occur Once you know what you’re doing in Callestan,
here that would never happen in the upper \PMVM`\Y]M[\QWVQ[_PMZMaW]_IV\\WOWNZWU

148 CHAPTER 6 | STARTING POINT: CALLESTAN


here. What motivates your character? What INTERESTING LOCATIONS
could drive you to place yourself in danger?
Do you want to help your friends, or protect The Anvil was once The Golden Anvil, House
the innocent people of the neighborhood? Are /PITTIVLI¼[ÆIO[PQXQVVQV;PIZV6W_Q\¼[
you seeking revenge on a powerful enemy or faded and forgotten, but it still has traces of its
organization? Are you trying to establish your former glory. There’s a few gaming tables and
own business, or make an arcane breakthrough? a small stage; there’s a dwarf comedian who’s
These can be long-term goals or general themes, been doing the same act for sixty years. While
but it’s good for both player and DM to know UW[\[MZ^QKM[IZMUWLM[\WZXWWZQVY]ITQ\a
what motivates the characters. there is a single comfortable room. Eranna
d’Ghallanda runs the inn; she’s kind, honest,
and much beloved in the district. The Anvil is
THE SHAPE OF THE DISTRICT on the west side of the Bridge and is a common
hangout for Boromar allies.
The heart of Callestan is the plaza called the The Broken Mirror is an inn run by a family
Bridge<PQ[KMV\ZIT[Y]IZM[MZ^M[I[IVWXMV of changelings; the theme and tone of the inn
market and speaker’s corner. It’s not on a bridge; changes every week. It’s said to have ties with the
rather, the center of the plaza contains the Tyrants, which keeps troublemakers away.
wreckage of a bridge that fell from one of the The Butcher’s is a combination butcher
higher wards. shop and bar in Eastbridge. It’s popular with
More recently, the Bridge has taken on \PMTWKITOVWTT[IVLQ[\PMJM[\XTIKM\WÅVL
another meaning: it’s the line between Boromar Daask soldiers, though not all monsters in the
territory and the wilds. Everything to the west region have ties to Daask.
of the Bridge is still under Boromar dominion. The Crooked Cat is home to dozens of cats,
Fences, dreamlily dens, gambling holes—if it’s and this odd feature draws tourists from the
Westbridge, the Boromars take a cut and will higher wards. The proprietor is a shifter named
IK\\WXZW\MK\Q\<PMPITÆQVOIlsa Boromar Whiskers. He runs a side business as a fence,
is the local clan leader. She despises needless buying and selling unusual goods. Rumors say
cruelty but is ruthless in protecting her family’s that Whiskers is some sort of warlock or druid,
interests. Eastbridge is a blend of Boromar and that he can see through the eyes of his cats as
loyalists, Daask insurgents, refugees and veteran they wander the city.
soldiers driven here by war, even a small band of The General is a headless statue in a small
warforged. Westbridge is as safe as Callestan gets, [Y]IZMQV-I[\JZQLOM1\¼[P]VLZML[WNaMIZ[WTL
while anything goes in Eastbridge. and no one actually knows who it represents.
?M[\JZQLOMPI[I[QOVQÅKIV\PITÆQVOXWX]TI\QWV <PM[\I\]MZILQI\M[\PMM‫ٺ‬MK\[WNIsanctuary spell
In Eastbridge, a group of goblins, kobolds, and within a 15-foot radius and serves as a refuge for
gnolls have taken up residence in a block of those in danger. The most destitute inhabitants of
condemned tenements known as the Kennels. the district often sleep around the General.
Aside from this, Callestan is incredibly diverse, The Silvermist Theater stands on the
and members of any race can be found here. west side of the Bridge. Like the Anvil, it’s a
Callestan is an inner district, which means ZMUVIV\WN+ITTM[\IV¼[OTWZaLIa[#IÅVM\PMI\MZ
that it’s largely enclosed in one of the massive that’s a rotting shadow of its former self. The
core towers of Dura Quarter. However, it’s large current owners have grand ideas about future
enough that it extends out to the walls of the productions, but it’s the dreamlily parlor in the
tower. Many people live in or on the walls, in basement that keeps the theater open.
tenements or shops carved into the thick stone.

CHAPTER 6 | STARTING POINT: CALLESTAN 149


STARTING POINT: CLIFFTOP
You may delve into the ruins below Sharn or
crash an airship into Skyway. You may head to
Sharn is a city with an appetite for adventure. Xen’drik or other distant lands. Wherever you
1\¼[\PMOI\M_Ia\W@MV¼LZQSITIVLÅTTML_Q\P go, adventure awaits!
mystery and danger. Eccentric nobles and
dragonmarked barons alike need capable agents
for their many intrigues. So Sharn has a steady
WHY ARE YOU HERE?
LMUIVLNWZIL^MV\]ZMZ[IVL+TQ‫\ٺ‬WXQ[_PMZM )[IZM[QLMV\WN+TQ‫\ٺ‬WXaW]¼^MOW\IZMX]\I\QWV
aW]OW\WÅVL\PMU What is it, and how did you earn it? Are you a
)+TQ‫\ٺ‬WXKIUXIQOVNWK][M[WVPMZWQK new prodigy, or an old retired hero who’s just
fantasy. You’re a professional adventurer with a getting back into the game?
reputation established, and you’re always ready As always, consider your background. If you’re
NWZ\PMVM`\KPITTMVOM?PMVaW]TQ^MQV+TQ‫\ٺ‬WX a soldier, you might have had a celebrated
every day brings a new thrilling challenge—a career. As an entertainer, you might perform
new chance to put your life on the line in pursuit at one of the theaters of Upper Menthis
of fame and fortune. between adventures. If you’re a sage you could
be considered an expert in arcane lore or the
history of Xen’drik, giving lectures at Morgrave
SETTING THE TONE University in your spare time.
7VMY]M[\QWV\WKWV[QLMZQ[QNaW]¼ZMXIZ\WN\PM
+TQ‫\ٺ‬WXZ]V[_Q\P\PMQLMI\PI\\PMXTIaMZ +TQ‫\ٺ‬WX)L^MV\]ZMZ[¼/]QTL. This is serves
characters are known as adventurers. They’ve as a social club for adventurers and a one-stop
accomplished remarkable feats and beaten marketplace for anyone seeking to hire a capable
QUXW[[QJTMWLL[7VM_Ia\WZMÆMK\\PQ[Q[\W[\IZ\ and reliable champion. If you’re part of the
\PMKPIZIK\MZ[W‫ٺ‬I\IPQOPMZTM^MT\PIV][]IT CAG you have access to the guild hall and a
With the DM’s approval, use the following rules host of potential friends and allies. Perhaps you
\WKZMI\MI+TQ‫\ٺ‬WXIL^MV\]ZMZ have a mentor at the guild, a retired adventurer
• You begin at 5th level. who regales you with tales of her epic deeds. Or
• You start with 600 gp in addition to your maybe you’ve take a novice under your wing and
VWZUIT[\IZ\QVOMY]QXUMV\ you’re teaching him the ropes. A critical point
is that the CAG has a positive reputation and
• You have two common magic items and
doesn’t condone evil behavior; if you’re part of
two uncommon magic items.
\PM+TQ‫\ٺ‬WX)L^MV\]ZMZ[¼/]QTLaW]¼ZMM`XMK\ML
All magic items are subject to the approval of the to adhere to its codes of conduct. Less reputable
DM, and the DM may choose whether to assign KPIZIK\MZ[KIVÅVL_WZS_Q\P\PMDeathgate
these items or to allow you to select the items Adventurers’ Guild in Middle Tavick’s
you want. Either way, take a moment to come Landing. There’s a long-standing rivalry between
up with the story behind these items. How did the two guilds, and if you’re part of the CAG you
aW]IKY]QZM\PMU'?MZM\PMa\ZMI[]ZM[NW]VLWV might work with the DM to develop a particular
your adventures? Heirlooms from your family nemesis in the Deathsgate guild.
or your time in the Last War? Or just something
you bought with your earnings?One point
IJW]\I+TQ‫\ٺ‬WXKIUXIQOVQ[\PI\you won’t stay in WHAT DO YOU WANT?
+TQ‫\ٺ‬WX. This district is your base of operations, )[I+TQ‫\ٺ‬WXIL^MV\]ZMZaW]¼ZMZMO]TIZTaX]\\QVO
home to valued comrades and rivals. It’s your life on the line. What is it that brought you
_PMZMaW]OM\aW]ZVM`\RWJ*]\I[I+TQ‫\ٺ‬WX to this risky line of work? Is it just about the gold?
adventurer you’ll be venturing to exotic locales. Are you driven by academic curiosity? Are you

150 CHAPTER 6 | STARTING POINT: CLIFFTOP


seeking the answer to a particular mystery, or INTERESTING LOCATIONS
searching for clues about an ancient threat? Are
you primarily interested in your reputation— The Augury is home to a circle of magewrights
perhaps hoping to gain entry to the legendary who specialize in divination magic, including
?IaÅVLMZ¼[.W]VLI\QWV, or to prove yourself augury (50 gp), divination (200 gp), identify (150
to your family or your true love? gp) and speak with dead (200 gp). The master of
the Augury is an elf named Kestia. She has
ties to a number of angels of Syrania, and if she
THE SHAPE OF THE DISTRICT chooses she can perform commune. However, as
\PQ[ZMY]QZM[PMZ\WKITTQVIKMTM[\QITNI^WZQ\¼[VW\
+TQ‫\ٺ‬WX[Q\[I\WX,]ZI9]IZ\MZ?PQTMQ\¼[IV [WUM\PQVO[PMW‫ٺ‬MZ[I[I[\IVLIZL[MZ^QKM
upper ward, it’s still part of Dura Quarter. The The Drunken Dragon is a legendary
stone is drab granite and the towers are simple watering hole. While the service is slow and the
and functional. It’s no match for the splendors food is modest at best, it has the widest selection
of Upper Central or Skyway… but the colorful of beverages and spirits in Sharn… and maybe
inhabitants more than make up for the somewhat Khorvaire. From Lhazaar mead to the fermented
dingy surroundings. honey-milk favored by the shifters of the Eldeen
1V+TQ‫\ٺ‬WXIZQVOWN[QUXTMIXIZ\UMV\[IVL :MIKPM[QNQ\¼[[\ZWVOIVL[\ZIVOMaW]KIVÅVL
PW[\MT[KQZKTM\PMXQVVIKTMIPQOPXMISÅTTML it at the Drunken Dragon. The proprietor,
with shops and services catering to adventurers. Hascal d’Ghallanda, has the Greater Mark of
The laborers and artisans who keep the district Hospitality and can give his favorite customers
running are usually ready to drop their daily access to his UIOVQÅKMV\UIV[QWV.
tasks and serve as hirelings. House Sivis maintains a small enclave in
The +TQ‫\ٺ‬WX)L^MV\]ZMZ¼[/]QTLis the Clifttop. In addition to the speaking stone, this
physical and social heart of the district. You don’t outpost specializes in translating exotic texts and
have to be a member of the CAG to get work providing legal services to adventurers in trouble
QV+TQ‫\ٺ‬WXJ]\Q\KMZ\IQVTaPMTX[<PMK]ZZMV\ with the law. Josilian Tarli d’Sivis is one of
leader of the guild is a dwarf named Sumara the best barristers in Sharn, though certainly one
Korranor, but she goes by Summer. If you’re of the most expensive.
part of the CAG, the DM and the players should Kavv’s Q[Y]QM\MZ\PIV\PM,Z]VSMV,ZIOWV
work together to add additional details about but the food is far better. Saza and Taji Kavv
;]UUMZ"_PI\IZMPMZ\ZIQ\[IVLY]QZS['?PI\¼[ are immigrants from the city of Stormreach in
an interesting encounter you’ve had with her, or Xen’drik, and use many exotic ingredients and
a story you’ve heard about her? spices the people of Khorvaire have never tasted.
Violence and crime are relatively rare in The Kavvs have many friends in Stormreach,
+TQ‫\ٺ‬WX#\PMUMUJMZ[WN\PM+)/][]ITTa and their insights and contacts could be useful to
handle any troubles that arise. However, the adventurers heading to Xen’drik.
district is under the jurisdiction of Watch The shops of the Mystic Market deal in
Commander Lian HalamarIPITÆQVO_PW magic items, whether locally produced or bought
runs the Daggerwatch garrison in Upper Dura. from explorers. The Mithral Blade produces
Halamar has no love for adventurers and is ÅVMIVL]VKWUUWV_MIXWV[IVLIZUWZWise
always happy to catch a member of the CAG on Wood buys and sells arcane focuses and other
the wrong side of the law. It’s generally assumed wands. The Moonlit Loom deals in magical
that Commander Halamar is working for the clothing; the Dragon’s Hoard sells wondrous
Boromar Clan, though he’s never committed the items; and Boldrei’s Tears and Good Spirits
Dura Watch to their struggles with Daask. are a source of reliable potions.

CHAPTER 6 | STARTING POINT: CLIFFTOP 151


STARTING POINT:
KW]TLZMKMQ^MWVM\WÅ^MPMZWXWQV\[I[LM[KZQJML
on page 264 of the Dungeon Master’s Guide.
Another twist that works well with a Morgrave
MORGRAVE UNIVERSITY campaign is to use story-based advancement
instead of standard XP. Level advancement
Morgrave University is the largest institute of could be based on time: player characters gain
learning in Breland. While it’s not as prestigious WVMTM^MTMIKP[MUM[\MZTM^MTQVO]XIN\MZÅVIT[
as Arcanix or the Library of Korranberg, Alternately, advancement could be tied to
Morgrave is known for its unorthodox methods IKPQM^QVO[XMKQÅKOWIT["AW]¼TTITTOIQVITM^MTI[
and hands-on style of teaching. If you want to long as your professor survives the expedition!
learn about the history of Sharn, what better See page 261 of the Dungeon Master’s Guide for
way than to explore the ancient ruins below the more information.
city? Critics say that Morgrave is a college of
tomb robbers, and much of its endowment does
come from the sale of artifacts recovered on its WHY ARE YOU HERE?
expeditions. As a Morgrave student, you’re not an adventurer
Morgrave University can be a useful resource yet. You’ve got talent, but you’re learning.
in any style of campaign. It’s an asset for sages Consider how your background ties into this.
conducting research and a source of potential As a noble, are you an entitled rich kid who
patrons. But it can also be the foundation of a thinks you’re better than everyone else? As an
campaign: heroic fantasy seen through the eyes urchin, did you somehow earn a scholarship,
of students at the university. or are you literally sneaking into your classes?
As a criminal, you could be the daughter
of a Boromar crime boss, or you might be an
SETTING THE TONE entrepreneur selling dreamlily to the nobles. A
A Morgrave campaign is a coming of age story charlatan could be a brilliant drama student
in a fantasy world. In between delving into ruins or an undercover spy trying to root out enemy
and uncovering demonic schemes, the player agents in the faculty. If you’re an entertainer
characters need to decide what to do with their you might be a prodigy whose talent is only just
TQ^M[P]UQTQI\M\PMQZZQ^IT[IVLÅO]ZMW]\_PI\ emerging. A Morgrave story is about coming of
to wear to the Crystalfall dance. You can play up age and unlocking your potential. So think about
the humor in this scenario, but it can be just as your background as a way to set up the person
dark as Callestan if you choose. you’re becoming, as opposed to representing
A Morgrave campaign isn’t driven by material adventures that you’ve already had.
wealth. Even when you go on expeditions, the
University will lay claim to most of the treasures
aW]ÅVL1V[\MIL\PMZM_IZL[WN5WZOZI^M
WHAT DO YOU WANT?
adventures are measured in relationships and in Figuring out what you want in life is one of the
learning. Can you earn a professor’s trust? Can main goals of a Morgrave campaign. As wizard
you get unrestricted access to the library stacks? you’ve got remarkable arcane talents. But what
Can you impress that mysterious stranger? are you going to do with them?
At the DM’s discretion, accomplishing these You can establish a grand goal from the
[WZ\[WN[QLMOWIT[KIVXZW^QLMKWVKZM\MJMVMÅ\[ beginning. Perhaps your wizard needs to master
A wizard who has access to the library may be magic to summon and destroy the demon that
able to swap one of their known spells at start killed your parents. The bard is determined to
of each session. As a simple reward, a character play on the Grand Stage. The paladin keeps
who accomplishes a meaningful personal goal having a divine vision… but what does it mean?

152 CHAPTER 6 | STARTING POINT: MORGRAVE UNIVERSITY


But such goals should be something that guide connects the Commons to Dalannan Proper.
you down the path of knowledge—things that One side of this bridge holds little shops and
can evolve and change with your character. vendors catering to students, while the opposite
side is the standard place to display notices of
interest to students.
THE SHAPE OF THE DISTRICT
Morgrave University is located in Upper Menthis INTERESTING LOCATIONS
Plateau, where it occupies the aptly named
Upper Menthis is a center for entertainment,
University district. The university itself occupies
IVLIV]UJMZWN;PIZV¼[ÅVM[\\PMI\MZ[IZM
the massive Dalannan Tower; this includes a
located in the University District, including the
number of layers.
edgy Art Temple, more traditional Grand
• The tower is crowned by Lareth Hall,
Stage, and the legendary Kavarrah Concert
a beautiful domed structure than holds
Hall7NKW]Z[MNM_[\]LMV\[KIVI‫ٺ‬WZL\W
ILUQVQ[\ZI\Q^MIVLNIK]T\aW‫ٻ‬KM[
go to the Kavarrah, and they may go down to
• Classrooms and auditoriums occupy 5QLLTM5MV\PQ[NWZ\PMUWZMI‫ٺ‬WZLIJTM[PW_[
Dalannan Proper, the levels directly and dinner theater. Students feeling bold may
below the dome. descend as far as Lower Menthis, home to a wide
• The Dezina Museum of Antiquities variety of illicit entertainments… including the
occupies a number of levels below XZQbMÅOP\[WN\PMBurning Ring. But for those
Dalannan Proper. This showcases many who stay close to home, here’s a little of what the
wonders recovered from Xen’drik and =VQ^MZ[Q\aLQ[\ZQK\PI[\WW‫ٺ‬MZ
other expeditions, though anything truly Detention. This tavern celebrates its
valuable tends to be sold by the university. reputation as a watering hole for the worst
students in Morgrave. There’s always an exotic
• The Morgrave University Library
drinking game or a lively debate on the current
stretches down below, with levels and levels
state of the Race of Eight Winds. Detention is
of stacks below the public reading rooms.
Z]VJaIPITÆQVO_PWKITT[PMZ[MTNBrandy. She
While the library has its limits—including
claims to be a excoriate, driven from House
a level of disorganization that results in
Ghallanda after refusing to water down her ale,
texts being randomly lost in the stacks for
but some say she’s the Ghallanda patriarch’s
decades—it is the most extensive collection
heir. The warforged bouncer Bumper keeps the
in Breland.
rowdiest students under control.
• Below the Library lie the Vaults. Golden Horn. This wealthy inn includes a
These hold crates of relics waiting to be library, a few large meeting rooms, and a small
catalogued, shelves of oddities deemed to concert hall. Rumors say that this is an outpost
have little monetary or academic value, and of the secret Circle of Song, a society of bards
a few heavily secured chambers holding and entertainers spread across Khorvaire;
artifacts deemed too valuable or dangerous others swear that House Thuranni and House
to be put on display. Phiarlan regularly send talent scouts to the
Breland Spire is adjacent to Dalannan Tower Golden Horn. Many aspiring musicians perform
and holds the standard student dormitories. The at the Horn in the hopes of being noticed by
Commons is a large open-air plaza situated one of these organizations.
atop Breland Spire. This massive rooftop garden The Great Hall of Aureon. Devoted to the
[MZ^M[I[I[XIKMNWZZMÆMK\QWVX]JTQKM^MV\[IVL Sovereign of Law and Lore, this grand temple is
UMIT[#^MVLWZ[I\\PMMLOMWN\PM+WUUWV[W‫ٺ‬MZ an architectural marvel as well as a sacred site.
a wide range of culinary options. A wide bridge Many scholars and sages make the pilgrimage

CHAPTER 6 | STARTING POINT: MORGRAVE UNIVERSITY 153


and spend one night in the Great Hall, hoping
that inspiration will strike them as they sleep;
[\WZQM[[Ia\PI\5MZZQ`L¼+IVVQ\PÅZ[\KWVKMQ^ML
of the warforged after spending the night in the
\MUXTM<PM[\I‫ٺ‬WN\PM\MUXTMIZMLM^W\ML\W
their faith—a rarity in Sharn—as well as to the
OMVMZITIKY]Q[Q\QWVWNSVW_TMLOM5W[\XZQM[\[
IZMIT[WM`XMZ\[QVIXIZ\QK]TIZÅMTLWN[\]LaIVL
are usually happy to share their knowledge with
students.
Honors. The counterbalance to Detention,
Honors is both bar, bookstore, and reading
room. Many of the more respectable faculty
members take their meals in Honors, and it’s a
OWWLXTIKM\WÅVLILMJI\MWV\PMKW[UWTWOaWN
Eberron or the morality of the Last War.

CLASSES AT MORGRAVE
Morgrave’s physical education classes cover
everything from acrobatics and athletics to
archery, dueling, and various other forms of
combat. The arcane studies program covers
the Arcana skill, as well as honing the abilities
of arcane casters. Divine magic can’t simply be
taught, but Morgrave has classes in theology and
religious history—essentially, the Religion skill.
While these classes may not make for
interesting adventures, Morgrave is famous for
its hands-on teaching style. This often involves
competitions against other students. It can also
involve a professor’s personal projects: Why don’t
you come help with this conjuration? Trust me, nothing
will go wrong. Once students have proven their
competence, it can involve expeditions—trips
into the Depths of Sharn, or even to distant
countries or lands.
Although Morgrave professors are experts
QV\PMQZÅMTL[\PQ[LWM[V¼\UMIV\PMaPI^MITT
the abilities of high level player characters! Just
because that conjuration professor can perform
a summoning ritual doesn’t mean he can cast
ÅZMJITT. Always remember that player characters are
exceptional—and as that talent begins to show,
people are sure to take an interest in you.

154 CHAPTER 6 | STARTING POINT: MORGRAVE UNIVERSITY


A QUICK SHARN STORY
Use these tables as inspiration for the weary DM
who needs to put together a story in a hurry.
Don’t feel bound to use any of these details
exactly as presented—this is purely a source of
ideas. The Villain table suggests an archetype
along with an organization; consider both as
as possibilities. A local crimelord could be tied
to House Tarkanan or the Tyrants instead of
Daask. The sinister cultist could be a priest of the
5WKSMZa¸WZIUQVLÆIaMZ[MZ^QVO\PM,IMTSaZ
Make every story your own!

d«›,ÊÊ» d«›s®½½ƒ®Ä
1d8 Plot Hook 1d12 sŝůůĂŝŶ
1 KŶĞŽĨƚŚĞWƐŝƐŶĞĂƌůLJĐƌƵƐŚĞĚǁŚĞŶ 1 ĚƌĂŐŽŶŵĂƌŬĞĚďĂƌŽŶ
ĂŵĂŶĨĂůůƐĨƌŽŵĂŚŝŐŚďƌŝĚŐĞ͕ƐƚƌŝŬŝŶŐ 2 ŶĞĐĐĞŶƚƌŝĐŶŽďůĞ;ƵƌƵŵͿ
ƚŚĞŐƌŽƵŶĚŶĞĂƌƚŚĞŵĂŶĚĚLJŝŶŐ 3 ůŽĐĂůĐƌŝŵĞůŽƌĚ;ŽƌŽŵĂƌůĂŶͿ
ŝŶƐƚĂŶƚůLJ͘,Ğ͛ƐĐĂƌƌLJŝŶŐĂƐĞĂůĞĚďĂŐ
4 ŶĞĨĂƌŝŽƵƐŶĞĐƌŽŵĂŶĐĞƌ;ŵĞƌĂůĚůĂǁͿ
ŽĨŚŽůĚŝŶŐĂŶĚƚŚĞďĂĚŐĞŽĨĂŶĂŐĞŶƚ
ŽĨƚŚĞƌŐĞŶƚƵŵ͕ĂdŚƌĂŶĞĂŐĞŶĐLJ ϱ ƐŝŶŝƐƚĞƌĐƵůƟƐƚ;ƌĂŐŽŶĞůŽǁͿ
ĚĞĚŝĐĂƚĞĚƚŽƚŚĞƌĞƚƌŝĞǀĂůŽĨĚĂŶŐĞƌŽƵƐ ϲ ŵŝƐŐƵŝĚĞĚƉĂůĂĚŝŶ;^ŝůǀĞƌ&ůĂŵĞͿ
ĂƌƟĨĂĐƚƐ͘ 7 ĐůĞǀĞƌĚŽƉƉĞůŐĂŶŐĞƌ;dLJƌĂŶƚƐͿ
2 dŚĞWƐĂƌĞĐĂƵŐŚƚŝŶƚŚĞŵŝĚĚůĞŽĨĂ 8 ǀĞŶŐĞĨƵůǁĂƌĨŽƌŐĞĚ;>ŽƌĚŽĨůĂĚĞƐͿ
ƉŝƚĐŚĞĚďĂƩůĞ͙ĂŶĚƚŚĞLJĚŽŶ͛ƚŬŶŽǁ 9 ƉŽƐƐĞƐƐĞĚŝŶŶŽĐĞŶƚ;ƌĞĂŵŝŶŐĂƌŬͿ
ƚŚĞƉĞŽƉůĞŽŶĞŝƚŚĞƌƐŝĚĞ͘
ϭϬ ŶŽŶŝŵĂƐƚĞƌŵŝŶĚ;ĂĂƐŬͿ
3 dŚĞWƐŶŽƟĐĞĂĐŽƌƉƐĞŝŶĂŶĂůůĞLJ͙Ă
11 ŶĞŶŝŐŵĂƟĐƌĂŬƐŚĂƐĂ;>ŽƌĚƐŽĨƵƐƚͿ
ĐŽƌƉƐĞƚŚĂƚůŽŽŬƐĞdžĂĐƚůLJůŝŬĞŽŶĞŽĨƚŚĞ
ƉůĂLJĞƌĐŚĂƌĂĐƚĞƌƐ͘ 12 ĚŝƐŐƵŝƐĞĚĚƌĂŐŽŶ;dŚĞŚĂŵďĞƌͿ
4 ĨŽƌŵĞƌĐŽŵƌĂĚĞŝŶĂƌŵƐƐŚŽǁƐƵƉ͘ d«›W½Êã
^ŚĞ͛ƐďĂĚůLJŝŶũƵƌĞĚ͕ĂŶĚŚĞƌĞŶĞŵŝĞƐ
ĂƌĞƌŝŐŚƚďĞŚŝŶĚŚĞƌ͘ 1d10 Plot
ϱ ŐĂƌŐŽLJůĞĐŽƵƌŝĞƌĚĞůŝǀĞƌƐĂ 1 ƌƌĂŶŐĞĂĚĂŶŐĞƌŽƵƐĂůůŝĂŶĐĞ͘
ŵLJƐƚĞƌŝŽƵƐƉĂĐŬĂŐĞ͘ 2 ĐƋƵŝƌĞĂƉŽǁĞƌĨƵůĂƌƟĨĂĐƚ͘
ϲ ĚĞůŝƌŝŽƵƐƐƚƌĞĞƚƉƌĞĂĐŚĞƌŚĂƐĂŶ 3 ƐƐĞŵďůĞĂŶĚƵƐĞĂŵĂŐŝĐĂůǁĞĂƉŽŶ͘
ĂƉŽĐĂůLJƉƟĐǀŝƐŝŽŶĐŽŶĐĞƌŶŝŶŐŽŶĞŽĨ
4 ĞĨĞĂƚĂƌŝǀĂů͘
ƚŚĞƉůĂLJĞƌĐŚĂƌĂĐƚĞƌƐ͘
ϱ KƉĞŶĂƉůĂŶĂƌƉŽƌƚĂů͘
7 dŚĞWƐĚŝƐĐŽǀĞƌĂďŽƵŶĚͲĞůĞŵĞŶƚĂů
ĞdžƉůŽƐŝǀĞĚĞǀŝĐĞŝŶƚŚĞŝƌƋƵĂƌƚĞƌƐ͘dŚĞLJ ϲ ^ƵŵŵŽŶĮĞŶĚƐŽƌƵŶĚĞĂĚ͘
ŚĂǀĞƚŚƌĞĞƌŽƵŶĚƐƚŽŇĞĞŽƌĂƩĞŵƉƚƚŽ 7 KǀĞƌƚŚƌŽǁĂƉĞĞƌŽƌƐƵƉĞƌŝŽƌ͘
ĚŝƐĂƌŵƚŚĞĚĞǀŝĐĞ͘ 8 ĂƵƐĞĂƌŝŽƚŝŶƚŚĞŽŐƐ͘
8 ƐŬLJĐŽĂĐŚĐƌĂƐŚĞƐƚŚƌŽƵŐŚƚŚĞǁĂůů͘ 9 ^ƚĂƌƚĂǁĂƌďĞƚǁĞĞŶƚǁŽĂůůŝĞƐ͘
/ƐƚŚŝƐĂŶĂƩĂĐŬ͕ŽƌƚŚĞƌĞƐƵůƚŽĨ ϭϬ ŽůůĂƉƐĞ^ŬLJǁĂLJŽƌŽŶĞŽĨƚŚĞƚŽǁĞƌƐ͘
ƐĂďŽƚĂŐĞ͍

CHAPTER 6 | A QUICK SHARN STORY 155


d«›dó®Ýã d«›&®Äƒ½^‘›Ä›/Ý/Ä͘͘͘
1d8 dǁŝƐƚ 1d8 &ŝŶĂůĞ>ŽĐĂƟŽŶ
1 ĨƌŝĞŶĚŽƌĨŽƌŵĞƌĂůůLJŝƐǁŽƌŬŝŶŐǁŝƚŚ 1 ŶŝŶǀŝƐŝďůĞŇŽĂƟŶŐĨŽƌƚƌĞƐƐĂďŽǀĞ
ƚŚĞǀŝůůĂŝŶ͘ ^ŚĂƌŶ͘
2 dŚĞǀŝůůĂŝŶŝƐŶŽƚǁŚŽƚŚĞLJĂƉƉĞĂƌƚŽ 2 dŚĞŚĞĂƌƚŽĨ<ŚLJďĞƌ͛Ɛ'ĂƚĞŝŶƚŚĞ
ďĞ͘ ŽŐƐ͘
3 ƚŚŝƌĚƉĂƌƚLJƐŚŽǁƐƵƉǁŝƚŚƚŚĞŝƌŽǁŶ 3 dŚĞƌŝĚŐĞŝŶĂůůĞƐƚĂŶŝŶ>ŽǁĞƌƵƌĂ͘
ĂŐĞŶĚĂ͘ 4 ĂŶŶŝƚŚĨŽƌŐĞŚŽůĚƐĞŝnjĞĚďLJƚŚĞ
4 dŚĞƌĞ͛ƐĂŚŽƐƚĂŐĞ͕ŽƌĂŶĂůůLJŽĨƚŚĞWƐ ǀŝůůĂŝŶ͛ƐĨŽƌĐĞƐ͘
ŝƐĚŝƌĞĐƚůLJĂƚƌŝƐŬ͘ ϱ dŚĞŚĞĂƌƚŽĨƚŚĞ,ŝŐŚtĂůůƐƌĞĨƵŐĞĞ
ϱ ŵĂŶŝĨĞƐƚnjŽŶĞŽƌƉůĂŶĂƌĐŽŶũƵŶĐƟŽŶ ĐĂŵƉŝŶ>ŽǁĞƌdĂǀŝĐŬ͛Ɛ>ĂŶĚŝŶŐ͘
ŚĂƐĂŶƵŶĞdžƉĞĐƚĞĚĞīĞĐƚ͘ ϲ ĨĞƐƟǀĂůĂƚƚŚĞWĂǀŝůŝŽŶŽĨƚŚĞ,ŽƐƚŝŶ
ϲ dŚĞǀŝůůĂŝŶŚĂƐĂƉĞƌƐŽŶĂůĐŽŶŶĞĐƟŽŶ hƉƉĞƌĞŶƚƌĂůWůĂƚĞĂƵ͘
ƚŽŽŶĞŽĨƚŚĞWƐ͘ 7 ŶŽďůĞ͛ƐŵĂŶƐŝŽŶŝŶƚŚĞƌĞƐƚƌŝĐƚĞĚ
7 dŚĞŝŶŝƟĂůƉůŽƚǁĂƐũƵƐƚĂĚŝƐƚƌĂĐƟŽŶ ĚŝƐƚƌŝĐƚƐŽĨhƉƉĞƌdĂǀŝĐŬ͛Ɛ>ĂŶĚŝŶŐ
ĨƌŽŵƚŚĞĂĐƚƵĂůƉůŽƚ͘ 8 dŚĞǀĂƵůƚƐŽĨDŽƌŐƌĂǀĞhŶŝǀĞƌƐŝƚLJŝŶ
8 dŚĞǀŝůůĂŝŶŝƐĮŐŚƟŶŐĂŐƌĞĂƚĞƌĞǀŝů͕ hƉƉĞƌDĞŶƚŚŝƐWůĂƚĞĂƵ͘
ĂŶĚƚŚĞŝƌƉůŽƚŝƐĂŶŝŵƉŽƌƚĂŶƚƉĂƌƚŽĨ 9 ŶĂďĂŶĚŽŶĞĚĨŽƵŶĚƌLJŝŶƚŚĞŽŐƐ͘
ƚŚĂƚ͘ ϭϬ ĚĞŵŝƉůĂŶĞǁŝƚŚƵŶƵƐƵĂůƉƌŽƉĞƌƟĞƐ͘

156 CHAPTER 6 | THE STREETS OF SHARN


THE STREETS OF SHARN BEHIND THE RESULTS
The player characters are making a trip from The entries in the following tables depict things
Lower Dura to Upper Menthis. What happens that adventurers in Sharn might encounter
along the way? The tables on the following pages by chance or happenstance. Each of these is
IZMÅTTML_Q\PQLMI[NWZZIVLWU\PQVO[IVLXMWXTM an immediate, visible part of someone’s life in
you might encounter while wandering around Sharn. Each entry also has room to imply or
Sharn. These could be used as pure color, or you imagine backstory or history—and to encourage
could expand any one of these ideas to spark a full XTIaMZ[\WI[S¹?PI\PIXXMV[VM`\'º
scene if the initial situation attracts the players’ What happens next depends on their
interest. Not every result from the table needs involvement. What led up to this moment is fuel
to be the beginning of something in your story. NWZ\PMM^MZJ]ZVQVOÅZMWN;PIZV¼[W_VPQ[\WZa
Simply showing that Sharn lives and thrives and character. Consider answering one or more
around the players’ characters—that it’s full of WN\PM[MY]M[\QWV[\WILLIVW\PMZLQUMV[QWV\W
stories happening all the time—helps bring the each entry in the table:
city to life for everyone. • Where did participants in this moment start
Use these tables as sources of inspiration. They W‫?'ٺ‬PMZMLQL\PMa_ISM]X\WLIa'
ZMÆMK\\PMOMVMZITIK\Q^Q\QM[IVLÆI^WZWN\PM • Why aren’t other locals participating?
LQ‫ٺ‬MZMV\TM^MT[WN;PIZVJ]\aW]KIV\IQTWZ\PM What’s complicating things here?
results to be a better match for any ward.
• What do participants in this moment hope
will happen? What are they afraid might
happen? Why now?

CHAPTER 6 | THE STREETS OF SHARN 157


>Êó›Ù^«ƒÙÄ^ãٛ›ãÝ
2d20 ^ƚƌĞĞƚƐŽĨ>ŽǁĞƌ^ŚĂƌŶ
2 zŽƵĮŶĚĂŶĞǁůLJͲƉĂŝŶƚĞĚŵƵƌĂůŽĨĂ ϭϱ ,ƵŶŐƌLJƉĞŽƉůĞƐƚĂŶĚŝŶůŝŶĞŽƵƚƐŝĚĞĂ
ŚĂůŇŝŶŐƐƚĂŶĚŝŶŐĂƚŽƉƚŚĞďůŽŽĚLJĐŽƌƉƐĞ ƐŚƌŝŶĞƚŽŽůĚƌĞŝ͕ǁĂŝƟŶŐĨŽƌĐŽŶũƵƌĞĚ
ŽĨĂŶŽŐƌĞ͘ ďƌĞĂĚ͘
3 ĚǁĂƌĨŝƐƐĞůůŝŶŐŬĞďĂďƐĨƌŽŵĂĐĂƌƚ͘ ϭϲ zŽƵďƵŵƉŝŶƚŽĂŵĞĚƵƐĂ͕ĐĂƵƐŝŶŐŚĞƌ
͞ƌŝƐƉLJƐƉŝĐĞĚƌĂƚ͊͟,ĞĐƌŝĞƐ͘͞dŚĞďĞƐƚ ƚŽĚƌŽƉƚŚĞƉĂĐŬĂŐĞƐŚĞ͛ƐĐĂƌƌLJŝŶŐ͘
ŝŶƚŚĞƚŽǁĞƌ͊͟ zŽƵĨƌĞĞnjĞĨŽƌĂŵŽŵĞŶƚ͕ƚŚĞŶƌĞĂůŝnjĞ
4 ĐŚĂŶŐĞůŝŶŐƐƚƌĞĞƚƉĞƌĨŽƌŵĞƌĂĚŽƉƚƐ ƐŚĞŚĂƐĂůĞĂƚŚĞƌďĂŶĚĐŽǀĞƌŝŶŐŚĞƌ
LJŽƵƌĨĂĐĞĂŶĚďĞŐŝŶƐƚŽŵĂƚĐŚLJŽƵƌ ĞLJĞƐ͘,ĞƌƐĞƌƉĞŶƚŵĂŶĞŚŝƐƐĞƐĂƐƐŚĞ
ĂĐƟŽŶƐ͘ ƌĞƚƌŝĞǀĞƐŚĞƌďĞůŽŶŐŝŶŐƐ͘
ϱ ŶŽůĚŐŽďůŝŶŚĂƐŐŽŽĚƐůĂŝĚŽƵƚĨŽƌ 17 &ƌĞƐŚŐƌĂĸƟƐŚŽǁƐĂLJƌĂŶĐƌŽǁŶǁŝƚŚ
ƐĂůĞ͕ŽĚĚƐĂŶĚĞŶĚƐƐĂůǀĂŐĞĚĨƌŽŵƚŚĞ ĂƐǁŽƌĚƚŚƌŽƵŐŚŝƚ͘dŚĞƚĞdžƚƌĞĂĚƐ͞LJƌĞ
ƐĞǁĞƌƐ͘ ŝƐĚĞĂĚ͕ŶŽƉůĂĐĞĨŽƌDŽƵƌŶĞƌƐ͘͟
ϲ ƉĂĐŬŽĨĐŚŝůĚƌĞŶĐůƵƐƚĞƌƐĂƌŽƵŶĚLJŽƵ͕ 18 ŐƌŽƵƉŽĨƐŚŝŌĞƌĐŚŝůĚƌĞŶƚĂŬĞƚƵƌŶƐ
ďĞŐŐŝŶŐĨŽƌĐŽƉƉĞƌŽƌĨŽŽĚ͘ŽLJŽƵŚĞůƉ ƚƌLJŝŶŐƚŽŵĂŬĞƚŚĞďŝŐŐĞƐƚŚŽǁů͕
ƚŚĞŵ͍ ůĂƵŐŚŝŶŐŝŶďĞƚǁĞĞŶ͘
7 ŶĂƩƌĂĐƟǀĞLJŽƵŶŐŚƵŵĂŶƉƌĞƐƐĞƐĂ 19 dǁŽƐŚŝŌĞƌƐĂƌĞĂƌŐƵŝŶŐŝŶƚŚĞƐƚƌĞĞƚ͘
ƐŵĂůůƉĂŵƉŚůĞƚŝŶƚŽLJŽƵƌŚĂŶĚ͘͞ŽŵĞ KŶĞŽĨƚŚĞŵƐŶĂƌůƐ͕ĂŶĚƐŚĂƌƉĨĂŶŐƐ
ƚŽŚĂŶĐĞŝŶƌĂŐŽŶĞLJĞƐ͊ůůďĞƚƐǁŝůů ĞdžƚĞŶĚĨƌŽŵŚĞƌŐƵŵƐ͘
ďĞĐŽǀĞƌĞĚ͊͟ ϮϬ LJŽƵŶŐǁŽŵĂŶŝƐƌĞƉĂŝƌŝŶŐĂĚĂŵĂŐĞĚ
8 ƐƵĚĚĞŶ͕ŚŽƌƌŝďůĞƐƚĞŶĐŚŵĂŬĞƐLJŽƵ ĞǀĞƌďƌŝŐŚƚƐƚƌĞĞƚůĂŶƚĞƌŶ͕ŵƵƩĞƌŝŶŐ
ŐĂŐ͘ ĐƵƌƐĞƐƵŶĚĞƌŚĞƌďƌĞĂƚŚ͘
9 zŽƵĐŽŵĞƵƉŽŶĂŵŝŶŽƚĂƵƌǁŝƚŚĂ 21 ǁĞůůͲĚƌĞƐƐĞĚĞůĨĨƌŽŵĞƌĞŶĂůǁĂůŬƐ
ďƌŽŬĞŶŚŽƌŶĂŶĚĂƐƉŝŬĞĚĐůƵďŝŶŽŶĞ ĂůŽŶŐƚŚĞĮůƚŚLJƐƚƌĞĞƚ͕ĂĐĐŽŵƉĂŶŝĞĚďLJ
ŚĂŶĚ͘,Ğ͛ƐƵƌŝŶĂƟŶŐĂŐĂŝŶƐƚĂǁĂůů͕ĂŶĚ ĂĚŽƵƌŽŐƌĞŚĂƵůŝŶŐĂůĂƌŐĞƚƌƵŶŬ͘dŚĞ
ƐŶĂƌůƐǁŚĞŶŚĞŶŽƟĐĞƐLJŽƵǁĂƚĐŚŝŶŐ͘ ĞůĨ͛ƐĨĂĐĞŝƐŚŝĚĚĞŶďĞŚŝŶĚĂďƌĂƐƐŵĂƐŬ͕
ϭϬ ŚĂůĨĚŽnjĞŶƌĂƚƐĂƌĞĐůƵƐƚĞƌĞĚĂƌŽƵŶĚ ďƵƚŚĞůŽŽŬƐůŽƐƚ͘
ĂďůŽŽĚLJďƵŶĚůĞŽĨĐůŽƚŚ͘dŚĞLJƐĐƵƌƌLJ 22 ŐƌŽƵƉŽĨĚƌƵŶŬĞŶƐŽůĚŝĞƌƐĂƌĞƐŝŶŐŝŶŐ
ĂǁĂLJĂƐLJŽƵĂƉƉƌŽĂĐŚ͘ ĂǁĂƌďůŝŶŐƌĞůŝƐŚĂŶƚŚĞŵĨƌŽŵƚŚĞ
11 LJŽƵŶŐŚĂůĨͲĞůĨǁŝƚŚĂĐƌŝŵƐŽŶ >ĂƐƚtĂƌ͘ĨĞǁŽĨƚŚĞŵƐƉŽƚLJŽƵĂŶĚ
ĞLJĞƉĂƚĐŚŽīĞƌƐĂĮŶĞƐĞƚŽĨƉĞŶƐĂŶĚ ĚĞŵĂŶĚƚŚĂƚLJŽƵũŽŝŶŝŶ͘ŽLJŽƵ͍
ƉĂƌĐŚŵĞŶƚĨŽƌƐĂůĞ͕ĂƚĂƉƌŝĐĞŽĨϯ 23 ĚǁĂƌĨĂŶĚĂŐŽďůŝŶĂƌĞĂƌŐƵŝŶŐ
ƐŽǀĞƌĞŝŐŶƐ;ϯƐƉͿ͘͞dŽƉŶŽƚĐŚ͊ŶĚŶŽƚ ĂďŽƵƚƚŚĞZĂĐĞŽĨŝŐŚƚtŝŶĚƐ͕ĂůŽĐĂů
ƐƚŽůĞŶŽƌĂŶLJƚŚŝŶŐ͘͟ ƐƉŽƌƟŶŐĞǀĞŶƚ͘dŚĞŐŽďůŝŶŝŶƐŝƐƚƐƚŚĂƚ
12 zŽƵƐƚĞƉŝŶƚŽĂƐŚĂůůŽǁƉƵĚĚůĞ͙ĂŶĚ ƚŚĞ'ĂƌŐŽLJůĞǁŝůůǁŝŶƚŚŝƐLJĞĂƌ͕ǁŚŝůĞƚŚĞ
ƚŚĞŶƌĞĂůŝnjĞŝƚ͛ƐĂƉŽŽůŽĨĨƌĞƐŚďůŽŽĚ͘ ĚǁĂƌĨƐƵƉƉŽƌƚƐƚŚĞ'ƌŝīŽŶ͘
13 zŽƵŶĞĂƌůLJǁĂůŬŝŶƚŽĂǁĞůůͲĚƌĞƐƐĞĚ 24 ǁĂƌĨŽƌŐĞĚƐŬŝƌŵŝƐŚĞƌĂŶĚĂsĂůĞŶĂƌ
ŚĂůŇŝŶŐ͘^ŚĞƐƚƵĚŝĞƐLJŽƵƌĨĂĐĞĐĂƌĞĨƵůůLJ ĞůĨĂƌĞĞŶŐĂŐĞĚŝŶĂŶĂƌŐƵŵĞŶƚ͘dŚĞ
ĂŶĚƐĐŽǁůƐ͘KƚŚĞƌŽŶůŽŽŬĞƌƐĐĂƌĞĨƵůůLJ ĞůĨƚĂŬĞƐĂƐƚĞƉďĂĐŬĂŶĚĚƌĂǁƐŚĞƌ
ƚƵƌŶĂǁĂLJ͘ ƐĐŝŵŝƚĂƌ͘
14 ůĂƌŐĞďůĂĐŬĂŶĚǁŚŝƚĞĐĂƚǁĂƚĐŚĞƐLJŽƵ Ϯϱ ƚƌŝŽŽĨŚŽďŐŽďůŝŶƐǁĂůŬƚŚƌŽƵŐŚĂ
ĨƌŽŵĂŶĂůůĞLJ͘/ƚ͛ƐĐĂƵŐŚƚĂƐƵƌƉƌŝƐŝŶŐůLJ ŵĂŬĞƐŚŝŌŵĂƌŬĞƚĂƐƚŚŽƵŐŚƚŚĞLJ͛ƌĞ
ƐĐĂůLJƌĂƚ͘ ŚƵŶƟŶŐĨŽƌƐŽŵĞƚŚŝŶŐ͘

158 CHAPTER 6 | THE STREETS OF SHARN


Ϯϲ zŽƵ͛ƌĞĚƌĞŶĐŚĞĚďLJĂƐƵĚĚĞŶŐŽƵƚŽĨ 34 ŚĞĂĚůĞƐƐǁĂƌĨŽƌŐĞĚƐŝƚƐŝŶĂŶĂůůĞLJ
ǁĂƚĞƌͶLJŽƵŚŽƉĞͶĨƌŽŵĂďƌŝĚŐĞĂďŽǀĞ ďĞŐŐŝŶŐĨŽƌĐŽŝŶ͘/ƚǁĂǀĞƐŝŶĂƐŝŐŶĂůŽĨ
LJŽƵ͘ ƚŚĂŶŬƐǁŚĞŶĞǀĞƌƐŽŵĞŽŶĞĚƌŽƉƐĂĐŽŝŶ
27 ŐƌŽƵƉŽĨLJƌĂŶƌĞĨƵŐĞĞƐĂƌĞŐĂƚŚĞƌĞĚ ŝŶŝƚƐďŽǁů͘
ŝŶĂĐŝƌĐůĞ͕ƐŝŶŐŝŶŐĂŚĂƵŶƟŶŐƐŽŶŐ͘ ϯϱ ĐƌŽǁĚŝƐŐĂƚŚĞƌĞĚĂƌŽƵŶĚĂLJŽƵŶŐ
28 zŽƵƐĞĞĂƚĂůů͕ƚŚŝŶǁŽŵĂŶƉƵůůŝŶŐĂ ĂĚĞƉƚŽĨƚŚĞ^ŝůǀĞƌ&ůĂŵĞ͘^ŚĞ͛Ɛ
ďŽĚLJͶĞĂĚ͍ƌƵŶŬ͍ͶŝŶƚŽĂŶĂůůĞLJ͘,Ğƌ ƉĞƌĨŽƌŵŝŶŐĂƌŝƚƵĂůƚŽƉƵƌŝĨLJĂƉŽŽůŽĨ
ĂƌŵŝƐĐŽǀĞƌĞĚǁŝƚŚƚŚĞďůŽŽĚͲƌĞĚůŝŶĞƐ ƌƵŶͲŽīǁĂƚĞƌ͘
ŽĨĂŶĂďĞƌƌĂŶƚĚƌĂŐŽŶŵĂƌŬ͘ ϯϲ zŽƵŶŽƟĐĞĂůĂƌŐĞŵĞƚĂůŚĂƚĐŚŝŶƚŚĞ
29 dŚĞǁŝŶĚŽǁŽĨĂďĂŬĞƌLJŚŽůĚƐĂĚŝƐƉůĂLJ ŐƌŽƵŶĚ͕ĞŶŐƌĂǀĞĚǁŝƚŚǁĂƌĚŝŶŐƐLJŵďŽůƐ
ŽĨŝŵƉŽƐƐŝďůLJďĞĂƵƟĨƵůĐŽŽŬŝĞƐ͘tŚĂƚŝƐ ĂŶĚĂĂŶĐŝĞŶƚƉƌŽĐůĂŵĂƟŽŶƚŚĂƚŝƚ
ƚŚŝƐƋƵĂůŝƚLJŽĨŐŽŽĚƐĚŽŝŶŐĚŽǁŶŚĞƌĞ͍ ƐŚŽƵůĚŶĞǀĞƌďĞŽƉĞŶĞĚ͘
ϯϬ KƵƚƐŝĚĞĂƐŚŽƉ͕ĂŐƌŝŵLJŚĂůŇŝŶŐ 37 ŐƌŽƵƉŽĨŐŽďůŝŶĐŚŝůĚƌĞŶĐŚĂƩĞƌĂŶĚ
ƉƌŽŵŝƐĞƐďĞƩĞƌĚĞĂůƐũƵƐƚĚŽǁŶƚŚĞ ƐŚŽƵƚĂƚŽŶĞĂŶŽƚŚĞƌ͘dŚĞLJƐĐĂƩĞƌǁŚĞŶ
ĂůůĞLJǁĂLJ͘ ƚŚĞLJƐĞĞLJŽƵĂƉƉƌŽĂĐŚ͘
31 ĚƌĂŐŽŶŵĂƌŬĞĚŐŶŽŵĞǁĂůŬƐĚŽǁŶ 38 ŐŽďůŝŶƚƵŵďůĞƐŽƵƚŽĨĂŶĞĂƌďLJƚĂǀĞƌŶ͘
ƚŚĞƐƚƌĞĞƚ͕ĐĂƌƌLJŝŶŐĂƐŵĂůůƐƚŽŶĞŝŶŚŝƐ ǁĂƌĨŽƌŐĞĚũƵŐŐĞƌŶĂƵƚƐƚĞƉƐŽƵƚŽĨƚŚĞ
ŚĂŶĚ͘ǀĞƌLJĨĞǁLJĂƌĚƐ͕ŚĞƌĂŝƐĞƐƚŚĞ ĚŽŽƌĂŶĚƐŶĂƌůƐ͞ŽŶ͛ƚĐŽŵĞĂƌŽƵŶĚ
ƐƚŽŶĞƚŽŚŝƐůŝƉƐĂŶĚƐĂLJƐ͕͞ĂŶLJŽƵŚĞĂƌ ŚĞƌĞƵŶƟůLJŽƵĐĂŶƉĂLJ͊͟
ŵĞŶŽǁ͍'ŽŽĚ͘͟ 39 ƚƌŝŽŽĨDŽƌŐƌĂǀĞƐƚƵĚĞŶƚƐƚĂŬĞŶŽƚĞƐ
32 ŶĂƵƐƚĞƌĞŵŽŶŬŽĨƚŚĞ^ŝůǀĞƌ&ůĂŵĞ ĂŶĚƚŚĞLJĂƐŬĂŐŽďůŝŶĂďŽƵƚ͞ƚŚĞŐŽďůŝŶ
ŵĂŬĞƐƚŚĞŝƌǁĂLJĚŽǁŶƚŚĞƐƚƌĞĞƚ͕ ĞdžƉĞƌŝĞŶĐĞ͘͟
ŚĂŶĚŝŶŐƉƌŽǀŝƐŝŽŶƐƚŽďĞŐŐĂƌƐ͘ ϰϬ EĞĂƌŽŶĞŽĨƚŚĞĞŶƚƌĂŶĐĞƐƚŽƚŚĞŽŐƐ͕
33 zŽƵŚĞĂƌƐŽŵĞŽŶĞƐŽŌůLJƐŝŶŐŝŶŐƚŚĞ LJŽƵĐŽŵĞƵƉŽŶĂůĂƌŐĞŵŽďĐŚĂŶƟŶŐ
ĞĂƌ͛ƐDĂƌĐŚ͕ĂƌĞůŝƐŚďĂƩůĞĂŶƚŚĞŵ ƐůŽŐĂŶƐĂŶĚƐŚŽƵƟŶŐ͘dŚĞĐĂƌƌLJƐŝŐŶƐ
ĨƌŽŵƚŚĞ>ĂƐƚtĂƌ͘dŚĞƐŝŶŐĞƌŝƐĂLJŽƵŶŐ ƉƌŽƚĞƐƟŶŐƚŚĞƵƐĞŽĨǁĂƌĨŽƌŐĞĚ
ŵĂŶůĞĂŶŝŶŐĂŐĂŝŶƐƚƚŚĞǁĂůů͖ŚĞ͛Ɛ ůĂďŽƌĞƌƐ͘
ŵŝƐƐŝŶŐŚŝƐůĞŌĂƌŵ͘

CHAPTER 6 | THE STREETS OF SHARN 159


D®——½›^«ƒÙÄ^ãٛ›ãÝ
2d20 ^ƚƌĞĞƚƐŽĨDŝĚĚůĞ^ŚĂƌŶ
2 ͞ĞƐƚƚŽƵƌƐ͊ůůƚŚĞĨĂĐƚƐ͊͟ĐƌŽǁƐĂ 14 ǁĂƌĨŽƌŐĞĚǁĂǀĞƐĂƚLJŽƵĨƌŽŵĂĚŝŶŐLJ
ŬĞŶŬƵŐƵŝĚĞ͕ƚƌLJŝŶŐƚŽĐĂƚĐŚLJŽƵƌĞLJĞ͘ ĐĂƌƚƉŝůĞĚŚŝŐŚǁŝƚŚĂĨƌŝŐŚƚĞŶŝŶŐĂƌƌĂLJ
3 ŶƵŶĚĂŝƌŝĂŶŵĂŶŝŶĂglamerweave ŽĨĨŽŽĚƐ͘͞,ƵŶŐƌLJ͍/ĐŽƵůĚƵƐĞƐŽŵĞ
ǀĞƐƚͶƉĂƩĞƌŶĞĚǁŝƚŚďůĂnjŝŶŐŇĂŵĞƐͶ ƚĂƐƚĞƚĞƐƚĞƌƐ͘ƐŝŶ͕ǁŚĂƚĚŽĞƐĨŽŽĚ
ŝŶƚĞƌƌƵƉƚƐLJŽƵƌƚƌĂǀĞů͘͞zŽƵŬŶŽǁƚŚĞ ƚĂƐƚĞůŝŬĞ͍͟
ďĞƐƚƉůĂĐĞƚŽƉůĂLJĐĂƌĚƐĂƌŽƵŶĚŚĞƌĞ͍͟ ϭϱ ƐĐĂůĞĚŚƵŵĂŶŽŝĚͶŽŶĞŽĨƚŚĞ
4 ĐŚĞĞƌĨƵůŐŶŽŵĞŽīĞƌƐŽůĨĂĐƚŽƌLJ ůŝnjĂƌĚĨŽůŬŽƌĚƌĂŐŽŶďŽƌŶŽĨY͛ďĂƌƌĂͶŝƐ
ŝůůƵƐŝŽŶƐ͘͞&ŽƌũƵƐƚĮǀĞĐƌŽǁŶƐ͕/ĐĂŶ ĚĞůŝŐŚƟŶŐŽŶůŽŽŬĞƌƐǁŝƚŚĚŝƐƉůĂLJƐŽĨ
ŵĂŬĞƚŚĞŵŽƐƚĚŝƐŵĂůĚŝƐƚƌŝĐƚƐƐŵĞůů ĮƌĞďƌĞĂƚŚŝŶŐ͘
ůŝŬĞƌŽƐĞƐ͊͟ ϭϲ YŽƵŚĞĂƌƐĐƌĞĂŵŝŶŐĂďŽǀĞLJŽƵ͘tŚĞŶ
ϱ ĐůƵŵƉŽĨŚŝƉƉŽŐƌŝīĚƵŶŐĨĂůůƐĨƌŽŵ LJŽƵůŽŽŬƵƉ͕LJŽƵƐĞĞĂǁĞůůĚƌĞƐƐĞĚ
ƚŚĞƐŬLJ͘ ŶŽďůĞŐĞŶƚůLJŇŽĂƟŶŐƚŽƚŚĞŐƌŽƵŶĚ͘
ϲ ŚĂůŇŝŶŐǀĞŶĚŽƌŝƐƐĞůůŝŶŐĚƌŝĞĚůŝnjĂƌĚ 17 LJŽƵŶŐĐŚŝůĚƐŝƚƐĐƌLJŝŶŐŽŶƚŚĞƐƚĂŝƌƐŽĨ
ũĞƌŬLJĨƌŽŵĂǁĂŐŽŶ͘͞dĂůĞŶƚĂŶƐƚLJůĞ͊͟ dŚĂƌĂƐŚŬŝŶƋƵŝƐŝƟǀĞ͛ƐŽĸĐĞ͘/ĨLJŽƵĂƐŬ͕
ƐŚĞƐĂLJƐ͘͞:ƵƐƚůŝŬĞĞůŝƉĂƵƐĞĚƚŽŵĂŬĞ͊͟ ŚĞƐŽďƐƚŚĂƚƚŚĞLJǁŽŶ͛ƚŚĞůƉĮŶĚŚŝƐ
ĚŽŐ͘
7 ĐƌŽǁĚƐƚĂŶĚƐŽƵƚƐŝĚĞĂƌƵŶĚŽǁŶ
ďƵŝůĚŝŶŐ͘ŐƌŝŵƋƵĂƌƚĞƚŽĨŚĂůŇŝŶŐƐ 18 zŽƵƐƉŽƚĂŵŽƐƐĐŽǀĞƌĞĚǁĂƌĨŽƌŐĞĚ
ǁĞĂƌŝŶŐƚŚĞŝŶƐŝŐŶŝĂŽĨƚŚĞZĂƚĐĂƚĐŚĞƌ͛Ɛ ƐŝƫŶŐŝŶĂƐŵĂůůƉĂƌŬŽǀĞƌůŽŽŬŝŶŐƚŚĞ
'ƵŝůĚŚĞĂĚŝŶƐŝĚĞ͘ ĂŐŐĞƌZŝǀĞƌ͘ŝƌĚƐĂƌĞŶĞƐƟŶŐŝŶĂŶ
ƐŵĂůů͕ŽƉĞŶĐŽŵƉĂƌƚŵĞŶƚŝŶƚŚĞƚŽƌƐŽ
8 ŚĂůĨͲĐŚĞǁĞĚĚƌƵŵƐƟĐŬĨĂůůƐĨƌŽŵĂŶ
ŽĨƚŚĞǁĂƌĨŽƌŐĞĚ͘
ƉĂƐƐŝŶŐƐŬLJĐŽĂĐŚ͕ŶĞĂƌůLJŚŝƫŶŐLJŽƵŝŶ
ƚŚĞŚĞĂĚ͘ 19 dǁŽǀĞƚĞƌĂŶƐŽůĚŝĞƌƐͶĂ<ĂƌƌŶĂŶĚĂ
dŚƌĂŶĞͶĂƌĞƐŚŽƵƟŶŐĂƚŽŶĞĂŶŽƚŚĞƌ͘
9 ĚƌĂŐŽŶŵĂƌŬĞĚŚĂůĨͲŽƌĐŚŽůĚƐǁŚĂƚ
dŚĞ<ĂƌƌŶĚƌĂǁƐĂĚĂŐŐĞƌ͘
ĂƉƉĞĂƌƐƚŽďĞĂĚŽǁƐŝŶŐƌŽĚ͕ƐůŽǁůLJ
ƉĂƐƐŝŶŐŝƚŽǀĞƌĚŽŽƌƐĂŶĚƉĂƐƐĞƌďLJŽŶ ϮϬ dŚĞĐƌŽǁĚƐƉĂƌƚ͕ŵĂŬŝŶŐƌŽŽŵĨŽƌ
ƚŚĞƐƚƌĞĞƚ͘dŚĞƌŽĚďĞŐŝŶƐƚŽƐŚĂŬĞ ĂŚĂůŇŝŶŐǁĂƌƌŝŽƌƌŝĚŝŶŐĂƐŶĂƌůŝŶŐ
ǀŝŽůĞŶƚůLJĂƐLJŽƵĂƉƉƌŽĂĐŚ͘ ĐůĂǁĨŽŽƚƌĂƉƚŽƌ͘
ϭϬ ŚƵŵĂŶŵĞƌĐŚĂŶƚĂƌŐƵĞƐǁŝƚŚĂŐŝĂŶƚ 21 dŚƌĞĞĐŚŝůĚƌĞŶĨŽůůŽǁĂǁĂƌĨŽƌŐĞĚ
Žǁů͘ ũƵŐŐĞƌŶĂƵƚ͕ŐŝŐŐůŝŶŐĂŶĚƚŚƌŽǁŝŶŐ
ŐĂƌďĂŐĞĂƚŝƚ͘dŚĞǁĂƌĨŽƌŐĞĚƐƚŽŝĐĂůůLJ
11 ƐLJŽƵĐƌŽƐƐĂďƌŝĚŐĞ͕LJŽƵŶŽƟĐĞĂ
ŝŐŶŽƌĞƐƚŚĞŵ͘
ƉĂŝƌŽĨƐƚŽŶĞŵĂƐŽŶƐƐƚƵĚĚŝŶŐĂĐƌĂĐŬ
ƌƵŶŶŝŶŐƚŚƌŽƵŐŚƚŚĞƐƚŽŶĞƐƉĂŶ͘ 22 ƐƋƵĂĚŽĨƚŚĞ^ŚĂƌŶtĂƚĐŚƉƵƐŚĞƐ
ƉĂƐƚLJŽƵ͕ƵƌŐŝŶŐƉĞŽƉůĞƚŽŐĞƚŽƵƚŽĨ
12 dǁŽƉĞŽƉůĞĂƌĞĂƌŐƵŝŶŐŝŶĨƌŽŶƚŽĨĂĐŝƚLJ
ƚŚĞǁĂLJ͘
ŐƵĂƌĚ͕ĂŶĚLJŽƵŚĞĂƌĂĐĐƵƐĂƟŽŶƐƚŚĂƚ
ƐŽŵĞŽŶĞŝƐĂĐŚĂŶŐĞůŝŶŐ͘ 23 ŶĞƌĞŶŝƐƚŽƉƐLJŽƵƚŽĂƐŬĨŽƌ
ĚŝƌĞĐƟŽŶƐƚŽ͞^ŚĂĞ>ŝĂƐ͘͟^ŚĞǁĞĂƌƐĂ
13 <ĂƌƌŶĂƚŚŝĐŽƵƉůĞƐƚĞƉŽīĂůŝŌ͕ĂůĂƌŐĞ
ƐŝůǀĞƌŵĂƐŬĂŶĚĂglamerweaveƌŽďĞ͕
ŵĂƉŝŶƚŚĞŝƌŚĂŶĚƐ͘dŚĞLJƚƵƌŶĂŶĚ
ĂŶĚĐĂƌƌŝĞƐĂƐŝnjĞĂďůĞƉƵƌƐĞ͘
ƌŽƚĂƚĞƚŚĞƉĂƉĞƌƐĞǀĞƌĂůƟŵĞƐ͕ƚƌLJŝŶŐƚŽ
ŵĂŬĞŚĞĂĚƐŽƌƚĂŝůƐŽĨƚŚĞĚŝƌĞĐƟŽŶƐ͘ 24 ĐŚĞĞƌĨƵůŵĂŶƐĞůůƐĂǁŝĚĞǀĂƌŝĞƚLJŽĨ
ƐŽƵǀĞŶŝƌƐƚŽĐŽŵŵĞŵŽƌĂƚĞLJŽƵƌǀŝƐŝƚ
ƚŽ^ŚĂƌŶ͗ƐŬĞƚĐŚĞƐ͕ĐƌLJƐƚĂůŐůŽďĞƐ͕ĂŶĚ
ƐŵĂůůƉůĂƐƚĞƌƚŽǁĞƌƐ͘

160 CHAPTER 6 | THE STREETS OF SHARN


Ϯϱ zŽƵƉĂƐƐďLJĂƐŚŝŌĞƌĂŶĚĂĚǁĂƌĨ 34 &ƌĞƐŚŐƌĂĸƟƉƌŽĐůĂŝŵƐ͞dŚĞĐƌŽǁŶĚŝĞƐ
ŵĞƌĐŚĂŶƚĂƌŐƵŝŶŐǁŝƚŚĂŵĞŵďĞƌ ǁŝƚŚŽƌĂŶĞů͊͟
ŽĨƚŚĞ^ŚĂƌŶtĂƚĐŚ͘ƉƉĂƌĞŶƚůLJ͕ƚŚĞ ϯϱ ǁĞůůͲĚƌĞƐƐĞĚŐŶŽŵĞŽīĞƌƐƚŽƐĞůůLJŽƵ
ƐŚŝŌĞƌďĞůŝĞǀĞƐŚĞǁĂƐĐŚĂƌŵĞĚŝŶƚŽ ĂŶŝŶǀŝƚĂƟŽŶƚŽƚŚĞdĂŝŶ'ĂůĂ͘͞/ƚ͛ƐƚŚĞ
ŵĂŬŝŶŐĂĨŽŽůŝƐŚƉƵƌĐŚĂƐĞ͘ ŐƌĂŶĚĞƐƚĐĞůĞďƌĂƟŽŶŝŶ^ŚĂƌŶ͊/͛ŵƚŽŽ
Ϯϲ zŽƵĐŽŵĞĂĐƌŽƐƐĂǁĂůůǁŚĞƌĞƉĞŽƉůĞ ďƵƐLJƚŽŐŽƚŚŝƐŵŽŶƚŚ͕ďƵƚŝƚ͛ƐĂďĂƌŐĂŝŶ
ŚĂǀĞǁƌŝƩĞŶƚŚĞŶĂŵĞƐŽĨĨƌŝĞŶĚƐůŽƐƚ ĂƚϭϬƉŝĞĐĞƐŽĨŐŽůĚ͊͟
ĚƵƌŝŶŐƚŚĞ>ĂƐƚtĂƌ͘ ϯϲ ŵĂŶŝŶĨĂĚĞĚĮŶĞƌLJĞdžƚŽůƐƚŚĞǀŝƌƚƵĞƐ
27 ŚĂůŇŝŶŐǁĞĂƌŝŶŐƚŚĞůŝǀĞƌLJŽĨ,ŽƵƐĞ ŽĨĂŵŝƌĂĐůĞĞůŝdžŝƌƚŽĂƐŵĂůůĐƌŽǁĚ͘͞/ƚ͛Ɛ
:ŽƌĂƐĐŽĂƌŐƵĞƐǁŝƚŚĂŵĞŵďĞƌŽĨƚŚĞ ƚŚĞƐĞĐƌĞƚ,ŽƵƐĞ:ŽƌĂƐĐŽĚŽĞƐŶ͛ƚǁĂŶƚ
^ŚĂƌŶtĂƚĐŚ͕ĂƉƉĂƌĞŶƚůLJƚƌLJŝŶŐƚŽ LJŽƵƚŽŬŶŽǁ͊͟
ĂďƐŽůǀĞĂĨƌŝĞŶĚŽĨĂŶĂĐĐƵƐĂƟŽŶŽĨ 37 tŝƚŚĂůŽƵĚĐƌLJĂŶĚǁŝůĚůLJƉŝŶǁŚĞĞůŝŶŐ
ƉŝĐŬƉŽĐŬĞƟŶŐ͘ ĂƌŵƐ͕ĂĐŚŝůĚƉůƵŵŵĞƚƐĨƌŽŵĂĐƌŽǁĚĞĚ
28 dŚĞƐŵĞůůŽĨĨƌĞƐŚ͕ďƵƩĞƌĞĚďƌĞĂĚ ďƌŝĚŐĞĂďŽǀĞ͘
ǁĂŌƐƚŚƌŽƵŐŚƚŚĞŵŝĚĚůĞŽĨƚŚĞ 38 ͞dŚĞLJ͛ƌĞĞƌŽĚŝŶŐŽƵƌƚƌĂĚŝƟŽŶƐ͊ŽŶ͛ƚ
ƚŚŽƌŽƵŐŚĨĂƌĞ͕ďƵƚLJŽƵĐĂŶŶŽƚĮŶĚƚŚĞ ůĞƚƚŚĞƐĞƚŚŝĞǀĞƐƚĞůůŽƵƌŬŝŶŐǁŚĂƚ
ƐŽƵƌĐĞ͘ ƚŽĚŽ͊͟LJŽƵŶŐǁŽŵĂŶƐƚĂŶĚƐŽŶĂ
29 ƐƚƌĞĞƚƉĞƌĨŽƌŵĞƌĚƌĞƐƐĞĚĂƐ<ŝŶŐ ĐŽƌŶĞƌƐŚŽƵƟŶŐĂďŽƵƚƚŚĞƚŚƌĞĂƚƉŽƐĞĚ
ŽƌĂŶĞůŽīĞƌƐƚŽŬŶŝŐŚƚƚŽƵƌŝƐƚƐĨŽƌĂ ďLJƚŚĞĚƌĂŐŽŶŵĂƌŬĞĚŚŽƵƐĞƐ͘
ĐŽƉƉĞƌƉŝĞĐĞ͘ 39 ƉĂŶŝĐŬĞĚŐŶŽŵĞƌƵŶƐŽƵƚŽĨĂŶ
ϯϬ ǁĞůůͲĚƌĞƐƐĞĚŚƵŵĂŶŇŽĂƚƐĚŽǁŶĨƌŽŵ ŽƌĂĐůĞ͛ƐƚĞŶƚ͘͞tĞ͛ƌĞĚŽŽŵĞĚ͊
ĂďĂůĐŽŶLJĂďŽǀĞ͕ŚŝƐĨĂůůƐůŽǁĞĚďLJĂ ŽŽŽŽŽŵĞĚ͊
feather fallƐƉĞůů͘,ĞďŝĚƐLJŽƵ͕͞ŐŽŽĚ ϰϬ ŵĂŶďĞŐƐĨŽƌĐŽŝŶƐŽƵƚƐŝĚĞĂ:ŽƌĂƐĐŽ
ĚĂLJ͟ĂŶĚǁĂůŬƐŽīƋƵŝĐŬůLJĂƐLJŽƵŚĞĂƌ ŚŽƵƐĞŽĨŚĞĂůŝŶŐ͘͞KŶĞŐĂůŝĨĂƌ͕ƉůĞĂƐĞ͊
ŐƵĂƌĚƐƐŚŽƵƟŶŐĂŶĚƉŽŝŶƟŶŐĨƌŽŵĂ /ŬŶŽǁŝƚ͛ƐĂůŽƚ͕ďƵƚŝĨ/ĐĂŶ͛ƚƌĂŝƐĞƚŚĞ
ďƌŝĚŐĞĂďŽǀĞ͘ ŵŽŶĞLJƚŽĚĂLJ͕ƐŚĞ͛ůůĚŝĞ͊͟
31 ŐĂƌŐŽLJůĞƐǁŽŽƉƐŽǀĞƌŚĞĂĚ͕ůĂŶĚŝŶŐ
ŽŶƚŚĞƐƚƌĞĞƚŝŶĨƌŽŶƚŽĨLJŽƵ͘/ƚƉƵůůƐ
ĂƉŝĞĐĞŽĨĨŽůĚĞĚƉĂƌĐŚŵĞŶƚŽƵƚŽĨĂ
ůĞĂƚŚĞƌƐĂƚĐŚĞůĂŶĚŚĞĂĚƐŝŶƚŽĂŶĞĂƌďLJ
ƐŚŽƉ͘
32 ŽŶĞͲĞLJĞĚŚĂůĨͲĞůĨŽƉĞŶƐƵƉŚŝƐĐůŽĂŬ
ƚŽƌĞǀĞĂůĂƐĞůĞĐƟŽŶŽĨǁĂŶĚƐĐĂƌǀĞĚ
ĨƌŽŵĚŝīĞƌĞŶƚǁŽŽĚƐ͘͞ŝŐŚƚŐĂůŝĨĂƌƐ;ϴ
ŐƉͿĞĂĐŚ͊dŽƉƋƵĂůŝƚLJ͘ŶĚŶŽƚƐƚŽůĞŶŽƌ
ĂŶLJƚŚŝŶŐ͘͟
33 ŚƵŵĂŶĮƐŚŵŽŶŐĞƌĂŶĚĂŚĂůĨͲĞůĨĂƌĞ
ĂƌŐƵŝŶŐĂďŽƵƚƚŚĞZĂĐĞŽĨŝŐŚƚtŝŶĚƐ͕
ĂůŽĐĂůƐƉŽƌƟŶŐĞǀĞŶƚ͘dŚĞŚƵŵĂŶ
ƚŚŝŶŬƐƚŚĂƚƚŚĞ,ĂǁŬĐĂŶ͛ƚůŽƐĞ͕ǁŚŝůĞ
ƚŚĞŚĂůĨͲĞůĨŝŶƐŝƐƚƐƚŚĂƚƚŚŝƐŝƐƚŚĞLJĞĂƌ
ŽĨƚŚĞKǁů͘

CHAPTER 6 | THE STREETS OF SHARN 161


hÖ֛Ù^«ƒÙÄ^ãٛ›ãÝ
2d20 ^ƚƌĞĞƚƐŽĨhƉƉĞƌ^ŚĂƌŶ
2 zŽƵ͛ƌĞŶĞĂƌůLJƌƵŶĚŽǁŶďLJĂŐŝůĚĞĚ 11 DŽƌŐƌĂǀĞƉƌŽĨĞƐƐŽƌůĞĂĚƐĂƉĂĐŬŽĨ
ĐĂƌƌŝĂŐĞ͕ƉƵůůĞĚďLJĂƚĞĂŵŽĨǁĂƌĨŽƌŐĞĚ ĐŚĂƩĞƌŝŶŐƐƚƵĚĞŶƚƐŽŶĂŶĞdžƉĞĚŝƟŽŶ͘
ŐŝůĚĞĚŝŶƚŚĞƐĂŵĞƉĂƩĞƌŶƐ͘ &ƌŽŵƚŚĞŝƌƐƉĞůƵŶŬŝŶŐŐĞĂƌ͕LJŽƵ
3 ŵĂŐĞǁƌŝŐŚƚŽīĞƌƐƚŽƵƐĞĂƐŝŵƉůĞ ŝŵĂŐŝŶĞƚŚĞLJ͛ƌĞŚĞĂĚŝŶŐĚŽǁŶŝŶƚŽƚŚĞ
ĐŚĂƌŵƚŽƉŽůŝƐŚƚŚĞĐŽŝŶƐŝŶLJŽƵƌƉƵƌƐĞ ŽŐƐ͘
ĨŽƌũƵƐƚϯĐƌŽǁŶƐ;ϯĐƉͿ͘͞tĞǁŽƵůĚŶ͛ƚ 12 ƐLJŽƵƉĂƐƐďLJĂĨĂŶĐLJŝŶŶ͕ĂŶŽďůĞŵĂŶ
ǁĂŶƚĂŶLJŽŶĞƚŽŐĞƚŐƌŝŵĞŽŶƚŚĞŝƌ ŚĂŶĚƐLJŽƵĂĐŽƉƉĞƌƉŝĞĐĞĂŶĚƚŚĞƌĞŝŶƐ
ŐůŽǀĞƐĨƌŽŵŚĂŶĚůŝŶŐĮůƚŚLJĐŽŝŶƐĨƌŽŵ ŽĨŚŝƐŐƌŝīŽŶ͘͞ŽƚĂŬĞĐĂƌĞŶŽǁ͕ƐŚĞ
ƚŚĞůŽǁĞƌǁĂƌĚƐ͘͟ ďŝƚĞƐ͘͟
4 ŶŝůůƵƐŝŽŶŽĨĂǁĂƌĨŽƌŐĞĚďƵƚůĞƌ 13 ƚŽƵƌŐƌŽƵƉƉĂƵƐĞƐƚŽŵĂƌǀĞůĂƚƚŚĞ
ĂƉƉĞĂƌƐĂƐLJŽƵƉĂƐƐďLJƚŚĞƐĞĂůĞĚ ŐĂƚĞƐŽĨĂŵĂŶƐŝŽŶ͘ƉƉĂƌĞŶƚůLJ͕ŝƚ͛Ɛ
ŐĂƚĞƐŽĨĂŵĂŶƐŝŽŶ͘͞/͛ŵĂĨƌĂŝĚŵLJ ƚŚĞŚŽŵĞŽĨŽŶĞŽĨƚŚĞĚŝǀĂƐŽĨhƉƉĞƌ
ŵŝƐƚƌĞƐƐŝƐŶ͛ƚƌĞĐĞŝǀŝŶŐŐƵĞƐƚƐƚŽĚĂLJ͘͟ DĞŶƚŚŝƐ͘
ϱ ĚƌĂŐŽŶŵĂƌŬĞĚŚĂůŇŝŶŐŽīĞƌƐĂ 14 ŶĞŶĐŚĂŶƚĞĚŵŝƌƌŽƌĂůůŽǁƐLJŽƵƚŽ
ĐůĞĂŶƐŝŶŐĞŶĐŚĂŶƚŵĞŶƚĨŽƌϱĐƌŽǁŶƐ ǀŝĞǁƚŚĞƐƚƌĞĞƚƐďĞůŽǁLJŽƵ͕ƚŽƐĞĞŚŽǁ
;ϱĐƉͿ͘͞'ĞƚƐƌŝĚŽĨƚŚĞĚŝƌƚ͕ďƌŝŐŚƚĞŶƐ ƚŚĞůĞƐƐĨŽƌƚƵŶĂƚĞůŝǀĞ͘
LJŽƵƌďƌŝŐŚƚƐ͕ƉƵƚƐĂůŝƩůĞďŽƵŶĐĞďĂĐŬ ϭϱ ŬĂůĂƐŚƚĂƌƐƚŽƌLJƚĞůůĞƌƐŚĂƌĞƐĂƚĂůĞŽĨ
ŝŶLJŽƵƌŚĂŝƌ͊:ƵƐƚƚŚĞƚŚŝŶŐƚŽŵĂŬĞĂ ůŝĨĞŝŶ^ĂƌůŽŶĂĂŶĚƚŚĞĞŶĚůĞƐƐƐƚƌƵŐŐůĞ
ŐŽŽĚŝŵƉƌĞƐƐŝŽŶ͘͟ ďĞƚǁĞĞŶƚŚĞƉĞĂĐĞĨƵůŵŽŶŬƐŽĨĚĂƌ
ϲ ͞DĂŬĞǁĂLJ͊DĂŬĞǁĂLJ͊͟LJŽƵŶŐďŽLJ ĂŶĚƚŚĞĐƌƵĞůƐŽůĚŝĞƌƐŽĨƚŚĞ/ŶƐƉŝƌĞĚ͘
ĐůĞĂƌƐĂƉĂƚŚĨŽƌĂũĞǁĞůͲĞŶĐƌƵƐƚĞĚ ϭϲ ŚĂůĨͲĞůĨǁĞĂƌŝŶŐĂũĞǁĞůĞĚĞLJĞƉĂƚĐŚ
ǁĂƌĨŽƌŐĞĚǁĞĂƌŝŶŐĂůŽǀĞůLJĨƵƌĐůŽĂŬ͘ ŽīĞƌƐĂĮŶĞƐƉĞůůŬĨŽƌũƵƐƚĨŽƌƚLJ
7 ŇƵƐƚĞƌĞĚŐŶŽŵĞĐĂƌƌLJŝŶŐƐƚĂĐŬƐ ŐĂůŝĨĂƌƐ;ϰϬŐƉͿ͘͞ZĞĂůůLJŝŶƚĞƌĞƐƟŶŐ
ŽĨƉĂƉĞƌĂŶĚƉĂƌĐŚŵĞŶƚƐƚĂůůĞƌƚŚĂŶ ƐƚƵī͊ŶĚŶŽƚƐƚŽůĞŶŽƌĂŶLJƚŚŝŶŐ͘͟
ŚŝŵƐĞůĨ͘,ĞŝƐŽďůŝǀŝŽƵƐƚŽƚŚĞƚƌĂŝů 17 zŽƵĐŽŵĞƵƉŽŶĂŐŝůĚĞĚƐƚĂƚƵĞŽĨ
ŽĨƐŵŽŬĞĐŽŵŝŶŐĨƌŽŵŝŶƐŝĚĞĂƚĂůů͕ YƵĞĞŶtƌŽĂĂŶ͕ƚŚĞƋƵĞĞŶǁŚŽ
ƌŽůůĞĚͲƵƉƐĐƌŽůůŽŶŚŝƐďĂĐŬ͘ ůĞĚƌĞůĂŶĚŝŶƚŽƚŚĞ>ĂƐƚtĂƌ;͞ĂŶĚ
8 dǁŽŶŽďůĞƐĂƌĞůŽĐŬĞĚŝŶĂďŝƩĞƌ ĨƌĞĞĚŽŵ͊͟ƚŚĞƉůĂƋƵĞƉƌŽĐůĂŝŵƐͿ͘
ĂƌŐƵŵĞŶƚ͘dŚĞLJ͛ƌĞǁĞĂƌŝŶŐƐŝŵŝůĂƌ 18 ǁĂƌĨŽƌŐĞĚǁŝƚŚƌŽƐĞƐƚǁŝŶĞĚĂƌŽƵŶĚ
ĐůŽĂŬƐͶglamerweaveŐĂƌŵĞŶƚƐ ŚĞƌůŝŵďƐŽīĞƌƐƚŽƐĞůůLJŽƵĂďŽƵƋƵĞƚ
ŝŵďƵĞĚǁŝƚŚƚŚĞŝůůƵƐŝŽŶŽĨƐŚŝŌŝŶŐ ĨŽƌĮǀĞƐŽǀĞƌĞŝŐŶƐ;ϱƐƉͿ͘
ĐůŽƵĚƐͶĂŶĚƚŚŝƐƐĞĞŵƐƚŽďĞƚŚĞ 19 ƐƚƌŝŶŐƋƵĂƌƚĞƚŐŝǀĞƐĂŶŝŵƉƌŽŵƉƚƵ
ƉƌŽďůĞŵ͘ ƉĞƌĨŽƌŵĂŶĐĞͶƉƵďůŝĐŝƚLJĨŽƌƚŚĞŶĞǁ
9 ƌĞŐĂůǁŽŵĂŶǁŝƚŚĂƵďƵƌŶŚĂŝƌŚĞůĚ ƐĞĂƐŽŶŽĨƚŚĞ<ĂǀĂƌƌĂŚŽŶĐĞƌƚ,Ăůů͘
ďĂĐŬŝŶĂƐŝůǀĞƌĚŝĂĚĞŵǁĂŝƚƐĨŽƌĂ ϮϬ ĚƌĂŐŽŶŵĂƌŬĞĚĞůĨĚĂnjnjůĞƐƉĂƐƐĞƌďLJ
ƐŬLJĐŽĂĐŚ͘^ŚĞŚŽůĚƐĂĚĂƌŬǁŽŽĚƐƚĂī ǁŝƚŚĂŝůůƵƐŝŽŶĂƌLJƚĂďůĞĂƵŽĨƚǁŽ
ĞŶĐƌƵƐƚĞĚǁŝƚŚĚƌĂŐŽŶƐŚĂƌĚƐ͕ĂŶĚƐŚĞ ĚƵĞůŝŶŐĚƌĂŐŽŶƐ͘
ƚĂƉƐŝƚŝŵƉĂƟĞŶƚůLJ͘ 21 ŵĂŶƐŝŽŶŚĂƐĂĨĞǁŐĂƌŐŽLJůĞƐƐŝƫŶŐ
ϭϬ ŐƌĂLJͲďĞĂƌĚĞĚƐĂŐĞĂƌŐƵĞƐǁŝƚŚĂ ŽŶŝƚƐǁĂůůƐ͘dŚĞLJ͛ƌĞƉƌŽďĂďůLJƚŚĞƌĞ
ƉĂůĞƟĞŇŝŶŐ͕ǁŚŽƐĞŚŽƌŶƐĂƉƉĞĂƌƚŽ ĂƐƐĞĐƵƌŝƚLJ͕ďƵƚƚŚĞLJŽīĞƌůŝǀĞůLJ
ďĞĐĂƌǀĞĚĨƌŽŵŝĐĞ͘dŚĞLJƐĞĞŵƚŽďĞ ĐŽŵŵĞŶƚĂƌLJĂďŽƵƚĞǀĞƌLJŽŶĞǁŚŽ
ĚĞďĂƟŶŐƚŚĞĚĂŶŐĞƌŽƵƐĞīĞĐƚƐŽĨ ƉĂƐƐĞƐďLJ͘
ZŝƐŝĂŶƉůĂŶĂƌŝŶŇƵĞŶĐĞ͘

162 CHAPTER 6 | THE STREETS OF SHARN


22 ƐƚƌĞĞƚƉĞƌĨŽƌŵĞƌŝƐĚƌĂǁŝŶŐƉĂƩĞƌŶƐ 34 ůĂƌŐĞƐƚĂƚƵĞĐŽŵŵĞŵŽƌĂƚĞƐ>ŽƌĚ
ŽŶƚŚĞŐƌŽƵŶĚŝŶĐŚĂůŬ͘ƐĞĂĐŚƉŝĐƚƵƌĞ ĂůŝĂŶŝƌ͛dĂŝŶ//͕ĂŶŽďůĞƉŚŝůĂŶƚŚƌŽƉŝƐƚ
ŝƐĐŽŵƉůĞƚĞĚ͕ŝƚƐƚĂƌƚƐƚŽŵŽǀĞ͘ ůŽƐƚĂƚƐĞĂ͘,ĞŚŽůĚƐĂƐƉLJŐůĂƐƐŝŶŽŶĞ
23 ^ŽŵĞŽŶĞ͛ƐƉĂŝŶƚĞĚƚŚĞĐƌŽǁŶĚŝĞƐ ŚĂŶĚĂŶĚĂĚƌĂŐŽŶƚƵƌƚůĞŝŶƚŚĞŽƚŚĞƌ͘
ǁŝƚŚŽƌĂŶĞůĂĐƌŽƐƐƚŚĞŐĂƚĞƐŽĨĂ ϯϱ zŽƵƉĂƐƐďLJĂ,ŽƉĞtĞůů͘^ƵƉƉŽƐĞĚůLJ͕
ŶŽďůĞ͛ƐŵĂŶƐŝŽŶ͘ŵĞŵďĞƌŽĨƚŚĞ ĂŶLJĐŽŝŶƐLJŽƵƚŚƌŽǁŝŶƚŚĞǁĞůůĂƌĞ
^ŚĂƌŶtĂƚĐŚŝƐƚĂůŬŝŶŐƚŽƚŚĞƐĞƌǀĂŶƚƐ͘ ƚƌĂŶƐƉŽƌƚĞĚĚŽǁŶƚŽŚĞůƉƚŚĞƚƌŽƵďůĞĚ
24 ŐŝƌůǁĞĂƌŝŶŐƚŚĞĐŽůŽƌƐŽĨ,ŽƵƐĞ ƉĞŽƉůĞŽĨƚŚĞůŽǁĞƌǁĂƌĚƐ͘
sĂĚĂůŝƐĐŚĂƐĞƐŚĞƌŵŝŶŝĂƚƵƌĞĐŚŝŵĞƌĂ͘ ϯϲ ŚĂůĨͲĞůĨŶŽďůĞǁŽŵĂŶƐƚƌŝĚĞƐďLJ
Ϯϱ ƚĞĂŵŽĨŚĂŶĚůĞƌƐĨƌŽŵ,ŽƵƐĞsĂĚĂůŝƐ ǁĞĂƌŝŶŐĂĨĂŶĐLJƌĞĚĚƌĞƐƐĂŶĚĐĂƌƌLJŝŶŐ
ǁĂůŬĂůŽŶŐƐŝĚĞĂƐŵĂůůŐĞůĂƟŶŽƵƐĐƵďĞ͘ ĂŵĂƚĐŚŝŶŐƉĂƌĂƐŽů͘ŽƚŚƚŚĞĚƌĞƐƐĂŶĚ
͞tĞ͛ƌĞƚƌLJŝŶŐŝƚŽƵƚ͕ƐĞĞŝŶŐŝĨŝƚĐĂŶ ƵŵďƌĞůůĂĂƌĞĚĞĐŽƌĂƚĞĚǁŝƚŚ^ŝďĞƌLJƐ
ŬĞĞƉƚŚŝŶŐƐĐůĞĂŶ͕͟ƚŚĞLJƐĂLJ͘ ĚƌĂŐŽŶƐŚĂƌĚƐ͘
Ϯϲ /ƚƐƚĂƌƚƐƚŽĚƌŝnjnjůĞ͘ǁĞůůͲĚƌĞƐƐĞĚ 37 zŽƵĐŽŵĞƵƉŽŶĂďĞĂƵƟĨƵůŐĂƌĚĞŶ
ŚĂůĨͲĞůĨŐůĂƌĞƐĂƚƚŚĞƐŬLJĂŶĚƐŶĂƉƐ ĂƚƚŚĞĞĚŐĞŽĨĂƚŽǁĞƌ͘ŶĞůĨŝŶĮŶĞ
ŚŝƐĮŐƵƌĞƐ͕ĂŶĚƚŚĞƌĂŝŶŝŵŵĞĚŝĂƚĞůLJ ŵŽƵƌŶŝŶŐĐůŽƚŚĞƐůŽŽŬƐŽƵƚŽǀĞƌƚŚĞ
ƐƚŽƉƐ͘ ĞĚŐĞ͘
27 ǀĞŶĚŽƌŽīĞƌƐĂƐĞůĞĐƟŽŶŽĨŵŽƵƚŚͲ 38 ŐŶŽŵĞŝŶŶĂƵƟĐĂůŽƵƞŝƚŽīĞƌƐƟĐŬĞƚƐ
ǁĂƚĞƌŝŶŐƵŶĚĂŝƌŝĂŶĞŶƚƌĞĞƐĨƌŽŵĂ ĨŽƌĂ͚ĐĞůĞďƌŝƚLJƐŬLJĐŽĂĐŚƚŽƵƌ͛ĨŽƌũƵƐƚϱ
ŇŽĂƟŶŐĐĂƌƚͶŽŶůLJϴƐŽǀĞƌĞŝŐŶƐ;ϴƐƉͿ ŐĂůŝĨĂƌƐ;ϱŐͿĂŚĞĂĚ͘
ĨŽƌĂŵĂŐŝĐĂůŵĞĂů͊ 39 zŽƵƐƉŽƚĂƵŶŝƚŽĨƚŚĞZĞĚĐůŽĂŬ
28 ŵĞŵďĞƌŽĨƚŚĞ^ŚĂƌŶtĂƚĐŚƐƚŽƉƐ ĂƩĂůŝŽŶ͕ƚŚĞĞůŝƚĞƐŽůĚŝĞƌƐŽĨƚŚĞ
LJŽƵ͘͞ĂŶ/ŚĞůƉLJŽƵ͍ƌĞLJŽƵƐƵƌĞ ^ŚĂƌŶtĂƚĐŚ͘dŚĞLJ͛ƌĞƚĂůŬŝŶŐƚŽƚŚĞ
LJŽƵ͛ƌĞŝŶƚŚĞƌŝŐŚƚǁĂƌĚ͍͟ ŽǁŶĞƌŽĨĂůŽĐĂůƚĂǀĞƌŶ͘
29 zŽƵƉĂƐƐƚŚĞŽƉĞŶĚŽŽƌƐŽĨĂƐŵŝƚŚLJ͘ ϰϬ ŚĂůĨͲĞůǀĞŶƉŽĞƚůŽƵĚůLJƌĞĐŝƚĞƐ
/ŶƐŝĚĞ͕ĂŶƵŵďĞƌŽĨŚĂƌĚͲǁŽƌŬŝŶŐƚŽŽůƐ ĂůĞŶŐƚŚLJƉŽĞŵĂďŽƵƚƚŚĞƚƌĂŐŝĐ
ĂƌĞŵŽǀŝŶŐĂŶĚŇŽĂƟŶŐŝŶĚĞƉĞŶĚĞŶƚůLJ͘ ĚĞƐƚƌƵĐƟŽŶŽĨLJƌĞ͘
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ϯϬ ƉƌŝĞƐƚĞdžƉůĂŝŶƐŚŽǁƚŚĞďĞƐƚǁĂLJƚŽ
ĞĂƌŶƚŚĞďůĞƐƐŝŶŐƐŽĨ<Žů<ŽƌƌĂŶŝƐƚŽ
ĚŽŶĂƚĞ͘͞&ŽƌĞĂĐŚĐŽŝŶLJŽƵŐŝǀĞ͕LJŽƵ͛ůů
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31 zŽƵĐŽŵĞƵƉŽŶĂĨŽƵŶƚĂŝŶŽĨĐŽůĚ
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32 ƚƌŝŽŽĨĞůǀĞƐƉĞƌĨŽƌŵƉĞƌĨŽƌŵĂ
ƌĞŵĂƌŬĂďůĞĚŝƐƉůĂLJŽĨĂƚŚůĞƟĐƐĂŶĚ
ŝůůƵƐŝŽŶŵĂŐŝĐ͕ĂĚǀĂŶĐĞĚƉƵďůŝĐŝƚLJĨŽƌ
ƚŚĞĂƌŶŝǀĂůŽĨ^ŚĂĚŽǁƐ͘
33 ůŽǀĞůLJŵŽƐĂŝĐĚŝƐƉůĂLJƐƚŚĞƐĞĂůŽĨƚŚĞ
ƵŶŝƚĞĚ'ĂůŝĨĂƌ͘

CHAPTER 6 | THE STREETS OF SHARN 163


APPENDIX A: FURTHER READING
After reading this ?IaÅVLMZ¼[/]QLM, you may ruins, sinister organizations, and treasure-laden
have questions. What’s the Aurum? Who are dungeons of Stormreach. In addition to providing
the Daughters of Sora Kell? Just how many Dungeon Masters with a richly detailed city for
districts are there in Sharn, and what happens their Xen’drik based campaigns, this supplement
to adventurers in the Mournland? What’s in presents information on the movers and shakers of
Xen’drik? Until new material becomes available Stormreach, ready-to-use adversaries, adventure
NWZ\PMÅN\PMLQ\QWVWN\PMDUNGEONS & DRAGONS hooks, and location maps.
:WTMXTIaQVO/IUMaW]KIVÅVL\PMIV[_MZ[\W Dragons of Eberron (3.5E): This supplement
these questions and many more in the resources delves into the mysterious Draconic Prophecy.
created in previous editions of the game. It explores the continent of Argonnessen,
homeland of the dragons, and describes various

EBERRON SOURCEBOOKS
new adventure sites. This book also investigates
dragons on the continents of Khorvaire, Sarlona,
and Xen’Drik.
These resources are currently available as ebooks
Dragonmarked (3.5E): This supplement
via the Dungeon Master’s Guild at:
explores each of the thirteen dragonmarked
DMsGuild.com houses in detail and presents advice for playing
The -JMZZWV+IUXIQOV;M\\QVOand -JMZZWV+IUXIQOV dragonmarked characters within a house or guild.
/]QLMboth provide an overview of the world, It also introduces new options for dragonmarked
including advice on creating adventures and characters, including prestige classes, feats, and
a deeper look at the nations of Khorvaire and spells. Finally, it discusses aberrant dragonmarks
the lands beyond it. Either of these books can and their role in a campaign.
be useful for a Dungeon Master who wants Eberron Campaign Guide (4E): Designed for
further insight into the setting. The other books the fourth edition of the DUNGEONS & DRAGONS
IZMTIZOMTa\QML\W[XMKQÅK[]JRMK\[1NaW]_IV\ Roleplaying Game, this book presents a historical
to run a campaign in the mysterious lands of and geographical overview of the setting;
Xen’drik, ;MKZM\[WN@MV¼LZQS and +Q\aWN;\WZUZMIKP information on key locations, personalities, and
PI^MITW\\WW‫ٺ‬MZ1NaW]¼ZMOWQVO\W[\IaPWUM organizations; an introductory adventure; and a
.Q^M6I\QWV[reveals more information about bestiary of monsters and villains.
the nations at the heart of Khorvaire, while Eberron Campaign Setting (3.5E): The
,ZIOWVUIZSMLexpands on the dynasties that ÅZ[\[W]ZKMJWWSNWZ\PM[M\\QVO\PQ[XZW^QLM[I
dominate the magical economy. general overview of the world. This includes the
All of these books were written for the revised IZ\QÅKMZKTI[[IVL[\I\Q[\QK[NWZUWV[\MZ[]VQY]M
third edition (3.5E) or the fourth edition (4E) of to Eberron (deathless, daelkyr, quori), along with
the Dungeons & DragonsRoleplaying Game. a host of spells, feats, prestige classes, and other
The setting material in these books is suitable to game material.
any Eberron campaign but the monsters, spells, Eberron Player’s Guide (4E): This book
classes, feats, or other game material in these presents Eberron from the point of view of the
books require adaptation for use in modern adventurer exploring it. This includes everything
campaigns. a player needs to create Eberron characters in
the fourth edition of the DUNGEONS & DRAGONS
City of Stormreach (3.5E): Stormreach is an Roleplaying Game.
IL^MV\]ZMZ¼[ÅZ[\[\WX_PMVM`XTWZQVO\PMLQ[\IV\ Explorer’s Handbook (3.5E): This book
land of Xen’drik. This book describes the shadowy gives players everything they need to explore a

164 THE WAYFARER’S GUIDE TO EBERRON


variety of sites across Eberron, including modes the mountain refuge of Adar, the vast empire of
WN\ZI^MTM`XTWZQVO\QX[IVLZ]TM[NWZRWQVQVO Riedra, and the mysterious lands of Syrkarn and
WZOIVQbI\QWV[[]KPI[\PMXZM[\QOQW][?IaÅVLMZ the Tashana Tundra.
Foundation. For DMs, the book describes Secrets of Xen’drik (3.5E): This book
several likely “launching pads” and destinations, delves into the mysteries of Xen’drik, including
complete with maps, ready-to-play encounters, encounters, exotic locations, and new monsters,
and pregenerated NPCs. magic items, and more.
Faiths of Eberron (3.5E): This supplement Sharn: City of Towers (3.5E): This book
XZM[MV\[LM\IQTMLLM[KZQX\QWV[WN\PMUIRWZ provides an in-depth exploration of the City of
religions of Eberron, including the rival Towers. In addition to describing more than
pantheons of the Sovereign Host and the Dark 100 city districts, it delves into the organizations
Six, the young faith of the Silver Flame, and the that are active in Sharn and explores the laws
mysterious Blood of Vol. enforced in the city… and the many forces
Five Nations (3.5E): This provides that break them. It includes maps of Sharn and
comprehensive overviews of Aundair, Breland, locations within it, along with NPCs, spells,
Karrnath, Thrane, and the Mournland, prestige classes, magic items, and more.
including postwar status, government, and

EBERRON NOVELS
economy, as well as important locations,
communities, organizations, and NPCs.
Forge of War (3.5E): This comprehensive
There are dozens of novels that explore the world
overview of the Last War provides all you need to
of Eberron. Here are a few that are currently
SVW_IJW]\\PMM^MV\[IZUQM[JI\\TMÅMTL[IVL
available as ebooks or audiobooks:
themes of Eberron’s greatest clash of nations.
The Draconic Prophecy trilogy by James
Magic of Eberron (3.5E): In addition to
Wyatt: ;\WZU,ZIOWV,ZIOWV.WZOM,ZIOWV?IZA
presenting new arcane and divine spells, feats,
half-elf seer with the Mark of Storms discovers
XZM[\QOMKTI[[M[IVLUIOQKQ\MU[\PQ[JWWSW‫ٺ‬MZ[
his role in the mysterious Draconic Prophecy—a
VM_WX\QWV[IVLQVN][QWV[NWZIZ\QÅKMZ[M`XTWZM[
destiny that will take him from the dungeons of
dragon totem magic and the twisted experiments
Dreadhold to Aundair and Argonnessen.
of the daelkyr, sheds light on the process of
The Dragon Below trilogy by Don
elemental binding, and touches on other types of
Bassingthwaite: <PM*QVLQVO;\WVM<PM/ZQM^QVO
magic present in the world.
<ZMM<PM3QTTQVO;WVOBeginning in the gloom of
Player’s Guide to Eberron (3.5E): An
the Shadow Marches, this series draws in the
overview of important locations, events,
Gatekeeper druids, the daelkyr, the kalashtar,
organizations, races, and features of the Eberron
and the Cults of the Dragon Below.
campaign setting, this gives a sense of what a
The Dreaming Dark trilogy by Keith
player character might know about the world,
Baker: +Q\aWN<W_MZ[<PM;PI\\MZML4IVL/I\M[
while providing additional character options.
WN6QOP\. In the wake of the Mourning, a band
Races of Eberron (3.5E): This sourcebook
of Cyran soldiers travel to the city of Sharn.
delves deeply into changelings, kalashtar, shifters,
Trouble in the City of Towers leads them to the
and warforged. It provides detailed information
ruins of Xen’drik and the planes of Thelanis and
on the psychology, society, culture, behavior,
Dal Quor as they unravel the schemes of the
religion, folklore, and other aspects of these races,
Dreaming Dark.
as well as exploring the role of other core D&D
The Heirs of Ash trilogy by Rich Wulf:
races in the setting.
>WaIOMWN\PM5W]ZVQVO,I_V.TQOP\WN\PM,aQVO;]V
Secrets of Sarlona (3.5E): This sourcebook
:Q[MWN\PM;M^MV\P5WWVThis series follows the
explores the continent of Sarlona, home to the
KZM_WNIVIQZ[PQXWVIRW]ZVMaIKZW[[-JMZZWVQV
kalashtar and the villainous Inspired. It explores
pursuit of a mysterious superweapon.

APPENDIX | FURTHER READING 165


The Legacy of Dhakaan trilogy by Don • *W]VL*a1ZWVby Edward Bolme follows a
Bassingthwaite: <PM,WWUWN3QVO[, ?WZLWN mystery in the grim nation of Karrnath.
<ZIQ\WZ[<PM<aZIVVaWN/PW[\[. The shifter Geth is • <PM6QOP\WN4WVO;PILW_[by Paul Crilley.
drawn into the intrigues of the goblin nation of Inquisitive Abraxus Wren investigates a
Dhakaan, dealing with the precarious balance murder at Morgrave University, uncovering
between the Ghaal’dar, the Dhakaani, and the a mystery that reaches to the highest towers
elves of Valenar. of Sharn.
The Thorn of Breland trilogy by Keith
Baker: <PM9]MMVWN;\WVM<PM;WVWN3PaJMZ • 4MOIKaWN?WT^M[by Marsheila Rockwell is
<PM.ILQVO,ZMIU. A member of the elite Dark set in the nation of Thrane, and deals with
Lanterns, Thorn clashes with House Tarkanan shifters and the dark history of the Church
in Sharn; pursues a dangerous mission in the of the Silver Flame.
monstrous nation of Droaam; and follows a • <PM,IZS_WWL5I[SJa2M‫ٺ‬4I;ITIM`XTWZM[
mysterious lead deep into the Mournland. the politics of Breland and Karrnath
Eberron: Inquisitives is a series of stand- through the fallout of an ambassador’s
alone novels focusing on inquisitives— murder in the city of Korth.
Eberron’s answer to the private investigator.

166 APPENDIX | FURTHER READING


APPENDIX B: GLOSSARY
Aberrant Dragonmark. A mark that Breland. A nation in southern Khorvaire.
manifests on the skin and grants magical abilities Known for industry and pragmatism. One of
to the bearer. Aberrant dragonmarks are diverse the Five Nations that formed the Kingdom of
QV\PMQZM‫ٺ‬MK\[IVLIXXMIZIVKMJ]\OMVMZITTa Galifar. +PIX\MZ.
grant destructive abilities. Superstition leads Callestan. A district in the Lower Dura ward
many people to distrust those who carry aberrant of Sharn. A dangerous and lawless region of the
dragonmarks. +PIX\MZ City of Towers. +PIX\MZ
Adept. A divine spellcaster who knows 1-4 Cannith. A dragonmarked house associated
cantrips or rituals. +PIX\MZ with the Mark of Making. +PIX\MZ
Aerenal. An island nation in Eberron. Changeling. A race of shapeshifters found in
Homeland of the elves and the Undying Court. Khorvaire. +PIX\MZ
+PIX\MZ. +TQ‫\ٺ‬WX. A district in the Upper Dura ward
Arawai. The Sovereign of Life and Love. A of Sharn. Known as a reliable source of capable
deity of the Sovereign Host often associated with adventurers. +PIX\MZ
the Life and Nature domains. +PIX\MZ Crown. A copper coin with a value of 1 cp.
Arcanix<PMÅVM[\QV[\Q\]\MNWZIZKIVM +PIX\MZ.
research in Khorvaire, located in the nation of Cyre. One of the Five Nations that formed the
Aundair. +PIX\MZ. Kingdom of Galifar, Cyre was known for art and
Aundair. A nation in northwestern Khorvaire. IZ\QÅKM+aZM_I[LM[\ZWaMLJa\PM5W]ZVQVO
Known for education and arcane magic. One and is now known as the Mournland. +PIX\MZ.
of the Five Nations that formed the Kingdom of Daanvi. The plane of order. +PIX\MZ
Galifar. +PIX\MZ. Daask. A criminal organization with ties to
Aureon. The Sovereign of Law and Lore. A the monstrous nation of Droaam. Primarily
deity of the Sovereign Host often associated with associated with violent crime and extortion.
the Knowledge and Order domains. +PIX\MZ +PIX\MZ
Aurum. A powerful conspiracy operating in Dark Six. The sinister counterpart to the
Khorvaire. +PIX\MZ Sovereign Host. The deities of the Dark Six
Balinor. The Sovereign of Horn and Hunt. A embody dangerous forces: death, darkness,
deity of the Sovereign Host often associated with destruction, treachery, chaos, passion. Most
the Nature domain. +PIX\MZ followers of the Sovereign Host view the Dark
Blood of Vol. A grim religion that believes Six as evil, but their followers believe that the
that death is oblivion, but that mortals have a forces they represent are important aspects of life.
spark of divinity in their blood. Associated with +PIX\MZ
the Life and Death domains. +PIX\MZ Daelkyr. 8W_MZN]TÅMVL[NZWU\PMXTIVM
Boldrei. The Sovereign of Hall and Hearth. A of Madness. Daelkyr create aberrations and
deity of the Sovereign Host often associated with JZW]OP\UQVLÆIaMZ[IVLJMPWTLMZ[\W-JMZZWV
the Life and Protection domains. +PIX\MZ The daelkyr are currently bound in Khyber by
Boromar Clan. A powerful criminal seals created by the Gatekeeper druids. +PIX\MZ.
organization with deep roots in Sharn. Primarily Dal Quor. The plane of dreams. +PIX\MZ
associated with theft, gambling, and smuggling. Darguun. A nation in southeast Khorvaire.
+PIX\MZ Primarily populated by goblins who seized the
region from Cyre during the Last War. +PIX\MZ.

APPENDIX | GLOSSARY 167


Demon Wastes. A barren region in deep below the surface and used with binding
northwestern Khorvaire. The Demon Wastes enchantments. ;QJMZa[LZIOWV[PIZL[fall from the sky
are twisted by dark powers and home to a wide and amplify magical energies. +PIX\MZ
^IZQM\aWNÅMVL[+PIX\MZ Droaam. A nation in western Khorvaire.
Deneith. A dragonmarked house associated Droaam was formed ten years ago and isn’t
with the Mark of Sentinel. +PIX\MZ recognized under the Treaty of Thronehold.
Devourer, the. A deity of the Dark Six, often Its inhabitants are largely creatures considered
associated with the Tempest domain. +PIX\MZ to be “monsters”: ogres, trolls, gnolls, harpies,
Dhakaan. A goblin empire that existed medusas, and similar creatures. +PIX\MZ
before humanity came to Khorvaire. Destroyed Dreaming Dark)VITTQIVKMWNÅMVL[[IQL\W
\PW][IVL[WNaMIZ[IOWIN\MZÅOP\QVO\PMLIMTSaZ be manipulating mortal dreams. +PIX\MZ
+PIX\MZ. Eberron. 1. One of the legendary Progenitor
Dol Arrah. The Sovereign of Sun and Dragons, said to be the source of natural life and
;IKZQÅKM)LMQ\aWN\PM;W^MZMQOV0W[\WN\MV druidic magic. 2. The natural world. +PIX\MZ
associated with the Light and War domains. Eldeen Reaches. A nation in western
+PIX\MZ Aundair, formed by an alliance between the
Dol Dorn. The Sovereign of Strength and druids of the western woods and farmers who
Steel. A deity of the Sovereign Host, often broke away from Aundair. +PIX\MZ
associated with strength, courage, and the War Emerald Claw. The Order of the Emerald
domain. +PIX\MZ Claw is a group of Karrnathi patriots who serve a
Dolurrh. The realm of the dead, where Ua[\MZQW][ÅO]ZMSVW_VI[\PM9]MMVWN,MI\P
mortal souls go after death. Many faiths believe Many follow the Blood of Vol faith, but most
that Dolurrh is a gateway to a higher level of followers of the Blood of Vol don’t support the
existence. +PIX\MZ Emerald Claw. +PIX\MZ
Draconic Prophecy. Signs of the Prophecy Excoriate. A dragonmarked heir who’s been
manifest in the movement of the moons and K]\W‫ٺ‬NZWU\PMQZPW][M][]ITTaL]M\WIKZQUM
planes, in the manifestation of dragonmarks against the house. +PIX\MZ
and natural phenomena. The Prophecy doesn’t Everice. An arctic continent in Eberron.
LMÅVM\PMN]\]ZMJ]\Q\ZM^MIT[XI\P[\PI\Q\KIV +PIX\MZ
take. +PIX\MZ Fernia. <PMXTIVMWNÅZM+PIX\MZ
Dragonmark. A mark that manifests on Five Nations. Aundair, Breland, Cyre,
the skin and grants magical abilities to the 3IZZVI\PIVL<PZIVM<PM[MÅ^MVI\QWV[[MZ^ML
bearer. There are twelve known dragonmarks. as the foundation of the Kingdom of Galifar and
,ZIOWVUIZS[IZMPMZMLQ\IZaIVL\QML\WI[XMKQÅK were the primary combatants in the Last War.
set of bloodlines. +PIX\MZ. +PIX\MZ
Dragonmarked Houses. An alliance of Forgehold. A Cannith workshop focusing on
families that carry a particular dragonmark; arcane production or innovation. +PIX\MZ
House Cannith carries the Mark of Making, Foundling. Someone who develops a
House Sivis holds the Mark of Scribing. Each dragonmark without having any established ties
dragonmarked house has used the power of its to one of the dragonmarked houses. +PIX\MZ.
UIZS[\WOIQVQVÆ]MVKMW^MZIXIZ\QK]TIZMTMUMV\ Frostfell. An arctic continent in Eberron.
of the magical economy of Khorvaire. +PIX\MZ +PIX\MZ
Dragonshard. A form of crystal with mystical Fury, the. A deity of the Dark Six, associated
properties. -JMZZWVLZIOWV[PIZL[are found in with passion, madness, and vengeance. +PIX\MZ
upper earth and are the primary fuel of the Galifar. A human civilization that once
magical economy. 3PaJMZLZIOWV[PIZL[are found dominated the continent of Khorvaire, named

168 APPENDIX | GLOSSARY


after the king who established it. Galifar came Lhazaar Principalities. An alliance of
to an end when the Five Nations turned on one city-states in northeastern Khorvaire. Known for
another, triggeering the Last War. +PIX\MZ. ships and sailors, and for both merchants and
Ghaal’dar. The alliance of goblin clans that pirates. +PIX\MZ
established and currently rule the nation of Library of Korranberg. Located in Zilargo,
Darguun. +PIX\MZ the Library of Korranberg is widely considered
Ghallanda. A dragonmarked house associated to be the most extensive collection of literature
with the Mark of Hospitality. +PIX\MZ. and general knowledge in Khorvaire. +PIX\MZ
Greater Dragonmark. A dragonmark that Lyrandar. A dragonmarked house associated
has grown in size and grants greater powers to with the Mark of Storms. +PIX\MZ.
the character that possesses it. +PIX\MZ. Mabar. The plane of darkness and entropy.
Irian. The plane of light and hope. The source The source of negative energy in Eberron. Serves
of positive energy in Eberron. +PIX\MZ the role of the Shadowfell in Eberron. +PIX\MZ
Jorasco. A dragonmarked house associated Magewright. Someone who uses arcane
with the Mark of Healing. +PIX\MZ. magic as part of their occupation. A typical
Kalashtar. A hybrid race formed by a bond magewright knows 1 to 4 practical cantrips or
between humans and renegade spirits from the rituals. +PIX\MZ
plane of dreams. Primarily found in the nation of Manifest Zone. A region where one of
Adar in Sarlona. +PIX\MZ. \PMXTIVM[QVÆ]MVKM[-JMZZWV)UIVQNM[\
Karrnath. A nation in northeastern zone usually displays traits associated with the
Khorvaire. Known for stoicism and martial connected plane, and it can serve as a portal to
discipline. One of the Five Nations that formed that plane.
the Kingdom of Galifar. +PIX\MZ. Medani. A dragonmarked house associated
Keeper, the. A deity of the Dark Six, often with the Mark of Detection. +PIX\MZ.
associated with the Death and Grave domains. Mockery, the. A deity of the Dark Six, often
+PIX\MZ associated with the Trickery and War domains.
Khoravar. The half-elves of Khorvaire use +PIX\MZ
this term—Elvish for “child of Khorvaire”—as Morgrave University. Located in the Upper
the name of their race. +PIX\MZ. Menthis Plateau ward of Sharn, Morgrave
Khorvaire. A continent in Eberron. Home of University is the largest institute of learning in
the Thronehold nations. +PIX\MZ. Breland. +PIX\MZ.
Khyber. 1. One of the legendary Progenitor Mournland. Formerly the nation of Cyre, the
,ZIOWV[[IQL\WJM\PM[W]ZKMWNÅMVL[IVLW\PMZ Mournland is an unnatural wasteland created
evil creatures. 2. The Underdark of Eberron. by the Mourning. It is home to many dangerous
+PIX\MZ. KZMI\]ZM[IVL]VXZMLQK\IJTMUIOQKITM‫ٺ‬MK\[
Kol Korran. The Sovereign of World and +PIX\MZ
Wealth. A deity of the Sovereign Host associated Mourning. The mystical cataclysm that
with trade and travel. +PIX\MZ destroyed the nation of Cyre and transformed
Kundarak. A dragonmarked house associated it into the Mournland. The Mourning took
with the Mark of Warding. +PIX\MZ. place on 20 Olarune 994 YK. The cause of the
Kythri. The plane of chaos. +PIX\MZ Mourning remains a mystery. +PIX\MZ.
Lamannia. The plane of nature. +PIX\MZ Mror Holds. A mountainous nation in
Last War)KWVÆQK\NW]OP\\WLM\MZUQVM eastern Khorvaire. Primarily inhabited by
which of the Five Nations would rule Galifar. dwarves. Known for its mines and mineral
The Last War began in 894 YK. The Last War wealth. +PIX\MZ.
W‫ٻ‬KQITTaMVLMLQV!!A3_Q\P\PM[QOVQVOWN\PM
Treaty of Thronehold. +PIX\MZ

APPENDIX | GLOSSARY 169


Olladra. The Sovereign of Feast and Fortune. the Dark Six. 2. A coin with a value of one silver
A deity of the Sovereign Host often associated piece (1 sp). +PIX\MZ
with the Life and Trickery domains. +PIX\MZ Sovereign Host. The most widespread
Onatar. The Sovereign of Fire and Forge. A religion in Khorvaire. The Host is a pantheon of
deity of the Sovereign Host often associated with nine deities. Followers believe the Sovereigns are
the Forge and Knowledge domains. +PIX\MZ WUVQXZM[MV\O]QLQVOIVLQVÆ]MVKQVOITT\PQVO[
Q’barra. A nation in eastern Khorvaire. Most people worship the pantheon as a whole,
Home to lizardfolk and dragonborn, it was but there are variations that focus on subsets of
colonized by settlers from the Five Nations the host. +PIX\MZ
during the Last War. +PIX\MZ Stormreach. The largest human colony in
Orien. A dragonmarked house associated with Xen’drik. +PIX\MZ.
the Mark of Passage. +PIX\MZ. Syrania. The plane of peace. Known for its
Path of Light. A kalashtar religion that seeks ÆWI\QVOKQ\ILMT[+PIX\MZ
to guide Eberron through an age of darkness Talenta Plains. A nation in eastern
and into light. Often associated with the Life and 3PWZ^IQZM8ZQUIZQTaQVPIJQ\MLJaPITÆQVO[
Light domains. +PIX\MZ. +PIX\MZ.
Phiarlan. A dragonmarked house associated Tarkanan. House Tarkanan is a criminal
with the Mark of Shadows. +PIX\MZ. organization primarily associated with theft
Risia. The plane of ice. +PIX\MZ and assassination. Members have aberrant
Sarlona. A continent in Eberron. Home of dragonmarks. +PIX\MZ
humanity and the kalashtar. Dominated by the Tharashk. A dragonmarked house associated
Inspired lords of Riedra. There is limited contact with the Mark of Finding. +PIX\MZ.
between Khorvaire and Sarlona. +PIX\MZ Thelanis. The Faerie Court. This plane serves
Shadow, the. A deity of the Dark Six, often the role of the Feywild in Eberron. +PIX\MZ
associated with the Knowledge domain. +PIX\MZ Thrane. A nation in central Khorvaire.
Shadow Marches. A region of swamps in Known for devotion and the Church of the Silver
southwestern Khorvaire. Primarily inhabited by Flame. One of the Five Nations that formed the
orcs, humans, and half-orcs. +PIX\MZ Kingdom of Galifar. +PIX\MZ.
Shifter. A race thought to have ties to Thronehold. This island city was the former
lycanthropes, primarily found in the Eldeen KIXQ\ITWN/ITQNIZ<PM\ZMI\a\PI\W‫ٻ‬KQITTaMVLML
Reaches. +PIX\MZ. the Last War was negotiated and signed here.
Siberys. 1. One of the legendary Progenitor Thronehold Nation. A nation in Khorvaire
Dragons, thought to be the source of celestials recognized by the Treaty of Thronehold
and magic. 2. The ring of dragonshards that and bound by the terms of the treaty. The
circles the world. +PIX\MZ Thronehold nations are Aundair, Breland,
Silver Flame. A source of divine energy, the Darguun, the Eldeen Reaches, Karrnath, the
;QT^MZ.TIUMJQVL[ÅMVL[IVLMUXW_MZ[\PW[M Lhazaar Principalities, the Mror Holds, Q’barra,
_PWÅOP\M^QT7N\MVI[[WKQI\ML_Q\P\PM4QNM the Talenta Plains, Thrane, Valenar, and
Light, and War domains. +PIX\MZ Zilargo. +PIX\MZ
Sivis. A dragonmarked house associated with Thuranni. A dragonmarked house associated
the Mark of Scribing. +PIX\MZ. with the Mark of Shadow. +PIX\MZ.
Skycoach. )[UITTÆaQVO^M[[MTNW]VLQV\PM Traveler, the. A deity of the Dark Six, often
city of Sharn. Skycoaches are sustained by the associated with the Forge and Trickery domains.
manifest zone around Sharn and can’t be used +PIX\MZ
elsewhere in Khorvaire. +PIX\MZ Treaty of Thronehold. The agreement that
Sovereign. 1. One of the deities of the brought the Last War to an end. +PIX\MZ
Sovereign Host; occasionally used to describe

170 APPENDIX | GLOSSARY


Tyrants, the. A criminal organization Warforged. A race of sentient golems created
primarily comprised of changelings and by House Cannith during the Last War. The
doppelgangers. Associated with forgery, Treaty of Thronehold granted freedom to
blackmail, and fraud. +PIX\MZ the warforged and forbid the creation of new
Twelve. An organization that facilitates warforged. +PIX\MZ
communication and cooperation between the Xoriat. The plane of madness. +PIX\MZ
Dragonmarked Houses. +PIX\MZ YK. “Year of the Kingdom.” A calendar
Undying Court. The council of deathless abbreviation used to mark the foundation of
elves that guides and protects the elves of the Kingdom of Galifar. By default, an Eberron
Aerenal. As a source of divine power, often campaign begins in 998 YK. +PIX\MZ
associated with the Grave, Knowledge, and Light Xen’drik. A continent in Eberron. Once
domains. +PIX\MZ home to an empire of giants, it’s now a nation of
Valenar. 1. A nation in southeastern ruins and mysteries. +PIX\MZ.
Khorvaire. Established by elf mercenaries who Zilargo. A nation in the southern Khorvaire.
seized the territory from Cyre. 2. One of the elves Primarily populated by gnomes. Known for
who seized this region. Valenar elves known for elemental binding and the pursuit of knowledge.
their devotion to the arts of war. +PIX\MZ +PIX\MZ
Wandslinger. Someone who uses an arcane
focus as a primary weapon. NPC wandslingers
typically know 2 cantrips, and up to three
additional cantrips or spells. +PIX\MZ

APPENDIX | GLOSSARY 171


APPENDIX C: DRAGONMARKED HOUSE CRESTS

172 APPENDIX | DRAGONMARKED HOUSE CRESTS


APPENDIX | DRAGONMARKED HOUSE CRESTS 173
CLASS: ARTIFICER Quick Build
Qgm[YfeYc]YfYjlaÕ[]jima[cdqZq^gddgoaf_l`]k]
EYkl]jkg^mfdg[caf_eY_a[af]n]jq\YqgZb][lk$YjlaÕ- suggestions. First, put your highest ability score in Intel-
cers are supreme inventors. They see magic as a com- ligence, followed by Constitution or Dexterity. Second,
hd]pkqkl]eoYalaf_lgZ]\][g\]\Yf\[gfljgdd]\&9jlaÕ- choose the guild artisan background.
cers use tools to channel arcane power, crafting magical
gZb][lk&Lg[YklYkh]dd$YfYjlaÕ[]j[gmd\mk]Yd[`]eaklÌk Optional Rule: Multiclassing
kmhhda]klg[j]Yl]Yhgl]fl]dapaj$[Ydda_jYh`]jÌkkmhhda]k If your group uses the optional rule on multiclassing in
lgafk[jaZ]Yka_adg^hgo]jgfYfYddqÌkYjegj$gjlafc]jÌk the Player’s Handbook$`]j]Ìko`Ylqgmf]]\lgcfgoa^
lggdklg[jY^lYl]ehgjYjq[`Yje&L`]eY_a[g^YjlaÕ[]jk qgm[`ggk]YjlaÕ[]jYkgf]g^qgmj[dYkk]k&
is tied to their tools and their talents. Ability Score Minimum. As a multiclass character,
you must have at least an Intelligence score of 13 to take
Arcane Science a level in this class, or to take a level in another class if
qgmYj]Ydj]Y\qYfYjlaÕ[]j&
In the world of Eberron, arcane magic has been har-
HjgÕ[a]f[a]k?Yaf]\&A^YjlaÕ[]jakfÌlqgmjafalaYd
nessed as a form of science and deployed throughout
[dYkk$`]j]Yj]l`]hjgÕ[a]f[a]kqgm_Yafo`]fqgmlYc]
kg[a]lq&9jlaÕ[]jkj]Ö][ll`ak\]n]dghe]fl&L`]ajcfgod-
qgmjÕjkld]n]dYkYfYjlaÕ[]j2da_`lYjegj$e]\ameYj-
edge of magical devices, and their ability to infuse mun-
egj$k`a]d\k$l`a]n]kÌlggdk$lafc]jÌklggdk&
\Yf]al]ekoal`eY_a[$Yddgok=Z]jjgfÌkegkleajY[m-
 Kh]ddKdglk& Add half your levels (rounded up) in the
lous projects to continue.
YjlaÕ[]j[dYkklgl`]YhhjghjaYl]d]n]dk^jgegl`]j[dYkk]k
 <mjaf_l`]DYklOYj$YjlaÕ[]jko]j]eYjk`Yd]\gfY
to determine your available spell slots.
massive scale. Many lives were saved because of the in-
n]flagfkg^ZjYn]YjlaÕ[]jk$Zml[gmfld]kkdan]ko]j]Ydkg
lost because of the mass destruction unleashed by their Class Features
creations. 9kYfYjlaÕ[]j$qgm_Yafl`]^gddgoaf_[dYkk^]Ylmj]k&

Seekers of New Lore Hit Points


Fgl`af_]p[al]kYfYjlaÕ[]jimal]dac]mf[gn]jaf_Yf]o Hit Dice:)\0h]jYjlaÕ[]jd]n]d
metal or discovering a source of elemental energy. In Hit Points at 1st Level:0#qgmj;gfklalmlagfeg\aÕ]j
YjlaÕ[]j[aj[d]k$f]oafn]flagfkYf\kljYf_]\ak[gn]ja]k Hit Points at Higher Levels: 1d8 (or 5) + your Constitu-
[j]Yl]l`]egkl]p[al]e]fl&9jlaÕ[]jko`goak`lgeYc] lagfeg\aÕ]jh]jYjlaÕ[]jd]n]dY^l]j)kl
their mark must innovate, creating something fresh, Proficiencies
rather than iterating on familiar designs.
Armor: Light armor, medium armor, shields
 L`ak\jan]^gjfgn]dlqhmk`]kYjlaÕ[]jklgZ][ge]Y\-
Weapons: Simple weapons
n]flmj]jk&=Z]jjgfÌkeYafljYn]djgml]kYf\hghmdYl]\
Tools:L`a]n]kÌlggdk$lafc]jÌklggdk$gf]lqh]g^YjlakYfÌk
j]_agfk`Yn]dgf_kaf[]Z]]f]phdgj]\&L`mk$YjlaÕ[]jk
tools of your choice
seek the frontiers of civilization in hopes of making the
next great discovery in arcane research. Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation,
Creating an Artificer Medicine, Nature, Perception, Sleight of Hand
O`]f[j]Ylaf_YfYjlaÕ[]j$l`afcYZgmlqgmj[`YjY[l]jÌk Equipment
relationship with the artisan who taught them their craft. QgmklYjloal`l`]^gddgoaf_]imahe]fl$afY\\alagflgl`]
Does the character have a rival? Talk to your DM about ]imahe]fl_jYfl]\ZqqgmjZY[c_jgmf\2
l`]jgd]hdYq]\ZqYjlaÕ[]jkafl`][YehYa_fYf\l`]kgjl
of organizations you might have ties to. • any two simple weapons of your choice
• a light crossbow and 20 bolts
• your choice of studded leather armor or scale mail
$UWLśFHUVLQ2WKHU:RUOGV • l`a]n]kÌlggdkYf\Y\mf_]gf]]jÌkhY[c
(EHUURQLVWKHZRUOGPRVWDVVRFLDWHGZLWKDUWLśFHUV\HW
 A^qgm^gj_gl`akklYjlaf_]imahe]fl$Yko]ddYkl`]
the class can be found throughout the D&D multiverse.
,QWKH)RUJRWWHQ5HDOPVIRUH[DPSOHWKHLVODQGRI/DQWDQ al]ekg‫]ץ‬j]\ZqqgmjZY[c_jgmf\$qgmklYjloal`-\,
LVKRPHWRPDQ\DUWLśFHUVDQGLQWKHZRUOGRI'UDJRQ- )(_hlgZmqqgmj]imahe]fl&
ODQFHWLQNHUJQRPHVDUHRIWHQPHPEHUVRIWKLVFODVV7KH
VWUDQJHWHFKQRORJLHVLQWKH%DUULHU3HDNVRIWKH:RUOGRI Optional Rule: Firearm Proficiency
*UH\KDZNKDYHLQVSLUHGVRPHIRONWRZDONWKHSDWKRIWKH The secrets of creating and operating gunpowder weap-
DUWLśFHUDQGLQ0\VWDUDYDULRXVQDWLRQVHPSOR\DUWLśFHUV ons have been discovered in various corners of the D&D
WRNHHSDLUVKLSVDQGRWKHUZRQGURXVGHYLFHVRSHUDWLRQDO multiverse. If your Dungeon Master uses the rules on
,QWKH&LW\RI6LJLODUWLśFHUVVKDUHGLVFRYHULHVIURP Õj]Yjekaf[`Yhl]j1g^l`]Dungeon Master’s Guide and
WKURXJKRXWWKHFRVPRVDQGRQHLQSDUWLFXODUòWKHJQRPH qgmjYjlaÕ[]j`YkZ]]f]phgk]\lgl`]gh]jYlagfg^km[`
LQYHQWRU9LòKDVUXQDPXOWLYHUVHVSDQQLQJEXVLQHVVIURP o]Yhgfk$qgmjYjlaÕ[]jakhjgÕ[a]floal`l`]e&
WKHUHVLQFHOHDYLQJWKHZRUOGRIKHUELUWK(EHUURQ,QWKH
ZRUOGFLW\5DYQLFDWKH,]]HW/HDJXHWUDLQVQXPHURXVDUWLś-
FHUVWKHGHVWUXFWLYHQHVVRIZKRPLVXQSDUDOOHOHGLQRWKHU
ZRUOGVòH[FHSWSHUKDSVE\WKHWLQNHUJQRPHVRI.U\QQ

176 APPENDIX | CLASS: ARTIFICER


7KH$UWLILFHU
3URśFLHQF\ ,QIXVLRQV ,QIXVHG &DQWULSV ò6SHOO6ORWVSHU6SHOO/HYHOò
Level %RQXV )HDWXUHV .QRZQ ,WHPV .QRZQ VW QG UG 4th 5th
1st +2 0DJLFDO7LQNHULQJ6SHOOFDVWLQJ ò ò 2 2 ò ò ò ò
2nd +2 Infuse Item 4 2 2 2 ò ò ò ò
3rd +2 $UWLILFHU6SHFLDOLVW 4 2 2 3 ò ò ò ò
7KH5LJKW7RROIRUWKH-RE
4th +2 $ELOLW\6FRUH,PSURYHPHQW 4 2 2 3 ò ò ò ò
5th +3 $UWLILFHU6SHFLDOLVWIHDWXUH 4 2 2 4 2 ò ò ò
6th +3 7RRO([SHUWLVH 6 3 2 4 2 ò ò ò
7th +3 Flash of Genius 6 3 2 4 3 ò ò ò
8th +3 $ELOLW\6FRUH,PSURYHPHQW 6 3 2 4 3 ò ò ò
9th +4 $UWLILFHU6SHFLDOLVWIHDWXUH 6 3 2 4 3 2 ò ò
10th +4 0DJLF,WHP$GHSW 8 4 3 4 3 2 ò ò
11th +4 6SHOO6WRULQJ,WHP 8 4 3 4 3 3 ò ò
12th +4 $ELOLW\6FRUH,PSURYHPHQW 8 4 3 4 3 3 ò ò
13th +5 ò 8 4 3 4 3 3 1 ò
14th +5 0DJLF,WHP6DYDQW 10 5 4 4 3 3 1 ò
15th +5 $UWLILFHU6SHFLDOLVWIHDWXUH 10 5 4 4 3 3 2 ò
16th +5 $ELOLW\6FRUH,PSURYHPHQW 10 5 4 4 3 3 2 ò
17th +6 ò 10 5 4 4 3 3 3 1
18th +6 0DJLF,WHP0DVWHU 12 6 4 4 3 3 3 1
19th +6 $ELOLW\6FRUH,PSURYHPHQW 12 6 4 4 3 3 3 2
20th +6 6RXORI$UWLILFH 12 6 4 4 3 3 3 2

Magical Tinkering Spellcasting


At 1st level, you learn how to invest a spark of magic You have studied the workings of magic and how to chan-
into mundane objects. To use this ability, you must have nel it through objects. As a result, you have gained the
lafc]jÌklggdkgjgl`]jYjlakYfÌklggdkaf`Yf\&Qgml`]f YZadalqlg[Yklkh]ddk&LggZk]jn]jk$qgm\gfÌlYhh]YjlgZ]
touch a Tiny nonmagical object as an action and give it [Yklaf_kh]ddkafY[gfn]flagfYdoYq3qgmdggcYka^qgmÌj]
gf]g^l`]^gddgoaf_eY_a[Ydhjgh]jla]kg^qgmj[`ga[]2 producing wonders using mundane items or outlandish
inventions.
• The object sheds bright light in a 5-foot radius and dim
light for an additional 5 feet. Tools Required
• Whenever tapped by a creature, the object emits a re-
Qgmhjg\m[]qgmjYjlaÕ[]jkh]dd]‫[]ץ‬lkl`jgm_`qgmj
corded message that can be heard up to 10 feet away.
lggdk&Qgmemkl`Yn]Ykh]dd[Yklaf_^g[mkÈkh][aÕ[Yddq
You utter the message when you bestow this property
l`a]n]kÌlggdkgjkge]caf\g^YjlakYfÌklggdÈaf`Yf\
on the object, and the recording can be no more than 6
when you cast any spell with this Spellcasting feature.
seconds long.
QgmemklZ]hjgÕ[a]floal`l`]lggdlgmk]alafl`akoYq&
• The object continuously emits your choice of an odor
K]][`Yhl]j-$É=imahe]fl$Êafl`]Player’s Handbook
or a nonverbal sound (wind, waves, chirping, or the
for descriptions of these tools.
like). The chosen phenomenon is perceivable up to 10
After you gain the Infuse Item feature at 2nd level, you
feet away.
can also use any item bearing one of your infusions as a
• 9klYla[nakmYd]‫[]ץ‬lYhh]Yjkgfgf]g^l`]gZb][lÌk
spellcasting focus.
kmj^Y[]k&L`ak]‫[]ץ‬l[YfZ]Yha[lmj]$mhlg*-ogj\kg^
text, lines and shapes, or a mixture of these elements, Cantrips (0-Level Spells)
as you like. At 1st level, you know two cantrips of your choice from
 L`][`gk]fhjgh]jlqdYklkaf\]Õfal]dq&9kYfY[lagf$ l`]YjlaÕ[]jkh]dddakl&9l`a_`]jd]n]dk$qgmd]YjfY\\a-
you can touch the object and end the property early. lagfYdYjlaÕ[]j[Yfljahkg^qgmj[`ga[]$Ykk`gofafl`]
You can bestow magic on multiple objects, touching ;YfljahkCfgof[gdmefg^l`]9jlaÕ[]jlYZd]&
one object each time you use this feature, though a single When you gain a level in this class, you can replace one
object can only bear one property at a time. The maxi- g^l`]YjlaÕ[]j[Yfljahkqgmcfgooal`Yfgl`]j[Yfljah
emefmeZ]jg^gZb][lkqgm[YfY‫[]ץ‬loal`l`ak^]Ylmj] ^jgel`]YjlaÕ[]jkh]dddakl&
Ylgf]lae]ak]imYdlgqgmjAfl]dda_]f[]eg\aÕ]j eafa-
mum of one object). If you try to exceed your maximum, Preparing and Casting Spells
the oldest property immediately ends, and then the new L`]9jlaÕ[]jlYZd]k`gok`goeYfqkh]ddkdglkqgm`Yn]
property applies. lg[YklqgmjYjlaÕ[]jkh]ddk&Lg[Yklgf]g^qgmjYjlaÕ[]j
spells of 1st level or higher, you must expend a slot of the

APPENDIX | CLASS: ARTIFICER 177


7KH0DJLFRI$UWLśFH Artificer Spell List
$VDQDUWLśFHU\RXXVHWRROVZKHQ\RXFDVW\RXUVSHOOV @]j]Ìkl`]daklg^kh]ddkqgm[gfkmdlo`]fqgmd]YjfYf
:KHQGHVFULELQJ\RXUVSHOOFDVWLQJWKLQNDERXWKRZ\RXôUH YjlaÕ[]jkh]dd&L`]daklakgj_Yfar]\Zqkh]ddd]n]d$fgl
XVLQJDWRROWRSHUIRUPWKHVSHOOHŚHFW,I\RXFDVWcure character level. If a spell can be cast as a ritual, the ritual
woundsXVLQJDOFKHPLVWôVVXSSOLHV\RXFRXOGEHTXLFNO\ lY_Yhh]YjkY^l]jl`]kh]ddÌkfYe]&
SURGXFLQJDVDOYH,I\RXFDVWLWXVLQJWLQNHUôVWRROV\RX These spells are from the Player’s Handbook. If a
PLJKWKDYHDPLQLDWXUHPHFKDQLFDOVSLGHUWKDWELQGV
kh]ddÌkfYe]ak^gddgo]\ZqYfYkl]jakc$l`]kh]ddakaf-
ZRXQGV:KHQ\RXFDVWpoison spray\RXFRXOGŜLQJIRXO
stead from Xanathar’s Guide to Everything.
FKHPLFDOVRUXVHDZDQGWKDWVSLWVYHQRP7KHHŚHFWRI
WKHVSHOOLVWKHVDPHDVIRUDVSHOOFDVWHURIDQ\RWKHUFODVV
EXW\RXUPHWKRGRIVSHOOFDVWLQJLVVSHFLDO
&DQWULSV /HYHO invisibility
 7KHVDPHSULQFLSOHDSSOLHVZKHQ\RXSUHSDUH\RXU acid splash lesser restoration
VSHOOV$VDQDUWLśFHU\RXGRQôWVWXG\DVSHOOERRNRUSUD\ FUHDWHERQśUH levitate
WRSUHSDUH\RXUVSHOOV,QVWHDG\RXZRUNZLWK\RXUWRROV dancing lights magic mouth (ritual)
DQGFUHDWHWKHVSHFLDOL]HGLWHPV\RXôOOXVHWRSURGXFH śUHEROW magic weapon
\RXUHŚHFWV,I\RXUHSODFHcure wounds with heat metal
IURVWELWH protection from poison
\RXPLJKWEHDOWHULQJWKHGHYLFH\RXXVHWRKHDOòSHUKDSV
PRGLI\LQJDWRROVRWKDWLWFKDQQHOVKHDWLQVWHDGRIKHDO- guidance S\URWHFKQLFV
LQJHQHUJ\ light rope trick
 6XFKGHWDLOVGRQôWOLPLW\RXLQDQ\ZD\RUSURYLGH\RX mage hand see invisibility
ZLWKDQ\EHQHśWEH\RQGWKHVSHOOôVHŚHFWV<RXGRQôWKDYH PDJLFVWRQH VN\ZULWH (ritual)
WRMXVWLI\KRZ\RXôUHXVLQJWRROVWRFDVWDVSHOO%XWGH-
mending spider climb
VFULELQJ\RXUVSHOOFDVWLQJFUHDWLYHO\LVDIXQZD\WRGLVWLQ-
JXLVK\RXUVHOIIURPRWKHUVSHOOFDVWHUV message web
poison spray
prestidigitation UG/HYHO
kh]ddÌkd]n]dgj`a_`]j&Qgmj]_YafYdd]ph]f\]\kh]ddkdglk
ray of frost blink
o`]fqgmÕfak`Ydgf_j]kl&
resistance FDWQDS
Qgmhj]hYj]l`]daklg^YjlaÕ[]jkh]ddkl`YlYj]YnYad-
YZd]^gjqgmlg[Ykl$[`ggkaf_^jgel`]YjlaÕ[]jkh]dd shocking grasp create food and water
dakl&O`]fqgm\gkg$[`ggk]YfmeZ]jg^YjlaÕ[]jkh]ddk spare the dying dispel magic
]imYdlgqgmjAfl]dda_]f[]eg\aÕ]j#`Yd^qgmjYjlaÕ[]j thorn whip elemental weapon
level, rounded down (minimum of one spell). The spells WKXQGHUFODS ŜDPHDUURZV
must be of a level for which you have spell slots. Ŝ\
 >gj]pYehd]$a^qgmYj]Y-l`%d]n]dYjlaÕ[]j$qgm`Yn] VW/HYHO glyph of warding
four 1st-level and two 2nd-level spell slots. With an Intel- DEVRUEHOHPHQWV haste
da_]f[]g^),$qgmjdaklg^hj]hYj]\kh]ddk[Yfaf[dm\]^gmj alarm (ritual) protection from energy
spells of 1st or 2nd level, in any combination. If you pre- FDWDSXOW revivify
pare the 1st-level spell cure wounds, you can cast it using
cure wounds WLQ\VHUYDQW
Y)kl%d]n]dgjY*f\%d]n]dkdgl&;Yklaf_l`]kh]dd\g]kfÌl
detect magic (ritual) water breathing (ritual)
remove it from your list of prepared spells.
disguise self water walk (ritual)
You can change your list of prepared spells when you
Õfak`Ydgf_j]kl&Hj]hYjaf_Yf]odaklg^YjlaÕ[]jkh]ddk expeditious retreat
IDHULHśUH WK/HYHO
j]imaj]klae]kh]fllafc]jaf_oal`qgmjkh]dd[Yklaf_^g-
false life arcane eye
[mk]k2Yld]Ykl)eafml]h]jkh]ddd]n]d^gj]Y[`kh]ddgf
your list. feather fall HOHPHQWDOEDQH
grease fabricate
Spellcasting Ability identify (ritual) freedom of movement
Afl]dda_]f[]akqgmjkh]dd[Yklaf_YZadalq^gjqgmjYjlaÕ[]j jump Leomund’s secret chest
spells; your understanding of the theory behind magic Mordenkainen’s faithful hound
longstrider
allows you to wield these spells with superior skill. You Mordenkainen’s
purify food and drink
mk]qgmjAfl]dda_]f[]o`]f]n]jYfYjlaÕ[]jkh]ddj]^]jk private sanctum
to your spellcasting ability. In addition, you use your sanctuary
VQDUH Otiluke’s resilient sphere
Afl]dda_]f[]eg\aÕ]jo`]fk]llaf_l`]kYnaf_l`jgo<;
stone shape
^gjYfYjlaÕ[]jkh]ddqgm[YklYf\o`]feYcaf_YfYllY[c
roll with one.
QG/HYHO stoneskin
aid
6SHOOVDYH'& \RXUSURśFLHQF\ERQXV\RXU alter self WK/HYHO
,QWHOOLJHQFHPRGLśHU arcane lock animate objects
blur Bigby’s hand
6SHOODWWDFNPRGLśHU \RXUSURśFLHQF\ERQXV\RXU
FRQWLQXDOŜDPH creation
,QWHOOLJHQFHPRGLśHU
darkvision greater restoration
enhance ability VNLOOHPSRZHUPHQW
Ritual Casting
enlarge/reduce WUDQVPXWHURFN
Qgm[Yf[YklYfYjlaÕ[]jkh]ddYkYjalmYda^l`Ylkh]dd`Yk
the ritual tag and you have the spell prepared. heat metal wall of stone

178 APPENDIX | CLASS: ARTIFICER


Infuse Item
At 2nd level, you gain the ability to imbue mundane items
with certain magical infusions. The magic items you
[j]Yl]oal`l`ak^]Ylmj]Yj]]‫[]ץ‬lan]dqhjglglqh]kg^h]j-
manent items.

Infusions Known
O`]fqgm_Yafl`ak^]Ylmj]$ha[c^gmjYjlaÕ[]jaf^mkagfk
lgd]Yjf$[`ggkaf_^jgel`]É9jlaÕ[]jAf^mkagfkÊk][lagf
Yll`]]f\g^l`][dYkkÌk\]k[jahlagf&Qgmd]YjfY\\alagfYd
infusions of your choice when you reach certain levels in
this class, as shown in the Infusions Known column of
l`]9jlaÕ[]jlYZd]&
Whenever you gain a level in this class, you can replace
gf]g^l`]YjlaÕ[]jaf^mkagfkqgmd]Yjf]\oal`Yf]ogf]&

Infusing an Item
O`]f]n]jqgmÕfak`Ydgf_j]kl$qgm[Yflgm[`Yfgf-
eY_a[YdgZb][lYf\aeZm]aloal`gf]g^qgmjYjlaÕ[]j
infusions, turning it into a magic item. An infusion works Alchemist
gfgfdq[]jlYafcaf\kg^gZb][lk$Ykkh][aÕ]\afl`]af^m- with
kagfÌk\]k[jahlagf&A^l`]al]ej]imaj]kYllmf]e]fl$qgm Homunculus
can attune yourself to it the instant you infuse the item. If Servant
you decide to attune to the item later, you must do so us-
af_l`]fgjeYdhjg[]kk^gjYllmf]e]fl k]]É9llmf]e]flÊ
in chapter 7 of the Dungeon Master’s Guide).
Qgmjaf^mkagfj]eYafkafYfal]eaf\]Õfal]dq$Zmlo`]f
you die, the infusion vanishes after a number of days
`Yn]hYkk]\]imYdlgqgmjAfl]dda_]f[]eg\aÕ]j eafa- can increase two ability scores of your choice by 1. As
mum of 1 day). The infusion also vanishes if you give up fgjeYd$qgm[YfÌlaf[j]Yk]YfYZadalqk[gj]YZgn]*(mk-
your knowledge of the infusion for another one. ing this feature.
You can infuse more than one nonmagical object at
the end of a long rest; the maximum number of objects Tool Expertise
Yhh]Yjkafl`]Af^mk]\Al]ek[gdmefg^l`]9jlaÕ[]jlY-
KlYjlaf_Yl.l`d]n]d$qgmjhjgÕ[a]f[qZgfmkak\gmZd]\
ble. You must touch each of the objects, and each of your
^gjYfqYZadalq[`][cqgmeYc]l`Ylmk]kqgmjhjgÕ[a]f[q
infusions can be in only one object at a time. Moreover,
with a tool.
no object can bear more than one of your infusions at a
time. If you try to exceed your maximum number of infu-
sions, the oldest infusion immediately ends, and then the
Flash of Genius
new infusion applies. Starting at 7th level, you gain the ability to come up with
solutions under pressure. When you or another creature
Artificer Specialist you can see within 30 feet of you makes an ability check
or a saving throw, you can use your reaction to add your
At 3rd level, you choose the type of specialist you are.
Afl]dda_]f[]eg\aÕ]jlgl`]jgdd&
One option, the Alchemist, appears later in this class de-
 Qgm[Yfmk]l`ak^]Ylmj]YfmeZ]jg^lae]k]imYdlg
scription. Your choice grants you features at 5th level and
qgmjAfl]dda_]f[]eg\aÕ]j eafaemeg^gf[]!&Qgmj]_Yaf
Y_YafYl1l`Yf\)-l`d]n]d&
Ydd]ph]f\]\mk]ko`]fqgmÕfak`Ydgf_j]kl&
The Right Tool for the Job Magic Item Adept
At 3rd level, you learn how to produce exactly the tool
When you reach 10th level, you achieve a profound un-
qgmf]]\2oal`lafc]jÌklggdkaf`Yf\$qgm[YfeY_a[Yddq
\]jklYf\af_g^`golgmk]Yf\eYc]eY_a[al]ek2
[j]Yl]gf]k]lg^YjlakYfÌklggdkafYfmfg[[mha]\khY[]
oal`af-^]]lg^qgm&L`ak[j]Ylagfj]imaj]k)`gmjg^mf- • You can attune to up to four magic items at once.
interrupted work, which can coincide with a short or long • If you craft a magic item with a rarity of common or un-
rest. Though the product of magic, the tools are nonmag- [geegf$allYc]kqgmYimYjl]jg^l`]fgjeYdlae]$Yf\
ical, and they vanish when you use this feature again. it costs you half as much of the usual gold.

Ability Score Improvement Spell-Storing Item


O`]fqgmj]Y[`,l`$0l`$)*l`$).l`$Yf\)1l`d]n]d$qgm At 11th level, you learn how to store a spell in an object.
can increase one ability score of your choice by 2, or you O`]f]n]jqgmÕfak`Ydgf_j]kl$qgm[Yflgm[`gf]kae-
0$5.%(+0

ple or martial weapon or one item that you can use as a

APPENDIX | CLASS: ARTIFICER 179


spellcasting focus, and you store a spell in it, choosing a $OFKHPLVW6SHOOV
)kl%gj*f\%d]n]dkh]dd^jgel`]YjlaÕ[]jkh]dddakll`Ylj]- $UWLśFHU/HYHO 6SHOO
imaj]k)Y[lagflg[Ykl qgmf]]\fÌl`Yn]alhj]hYj]\!&
3rd healing wordray of sickness
While holding the object, a creature can take an action
lghjg\m[]l`]kh]ddÌk]‫[]ץ‬l^jgeal$mkaf_qgmjkh]dd[Ykl- 5th flaming sphereMelf’s acid arrow
af_YZadalqeg\aÕ]j&A^l`]kh]ddj]imaj]k[gf[]fljYlagf$ 9th gaseous formmass healing word
the creature must concentrate. The spell stays in the ob- 13th blightdeath ward
b][lmfladalÌkZ]]fmk]\YfmeZ]jg^lae]k]imYdlgloa[] 17th cloudkillraise dead
qgmjAfl]dda_]f[]eg\aÕ]j eafaemeg^loa[]!gjmflad
you use this feature again to store a spell in an object. Experimental Elixir
:]_affaf_Yl+j\d]n]d$o`]f]n]jqgmÕfak`Ydgf_j]kl$
Magic Item Savant you can magically produce an experimental elixir in an
9l),l`d]n]d$qgmjkcaddoal`eY_a[al]ek\]]h]fkegj]2 ]ehlqÖYkcqgmlgm[`&Jgddgfl`]=ph]jae]flYd=dapaj
lYZd]^gjl`]]dapajÌk]‫[]ץ‬l$o`a[`aklja__]j]\o`]fkge]-
• Qgm[YfYllmf]lgmhlgÕn]eY_a[al]ekYlgf[]&
one drinks the elixir. As an action, a creature can drink
• Qgma_fgj]Ydd[dYkk$jY[]$kh]dd$Yf\d]n]dj]imaj]e]flk
the elixir or administer it to an incapacitated creature.
on attuning to or using a magic item.
Creating an experimental elixirj]imaj]kqgmlg`Yn]
Magic Item Master alchemist supplies on your person, and any elixir you
create with this feature lasts until it is drunk or until the
Starting at 18th level, you can attune to up to six magic end of your next long rest.
items at once. When you reach certain levels in this class, you can
eYc]egj]]dapajkYll`]]f\g^Ydgf_j]kl2logYl.l`
Soul of Artifice d]n]dYf\l`j]]Yl)-l`d]n]d&Jgdd^gj]Y[`]dapajÌk]‫[]ץ‬l
At 20th level, you develop a mystical connection to your k]hYjYl]dq&=Y[`]dapajj]imaj]kalkgofÖYkc&
eY_a[al]ek$o`a[`qgm[Yf\jYogf^gjhjgl][lagf2 You can create additional experimental elixirs by ex-
pending a spell slot of 1st level or higher for each one.
• You gain a +1 bonus to all saving throws per magic
When you do so, you use your action to create the elixir
item you are currently attuned to.
afYf]ehlqÖYkcqgmlgm[`$Yf\qgm[`ggk]l`]]dapajÌk
• A^qgmÌj]j]\m[]\lg(`alhgaflkZmlfglcadd]\gml-
]‫[]ץ‬l^jgel`]=ph]jae]flYd=dapajlYZd]&
right, you can use your reaction to end one of your
YjlaÕ[]jaf^mkagfk$[Ymkaf_qgmlg\jghlg)`alhgafl
instead of 0.
([SHULPHQWDO(OL[LU
G (ŚHFW
Artificer Specialist 1 +HDOLQJ7KHGULQNHUUHJDLQVDQXPEHURIKLWSRLQWV
HTXDOWRG\RXU,QWHOOLJHQFHPRGLILHU
9jlaÕ[]jkhmjkm]eYfq\ak[ahdaf]k&@]j]akYkh][aYdakl
2 6ZLIWQHVV7KHGULQNHUôVZDONLQJVSHHGLQFUHDVHVE\
option you can choose at 3rd level. Other options appear
in the book Eberron: Rising from the Last War. feet for 1 hour.
3 5HVLOLHQFH7KHGULQNHUJDLQVDERQXVWR$&IRU
Alchemist minutes.
4 %ROGQHVV7KHGULQNHUFDQUROODGDQGDGGWKHQXP-
An Alchemist is an expert at combining reagents to pro-
\m[]eqkla[Yd]‫[]ץ‬lk&9d[`]eaklkmk]l`]aj[j]Ylagfklg EHUUROOHGWRHYHU\DWWDFNUROODQGVDYLQJWKURZWKH\
give life and to leech it away. Alchemy is the oldest of ar- PDNHIRUWKHQH[WPLQXWH
laÕ[]jljY\alagfk$Yf\alkn]jkYladalq`Ykdgf_Z]]fnYdm]\ 5 )OLJKW7KHGULQNHUJDLQVDIO\LQJVSHHGRIIHHWIRU
during times of war and peace. minutes.
6 7UDQVIRUPDWLRQ7KHGULQNHUôVERG\LVWUDQVIRUPHGDVLI
Tool Proficiency E\WKHalter selfVSHOO7KHGULQNHUGHWHUPLQHVWKHWUDQV-
When you adopt this specialization at 3rd level, you gain IRUPDWLRQFDXVHGE\WKHVSHOOWKHHIIHFWVRIZKLFKODVW
hjgÕ[a]f[qoal`Yd[`]eaklÌkkmhhda]k&A^qgmYdj]Y\q`Yn]
for 10 minutes.
l`akhjgÕ[a]f[q$qgm_YafhjgÕ[a]f[qoal`gf]gl`]jlqh]
g^YjlakYfÌklggdkg^qgmj[`ga[]& Alchemical Savant
At 5th level, you develop masterful command of magical
Alchemist Spells
chemicals, enhancing the healing and damage you cre-
Starting at 3rd level, you always have certain spells pre-
ate through them. Whenever you cast a spell using your
pared after you reach particular levels in this class, as
Yd[`]eaklÌkkmhhda]kYkl`]kh]dd[Yklaf_^g[mk$qgm_Yaf
shown in the Alchemist Spells table. These spells count
a bonus to one roll of the spell. That roll must restore hit
YkYjlaÕ[]jkh]ddk^gjqgm$Zmll`]q\gfÌl[gmflY_Yafkll`]
hgaflkgjZ]Y\YeY_]jgddl`Yl\]YdkY[a\$Õj]$f][jgla[$
fmeZ]jg^YjlaÕ[]jkh]ddkqgmhj]hYj]&
gjhgakgf\YeY_]$Yf\l`]Zgfmk]imYdkqgmjAfl]dda-
_]f[]eg\aÕ]j eafaemeg^#)!&

180 APPENDIX | CLASS: ARTIFICER


Restorative Reagents The bonus increases to +2 when you reach 10th level in
KlYjlaf_Yl1l`d]n]d$qgm[Yfaf[gjhgjYl]j]klgjYlan]j]- this class.
Y_]flkaflgkge]g^qgmjogjck2
Enhanced Weapon
• Whenever a creature drinks an experimental elixir you Item: A simple or martial weapon
[j]Yl]\$l`][j]Ylmj]_Yafkl]ehgjYjq`alhgaflk]imYd
lg*\.#qgmjAfl]dda_]f[]eg\aÕ]j eafaemeg^)l]e- This magic weapon grants a +1 bonus to attack and dam-
porary hit point). age rolls made with it.
• You can cast lesser restoration without expending a The bonus increases to +2 when you reach 10th level in
spell slot and without preparing the spell, provided you this class.
mk]Yd[`]eaklÌkkmhhda]kYkl`]kh]dd[Yklaf_^g[mk&Qgm Homunculus Servant
[Yf\gkgYfmeZ]jg^lae]k]imYdlgqgmjAfl]dda_]f[]
Hj]j]imakal]2.l`%d]n]dYjlaÕ[]j
eg\aÕ]j eafaemeg^gf[]!$Yf\qgmj]_YafYdd]p-
Item: A gem worth at least 100 gp or a dragonshard
h]f\]\mk]ko`]fqgmÕfak`Ydgf_j]kl&
You learn intricate methods for magically creating a
Chemical Mastery special homunculus that serves you. The item you infuse
By 15th level, you have been exposed to so many chem- k]jn]kYkl`][j]Ylmj]Ìk`]Yjl$Yjgmf\o`a[`l`][j]Y-
icals that they pose little risk to you, and you can use lmj]ÌkZg\qafklYfldq^gjek&
l`]elgima[cdq]f\[]jlYafYade]flk2  Qgm\]l]jeaf]l`]`gemf[mdmkÌkYhh]YjYf[]&Kge]
• You gain resistance to acid damage and poison dam- YjlaÕ[]jkhj]^]je][`Yfa[Yd%dggcaf_Zaj\k$o`]j]Ykkge]
age, and you are immune to the poisoned condition. like winged vials or miniature, animate cauldrons.
• You can cast greater restoration and heal without ex- The homunculus is friendly to you and your compan-
pending a spell slot, without preparing the spell, and agfk$Yf\algZ]qkqgmj[geeYf\k&K]]l`ak[j]Ylmj]Ìk
without material components, provided you use alche- game statistics in the Homunculus Servant stat block.
eaklÌkkmhhda]kYkl`]kh]dd[Yklaf_^g[mk&Gf[]qgm[Ykl
]al`]jkh]ddoal`l`ak^]Ylmj]$qgm[YfÌl[Ykll`Ylkh]dd
oal`alY_YafmfladqgmÕfak`Ydgf_j]kl& Homunculus Servant
Tiny construct, neutral
Artificer Infusions $UPRU&ODVV 13 (natural armor)
9jlaÕ[]jk`Yn]afn]fl]\fme]jgmkeY_a[Ydaf^mkagfk$]p- +LW3RLQWVHTXDOWKHKRPXQFXOXVôV&RQVWLWXWLRQPRGLśHU\RXU
traordinary processes that rapidly create magic items. To ,QWHOOLJHQFHPRGLśHU\RXUOHYHOLQWKLVFODVV
eYfq$YjlaÕ[]jkk]]edac]ogf\]jogjc]jk$Y[[gehdak`- 6SHHGIWŜ\IW
ing in hours what others need weeks to complete.
The description of each of the following infusions STR '(; CON INT WIS CHA
details the type of item that can receive it, along with   ĭ               ĭ
o`]l`]jl`]j]kmdlaf_eY_a[al]ej]imaj]kYllmf]e]fl&
 Kge]af^mkagfkkh][a^qYeafaemeYjlaÕ[]jd]n]d& 6DYLQJ7KURZV'H[
Qgm[YfÌld]Yjfkm[`Yfaf^mkagfmfladqgmYj]Yld]Ykl 6NLOOV3HUFHSWLRQ6WHDOWK
'DPDJH,PPXQLWLHVSRLVRQ
that level.
&RQGLWLRQ,PPXQLWLHVH[KDXVWLRQSRLVRQHG
 Mfd]kkYfaf^mkagfÌk\]k[jahlagfkYqkgl`]joak]$qgm 6HQVHVGDUNYLVLRQIWSDVVLYH3HUFHSWLRQ
[YfÌld]YjfYfaf^mkagfegj]l`Yfgf[]& /DQJXDJHVXQGHUVWDQGVWKHODQJXDJHV\RXVSHDN
Boots of the Winding Path
Hj]j]imakal]2.l`%d]n]dYjlaÕ[]j Evasion.,IWKHKRPXQFXOXVLVVXEMHFWHGWRDQHŚHFWWKDWDOORZV
Item: A pair of boots (requires attunement) LWWRPDNHD'H[WHULW\VDYLQJWKURZWRWDNHRQO\KDOIGDPDJH
LWLQVWHDGWDNHVQRGDPDJHLILWVXFFHHGVRQWKHVDYLQJWKURZ
While wearing these boots, a creature can teleport up DQGRQO\KDOIGDPDJHLILWIDLOV,WFDQôWXVHWKLVWUDLWLILWôVLQ-
to 15 feet as a bonus action to an unoccupied space the FDSDFLWDWHG
creature can see. The creature must have occupied that
space at some point during the current turn. Might of the Master.7KHIROORZLQJQXPEHUVLQFUHDVHE\ZKHQ
\RXUSURśFLHQF\ERQXVLQFUHDVHVE\WKHKRPXQFXOXVôVVNLOO
Enhanced Arcane Focus and saving throw bonuses (above) and the bonuses to hit and
Al]e29jg\$klY‫ץ‬$gjoYf\ j]imaj]kYllmf]e]fl! GDPDJHRILWVDWWDFN EHORZ 
While holding this item, a creature gains a +1 bonus to Actions (Requires Your Bonus Action)
spell attack rolls. In addition, the creature ignores half
Force Strike. Ranged Weapon Attack:WRKLWUDQJHIWRQH
cover when making a spell attack.
WDUJHW\RXFDQVHHHit: 1d4 + 2 force damage.
The bonus increases to +2 when you reach 10th level in
this class. Reactions
Enhanced Defense Channel Magic.7KHKRPXQFXOXVGHOLYHUVDVSHOO\RXFDVWWKDW
Item: A suit of armor or a shield KDVDUDQJHRIWRXFK7KHKRPXQFXOXVPXVWEHZLWKLQ
IHHWRI\RX
A creature gains a +1 bonus to Armor Class while wear-
ing (armor) or wielding (shield) the infused item.

APPENDIX | CLASS: ARTIFICER 181


In combat, the homunculus shares your initiative 5HSOLFDEOH,WHPV QG/HYHO$UWLILFHU
count, but it takes its turn immediately after yours. It can 0DJLF,WHP $WWXQHPHQW
move and use its reaction on its own, but the only action
Alchemy jug No
it takes on its turn is the Dodge action, unless you take a
bonus action on your turn to command it to take the ac- Armblade GHWDLOHGLQFKDSWHU <HV
tion in its stat block or the Dash, Disengage, Help, Hide, Bag of holding No
or Search action. Cap of water breathing No
The homunculus regains 2d6 hit points if the mending Goggles of night No
spell is cast on it. If it dies, it vanishes, leaving its heart Prosthetic limb GHWDLOHGLQFKDSWHU <HV
in its space.
Rope of climbing No
Radiant Weapon Sending stones No
Hj]j]imakal]2.l`%d]n]dYjlaÕ[]j Wand of magic detection No
Item: A simple or martial weapon (requires attunement) Wand of secrets No
This magic weapon grants a +1 bonus to attack and
damage rolls made with it. While holding it, the wielder 5HSOLFDEOH,WHPV WK/HYHO$UWLILFHU
can take a bonus action to cause it to shed bright light in 0DJLF,WHP $WWXQHPHQW
a 30-foot radius and dim light for an additional 30 feet.
Boots of elvenkind No
The wielder can extinguish the light as a bonus action.
L`]o]Yhgf`Yk,[`Yj_]k&9kYj]Y[lagfaee]\aYl]dq Cloak of elvenkind <HV
after being hit by an attack, the wielder can expend 1 Cloak of the manta ray No
charge and cause the attacker to be blinded until the Eyes of charming <HV
]f\g^l`]YllY[c]jÌkf]pllmjf$mfd]kkl`]YllY[c]jkm[- Gloves of thievery No
ceeds on a Constitution saving throw against your spell Lantern of revealing No
kYn]<;&L`]o]Yhgfj]_Yafk)\,]ph]f\]\[`Yj_]k Pipes of haunting No
daily at dawn.
Ring of water walking No
Repeating Shot Wand sheath GHWDLOHGLQFKDSWHU <HV
Item: A simple or martial weapon with the ammunition
property (requires attunement) 5HSOLFDEOH,WHPV WK/HYHO$UWLILFHU
This magic weapon grants a +1 bonus to attack and dam- 0DJLF,WHP $WWXQHPHQW
Y_]jgddkeY\]oal`alo`]falÌkmk]\lgeYc]YjYf_]\ Boots of striding and springing <HV
attack, and it ignores the loading property if it has it.
Boots of the winterlands <HV
If you load no ammunition in the weapon, it produces
Bracers of archery <HV
its own, automatically creating one piece of magic am-
munition when you make a ranged attack with it. The Brooch of shielding <HV
ammunition created by the weapon vanishes the instant Cloak of protection <HV
after it hits or misses a target. Eyes of the eagle <HV
Gauntlets of ogre power <HV
Replicate Magic Item Gloves of missile snaring <HV
Using this infusion, you replicate a particular magic
Gloves of swimming and climbing <HV
item. You can learn this infusion multiple times; each
time you do so, choose a magic item that you can make Hat of disguise <HV
oal`al$ha[caf_^jgel`]J]hda[YZd]Al]eklYZd]kZ]dgo&9 Headband of intellect <HV
lYZd]Ìklald]l]ddkqgml`]d]n]dqgmemklZ]afl`][dYkklg Helm of telepathy <HV
choose an item from the table. Medallion of thoughts <HV
Afl`]lYZd]k$Yfal]eÌk]fljql]ddkqgmo`]l`]jl`]al]e Periapt of wound closure <HV
j]imaj]kYllmf]e]fl&K]]l`]al]eÌk\]k[jahlagfafl`]
Pipes of the sewers <HV
Dungeon Master’s Guide for more information about it,
af[dm\af_l`]lqh]g^gZb][lj]imaj]\^gjalkeYcaf_& Quiver of Ehlonna No
If you have Xanathar’s Guide to Everything, you can Ring of jumping <HV
choose from among the common magic items in that Ring of mind shielding <HV
book when you pick a magic item you can replicate with Slippers of spider climbing <HV
this infusion. Ventilating lung GHWDLOHGLQFKDSWHU <HV
Winged boots <HV

182 APPENDIX | CLASS: ARTIFICER


5HSOLFDEOH,WHPV WK/HYHO$UWLILFHU
0DJLF,WHP $WWXQHPHQW
Amulet of health <HV
Arcane propulsion arm GHWDLOHGLQFKDSWHU <HV
Belt of hill giant strength <HV
Boots of levitation <HV
Boots of speed <HV
Bracers of defense <HV
Cloak of the bat <HV
Dimensional shackles No
Gem of seeing <HV
Horn of blasting No
Ring of free action <HV
Ring of protection <HV
Ring of the ram <HV

Repulsion Shield
Hj]j]imakal]2.l`%d]n]dYjlaÕ[]j
Item: A shield (requires attunement)
A creature gains a +1 bonus to Armor Class while wield-
ing this shield.
L`]k`a]d\`Yk,[`Yj_]k&O`ad]`gd\af_al$l`]oa]d\]j
can use a reaction immediately after being hit by a melee
YllY[clg]ph]f\)g^l`]k`a]d\Ìk[`Yj_]kYf\hmk`l`]
YllY[c]jmhlg)-^]]lYoYq&L`]k`a]d\j]_Yafk)\,]p-
pended charges daily at dawn.

Resistant Armor
Hj]j]imakal]2.l`%d]n]dYjlaÕ[]j
Item: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to
one of the following damage types, which you choose
o`]fqgmaf^mk]l`]al]e2Y[a\$[gd\$Õj]$^gj[]$da_`lfaf_$
necrotic, poison, psychic, radiant, or thunder.

Returning Weapon
Item: A simple or martial weapon with the thrown
property
This magic weapon grants a +1 bonus to attack
and damage rolls made with it, and it returns to the
oa]d\]jÌk`Yf\aee]\aYl]dqY^l]jalakmk]\lgeYc]Y
ranged attack.

APPENDIX | CLASS: ARTIFICER 183

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