DUNGEONS fi DRAGONS
Ga MS
(aotearoa ketal emis cet
(omar ent soiree sti foriansEBERRON
RISING FROM THE LAST WARCREDITS
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“The flowing DED books provided material and inspiation
Eker, Roth Woyfders Cade Eberron. 2018
Baker Keth, Bill Sheek james Wy Ebon Compan
Seting 2006
faker Keth & James Wt, Shar: Cy of owes 2004
‘Nooran, Dawid Fak Bruner & Reh Burley Explore Handbook.
ees,
Stavete, Bl, David Noonan & Chrtopher
205
‘Wj James, Keith Ear, Ar Marmell, Robert). Schwab & Chis
Sia ther Conpoign Gude 3008,
wyatt James, Wolfgang Bar Ar ral, The Forge of Wa, 2007
kis Five Nations
Manythanksto the hundred of fn who plyestdthis ook
ON THE cover
‘The vestigations ofa warferged wizard Toler hlfing nd their
rosaur companion len ram the rune of te ast Waite
Gepin ofthe Demon Wastes in thsimage by Wesley Bu
CE
6207287000001 «N
ISBN 978.0.7869.66929
Fst Prinieg: November 2019
987654321
(ON THE ALTERNATIVE COVER
Ins ing offre abla, an irship oar ove the sbyrapers of the
towerng cy of Shar, where restre rom sore the warfom
wordt ebewon gather Vance Kel Seog ts imag ol
re abd bition pone ie i
moms”%
CONTENTS
Welcome to Ebert 00.
History of oerron.
Lifein Khoresite wns
Pulp Adventure
Noi Intrigue noon
‘AMagial World
Fh Last Wat acne
‘The Draconie Prope nnn
‘Cusiog
Dwarves nce ZED ann ai
es Deg ee i
coisa peer aie
a
ceca
Ken's
Ores and Half Ores Fats Rite
Shier on reign Host
Tiefings Dark Sinner 183
Warferged Church ofthe Siver Flame 148
Dragonmarks Boot of Vol msn
Mark of Deteton (Cts ofthe Dragon Beow.
Path of Lighten
Mark of Finding ne
Mark of Handling. Spirits ofthe Past
Markof Healings yi Co ns
Marko Hospitaig. uid of Kora.
Mark of Malling nen (Ch. 3: Share, Cy of Towers. 151
Mark of Passage. ‘The Shape of Shattwnan
Markof Seribing Guide wtheCity.
Mark of Sentinel. Wards ofSharn
Mark of Shadow (Central Patent snn nr
Marko Stra. Dit
Mark of Warding. Menthis Plateau,
‘Aberrant Dragonmarks Nonthedge.
Background House Ageat 53. Tavick’s Landing... een
Class: AMF CEF ensnnrnnnnnonenn-SH Abowe and Belo ame
Alchemist... Dungeons of Shera, aa
Arileritsc (Cc Mac. So
Battle Smith nnn {60 Forees ofthe Law. 180
Antifcer Infusions. 61 Ch a Balding Boeerou
a Advent onsen 3
Adventurers’ Cuil Adventure Themes 183
Crime Syndicate. Ei aa amrecnt 7
eS Cults of the Dragon Below. 2188
Espionage Agency. Dragonmerked Houses... 190
Hed of State Bee
Immortal Being
Inquisitive Agency.
Miltary Fore..
‘The Dreaming Dark.
Droaam,
a Gatekeepers em
ewspaper... = Goblinids (Heirs of Dhaka) nn 204
Religious Order The Last Warn
a Lord of Bades.
Ch. 2: Khorvaire Gazetteer. The Lords of Dist
Nations of Khorvaire ‘The Mournland avon
Order of the Emerald Cinw
Planes of Existen
Travelon
‘unde
Breland.
(Gyre (The Mourniand),
Dargusn.
Adventures in Shara
(Crime in Shara
The Boromar Cia.
Dias es
House Tarkanan.
The Tyrant vom
Sharm Wate
Adventure: Forgotten Relies.
Mage tems.
Everyday Magic lems
(Ch, 6 Friends and Foet
Bestia. 5
Delage
Belashyrr8ocnneennnnn 286
Dyrm
Dinosaurs
Clawfoot
Frastietha
Delgaunt cnn
Dogri.
Dusk Hag
Herunenl
Expeditions Messengers nn293
Won Defend nnsca
Lady Mimarrow 396
Living Spells on 298
Living Burning Hands. 298
Living Cloud nom ncnn 299
Living Lightaing Bolt.—.-—--209
‘The Lord of Blades,
Mordakhesh
Overlords
Rak Tikes
‘Sul Khas ns
une
Hashalag Quor
Kalaraa Quer
‘Teucora Quod,
Radiant Id.
Rakshasa, Zaha
Un.
Undying Councilor.
Undying Soi.
Valenar Animals.
Nalenar Hawk
Nalenar How!
Valenae Stent.
Warfrged Colossus.
Warforged Tian...
Genre NPCS ann
Bone Knight nm
‘Changeling
Kalashar
“Tarkanan Ascasin.
Warforged Soldier
id eae,
don{bard of heroes racesto claim the Reaper’
Heart. I the agents ofthe Emerald Claw reach
intra, they Ureignite the Last War ard un
leash an army of undead,
Inthe city of Sharn, 2 team of spies pulls ff an impos:
siblescheme~breakinginto the impenetrable vaults of
House Kundarak, But instead of gol they find secret
‘thar could shatter the fragile peace between the nations.
‘Aboard an airship, a wizard debates the interpretation
ofan anciere prophecy witha blowd-red dragon Ifthe
‘sage Toses the argument, the dragon will destroy’ the air
Ship and everyone on i But ifshe wins the debate, the
sellit toa pawn shop you cant elem it within the
‘month, theyll elit oft
4 Yau were making 3 detivery on behalf the Boromar
Clan see chapter 3) and youlest the merchandise.
5 Someoneknows the whereabouts of sibling or ved
“ene ou thought ost in he Mourning, but that infor
_ mation gogo cost you.
6 Youhaves degenerative dsease that can't be cued
by mundane means you can't esr restoration
s00n, yout goingto sta showing symptoms.
7 Your fai lost everythingin the Last War. You coud
agetthema stake ina new arm, inn, or stagecoach
with 200.
8 You've gota pice on yourhes, Until you sete
things wih House Thrash, you'd beter keep an eye
cut orbounty hunters
9 Youhavean opportunity to jin an influential secret,
society. Butyou've got ony one month ras the
‘membership dues.
Rolain. W's ot your deb: t's your love’ problem,
Canyouslvethe problem beforetheyhave to face
the consequences?
PERSONAL MOTIVES
[Not every conflict involves a fight between light and
darkness. The vast majority f people are driven by sim»
‘ple motives: greed, fer, pre, or ambition. One person.
just want tot some gold in ther pocket. Another
wants to impress a paramour. A leader guiding their nx
‘ion into war is motivated both by fear oftheir neighbors.
And the sincere belief that Khorvaire would be beter off
‘under thie rule
Primordial forces strive to change or destroy Eberron,
But more often, characters encounter misguided patr-
0, religious extremists, dragonmarked houses looking
to wring afew more pieces of gold out of Khorvare,
spies who wil do anything to protect their nations, and
petty criminals trying to build empires. Eberron holds a
lace for selfless heroes and truly vile villains, as wellas
everyonein between
SHADES OF Gray
In Eberron, i's not always easy to separate the heroes
from the villains. Good people can do terrible things,
while cruel or heartless people might serve the greater
food. An inquisitor might torture ianocents ina quest
{oroot out acult of the Dragon Below: she's stopped,
‘the cult will survive and flourish. A group of ores peri
codically raids a human settlement because the settlers
built ther village on land saered tothe ores and are
disrupting wards that hold evil at bay. The heroes find a
powerful magic weapon ina tomb, but the artifact isthe
sword of anancient hobgoblin general, whose descen-
dants want it back. The ways to resolve these problems
aren't always simple
Certainsituations demand straightforward decisions.
If Emerald Claw cultists are about to detonatea necrotic
resonator that will kill half of Shara, they need to be
stopped. But in a good Eberron story the simplest solu-
tion may not be the best one.
SOMETHING TO LosE
‘Ina noir story, things don't necessarily end well, But any
adventure carries a risk of death or failure, so what ad
tional factors might beat risk for the characters? They
should have something to lose beyond hitpoints vu
nerabilities not reflected in game statistics: fear ofa
nished reputation, a threat toa friend or lover.a favorite
‘business destrayed or taken over Character relation-
ships require players to invest inthe story and work best
‘when the DM and playereollaborateto develop details
(Ghe group patrons in chapter I provide a framework for
Aeshing out such detail)
‘ADM whointraduces an old buddy who served with
the player characters during the war could describe the
person and then ask each player to define a connection
to them, Present each player witha prompt: Player
‘one, how did Smitty save your lite? Player two,you and
‘Sinity were both ina prison camp; how did you escape?
The answersto these questions provide details to use in
campaign, and they give the players a personal invest
‘ment, which makes it more significant when the Emer-
ald Claw targets Smitty for assassination!A Macicat WorLD
The Five Nations were buik on « magical foundation. To
them, magic isa form of science, which can be studied
and taught. Nevertheless, few people possess the ski
required to become a wizard oF an artficer and high
level magic remains rae. Resurrection and teleporta
‘ion aren' part of everyday life, but citizens harness.
lesser effects and use them forthe common good.
Artisans called magewrights provide much ofthis
‘magic. Compared toa wizard or an artificer, a mage:
wright’ knowledge of magic is narrow: a locksmith
might master the arcane lock and knock spells to
supplement the use of physical tools: a magewright
healer could east lesser restoration and cure wounds in
addition to using healer’s kits andthe Medicine skill A
‘magewriht’s casting is also slow and expensive: they
typically cast their spells as rituals. They are artisans,
‘ot adventurers, and the prosperity ofthe Five Nations
‘was built on their foundation,
Game statistics are given for magewrights in chapter
6, including bow much it costs them to cast a spell of Ist
level or higher In chapter 2, prices are given for me
‘wright serviees in the city of Sharn, but those prices can
be used elsewhere in the worldas wel,
DRAGONMARKED DYNASTIES
Powerful dynastic guilds dominate and regulate the
economy. The dragonmarked houses include
barons ofindustry whose influence rivals that of mon:
archs. Their power derives from thei dragonmarks:
‘magical sigils passed down through their bloodlines.
For example, House Joraseo dominates the medical
trade with its Mark of Healing, while only someone with
House Lyrandar's Mark of Starms can pilot an airship
[Even independent businesses are typically licensed by
sahouse and conforma the standardsit sets. Not every
tavern isrun by House Ghallanda, but the Ghallanda
seal in the corner ofan inn sign assurescustomers that
the establishment meets health and safety standards,
‘Chapter | contains more details about dragonmarks
‘and the dragonmarked houses, along with niles for ere
ating dragonmarked characters.
CoMMUNICATION
‘The Courier’s Guid of House Orien operates a mail er-
vice, carrying messages and packages across Khorvaire
byyhorse and the house's lightning rail. Sending aletter
‘bymailis inexpensive: sending a package ora message
by wayof courier ismare secure but more expensive,
iieceady easter aplasia
protec written messoges using magic, suchas the il
‘sry script spell, and House Kundarak can secure pack:
ages with the dlyph of warding spell
“The gnomes of House Sivis also maintain a network
of speaking stones (described in chapter 5) 1 facilitate
{instantaneous communication across long distances.
‘Short messages pass from one stone to anoiher one
within a network of message stations.
‘The Communication and Security Services table
shows typical prices
COMMUNICATION AND SecuRITY Senvices.
Serie cost
‘Arcane ack (House Kundaat) 20
Cour service (House Orin) 1 sppermile
Glyph of wording (House Kundarak) 380 gp
aor serge (House Svs) Sep
Mil service (House Orien) Veppermile
Message station (House Svs) 2p perword
Tanslation (House Svs) 2p per word
CONVENIENCE
Inthe cities of Khorvaire, magie provides a host of
‘minor conveniences, Everbright lanterns (described in
chapter 5) ight the streets. Achef eats a pot ofstew
with a whispered incantation, while magic amplifies
‘towncrier'svoice. The various effects produced by
prestidigitationheating, cool
itlsion—all enhance daily lifein thecities.
ENTERTAINMENT AND FASHION
Theaters employ cantrips to amplify sound and focus
lighting, Grander performances incorporate illusions,
creating special effects to thrill audiences, and other
spells allow actors to perform amazing stunts. Dream
parlors focus on entirely illusory entertainment
Those with the inclination to display their wealth wear
glamerweave, clothing imbued with illusion (presented
fn chapter 5) This can invalve moving mages, such as a
cloak lined with gltering stars ora gown with apattera,
fofflames; the wearer might even adjust the intensity of
these flames with a word. Expensive lamerweave can.
reduce more-laborate effects, such as a gown that
appears to be made of blooming flowers. Glamerweave
‘ean also create abstract effects that slowly shift colors or
shimmer with a subtle glo.
‘MEDICINE
‘The dragonmerked House Jorasco maintains houses of
healing across Khorvaire. The simplest serviceis the
expert application of the Medicine skill For those with
desperate need and gold to pay, mostJorasco outposts
‘can provide lesser restoration; the best healers can also
provide greater restoration. In the finest Jorascoen-
claves, ifs even possible to raise the dead.
‘The Healing Services table summarizes typical prices
{or the services provided by House Jorasco.
HeALinc Services
Service ost
Minor nonmagial care 3 sp peruse ofthe Medicine stl
Major nonmagicl care 1 gpperday
(Cue wounds 25 gp perlevel ofthe spell,
Lesser restoration 50m
Remove curse 7580
Gucterestoraion 150 ep
Rave deod 750 gpTRANSPORTATION
An excellent system of roads connects the central na
tions of Khorvaire. Travelers can always make thei way
byhorse or coach, which might employ deaf animals,
‘magebred by House Vadalis for speed or endurance
House Vadalis also supplies exotic mounts sich a8 hip:
pogritfs and griffons. Elemental galleons use bound air
forwaterelementals to propel them,
“Two main options provide long-distance travel a
land, Major cities in Khorvaire are linked by the light
ning rail of House Orien, which allows you to avoid the
perils and tedium—of the roads, The ightning rail
uses bound elementals to pull tran ofcarriages over a
path of magical stones, between which a aillike stream
of ightning ares
epeed is aniasue, you can book passage on a House
Lyrandar airship, which uses a bound elemental to hold
8 shipaloft and propel it through the air. Tis is almost
the fastest way o travel, but also the mostexpensive,
Elemental airships area recent innovation and are rela
lively rare: many cities don't yethave docking towers
Fer those with no time to spare and plenty of money
ta spend, House Orien also has teleportation circles in
cach ofitsenclaves in cties across Khorvaire. Atsigaif
icant cost, a member ofthe house wil transport passen-
fgersinstantaneously from one enclave to another.
The Travel Services table summarizes the cost of trav
cling by these extraordinary means.
‘Travet Services
Service cost Speed
‘Aichi (House brands) 1 gp per mile 20mph
lementalgaleon (House Lyrandar) Ssppermile 10mph
LUghtning ral House Oren) Ssppermile 30mph
Magebred coach (House Orie) 3 sp permile_S mph
Telepontion ctl (House Orien) 2.500 gp Instant
WARFARE
After a century of war, magic plays an ever-increasing
role on the battlefield, Massive magical siege staf fil
the role of artillery. Semi-sentient warforged titans can
scatter squads of infantry. Arcane sappers may spread
Alvpls of warding to deny a region o an enemy. Wands
‘and rods haven't replaced the swords or hows, but elite
wwandslingers, as military spelleastes are often known,
are becoming ever more common.
The nations of Khorvaire all employed different forms
‘of battle magic during the war. Aundair fclded the
greatest number of wizards, while Breland produced
floating fortresses and other engines of war. The nation
(of Karrnath embraced the practice of necromancy and
‘animated hordes of undead soldiers
Inthe final decades ofthe war, House Cannith created:
the warforge: tireless sldiers formed of metal and
‘ther materials. The Treaty of Thronehold forbade the
Creation of new warforged and granted freedom to those
that survived the conflict. Warforged now seek places to
call home across Khorvaiee, but these living weapons
sruggle to find their place ina world at peace.THE LAST WAR
For hundreds of years, the continent of Khorvaire was
united under the kingdom of Galifar. This peace came to
a end with the death of King Jart in 894 VK. just over
8 century ago, Confict over the succession spiraled into
‘outright war between the Five Nations
The Last War was abitterstrugle that forever
changed the shape of Khorvaire. It was a century
rmarked by shifting alliances with years of stalemate ia
terspersed with periods of intense battles. This gruting
conflict left deep scars onthe land and the people, but
there was worse fo come. On 20 Olarune 994 YK, the
nation of Cyre was consumed ina magical cataclysm
‘ow known as the Mourning. The cause ofthe Mourn
ing remains unknown; many fear it was caused by un
briled use of war magic. Shock and fear brought the
nations tothe negotiating table, and the Last War came
to.anendin 996 VK with the Treaty of Thronehold.
Although many celebrated theend ofthe war. others
remain unsatisfied with its outcome. No one won the
war. Even though people optimistically refer toitas the
Last War, most believe that it's only a matter of time
until confit begins anew. The mystery of the Mourn:
ings the only thing holding the warmongers at bay. If
someone uncovers the secret af the Mourning if can
be proven thatthe Mourning can't happen again, or if
its power could be harnessed asa weapon-war could
cruptagain. Until then, the nations remain ina cold war
as each makes preparations and seeks advantages ina
conflict that cou lie ahead
THE SCARS OF WAR
As of! Zarantyr 998 YK, it's been less than four years
ince the Mourning and less than two years since the
Last War came to an end, The Last War spanned the
continent and lasted for overa century. Most people
‘Want to move on. But the sears of decades of war can't
be erased so quickly. These are just afew of the ongoing
effects ofthe Last War.
DRAGONMARKED POWER
The dragonmarked houses remained neutral in
and made considerable profit selling ther services toall
Sides. War drives innovation; House Cannith developed
many new weapons during the war, including the war-
forged, House Lyrandae perfected its airships inthe last
he war
decade ofthe conflict. Rumors persist of monsters or
super soldiers developed by House Vadals or biological
‘weapons in the hands of House Jorasco,
The dragonmarked houses emerged from the war
stronger than ever, wit the divided nations dependent
‘on their services Before the Last War, united Galifar
imposed many restrictions onthe houses. Today, no
monarch can afford to break ties wth any ofthe dragon:
marked houses. What will happen ifone ofthe houses
{Joes too far in its pursuit of profit?
New Nations
[Before the Last War, Galifar laid claim toall Khorvair.
Several new states emerged over the course of the wat:
Tn some cases, this was largely a formality: Galifarnever hada strong grip on the Lhazaar Principalites or
the gnome nation of Zilargo, and they held the Demon
‘Wastes in name onl. Other states were born in violence:
the elves of Valenar and the goblins of Darguun seized
their realms by force, But Aundair yearns to reclaim the
Eldcen Reaches, Breland keeps a wary eye on the mon-
strous kingdom of Droaam, and many mistrust the Vale
far elves. Within the Five Nations, anger remains over
how the inal lines were dravin fr example, Thrane re
tains control ofthe ancient Aundairian ct of Thaliost,
seized during the war
Puysicat DAMAGE
The borders between nations demonstrate theimpactof
{generations of conflict. Forests and farmlands scorched
by fire and magic are still recovering. Ruined cities have
yetto be reclaimed, along with shattered villages and
abandoned fortresses, These deserted sites now provide
shelter for brigands or are haunted by the restless spr.
its ofthose who died in anguish,
‘This damage reached far beyond the frontlines.
Magic fueled weapons, aerial cavalry, and guerilla
forces all struck deep within enemy territory, and the
cities of Khorvaire suffered. Wherever yous go, you might
see the scorch marks of fireballs or wreckage from
‘Siege weapons, Every nation is working to repair these
wounds, but the damage could linger for generations.
‘As you create an Eberron character, consider your
roots and the impact of the war. Was your hometown
destroyed in the war? Is your family thriving, or were its
‘members scattered or slain daring the confit?
REFUGEES AND SHORTAGES
Refugees lve in every major city including tens of thou
sands of exiles produced by Cyre's destruction. Cyrans
area people without a homeland, seeking shelter and
sustenance inthe lands of their former enemies, Many
Cyran refugees are former soldiers who were fighting in
enemy territory when the Mourning struck, or they were
farmers and merchants who escaped before their nation
vas consimed. Former nobles naw have nothing but
rags, and scholars or artists ive in alleyways.
Cities and towns sil sufer from shortages i the
cemath ofthe war. Farmlands, workers, and the
resources devoted tothe war were lot. Nations are
recovering. and most essential services and goods are
available in major cities. But there is always the possi
bility that something you want-—a luxury item or a spel
component~simply isnt available or can be acquired
only through the black market.
Tue Mournine
The nation of Cyre was once the heart of the kingdom of
Galfar. The Last War took a heavy toll on Cyre and its
citizens, asthe nation became a primary battleground
where the Five Nations crossed swords, But noone was
prepared for the disaster that suckin 994 YK.
Accounts ofthe Mourning vary. Somessay that a
blinding ht engulfed the battlefield near the Saerun
Road, Others say that dead gray mists rose in the capital
city of Metrl and spread from there. Within the space of
one day, the nation of Cyre had been engulfed a wall‘of mist, and anything caught within the mists was horrif-
ically transformed, Over a milion Cyrans were killed on
the day of Mourning, Those who survived were soldiers
fighting in enemy territory, those lving onthe borders
‘who were able to flee from the advancing mists, and
those few who were able to escape the interior through,
‘magical means. On 20 Olarune 994 YK, the nation of
Cyre ceased t0 exist
“The Mourning threw Khorvsire into a state of shock.
Who could unleash such power? Was this a weapon,
and ifso, when would those responsible issues their de-
‘mands? Were the borders of the lingering walls of mist
ble, or could they expand at any moment? What was
tobe done withthe Cyran refugees surging into every
adjacent nation? Fear of the Mouraing ended the war.
But all thse questions remain unanswered
Breland opened its borders to refugees, and Prince
COargew serves as de facto ruler in the area now called
New Cyre. Despite its grand name, New Cyreis litle
‘more than avast refugee camp. Other refugees scat
tered aeross Khorvaire: some are teated with pity, oth-
ers with suspicion or anger. And fear of the Mourning
hangs lke a shadow across Khor aire. Could it happen
again? Is this how the world ends?
‘Tae MourNLAND
Avwall of dead-gray mist surrounds the remnants of
Cyre. Beyond the mists lies a land twisted by magi, a
wound that will not heal. The blasted land is strangely
transformed. In some places, the ground has fused into
jagged glass. In others, itis cracked and burned, Broken
dies of solders from various sides litter the lan
scape soldiers whose dead bodies refuse to decom-
pose, The Mournland isa vast open grave,
In that horriic landscape vile magical effects linger,
and monsters mutate into even more foul and horrible
Creatures, Magical effects continue to rain upon the land
as storms that never dissipate. Stories speak ofliving
spells—war magic that has taken physical form, sentient
fireballs and vile cloudhills that endlessly search for
‘new victims. And angry ghosts continue to fight their
final battles.
‘The only thing predictable about the Mournland is
‘that nothing is predictable: any sort of monster or horror
‘ould lurk within ts borders. And yet it also holds the
‘wealth and treasures ofan entire nation, slong with the
secrets of House Cannith and everything else that was
left behind. i's dangerous. I's mysterious. Butts also
‘dungeon the size ofa nation, wth opportunities for
those brave enough toenter the mists.
THE MOURNING AND You
ln making an Eberron character, think about the impact
the Mourning had on you, Ifyou'refrom Cyre, did you
lose all yourfamily and friends? Are there heirlooms
Jostin the mists that youlre determined to regain. or
loved ones you hope to someday see again? Do you fel
loyalty to your nation and hope to se it restored, or have
you burned Cyre out of yourheart?
Even ifyouire notfrom Cyre, the Mourning may have
hada profound impact on you. Are you afraid that the
Mourning could consume all of Khorvaire, or da you
prefer not to dwell on such things? If you'e religious,
did the shocking tragedy of the Mourning cause you to
‘question your faith, or did icreinforee i? Ifyou're an
artifcer ora wizard, are you interested in studying its
effects more closely. Might you even hope to unravel its
mysteries yourself? Do you see it solely asa tragedy, or
do you hope that this awesome power could somehow
be harnessed?
‘Perhaps you were caughtin the Mourning and sue-
vived the experience, but its effects remain with you
Consider the following aftereffects of your experience:
+ Asa barbarian, you could have been a simple peasant
‘caught in the Mourning. Everyone else in your com
‘munity was killed, but their spirits were bound to you
‘Your barbarian rage represents you channeling these
vengeful ghosts. Is there a way to lay these spirits to
fest? Do they have unfinished business they want you
to resolve?
+ Asa sorcerer, your magical powers could be the result
ofyour exposure to the Mourning, Were you physi-
cally transformed as well, or are your powers the only
‘manifestation ofthe Mourning? Are you comfortable
using your abilities, or are you afraid that you might
be increasing the power ofthe Mourning with each
spell you cast?
+ Asa warlock, your patron could be interested inthe
“Mourning and drive you ro learn more about it Your
patron could even be part of the Mourning—perhaps
collective of spirits kills on the Day of Mourning,
for edark and enigmatic power that might have been
responsible for this tragedy. Ifyou take the latter ap-
preach, do you feel that by using your warlock magic
‘youare serving the Mourning? Or doyou believe
that you siphon power from it and weaken it with
‘your actions?
+ Asamember ofan unusual race, you could say th
‘you re actually a creation ofthe Mourning. Perhaps
‘your dragonborn was an actual dragon transformed
‘onthe day of Mourning, Or maybe your tefingis
touchedby the dark power of the Mourning instead of
‘yan infernal power
Wuar Causep THE MouRNING?
ADM running an Eberron campaign can decide the
cause of the Mourningorleave it as a mystery that will
never be solved. People in Fberronhavemany theories
about the cause of the Mourning I's up to the DM to de-
cide if any of them are correct:
+ The Mourning was the result ofa century of extensive
use of war magic. I the nations continue to use this
‘magic, the Mourning will expand.
+ The dragonmarked House Cannith made afortune
selling magical weapons to all sides during the Last
War. The Mourning was caused by research gone
horribly awry. The secrets can be found in a Cannith
research facility within the Mournland. I this know-
‘edge could be recovered and refined, i could produce
a terrifying weapon.
+ The Mourning was triggered by the release ofan an
cient demon overlord trapped since the dav of time.
This mighty fiend is lurking inthe Mouraland and
building its power, butsoon it will be ready tact.ADM should consider whether the mystery ofthe
Mourning can be solved and what the consequences
‘would be. Right now, fear of the Mourning holds war at
bay. Ifi’s confirmed thatthe Mourning is no longer a
threat~or if one nation manages to harness its power—
war eould begin again
THE DRACONIC PROPHECY
‘There ate patterns hidden inthe world. Secrets len
the conjunctions of the planes and moons, in strange
symbols formed by the lowing lava ofa volcanic erup
tion or the fissures cased by an earthquake. Carved in
thewalsof ancient ctadels and on primeval megalths,
‘knot patterns appear to have meaning that only the eon
templative mind ean hope to comprehend, To those who
can read them, these myriadeventsand signs forma
‘map of possible futures, a map that canbe used to shape
the course ofhistoy
‘Scholars call his map the Draconic Propheey, trib
ttingit tothe Progenitor Dragons: Eberron, Siberys,
and Khyber. The Prophecy isvast and comple, signs
Scattered across the world. Few hima or even elves
have the time or resources to unraveitsserets. The
foremost studentsof the Prophecy are ancient dragons,
immoral ends, and others who have devoted thos
sands of years to this work
What makes the Prophecy especially complex is that
it doesnt define a singular path for the future, Rather,
the Prophecy is a map that shows many possible fu
tures, along withthe steps that must occur to make that
future a realty. A fragment ofthe Prophecy might say,
Ifthe Bear Kingis slain by a sorrowful assassin in the
Shadow ofthe Mourning, the Crown will fall fom his
nation.” The "Bear King” could refer to King Boranel of
ireland, since the bear is Breland’s heraldicbeast. The
Shadow of the Mourning” could mean that Boranel
myst be slain in the Mournland, ert could mean that
the assassination must aceur on the anniversary of the
Mourning, This passage doesnt say that Boranel will
be assassinated or that the Brelish monarchy will fllit
suggests that if Boranel is assassinated under these con-
ditions, then the monarchy will surely fll. But it could
also be Fulfilled in diferent ways, ifthe terms ofthe
Prophecy are interpreted differents, Other fragments of
the Prophecy might cover what happens if Borancl is as-
saasinated under other circumstances, or what happens.
ithe dies of natural causes,
Asan adventurer, ou could be hired bya scholar
laying to piece together a fragment of the Prophecy
and clash with a secret society along the way. Or you
‘ould discover that your family plays a pivotal rte in
‘fragment of the Prophecy. Will you embrace this oF
fight your potential destiny? Will you dedicate your life
tointerpreting the Prophecy or fgnore ic as just a bunch
‘of mystical nonsense? And might the Prophecy hold the
answer tothe Mourning itself?Me sk YSCRAPERS OF SHARK RISE UP BEFORE YOR,
the spires glimmering with magical lights. Or
wind rushes through your alr as the airship
youire riding races toward adventure inthe
jungles of Qbarra, Or you hunt Emerald Claw
agents on the lightning ral, ereeping through one train,
car afteranother. Or you chartanother adventurous
course on the war-torn continent of Khorvaire. What:
ever path your character takes in Eberron, consider how
the word affects your character.
‘Building on the book's introduction, this chapter re
vveals how you can create a character shaped by Eberron
and its war-flled history. The chapter offers you the fol
lowing choices:
Race. Choose one ofthe playable races detailed in this
‘chapter, or pick a race from the Player's Handbook
and learn here how Eberron has affected that species
development
Dragonmark. Decide whether your character bears
‘one ofthe mystical marks associated with the dragon
‘marked houses.
Background. Choose the house agent background
ifyour character has devoted themself te serving a
dragonmarked house.
Artificer. Youhave the option of choosing the artificer
‘8 your character's class, becoming an unmatched
‘magical inventor.
Group Patron. Working withthe other players in your
‘roup, decide which ofthe great powers in the world
bbacks your group. This deision can shape your en:
tire campaign.
RACES
Humanoids ofall kinds have made their mark on the
continent of Khorvaire. Presented in alphabetical order,
the playable races in this section have especially shaped
the land's recent history
Each ofthe races described in the Player's Handbook
hhasa place in Eberron. As you make a character from
one ofthese races, this section can help you understand
your character's place in the world,
This section also presents other playable races that
hhave performed important roles inthe world’s evolution:
Changelings are clever shapechangers who can dis-
{uise themselves as other people,
Goblinoids—bugbears, goblins, and hobgoblins—ruled
‘Khorvaire long ago, before the madnessof the daelkyr
‘undermined them After serving as mercenaries in
the Last War, they now seek a place inthe worlds
new order,
CHAPTER 8 c
CHARACTER CREATION
Kolashtar are humanoids bound to spirits from the
plane of dreams, imbued with wisdom and tele-
pathic talent.
Ores, along with ther halEore kin,are a fierce people
‘who have fought world threatening evils for centuries.
Shifters drav: on thei distant lycanthropie heritage 10
‘manifest bestal traits for short peri of time.
Warforged ace artificial lifeforms buil to Fight in the
Last War, Created as tools of batl, they nov seek a
place and purpose beyond war
CHANGELINGS
LONG AGO THERE WAS AWOMAN NAMED JES, AND SHE
hhadone hundred children, Herrivls conspired against her
‘andswore to kill her children Jes begged the Sovereign for
help, but their only answer was the wind and rain In the
Aepans ofher despot, a taney traveler took her hand. "
wl protect your eildren f the follow my path. Let them
‘wander the world, They may'be shunned and feared, but
they wil never be destroyed.” es agreed, and the traveler
{gone herhiscloak. When she draped t over her children,
ther old faces mel ed anay and the could be whoever they
wanted tobe, And soi remains. Though the children are
shunned by al the giftof the Traveler protets them stil
Chance, changeling priest
‘Changelings can shift their forms with a thought. Many
changelings use this gftas a form of artistic and emo-
tional expression I's also an invaluable tool for grifters,
spies, and others who wish to deceive. This leads many
‘people to treat changelings with suspicion.
AHIDDEN PEOPLE
‘Wherever humans live, changelings reside aso; the
‘question is whether their presence is known,
CChangelings are born to one of three paths. few
are raised in stable communities where changelings
fare true to their nature and deal openly with the people
around them, Some are orphans raised byotherraces,
‘who find theirwayin the world without ever knowing a
Another like themselves. Others are part of nomadic
changeling clans spread across the Five Nations, fam-
ilies who keep their true nature hidden fram the sin-
fle skins. Some clans maintain safe havens in major
cities and communities, but most prefer to wander the
unpredictable path ofthe god known as the Traveler
g
4
kelie
F
Increating a changeling adventurer, consider the
characters relationships with people around them.
Does the character conceal their tue changeling na
ture? Do they embrace it? Do they have connections to
other changelings or are they alone and in search of
companions?
MASKS AND PERSONAS
Intheir true form, changelings are pale, wth colorless
eyes and slver-white hair. Itis rave fo see a changeling
in that form, fora typical changeling changes their shape
the wayothers might change clathes. casual shape
‘one created onthe spar of the moment, with no depth or
Fistory—iscalled a mask, A mask can be used toexpress
‘mood orto serve a specific purpose and then might
‘never be used again, However, many'changeings develop
identities that have more depth. They build an identity
lover time crafting a persona with history and belies
This focused identity helps a changeling pinpoint a par
ticular skillor emotion. A changeling adventurer might
hhave personas for many situations, including negotiation,
investigation, and combat.
Personas canbe shared by multiple changelings: there
-might be three healers in a community, bat whoever is on
duty will adop the persona of Tek, the kindly old medic.
Personas can even be passed down through a family
allowing a younger changeling to take advantage of can:
‘aces established by the person's previous users
CHANGELING NAMES
‘A changeling might use a diferent name for each mask
and persona and adopt new names as easily as they
change faces. The true name of a changeling tends to
be simple and monosyllabic; however, there are often
Accents toa changeling’s name that are expressed
{through shapeshifting, something single skins will
likely miss. So two changelings might have the name
Jin, but one is Jn-with vivid blue-eyes and one is in
with-golden nails.
CChangelings have a uid relationship with gender, see
ingit as one characteristic to change among many.
Changeling Names: Auna, Bin, Cas, Do, Pie, Hars.Jin
Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox Vil, Yug
CHANGELING TRAITS
Your changeling character has the folowing traits
Ability Score Increase. Your Charisma score in
creases by 2. In addition, one ability score of your choice
aes by 1
‘Age. Changelings mature slightly faster than humans
butshare a sinilarlfespan-—typicaly a century or less
While changeling ean transform to conceal their age,
the effects of aging affect them similarly to humans.
‘Alignment. Changelings tend toward pragmatic ne
twaliy, and few changelings embrace evil
‘Size. Your size is Medium. To set your height and
weight randomly, start with rolling a size modifier:
Sze modifier 246
Height = 5feet+ 1 inch + your size modi in inches
Weightin pounds ~ 115 + (244 your ste modifier)
‘Speed. Your base walking speed is 30 fet
‘Shapechanger. As an ction, you can changeyour ap-
pearance and your voie. You determine the specifics of
the changes, including your coloration, har length, and
sex Youtcan also adjust your height and weight, but not
so muich that your size changes. Youcan make yourself
appear as a member of another race, though none of.
your game statistics change. Yow cait duplicate the ap
pearance of a creature you've never seen, and you must
fdopt a form that has the same basic arrangement of
limbs that youhave. Your lothing and equipment aren't
changed by this trait.
Youstayiin the new form untilyou use an action tore
ver to your true form or until yo de
(Changeling Instincts. You gain proficiency with two
ofthe following skills of your choice: Deception, Insight,
Invimidation, nd Persuasion
Languages. You can speak, read, and write Common
and two other languages of your choice.DRAGONBORN
‘WHE THE JUNGLE'S HIDDEN DARKNESS STIRS, THE
tildren ofthe dragon wl sate ito shadow keeping
thar eternal watch
—The Draconic Prophecy, a8 recorded inthe
Morava rots
‘Tens of thousands of years ago, the dragons of Argon
nessen established 2 garrison of dragonbora in whats.
now Q'barra, These warriors were assigned to protect
the region against the influence ofthe Lorés of Dust.
Overtime they drifted away from their duties, building @
nation in eastera Khorvaire and clashing withthe gobli-
‘holds ofthe Dhakaani Empire,
‘This dragonborn nation came crashing down when
‘one ofthe ancient fiendish Overlords stirred, unleashing
fiends and corrupting many ofthe dragonborn them-
selves. Their nation in ruins, the dragonborn retreated
tothe darkness of Qbarra, They have remained there
ever since, guarding against corruption and fighting the
cil forces of the Poison Dusk—which is sometimes de-
scribed as acult devoted to a dragon, and sometimes as
Aanarmy gathering in the name ofa fiendish Overlord
TTodate the dragonborn have largely ignored the hu
‘mans of Qbarra, and the few humans who've encoun
tered dragontiorn believe they're some exotic type of
izardfolk Ifyou'rea dragonborn, what has caused you
{emerge from Q'barra? Are you on a quest to help your
people or o oppose the Lords of Dust? Are you driven
bby wanderlistor curiosity? Did you serve as a merce
naryin the Last War? How might your travels e to the
fate of your people?
DWARVES
Coup THe oirrOF THE MOUNTAINS, BUT IRON COMES
{from bod and bone.
—Mror Proverb
‘The origin ofthe dwarves is shrouded in mystery: Some
oftheir legends tell ofa great migration that fed the
ancient diarves to Khorvaire from “a land of endless
fice” Many believe this refers tothe arcticlands ofthe
Frostfll, while others claim thet the first dwarves must
hhave come from the frozen plane of Risia. Wherever
their roots, these migrant dwarves established a mighty
ration beneath the surface of Khorvaire
Most dwarven legends, unconcerned with the ques-
‘don of origin, dwell on the mighty artifactsand priceless
{reasures crafted by ancient deep dwelling dwarves,
and ofthe bloody wars they waged against the goblin
Empire of Dhakaan, Dwarves today cherish the memory
ofthis ancient nation forall dwarves in Khorvaire are
{descended from exiles driven from the realm below—
‘which was later destroyed by the daelkyr. Particularly
inthe Mror Holds, many dwarves cherish the idea of te
turning tothe subterranean reaches and reestablishing
their ancient nation, restoring them toa greatness they
have all but forgotten.
DWARVES OF THE MRoR HOLps.
‘The dwarves of the Mror Holds are defined in part
by their relationship tothe ancient Realm Below. In @
desperate effort to rediscover and reclaim the holdings
oftheir old nation, thedwarveshave recovered many.
‘weapons of war created in the final days ofthe empire
Some of these weapons were forged by the dwarves to
Wield against the daclky, bu others were made by the
ddaelkyt for the use oftheir minionsstrange symbiotic
items (some of which appear in chapter 5) that use the
lifeforce of their hosts to power their magical abilities.
Some cans have banned the use ofthese symbiotic
weapons and any exploration of daelkyr magic, notably
the prominent Clan Mroranon. Others, particularly Clan
Soldorak, have embraced this magico use against the
deh. Defining a relationship to these discoveries
cen be an important element of your character's back
‘ground; you might be a Mroranon paladin or ranger
dedicated to expunging any trace ofdaekyr magic from
the Realm Below, ora Soldorak warlock drawing on the
‘magic of Xoriat in pursuit of your own power, as well as
lor for your clan,
Another important question oconsiderin playing a
Mrorian character is why you have left the Holds. The
Leaving the Mror Holds table offers some suggestions
that might spark further ideas,LEAVING THE Mror HoLos
‘dB Reston for Leaving
1A feud witha rival clan has gotten ou ofhand, and
ln'sbestthatyouspend afew decades away fram the
Holds whilethings cool down
2 You come rem a large family and there's no room for
youtoshinen your hol, so you hopero make a name
fer yourelfin the wider world
3 Your clan has aranged you rarriage and your fut,
and yulve decided to have afew adventures before
yousette down.
4 You're pursuing vendetta wth a personarival seek.
ing defeat thers ether in battle or in business.
5 Youte searching for a legendary dwarven aract,sto-
fen cemries age bya Karrish noble
6 Youwant toassembe champions wo canhelp you ex
plore the ancient ruins beneath your ancestral home,
7 Youve rejected you clan's atitude toward dalky
magic earning the enmity of powerful éarves
8 Youwant to understand how the other peoples of
Khowvaire-—especillthe gobins and orce—have
faught the dackey.
DWARVES OF THE Five NATIONS
Dwarves are spread across Khorvaire. Dwarf soldiers
and engineers were part ofthe armies that united the
Five Nations, and dwarf masons aid the foundations
‘ofthe greatest cites of Galifar. Traditionally loyal to
family and clan, dwarves who were born outside the
‘Mror Holds tend t transfer theieherce clan loyalty to
their new homes and particularly tothe edifices of
stoneworkthat symbolize the permanence and stabil:
fay of those places. A Brelish dwarf might fee a deen,
personal connection to the towers of Sharn or the great
‘walls of Wroat; some dwarves love the great Cathedral
‘ofthe Silver Flame in Thrane more than devout follow
ers of the Silver Flame. Ultimately, the typical dwarf in
wider Khorvaire is more patriotic than the average hu
‘man ofthe Five Nations, and many dwarves fought for
‘their nations inthe Last War, at least for a time.
‘When creating a dwarf character from the Five Na
tions, consider both your national loyalty and the role
‘your family plas in your life. Do you live near family?
‘What kind of work do your closest family members pur
‘ue, and is that reflected i the background you choose?
Are youclose to your relatives, orhave you hada falling
‘out? Did you lose kin in the Last War?
DWARVES AND DRAGONMARKS
‘The Mark of Warding appears on dwarves of House
Kundarak, which had its origins as one of the clans of
the Mror Holds. Kundarak dwarves lve across Khor
‘aire while maintaining close ties to the Mror Holds and
thei loyalty tothe house aver any particular nation.
In addition o providing all manner of security, House
Kundarak dominates Khorvaire's banking industry. As
aadragonmarked house, itis obliged to remain neutral
inthe polities ofall nations, including ts homeland. As
«result, Clan Kundarak is no longer represented on
thelron Council that rules the Mror Holds. However. it
wields an influence over the other lans that reflects its
‘wealth and its status in the world beyond the Holds, and
the voice of Kundarak members arguing against the use
of daelkyr magic carries significant weight
ELVES
PUTUP YOUR SWORDS AND TALK OF PEACE, OR HIDE
behind your wells of stone. When the host of Vlenarthun-
ders orth, niter wil saveyou.
—ShaerasVadallia, High King ofValenar
‘Tens of thousands of years ago, the elves ofthe distant
continent of Xendrik rose up against the giants who
‘ruled over them. This rebellion isthe defining event in
elfhistoy. As the ancient war progressed, the mage
‘breeders of the giants bound magic into the elves who
remained loyal to them, forming the drovs—assassins
bed to prey on their other kin. Ultimately, the elves led
from Xen'drik and setled the island nation of Aerenal,
‘where they split into two distinct cultures: the intro
Spective Aereni and the warlike Tairaadal. Thus, a war
nearly forty thousand years ago established the pattern
of hw elves live today
‘either the Aereni nor the Tairnadal (which include
the elves of Vaienay) have much interest ia human ac-
tivities, but small numbers of elves have immigrated to
Khorvaire over the centuries and have more of ess inte-
‘grated with the cultures ofthe Five Nations. The drow,
‘though, are virtually unknown on Khorvaire.
‘Asa whole elves are driven by tradition and respect
forthe past. Where humans value innovation, elves
strive to master and perfect the techniques oftheir
ancestors over the course of studies lasting centuries,
Efsociety has changed litle over the last five thousand
‘years, while Khorvaire is constantly evalving. Whatever
the origin of your elfcharacter consider your relation:
ship withthe past: Do you value the traditions of your
‘ancestors? Or do you fear that your people are 100
‘mired in the past, and need to find a way to adapt and
move forward?
Hien Eves: THEAERENI
For thousands of years, the island nation of Aerenal
has been ruled and protected by the godlike power af
‘the Undying Court, a council of undead high elves. The
areatest heroes of the Aereni join the Undying Court af=
ter death, joining their heroic ancestors in immort
‘The Aereni are isolationist who have itl
in the world beyond ther island. The Pive Nations are
place of chaos and war, so why would any sensible
elf venture into that madness? As you make an Aereni
elfcharacter, decide what has causedyou to leave your
{sland home and the protection of the Undying Court in
order to wander the world. Are you in search ofa power
that could earn you your place in the Undying Court?
Have you been given a quest by one of your own death:
less ancestors? Or are you an exile, banished from your
hhomeland for some crime against your people's rulers?Eurwor
nove Cova
Consider your character's personal and family history.
What is your family known for, and how ean you prove
‘yourself to bea master ofthese skills? Do you have an
‘estors in the Undying Court andifso, what's your re:
lationship with them? Do you find t challenging to deal
withthe short-lived races, or are you patient with them?
Woop Eves: THE TAIRNADAL
Tairnadal elves dedicate themselves tothe arts of
war. The greatest heroes ofthe Tairnadal's many
‘ars—against glants, dragons, andthe champions of
Dhaksan—live on after death, becoming the patran
ancestors ofthe Tairnadal Upon reaching adulthood, a
Tairnadal elfforms a bond with one of these ancestors
and strives to follow in the fotsteps ofthis ancestor, iv
ing as the patron did. In this way, the champion comes
toembody their ancestor, allowing the dead tive on,
The Tairnadal have three distinet Hines: the Draleus
‘Taien the SilaesTaien, and the Valaes Taien. All three
lines roam the northern plains of Aerenal having left
the forest long ago but the Valaes Taira now reside
‘mostly n Valenar, being the Tairnadal most often er:
countered in Khorvaire. Despite sharing a homeland
‘withthe Aereni, the Taimadal have distinct religious
traditions, revering their patron ancestors rather than
the Undying Court,
In creating Tairnadal character, including a Valenar
ff think about your patron ancestor. Most Tairnadal
pursue the same clas as their patron, so ifyour char
acter isa wizard, your ancestor was likely a legendary
Pthamon 39 m
archmage. Was your ancestor a famous blademaster, a
‘tealthy hunter, oa war chanter? Were they chivalrous
tor merciless? Bold or clever? Whatever their path,
's your dutyto follow their example. Is this something
you proudly embrace, or doyourresist it? Do you know
another elf withthe same patron ancestor, and what's
‘your relationship ta tht character? Da you know an elf
Whose patron ancestor was a biter rival of yours?
‘Also consider why you are traveling witha group of
player characters (who are presumably not also mem:
bers of your war band) instead of serving with the Tair-
‘nadal. Do you experience vision of your patron ances-
{or driving you ona particular course? Are you pursuing
an epie quest that mirrors your ancestor's legendary.
‘deeds? Are you seeking vengeance forthe death of
friend orally? Or have you turned away from your peo-
ple, eitherby choice or because ofthe actions ofa rival?
pools aie ares
Tl ee ee
Sica are eee
a eee
one eee
Poe errcirre
pti tere
Seen {
CGHArTeR 1| CHARACTER CREATIONI
A double bladed scimitar isa martial weapon, weigh-
ing 6 pounds and dealing 244 slashing damage on ait.
thas the two-handed property and the following spe-
ial property
Ifyou attack with a double bladed scimitar as part of
the Attack action on your turn, you can use a bonus
action immediately ater o make a melee attack with
it This attack deals 1d4 slashing damage ona hit in-
stead of 244,
Feat: REVENANT BLADE
Prerequisite: Elf
‘You are descended from a master f the double-bladed
scimitar, and some ofthat mastery has passed on 1 you
You gain the following benefits:
+ Increase your Dexterity or Strength score by 1; 0a
‘maximum of 20.
+ While you are holding a double-bladed scimitar with
‘wohands, you gain 41 bonus to Armor Cas.
+ Adouble-bladed scimitar has the finesse property
‘when you wield it
ELVES OF THE Five NATIONS
‘Throughout history, elves have occasionally migrated to
live among the other peoples of Khorvaire. On rare oc-
casions, entire families have relocated (as House Phiar
lan did, almost three thousand years ago), but more
often wanderers and exiles have come to Khorvaire and
sade their way there. Many ofthe finest wizards and
‘most renowned artisans inthe Five Nations are high
elves. Wood elves are found among the rangers and
‘ruids ofthe Elden Reaches and stalking the darkest
alleys of Sharn,
‘Asan elf born and raised in Khervaire, your charac:
ter has grovn up among the shorterlived races. You
‘might not be as concerned with history and tradition as
the Aereni and Tairnadal: you could even live your life
‘entirely in the moment, with no care for your family or
yous legacy. Or you could be fascinated by the history
and traditions of your ancestors and tryto relearn the
ways your family has forgotten.
Consider also whether youve outlived human friends
and how that might affect you. Didyou know the par
ents or grandparents of another member of your pa
‘Are yu trying to repaya debtor full a promise to
that long-dead friend, or are you tying to recapture
some spark ofthe friendship you fet years ago? Do you
Femember a time before the Last War? Did you fight
inthe war?
Drow oF XEN'DRIK
Long ago on the continentofXen'drik, the frst drow
foutht beside the giants against the other elves. Tens
of thousands of years have passed, and drove and other
elves remember each other only as figures in their leg
ends. The Undying Court and the patron ancestors of
the Tairnadal remember the drow, but they have litle
‘ecasion to teach their living descendants about these
‘When the elves fled to Aerenal, the drow remained on
‘Xen'drias subjects ofthe giants, and they were caught
in the collapse of giant civilization. Today they linger
‘on Xen'drik and have set their own course, free ofthe
giants! malevolent influence
Three distinct drow cultures formed after the fall of
‘the giants. The most numerous are the Velkoor, hunt
cersdedicated toa scorpion god called Vulkoor. They
‘hunt giants and other dangers in their lands, Led by
powerful druids and wizards, the Sulatar cling to trad
tions of elemental shaping that date back othe Age of
Giants. They lve in a handful of obsidian cites across
Xenidrik, and believe that they are destined to cleanse
the word in a fery apocalypse. Finally the Umbragen
are descended from drow who fled into the depths of
the earth when the giant civilization fell. They wield so:
‘hinteated magic in their unceasing battles against the
ddaelkyr andthe other aberrations ofthe underworld
‘When creating a drow character, think about how
you came to Khorvaire. Are you a Vulkoori hunter who
accompanied an expedition home t Khorvaire, now.
seeking your way inthis strange nev world? Are you an
Umbragen seeking powersithat can help your people in
theirendless war? Or are you a Sulatar pursuinga per-
sonal path to glory?
How doyou react to meeting members of other elven
cultures during your journeys? You might quickly rec-
‘ognize that mos! bear litle resemblance tothe terrors
described in your people's legends, or you might have an
almost instinctive reaction of distrust. You might have
lvercome your inital prejudices by the time the cam-
ppagn begins, or pechaps youre working to build trust
‘with another elfmember of your adventuring part.
ELVES AND DRAGONMARKS
‘The Mark of Shadow frst appeared among the elves
ofthe Phiaelan line, and the house quickly tsrned the
‘mark's powers of shadow and illusion into an economic