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Campaign Setting 1

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CAMPAIGN
SETTING

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©Wizards of the Coast LLC.
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quality, viability, or suitability for purpose of this product.
Magic Item Enchantments in Pathfinder for Savage Worlds and Intelligent Relics based on the work
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included with permission from Pinnacle Entertainment Group, Inc.
CREDITS
EBERRON CAMPAIGN SETTING:
Eberron Created by Keith Baker
World and Story Development: Bill Slavicsek
Game Design: Keith Baker, Bill Slavicsek, and James Wyatt
Game Development: Jesse Decker, Michael Donais, Andrew J. Finch
Design Manager: Christopher Perkins
Development Manager: Andrew J. Finch
Managing Editor: Kim Mohan
EBERRON FOR SAVAGE WORLDS:
Savage Worlds Conversion: Kristian Serrano
Foreword: Keith Baker
Editing: Michael Greszler
Layout and Graphic Design: Aaron Acevedo and Karl Keesler
Playtesters, Contributors, and Supporters: Ian Alloway, M. Sydney Andrews,
Donovan Bailey, Clint Black, Jodi Black, Ron Blessing, Dylan Brooks, David
Ginsburg, Michael Greszler, Jan Jetmar, Stirling Netzlaw, Elly Runnalls, Manuel
Sambs, Richard Woolcock, and many more members of both the Eberron and
Savage Worlds communities. Thank you all for exploring with me!
Thank you, Keith, for continuing to pour your heart into the world of Eberron far
beyond your original draft of Thrilling Tales of Swords and Sorcery all those years
ago, and for being my friend.
Dedicated to Jenn Sutcliffe for supporting and encouraging me in following through with
this passion project, and to my parents for introducing me to the fantastic films and books
that ignited my imagination as a young boy.

2
TABLE OF
CONTENTS
CREDITS......................................................................2 ENCHANTMENTS..............................51
FOREWARD...............................................................4 DRAGONSHARD ITEMS.................... 53
PREFACE.....................................................................5 WARFORGED COMPONENTS..........60
INTRODUCTION.................................................... 6 TRADITIONAL MAGIC ITEMS........... 63
CHAPTER ONE: SETTING RULES....................7 SYMBIONTS...................................... 65
CHAPTER TWO: ADVENTURERS.................. 9 ARTIFACTS........................................ 66
CREATING ADVENTURERS................. 9 WONDROUS LOCATIONS................ 66
ANCESTRIES....................................... 11 INTELLIGENT ITEMS........................ 68
NEW SKILLS.......................................15 CHAPTER SIX: ORGANIZATIONS..................73
NEW EDGES.......................................15 THE AURUM...................................... 73
CHAPTER THREE: GEAR...................................27 THE BLOOD OF VOL........................ 73
CLOTHING.........................................27 THE CHAMBER..................................74
TOOLS AND SKILL KITS....................27 CHURCH OF THE SILVER FLAME......74
DOCUMENTS.................................... 28 CULTS OF THE DRAGON BELOW.....75
NEW SPECIAL MATERIALS............... 28 DRAGONMARKED HOUSES..............75
DRAGONSHARDS............................. 29 THE DREAMING DARK.....................80
ARMOR..............................................31 THE GATEKEEPERS...........................81
MELEE WEAPONS..............................31 THE LIBRARY OF KORRANBERG...... 82
RANGED WEAPONS...........................31 THE LORDS OF DUST........................ 82
SPECIAL SUBSTANCES AND ITEMS...31 MORGRAVE UNIVERSITY................. 83
ELEMENTAL VESSELS....................... 32 ORDER OF THE EMERALD CLAW.... 83
CHAPTER FOUR: ARCANA............................. 33 THE ROYAL FAMILIES.......................84
ARCANE BACKGROUNDS................. 33 THE TWELVE.....................................84
FAITHS & DOMAINS.......................... 35 WARDENS OF THE WOOD...............84
ARCANE DEVICES............................. 42 THE WAYFINDER FOUNDATION...... 85
PREPARED POWERS.......................... 42 CHAPTER SEVEN: BESTIARY........................ 89
SPELLCASTING SERVICES................ 42 NEW SPECIAL ABILITIES................... 89
POWERS............................................ 43 BESTIARY..........................................90
PLANES OF EXISTENCE.................... 45 INDEX......................................................................105
CHAPTER FIVE: MAGIC ITEMS.......................51

3
EBERRON FOR SAVAGE WORLDS

FOREWoRD
Mickey Redblade was sharpening a dagger when what Eberron was trying to do for pulp
she walked in. She was three feet of trouble – the action fantasy.” I didn’t have time to try
most beautiful halfling he’d ever seen. But Mickey the system then, but I stayed in touch
could see it in her eyes. She was in danger. with Kristian and was impressed by
Eberron began with these words. his devotion to Eberron and how well
Though at the time, it wasn’t called Eber- he understood the setting. This came
ron. When I pitched the idea to Wizards out even more clearly when we worked
of the Coast, it was simply Thrilling Tales together on the Manifest Zone podcast.
of Swords and Sorcery. The idea was to When Kristian returned to the idea
infuse Dungeons & Dragons with the over of creating a Savage Worlds conversion
the top energy of pulp adventure and the of Eberron, I appreciated the idea but
intrigue of noir tales. From the begin- assumed that it simply couldn’t be done—
ning we were trying to fit a square peg that there was no way that the Wizards
into a round hole—pushing Dungeons who possessed the rights to Eberron would
& Dragons to be something it wasn’t be willing to let the story of Eberron be
originally meant to be. And don’t get me told with a different system. But nothing’s
wrong, we did OK—and the proof is the impossible for a true pulp hero. I don’t
fact that people are still setting stories in know how many Bennies he had to spend
Eberron, twenty years on. Action points, to pull it off, but Kristian never gave up—
warforged, artificers and more all helped and thanks to his tireless efforts, we have
to give Eberron a unique flavor. But the the book you hold in your hands (or see
fact remains that at its foundation, D&D on your screen) today. 
wasn’t designed for pulp adventure; it’s a I love Eberron, and I love that people
layer Eberron added to the story.  now have the opportunity to tell Eberron
I first heard about Savage Worlds in stories in a new way. I know that the
2009, when someone named Kristian setting couldn’t be in better hands. And
Serrano wrote to me and asked if I’d tried now, what are you waiting for? Adven-
using it for Eberron. He told me “After ture awaits! 
reading the rules and playing a ~Keith Baker
little bit, I feel like I finally get

4
Preface

PREFACE
I have been a fan of Eberron since 2005, and Prophecy must have played some role
I have run Eberron games off and on for because Pinnacle Entertainment Group,
about as long. Eberron—as a fantasy setting the publishers of Savage Worlds, released a
incorporating themes of pulp, noir, and significantly updated version of the Fan-
horror—sparked my imagination like no tasy Companion that offers so many new
other setting had until then. Two-fisted, options and rules that make Eberron shine
swashbuckling action; exotic locales; rich even more under the brilliance of Savage
cultures; and complex intrigue in a world Worlds. This updated version of the Fantasy
struggling to heal after a century-long war Companion introduced a large collection of
that ended with the complete destruction new and powerful Arcane Backgrounds,
of an entire nation all made my head spin new Edges and Hindrances, new powers
with tales that I wanted to be able to expe- and Epic Modifiers, and more ancestral
rience in a roleplaying game. and monster abilities for creating fantastic
In 2008, I downloaded the Savage Worlds races and creatures respectively.
Test Drive Rules. Reading that PDF felt like If it isn’t obvious already, I’m thrilled
I uncovered a hidden treasure. I thought about using Savage Worlds to run and play
back to moments when players attempted Eberron adventures and campaigns in a
to take daring, heroic risks and replayed way that no other roleplaying game can.
them in my head with Bennies, exploding For those of you who are encountering this
dice, open character concepts, and Wild conversion for the first time, I hope this
Dice. I found Savage Worlds to be perfectly book helps you create the Eberron game
matched with the type of stories you’d find you’ve always wanted to experience as it
in the world of Eberron. has for me.
I’ve been tinkering with adapting ~ Kristian
Eberron to Savage Worlds since November
of 2008. As I write this, it is now 2022—
thirteen years after I had first started this
entire adventure. Those of you who are
fans of Eberron know the numerological
significance of that number. The draconic

5
EBERRON FOR SAVAGE WORLDS

INTRODUCTION
Eberron for Savage Worlds is a guide to facili- Savage Worlds and before even beginning
tate adapting the world of Eberron for play to create characters.
with the Savage Worlds roleplaying game
rules. It is not a complete game, and it IS THIS LEGAL?
requires the Savage Worlds core rules, the
Savage Worlds Fantasy Companion, and a This document complies with Wizards
few options from the Savage Worlds Horror of the Coast’s Fan Content Policy. The
Companion. policy refers to not using content in
other games. However, this document
This book specifically adapts material
only serves as a collection of conversion
from the Eberron Campaign Setting released
notes that requires original content from
for Dungeons & Dragons v3.5. However,
official Eberron products and does not
some of the converted ancestries are
include complete game rules as already
designed based on more modern inter-
stated above.
pretations of ancestries presented in the
5e D&D supplement Eberron: Rising from This document may only be utilized for
the Last War. personal use and not to create new games
incorporating Wizards IP or anything
HOW TO USE THIS BOOK else that can or will be distributed that
does not also conform to Wizards of the
Eberron for Savage Worlds is not a conver- Coast’s Fan Content Policy.
sion or analog of Dungeons & Dragons. Your
expectations should not be to play Dun-
geons & Dragons using Savage Worlds, but
to use Savage Worlds to explore the Eber-
ron as a setting, an important distinction
that makes a difference between feeling
excited and feeling disappointed while
playing the game. The GM—referred to
as the Prophesier in this book—should
make this distinction clear to play-
ers when introducing them to

6
Chapter One: Setting Rules

CHAPTER ONE:

SETTING RULES
Employing these Setting Rules can fur- • More Skill Points*
ther emphasize the themes and styles of • Multiple Languages*: See Languages
play commonly expressed in an Eberron under New Skills for a complete list.
adventure. • Unarmored Hero
• Wound Cap
EVERYONE HAS A PAST
Whether as a means of survival or as a way FANTASY COMPANION
of life, all adventurers have had some past
• Limited Actions*
before becoming an adventurer. During
• Desperate Attack
character creation, characters get one free
• Stream Template*
Background or Professional Edge to reflect
• Armor Interference*
their previous lives. However, the charac-
• Betrayal
ter must still meet the Edge requirements.
• Downtime
• Villainous Conviction*
ADDITIONAL SETTING
RULES HORROR COMPANION
Default Setting Rules are marked with an • Environmental Phenomena: The
asterisk. The Prophesier should choose rules for Graveyard, Profane Ground,
from among the others which to employ and Sacred/Holy Ground are recom-
based on the themes and tone desired. mended. Clerics of good or evil faiths
are treated as supernaturally good or
SAVAGE WORLDS evil for purposes of these effects.
• Born a Hero*: As in the Savage Worlds • Binds: Binds can be used to constrain
core rules but Edges can be no higher outsiders of any type or to perform
than Veteran rank. exorcisms. Using a small Khyber shard
• Conviction* with a binding circle adds +2 to the
• Creative Combat Occult roll for binding the outsider,
• Fanatics and using a greater Khyber shard with
• Fast Healing a binding circle adds +4.
• Heroes Never Die

7
EBERRON FOR SAVAGE WORLDS

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8
Chapter Two: Adventurers

CHAPTER TWO:

ADVENTURERS
For Eberron adventures and campaigns, HINDRANCES
characters are known as adventurers,
and the Game Master has the title of Your adventurer might have flaws that
Prophesier. impede achieving their goals and objectives,
Before you get started creating your but heroes often do great things despite—
adventurer, download a copy of the Eber- and sometimes because of—their flaws.
ron for Savage Worlds character sheet from Hindrances represent those flaws be they
immaterialplane.com. physical disabilities, troublesome person-
ality traits, or dark secrets your adventurer
CREATING might be hiding.

ADVENTURERS You can take up to 4 points of Hindrances.


A Major Hindrance is worth 2 points, and
a Minor is worth 1. An adventurer could thus
CONCEPT take two Major Hindrances, four Minor, or
any combination that adds up to 4 points.
Eberron is filled with a wide range of roles
(You can take more Hindrances if you want,
and professions. You can choose to play a
but the maximum benefit is 4 points!)
ranger who knows how to survive in the
wild, a wizard who studies the very magic Taking Hindrances not only helps you
that permeates this world, an artificer who define your adventurer but also gives you
can infuse that magic into tools and weap- additional points you can use to start with
ons, or any other role you can conceive additional attributes or skill points, Edges,
using the rules below. or even money for gear.
For 2 points you can:
ANCESTRIES • Raise an attribute one die type, or
This book includes 11 ancestries from • Choose an Edge
which your adventurer could be a For 1 point you can:
descendant. Each has unique abilities
inherent to them. • Gain another skill point.
• Start play with an additional 500
gold pieces.
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EBERRON FOR SAVAGE WORLDS

TRAITS or less than the attribute to which it’s linked


(listed beside the skill in parentheses). If
Characters are defined by attributes and you exceed the linked attribute, the cost
skills, collectively called “Traits,” and both becomes 2 points per die type.
work in exactly the same way. Attributes Skill Maximums: Skills may not be
and skills are ranked by die types, typically increased above d12 during character
from d4 to d12, with d6 being the average for creation unless the character starts with
adult humans. Higher is better! the skill at d6. If the skill starts with a d6,
increase her maximum to d12 + 1. A wizard
ATTRIBUTES might start with a d6 in spellcasting, for
Every character starts with a d4 in each example, which means that skill may be
of five attributes: Agility, Smarts, Spirit, increased to d12 + 1.
Strength, and Vigor (discussed in more
detail in Savage Worlds). DERIVED STATISTICS
You then have 5 points to increase your Your character sheet contains a few other
attributes. Raising a d4 to a d6, for exam- statistics you need to fill in, described below.
ple, costs 1 point. You’re free to spend these Pace is how fast your adventurer moves
points however you like except that no in tactical situations like combat. Standard
attribute may ever be raised above a d12. Pace is 6, which means six tabletop inches
If an Edge or power increases the attribute per game round. Each inch is two yards in
beyond d12, each increase adds a +1 modi- the real world. Movement is explained in
fier. Increasing a d12 Strength two die types, detail in the Savage Worlds core rules.
for example, is a Strength score of d12 + 2.
Parry is equal to 2 plus half your char-
acter’s Fighting die type (a total of 2 if a
SKILLS
character doesn’t have Fighting), plus any
Skills are learned abilities such as firing
bonuses for shields or certain weapons. This
weapons, hand-to-hand combat, arcane
is the Target Number (TN) to hit your hero in
knowledge, professional aptitudes, and so
hand-to-hand combat.
on. Skills in Savage Worlds are very broad
to keep the action simple and straight- For Fighting skills higher than d12, such
forward. The Shooting skill, for example, as d12 + 1, add half the fixed modifier,
covers bows, crossbows, wands, and other rounded down. For instance, Fighting d12
ranged weapons. + 1 grants a Parry of 8, while Fighting d12 + 2
results in a Parry of 9.
Core Skills: Athletics, Common Knowl-
edge, Notice, Persuasion, and Stealth are Size: A hero’s default Size is 0 unless
“innate” abilities most adult adventurers altered by racial abilities, Edges, or Hin-
have. Your adventurer starts with a d4 in drances. It cannot be less than −1 or more
each of these core skills. than +3.
Buying Skills: After core skills are Toughness is your adventurer’s damage
assigned, you have 15 additional points to threshold. Damage rolls that equal or exceed
raise core skills or buy and raise new skills this number cause harm (see Damage in the
as you see fit. Savage Worlds core rules).
Each die type costs 1 point (starting Toughness is 2 plus half your adventur-
at d4) as long as the skill is equal to er’s Vigor, plus Armor (use the armor worn

10
Chapter Two: Adventurers
on his torso). Vigor over a d12 is calculated BACKGROUND DETAILS
just like Parry, above.
Your character became an adventurer for a
EDGES reason. Think about what impact the Last
War had on their lives. If they’re of an ances-
Attributes and skills are an adventurer’s try with a longer life span, how long have
basic statistics, but what really makes they lived through the war? If they’re part of
individuals different are their Edges. One an organization, why and how did they come
might focus on Leadership Edges that lets to be so? If they’re no longer a member of a
him rally his fellow soldiers while another particular organization, why not?
concentrates on taking out large numbers
Additionally, players are strongly encour-
of foes at once with Sweep or Frenzy.
aged to discuss with each other what binds
Who your adventurer was and what their adventurers together.
role they served previously in their life
(likely during the Last War) shapes who
they are now and who they might become.
Ancestries
All adventurers start with a free Back- The ancestries presented below are bal-
ground or Professional Edge that reflects anced to 4 points of positive abilities.
the character’s previous life. They may gain
additional Edges by taking Hindrances or CHANGELING
Advances once play begins. Any additional
Edges taken during character creation • Change Appearance (+3): As an action,
could expand on that background or take changelings can alter physical features
them on a new path. to appear as another humanoid form
up to one Size larger or smaller but
Available Edges can be found in this
cannot alter their clothing or gear.
book, in the Savage Worlds core rules, and in
This ability does not have a limited
the Savage Worlds Fantasy Companion.
duration. The change of appearance
grants changelings a +4 to Performance
GEAR rolls when attempting to impersonate
another individual they’ve observed.
Adventurers begin play with gear and
If killed, they automatically return to
weapons appropriate for their skills and
their natural form.
background. This includes appropriate
• Changeling Instincts (+2): Change-
clothing for extreme temperatures, equip-
lings are socially and psychologically
ment such as rope or climbing gear, or tools
intuitive due to their adoption and
used for specific skills such as Thievery. For
understanding of different personas.
example, if you’re playing a veteran of the
They add +1 to Intimidation and Per-
Last War, your adventurer might still pos-
suasion rolls.
sess the armor and weapons issued to them
• Outsider (−1): Changelings have the
during the war. The Prophesier has the final
Outsider (Minor) Hindrance. If iden-
say in determining whether your list of gear
tified as a changeling, they have −1 to
is appropriate.
Persuasion as other races tend to dis-
trust them.

11
EBERRON FOR SAVAGE WORLDS

DWARF meditate in a semiconscious state 4


hours every day.
• Darkvision (+1): Dwarven eyes
are accustomed to the dark of the GNOME
underearth. They can see in Pitch
Darkness up to 10” (20 yards), ignor- • Illusionist (+4): Gnomes can create
ing all Illumination penalties and up imaginary images and sounds within
to 2 points of penalties from invisibil- the range of their sight and with a
ity or similar powers. maximum volume of a 4” (8 yard)
• Reduced Pace (−1): Dwarves have diameter sphere.
short legs compared to human-sized • Knowledgeable (+1): Gnomes begin
ancestries. Decrease their Pace by 1 play with a d6 in Common Knowl-
and their running die one die type. edge. This increases their maximum
• Stonecunning (+1): Generations of Common Knowledge to d12+1.
delving into the depths of the Mror • Low Light Vision (+1): Gnomes’ eyes
Holds has taught the Dwarves how to are accustomed to seeing below
identify unusual stonework, granting ground. They ignore attack penalties
them the Stonecunning Edge. for Dim and Dark Illumination.
• Tough (+3): Dwarves are genetically • Reduced Pace (−1): Gnomes have
stout and tough. They start with a d6 short legs compared to human-sized
in Vigor instead of a d4. This increases ancestries. Decrease their Pace by 1
their maximum Vigor to d12+1. They and their running die one die type.
also have a +1 bonus to resist poisons, • Size −1 (−1): Gnomes are considered
powers, and supernatural abilities Size −1 and have −1 Toughness.
that behave similarly to powers.
HALFLING
ELF • Athletic (+1): Halflings are nimble
• Agile (+2): Elves are graceful and agile. beings. They start with a d6 in Athlet-
They start with a d6 in Agility instead ics instead of a d4. This increases their
of a d4. This increases their maximum maximum Athletics to d12+1.
Agility to d12+1. • Brave (+2): Halflings have the Brave
• Frail (−1): Elves aren’t as sturdy as Edge. Through cultural inheritance,
most other ancestries. Their Tough- they retain some amount of fearless-
ness is reduced by 1. ness from their Talentan origins.
• Keen Vision (+1): Elves have +2 to • Lucky (+2): Halflings have the Luck
Notice rolls to detect obscured or Edge, seemingly able to find their way
hidden features. out of unideal situations.
• Low Light Vision (+1): Elven eyes • Reduced Pace (−1): Halflings have
amplify light. Other ancestries often short legs compared to human-sized
claim they can see stars in the elves’ ancestries. Decrease their Pace by 1
eyes. They ignore penalties for Dim and their running die one die type.
and Dark Illumination (but not Pitch • Size −1 (−1): Halflings are considered
Darkness). Size −1 and have −1 Toughness.
• Trance (+1): Elves don’t
need sleep, but they must

12
Chapter Two: Adventurers
• Stealthy (+1): Halflings begin play with • Skilled (+2): Humans start with a d4 in
a d6 in Stealth. This increases their any two skills based on their experi-
maximum Stealth to d12+1. ences, education, training, or culture.
If the chosen skill is a core skill, it
HALF-ELF starts at d6 and the skill’s maximum
increases to d12+1.
• Heritage (+2): Half-elves may express
the grace of elves or human adaptabil- KALASHTAR
ity and ingenuity. A half-elf may either
start with a free Edge of his choice or • Charismatic (+2): Kalashtar have
a d6 in Agility instead of a d4 (which the Charismatic Edge. Through their
also increases his Agility maximum to strong presence and psychic subtle-
d12+1). ties, they are adept at influencing
• Low-light Vision (+1): Half-elves others.
ignore penalties for Dim and Dark • Dreamless (+0): Kalashtar can sleep,
Illumination (but not Pitch Darkness). but they do not dream, rendering
• Skilled (+1): Sharing the ingenuity of them immune to the nightmares
their human relatives as well as having power, but also unable to travel to Dal
slightly longer life spans, half-elves Quor during their sleep.
start with a d4 in any skill based on • Dual Mind (+2): Because of the guid-
their experiences, education, train- ance from the quori spirit with which
ing, or culture. If the chosen skill is a they are bonded, Kalashtar can reroll
core skill, it starts at d6 and the skill’s opposed Psionics rolls.
maximum increases to d12+1. • Enemy (Major) (−2): Kalashtar are
constantly hunted by the Dreaming
HALF-ORC Dark and the Inspired of Reidra.
• Naturally Psionic (+3): Kalashtar
• Assertive (+1): Half-orcs start with a have the Arcane Background (Psion
d4 in Intimidation. or Soulknife) Edge with mind link as
• Brute (+2): Inheriting some of the one of their starting powers. They also
physical strength of their orcish have Psionics as a core skill.
ancestry, half-orcs have the Brute • Outsider (−1): If identified as
Edge. kalashtar, they subtract 1 from their
• Darkvision (+1): Half-orcs’ eyes are Persuasion roll as they seem to have
attuned to habitats with dim lighting. alien dispositions with which most do
They can see in Pitch Darkness up to not feel comfortable.
10” (20 yards), ignoring all Illumina-
tion penalties and up to 2 points of SHIFTER
penalties from invisibility or similar
powers. • Keen Senses (+1): Shifters begin with
a d6 Notice skill. The skill’s maximum
HUMAN increases to d12+1.
• Low-light Vision (+1): Shifters ignore
• Adaptable (+2): Humans begin play penalties for Dim and Dark Illumina-
with one free Edge. They must meet tion (but not Pitch Darkness).
its Requirements as usual. • Shifting (+2): This ability
allows a shifter to tap into his
13
EBERRON FOR SAVAGE WORLDS
lycanthropic heritage. At character trained as tools of war. Negotiations
creation, the player chooses a shifter were not part of their training, and
ability from the list below. Shifting is their world knowledge off the bat-
a limited free action and lasts up to 5 tlefield is limited. They do not have
rounds plus 1 round for each Shifter Common Knowledge or Persuasion
Edge they have. The shifter can shift as core skills.
back to his normal form at any time • Composite Plating (+1): A warforged
before then. While in this animal-like is covered in tough plating made of
form, the shifter can ignore 1 Wound magically-treated woods and metals.
penalty. When the shifting ends, the Warforged gain +2 Armor. The com-
shifter takes a level of Fatigue. This posite plating is considered light
level of Fatigue can only be removed armor. Warforged are unable to wear
after 4 hours of abstaining from additional armor.
shifting. • Living Construct (+6):
◦ Beasthide: The skin of ◦ Doesn’t breathe (+2), doesn’t eat
beasthide shifters harden, pro- or drink (+1), immune to poison
viding Armor +4. and disease (+2), never suffers
◦ Cliffwalk: The limbs, hands, and penalties from or becomes Inca-
feet of cliffwalk shifters become pacitated by Fatigue (+3).
stronger. They gain the Free ◦ Doesn’t sleep (+1), and powers
Runner Edge. can’t put them to sleep. Must
◦ Longstride: The legs of longstride spend at least six hours in a
shifters elongate, and longstride relaxed state, seeing and hear-
shifters balance on the balls of ing as normal, and can perform
their feet. They gain the Fleet- simple tasks during rest.
Footed Edge. ◦ Cannot heal naturally, and
◦ Longtooth: The face of a long- using the Healing skill or casting
tooth shifter distorts, growing healing on a warforged has a −2
a canine muzzle full of sharp penalty. (−2)
teeth that cause Str+d6 damage ◦ With a failed Vigor roll when
(see Natural Weapons in Incapacitated, becomes auto-
Savage Worlds). matically stabilized but inert and
◦ Razorclaw: The claws on the helpless. (+0)
hands of razorclaw shifters grow ◦ Injuries on warforged can only
and can be used to make attacks be removed when all Wounds are
dealing Str+d4 damage (see Nat- “healed” with the Repair skill or
ural Weapons in Savage Worlds). the repairing power. (−1)
◦ Wildhunt: Wildhunt shifters’
• Outsider (−2): Warforged have the
sense of smell becomes more
Outsider (Major) Hindrance. With a
sensitive, granting them the
long history of being dedicated sol-
Alertness Edge.
diers of war, warforged have difficulty
blending into post-war Khorvaire.
WARFORGED Most non-warforged strongly dislike
the sight of warforged as they stand
• Built for War (−2): War-
as living reminders of the horror that
forged were designed, built, and
14
Chapter Two: Adventurers
was the Last War. As such, warforged LANGUAGE (SMARTS)
have −2 to Persuasion rolls when The world of Eberron features many
interacting with non-warforged and cultures and races. Use the Multiple Lan-
are often treated as less than human. guages Setting Rule as presented in Savage
• Steel Fists (+1): Warforged may Worlds to determine how many skills an
attack with their fists and deal Str+d4 adventurer knows at the start of play. Refer
damage. to the Languages table for a complete list.

NEW SKILLS PILOTING (AGILITY)


Typically, the only individuals in Eberron
The following skills are not available in with the Piloting skill are dragonmarked
Eberron: Electronics, Focus, Hacking, Lan- heirs of House Lyrandar with the Mark of
guage, Science, and Weird Science. Storm who make use of this skill for flying
elemental airships.
CRAFTING (SMARTS)
Adventurers sometimes take time to create NEW EDGES
useful items. Creating an item requires
appropriate raw materials costing half the Within this section, you’ll find an assort-
item’s market value and appropriate tools. ment of new Edges to create adventurers
Making something is usually resolved as unique to Eberron. Additionally, with the
an extended skill check, with each skill exception of the prohibited Edges below,
roll representing roughly a day’s work, all Edges listed in the Savage Worlds
though this may be smaller for particularly core rules and the Savage Worlds Fantasy
simple jobs. Companion are available for use in an Eber-
ron campaign.
The number of successes required and
modifiers depend on the complexity, size, All adventurers begin play with one free
and cost of the item to be created, as well Background or Professional Edge.
as the availability of necessary resources The following Edges from the Savage
and tools, as determined by the Prophe- Worlds core rules are disallowed: Double
sier. A critical failure on a skill roll means Tap, Gadgeteer, McGyver, Rapid Fire, Rock
the work has been ruined and the raw and Roll!, Two-Gun Kid, Wizard.
materials wasted.

DRIVING (AGILITY)
BACKGROUND EDGES
Driving enables House Orien heirs with
the Mark of Passage to control a lightning Aberrant Mark
rail or elemental land cart. Because the REQUIREMENTS: Novice, any ancestry of a
bound elemental handles the majority of dragonmarked lineage
the propulsion, Driving typically is only The adventurer bears an aberrant drag-
needed in dangerous situations. onmark, descended from mixed (or
“corrupted”) bloodlines of two or more
IMBUING (SMARTS) dragonmarked lineages.
This is the skill artificers use to embed
Characters with this Edge either have
magical infusions into an object or con-
the Outsider (Minor) Hindrance if
struct (see Artificer in Arcana).
the mark is visible or known or

15
EBERRON FOR SAVAGE WORLDS

LANGUAGES
LANGUAGE TYPICAL SPEAKERS ALPHABET
Abyssal Demons of Shavarath Infernal
Argon Barbarians of Argonnessen and Seren Common
Aquan Water-based creatures Elven
Auran Air-based creatures Draconic
Celestial Archons of Shavarath Celestial
Common Humans, halflings, half-elves, half-orcs Common
Daan Formians, lawful outsiders of Daanvi Daan
Daelkyr Daelkyr, mind flayers, other aberrations, Daelkyr
creatures of Xoriat
Draconic Kobolds, troglodytes, lizardfolk, dragons Draconic
Druidic Druids (only) Druidic
Dwarven Dwarves Dwarven
Elven Elves, drow Elven
Giant Ogres, giants, drow Giant
Gnoll Gnolls Common
Gnome Gnomes Dwarven
Goblin Goblins, hobgoblins, bugbears Goblin
Halfling Halflings Common
Ignan Fire-based creatures Draconic
Infernal Devils of Shavarath Infernal
Irial Ravids, positive energy users of Irian Draconic
Kythric Slaadi, chaotic outsiders of Kythri Daan
Mabran Nightshades, shadows, creatures of Mabar Draconic
Orc Orcs Goblin
Quori Quori, the Inspired, kalashtar Quori
Riedran Lower classes of Sarlona Old Common

Risian Ice-based creatures Dwarven

Sylvan Dryads, eladrins, creatures of Thelanis Elven

Syranian Angels of Syrania Celestial

Terran Xorns and other earth-based creatures Dwarven

Undercommon Chokers, underground denizens Daelkyr

16
Chapter Two: Adventurers
bearer’s aberrant mark and doesn’t bear
an aberrant mark of their own.
CLASSES An aberrant mark doesn’t grant access
to Edges that require an Arcane Back-
Eberron was originally designed
ground except for the Power Points and
for Dungeons & Dragons, which
Soul Drain Edges. If the adventurer also
utilizes “classes” to express char-
has an Arcane Background, none of its
acter concepts and features, and
Edges or abilities can be used with the
it introduced a new class of its
dragonmark powers and vice versa.
own, the Artificer. The options
presented below will help you The adventurer has 15 Power Points—
create a character that expresses dedicated to the use of their mark—that
the same concept as that class. recharge normally. As a limited free action,
the adventurer automatically activates the
Artificer: Take Repair, Thiev-
power with success for its regular cost.
ery, Crafting, and Arcane
For 2 additional Power Points, the power
Background (Artificer), which is
can be activated with a raise. He may use
included in this book. Taking the
applicable Power Modifiers if desired (at
Artificer Edge at Seasoned will
the usual cost).
allow you to craft arcane devices
and permanent magical items. Each time the adventurer selects the
At veteran, take Master Artificer Power Points Edge for their aberrant mark,
if you want to craft permanent her mark changes into a larger, more com-
magical items more efficiently. plex pattern and increases in power.
If you’d like to create a small Powers: Blast, blind, bolt, lower Trait, burrow
construct servant to imbue with (self only), burst, confusion, curse, damage
infusions, take the Homuncu- field (self only), drain Power Points, elemen-
lus Edge. Trap Sense gives the tal manipulation (fire only), entangle, fear,
Artificer the ability to detect the havoc, mind wipe, puppet, slow, smite, stun,
hidden workings of a trap and summon ally, summon demon, telekinesis,
disarm it using his expertise. zombie.
For lists of character options
to emulate other classes that are
ADAMANTINE BODY
Requirements: Novice, Warforged.
more traditional, refer to the
Savage Worlds Fantasy Companion. The warforged was created from a
specially designed line made with ada-
mantine. This additional plating ignores
up to 2 points of AP.
the Secret (Minor) Hindrance if the mark
is hidden and unknown. They do not gain This Edge must be taken during char-
additional points for Traits and Edges acter creation.
from the Hindrance.
The dragonmark grants a single power ARCANE BACKGROUND
granted by the mark regardless of its Rank The Fantasy Companion presents new
requirement. The aberrant mark also Arcane Backgrounds that fit well in
grants a +1 bonus to Intimidation rolls Eberron as does Chapter Four of this
against anyone who sees or knows of the book, which contains information

17
EBERRON FOR SAVAGE WORLDS
regarding which Arcane Backgrounds DRAGON TOTEM
are disallowed, modifications to existing ENERGY TYPES
Arcane Backgrounds, and several new
DRAGON ENERGY
options as well.
Black Acid
Arcane Background can be taken more
than once. Refer to Arcane Backgrounds Blue Electricity
in the Fantasy Companion for more details Brass Fire
on taking multiple Arcane Backgrounds.
Bronze Electricity
BERSERK LUCK Copper Acid
REQUIREMENTS: Novice, Wild Card, Berserk Gold Fire
When going Berserk, the adventurer has a Green Acid
greater ability to alter her luck than most Red Fire
others do. This Edge grants 1 temporary
Benny while going Berserk. If the adven- Silver Cold
turer doesn’t use this Benny while going White Cold
Berserk, it disappears when it ends.
DRAGON RAGE
REQUIREMENTS: Novice, Berserk or
CHRONEPSIS’ CHILD Frenzy, Dragon Totem, Fighting d8+
REQUIREMENTS: Novice, Wild Card
A true barbarian hailing from Argon-
An adventurer with this Edge is said to nessen or Seren can call upon their
be an influential part of the draconic Dragon Totem to grant them protec-
Prophecy and under the watchful eye of tion when going Berserk. A barbarian
Chronepsis, the dragon deity of fate, death, entering a Dragon Rage gains Armor
and judgement. This Edge is a renamed +2. Additionally, the Environmental
version of Destiny’s Child included with Resistance offered by Dragon Totem
the Savage Worlds Adventure Deck. increases by 4.

DRAGON TOTEM ELITE SHIFTER


REQUIREMENTS: Novice, Region of origin REQUIREMENTS: Novice, Shifter
Argonnessen or Seren, Fighting d4+
Either inherently or through conditioning,
Some members of the barbarian tribes of the shifter’s ability is enhanced beyond its
Argonnessen and Seren claim one of the normal abilities. All abilities are in effect
true dragon types as a spiritual totem. This only while shifting.
may take the form of a patron or protector,
or it might be a general source of strength. • Beasthide: The shifter gains +2
A Dragon Totem grants the adventurer Toughness.
Environmental Resistance based on the • Cliffwalk: The shifter gets a free reroll
type of dragon as indicated on the table on Athletics (Climbing) rolls.
below. The Environmental Resistance • Longstride: The shifter’s Pace
grants a +4 bonus to resist matching Haz- increases by an additional +2, and her
ards or powers, and damage from such a running die increases by another die
source is reduced by 4. type.

18
Chapter Two: Adventurers
• Longtooth: Wounds dealt by the The dragonmark grants the ability to
shifter’s bite attacks bleed copiously. use dragonmark focus items and a power
Whenever the shifter makes a success- granted by the mark regardless of its
ful damage roll from a bite attack, she Rank requirement. The adventurer has
adds +4 to the damage. 10 dedicated Power Points that recharge
• Razorclaw: If the shifter can charge normally. As a limited free action, the hero
at least 6” before attacking a target automatically activates the power with
with her claws, she can make two claw success for its regular cost. For 2 additional
attacks at the end of the charge. The Power Points, the power can be activated
shifter also adds +4 to damage rolls for with a raise.
each claw attack. Some powers apply penalties for cer-
• Wildhunt: Non-visual senses improve tain conditions or levels of difficulty. The
to such a degree that the shifter’s adventurer can ignore 2 points of penal-
Notice skill increases by one die size. ties per additional Power Point spent. This
This increase applies to non-visual does not apply to penalties outside of the
senses only. power’s effect such as Wound, Fatigue, or
Shifters with the Extra Shifter Ability Multi-Action penalties.
Edge may take this Edge a second time to The least dragonmark does not grant
enhance the second trait. access to any Modifiers when using the
power unless specifically listed in the
EXTRA SHIFTER ABILITY description. In some cases, a Modifier or
REQUIREMENTS: Novice, Shifter Epic Modifier is listed with a requirement
The adventurer comes from a mixed lin- of Lesser or Greater Dragonmark for
eage of shifters and has one additional clarification.
shifter ability. They can manifest this addi- The mark also grants a bonus to a
tional ability while shifted as well. specific skill as indicated in the mark’s
description (see Dragonmark Abili-
HEALING FACTOR ties below).
REQUIREMENTS: Seasoned, Shifter, Vigor d8+ A dragonmarked adventurer may
After the shifter’s current period of shift- improvise with their dragonmark power
ing ends, she may immediately make a by activating a cantrip based on that power
Vigor roll to remove any Wounds taken (see Cantrips in the Fantasy Companion).
while shifted. With a success, the shifter This improvised cantrip requires a Spirit
removes one Wound, or two Wounds with roll for activation as a limited free action.
a raise. This does not affect Wounds taken On a critical failure, the dragonmarked
prior to shifting. adventurer loses 1 Power Point, or if he
does not have any Power Points available,
LEAST DRAGONMARK gains a level of Fatigue.
REQUIREMENTS: Novice, Special A dragonmark doesn’t grant access to
The adventurer has a true dragonmark Edges that require an Arcane Background
inherited from their biological ancestral except for the Power Points and Soul
lineage. Adventurers with an Aberrant Drain Edges. If the adventurer also has an
Dragonmark are unable to manifest a true Arcane Background, none of its Edges or
dragonmark.

19
EBERRON FOR SAVAGE WORLDS
abilities can be used with the dragonmark presenting themselves before their ances-
powers and vice versa. tor, they gain one of the following benefits.

LESSER DRAGONMARK • The ancestor uses one of its Innate


REQUIREMENTS: Seasoned, Least Powers, such as dispel or healing, on the
Dragonmark visiting elf’s behalf.
• The ancestor answers their questions
The hero’s dragonmark changes into about matters within its experience
a larger, more complex pattern and and learning, up to the limits of its
increases in power. The adventurer own knowledge.
gains access to a second power listed • The ancestor seeks supernatural
under their dragonmark and may knowledge on the visiting elf’s behalf
use Modifiers (but not Epic Modifi- using the divination power.
ers) when activating their powers by
paying the additional Power Point The deathless ancestors in the City of
cost. If a power is listed with a man- the Dead grow impatient with frequent
datory Modifier, then the power interruptions and refuse to assist an
must always use that Modifier and individual descendant more than once
any contradictory Modifiers cannot per month.
be applied.
The character also gets a free reroll SHIFTER AGILITY
when using the skill associated with REQUIREMENTS: Novice, Shifter (Cliffwalk
their dragonmark. or Longstride), Athletics d8+
The shifter’s lineage makes him even more
GREATER DRAGONMARK agile and light-footed. When shifting, he
REQUIREMENTS: Veteran, Lesser adds +2 to Agility and Agility-based skill
Dragonmark rolls. The shifter also adds +1 to Parry.
The adventurer’s dragonmark again
grows in both complexity and size. SHIFTER FEROCITY
The adventurer gains access to a third REQUIREMENTS: Seasoned, Shifter, Hard
power associated with their drag- to Kill
onmark if one is available. A greater While shifting, a shifter with this Edge
dragonmark also grants access to their continues to fight without penalty if he
dragonmark power’s Epic Modifiers. is Shaken. Additionally, further Shaken
results do not cause a Wound.
RIGHT OF COUNSEL
REQUIREMENTS: Novice, Elf SHIFTING RECOVERY
By virtue of their hereditary place in REQUIREMENTS: Novice, Shifter
their family, elves with Right of Counsel After shifting ends, the recovery time to
have the legal and sacral right to enter remove a level of Fatigue is halved. This
the City of the Dead and seek advice Edge can be taken multiple times, each
from a deathless elf ancestor who resides time halving the recovery time to a min-
there. Generally, the ancestor is an undy- imum of 15 minutes.
ing councilor. When physically

20
Chapter Two: Adventurers

DRAGONMARK ABILITIES
MARK ANCESTRY POWERS SKILL BONUS
Mark Half-elf Detect arcana (without identify), +1 to Notice rolls
of Detection object reading
Mark of Finding Half-orc Detect arcana (Identify +1 to Survival rolls
or human only), locate
Mark Human Beast friend, empathy (animals +1 to Persuasion
of Handling only), summon animal when dealing
with animals
or Riding
(choose one)
Mark of Healing Halfling Boost Vigor, healing, relief +1 to Healing rolls
Mark of Halfling Conjure item (Create Food and +1 to Persuasion
Hospitality Water only), empathy (species when dealing
of human intelligence only), with beings of
elemental manipulation (air, fire, human-like
and water only; no damage), sentience and
plane shift (Extra-dimensional intelligence
Space only; requires Greater
Dragonmark)
Mark of Making Human Conjure item (without Create +1 to
Food and Water), Repairing Crafting rolls
Mark of Passage Human Fly, speed, teleport +1 to Driving
or Riding rolls
(choose one)
Mark of Scribing Gnome Illusion (documents only; +1 to
Duration and Strong only), Research rolls
mind link (without Broadcast),
speak language
Mark of Sentinel Human Deflection, protection, summon +1 to
ally (bodyguard and mirror Fighting rolls
self only), warrior’s gift
Mark of Shadow Elf Darkness (shadow), disguise, +1 to Stealth rolls
illusion, scrying
Mark of Storm Half-elf Darkness (fog), elemental manip- +1 to Boating or
ulation (air and water only), Piloting rolls
environmental protection (choose one)
Mark Dwarf Barrier, conceal arcana, lock/ +1 to Thievery
of Warding unlock, summon ally (attendant rolls related to
and sentinel only) locks or traps

21
EBERRON FOR SAVAGE WORLDS

COMBAT EDGES turn are still accounted for when deter-


mining the penalty for those other actions.

ACTION BOOST EXTENDED BERSERK


REQUIREMENTS: Seasoned, Wild Card REQUIREMENTS: Seasoned, Berserk
The adventurer’s Wild Die increases one Each phase of the adventurer’s Berserk
die type when spending a Benny to reroll state can last five additional rounds before
a Trait roll. suffering a level of Fatigue.

ACTION SURGE IMPROVED NATURAL WEAPON


REQUIREMENTS: Seasoned, Wild Card REQUIREMENTS: Novice, Natural Weapon,
The adventurer can spend a Benny to take Fighting d6+
one additional action on her turn. This This adventurer’s Natural Weapon is dead-
action does not add or include a Multi-Ac- lier than usual. Its damage die increases by
tion penalty. Any other actions on that one die type.
This Edge counts as a Shifter Edge. If the
Shifter also has Extra Shifter Ability and
THE ARTIFICER multiple Natural Weapons as a result, this
EDGE Edge can be taken multiple times, once for
each type of Natural Weapon.
Savage Worlds includes the Arti-
ficer Edge which allows any PRECISE SWING
Seasoned character with an REQUIREMENTS: Seasoned, Fighting d8+
Arcane Background to create
Arcane Devices. The Fantasy An adventurer with this Edge can maneu-
Companion features a slightly ver their weapon when making a melee
modified version of the Edge that attack against an opponent behind Cover,
grants the ability to craft perma- ignoring all penalties from Cover, but not
nent magical items as well. It also from Near Total Cover.
adds the Master Artificer Edge
which allows such characters to TWO-FISTED
craft magical items in less time. REQUIREMENTS: Novice, Agility d8+
However, an Artificer is a As in Savage Worlds, but the Edge covers
unique archetype in the world of both melee and ranged weapons.
Eberron. To avoid confusion, the
Artificer Edge remains broadly POWER EDGES
available but is renamed Craft
Magic Items. Additionally, only
adventurers with Arcane Back- CRAFT MAGIC ITEMS
ground (Artificer) are able to REQUIREMENTS: Seasoned, Arcane Back-
become Master Artificers. ground (Any)
This is a renamed version of the Artificer
Edge as presented in the Savage Worlds Fan-
tasy Companion.

22
Chapter Two: Adventurers
EXCEPTIONAL ARTISAN PROFESSIONAL EDGES
REQUIREMENTS: Veteran, Craft Magic
Items, Occult d10+
When crafting a magic item, a success
ECCLESIARCH
REQUIREMENTS: Novice, Faith d6+
on an Occult roll earns 2,000 gp worth
of progress towards its completion The adventurer is more easily able to
instead of 1,000 gp. A Critical Failure gather information about a given com-
results in only a loss of 250 gp worth munity from the clergy of the local
of progress. churches. He gains +2 to Persuasion rolls
when Networking among the clergy of that
A crafter with the Master Artificer
community. Additionally, after success-
Edge earns 2,000 gp worth of progress
fully gathering information from the local
for each raise as well.
clergy, they may then add +2 to Common
Knowledge rolls pertaining to leadership
EXTRA RINGS and notable figures of that community.
REQUIREMENTS: Heroic, Craft Magic
Items, Occult d10+
PLANAR MASTERY
The crafter’s intuition with crafting REQUIREMENTS: Novice, Occult d6+
magic items allows her to activate the
Some occultists have expanded their
abilities of more rings than typically
knowledge beyond the supernatural
possible. She can wear up to four
elements of the Material Plane. These
magic rings, two on each hand, and
adventurers have either experienced the
the rings all function normally.
effects of or have studied the other planes
of existence that influence the world.
LEGENDARY ARTISAN Adventurers with this Edge may make
REQUIREMENTS: Legendary, Excep- Occult rolls to identify the effects, proper-
tional Artisan, Occult d12+ ties, and inhabitants of any of the other 13
The crafter has mastered the art of planes. They may also use the Occult skill
crafting magic items. The crafter may in place of Survival rolls while navigating
make an Occult roll after every three through a manifest zone or any plane
days rather than after each week to other than their own.
determine progress.
WEIRD EDGES
WAND MASTERY
REQUIREMENTS: Legendary, Craft
Magic Items, Occult d10+ BEAST MASTER
REQUIREMENTS: Novice, Spirit d8+
The crafter has become adept at eking
out power from wands. When wield- As per the Savage Worlds core rules, but
ing a wand, the crafter has a +2 bonus adventurers with this Edge can select a
to skill rolls to activate the power. magebred animal. The magebred animal
must be purchased from a business that
is a member of House Vadalis’ Han-
dlers Guild. The cost is twice that of its
non-magical counterpart.

23
EBERRON FOR SAVAGE WORLDS
SIBERYS DRAGONMARK IMPROVED SIBERYS DRAGONMARK
REQUIREMENTS: Heroic, any ancestry of a REQUIREMENTS: Legendary, Siberys
dragonmarked lineage, d12+ in any two Dragonmark
skills, cannot have Aberrant Dragonmark The Heir of Siberys is able to activate their
or Dragonmark Siberys dragonmark power one additional
An heir of Siberys manifests a Siberys time per day.
dragonmark—the rarest and most pow-
erful form of a dragonmark—across his SYMBIONT MASTERY
entire body. This grants the heir of Siberys REQUIREMENTS: Novice, Spirit d6+
a major Innate Power that can be activated
The adventurer has stronger control over
once per day. If the power specifies one
attached symbionts and benefits from
or more Power Modifiers, the power is
increased vitality from the attached sym-
always activated with those Power Modifi-
bionts. She gains a +2 bonus to Spirit rolls
ers unless stated otherwise. Using an Epic
during any battle of wills between her
Modifier for this power does not require
and the symbiont (see Intelligent Items).
the Epic Mastery Edge.
While at least one symbiont is attached,
SIBERYS MARK ABILITIES the adventurer also gains a free reroll on
MARK MAJOR POWERS Soak rolls.
Mark Boost Trait (Moment of
of Detection Prescience, self only) UNDEAD EMPATHY
Mark of Finding Locate (Discern Location)
REQUIREMENTS: Veteran, Charismatic
Mark Awaken or summon animal It is said that some individuals have
of Handling (increased Trait ×3) enough charisma to charm the dead, and
Mark of Healing Healing (Mass Healing) for some, it’s literally true. The adventurer
can make Persuasion rolls to influence the
Mark of Teleport (Refuge)
Hospitality attitude of mindless undead. Due to the
mindless nature of the undead creature,
Mark of Making Conjure item (Durable, True
Creation, and (optionally) the Persuasion roll has the ability to shift
Major Creation) the creature’s attitude one level per raise.
Mark of Passage Teleport (Greater Teleport)
Mark of Scribing Illusion (documents with Dura-
tion, Permanent, and Strong)
Mark of Sentinel Mind blank
Mark of Shadow Scrying (Greater Scrying)
Mark of Storm Elemental manipula-
tion (Weather)
Mark of Warding Barrier (Damage (solid wall),
Deadly, Hardened, and Size).

24
Chapter Two: Adventurers

EDGE SUMMARIES
    BACKGROUND EDGES   
EDGE REQUIREMENTS SUMMARY
Aberrant Mark N, dragonmarked lineage Manifest an aberrant dragonmark which
grants a power.
Adamantine Body N, Warforged Warforged plating is made from adamantine,
ignoring up to 2 points of AP.
Arcane Background Special See Chapter 4.
Berserk Luck N, Wild Card, Berserk Alter luck while going Berserk.
Chronepsis’ Child N, Wild Card Renamed Destiny’s Child Edge (see Savage Worlds
Adventure Deck).
Dragon Totem N, Region of origin Gain environmental resistance to one
Argonnessen or Seren, energy type.
Fighting d4+
Dragon Rage N, Berserk or Frenzy, Gain Armor +2 and additional +4 Environmental
Dragon Totem, Fighting d8+ Resistance offered by Dragon Totem.
Elite Shifter N, Shifter Enhanced Shifter Ability.
Extra Shifter Ability N, Shifter Gain an additional Shifter Ability.
Healing Factor S, Shifter, Vigor d8+ Make a free Soak roll when shifting ends to
remove Wounds taking during shifting.
Least Dragonmark N, Special The adventurer manifests a true dragonmark.
Lesser Dragonmark S, Least Dragonmark The adventurer’s dragonmark grows in power.
Greater Dragonmark V, Lesser Dragonmark The dragonmark’s power reaches its fullest
potential.
Right of Counsel N, Elf The adventurer has rights to seek counsel from a
deathless elf ancestor in the City of the Dead.
Shifter Agility N, Shifter (Cliffwalk or +2 to Agility and Agility-based skills and +1 Parry
Longstride), Athletics d8+ while shifting.
Shifter Ferocity S, Shifter, Hard to Kill While shifting, continue to act while Shaken, and
second Shaken result does not cause a Wound.
Shifting Recovery N, Shifter Halves recovery time from Fatigue after Shifting.
    COMBAT EDGES   
Action Boost S, Wild Card Spend a Benny to increase Wild Die by
one die type.
Action Surge S, Wild Card Spend a Benny to take one additional action
without a Multi-Action Penalty.
Extended Berserk S, Berserk Extend each phase of Berserk by 5 rounds.

Improved Nat- N, Natural Weapon, Increase Natural Weapon’s damage by


ural Weapon Fighting d6+ one die type.
Precise Swing S, Fighting d8+ Ignore cover penalties with melee attacks.

Two-Fisted N, A d8+ Combines Two-Gun Kid with Two-Fisted.

25
EBERRON FOR SAVAGE WORLDS
    POWER EDGES   
Craft Magic Items S, Arcane Background Renamed Artificer Edge.

Exceptional Artisan V, Craft Magic Items, Double the progress with successful Occult roll to
Occult d10+ craft magic items. Halve the losses on a Criti-
cal Failure.
Extra Rings H, Craft Magic Items, The crafter can wear and benefit from multiple
Occult d10+ rings on each hand.
Legendary Artisan L, Exceptional Artisan, Make Occult rolls after every three days to deter-
Occult d12+ mine progress while crafting magic items.
Wand Mastery L, Craft Magic Items, +2 to skill rolls to activate a wand.
Occult d10+
    PROFESSIONAL EDGES   
Ecclesiarch N, Faith d6+ +2 Persuasion when networking with clergy of
local churches. +2 to Common Knowledge related
to local leaders and notable community members.
Planar Mastery N, Occult d6+ Use Occult skill instead of Survival when travers-
ing planes of existence or manifest zones.
    WEIRD EDGES   
Beast Master N, Sp d8+ Adds magebred animals to the Beast Master Edge.

Siberys Dragonmark H, Special, d12+ in any The adventurer spontaneously manifests a Siberys
two skills dragonmark.
Improved Siberys L, Siberys Dragonmark The adventurer can activate her Siberys dragon-
Dragonmark mark one additional time per day.
Symbiont Mastery S, Sp d6+ Gain stronger control over attached symbionts,
and a free reroll on Soak rolls.
Undead Empathy V, Charismatic Make Persuasion rolls against mindless undead.

26
Chapter Three: Gear

CHAPTER THREE:

GEAR

CLOTHING TOOLS AND SKILL KITS


ITEM WEIGHT COST
Clothing, Darkweave: Interwoven strands Glyphbook 2 20
of shadow and black thread make up this
Notes: Grants a +2 bonus on Language rolls
beautiful but coarse cloth. Darkweave
made to read inscriptions on Xen’drik
clothing grants a +1 bonus to Stealth rolls ruins. Using the book requires at least a d4
made in dim light, darkness, or pitch dark. Language (Giant).
Price: +100 gp Holy Symbol, 1 750
Clothing, Glamerweave: Glamerweave flametouched iron
is a fine, lightweight fabric with illusions Notes: When brandishing the holy symbol
woven into it. Its color shifts subtly and is while using the Destroy Undead Edge, the
hard to describe, which gives it a striking damage increases to 3d6 (or 4d6 for two
Power Points)
and strangely beautiful appearance. Char-
acters wearing glamerweave clothing gain Inquisitive’s Kit 4 300
an additional +1 bonus to Persuasion rolls Notes: Grants a +2 bonus on Notice rolls
in social interactions. made to investigate the scene of a crime
or other mystery.
Price: +100 gp; Weight: −1lb
Spellshard, .5 3
Tailored Formal Clothes: This set of wizard’s (blank)
clothes is designed specifically to be
Notes: A wizard may imprint up to five
expensive and to show it. Anyone wearing
spells into a spellshard to access even if
tailored clothing may add +1 to his Persua- his spellbook is not available.
sion rolls in situations where his status has
an effect. Warforged 1 50
repair kit
Price: 200 gp
Notes: Grants a +1 bonus on Repair rolls
made to remove a warforged’s Wounds.

27
EBERRON FOR
Chapter SAVAGE
Three: GearWORLDS
of marque that existed at the time, but
DOCUMENTS the idea survives in Breland, though in a
rather altered form. The king of Breland
Arcane Signet Ring: Dragonmarked now issues papers granting adventurers
houses use these rings for identification permission to explore and plunder the
purposes. These rings are set with large ruins of Xen’drik. Though such permission
gemstones that contain an intricate is not technically necessary, wise adven-
runic pattern—actually an arcane mark— turers are sure to secure it before using
that becomes visible when worn by the Sharn as a launching point for expeditions
person for whom it was constructed. It is to Xen’drik. Those who try to sell treasures
extremely unusual for anyone who does from Xen’drik on the open market in Bre-
not have the Aristocrat Edge as a member land must produce a letter of marque or
of a dragonmarked house to wear an face stiff fines—on top of forfeiting the
arcane signet ring. treasure they won on their adventures.
Price: 150 gp Price: 500 gp
Signet Brooch: Members of a house, Traveling Papers: Anyone who travels
whether actual scions or high-stand- across national borders is usually required
ing employees, sometimes wear signet to carry traveling papers identifying them,
brooches instead of arcane signet rings to their residence, their destination, and
identify their affiliation. Signet brooches their reason for travel. Traveling papers
don’t contain arcane marks. consist of a parchment sheet with the
appropriate information and an arcane
Price: 75 gp
mark, carried in a leather folder. House
Identification Papers: Most people of the Sivis, House Orien, House Deneith, and
middle and upper classes, at least in the House Lyrandar all offer traveling papers
most civilized areas of Khorvaire (Aun- that are recognized throughout central
dair, Breland, Karrnath, Thrane, Zilargo, Khorvaire.
and the Mror Holds) carry identification
Price: .2 gp
papers with them at all times. Issued by
national governments and notarized
by House Sivis, these papers present a NEW SPECIAL
detailed physical description of a person MATERIALS
(the wealthy sometimes commission small
portraits of themselves), the person’s Bronzewood: Bronzewood items have
name and residence, and in some cases Hardness 10 and weigh 10% less than their
additional information about the per- metal counterparts. Additionally, armors
son’s affiliations (particularly including made of bronzewood negate Armor Inter-
any connection to a dragonmarked house, ference penalties to Stealth rolls made in
royalty, or a large institution). woodland environments.
Letter of Marque: The concept of letters Byeshk: This rare, purple metal mined
of marque originated during the Last War, from the Byeshk and Graywall Mountains
when the rulers of the warring nations is hard and dense. It provides a +1 bonus
granted adventurers permission to attack to damage and is highly effective against
ships and assets belonging to other aberrations such as the daelkyr and their
nations. The Treaty of Throne- twisted creations inflicting +4 damage. It
hold declared void all letters also has Hardness 17 and weighs 50% more

28
than iron weapons, byeshk weapons cost it becomes a shimmering silver hue.
1,500 gp more. While armor can be made Flametouched iron has all of the same
from byeshk, it offers no additional ben- physical properties as normal iron except
efits. Being a difficult metal to work with, it possesses supernatural properties based
Repair rolls to mend byeshk weapons have on the form it takes.
a −4 penalty. A flametouched iron weapon is treated
Densewood: A hard, heavy wood, dense- as good-aligned for purposes of extra
wood has a higher Hardness than normal damage to creatures with such a weak-
wood by 2 and doubles the weight of ness. Flametouched iron armor grants
items typically made of normal wood Arcane Resistance against powers of
as well as the cost of the base item. This evil outsiders. A flametouched iron holy
increase in cost is not applied to the costs symbol grants a +2 bonus to a cleric’s free
of masterwork components or magical rerolls from using their holy symbol and
enchantments on the item. adds +1d6 damage when using the Destroy
Dragonshard: Dragonshards are used Undead Edge.
as sources of magical power for crafting A flametouched iron weapon or suit
and powering magic items and as mate- of armor costs an additional +1,000 gp,
rial components when conducting rituals and a flametouched iron holy symbol
(see Rituals in the Savage Worlds Fantasy costs 750 gp.
Companion). An unattuned dragonshard Livewood: When livewood trees are cut
has Hardness 10. The process of attune- down, they remain completely alive while
ment softens a stone slightly, reducing its still being worked like normal hardwood.
Hardness to 8. This allows for powers that normally affect
plants to interact with livewood objects as
DRAGONSHARDS if they were living plants. For example, a
SIZE VALUE AVERAGE druid who can teleport from tree to tree
RANGE VALUE could also teleport to livewood objects.
    SIBERYS SHARDS    Dryads melded inside a livewood tree
Small 4d4 × 25 250 could end up stuck in a livewood object.
Large 4d4 × 200 2,000 Livewood has Hardness 6. The cost of a
livewood item is +50% the cost of the same
Greater 2d4 × 1,000 5,000 item made from normal wood.
    EBERRON SHARDS   
Riedran Crysteel: Riedran crysteel is
Small 1d8 4.5 an alloy composed of iron and a crystal-
Greater 4d4 × 10 100 line mineral substance mined in Riedra
    KHYBER SHARDS    through operations overseen by the
Inspired. Weapons forged with crysteel
Small 4d4 × 75 750 resonate with psionic power, and have a +1
Greater 4d4 × 500 5,000 bonus to damage when wielded by anyone
who has psionic abilities. Crysteel items
Flametouched Iron: This substance, con- have Hardness 10. Such weapons cost an
sidered sacred by the Church of the Silver additional 1,500 gp.
Flame, has a speckled, dark, rust-red Soarwood: This magically buoyant
color in its natural form. When refined, wood grows plentifully in the

29
EBERRON FOR
Chapter SAVAGE
Three: GearWORLDS
subcontinent of Aerenal. Soarwood is crit-
ical in the construction and operation of
elemental airships and galleons. It weighs
as much as air meaning it will float, but not
rise. Any amount of weight added to the
soarwood will cause it to fall. Water vessels
made from soarwood double their speed
and cost four times as much. Soarwood
has the same Hardness as normal wood
(Hardness 8) but weighs only 75% as much.
Targath: Mined on the northern coast
of Argonnessen, targath is soft and often
fashioned into magical items that grant
health benefits. For example, just a small
portion of targath carried or worn protects
the possessor with a +2 bonus on Vigor
rolls to resist infection from a disease.
Targath is harmful to the deathless of
Aerenal. A metal weapon forged from
Targath inflicts +4 additional damage
to deathless beings but also suffers a −1
penalty to attack and damage rolls due
to their weaker composition. Targath has
Hardness 9. Its cost varies based on the
type of item being crafted. Ammunition
cost +3 gp, one-handed weapons cost +30
gp per damage die type, and two-handed
weapons cost +200 gp.

30
ARMOR
ITEM ARMOR MIN STR. WEIGHT COST
   LIGHT  
Leafweave +2 d6 11 750
Notes: Reduces Armor Interference penalties by 1.
Darkleaf Breastplate +4 d6 30 2,450

MELEE WEAPONS
TYPE DAMAGE MIN WEIGHT COST NOTES
STR.
Scimitar, Str+d6 d6 15 125 Parry +1, Two Hands, can be used as
Valenar Double if a weapon in each hand.
Sharrash, Talenta Str+d10 d10 10 18 Reach 1, Two Hands. Cannot use
against adjacent foes. May use
Fighting instead of Strength or
Athletics for a Push maneuver to
knock the target Prone.
Tangat, Talenta Str+d10 d10 8 40 Two Hands

RANGED WEAPONS
TYPE RANGE DAMAGE AP ROF MIN WEIGHT COST NOTES
STR.
Boomer- 6/12/24 Str+d4 — 1 d4 1 15 —
ang, Talenta
Boomer- 4/8/16 Str+d6 — 1 d6 2 20 —
ang, Xen’drik
Boomerangs: If the wielder fails her Athletics (throwing) roll for the ranged attack, the boomerang
misses the target and returns normally. On a critical failure, the boomerang deviates from the thrower,
including behind the thrower (see Deviation under Area Effect Attacks in Savage Worlds).

SPECIAL SUBSTANCES AND ITEMS


TYPE RANGE DAMAGE AP ROF BLAST WEIGHT COST
Acidic Fire 2/4/8 2d4+2d4 — 1 SBT 1 30
Notes: Heavy Weapon. Those within the template take 2d4 acid and 2d4 fire when hit and 2d4−2 fire
damage and 2d4−2 acid damage at the start of their next turn unless dowsed with water. Target might
catch Fire (see Hazards in Savage Worlds).
Alchemist’s Frost 2/4/8 d6 — 1 SBT 1 25
Notes: Heavy Weapon. Those within the template take d6 cold damage.
Alchemist’s Spark 2/4/8 2d4 — 1 SBT 1 25
Notes: Heavy Weapon. Those within the template take d6 electrical damage.
Smokes- 3/6/12 — — 1 MBT .5 80
tick, Noxious
Notes: As a normal smokestick, but those within the template must succeed on a Vigor roll or become
Distracted (see Poison under Hazards in Savage Worlds).

31
EBERRON FOR SAVAGE WORLDS
ELEMENTAL VESSELS
VEHICLE SIZE HANDLING TOP TOUGHNESS CREW COST
SPEED
(MPH)
Airship 13 (Gar) 0 20 20 (4) 15+100 92,000
Lightning 9 (Huge) 0 30 12 (2) 1+Varies 58,000
Rail Coach
Elemen- 14 (Gar) −1 20 20 (4) 20+80 64,000
tal Galleon

CONTROLLING AN ELEMENTAL VESSEL


The Boating, Driving, and Piloting skills are used to determine how to
maneuver an elemental vessel, but Persuasion is required to command the
bound elemental to maneuver the vessel as desired.
A character attempting to command an elemental bound to a vessel must
make a Persuasion roll opposed by the elementals Spirit. With a success,
the elemental guides the ship as the character instructed. If the character
fails, the elemental continues straight in the current direction or halts the
vehicle altogether.
A wheel of wind and water mounted to an airship or elemental galleon
allows a dragonmark heir of House Lyrandar to command the elemental
automatically. Lightning reins bound to a lightning rail coach allow a drag-
onmark heir of House Orien to control a lightning rail coach with the same
results. Casting puppet on the bound elemental will also allow the caster to
control the elemental.

32
Chapter Four: Arcana

CHAPTER FOUR:

ARCANA
and manipulating raw magical energy
ARCANE into the target. Infusions with a Dura-
tion measured in rounds instead are
BACKGROUNDS measured in minutes.
In Eberron for Savage Worlds, Gifted and ◦ Maintaining Powers: Artificers
Weird Science from the Savage Worlds cannot maintain a power at the
core rules are disallowed, as is Tinkerer end of the power’s Duration.
from the Fantasy Companion. Wild Cards ◦ Limitations: Artificer infusions
are encouraged to use the Arcane Back- all have a range of Touch. Powers
grounds presented in the Savage Worlds that normally have a range
Fantasy Companion along with the new and greater than Touch or are avail-
modified Arcane Backgrounds presented able with only one aspect such as
below. Extras typically use Magic, Mira- boost Trait or light do not benefit
cles, or Psionics from the Savage Worlds from applying these Limitations
core rules. (see Trappings in Savage Worlds).
◦ Single Targets: Infusions may
ARTIFICER not use the Additional Recipi-
ents Modifier.
• Requirements: Smarts d6+
• Arcane Skill: Imbuing (Smarts) • Armor Interference (Minor): Heavy
• Starting Powers: Three powers armor interferes with an artificer’s
chosen from the list below. channeling and manipulation of
• Power Points: 10 magic while imbuing infusions. Arti-
• Available Powers: Arcane protection, ficers subtract 4 from their Imbuing
barrier, boost Trait, deflection, detect rolls and from their Agility and Agil-
arcana, light, planar binding (elementals ity-based skill rolls if wearing heavy
only), protection, repairing, smite. armor or using a heavy shield.
• Infusions: As a limited action, arti-
ficers can imbue powers into objects
or constructs, including living con-
structs, as infusions by channeling

33
EBERRON FOR SAVAGE WORLDS

ARTIFICER EDGES empathy, fear, healing, mind link, mind


reading, puppet, relief, sloth/speed, slum-
HOMUNCULUS ber, smite, sound/silence, speak language,
REQUIREMENTS: Seasoned, Arcane Back- stun, telekinesis, warrior’s gift.
ground (Artificer)
CLERIC
The artificer crafts a construct known as a
homunculus to perform specialized tasks As per the Fantasy Companion.
based on a specific design and function.
These tasks can range from carrying and CLERIC EDGES
delivering a message to defending their
masters from attackers. This works exactly SILVER SMITE
like the Familiar Edge (see the Savage Requirements: Novice, Arcane Back-
Worlds Fantasy Companion). ground (Cleric), Follower of the Silver
Flame, Faith d8+, smite
Below is a list of homunculi the artificer
can craft based on the artificer’s rank. The devout faith of some followers of the
Silver Flame is strong enough to summon
RANK HOMUNCULUS TYPES its essence when needed. When a cleric
with this Edge activates the smite power on
Seasoned Dedicated wright,
a weapon, the weapon becomes engulfed
expeditious messenger,
in a silvery flame that does not burn. When
furtive filcher
the weapon strikes an evil creature, it deals
Veteran Iron Defender an additional 1d6 damage. This flame has
no effect on non-evil creatures.
If a homunculus is destroyed, the artifi-
cer can craft another, even a different type
if desired. This process is exactly like craft-
DOMAINS
ing a magical item, and the crafting costs ARTIFICE
are detailed for each type of homunculus. Powers: Arcane protection, barrier, blast, bolt,
boost/lower Trait, burst, conjure item, damage
MASTER ARTIFICER field, darksight, deflection, detect/conceal
REQUIREMENTS: Veteran, Arcane Back- arcana, dimensional lock, dispel, drain Power
ground (Artificer), Craft Magic Items, Points, entangle, environmental protection, far-
Occult d8+ sight, fly, havoc, healing, illusion, intangibility,
As presented in the Savage Worlds Fan- invisibility, light/darkness, lock/unlock, object
tasy Companion but with the above reading, planar binding, protection, relief,
requirements. repairing, sanctuary, sloth/speed, smite, sound/
silence, speak language, stun, summon ally, wall
BARD walker, warrior’s gift.

As per the Fantasy Companion but with the


CHARM
following changes.
Powers: Arcane protection, beast friend, bless-
• Available Powers: Arcane protection, ing, blind, boost/lower Trait, confusion, conjure
beast friend, boost/lower Trait, confusion, item, curse, deflection, detect/conceal arcana,
detect/conceal arcana, disguise, dispel, disguise, dispel, divination, empathy, havoc,
divination, drain Power Points, healing, illusion, light, locate, lock/unlock,

34
Chapter Four: Arcana
mind blank, mind link, mind reading, mind FAITHS & DOMAINS
wipe, planar binding, protection, puppet, relief,
resurrection, sanctuary, slumber, smite, speak FAITH DOMAINS
language, stun, summon monster. The Silver Flame Exorcism, Good, Law,
Protection

COMMUNITY (COMMERCE) The Sovereign Host


Powers: Arcane protection, barrier, blessing, Arawai Good, Life, Plant, Weather
boost/lower Trait, confusion, conjure item, Aureon Knowledge, Law, Magic
damage field, deflection, detect/conceal arcana, Balinor Air, Animal, Earth
dispel, divination, elemental manipulation,
Boldrei Community, Good, Law,
empathy, environmental protection, healing,
Protection
light/darkness, locate, lock/unlock, mind link,
Dol Arrah Good, Law, Sun, War
mystic intervention, object reading, protection,
relief, repairing, sanctuary, scrying, slumber, Dol Dorn Chaos, Good, Strength, War
speak language, summon ally, summon animal, Kol Korran Charm, Commerce, Travel
wish. Olladra Feast, Good, Healing, Luck

Onatar Artifice, Fire, Good


DEATH (DECAY, EVIL,
NECROMANCER) The Dark Six
Powers: Arcane protection, barrier, blast, The Devourer Destruction, Evil,
blind, bolt, boost/lower Trait, burrow, burst, Water, Weather
confusion, corpse sense, damage field, darkness, The Fury Evil, Madness, Passion
darksight, deflection, detect/conceal arcana,
The Keeper Death, Decay, Evil
disguise, dispel, divination, drain Power Points,
fear, fly, havoc, grave shroud, healing, illusion- The Mockery Destruction, Evil,
ary horrors, intangibility, mystic intervention, Trickery, War
object reading, protection, sanctuary, séance, The Shadow Chaos, Evil, Magic, Shadow
sloth/speed, slumber, smite, stun, summon The Traveler Artifice, Chaos,
monster, summon undead, zombie. Travel, Trickery
The Blood of Vol Death, Evil, Law,
DESTRUCTION (CHAOS, MADNESS, Necromancer
PASSION) The Cults of the Earth, Evil, Madness
Powers: Barrier, blast, blind, bolt, boost/lower Dragon Below
Trait, burst, confusion, conjure item, curse, The Path of Light Law, Meditation, Protection
damage field, darkness, darksight, deflection,
The Deathless, Good, Protection
detect/conceal arcana, dispel, divination, drain
Undying Court
Power Points, elemental manipulation, havoc,
healing, illusionary horrors, mind blank, mind ELEMENTAL (AIR, EARTH, FIRE,
reading, mind wipe, mystic intervention, night- WATER)
mares, puppet, sanctuary, scrying, sloth/speed, Powers: Arcane protection, banish, bar-
smite, speak language, stun, summon ally, rier, blast, bolt, boost/lower Trait, burrow,
summon demon, summon monster, wish. burst, damage field, deflection, detect/con-
ceal arcana, dispel, elemental manipulation,
environmental protection, fly, havoc, healing,
intangibility, invisibility, light, mystic inter-
vention, planar binding, plane shift,

35
EBERRON FOR SAVAGE WORLDS
protection, sanctuary, speak language, stun, intangibility, invisibility, light/darkness, locate,
summon monster. mind blank, mind link, mind reading, mind
wipe, mystic intervention, object reading, plane
EXORCISM shift, sanctuary, scrying, slumber, speak lan-
Powers: Arcane protection, banish, barrier, guage, telekinesis, time stop, warrior’s gift, wish.
blast, blessing, boost/lower Trait, burst, conse-
crate ground, damage field, deflection, detect/ NATURE (ANIMAL, PLANT,
conceal arcana, dimensional lock, dispel, WEATHER)
divination, empathy, exorcism, healing, light/ Powers: Arcane protection, barrier, beast
darkness, locate, mind blank, mind reading, friend, blessing, bolt, boost/lower Trait, burrow,
mystic intervention, object reading, planar conjure item, consecrate ground, damage field,
binding, protection, relief, sanctuary, slumber, darksight, deflection, disguise, divination, ele-
smite, speak language, spite, summon monster, mental manipulation, entangle, environmental
summon undead. protection, farsight, fear, fly, growth/shrink,
havoc, healing, mystic intervention, protection,
LIFE (DEATHLESS, FEAST, HEALING) relief, sanctuary, shape change, sloth/speed,
Powers: Arcane protection, banish, bar- smite, sound/silence, stun, summon animal,
rier, beast friend, blessing, boost/lower Trait, summon monster, wall walker, warrior’s gift.
confusion, conjure item, consecrate ground,
darksight, deflection, detect/conceal arcana, PROTECTION (GOOD, LAW,
disguise, dispel, divination, empathy, entangle, STRENGTH)
environmental protection, farsight, fly, growth/ Powers: Arcane protection, banish, blast, blind,
shrink, havoc, healing, light/darkness, mystic bolt, boost/lower Trait, burst, conjure item,
intervention, protection, relief, resurrection, consecrate ground, damage field, darksight,
sanctuary, sloth/speed, slumber, smite, sound/ deflection, detect/conceal arcana, dispel, divi-
silence, speak language, stun, summon animal, nation, drain Power Points, empathy, farsight,
warrior’s gift. fly, havoc, healing, invisibility, light/darkness,
mind reading, mystic intervention, object read-
MAGIC ing, protection, relief, sanctuary, sloth/speed,
Powers: Arcane protection, banish, barrier, smite, sound/silence, speak language, stun.
blast, blind, bolt, boost/lower Trait, burrow,
burst, damage field, deflection, detect/conceal SHADOW
arcana, dispel, divination, drain Power Points, Powers: Arcane protection, barrier, blind, bolt,
elemental manipulation, environmental pro- boost/lower Trait, confusion, curse, damage
tection, havoc, healing, illusion, intangibility, field, darksight, deflection, detect/conceal
invisibility, light/darkness, mystic intervention, arcana, dispel, drain Power Points, entangle,
object reading, plane shift, protection, sanctu- healing, illusion, intangibility, invisibility, light/
ary, sloth/speed, smite, sound/silence, speak darkness, plane shift, protection, sanctuary,
language, summon monster, telekinesis, wish. scrying, slumber, silence, speak language,
summon monster, summon undead, telekinesis,
MEDITATION teleport.
Powers: Arcane protection, blessing, boost/
lower Trait, confusion, damage field, darksight, SUN
deflection, detect/conceal arcana, dimensional Powers: Arcane protection, banish, blast,
lock, dispel, divination, empathy, blessing, blind, bolt, boost/lower Trait, burst,
environmental protection, healing, confusion, consecrate ground, damage field,
36
Chapter Four: Arcana
darksight, deflection, detect/conceal arcana, divination, elemental manipulation,
dispel, divination, elemental manipulation, entangle, environmental protection,
environmental protection, fear, fly, havoc, heal- farsight, fear, fly, growth/shrink, havoc,
ing, illusion, light/darkness, mystic intervention, healing, light/darkness, mystic interven-
protection, relief, resurrection, sanctuary, sloth/ tion, protection, relief, sanctuary, shape
speed, smite, stun. change, sloth/speed, smite, sound/silence,
stun, summon animal, summon monster
TRAVEL (elementals only), wall walker, warrior’s
Powers: Arcane protection, boost/lower Trait, gift.
burrow, conjure item, detect/conceal arcana, • Druidic Language: Druids also have
dimensional lock, dispel, divination, empathy, Language (Druidic) at d8. This is
environmental protection, fly, healing, intangi- a highly secret language that only
bility, light/darkness, locate, lock/unlock, plane druids know, and they are prohibited
shift, protection, relief, repairing, sanctuary, from teaching it to anyone else.
sloth/speed, speak language, summon animal,
teleport, wall walker, wish. DRUID EDGES
ASHBOUND
TRICKERY (LUCK) REQUIREMENTS: Novice, Arcane Back-
Powers: Arcane protection, blind, boost/
ground (Druid), summon animal
lower Trait, confusion, conjure item, darksight,
deflection, detect/conceal arcana, disguise, As nature’s avengers, Ashbound druids
dispel, empathy, healing, illusion, intangibility, consider arcane magic to be unnatural
invisibility, light/darkness, mind wipe, sanctu- and destructive. They use their divine
ary, scrying, sloth/speed, slumber, sound/silence, nature magic to call upon the very crea-
speak language, stun, wall walker, time stop. tures they defend, empowering them to
fight alongside them.
WAR When an Ashbound druid activates
Powers: Arcane protection, barrier, blast, bolt, summon animal, the power is automati-
boost/lower Trait, burst, conjure item, damage cally extended once without having to
field, deflection, dispel, divination, environmen- pay an additional Power Point at the end
tal protection, fear, fly, growth/shrink, havoc, of its duration, and the creature gains a +1
healing, light/darkness, mystic intervention, bonus to all Fighting rolls.
protection, relief, sanctuary, sloth/ speed, smite,
stun, summon ally, summon monster, warrior’s BEAST TOTEM
gift. REQUIREMENTS: Novice, Arcane Back-
ground (Druid), beast friend
DRUID The druid chooses a magical beast from
As per the Fantasy Companion but with the the table below as her beast totem. She
following changes. gains +2 to rolls to either avoid or resist
the effects. If the attack does not allow for
• Available Powers: Arcane protection, such a roll, she can apply the bonus to Soak
barrier, beast friend, blessing, bolt, boost/ rolls to prevent Wounds from the attack.
lower Trait, burrow, conjure item, damage This stacks with other Edges that grant a
field, darksight, deflection, disguise, similar bonus.

37
EBERRON FOR SAVAGE WORLDS

BEAST ATTACK FORM VERMIN COMPANION


REQUIREMENTS: Veteran, Beast Master,
Chimera Breath weapons Child of Winter, Spirit d10+
Burrower Acid The druid has one pet vermin that
Basilisk Petrification it can choose to be a Wild Card. This
Drake Fear ignores the usual requirement of
Heroic Rank.
Unicorn Poison
Frost wolf Cold VERMIN SHAPE
REQUIREMENTS: Seasoned, Child of
BEAST SHAPE Winter
REQUIREMENTS: Legendary, Beast When using shape change to turn into
Totem vermin such as rodents and insects—
The druid can call upon the power of including giant versions—the druid
their beast totem to take its form using may access creatures as if their Rank
shape change. This ability can be used is one higher. For example, a Vet-
once per day. eran druid can shape change into a
giant scorpion.
TOTEM COMPANION
REQUIREMENTS: Veteran, Beast Master, GATEKEEPER INITIATE
Beast Totem, Spirit d10+ REQUIREMENTS: Novice, Arcane Back-
The druid chooses a magical beast ground (Druid)
that is the same as their totem beast Gatekeeper initiates gain a +2 to rolls to
as a pet. They can cast spells on the resist Innate Powers of aberrations and
totem companion that normally target other magical creatures. They also gain a
animals only. +4 to Occult rolls when identifying aber-
rations and their special abilities.
RANK BEAST
Gatekeeper initiates add the following
Veteran Basilisk, frost wolf powers to their list of available powers:
Heroic Burrower, unicorn planar binding, banish, dimensional lock, mind
Legendary Chimera, drake, blank, return to nature.
great basilisk
REPEL ABERRATION
CHILD OF WINTER REQUIREMENTS: Seasoned, Gatekeeper
REQUIREMENTS: Novice, Arcane Back- Initiate
ground (Druid), summon animal, neutral The Gatekeeper druids’ training allows
or evil disposition them to ward off aberrations. They
The Child of Winter can more efficiently can add sanctuary to his list of available
summon giant rodents, insects, and powers, but it affects aberrations spe-
arachnids. The total Power Point cost to cifically instead of evil creatures.
summon such vermin is reduced by 2.

38
Chapter Four: Arcana
GREENSINGER INITIATE summon ally (astral construct), telekine-
REQUIREMENTS: Novice, Arcane Back- sis, teleport, wall walker, warrior’s gift.
ground (Druid) • Psionics: Psions may take Edges that
A druid with this Edge has embraced the require Arcane Background (Psionics).
druidic traditions of the Greensingers, a • Psychic Surge: Psions can draw
chaotic Eldeen Reaches sect with close ties from their Power Points to enhance
to the fey. Greensinger initiates gain a +1 the manifestation of their powers.
bonus to Performance, Persuasion, and For 1 Power Point, they can add +1 to
Taunt rolls, and they add the following their Psionics roll, or +2 for 3 Power
powers to their list of available powers: Points. This ability may not be used to
empathy, intangibility, plane shift, puppet, stun. improve a Critical Failure.
• Psychic Enervation: Enhancing a
power manifestation with a Psychic
WARDEN INITIATE
Surge can take a toll on a psion. After
REQUIREMENTS: Novice, Arcane Back-
performing a Psychic Surge, the psion
ground (Druid), summon animal.
must immediately make a Spirit roll.
The Wardens of the Wood are masters of Failure means the psion is Shaken. A
using wooded areas as protection from Critical Failure means she is Stunned.
threats. When fighting within a forest, they
are treated as always having Light Cover. PSION EDGES
The Warden Initiate also adds the fol-
lowing to their list of available powers:
EXPANDED KNOWLEDGE
REQUIREMENTS: Novice, Arcane Back-
banish, barrier, sanctuary, mind reading, deflec-
ground (Psion)
tion, locate.
Through meditation and training, the
PSION psion has learned to open her mind to
manifest more powers than most are
• Requirements: Smarts d6+ normally capable of mastering. Whenever
• Arcane Skill: Psionics (Smarts) she takes the New Powers Edge, she learns
• Starting Powers: Three powers three powers instead of two. She also
chosen from the list below. immediately learns one new power when
• Power Points: 15 taking this Edge.
• Available Powers: Arcane protection,
barrier, blast, blind, bolt, boost/lower Trait, SORCERER
burst, concentrate, confusion, damage
field, darksight, deflection, detect/con- This version of Arcane Background (Sor-
ceal arcana, disguise, dispel, drain Power cerer) replaces the version presented in
Points, elemental manipulation, empathy, the Fantasy Companion.
entangle (ectoplasm), farsight, fear, fly, • Requirements: Spirit d6+
healing (self only), illusion, intangibility, • Arcane Skill: Spellcasting (Spirit)
invisibility (cloud mind), levitate, light/ • Starting Powers: Three powers
darkness, locate, mind block, mind link, chosen from the list below.
mind reading, mind wipe, nightmares, • Starting Power Points: 15
object reading, plane shift, protection, • Available Powers: Arcane protection,
puppet, relief (self only), sloth/speed, banish, barrier, beast friend, blast,
slumber, smite, speak language, stun, blind, bolt, boost/lower Trait,

39
EBERRON FOR SAVAGE WORLDS
burrow, burst, confusion, conjure item, • Requirements: Spirit d6+
curse, damage field, darksight, deflection, • Arcane Skill: Psionics (Spirit)
detect/conceal arcana, disguise, dispel, • Starting Powers: Two powers chosen
divination, drain Power Points, elemental from the list below.
manipulation, empathy, entangle, envi- • Power Points: 10
ronmental protection, farsight, fear, fly, • Available Powers: Boost Trait (self
growth/shrink, havoc, illusion, intangibil- only), confusion, damage field (self only),
ity, invisibility, light/darkness, locate, lock/ darksight (self only), deflection (self
unlock, mystic intervention, object reading, only), farsight (self only), fear, healing
planar binding, plane shift, protection, (self only), intangibility (self only), invis-
puppet, scrying, shape change, sloth/ ibility (self only), protection (self only),
speed, slumber, smite, sound/silence, speak relief (self only), speed (self only), smite
language, stun, summon ally, summon (self, mind blade only), teleport (self
monster, telekinesis, teleport, time stop, only), warrior’s gift (self only)
wall walker, warrior’s gift, wish. • Psionics: Soulknives may take Edges
• Armor Interference (Major): Bulky that require Arcane Background
armor interferes with the somatic (Psionics).
gestures sorcerers use to cast their • Mind Blade: As a limited free action,
spells. Sorcerers have the Armor a soulknife can manifest a blade made
Interference (Major) Hindrance. of pure semisolid, psychic energy.
• Components: Sorcerers make use The mind blade is about the size of a
of miscellaneous material compo- short sword and does Str+d6 damage
nents to cast their spells. Thus, they and is considered a magic weapon for
have the Material Components Hin- purposes of exploiting weaknesses.
drance (see Hindrances in the Fantasy The nature of the mind blade reduces
Companion). the minimum Strength requirement
• Metamagic: The magic inherently of the weapon by one die type. It has
flowing through sorcerers allows Hardness 10 and can be sundered. If
them to manipulate the effects of destroyed, the mind blade dissipates,
their spells spontaneously and more and the soulknife may form a new
easily. Sorcerers can reduce the cost of mind blade on their next turn.
a common Power Modifier (see Power Mind blades are susceptible to
Modifiers in the Fantasy Companion) dispel or other sources that might
by 1 Power Point a number of times nullify psionic effects.
per day equal to their Rank (e.g., one • Throw Mind Blade: A soulknife can
for Novice, two for Seasoned, five for throw his mind blade as a ranged
Legendary). This ability can be used weapon with an Athletics (throwing)
only once per encounter. roll. The base range for throwing a
mind blade is 3/6/12. After the attack is
SOULKNIFE resolved, the mind blade disappears,
Soulknives have the ability to construct and a new one must be re-formed.
a blade composed of semisolid psychic
energy. They also use psionic powers to
enhance their combat abilities and gain
advantage over opponents.

40
Chapter Four: Arcana

SOULKNIFE EDGES • Available Powers: Arcane protec-


tion, banish, barrier, beast friend, blast,
SHAPE MIND BLADE blessing, blind, bolt, boost/lower Trait,
REQUIREMENTS: Seasoned, Arcane Back- burrow, burst, confusion, conjure item,
ground (Soulknife), Psionics d8+ corpse sense, curse, darksight, deflection,
detect/conceal arcana, disguise, dispel,
The soulknife may change the form of his
divination, drain Power Points, elemental
mind blade as a limited action. He can
manipulation, empathy, entangle, envi-
shape the mind blade to replicate a long
ronmental protection, exorcism, farsight,
sword or a great sword (see Melee Weap-
fear, fly, grave shroud, growth/shrink,
ons in the Fantasy Companion).
havoc, healing, illusion, illusionary horrors,
The soulknife also has the option of invisibility, light/darkness, lock/unlock,
splitting his mind blade into short swords, locate, mystic intervention, object reading,
one for wielding in each hand. Off-hand mind reading, mind wipe, nightmares,
and wielding two weapons at once still protection, puppet, relief, scrying, séance,
apply, unless the soulknife has Ambidex- shape change, sloth/speed, slumber, smite,
trous or Two-Fisted respectively. sound/silence, speak language, spite, stun,
summon ally, summon animal, summon
KNIFE TO THE SOUL demon, telekinesis, wall walker, warrior’s
REQUIREMENTS: Heroic, Arcane Back- gift, wish.
ground (Soulknife), Psionics d10+
A mind blade has the potential to cut deep
WIZARD
into the victim’s psyche. The soulknife As presented in the Fantasy Companion but
adds lower Trait (Smarts and Spirit only) with the following changes.
to his available list of powers. The Range • Available Powers: Arcane protection,
of the power is Touch only and delivered banish, barrier, beast friend, blast, blind,
through his mind blade with a success- bolt, boost/lower Trait, burrow, burst,
ful attack or touch attack. The soulknife confusion, conjure item, curse, damage
benefits from these limitations as usual. field, darksight, deflection, detect/conceal
Activating lower Trait on a mind blade is a arcana, disguise, dispel, divination, drain
limited free action. Power Points, elemental manipulation,
The mind blade is then “charged” empathy, entangle, environmental pro-
with the power until the next successful tection, farsight, fear, fly, growth/shrink,
attack or touch attack. If the attack misses, havoc, illusion, intangibility, invisibility,
the charge continues to hold for the light/darkness, locate, lock/unlock, mystic
remainder of the encounter or until it is intervention, object reading, planar bind-
dismissed. If the mind blade is broken or ing, plane shift, protection, puppet, scrying,
dismissed before the power is delivered, shape change, sloth/speed, slumber, smite,
the charge is lost. sound/silence, speak language, stun,
summon ally, summon monster, telekinesis,
WARLOCK/WITCH teleport, time stop, wall walker, warrior’s
gift, wish.
As presented in the Fantasy Companion but
with the following changes.

41
EBERRON FOR SAVAGE WORLDS

WIZARD EDGES
PREPARED POWERS
SPELLBOOKS
As presented in the Fantasy Companion. All Arcane Backgrounds except Artificer
However, if a wizard has the Spellbooks are able to use the rules for Prepared
Edge, he becomes dependent on it as the Powers as presented in the Savage Worlds
increased collection of powers becomes Fantasy Companion.
too vast to recall independently. If the
wizard loses his spellbook, he can no DRAGONSHARDS IN RITUAL
longer cast powers if he has not recovered MAGIC
it by the next sunset or sunrise, whichever
The caster can pay the cost of performing
comes first.
a ritual with one or more dragonshards
After accessing his stored collection of with a combined value of that cost. Most
notes, scrolls, tomes, and other arcane rituals use Eberron dragonshards, but the
writings, a wizard may replace a lost spell- Prophesier might require an appropri-
book with a week of work and 500 gp. ate type such as Siberys dragonshards
for enhancing psionic powers or Khyber
ARCANE DEVICES dragonshards for binding entities.

Creating an arcane device requires the


Craft Magic Items Edge, which is simply
SPELLCASTING
the original Artificer Edge renamed. SERVICES
Magic is a massive industry in Eberron, and
USING DRAGONSHARDS many of the Dragonmarked Houses and
Attuned Eberron dragonshards can facil- their guilds provide spellcasting services
itate the creation of arcane devices by to those who can afford it.
allowing the creator to imbue the device
The cost of these services is 25gp
with Power Points without having to sac-
per Power Point. If the effect of a raise
rifice her own. By grinding them into a
is required, the price is doubled. The
powder to be infused into the materials,
increased cost for a raise accounts for the
or by embedding them into a “socket”
Power Points, components (or dragon-
directly onto the item, the dragonshard
shards), assistants making Support rolls
can provide 1 Power Point per 100 gp of
to achieve the desired result, or multiple
its value. The dragonshards can either be
attempts to achieve the desired result. If
ground into a powder and infused into the
the customer pays for a success only, and
materials and substances, or the crafter
the caster’s arcane skill roll results in a
can embed the dragonshard directly onto
raise regardless, the benefits of the raise
the item. Once the dragonshard’s Power
come with no additional cost.
Points are spent, the shard becomes dull
and brittle and might even crumble. Professional casters have at least a d6
arcane skill. Casters with an arcane skill of
d8 or higher are rare and in high demand.
The cost of their spellcasting services is
doubled for each increased die type.

42
Chapter Four: Arcana

RITUALS AS A SERVICE Spades d10


If the scope of a spellcasting ser- Joker d12
vice includes enhanced Effects
achievable through Rituals, the cost of the Upon awakening, the target has a
service increases by 50% or 100% if a raise is friendly disposition toward the caster. It
required. The customer also typically pro- can speak one language that the caster
vides or pays for the cost of the Eberron knows plus and a number of additional
dragonshards used for the Ritual. languages the caster knows equal to half
its Smarts.
POWERS If the target is a tree, the tree can move
its roots, limbs, vines, etc.
All powers listed in the Fantasy Companion
An awakened animal cannot serve as a
are available. This section introduces a few
familiar nor can a character with the Beast
additional powers and Power Modifiers.
Master Edge affect the animal. Addition-
Additionally, the Savage Worlds Horror Com-
ally, beast friend does not affect the animal.
panion introduces the following powers
which are appropriate for Eberron: Con-
secrate ground, corpse sense, curse (adds the BOOST/LOWER TRAIT
Alternate Effect Modifier), exorcism, grave As per the Fantasy Companion but with the
shroud, illusionary horrors, nightmares, séance, following additional Epic Power Modifier.
spite, summon demon.
MODIFIERS
★ MOMENT OF PRESCIENCE (+2):
AWAKEN Boost Trait only. Add a +1 bonus for 2
Rank: Veteran
additional Power Points each (+4 max-
Range: Touch
imum) to a single roll made during
Power Points: 10
the power’s duration.
Duration: Permanent
Trappings: Channeling consciousness and
self-awareness into a tree or animal. CONJURE ITEM
As per the Fantasy Companion but with the
The caster can awaken an animal or tree to
following additional Epic Power Modifiers.
have both consciousness and self-aware-
ness. The awakened tree or animal is a Wild MODIFIERS
Card in all regards.
★ MAJOR CREATION [+5]: The item is
Draw a card from the Action Deck crafted from a special material such
for Smarts and Spirit each. Consult the as adamantine, bronzewood, byeshk,
table below to determine the die type of etc.
the respective attribute based on the suit
★ TRUE CREATION [+10]: When used
of the card.
with the Durable Modifier, the object
SUIT DIE TYPE is created with matter displaced
from another location on the mate-
Clubs d4
rial plane. Because it is composed of
Diamonds d6 native material, it is regarded as very
Hearts d8 real in every way and cannot be
dispelled or dismissed.

43
EBERRON FOR SAVAGE WORLDS

DIMENSIONAL LOCK MIND BLANK


Rank: Legendary Rank: Heroic
Range: Smarts ×2 Power Points: 5
Power Points: 3 Range: Smarts
Duration: 1 day Duration: 24 hours
Trappings: gestures and verbal Trappings: headband, meditation, psionic
incantations block
Dimensional lock creates a visible magical Mind blank protects the target from all
barrier the size of a Medium Blast Tem- powers that detect, influence, or read
plate that blocks all extradimensional emotions or thoughts such as empathy,
movement such as gate, intangibility, plane mind link, mind reading, mind wipe. This
shift, or teleport into or out of the area. power also protects against scrying and wish
If a creature is already in an intangible when they are used to gain information
form, dimensional lock does not interfere about the target or affect its mind.
with that effect. A dimensional lock also does MODIFIERS
not prevent a summoned creature from
disappearing at the end of the summoning • ADDITIONAL RECIPIENTS (+1): The
power’s duration. power may affect more than one
target for 1 additional Power Point
MODIFIERS each.
• AREA OF EFFECT (+1): The area of
effect is increased to the size of a Large REPAIRING
Blast Template. Rank: Novice
Power Points: 3
ILLUSION Range: Touch
As per the Fantasy Companion but with the Duration: Instant
following additional Epic Power Modifier. Trappings: The caster must touch the
object with at least one free hand.
MODIFIERS Repairing fixes damage to objects, includ-
★ PERMANENT (+3): The illusion is ing constructs and living constructs, that
permanent but can be revealed by have taken damage but are not entirely
speaking a secret word. broken or destroyed.
For a Wild Card, each use of repairing
LOCATE removes a Wound with a success, two with
As per the Fantasy Companion but with the a raise. The power may be cast additional
following additional Epic Power Modifier. times to remove additional Wounds.

MODIFIERS For Extras or objects, the Prophesier


must first determine if the construct or
★ DISCERN LOCATION (+2): The caster object is already destroyed. If so, no repair
can learn the exact location of the may be attempted. Otherwise, a success-
creature or object, and running water ful arcane skill roll repairs the construct
does not block the power. or object.

44
Chapter Four: Arcana
If the target is a living construct that was MODIFIERS
inert, a successful repairing revives them. ★ GREATER SCRYING (+5): The following
powers function reliably through the
MODIFIERS
scrying “eye:” detect arcana, mind link,
★ GREATER REPAIRING (+10): Greater speak language.
Repairing can rebuild objects that are
completely broken but only if all parts
are still available. This spell may also
TELEPORT
As per the Fantasy Companion but with the
be used to restore constructs (but not
following additional Epic Power Modifier.
living constructs) that have perished.
• CRIPPLING INJURIES (+15): For living MODIFIERS
constructs, the power can repair a ★ REFUGE (+5): The caster creates a
permanent Crippling Injury (see token that is she willingly gifts to
Incapacitation in Savage Worlds). This another. Upon triggering with a
requires an hour of preparation and command word, the item will either
only one casting is permitted per teleport the possessor and everything
injury. If it fails, this caster cannot he is carrying to the caster’s abode or
repair that particular injury (but teleport the caster within 2” of the pos-
someone else may try). If successful, sessor of the object; the caster chooses
the subject is Exhausted for 24 hours. which upon creation of the token.
The Power Points used to create the
RETURN TO NATURE token are transferred to the token
Rank: Heroic and remain with it until the token
Power Points: 8 is activated, dispelled, or the power is
Range: Smarts dismissed by the caster, at which point
Duration: 5 the Power Points recharge as usual.
Trappings: The caster concentrates while
wielding an animal talisman. PLANES OF
Return to nature reduces the supernatural EXISTENCE
and magical abilities of magical crea-
tures by disabling any Innate Powers the While the planes of existence have effects
creature has. The effect is opposed by the on magic within each of their realms, they
target’s Spirit (−2 if the power was acti- also influence the Material Plane based on
vated with a raise). whether they are coterminous or remote.
Below are some mechanical effects each
MODIFIERS plane has both on the plane itself and on
• ADDITIONAL RECIPIENTS (+3): The the Material Plane based on its remote
power may affect more than one or coterminous state. Additional details
target for 3 additional Power Points about the planes, their cycles, and their
each. inhabitants can be found in the Eberron
Campaign Setting.
SCRYING
As per the Fantasy Companion but with the
following additional Epic Power Modifier.

45
EBERRON FOR SAVAGE WORLDS

PLANAR MAGIC EFFECTS 28–31 The power affects a random


• Empowered: Reduces the cost of target or area. The DM should
Power Points for Power Modifiers by 1. randomly choose a different
• Enlarged: Doubles the power’s range. target from among those in
• Extended: Doubles the power’s range of the power or center
duration. the power at a random place
• Impeded Magic: Activating the power within range of the power. To
suffers from a −4 penalty to the arcane randomly determine direction,
skill roll. Power Points are lost if the use the Deviation rules (see
spell fails. Area Effect Attacks in Savage
• Maximized: Successful activation of Worlds). To generate range ran-
the power is an automatic raise. domly, roll 2d4 and multiply
• Wild Magic: A random magical effect the result by 2.
occurs.  32–35 The power functions normally,
but the Power Points spent to
D100 EFFECT activate it are automatically
01–19 The power rebounds on the recovered. An activated magic
caster with normal effect. If the item or arcane device does not
spell cannot affect the caster, it lose the Power Points. If the
simply fails. item has a limited number of
uses, the activation does not
20–23 A circular pit the size of a
expend one of the uses.
Medium Blast Template opens
under the caster’s feet; its 36–39 The power does not function.
depth is 2” (4 yards) per rank of Instead, everyone (friend
the caster. or foe) within a Large Blast
Template centered on the
24–27 The power fails, but the target
caster receives the effect of a
or targets of the spell are pelted
healing power.
with a rain of small objects
(anything from flowers to 40–43 The power does not function.
rotten fruit), which disappear Instead, darkness and silence
upon striking. The barrage con- cover an area the size of a Large
tinues for 1 round. During this Blast Template centered around
time the targets are blinded and the caster for 2d4 rounds.
suffer a −4 penalty to arcane 44–47 The power does not func-
skill rolls. tion. Instead, all objects and
creatures within a Large Blast
Template around the caster
float 2” (4 yards) per rank of the
cast for 1 round.
48–51 The power functions, but shim-
mering colors swirl around the
caster. Consider the caster to be
under the effects of blind.

46
Chapter Four: Arcana

52–59 The power fails automatically. day they’ve been on the plane. Fail-
ure means they’ve fallen under the
60–71 The power does not activate. influence of Dolurrh and turn into an
Power Points or item uses are incorporeal shade that is now native to
not expended. the plane.
72–98 The power functions normally. • Coterminous: Ghosts can more easily
99–100 The power activates with an remain on the Material Plane, resulting
automatic raise. in more sightings and hauntings. Cast-
ing resurrection functions normally but
risks bringing forth additional spirits.
DAANVI, THE PERFECT Refer to the Resurrection Results table
ORDER to determine the results of the casting
• Planar Magic Effects: Powers that during Dolurrh’s coterminous phase.
have themes of control, creation, or • Remote: Casting resurrection fails as
order are maximized and enlarged does attempting to reach the plane
where applicable. Powers that are with plane shift. To bring back a soul,
destructive or chaotic in theme are one must travel to Dolurrh using the
impeded. Gate Modifier of teleport or a perma-
• Coterminous: No effect upon the nent portal, finding the deceased
Material Plane. individual’s soul, and return to the
• Remote: No effect upon the Material Material Plane with it, automatically
Plane. returning the person back to life.

DAL QUOR, THE REGION RESURRECTION RESULTS


OF DREAMS D20 RESULT
• Planar Magic Effects: Powers related 1-10 Normal results.
to audio and visual illusions such as 11–16 1d4 ghosts are brought with the
illusion or sound/silence are extended. raised character.
Quori can manipulate matter effort- 17-18 A different spirit claims the body,
lessly, while visitors have a much and the desired spirit returns
more difficult time requiring a as a ghost.
Spirit roll with −2 penalty to alter the
environment. 19 The power raises the character, but
• Coterminous: Dal Quor is perma- they are possessed by a nalfeshnee.
nently remote. 20 The power fails automatically, and a
• Remote: No effect on the Material nalfeshnee animates the body.
Plane. Access to the plane can only be
achieved through dreaming. FERNIA, THE SEA OF FIRE
• Planar Magic Effects: Powers with
DOLURRH, THE REALM OF fire trappings are maximized and
THE DEAD enlarged. Powers with cold trappings
• Planar Magic Effects: All powers are are impeded.
impeded. At the end of each day, visi- • Coterminous: Areas such as vol-
tors must make a Spirit roll at −2 with canoes or subterranean lava pools
an additional −1 for each consecutive impose a −4 penalty to Vigor

47
EBERRON FOR SAVAGE WORLDS
rolls for withstanding heat. Areas such • Coterminous: No effect upon the
as hot deserts impose a −2 penalty (see Material Plane.
Heat in Savage Worlds). Adventurers • Remote: No effect upon the Material
entering sources of extreme heat Plane.
such as lava or a raging blaze have a
30% chance of being transported to LAMMANIA, THE TWILIGHT
the Sea of Fire. Adventurers are also FOREST
70% likely to encounter natives of • Planar Magic Effects: All druid
Fernia in such areas on the Material powers are extended.
Plane. These areas also cause powers • Coterminous: Summon animal and
with the fire trappings to be altered by summon monster are extended.
Fernia’s planar effects as noted above. • Remote: Summon animal and summon
• Remote: Areas of extreme heat do not monster are impeded
impose any penalties for Vigor rolls to
resist Fatigue. Powers with fire trap- MABAR, THE ENDLESS
pings are impeded. NIGHT
• Planar Magic Effects: Powers with
IRIAN, THE ETERNAL DAY negative energy trappings are
• Planar Magic Effects: The healing maximized.
power is maximized. Wild Cards may • Coterminous: Powers with negative
make rolls for natural healing once energy trappings are empowered. 
per hour rather than once per day. Darkness is extended.
Healing rolls have a +4 bonus. The • Remote: Powers with negative energy
damage for Destroy Undead gains an trappings are impeded.
additional damage die. Powers with
negative energy trappings or that RISIA, THE PLAIN OF ICE
summon or raise any type of undead • Planar Magic Effects: Powers with
are impeded. cold trappings are maximized and
• Coterminous: Rolls to activate powers enlarged. Powers with fire trappings
with positive energy trappings, are impeded.
including healing, are maximized. The • Coterminous: Polar regions such as
light power is extended. Wayfinder Tundra or Everice impose
• Remote: Positive energy powers, a −4 penalty to Vigor rolls for with-
including healing, suffer a −1 penalty standing the extreme cold. Cold
to arcane skill rolls for activation. regions such as the waters along the
Destroy Undead reduces its damage northern coast of Khorvaire impose a
by one damage die. −2 penalty (see Cold in Savage Worlds).
Adventurers entering sources of
KYTHRI, THE CHURNING extreme cold have a 30% chance of
CHAOS being transported to the Plain of
• Planar Magic Effects: Powers with Ice. Adventurers are also 70% likely
destructive qualities or that channel to encounter natives of Risia in such
raw energies and matter are max- areas on the Material Plane. These
imized and enlarged. Powers with areas also cause spells with the cold
themes of control or order are trappings to be altered by Risia’s
impeded. planar effects as noted above.
48
Chapter Four: Arcana
• Remote: Areas of extreme cold do not XORIAT, THE REALM OF
suffer any penalties for Vigor rolls to
resist Fatigue. Powers with cold trap-
MADNESS
pings are impeded. • Planar Magic Effects: Wild magic.
• Coterminous: The Gatekeeper’s
SHAVARATH, THE dimensional seals keep the plane
away.
BATTLEGROUND • Remote: No known impact on the
• Planar Magic Effects: Combat-based
Material Plane.
powers such as smite, barrier, damage
field, deflection, protection, warrior’s gift
are extended. Powers that attempt to
calm or charm others such as empa-
thy or puppet are impeded.
• Coterminous: The effects of extend-
ing or impeding powers bleed over in
areas where combat is underway.
• Remote: No known effects on the
Material Plane.

SYRANIA, THE AZURE SKY


• Planar Magic Effects: Good-aligned
powers such as consecrate ground or
sanctuary are empowered. Evil-aligned
powers such as cursed are impeded
• Coterminous: Adventurers that fly
upward past the edge of Eberron’s
atmosphere are transported to Syra-
nia. Syrania’s planar effects on magic
spill onto the Material Plane. 
• Remote: Evil-aligned powers are
empowered while good-aligned
powers are impeded.

THELANIS, THE FAERIE


COURT
• Planar Magic Effects: Arcane spells
are empowered and extended.
• Coterminous: Faerie rings and faerie
mounds act as areas through which
passage between the Material Plane
and Thelanis is easily achieved. Arcane
spells are extended if cast within 300
ft. of either type of formation. 
• Remote: Fey magic and Innate Powers
are impeded.

49
EBERRON FOR SAVAGE WORLDS

This page inserted for easier double-sided printing.

50
Chapter Five: MAGIC ITEMS

CHAPTER FIVE:

MAGIC ITEMS
The Fantasy Companion contains a plethora character is using two items with the same
of magic items Prophesiers can include in enchantment, the effects do not stack.
an Eberron campaign. Prices and availabil- Named Items: The named artifacts
ity should be adjusted based on locations included in this chapter cannot have addi-
and local economies. tional enchantments.
The Fantasy Companion also presents
rules for crafting permanent magic items. ARMOR & SHIELD
Those rules can be used by any adventur- QUALITIES
ers with Arcane Backgrounds. Adventurers
with Arcane Background (Artificer) can Animated (3): Shield only. Once per
benefit from the Improved Artificer and encounter, an animated shield can be
Master Artificer Edges which allow them loosed to defend its wielder for three
to craft permanent magic items more rounds. It hovers near its owner, follow-
efficiently. ing if he moves, and granting its Parry and
For crafting temporary magic items, cover bonus as usual. Its type still applies
Prophesiers and players should refer to the for purposes of Armor Interference or
Craft Magic Items Edge in this book and Restriction.
Arcane Devices in the Fantasy Companion. Price: 10,000 gp.
Arrow Deflection (1): Shield only. Ranged
ENCHANTMENTS attacks against the bearer suffer an
additional −1 penalty, regardless of the
Masterwork armor, shields, and weapons
attacker’s position (front, rear, etc).
can be enchanted with the qualities listed
below. Each item can hold five points Price: 3,000 gp.
worth of enchantments. The number of Energy Resistance (1): Armor or shield.
points a particular quality takes is listed in Grants environmental resistance against
parentheses after its name. a single energy type, chosen at creation,
Note: An item cannot be enchanted to a piece of armor or a shield. Damage
with the same quality more than once. If a from that source is reduced by 4 when
the armor is worn, and the hero

51
EBERRON FOR SAVAGE WORLDS
adds +4 when resisting any effect tied to WEAPON QUALITIES
that element.
A leather jerkin of energy resistance Bane (1): When used against a specific type
(Cold), for example, helps its wearer avoid of creature (dwarf, goblin, elemental, etc),
Fatigue from exposure (see Hazards in a bane weapon has +2 AP and its damage
the Savage Worlds core rules) and damage die increases one type.
from any attack with a Trapping of cold,
Price: 3,000 gp.
ice, frost, etc.
Dancing (4): Melee weapon only. The
Price: 2,000 gp.
wielder can command the weapon to
Etherealness (2): Armor only. On com- dance once per encounter as a limited free
mand, the wearer of this armor becomes action. It animates immediately, attacking
ethereal, gaining minor intangibility. The as a character for up to five rounds. It uses
character can remain ethereal for as long its master’s Action Card and attack skill,
as desired, but once he returns to normal, and rolls two of its normal damage dice for
he cannot use this ability again for 24 damage. The weapon can fly at Pace 10 and
hours. counts as an ally for the Gang Up bonus.
Price: 49,000 gp. Price: 20,000 gp.
Fortification (2): Armor only. Fortified Distance (1): Ranged weapons only.
armor is more likely to turn away a lethal Decrease any Range penalties by one when
blow. The wearer gains a free reroll on using this weapon.
Soak rolls.
Price: 2,000 gp.
Price: 5,000 gp.
Elemental (1): The weapon causes damage
Glamered (0): Armor only. Upon com- with an energy Trapping—acid, cold, elec-
mand, as a free action, a piece of glamered tricity, fire, or sonic (chosen by creator).
armor changes shape and appearance
Price: 2,000 gp.
to assume the form of a normal piece of
clothing. The armor retains all of its prop- Keen (1): The weapon is exceptionally
erties when it is so disguised. sharp, giving it Armor Piercing +2.
Price: 900 gp. Price: 3,000 gp.
Reflecting (4): Shield only. The shield’s Mighty Cleaving (2): Two-handed melee
surface is completely reflective. Once per weapon only. The user gains the Sweep
day, the wielder can reflect any power that Edge.
affects her by making a Spirit roll (at −2 if Price: 10,000 gp.
the casting roll got a raise). If successful the
caster suffers the full effects of the power Returning (1): Thrown weapons only. The
as if he had been the original target. weapon returns to its user’s hand at the
end of her turn.
Price: 16,000 gp.
Price: 3,000 gp.
Speed (3): If a melee weapon, the user
gains the Frenzy Edge. For a ranged
weapon, the user gains the Rapid Shot
Edge. If the weapon can be used either

52
Chapter Five: MAGIC ITEMS
way, the choice must be made as the Channeling Rod: Channeling rods reduce
weapon is enchanted. the activation cost of the wielder’s dragon-
Price: 16,000 gp. mark powers by 1 to 3 Power Points.

Throwing (1): Melee weapon only. The Price: 1,500 gp (per Power Point)
weapon can be thrown using Athletics
(throwing). Its Range is 4/8/16. GREATER DRAGONSHARD FOCUS
ITEMS
Price: 3,000 gp. Altar of Resurrection: A slab of marble
Vicious (2): Melee weapon only. If the embedded with Siberys shards, the altar
wielder hits with a raise his damage of resurrection channels the powers of the
increases by +4 (in addition to any bonus Mark of Healing. A person with the greater
damage), but he must make a Vigor roll or Mark of Healing can spend 5 Power Points
be Shaken. to cast resurrection on a creature resting on
Price: 5,000 gp. the altar as if with a raise. A character with
the Siberys Mark of Healing can spend
Vorpal (5): Blades only. A vorpal weapon a use of their Mass Healing Epic Power
ignores penalties for Called Shots to the Modifier to do the same. This activation
head. Anyone Incapacitated by a vorpal of resurrection does not require an arcane
blade is decapitated! skill roll.
Price: 50,000 gp. Price: 13,000 gp; Weight: 2,000 lb.

DRAGONSHARD Astral Beacon: This 8-inch sphere created


from silver and crystal has a Siberys shard
ITEMS embedded in its core. Typically, the astral
beacon is contained within lead or embed-
ded into the floor of a secured chamber.
SIBERYS SHARD ITEMS This focus item acts as a beacon to Orien
Dragonmark Focus: A dragonmark focus heirs with the Mark of Passage traversing
allows the dragonmarked heir to activate the Astral Plane. An astral beacon empowers
a dragonmark power with an automatic the Greater Mark of Passage’s Greater Tele-
raise without the additional Power Point port Power Modifier to reach a maximum
cost. distance equal to twice her usual max-
imum if her destination point is within
Price: 2,000 gp. 10 feet of an astral beacon. For example,
Dragonshard Reservoir: A dragonmarked if the character takes 2 rounds to activate
character who wears this ring for 24 hours the power, she can travel 2000 miles. This
without removing it gains 10 additional feature cannot be used with the Teleport
Power Points to use for one specific drag- Foe Power Modifier.
onmark power. If the character removes Any location within 10 feet of an astral
the ring, she must wear it for another 24 beacon is always treated as if the individual
consecutive hours before she can make with the Greater Mark of Passage has phys-
use of its power. ically been to that location and activated
Price: 25,000 gp the power with a raise, arriving on target.
Price: 40,000 gp; Weight: 2 lb.

53
EBERRON FOR SAVAGE WORLDS
Bag of Bounty: Embedded with small Price: 5,000 gp.
Siberys dragonshards, this leather bag is Diadem of Focused Passage: This circlet
designed to enhance the Mark of Hospital- is made of pure silver and enhances the
ity. A bag of bounty doubles the amount of powers of the Mark of Passage. The diadem
food and water created by a character with is a shard focus that reduces the cost of
the Create Food and Water Power Modifier activation of any power from her mark by
of the Mark of Hospitality. Additionally, 2 Power Points.
the character can determine the nature
and quality of the food. In addition, if the wearer has the
Greater Teleport Power Modifier of the
Price: 10,000 gp; Weight: l lb. Greater Mark of Passage, they halve the
Bracelet of Comfort: The wearer of this distance between where they arrive and
trinket may use their Mark of Hospitality the intended destination.
to activate the Extra-Dimensional Space Price: 15,000 gp.
Power Modifier with the following addi-
tional benefits: Diadem of Sharpened Senses: This brass
circlet focuses the powers of the Mark of
• The shelter is made of stone. Detection, granting the following benefits:
• The temperature inside the shelter is
always 70˚ F. • The wearer activates any Least
• The furnishings in the shelter include Dragonmark power effects without
five comfortable beds, five armchairs, expending Power Points.
a dining table, a writing desk, a book- • If he has the Lesser Mark of Detection,
shelf, a mirror, an empty basin for he can reduce the Power Point cost
bathing, and a latrine with a cover. to activate any Lesser Dragonmark
• The wearer can customize the decor powers by 2 (to a minimum of 1).
of the shelter, including carpet or • When using the detect arcana power
wall hangings. of the Mark of Detection to see
• All objects created with the shelter through conceal arcana, he automati-
disappear if removed. cally reduces any penalties applied by
the power or the Strong Modifier by 2.
Price: 30,000 gp. • He gains a +2 bonus Notice rolls.
Collar of the Wild Bond: Studded with A character must attune the diadem by
small Siberys dragonshards attuned to the wearing it for 24 hours before its effects
Mark of Handling, the collar of the wild bond become active.
has an associated key—a small Siberys
dragonshard embedded in a metal disk. Price: 10,000 gp
A character with the beast friend power of Helm of the Sentinel: Engraved eyes with
the Mark of Handling can use the disk to tiny dragonshards for pupils cover this
command the creature that is wearing the helmet. The shards are attuned to the
collar. This does not require expending Mark of Sentinel. Once per day, the wearer
Power Points from the dragonmark. The can declare a condition that automatically
duration lasts as long as the target creature triggers the activation of one of his Mark of
wears the collar and remains in range. The Sentinel powers. The helm can only have
maximum range of the effect is the char- one contingency active at a time.
acter’s Smarts ×2.

54
Chapter Five: MAGIC ITEMS
For example, a human with the protec- to track the creature to which the
tion power of the Mark of Sentinel might aura belongs.
set the power to activate if an opponent’s • If the wearer uses the locate power
attack against him is successful. of the Mark of Finding in an area
If the wearer removes the helm, the through which the target has passed
contingency is dismissed. in the last 24 hours, he can see the
path the target took.
Price: 20,000 gp; Weight: 3 lb. • The wearer gains a +2 bonus on all
Houseward: This small, heavy block of Spirit rolls to oppose a Performance or
lead and alchemical silver contains a Persuasion roll made to deceive him.
Siberys dragonshard as its core. When Price: 16,000 gp.
set directly into the floor of a building,
activating the barrier, conceal arcana, and Keycharm: When a dwarf activates the
summon ally powers of the Mark of Ward- lock power of the Mark of Warding, she can
ing within 8” (16 yards) of the houseward use a keycharm as a second layer of secu-
extends the duration of these powers to rity. The lock enchantment of the keycharm
days instead of rounds. requires the keycharm must be in posses-
sion in addition to knowing and speaking
Price: 25,000 gp; Weight: 40 lb. the pass phrase. If the linked lock power
Inquisitive Goggles: These goggles have a expires, the charm becomes a mundane
dragonshard in between the lenses, grant- object, although a dwarf with the Mark of
ing humans and half-orcs with a Lesser, Warding could link it to a new lock.
Greater, or Siberys Mark of Finding the Price: 150 gp.
ability to see more clearly the imprinted
aura of living creatures on objects as out- Lightning Reins: These long leather
lined below. cords are designed similarly to those used
to control the horses pulling a coach.
• The wearer may make a Notice roll Attached to the helm of a lightning rail
while using the Mark of Finding’s coach, the lightning reins allow a human
detect arcana power to sense the aura with the teleport power of the lesser Mark
of a creature who has touched a spe- of Passage to control the bound air ele-
cific object. If the being is familiar to mental telepathically, directing the coach
the wearer, the wearer knows who the as desired.
owner of the aura is. If not, the wearer In actuality, there is little for the driver
only knows the creature’s type. With to control other than the speed of the
a raise, the wearer also knows the lightning rail coach as it must follow a path
gender and ancestry of the creature, of conductor stones. However, an uncon-
and the wearer can ignore the −2 pen- trolled coach will either come to a halt or
alty when using locate on the target. accelerate until the momentum drives it
The magic of the goggles is influenced off course and into the ground.
by a creature under the effects of
shape change, but the effects of disguise Price: 8,000 gp; Weight: 1 lb.
and illusion are transparent. Pen of the Scribe: This long ink pen,
• While wearing the goggles, the wearer formed of silver and copper with a thin
also gains a +1 bonus on Survival rolls dragonshard at its core, is an invaluable
tool for the scribes of House Sivis.

55
EBERRON FOR SAVAGE WORLDS
In the hands of a gnome with the Mark of heir may activate the protection power of
Scribing, it has the following powers. the Mark of Sentinel, targeting whoever is
currently wearing the companion ring. If
• The pen never runs out of ink. The the wearers of both rings have the Mark of
gnome can change the pen ink’s color Sentinel, either character can initiate the
as a free action by speaking the name protection power and both benefit from the
of the desired color in Gnome. power. Additionally, the power’s range is
• A gnome can write in half the time unlimited.
normally required such as when
Price: 40,000 gp (for a pair).
he’s using illusion to create secured
documents. Scepter of Wild Dominion: With this rod
• When creating a document secured carved from densewood, a dragonmark
with the illusion power of the Mark of heir of the Mark of Handling gains the
Scribing, the pen of the scribe reduces following benefits.
the Power Point cost of the Permanent
Modifier for the illusion power by 2. • The sceptre reduces the cost of activat-
ing a power of the Mark of Handling
Price: 2,500 gp. by 1 Power Point.
Prospector’s Rod: House Tharashk • Using the Bestarium Epic Power Mod-
depends on these short, cold iron rods ifier of the beast friend power does not
to amplify the locate power of the Mark of cost additional Power Points.
Finding while mining for specific materi- Price: 35,000 gp; Weight: 2 lb.
als. A dragonmark heir of House Tharashk
wielding this a prospector’s rod gains the Scrystone: A scrystone enhances the scry-
following benefits. ing power of the Mark of Shadow or the
Greater Scrying Epic Power Modifier of the
• The power’s duration continues as Siberys Mark of Shadow, allowing the heir
long as the wielder concentrates on to telepathically communicate with a will-
the desired object. ing creature they can see in the scrystone,
• The wielder can use the rod to search sending and receiving mental images for
for a specific quantity of material. For the duration of the power.
example, the wielder can instruct the Price: 25,000 gp; Weight: 1 lb.
rod to find “three or more pounds
of byeshk” or seek out “one hundred Sky Forge: A sky forge is a small anvil made
gallons of water.” When the wielder from cold iron and alchemical silver with a
makes contact with the material, he ring of small dragonshards around a larger
can make a Spirit roll to estimate the shard. It allows a character with the conjure
size of the deposit he has found. item power of the Greater Mark of Making
to use the Major Creation Epic Power
The rod cannot locate creatures, loca- Modifier to craft an item up to ten pounds.
tions, or specific objects.
Price: 27,200 gp; Weight: 35 lb.
Price: 7,400 gp; Weight: 3 lb.
Speaking Stone: Speaking stones enable
Rings of Shared Suffering: These paired long-distance communications across
rings link a dragonmark heir of the Mark Khorvaire, connecting House Sivis’ mes-
of Sentinel with another being under sage stations. A character with the mind
her protection. At any time, the link power of the Mark of Scribing can use

56
Chapter Five: MAGIC ITEMS
a speaking stone to send a message to any (see New Special Abilities in the Fantasy
other speaking stone as long as the sender Companion).
knows the location of the target stone. If a character has four or more crystal-
A gnome is always attending a Sivis line eyes embedded in his body and all four
message station, waiting for messages are exposed, he gains the benefit of All-
that come in and scribing them immedi- Around Vision (see New Special Abilities
ately. Large cities, such as Sharn, contain in the Fantasy Companion).
multiple stations. Major stations possess Price: 9,000 gp
multiple speaking stones.
Ectoplasmic Armor: This shard grants +2
Price: 10,000 gp; Weight: 30 lb. Armor to the bearer in the form of a barely
Wheel of Wind and Water: A wheel of wind visible ghostly quori form composed of
and water resembles the helm of a sailing astral ectoplasm. The Armor from addi-
ship. This ornately carved wooden wheel tional shards stack to a maximum of +10.
is mounted at the helm of an elemental With each shard, the quori image becomes
galleon or a House Lyrandar airship. An more visible with five shards making it
heir with the Lesser Mark of Storm grip- appear as if it were a tangible quori form.
ping the wheel can telepathically control an Price: 8,000 gp
elemental bound into the vessel, forcing it
to move the vessel as the dragonmark heir Ectoplasmic Fist: This shard is embedded
desires. into one limb of the bearer’s choice. When
activated, it creates a ghostly outline of a
If a wheel of wind and water is mounted quori limb surrounding it, and the bearer
on a mundane sailing ship, a dragonmark
heir with the Lesser Mark of Storm can
create an area of ideal conditions around
the vessel, enabling it to sail at a rate of 6
miles per hour. IMPLANTING
Price: 8,000 gp; Weight: 30 lb. QUORI SHARDS
Because of their bond with quori
QUORI EMBEDDED SHARDS spirits, kalashtar and Inspired
Quori embedded shards are made from have the ability to implant
Siberys shards. into their flesh Siberys shards
containing unique powers.
Aura Mask: A complete personality is Embedding a quori shard takes
imprinted within this shard. An aura mask 1 hour and requires a small Sib-
grants a +2 bonus to Spirit rolls made to erys dragonshard. A kalashtar or
resist the effects of detect arcana including Inspired can have a number of
detect alignment. embedded quori shards equal
Price: 9,000 gp to 2 + half their Psionics die type.
Crystalline Eye: This shard acts as an addi- An implanted shard bonds to the
tional eye, usually embedded in the palm bone and tissue of the body and
of the hand to allow for spying over and cannot be removed.
around obstacles. The crystalline eye also
protects the bearer from any Gaze attacks

57
EBERRON FOR SAVAGE WORLDS
is not considered to be an Unarmed wizard’s spellshard, but it allows a wizard
Defender (see Savage Worlds). to imprint up to 20 spells from his col-
Price: 1,500 gp lection of spellbooks rather than just the
handful of spells stored by a regular spell-
Faceted Persona: This shard carries the shard. This enables the wizard to benefit
effects of boost Trait for one Attribute to from the Eldritch Inspiration and Spell-
which it is attuned. books Edges even if his spellbooks are not
Price: 1,250 gp available.
Multifaceted Persona: This shard acts Price: 6,250 gp; Weight: .5 lb.
just as a faceted persona shard. As an action, Eternal Wand: An innovation of the final
however, the bearer can spend 5 Power years of the Last War, eternal wands have
Points to switch the Attribute to which the an embedded Eberron shard with a single
power is applied. power imprinted upon it and 10 Power
Price: 2,500 gp Points. Unlike most wands, the eternal wand
can recharge every morning. The user can
Shadowsight: This shard bestows the dark-
activate the wand with Shooting or their
sight power upon the bearer.
arcane skill (their choice).
Price: 2,500 gp
Eternal wands were primarily used in
Talent: This shard grants an additional +2 military units, but some magewright
to rolls for either Athletics, Notice, Psion- veterans of the Last War kept their eternal
ics, or Stealth. Each shard is attuned to one wands of bolt after coming home from the
talent. front lines.
Price: 2,500 gp Price: 5,000 gp.
Everbright Lantern: An everbright lantern
CRAFTING SIBERY SHARD ITEMS contains an Eberron shard with the light
Crafting Siberys shard items follows the power imbued upon it. The shard is placed
same method as crafting other magic in a setting within a normal bullseye lan-
items. However, the dragonshard must be tern, but its “flame” never goes out.
attuned to the specific dragonmark, and
only a dragonmarked character with that Price: 212 gp; Weight: 3 lb.
mark can attune the shard appropriately. Scrying Shard: A large Eberron shard
The process of attuning a dragonshard attuned to the scrying power serves as a
requires the Craft Magic Items Edge and portable focus for that spell. Any adven-
one full day, which is added to the cre- turer can use the scrying power using the
ation time for the item. There is no cost scrying shard as a focus.
to attune the shard other than the price of Price: 1,100 gp; Weight: 1 lb.
the shard itself. After the dragonshard is
Power Stone: A power stone—as presented
attuned, the crafting process is the same
in the Fantasy Companion—is an attuned
as any other magic item.
Eberron dragonshard that stores 10
Power Points and can be used to power or
EBERRON SHARD ITEMS recharge arcane devices such as wands. It
can also be used by anyone with an Arcane
Aureon’s Spellshard: This large
Background to activate their own powers.
Eberron shard is similar to a

58
Chapter Five: MAGIC ITEMS
Price: 1,200 gp; Weight: .5 lb. power (self only) with the Power Modifier
Psionic Stone: Psionic beings can store three times per day.
and “read” psionic powers imprinted into Price: +80,000 gp.
Eberron dragonshards, serving as the Underwater Action (5): The water ele-
equivalent of psionic “scrolls.” Kalashtar mental bound into this armor gives it a
and the Inspired seek out Eberron shards milky blue-white color. The wearer ben-
for this purpose, as do other knowledge- efits from the effects of the environmental
able, psionically powered individuals. protection power when in water. Addi-
tionally, the armor allows the wearer to
CRAFTING EBERRON SHARD ITEMS use elemental manipulation (water only, no
To craft an Eberron shard item, the crafter Power Modifiers) twice per day.
must first attune the shard to the power it
will contain. Attuning the shard requires Price: +86,000 gp.
the Craft Magic Items Edge and one day of Whirlwind (5): This nearly translucent
work. This time is in addition to the time armor has an air elemental bound to it,
it takes to craft the item itself. The cost of granting the wearer the ability to use the
the shard is added to the market value fly power (self only) and has 10 Power
of the item. Points that recharge. The wearer may also
transform into a gaseous state using the
KHYBER SHARD ITEMS intangibility power once per day.
Price: +90,000 gp.
Khyber shard items bestow magic item
qualities similarly to those listed in
Enchantments at the beginning of this
WEAPON QUALITIES
Burning (2): A burning weapon has a
chapter. They follow the same rules with
small fire elemental bound to it and has
respect to a limited amount of points of
all the characteristics of a weapon with
enchantments that an item can have.
the fire Energy Type (see Magic Items in
the Savage Worlds Fantasy Companion). If
ARMOR QUALITIES the wielder is holding the weapon at the
Burning (5): This armor glows from the start of a combat round, she is treated as if
heat of a fire elemental bound to it and having the Quick Edge.
imbues the wearer with environmental
resistance to cold (+8 to rolls to resist and Price: +8,000 gp.
−8 damage). Thrice per day, the wearer Earthbound (1): A small earth elemental
can force the armor to become engulfed is bound to this weapon, giving it a heavy,
in flames that do not harm the wearer as crystalline appearance. If the wielder and
a trapping of the damage field power with the opponent are both touching ground,
the Damage Modifier. The flames last for the wielder gains a +2 bonus to Fighting
10 rounds. and damage rolls.
Price: +90,000 gp. Price: +4,000 gp.
Stonemeld (5): This armor has crystalline Keeper’s Fang (3): If a Keeper’s fang
structures covering its surface due to the weapon is used to execute a Finishing
earth elemental bound to it. It grants the Move (see Savage Worlds), the victim’s soul
wearer +2 Toughness and use of the burrow is trapped in the Keeper’s domain,
and the victim cannot be brought
59
EBERRON FOR SAVAGE WORLDS
back to life using the resurrection power or
a similar effect. WARFORGED
A successful Faith roll (−4 penalty)
allows a character to recognize the runes
COMPONENTS
engraved into the weapon, indicating
its nature and purpose. Only melee BASIC COMPONENTS
weapons can be dedicated as Keeper’s
fang weapons. Armblade (attached component): An
armblade consists of a metal cylinder into
Price: +10,000 gp. which the warforged slides her hand and
Waterborn (1): The small water elemental forearm. Its end features a heavy, serrated
bound to this weapon gives it its milky sword blade. The armblade gives a +1 bonus
blue-white appearance. If the wielder and to Fighting and damage and has Reach of 1.
the opponent are both touching water, the The warforged cannot be disarmed
wielder gains a +2 bonus to Fighting and of the armblade. A defender attempting
damage rolls. to resist being disarmed from an attack
Price: +4,000 gp. with the armblade suffers an additional
−2 penalty to their Strength rolls to resist
dropping the item.
While the armblade is attached, the war-
EMBEDDING OR forged cannot perform other tasks with
ATTACHING A that hand.

WARFORGED The warforged may set an armblade


against a charge (see Mounted Combat in
COMPONENT Savage Worlds), but its Reach is still 0.
All magic items can also be Price: 2,300 gp; Weight: 8 lb.
constructed as warforged compo-
Armbow (attached component): An
nents, usable only by warforged
armbow is a densewood, light repeating
characters when bonded to
crossbow with an unusually thick and
their body.
rounded stock. It is only usable when
Attaching or detaching a war- attached and locked onto a warforged’s
forged component requires an arm, which completely covers the hand.
action. It cannot be removed by Attacks made with an armbow include a +1
force unless the warforged is inert. bonus to Shooting and damage.
Attacking a warforged component
As an action, a warforged can magically
requires attacking the warforged
load and fire an armbow with a thought. A
to whom it is bonded.
new bolt is immediately created every time
A warforged can activate a the weapon is fired for up to 20 bolts a day.
component with a single thought
As a free action, the warforged can
as an action with no spoken words
force the armbow to create an additional
or movement required.
5 bolts by drawing on his own life force,
inflicting the effects of lower Vigor upon the
warforged as if the power were activated

60
Chapter Five: MAGIC ITEMS
with a success. The warforged may make messenger several details of information: a
a Spirit roll as a free action at the end of location, a target individual, the image of
his following turn. He may also use this what the warforged currently sees, and a
ability to create a bolt with the smite power message of up to 25 words.
imbued upon it. Releasing the final messenger is a free
An armbow can only use the magi- action. Upon release, the messenger flies to
cal bolts it creates. Bolts crumble when the imprinted destination following the
removed from the armbow in any way other most direct route possible. If a targeted
than being shot. individual was specified, it seeks the target
Price: 20,000 gp; Weight: 12 lb. as soon as it reaches its destination. If no
individual target was specified, it looks for
Battlefist (attached component): This the nearest warforged. A warforged may
component appears to be a massively review the contained message by attaching
oversized spiked gauntlet. It is as if it were the final messenger.
designed for a creature two Sizes larger. It
is only usable when attached and locked
onto a warforged’s arm, which completely
covers the hand.
A battlefist has a +1 bonus to Fighting rolls.
FINAL MESSENGER
Using it increases the damage of the war- Attributes: Agility d12, Smarts d4,
forged’s Steel Fists ability by one die size. Spirit d4, Strength 1, Vigor d12
This stacks with damage increases from Skills: Athletics d8, Notice d12,
any other features such as the Martial Stealth d8
Artist Edge. Pace: 4; Parry: 2; Toughness: 12
Price: 2,600 gp; Weight: 6 lb. (4)
Special Abilities:
Disk of Energy Resistance (embedded • Armor +4: Final Messengers are
component): This component embeds built tough to ensure delivery
into the chest of a warforged, granting of their messages.
the warforged environmental resistance • Construct: +2 to recover from
(+4 resistance / −4 damage) to one type of being Shaken; ignores 1 point
energy: acid, cold, electricity, or fire. of Wound penalties; does not
Price: 12,000 gp breathe or suffer from dis-
ease or poison.
Essence of the Scout (embedded compo-
• Flight: Final Messengers fly at
nent): Engraved with symbols of silence
Pace 12”.
and stealth, this dark metal disk is embed-
• No Limbs: Cannot perform
ded into the chest of a warforged granting
any meaningful actions other
the character the effects of boost Stealth.
than seeking its target and
Price: 5,000 gp or 10,000 gp with a raise. delivering its message.
Final Messenger (embedded compo- • Tiny (Size −4): Subtract 4
nent): A final messenger is a composition of from Toughness.
clockwork and filigree wings that attaches
to a warforged’s chest. As an action, a war-
forged may imprint upon an attached final

61
EBERRON FOR SAVAGE WORLDS
If a warforged with an attached final docents are designed to advise and assist
messenger is destroyed, the messenger retains the warforged to which it is attached.
the stored message but replaces the stored A warforged can only attach one
image with the last thing seen by the war- docent. The warforged host can replace
forged. It then immediately flies to seek one docent with another, but the abilities
its target. of the new docent do not activate until 24
A final messenger draws its energy from hours after the host has removed the pre-
the warforged to which it is attached. Once vious docent.
detached, it has enough stored energy for As noted, docents have all of the same
up to 8 hours of activity. After 8 hours, it characteristics and properties as other
becomes inert. A final messenger can only intelligent items (see Intelligent Items
replenish its energy by attaching to a below) but with the following addi-
warforged. Each minute attached yields tional features.
enough energy for 1 minute of activity,
with a maximum of 8 hours. • Mind Rider: A docent maintains a
Price: 6,000 gp. telepathic link with the warforged
to whom it is attached. It can sense
Wand Sheath (embedded component): A through any of the warforged’s senses,
wand sheath is embedded in a warforged’s and the warforged may allow it to
forearm and hand allowing the warforged communicate using its own voice.
to insert a single magic wand into the • Languages: All docents understand
sheath and merges with the warforged’s Giant and Common as two of its
body. known languages (see Multiple Lan-
The wand remains in the sheath until its guages in Savage Worlds). Having their
Power Points are depleted, at which point origins in Xen’drik, most docents
the wand drops out of the sheath. If a might know Elven or Draconic as well
power stone in the form of a small Eberron but wouldn’t know other languages.
dragonshard is used to recharge the wand, They may fill the remainder of their
it may be reinserted (see Magic Items in known languages immediately upon
the Fantasy Companion). Otherwise, a new encountering them.
wand may be inserted in its place. • Innate Powers: Docents have one or
more Innate Powers. Roll or choose
A warforged with a loaded wand sheath
1d4 times on Table A: Docent Powers
can activate the wand contained within it
to select the powers it knows. If a
with a single thought and by simply point-
power is rolled more than once,
ing a finger.
reroll or choose a different power. It’s
Price: 4,000 gp. important to note that these powers
belong to the docent and not the
DOCENT COMPONENTS warforged.

A docent is an intelligent item that emits Price: Docents are priceless ancient
a strong magical aura, but its abilities artifacts found in the depths of Xen’drik’s
are only revealed when it is attached to a wilderness.
warforged and comes to life. Generally,

62
Chapter Five: MAGIC ITEMS

DOCENT POWERS Tauric Belt (attached component): A


tauric belt is made from woven mithral
D20 DOCENT POWER threads and dragonshard studs and has
1-5 detect arcana etchings of fantastic beasts. The belt allows
6-10 empathy the warforged to take an action to shape
change its lower body into a leonine form
11-15 mind link
composed of mithral, steel, and dark-
16-18 speed wood. It may also take an action to return
19-20 scrying to humanoid form.
The tauric form confers the following
ARTIFACT COMPONENTS abilities.
Circlet of Preservation (attached compo- • Size 2: While its humanoid torso
nent): This heavy, blackened adamantine remains the same size, the tauric body
torc has embedded rubies in its ends. as a whole is larger.
It reveals its powers when a warforged • Pace: The warforged’s Pace is
attaches it around the neck. When a increased by +2 and his running die is
warforged’s body becomes inert due to increased a die type.
damage, the torc absorbs the warforged’s • Increased Attributes: The war-
consciousness and repairs his injuries. The forged’s Strength increases by two die
circlet repairs one Wound every 8 hours. types and its Vigor increases by one
When the first Wound is repaired, the war- die type, both of which may become
forged’s consciousness is transferred back. d12+1 or higher.
• Claws: In addition to its steel fists,
The circlet can be removed while the the warforged’s “paws” may be used
warforged is inert. However, removing to make claw attacks dealing Str+d4
the circlet prevents it from repairing damage.
the warforged. Additionally, the circlet
retains the warforged’s consciousness
when removed. If another warforged TRADITIONAL
attaches the circlet, the two warforged MAGIC ITEMS
immediately make opposed Spirit rolls
to gain control of the body. The loser’s Oil of Repair: Oil of repair instantly repairs
consciousness is then trapped within the one Wound and all Fatigue.
circlet. Similar to a battle of wills with an Price: 250 gp
intelligent item, another opposed roll can
be made once every 24 hours. Addition- Circle of Sound: Circles of sound are magi-
ally, the trapped consciousness effectively cal rings that come in sets of two or more.
becomes a docent. As with a docent, a The wearer of one ring can whisper into
warforged may allow the trapped con- it, sending a message to anyone wearing
sciousness within the circlet to take over a ring from the same set. The other rings
the body, but this switch may only occur must be within 220 feet to receive the
once every 24 hours. message.

A circlet of preservation has a Hardness of Only rings forged as part of the initial
25, and it repairs its own Wounds at a rate set of circles of sound can communicate with
of 1 Wound every hour. the rest of the set.

63
EBERRON FOR SAVAGE WORLDS
Price: 2,000 gp (per ring). against those covering the underside of a
Conductor Stone: Conductor stones are lightning rail car, keeping the cars afloat.
glowing orbs used to drive the lightning The stones generate a field of visible elec-
rails spread across Khorvaire. The line trical energy that arcs between adjacent
of conductor stones on a given route repel stones and over the body of the coach.
Creative artificers and entrepreneurs
have also designed alternative modes of
transportation that run along conductor
PSEUDONATURAL stone lines at high speeds. Unfortunately,
CREATURES they do not have the same weight of a
lightning rail coach to counter the repul-
Pseudonatural creatures dwell in sion between stones, causing them to
the plane of Xoriat. Their form is careen off the line when control is lost.
like a mass of tentacles writhing Orrery of the Planes: Typically a little
about or other forms that are more than 1 foot in diameter, an orrery
alien and maddening to behold. of the planes depicts Eberron, its twelve
Pseudonatural creatures take on moons, and the Ring of Siberys. The orrery
a gruesome likeness to creatures is forged from adamantine with tiny drag-
that reside on the plane to which onshards embedded into its surfaces. It
they are being summoned. tracks the motion of the moons around
Eberron and through its ring. The true
• Edges: Arcane Resistance
power of the orrery is its connection to
• Alternate Form: A pseudo-
the planes of existence that surround the
natural creature can take an
Material Plane.
action to change its form to
that of a roiling mass of tenta- Once per day, an owner of an orrery of
cles (or some other grotesque the planes can create a localized manifest
form) while retaining all of its zone linked to a specific plane 10” (60 feet)
abilities. Attacks against the in diameter. The zone is active for 24 hours,
creature when in this form creating an effect based on the linked
suffer a −1 penalty. plane of existence as described below.
• Environmental Resistance
• Daanvi: Powers that have themes
(Acid): +4 resistance / −4
of control, creation, or order are
damage from acid based
enlarged.
effects.
• Dal Quor: The illusion power is
• Environmental Resistance
extended.
(Electricity): +4 resistance /
• Dolurrh: All powers are impeded.
−4 damage from electricity
• Fernia: Powers with a fire trapping
based effects.
are extended.
• Tentacles: Str + 2d8; +2 to
• Irian: Increase the damage of the
grapple, 2 tentacle actions
Destroy Undead Edge by 1d6. Attempts
per turn.
to summon undead automatically fail.
• Kythri: Powers with destructive qual-
ities or that channel raw energies and
matter are enlarged.

64
Chapter Five: MAGIC ITEMS
• Lamannia: Apply boost Strength and The creature stats for each symbiont
boost Vigor, both with a raise, to any are listed in the Bestiary.
creature summoned with summon
animal or elemental summoned with LIVING BREASTPLATE
summon monster in the manifest zone • When a host attaches or removes
for the duration of the summoning. a living breastplate, his Strength
• Mabar: Decrease the damage of the decreases by one die type for 24 hours.
Destroy Undead Edge by 1d6. Attempts • A living breastplate increases its host’s
to summon undead automatically suc- Vigor by two die types, increasing
ceed and all summoned undead have its maximum by two as well. It also
Resilient. grants its host +4 Armor.
• Risia: Powers with a cold trapping are • If its host is bleeding out, a living
extended. breastplate automatically stabilizes
• Shavarath: Powers that create, the host as a free action.
enhance, or mimic weapons (such as
smite) are extended.
• Syrania: Flight- or gravity-based TENTACLE WHIP
powers such as wall walker or fly are • When a host attaches a tentacle whip,
extended. his Agility decreases by one die type
• Thelanis: Any fey’s Innate Powers for 24 hours, but this injury is inflicted
are automatically Major. If the Innate again every 24 hours.
Power was already Major and requires • The host is unable to wield any weap-
an opposed roll to resist, increase the ons or shields in the hand to which
target number to 12. the whip is attached. Regardless
• Xoriat: Apply the pseudonatural of which hand the tentacle whip is
template to any creature summoned attached to, it is never regarded as an
with summon monster (not including off-hand weapon.
elementals) in the manifest zone. • A tentacle whip serves as a melee
weapon that deals Str+d4 damage
The manifest zone is dismissed if the
and with Reach 2. If a victim is at least
orrery is moved.
Shaken from the sting attack, the ten-
Price: 50,000 gp; Weight: 8 lb. tacle whip injects a Mild Poison into
the target. With a raise on the attack
SYMBIONTS roll, the victim is also Vulnerable until
his next action.
A symbiont can only attach itself to a will- • A tentacle whip grants a +2 to
ing or helpless host. Disarm attempts
In almost all ways, symbionts are iden- • The host can use the tentacle whip to
tical to intelligent items as presented in deliver touch-based powers.
this chapter. In contrast to traditional • Independently of the host’s actions, a
intelligent items, a symbiont already has tentacle whip can attack using its own
specific attributes and skills, and its per- Fighting skill.
sonality and goals are always connected
to those of the daelkyr and generally alien TONGUEWORM
ideologies. • When a host attaches or
detaches a tongueworm,
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EBERRON FOR SAVAGE WORLDS
his Vigor decreases by one die type all Performance rolls involving music.
for 24 hours. Opposed rolls against a bard’s spells acti-
• Once attached, tongueworm grants its vated with a Performance roll using the
hosts a sting attack that deals Str+d4 horn have a –2 penalty, and the cost of
damage. If a victim is at least Shaken Power Modifiers on the spell decrease by 1
from the sting attack, the tongue- Power Point. If a bard uses the horn to cast
worm injects a Paralyzing Poison (see boost Trait, the affected trait also gains a +1
Poison in Savage Worlds). The host can bonus to rolls and the range is increased to
also use the tongueworm for Grapple 1,000 feet. Additionally, all enemies of the
or Disarm attempts. bard within 1,000 feet suffer a –2 penalty
• The tongueworm can bestow its on attack rolls, damage rolls, and opposed
Poison Immunity upon the host rolls against empathy, fear, and puppet. If
when attached. the targets are goblinoid, the bonuses and
penalties are doubled.
ARTIFACTS Mace of Thundering Vengeance: This
aberration bane thundering byeshk heavy mace
Ash Spear of Thakash Rin: This weapon is grants +2 Fighting and deals an additional
a +2 aberration bane densewood spear. If the 1d6 sonic energy damage when attacking
wielder has the Repel Aberration Edge, he aberrations. Additionally, if the wielder
can choose to imbue the spear with the makes a successful Fighting roll while
smite power by making a Fighting or Ath- striking the ground, the strike activates
letics (throwing) attack roll with the spear. the blast power in the form of a rumbling
A raise on the attack roll also increases the thunder that deals, dealing 2d6 damage in
smite damage as per the power’s descrip- a Medium Blast Template.
tion. The spear has 10 Power Points per
day for this ability, which refresh at sun- Resplendent Armor of Dhakaan: This
rise. If the character accidentally smites a set of fortification breastplate, greaves, and
creature that is not an aberration, the smite vambraces bestows the wearer with major
has no effect, but the power points are still arcane protection. Anyone casting detect
expended. arcana or locate against the target suffers
an additional −2 penalty to the arcane skill
Breastplate of Kamvuul Norek: This roll.
armor is a +2 medium fortification adaman-
tine breastplate, and additionally gives its As a limited action, the wearer may cast
wearer Arcane Resistance against psionic minor boost Spirit on a number of recipi-
powers and abilities. If the wearer of the ents equal to his rank.
Breastplate of Kamvuul Norek makes a
successful Vigor roll to resist the effects of WONDROUS
the stun power, the stun deflects off of the
wearer and affects the attacker instead.
LOCATIONS
Ghaal’duur, the Mighty Dirge: The great Wondrous locations are powerful magic
horn Ghaal’duur is carved from a red items that cannot be moved. Their prices
dragon’s horn. An adventurer must have are based on its cost to create it rather than
at least a d10 in Performance to use the a market value. However, if it’s part of a
horn effectively. A bard who sounds stronghold that the character is selling, its
the horn receives a +2 bonus on price could be included.

66
Chapter Five: MAGIC ITEMS
Dimensional Seal: Carved with a complex Operating an eldritch machine is no
pattern of runes and sigils, this massive simple task. Activation usually requires
slab of stone projects a field that negates the user has the Arcane Background
all extradimensional travel and nullifies Edge, appropriate skills such as Occult or
the typical effects of a manifest zone. This an arcane skill, and familiarity with the
effect spans a radius of 2 miles centered machine’s function. There is also a sig-
on the dimensional seal. Destroying a dimen- nificant risk to using an eldritch machine
sional seal would reactivate the effects of as they are unstable. Testing the machine
the manifest zone and unlock extradimen- before operating it at full power is crucial,
sional travel. and the chance of a catastrophe is very
Eldritch Machine: An eldritch machine is real. Even if one were to come into pos-
effectively a harnessed wish spell. In other session of an eldritch machine, it might
words, eldritch machines can do almost not even function properly or it could very
anything, but exclusively limited to one well break or otherwise cease to function.
effect. Eldritch machines are priceless, and
An eldritch machine usually serves as the Prophesier should determine the
a plot device, sending the adventurers on costs of the components if such values
a quest to find a way to construct such a are required.
machine or even destroy it. In all cases, destroying an eldritch
Eldritch machines do not follow the machine should be equally challenging, if
conventional rules for arcane devices, not more so.
magic items, or powers in Savage Worlds. Below are several examples of eldritch
Creating an eldritch machine requires machines villains or misguided individuals
no specific powers. The requirements might create.
for creating one are many, specific, and Emerald Reanimator: All creatures that
highly restrictive with respect to its con- perish within 2 miles of this eldritch
struction, components, and location. The machine immediately animate as a zombie
Prophesier should feel free to require under the control of the device’s creator.
whatever components deemed necessary. An emerald reanimator must be built within
One of the most common key require- a manifest zone linked to Mabar.
ments is the construction taking place in
the presence of a manifest zone. Materials Master’s Summons: This eldritch machine
and substances needed are often rare or requires the knowledge offered by an
even unique. ancient docent found on Xen’drik. It
allows the user to pinpoint the location
The process of constructing an eldritch of any warforged within a radius of 10
machine should be a critical part of the miles. It can also allow the user to cast a
campaign or adventure. Discovering the combination of puppet and mind link on
means to create one and assembling the any individual warforged it has located as
components necessary could result in an a limited free action.
adventure to multiple destinations such
as the haunted ruins of Xen’drik or the Necromantic Lens: This titanic telescope
Burning Keep in the Demon Wastes. It covers everything within 5 miles of it
might even require the use of mystic inter- with negative energy whenever it focuses
vention to gain assistance from a powerful sunlight through its lens. This effect
extraplanar patron. is only achievable when Mabar,

67
EBERRON FOR SAVAGE WORLDS
the Endless Night, is coterminous to the if she had previously seen the target,
Material Plane. ignoring the usual −2 penalty.
Psychic Disruptor: The appearance of this The site of a Siberys observatory must
eldritch machine is reminiscent of the have a strong balance between Khyber
alien dome-cities built by the Inspired. and Siberys for its construction to be
The device can broadcast waves of psychic successful. Finding such a location might
energy that causes those sleeping within take months or years of surveying. The
a 3-mile radius to suffer the effects of construction also requires considerably
nightmares power. A large amount of Rie- large and pure uncut, unattuned Siberys,
dran crysteel and Siberys dragonshards Eberron, and Khyber dragonshards which
make up the majority of the components are bound to the location through rituals.
required to create a psychic disruptor. This process makes them unusable for any
Spell Sink: This pitch-black orb gener- other purpose.
ates an antimagic field that spans 3 miles Price: 50,000 gp.
from its center. The spell sink must be con-
structed in a location that rests at a nexus
of magical energies which is extremely
INTELLIGENT ITEMS
difficult to find. Some magic items are sentient and
Siberys Observatory: While Gatekeeper self-aware. Such items are regarded as
observatories and those created by the intelligent items and are treated as Wild
dragons of Argonnessen differ in form, Cards with a Wild Die and two Bennies.
they both share the same effects. They also have three Wounds with regards
to being sundered (see Breaking Things in
• Occult rolls related to the planes Savage Worlds).
made while in a Siberys observatory Players and Prophesiers should think of
gain a +2 bonus. This requires the intelligent items as characters, and not just
Planar Mastery Edge. as magic items that can think. For ease, the
• An adventurer with at least a d8 Prophesier should allow the player to run
in Occult or Survival can effort- the intelligent item as another character
lessly determine which direction they control. Yet, there are times when the
is north with respect to the Siberys intelligent item might decide to be unco-
observatory. operative (see Battle of Wills below).
• A caster has a +4 bonus to her arcane
As intelligent items, they can be sub-
skill roll when activating a power used
jected to mind-affecting powers such as
for divining knowledge such as detect
mind reading or puppet. They can also be the
arcana, divination, locate, or scrying.
subject of Tests.
The Siberys observatory also serves
as a substitute for any material com- Use the tables below to determine
ponents or talisman, eliminating the the intelligent item’s Traits, personality,
need to possess either while casting and goals.
the spell (see Hindrances in the Fan-
tasy Companion). TRAITS
• An adventurer in a Siberys observa- Attributes: The Attributes column deter-
tory can target any dragonmarked mines how many points an intelligent
character with scrying or locate as item has to distribute among Smarts and

68
Chapter Five: MAGIC ITEMS
Spirit, both of which start at d4 and may go D20 SKILL
beyond a d12 (e.g., d12+1, d12+2, etc.).
1 Academics
ATTRIBUTE SKILL 2 Athletics
D20 POINTS POINTS
3 Battle
1–3 1 7
4 Boating
4–8 2 9
5 Common Knowledge
9–13 3 11
6 Driving/Piloting (choose one)
14–16 4 13
7 Gambling
17–18 6 15
8 Healing
19 8 17
9 Intimidation
20 10 20
10 Notice
Skills: The Skills column indicates how
many skill points the intelligent item has. 11 Occult
These are spent in the same way as for 12 Performance
making regular adventurers, with one 13 Persuasion
exception—skills may go over the linked
attribute without paying double the cost. 14 Repair
Intelligent items do not have any core 15 Research
skills. 16 Riding

SKILLS 17 Stealth
The Prophesier can either pick skills from 18 Survival
the table or roll randomly. If rolling ran- 19 Taunt
domly, each additional time a skill is rolled
after the first, it increases a die type. For 20 Thievery
example, the first time Taunt is rolled
on the table, its die type is d4, increasing LANGUAGES
to d6, d8, and so on each time the skill is An intelligent item knows Common by
rolled again. default and knows a total number of Lan-
guage skills equal to its Smarts die type.
An intelligent item can use some of its These languages are typically limited
skills directly, such as Occult or Persuasion, to those known by their creators. They
but others, such as Boating, Gambling, or may fill the remainder of their known
Stealth, are likely used strictly for Support languages immediately upon encoun-
rolls (see Savage Worlds), giving its posses- tering them.
sor advice based on its own knowledge.
The Prophesier has the final word on SENSES
when an intelligent item can and can’t Intelligent items with the Notice skill can
assist its possessor. see and hear as if they were a biological
creature. Those without the skill receive

69
EBERRON FOR SAVAGE WORLDS
only vague impressions of what is going 6 Crude
on around them—typically they can sense
living creatures approaching within 1” (2 7 Clueless
yards) but can’t make out specifics such 8 Mysterious
as ancestry. 9 Creative
When donned or held, as appropriate 10 Cowardly
to the item, it can see and hear everything
the owner does. Intelligent items with 11 Heroic
Notice may use their own skill or that of 12 Insane
their possessor. 13 Bloodthirsty
Those without the Notice skill are 14 Optimistic
totally reliant on their owner’s abilities—if
15 Pessimistic
a character has sensory-affecting Edges
or Hindrances, then the item is also 16 Suspicious
affected by them. 17 Talkative
18 Helpful
PERSONALITY 19 Contrary
Intelligent items are more than just smart
objects—they have distinct personalities, 20 Aloof
goals, drives, and feelings.
The prophesier should interpret the GOALS
item’s personality based on the description Every intelligent item has a goal or ambi-
given. A happy intelligent item might sing tion—some have more than one. For each
or whistle, even at inappropriate times, goal the intelligent item has, roll once on
whereas a cowardly one might try to the table below. The goals are only given
convince its possessor not to enter a dan- brief descriptors and should not be taken
gerous situation. Even an intelligent item literally. As with the item’s personality, the
with Smarts of d12 can be clueless, lacking Prophesier should interpret what form
common sense and knowledge outside its the goal takes and how the relic intends
area of expertise. to achieve it. For example, “Aid a certain
people” might mean to help that society
If a result is rolled twice, that personal-
evolve or assist an organization achieve
ity trait becomes stronger—much stronger.
its goals or perform specific tasks, and
A suspicious intelligent item may become
“destroy a certain people” doesn’t nec-
paranoid, or a lazy one refuses to function
essarily mean committing genocide, but
unless cajoled, bribed, or threatened.
instead put an end to a group’s tyranny
D20 PERSONALITY or keep them from achieving a danger-
ous goal such as releasing an Overlord or
1 Cruel
daelkyr lord.
2 Happy
D20 GOAL
3 Gung Ho
1–2 Promote a religion
4 Lazy
3–4 Oppose a religion
5 Manipulative
5–6 Overthrow tyranny

70
Chapter Five: MAGIC ITEMS

7–8 Overthrow a just ruler they cannot activate their own powers,
an intelligent item can prevent them
9 Become a ruler from working. Even “always on” items
10–11 Avenge some slight are affected.
12–13 Acquire fame and glory The owner can force a recalcitrant item
14–15 Destroy a certain people to allow him access to the power, but he
must win a battle of wills.
16–17 Aid a certain people
18–19 See the world FEAR
20 Gain a permanent body or While intelligent items can’t run away or
be destroyed suffer heart attacks, they are still suscep-
tible to fear. If they fail a Fear check, they
become Panicked. They cannot use any
BATTLE OF WILLS of their skills and automatically attempt
Generally, intelligent items are content to
a battle of wills (even if they already have
go along with their possessor so long as it
attempted one that day).
does not directly go against their person-
ality or goal. When the intelligent item If they win, they dominate their owner
and its possessor have different opinions and force him to flee. When the Panic
over a course of action, the intelligent item ends, the intelligent item usually returns
initiates a battle of wills with an opposed control of the body.
Spirit roll against the possessor. An intel-
ligent item may instigate a battle of wills
only once per day, whether or not it is
successful.
If the intelligent item wins the opposed
roll, it gains control of the possessor for 24
hours. During this time, the character’s
personality is suppressed by the intelligent
item, which can use the body as if it were
its own. The intelligent item uses its own
Smarts and Spirit and its own skills, and it
can use the owner’s Edges.
If the intelligent item tries to do some-
thing the adventurer finds abhorrent, such
as killing allies, the adventurer may make
another Spirit roll to break free from the
domination. If the intelligent item got
a raise on the initial opposed Spirit roll,
the adventurer’s Spirit rolls to break free
include a −2 penalty.

ACTIVATING POWERS
Intelligent items have limited control of
the powers contained within them. While

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This page inserted for easier double-sided printing.

72
Chapter Six: ORGANIZATIONS

CHAPTER SIX:

ORGANIZATIONS
There is an abundance of organizations Special Abilities:
in the world of Eberron that can help • Darkvision: Dwarven eyes are accus-
or hinder the adventurers. Below are tomed to the dark of the underearth.
example members of those organiza- They can see in Pitch Darkness up to
tions—including two potential recurring 10” (20 yards), ignoring all Illumina-
Wild Card adversaries—that adventurers tion penalties and up to 2 points of
might encounter. penalties from invisibility or similar
powers.
THE AURUM • Reduced Pace: Dwarves have short
legs compared to human-sized ances-
tries. Decrease their Pace by 1 and
AURUM CONCORDIAN their running die one die type.
Ancestry: Dwarf • Tough: Dwarves have a +1 bonus to
Attributes: Agility d4, Smarts d8, Spirit d6, resist poisons, powers, and supernat-
Strength d8, Vigor d8 ural abilities that behave similarly to
Skills: Academics d8, Athletics d4, powers.
Common Knowledge d10, Fighting d4,
Notice d6, Persuasion d12, Shooting d4, THE BLOOD OF VOL
Stealth d4
Languages: Common, Dwarven, two BLOOD OF VOL PRIEST
others.
Pace: 5; Parry: 4; Toughness: 6 Ancestry: Half-elf
Hindrances: Various. Attributes: Agility d8, Smarts d8, Spirit
Edges:  Aristocrat, Connections, Filthy d10, Strength d8, Vigor d8
Rich, Stonecunning, Strong Willed. Skills: Athletics d4, Common Knowledge
Gear: Masterwork battle axe (Damage d6, Faith d10, Fighting d6, Notice d6,
Str+d8, AP 1), hand axe (Range 3/6/12, Occult d8, Persuasion d6, Shooting d6,
Damage Str+d6), 8 rings (each worth 10 Stealth d4
copper, silver, gold, or platinum based on Languages: Common, Elven, two others.
their member status). Pace: 6; Parry: 7 (2); Toughness: 9 (3)

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Hindrances: Vow (Major – adhere to the entangle, illusion, invisibility, light, repairing,
faith in the divinity within). telekinesis. Power Points: 20.
Edges:  Arcane Background (Cleric), Special Abilities:
Destroy Undead. • Armor +3: Scaly hide.
Powers: Boost/lower Trait, detect/conceal • Bite/Claws: Str+d6, AP 2.
arcana, fear, healing, light, protection (bone • Tail Slap: Str+d8.
Trapping), sanctuary, summon undead, and • Breath Weapon (Ice): Cone Template,
zombie. Power Points: 15. 3d6 damage.
Gear: Masterwork chain shirt (+3), • Breath Weapon (Paralyzing): Cone
medium shield (Parry +2), +1 Fighting Template (paralyzing gas), major stun.
scimitar (Damage Str+d6, AP 1), master- • Dragon: Ignores penalties for Illu-
work targath dagger (Damage Str+d4, AP mination; immune to acid, cold,
1), short bow (Range 12/24/48, Damage paralysis, slumber, Stun; +4 damage
2d6), 12 arrows, potion of healing, scroll from fire; ignore up to 4 points of
of deflection, cleric’s vestments, silver holy Scale penalties when attacking; minor
symbol (Blood of Vol), pouch of 2d6 black detect arcana.
onyx gems (worth 50 gp each; zombie • Cloud Walker: Silver dragons can
material component), identification walk and run on clouds or fog at their
papers. full Pace, as if on solid ground.
Special Abilities: • Fear (−2): Anyone who sees a mighty
• Low-light Vision: Half-elves ignore dragon must make a Fear check at −2.
penalties for Dim and Dark Illumina- • Flight: Pace 24.
tion (but not Pitch Darkness). • Shape Change: Silver dragons can
take any animal or humanoid form as
THE CHAMBER an action.
• Size 3: Silver dragons are 12’ long from
CHAMBER OBSERVER nose to tail and weigh around 2,000
lbs.
Ancestry: Silver Dragon
• Very Resilient: These dragons can
Attributes: Agility d6, Smarts d8, Spirit d8,
take two Wounds before they’re
Strength d12+1, Vigor d12
Incapacitated.
Skills: Athletics d12+4, Academics d12,
Common Knowledge d8, Fighting d12+1,
Healing d10, Intimidation d6, Notice
CHURCH OF THE
d12+2, Persuasion d12+1, Spellcasting d10, SILVER FLAME
Stealth d4
Languages: Common, Draconic, Elven, SILVER FLAME PRIEST
Giant. Ancestry: Human
Pace: 7; Parry: 9; Toughness: 14 (3) Attributes: Agility d8, Smarts d6, Spirit
Hindrances: Obligation (Major, — The d10, Strength d6, Vigor d8
Chamber and the Dragons of Argonnes- Skills: Athletics d4, Common Knowledge
sen), Secret (Major, secretly a dragon). d6, Faith d10, Fighting d4, Healing d6,
Edges:  Acrobat, Arcane Background Notice d4, Occult d8, Persuasion d6,
(Magic), Dodge, Epic Mastery, Frenzy. Shooting d8, Stealth d4
Powers: Arcane protection, detect/conceal Languages: Common, two others.
arcana, elemental manipulation, Pace: 6; Parry: 6 (2); Toughness: 9 (3)

74
Chapter Six: ORGANIZATIONS
Hindrances: Vow (Major—adhering to the short sword (Str+d6), composite bow
faith). (Range 12/24/48, Damage Str+d6, AP 1),
Edges:  Arcane Background (Miracles), 15 masterwork arrows, holy symbol (the
Craft Magic Items. Dragon Below), scroll of lower Trait,
Powers: Boost/lower Trait, conjure item, scroll of smite.
detect/conceal arcana, healing, protection,
mind reading, speak language, sanctuary, DRAGONMARKED
smite. Power Points: 10.
Gear: Banded mail (+3), medium shield
HOUSES
(+2 Parry), masterwork morningstar
(Str+d6, AP 1), masterwork long bow
HOUSE CANNITH
(Range 15/30/60, Damage 2d6, AP 2), 25 MAGEWRIGHT
flametouched iron arrows, cleric’s vest- Ancestry: Human
ments, flametouched iron holy symbol Attributes: Agility d6, Smarts d8, Spirit d6,
(Silver Flame), potion of boost Strength, Strength d6, Vigor d8
scroll of dispel, identification papers, Skills: Academics d6, Athletics d4,
traveling papers. Common Knowledge d6, Crafting d6,
Magecrafting d6, Notice d4, Occult d6,
CULTS OF THE Persuasion d4, Repair d6+2, Stealth d4
DRAGON BELOW Languages: Common, Gnome, two others.
Pace: 6; Parry: 2; Toughness: 6
Hindrances: Various.
DRAGON BELOW CULTIST Edges: Arcane Background (Magewright),
Ancestry: Human Craft Magic Items, Mr. Fix It.
Attributes: Agility d10, Smarts d8, Spirit Powers: Boost Trait, dispel, light, repairing,
d8, Strength d8, Vigor d6 telekinesis. Power Points: 10.
Skills: Athletics d6, Common Knowledge Gear: Artisan’s outfit, artificer’s kit, flask
d4, Faith d10, Fighting d6, Healing d4, of alchemist’s fire (Range 3/6/12, Damage
Notice d6, Occult d8, Persuasion d4, 2d4, Small Blast Template), 6 tindertwigs,
Shooting d6, Stealth d8 identification papers.
Languages: Common, Undercommon,
two others. HOUSE DENEITH SENTINEL
Pace: 6; Parry: 7; Toughness: 7 (2) MARSHAL
Hindrances: Delusional (Major — believes Ancestry: Human
to be chosen by the Dragon Below), Vow Attributes: Agility d10, Smarts d6, Spirit
(Major—adhering to the faith), Impulsive. d8, Strength d8, Vigor d8
Edges:  Assassin, Arcane Background Skills: Athletics d4, Battle d8, Common
(Miracles), Favored Power (summon Knowledge d4, Fighting d10, Notice d4,
monster), Quick, Sneak Attack. Persuasion d4, Riding d6, Stealth d4
Powers: Boost/lower Trait, confusion, conjure Languages: Common, two others
item, detect/conceal arcana, fear, healing, Pace: 6; Parry: 9 (2); Toughness: 10 (4)
light/darkness, summon monster. Power Hindrances: Vow (Major), Obligation
Points: 10. (Major).
Gear: Masterwork studded leather (+2), Edges:  Aura of Courage, Champion,
masterwork medium shield (+2 Parry), Knight, Mount, Mystic Powers
masterwork heavy pick (Str+d6, AP 2), (Paladin).

75
EBERRON FOR SAVAGE WORLDS
Gear: Masterwork full plate (+4), mas-
terwork medium shield (+2 Parry), +1
MAGEWRIGHTS IN Fighting long sword (Damage Str+d8, AP
SAVAGE WORLDS 1), 2 potions of healing, letter of marque,
identification papers, traveling papers.
The magewright was originally
created as a D&D v3.5 NPC class to HOUSE GHALLANDA
represent a worker who used spe- INNKEEPER
cific utility spells for their craft, but
they had a distinct spell list. In Savage Ancestry: Halfling
Worlds, this is represented using Attributes: Agility d12, Smarts d8, Spirit
Arcane Background (Magewright) d6, Strength d6, Vigor d8
which is designed more in line with Skills: Athletics d8, Common Knowledge
the Arcane Backgrounds presented d8, Fighting d4, Notice d8, Persuasion d6,
in the Savage Worlds core rules. Shooting d4, Stealth d10, Thievery d8
Languages: Common, Halfling, two
One key element of lore is the use others.
of the magewright spell to enhance Pace: 5; Parry: 5 (1); Toughness: 7 (2)
their work with magic. To draw Hindrances: Various.
a parallel in Savage Worlds, mage- Edges:  Brave, Level Headed, Luck,
wrights use Magecraft as their arcane Streetwise.
skill, and boost Crafting is available for Gear: Masterwork studded leather (+2),
enhancing their Crafting skill. masterwork buckler (+1 Parry), +1 Fighting
short sword (Damage Str+d6, AP 1), short
ARCANE BACKGROUND bow (Range 12/24/48, Damage 2d6),
(MAGEWRIGHT) 20 arrows, potion of healing, potion of
• Requirements: Smarts d6+ invisibility, 60 gp, identification papers.
• Arcane Skill: Magecrafting Special Abilities:
(Smarts) • Reduced Pace: Halflings have short
• Starting Powers: Three powers legs compared to human-sized ances-
chosen from the list below. tries. Decrease their Pace by 1 and
• Power Points: 10 their running die one die type.
• Available Powers: Barrier, blind, • Size −1: Halflings are considered Size
boost Crafting, conjure item, detect/ −1 and have −1 Toughness.
conceal arcana, dimensional lock,
dispel, divination, drain Power HOUSE JORASCO HEALER
Points, elemental manipulation, Ancestry: Halfling
illusion, light, locate, lock/unlock, Attributes: Agility d8, Smarts d6, Spirit d8,
object reading, repairing, scrying, Strength d6, Vigor d6
speak language, summon ally, tele- Skills: Alchemy d6, Athletics d4, Common
kinesis, zombie. Knowledge d4, Healing d8, Notice d6,
• Magic: Magewrights may take Persuasion d4, Stealth d4
Edges that require Arcane Back- Languages: Common, Halfling, one other.
ground (Magic). Pace: 5; Parry: 6; Toughness: 4
Hindrances: Various.

76
Chapter Six: ORGANIZATIONS
Edges:  Arcane Background (Alchemist), ancestries. Decrease their Pace by 1
Healer. and their running die one die type.
Powers: healing, relief, slumber. Power • Tough: Dwarves have a +1 bonus to
Points: 15. resist poisons, powers, and supernat-
Gear: Sickle (Damage Str+d4), sling (Range ural abilities that behave similarly to
4/8/16, Damage Str+d4), 10 sling stones, powers.
alchemist’s bag, healer’s kit, 2 potions of
healing, identification papers. HOUSE LYRANDAR
Special Abilities: WINDWRIGHT
• Reduced Pace: Halflings have short
Ancestry: Half-elf
legs compared to human-sized ances-
Attributes: Agility d6, Smarts d8, Spirit d8,
tries. Decrease their Pace by 1 and
Strength d6, Vigor d8
their running die one die type.
Skills: Athletics d8, Boating d8, Common
• Size −1: Halflings are considered Size
Knowledge d4, Fighting d6, Notice d8,
−1 and have −1 Toughness.
Persuasion d8, Piloting d8, Repair d6,
Shooting d4, Stealth d4
HOUSE KUNDARAK BANKER Languages: Common, Elven, two others.
Ancestry: Dwarf Pace: 6; Parry: 6 (1); Toughness: 7 (1)
Attributes: Agility d6, Smarts d8, Spirit d6, Hindrances: Various.
Strength d6, Vigor d8 Edges: Ace, Combat Reflexes, Command.
Skills: Athletics d4, Common Knowledge Gear: +1 leather (+1), masterwork buckler (+1
d6, Fighting d4, Intimidation d4, Notice Parry), masterwork club (Damage Str+d4,
d8+2, Occult d8, Persuasion d8, Research AP 1), masterwork light crossbow (Range
d4, Stealth d4 10/20/40, Damage 2d6, AP 3), 20 bolts,
Languages: Common, Dwarven, two potion of boost Strength, potion of healing,
others. potion of environmental protection, 50 gp,
Pace: 5; Parry: 4; Toughness: 6 identification papers, traveling papers.
Hindrances: Various. Special Abilities:
Edges: Alertness, Stonecunning, Treasure • Low-light Vision: Half-elves ignore
Hunter. penalties for Dim and Dark Illumina-
Gear: Masterwork dagger (Range 3/6/12, tion (but not Pitch Darkness).
Damage Str+d4, AP 1), cloak of minor arcane
protection, amethyst ring (300 gp), plati- HOUSE MEDANI SENTRY
num medallion (300 gp), 10 pp, letter of
Ancestry: Half-elf
credit, identification papers, traveling
Attributes: Agility d8, Smarts d6, Spirit d6,
papers.
Strength d10, Vigor d8
Special Abilities:
Skills: Athletics d4, Common Knowledge
• Darkvision: Dwarven eyes are accus-
d6, Fighting d4, Intimidation d8, Notice
tomed to the dark of the underearth.
d8+2, Persuasion d10, Research d6+2,
They can see in Pitch Darkness up to
Shooting d6, Stealth d4, Survival d6
10” (20 yards), ignoring all Illumina-
Languages: Common, Elven, one other.
tion penalties and up to 2 points of
Pace: 6; Parry: 8 (2); Toughness: 10 (4)
penalties from invisibility or similar
Hindrances: Various.
powers.
Edges: Alertness, Investigator.
• Reduced Pace: Dwarves have short
legs compared to human-sized

77
EBERRON FOR SAVAGE WORLDS
Gear: +1 chainmail (+4), masterwork HOUSE PHIARLAN
medium shield (+2 Parry), masterwork
long sword (Damage Str+d8, AP 1), com-
ENTERTAINER/SPY
posite long bow (Range 12/24/48, Damage Ancestry: Elf
Str+d6, AP 1), 30 arrows, cloak of minor Attributes: Agility d10, Smarts d8, Spirit
arcane protection, potion of healing, 10 gp, d6, Strength d6, Vigor d6
identification papers, traveling papers. Skills: Athletics d4, Common Knowledge
Special Abilities: d6, Fighting d4, Intimidation d6, Notice
• Low-light Vision: Half-elves ignore d4, Occult d6, Performance d10, Persua-
penalties for Dim and Dark Illumina- sion d10, Shooting d4, Stealth d10
tion (but not Pitch Darkness). Languages: Common, Elven, two others.
Pace: 6; Parry: 6 (2); Toughness: 7 (3)
HOUSE ORIEN COURIER Hindrances: Armor Interference (Minor),
Ancestry: Human Secret (Major).
Attributes: Agility d10, Smarts d6, Spirit Edges:  Acrobat, Arcane Background
d8, Strength d8, Vigor d8 (Bard), Combat Acrobat, Strong Willed,
Skills: Athletics d8, Common Knowledge Troubadour.
d4, Fighting d6, Notice d10, Persuasion Powers: Boost/lower Trait, detect/conceal
d6, Riding d8, Shooting d6, Stealth d10 arcana, disguise, illusion, sound/silence.
Languages: Common, two others. Power Points: 10.
Pace: 6; Parry: 7; Toughness: 10 (4) Gear: +1 studded leather (+3), masterwork
Hindrances: Various. buckler (+2 Parry), masterwork rapier
Edges: Dodge, Free Runner. (Damage Str+d4, AP 1), short bow (Range
Gear: +1 chain shirt (+4), +1 buckler (+2 Parry), 12/24/48, Damage 2d6), 30 arrows, cloak
+1 Fighting short sword (Damage Str+d6, AP of minor arcane protection, potion of invisi-
1), short bow (Range 12/24/48, Damage bility, climber’s kit, disguise kit, courtier’s
2d6), 20 arrows, potion of boost Agility, outfit, entertainer’s outfit, 10 moss agates
potion of healing, 7 days of rations, water- (10 gp each), 12 pp, letter of credit, iden-
skin, horse, 20 pp, 50 gp, identification tification papers (two sets, one false),
papers, traveling papers. traveling papers (two sets, one false).
Special Abilities:
HORSE • Frail: Elves aren’t as sturdy as most
Attributes: Agility d8, Smarts d4 (A), Spirit other ancestries. Their Toughness is
d6, Strength d12, Vigor d8 reduced by 1.
Skills: Athletics d8, Fighting d4, Notice d6 • Keen Vision: Elves have +2 to Notice
Pace: 12; Parry: 4; Toughness: 8 rolls to detect obscured or hidden
Edges: Fleet-Footed. features.
Special Abilities: • Low Light Vision: Elven eyes amplify
• Kick: Str+d4, to the front or rear as light. Other ancestries often claim
desired. they can see stars in the elves’ eyes.
• Size 2: Typical quarter horse of about They ignore penalties for Dim and
1,000 lbs. Dark Illumination (but not Pitch
Darkness).
• Sharp Tongued: Bards may use Per-
formance as Taunt to Test a foe. They
may also ignore the Repetition advice

78
Chapter Six: ORGANIZATIONS
given under Tests (see Savage Worlds), HOUSE THARASHK
as long as they recite different verses,
stanzas, lyrics, etc. Bards may also
BOUNTY HUNTER
substitute Performance for Taunt to Ancestry: Half-orc
meet Edge Requirements. Attributes: Agility d10, Smarts d6, Spirit
• Trance: Elves don’t need sleep, but d8, Strength d8, Vigor d8
they must meditate in a semicon- Skills: Athletics d6, Common Knowledge
scious state 4 hours every day. d6, Fighting d6, Healing d6, Intimidation
d6, Notice d6, Persuasion d4, Riding d6,
HOUSE SIVIS SCRIBE Shooting d6, Stealth d6, Survival d8
Ancestry: Gnome Languages: Common, Goblin, Orc.
Attributes: Agility d6, Smarts d8, Spirit d8, Pace: 6; Parry: 4; Toughness: 8 (2)
Strength d6, Vigor d8 Hindrances: Various.
Skills: Academics d10+2, Athletics d4, Edges: Beast Master, Brute, Double Shot,
Common Knowledge d10, Fighting d6, Marksman, Mystic Powers (Ranger),
Notice d4, Persuasion d4, Research d8, Woodsman.
Stealth d4, Survival d4 Gear: Masterwork studded leather armor
Languages: Common, Gnome, Dwarven, (+2), great axe (Damage Str+d10, AP 3,
Elven, Halfling, Goblin, Orc, Riedran. Parry –1, Two Hands), masterwork com-
Pace: 5; Parry: 6 (1); Toughness: 5 posite long bow (Range 12/24/48, Damage
Hindrances: Various. Str+d6, AP 2), 25 +2 damage arrows, cloak
Edges:  Iron Jaw, Linguist, Scholar of minor arcane resistance, potion of boost
(Academics). Agility, potion of protection, bedroll, tent,
Gear: Quarterstaff (Damage Str+d4, Parry waterskin, letter of marque, identifica-
+1, Reach 1, Two Hands), cloak of minor tion papers, traveling papers.
arcane protection, parchment, pens and Special Abilities:
ink, scholar’s outfit, 50 gp, identification • Darkvision: Half-orcs’ eyes are
papers, traveling papers. attuned to habitats with dim lighting.
Special Abilities: They can see in Pitch Darkness up to
• Illusionist: Gnomes can create imag- 10” (20 yards), ignoring all Illumina-
inary images and sounds within the tion penalties and up to 2 points of
range of their sight and with a maxi- penalties from invisibility or similar
mum volume of a 4” (8 yard) diameter powers.
sphere. HORSE (ANIMAL COMPANION)
• Low Light Vision: Gnomes’ eyes are
accustomed to seeing below ground. Attributes: Agility d8, Smarts d4 (A), Spirit
They ignore attack penalties for Dim d6, Strength d12, Vigor d8
and Dark Illumination. Skills: Athletics d8, Fighting d4, Notice d6
• Reduced Pace: Gnomes have short Pace: 12; Parry: 4; Toughness: 11 (3)
legs compared to human-sized ances- Edges: Fleet-Footed.
tries. Decrease their Pace by 1 and Gear: Scale barding (+3).
their running die one die type. Special Abilities:
• Size −1: Gnomes are considered Size −1 • Kick: Str+d4, to the front or rear as
and have −1 Toughness. desired.
• Size 2: Typical quarter horse of
about 1,000 lbs.

79
EBERRON FOR SAVAGE WORLDS

HOUSE THURANNI Skills: Athletics d4, Common Knowledge


d4, Fighting d4, Notice d4, Persuasion d8,
ASSASSIN Riding d8, Shooting d4, Stealth d4
Ancestry: Elf Languages: Common, two others.
Attributes: Agility d10, Smarts d8, Spirit Pace: 6; Parry: 3 (-1); Toughness: 7 (2)
d8, Strength d6, Vigor d6 Hindrances: Various.
Skills: Athletics d10, Common Knowledge Edges: Born in the Saddle, Steady Hands,
d4, Fighting d6, Intimidation d4, Notice Beast Master, Beast Bond.
d8, Performance d8, Persuasion d4, Gear: Leather armor (+2), whip (Damage
Shooting d6, Stealth d10, Thievery d10 Str+d4, Parry –1, Reach 2, may Entangle
Languages: Common, Elven, two others. on a raise instead of bonus damage.),
Pace: 6; Parry: 5; Toughness: 6 (2) club (Damage Str+d4), light crossbow
Hindrances: Various. (Range 10/20/40, Damage 2d6, AP 2), 10
Edges: Assassin, Level Headed, Marksman, bolts, 50-foot hemp rope, riding saddle,
Mystic Powers (Rogue), Sneak Attack. identification papers.
Gear: Bracers of minor protection (+2 Armor),
masterwork long sword (Damage Str+d8, THE DREAMING
AP 1), long bow (Range 15/30/60, Damage
2d6, AP 1), 15 +1 damage arrows, 5 +2 Shoot-
DARK
ing arrows, darkweave cloak, courtier’s
outfit, 2 gold rings (worth 25 gp each), DREAMING DARK SPY
pouch containing 3d6 sp and 2d6 gp, Ancestry: Inspired (tsucora quori spirit)
identification papers (two sets, one false), Attributes: Agility d8, Smarts d12 (d10),
traveling papers (two sets, one false). Spirit d12 (d8), Strength d6, Vigor d6
Special Abilities: Skills: Athletics d6, Common Knowledge
• Frail: Elves aren’t as sturdy as most d4, Fighting d6, Intimidation d6+2,
other ancestries. Their Toughness is Notice d12+3 (d8), Occult d12 (d8), Per-
reduced by 1. suasion d12+2 (d10), Psionics d12+2 (d8+2),
• Keen Vision: Elves have +2 to Notice Shooting d4, Stealth d12, Thievery d8
rolls to detect obscured or hidden (* Values in parentheses are without the
features. quori spirit)
• Low Light Vision: Elven eyes amplify Languages: Common, Elven, Quori, Rie-
light. Other ancestries often claim dran, and one other.
they can see stars in the elves’ eyes. Pace: 6; Parry: 5; Toughness: 5
They ignore penalties for Dim and Hindrances: Various.
Dark Illumination (but not Pitch Edges:  Alertness, Arcane Background
Darkness). (Psion), Charismatic, Deceptive, Level
• Trance: Elves don’t need sleep, but Headed, Menacing, Mentalist, Planar
they must meditate in a semicon- Mastery.
scious state 4 hours every day. Powers: Boost Trait, confusion, darksight, fear,
mind blank, mind link, mind reading, object
HOUSE VADALIS HANDLER reading. Power Points: 15.
Ancestry: Human Gear: +1 Fighting short sword (Damage
Attributes: Agility d8, Smarts d6, Spirit d6, Str+d6, AP 1), short bow (Range 12/24/48,
Strength d6, Vigor d6 Damage 2d6), 25 arrows, talent shard
(Psionics), traveler’s outfit, disguise kit,

80
Chapter Six: ORGANIZATIONS
identification papers (two sets, one false), Edges: Arcane Background (Druid), Beast
traveling papers (two sets, one false). Master, Brute, Gatekeeper Initiate,
Special Abilities: Woodsman.
• Dual Mind: An Inspired may reroll an Powers: Beast friend, environmental protec-
opposed psionics roll. tion, healing, shape change, summon animal.
• Profane Gift: Inspired gain an addi- Power Points: 10.
tional +2 to Persuasion rolls and Tests Gear: Hide armor (+2), medium wooden
based on Smarts- or Spirit-linked shield (+2), +1 Fighting spear (Range 3/6/12,
skills. Damage Str+d6, AP 1), sling (Range 4/8/16,
• Quori Abilities: An Inspired gains full Damage Str+d4), 20 sling stones, 2 tangle-
use of all of its quori spirit’s powers, foot bags, potion of healing, potion of boost
including Innate Powers. Vigor, potion of speed, traveler’s outfit,
• Innate Powers: Major mind link, minor components, fishing net, waterskin.
protection, major teleport (Greater Tele- Special Abilities:
port, self only). • Darkvision: Half-orcs’ eyes are
• Reduced Sleep: Inspired only need attuned to habitats with dim lighting.
4 hours of sleep per day. During this They can see in Pitch Darkness up to
time, the quori spirit returns to Dal 10” (20 yards), ignoring all Illumina-
Quor. tion penalties and up to 2 points of
• Resist Exorcism: The quori spirit penalties from invisibility or similar
possessing an Inspired can be dis- powers.
missed with the exorcism power. With • One with Nature: The base Duration
a successful exorcism, the quori spirit is of summon animal is increased to one
sent back to Dal Quor for 10 minutes hour. The Duration is also increased
and an additional 10 minutes for each to one hour for the shape change spell
raise. At the end of this duration, the as long as the druid (or his target)
quori spirit can regain possession of takes the form of a natural animal.
the human vessel. • Wilderness Stride: Druids pass
through rough terrain such as dense
THE GATEKEEPERS forest, rocky hills, or desert sands with
ease. They ignore movement penal-
GATEKEEPER INITIATE ties for Difficult Ground.
• Vow: Druids have a Vow (Major) to
Ancestry: Half-orc
guard and protect nature. If they will-
Attributes: Agility d6, Smarts d6, Spirit
ingly allow significant destruction to
d10, Strength d10, Vigor d8
the natural world or order (Prophe-
Skills: Alchemy d6, Athletics d4, Common
sier’s call), they subtract 2 from Faith
Knowledge d6, Faith d10, Fighting d6,
rolls for a week. Catastrophic destruc-
Notice d4, Occult d6, Persuasion d6,
tion might rob them of their powers
Shooting d4, Stealth d4, Survival d8
entirely until they atone in some way.
Languages: Common, Druidic, Dwarven,
one other. CROCODILE (ANIMAL
Pace: 6; Parry: 8 (2); Toughness: 8 (2) COMPANION)
Hindrances: Armor Interference (Minor),
Attributes: Agility d4, Smarts d4 (A), Spirit
Material Components, Vow (Major —
d6, Strength d10, Vigor d10
guard and protect nature).

81
EBERRON FOR SAVAGE WORLDS
Skills: Athletics d6, Fighting d8, Notice d8, • Low Light Vision: Gnomes’ eyes are
Stealth d8 accustomed to seeing below ground.
Pace: 3; Parry: 6; Toughness: 11 (2) They ignore attack penalties for Dim
Edges: — and Dark Illumination.
Special Abilities: • Reduced Pace: Gnomes have short
• Armor +2: Thick skin. legs compared to human-sized ances-
• Aquatic: Pace 5. tries. Decrease their Pace by 1 and
• Bite: Str+d6. their running die one die type.
• Rollover: Crocodiles grasp prey in • Size −1: Gnomes are considered Size −1
their vice-like jaws and roll with them. and have −1 Toughness.
If one of these large reptiles hits with
a raise, its bonus damage is a d10 THE LORDS OF DUST
instead of a d6.
• Size 2: Crocodiles are about 12’ long, LORDS OF DUST MEMBER
thick, heavy, and weigh around 500
Ancestry: Zakya rakshasa
lbs.
Attributes: Agility d8, Smarts d8, Spirit d8,
THE LIBRARY OF Strength d12+2, Vigor d12+1
Skills: Athletics d12+1, Common Knowl-
KORRANBERG edge d4, Fighting d10, Intimidation d12+1,
Notice d10, Persuasion d6, Shooting d8,
LIBRARY CLERK Stealth d4
Languages: Common, Dwarven, one
Ancestry: Gnome
other.
Attributes: Agility d8, Smarts d10, Spirit
Pace: 6; Parry: 6; Toughness: 11 (3)
d6, Strength d6, Vigor d6
Hindrances: Various.
Skills: Academics d8+2, Alchemy d8, Ath-
Edges: Counterattack, Double Shot, First
letics d4, Common Knowledge d10+2,
Strike, Marksman, Savagery, Sweep. 
Fighting d4, Notice d6, Occult d8+2, Per-
Gear: +1 chainmail (+3), medium shield (+1
suasion d4, Research d8, Shooting d4,
Parry), +1 Fighting bastard sword (Damage
Stealth d6
Str+d8, AP 2, +1 damage if used with Two
Languages: Common, Dwarven, Gnome,
Hands), masterwork composite long bow
two others.
(Range 12/24/48, Damage Str+d6, AP 2),
Pace: 5; Parry: 4; Toughness: 5
20 arrows, false identification papers.
Hindrances: Various.
Special Abilities:
Edges:  Scholar (Academics), Scholar
• Additional Action: Zakya Rakshasa
(Common Knowledge), Scholar (Occult).
have fast reflexes allowing them to
Gear: Dagger (Range 3/6/12, Damage
ignore 2 points of Multi-Action pen-
Str+d4), scholar’s outfit, keys to 2d4
alties each turn.
locked library doors, identification
• Armor +2: Enchanted skin.
papers.
• Claws: Str+d4.
Special Abilities:
• Darkvision: Zakya Rakshasa can see
• Illusionist: Gnomes can create
in Pitch Darkness up to 10” (20 yards),
imaginary images and sounds within
ignoring all Illumination penalties
the range of their sight and with a
and up to 2 points of penalties from
maximum volume of a 4” (8 yard)
invisibility or similar powers.
diameter sphere.

82
Chapter Six: ORGANIZATIONS
• Innate Powers: Minor bolt (touch),
major boost Trait, major disguise (self
only), major mind reading.
ORDER OF THE
• Master of Disguise: Zakya are espe- EMERALD CLAW
cially adept at deception. Others
attempting a Notice roll to see through DEMISE
their disguise spells suffer a −4 penalty Ancestry: Elf
(−6 with a raise on their casting roll). Attributes: Agility d8, Smarts d10, Spirit
MORGRAVE d8, Strength d4, Vigor d6
Skills: Alchemy d12, Athletics d4, Common
UNIVERSITY Knowledge d6, Fighting d4, Imbuing d6,
Intimidation d6, Notice d8, Occult d12,
MORGRAVE PROFESSOR Persuasion d4, Shooting d6, Spellcasting
d10, Stealth d4
Ancestry: Dwarf Languages: Common, Draconic, Elven,
Attributes: Agility d6, Smarts d8, Spirit d6, Giant, Gnome.
Strength d6, Vigor d8 Pace: 6; Parry: 5; Toughness: 4
Skills: Academics d10+2, Athletics d4, Hindrances: Armor Interference (Minor
Common Knowledge d10, Crafting d8, with infusions, Major with spells).
Notice d4, Performance d10, Persuasion Edges:  Arcane Background (Artificer),
d4, Research d8, Stealth d4 Arcane Background (Wizard), Spellbooks.
Languages: Common, Dwarven, one Powers: Artificer - Deflection, detect arcana,
other. protection; Wizard – Arcane protection,
Pace: 5; Parry: 2; Toughness: 6 boost/lower Trait, bolt, blast, blind, darksight,
Hindrances: Various. disguise, dispel, fear, light/darkness, scrying,
Edges:  Scholar (Academics), sound/silence, summon undead, zombie.
Stonecunning. Power Points: 20.
Gear: Scholar’s outfit, letter of marque, Gear: Dagger (Range 3/6/12, Damage
identification papers, traveling papers. Str+d4), darkwood long bow (Range
Special Abilities: 15/30/60, Damage 2d6, AP 1), 15 arrows,
• Darkvision: Dwarven eyes are accus- rod of the necromancer, potion of healing,
tomed to the dark of the underearth. potion of arcane protection, wand of fear,
They can see in Pitch Darkness up to darkweave cloak, deathmask (silver,
10” (20 yards), ignoring all Illumina- platinum, and jet, 50 gp), 20 gp in a belt
tion penalties and up to 2 points of pouch.
penalties from invisibility or similar Special Abilities:
powers.  • Frail: Elves aren’t as sturdy as most
• Reduced Pace: Dwarves have short other ancestries. Their Toughness is
legs compared to human-sized ances- reduced by 1.
tries. Decrease their Pace by 1 and • Keen Vision: Elves have +2 to Notice
their running die one die type. rolls to detect obscured or hidden
• Tough: Dwarves have a +1 bonus to features.
resist poisons, powers, and supernat- • Low Light Vision: Elven eyes amplify
ural abilities that behave similarly to light. Other ancestries often claim
powers. they can see stars in the elves’
eyes. They ignore penalties for

83
EBERRON FOR SAVAGE WORLDS
Dim and Dark Illumination (but not letter of credit, identification papers,
Pitch Darkness). traveling papers.
• Trance: Elves don’t need sleep, but
they must meditate in a semicon- THE TWELVE
scious state 4 hours every day.
ARTIFICER OF THE TWELVE
EMERALD CLAW SOLDIER Ancestry: Human
Ancestry: Human Attributes: Agility d8, Smarts d12, Spirit
Attributes: Agility d6, Smarts d6, Spirit d6, d8, Strength d6, Vigor d6
Strength d8, Vigor d8 Skills: Alchemy d8, Athletics d4, Common
Skills: Athletics d4, Common Knowledge Knowledge d4, Crafting d12, Fighting
d4, Fighting d8, Intimidation d4, Persua- d6, Imbuing d12, Notice d4, Occult d12,
sion d4, Riding d6, Shooting d6 Persuasion d4, Repair d6, Shooting d4,
Languages: Common, two others. Stealth d4, Thievery d4
Pace: 6; Parry: 8 (2); Toughness: 8 (2); Languages: Common, Dwarven, four
Head 9 (3) others.
Hindrances: Various. Pace: 6; Parry: 5; Toughness: 5
Edges: Iron Jaw, Savagery. Hindrances: Armor Interference (Minor).
Gear: Chain hauberk (+2), open helm Edges:  Arcane Background (Artificer),
(+3 head), flail (Damage Str+d6, Ignores Artificer, Craft Magic Items, Exceptional
shield bonus), medium shield (+2 Parry), Artisan, Homunculus, Legendary Arti-
crossbow (Range 10/20/40, Damage 2d6, san, Trap Sense.
AP 2), sunrod, pouch with 2d6 sp and 1d8 Powers: Boost Trait, deflection, detect arcana,
gp, tabard, identification papers (two repairing, smite. Power Points: 10.
sets, one false). Gear: Bracers of minor protection, master-
THE ROYAL FAMILIES work dagger (Range 3/6/12, Damage
Str+d4, AP 1), brooch of minor boost Persua-
sion, skullcap of intellect, wand of stun, wand
ROYAL SCION of burst (lightning bolt, Stream Template),
Ancestry: Human oil of boost Vigor, scroll of protection, scroll
Attributes: Agility d8, Smarts d8, Spirit d8, of repairing, flask of alchemist’s fire, arti-
Strength d6, Vigor d6 san’s outfit, artificer’s kit, identification
Skills: Athletics d4, Common Knowledge papers, traveling papers.
d8, Fighting d4, Notice d4, Performance
d8, Persuasion d8, Riding d8, Shooting
WARDENS OF THE
d4, Stealth d4 WOOD
Languages: Common, Gnome, two
others. WARDEN OF THE WOOD
Pace: 6; Parry: 4; Toughness: 5
Ancestry: Human
Hindrances: Various.
Attributes: Agility d6, Smarts d8, Spirit
Edges:  Aristocrat, Charismatic, Dirty
d10, Strength d6, Vigor d8
Fighter, Extraction.
Skills: Athletics d6, Common Knowledge
Gear: Masterwork rapier (Damage Str+d4,
d10, Faith d10, Fighting d6, Healing d8,
AP 1), noble’s outfit, coin pouch with
Notice d8, Persuasion d8, Riding d4,
2d10 sp and 2d6 gp, signet ring,
Stealth d4, Survival d8

84
Chapter Six: ORGANIZATIONS
Languages: Common, Druidic. • Blindsense: Dire badgers ignore
Pace: 8; Parry: 7 (2); Toughness: 9 (3) invisibility, illusion, and all Illumination
Hindrances: Armor Interference (Minor), penalties.
Material Components, Vow (Major — • Burrow (4”): Dire badgers can tunnel
guard and protect nature). through soft earth.” to “Burrow: Dire
Edges:  Alertness, Arcane Background badgers can tunnel through soft earth
(Druid), Beast Master, Fleet-Footed, with a Pace of 4”
Freerunner, Warden Initiate. • Resilient: Dire badgers can take one
Powers: Beast friend, environmental protec- Wound before they’re Incapacitated.
tion, healing, light/darkness, shape change.
Power Points: 10. THE WAYFINDER
Gear: +1 wild hide armor (+3), medium
wooden shield (+2 Parry), +1 Fighting scim-
FOUNDATION
itar (Damage Str+d6, AP 1), sling (Range
4/8/16, Damage Str+d4), 20 sling stones.
HALAS MARTAIN
Special Abilities: Ancestry: Half-elf
• One with Nature: The base Duration Attributes: Agility d10, Smarts d8, Spirit
of summon animal is increased to one d8, Strength d6, Vigor d6
hour. The Duration is also increased Skills: Academics d8, Athletics d10,
to one hour for the shape change spell Common Knowledge d8, Fighting d8,
as long as the druid (or his target) Intimidation d4, Notice d10, Occult
takes the form of a natural animal. d6, Performance d4, Persuasion d10,
• Wilderness Stride: Druids pass Research d8, Shooting d8, Stealth d12,
through rough terrain such as dense Survival d6, Thievery d8
forest, rocky hills, or desert sands with Languages: Common, Halfling, two
ease. They ignore movement penal- others.
ties for Difficult Ground. Pace: 6; Parry: 6; Toughness: 8 (3)
• Vow: Druids have a Vow (Major) to Hindrances: Outsider (Minor), Secret
guard and protect nature. If they will- (Major — child of forbidden love between
ingly allow significant destruction to House Lyrandar and House Phiarlan, and
the natural world or order (Prophe- has an abberant dragonmark).
sier’s call), they subtract 2 from Faith Edges: Aberrant Dragonmark, Action
rolls for a week. Catastrophic destruc- Boost, Double Shot, Explorer, Marksman,
tion might rob them of their powers Trap Sense, Treasure Hunter, Woodsman.
entirely until they atone in some way. Powers: burrow. Power Points: 15.
Gear: +1 glamered chain shirt (+3), mas-
DIRE BADGER terwork rapier (Damage Str+d4, AP 1),
Attributes: Agility d10, Smarts d6 (A), dagger, masterwork long bow (Range
Spirit d8, Strength d8, Vigor d12+1 15/30/60, Damage 2d6, AP 2), 30 arrows,
Skills: Athletics d4, Fighting d4, Notice everbright lantern, bag of holding, 2 potions
d6+2, Survival d6 of healing, 2 potions of invisibility, potion
Pace: 6; Parry: 4; Toughness: 9 (1) of haste, potion of darkness, potion of
Edges: Alertness, Berserk. sanctuary, potion of wall walker, 2 noxious
Special Abilities: smokesticks, 2 tanglefoot bags, dark-
• Armor +1: Thick fur. weave cloak, glamerweave courtier’s
• Bite/Claws: Str+d4. outfit, glamerweave explorer’s
outfit, glyph book, thieves’ tools,
85
EBERRON FOR SAVAGE WORLDS
75 gp of jewelry, letter of marque, identi- a limited duration. The change of
fication papers, 28 pp, 20 gp. appearance grants changelings a +4
Special Abilities: to Performance rolls when attempt-
• Aberrant Dragonmark: Halas Mar- ing to impersonate another individual
tain can manifest the burrow power they’ve observed. If killed, they auto-
using his aberrant dragonmark, most matically return to their natural form.
often used to pass through terrain • Changeling Instincts: Changelings
without leaving a trace. are socially and psychologically
• Low-light Vision: Half-elves ignore intuitive due to their adoption and
penalties for Dim and Dark Illumina- understanding of different personas.
tion (but not Pitch Darkness). They add +1 to Intimidation and Per-
suasion rolls.
WAYFINDER EXPLORER • Outsider: Changelings have the Out-
Ancestry: Changeling sider (Minor) Hindrance. If identified
Attributes: Agility d12, Smarts d8, Spirit as a changeling, they have −1 to Per-
d6, Strength d6, Vigor d6 suasion as other races tend to distrust
Skills: Athletics d10, Common Knowledge them.
d6, Fighting d6, Intimidation d6, Notice
d4, Occult d6, Performance d10, Persua-
sion d8, Shooting d4, Stealth d12, Survival
d6, Thievery d10
Languages: Common, Halfling, two
others.
Pace: 6; Parry: 6; Toughness: 8 (3)
Hindrances: Outsider (Minor), Secret
(Minor, is a changeling).
Edges: Explorer, Level Headed, Scout,
Trap Sense, Treasure Hunter, Woodsman.
Gear: +1 leather armor of minor boost Stealth
(+3), +1 Fighting short sword (Damage
Str+d6, AP 1), hand crossbow (Range
5/10/20, Damage 2d4, ROF 2), 10 bolts,
gloves of minor boost Agility, bag of holding,
traveler’s outfit, 6 tindertwigs, bag of
caltrops, map case, crowbar, grappling
hook, 50-foot silk rope, bullseye lantern,
tent, waterskin, thieves’ tools, letter of
credit, letter of marque, identification
papers, traveling papers.
Special Abilities:
• Change Appearance: As an action,
changelings can alter physical fea-
tures to appear as another humanoid
form up to one Size larger or smaller
but cannot alter their clothing or
gear. This ability does not have

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Chapter Six: ORGANIZATIONS

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Chapter Seven: Bestiary

CHAPTER SEVEN:

BESTIARY
color or contrast, cannot use the ability
NEW SPECIAL to read, is not vulnerable to gaze attacks,
and cannot sense anything if in a vacuum.
ABILITIES Blindsight renders the creature immune
to the blind power, but silence negates
Many of the Special Abilities from Savage
Blindsight if the creature relies on hearing
Worlds and the Fantasy Companion are
for this ability.
applied to the creatures in this chapter.
Below are some additional abilities that
are specific to Eberron or otherwise are not DEATHLESS
presented in those books. Deathless benefit from the same charac-
teristics as undead (see Special Abilities in
ABERRATION Savage Worlds). The energy used to create
and heal deathless is positive energy
Aberrations are strange and alien mon-
instead of negative energy. They are
strosities, often with innate psionic
affected by negative energy just as living
abilities. They have Darkvision and are
creatures are. Deathless are vulnerable to
vulnerable to weapons made of byeshk.
weapons made of targath which inflict an
additional +4 damage to deathless beings.
BLINDSIGHT
Blindsight is the ability “see” without the ENGULF
sense of sight. A creature with this ability
The creature can completely swallow or
might have the ability to use echolocation,
surround targets it moves over, as long as
have an acute sense of smell, or feel vibra-
it doesn’t make any other attacks the same
tions from movement in the air or on the
round. Victims who fail an Agility roll are
ground. Blindsight can render powers
engulfed and are subject to attacks from
such as invisibility or darkness useless if the
the creature each round on the creature’s
creature has a line of effect with its prey.
turn. Engulfed targets are considered to
The range of this ability varies by creature.
be Grappled.
A creature with Blindsight also has the
same benefits as All-Around Vision Special
Ability, but the creature cannot distinguish
89
EBERRON FOR SAVAGE WORLDS

LIVING CONSTRUCT • Consecrated Aura: A field of positive


energy emanates from an ascendant
Living constructs are made from organic
counselor in a 10” radius. Adds a +4
and inorganic matter and are capable of
bonus to damage from the Destroy
emotions and conscious thought. They
Undead Edge. Attempts to summon
lack some of the benefits of constructs,
undead automatically fail. Deathless
but also have some distinct advantages.
creatures, including the ascendant
Living constructs do not need to breathe,
councilor, gain a +2 bonus to Trait and
eat, or drink, and are immune to disease
damage rolls. (All traits above have
and poison. They do not suffer penalties
been adjusted.) The aura lingers in the
from or become Incapacitated by Fatigue.
area for 24 hours.
Living constructs also don’t need to sleep,
• Darkvision: Deathless ignore all Illu-
and arcane powers can’t put them to sleep;
mination penalties and up to 2 points
however, they must spend at least six
of penalties from invisibility or similar
hours in a relaxed state. In this state, living
powers within 10” (20 yards) distant.
constructs remain conscious, can see and
• Deathless: Darkvision; add +2 to
hear as normal, and can perform simple
Toughness and Spirit rolls to recover
tasks including using the Repair skill on
from being Shaken, ignore additional
themselves.
damage from Called Shots, ignore
Living constructs cannot heal naturally, 1 point of Wound penalties, don’t
and characters using the healing power or breathe or eat and are immune to
Healing skill on them subtract 2 from the disease and poison, don’t Bleed Out,
respective rolls. With a failed Vigor roll and can only be healed with magical
when Incapacitated, they become auto- healing; healed by positive energy;
matically stabilized but inert and helpless. harmed by negative energy; vulnera-
Injuries on a living construct can only be ble to weapons made of targath which
removed when all wounds are “healed” inflict an additional +4 damage to
with the Repair skill or the repairing power. deathless beings.
• Divine Immunities: Ascendant
BESTIARY councilors are immune to the lower
Trait power as well as any power that
affects the mind such as mind wipe or
ASCENDANT COUNCILOR
puppet.
Attributes: Agility d10+2, Smarts d12+4, • Environmental Resistance (Fire): +4
Spirit d12+5, Strength d12+6, Vigor d12+4 bonus to resist fire based effects, and
Skills: Academics d12+5, Athletics d4, damage from fire is reduced by 4.
Battle d12+5, Common Knowledge d12+5, • Innate Powers: Major banish, major
Fighting d12+5, Notice d12+5, Occult bolt, major boost/lower Trait, major sanc-
d12+5, Persuasion d12+5, Research d12+5, tuary (Large Blast Template, Strong),
Stealth d4 major damage field, major detect/conceal
Pace: 7; Parry: 7; Toughness: 14 (3) arcana, major dispel, major divination,
Edges: Improved Arcane Resistance, major drain power points, major growth/
Improved Counterattack, Improved First shrink, major havoc, major healing
Strike, Planar Mastery. (Greater Healing, Crippling Injuries,
Special Abilities: Mass Healing), major light, major
• Armor +3

90
Chapter Seven: Bestiary
puppet, major smite, major sloth/speed, • Poison: If a target suffers a wound
major stun (Hasty) from a barb, the barb injects Mild
• Purification: Any evil creatures hit by poison (see Poison in Savage Worlds).
an ascendant councilor’s slam attack • Size 8 (Huge): Carcass crabs have a
also suffer the effects of lower Strength Toughness modifier +8, a Scale modi-
and lower Spirit powers. With a raise on fier of +4, and 2 Wounds.
the attack, the purification lowers the
evil creature’s Strength and Spirit by DAELKYR
2 die types. Attributes: Agility d12+2, Smarts d12+3,
• Slam: Str+2d6+2. Spirit d12+2, Strength d12+2, Vigor d12+3
• Weakness (Targath): Weapons made (d12+2 without living breastplate)
of targath inflict an additional +4 Skills: Athletics d12, Fighting d12+1,
damage to deathless beings. Healing d12+2, Intimidation d12+2, Spell-
casting d12+2, Notice d12+2, Occult d12+2,
CARCASS CRAB Persuasion d12+2, Stealth d12+1, Survival
Attributes: Agility d8, Smarts d4, Spirit d6, d8 (+2 on other planes)
Strength d12+3, Vigor d12+1 Pace: 8; Parry: 8; Toughness: 13 (3)
Skills: Athletics d4, Fighting d10, Notice Gear: Living breastplate (+4), tentacle
d8, Shooting d4, Stealth d4 whip (Str+d4, Reach 2, Poison)
Pace: 6; Parry: 7; Toughness: 18 (2) Edges: Planar Mastery.
Special Abilities: Special Abilities:
• Armor +2: Naturally adhesive shell • Aberration: Aberrations have Dark-
covered with weapons, armor, and vision and are vulnerable to weapons
even corpses. made of byeshk.
• Camouflage: When hiding among • Alien Mind: Any creature that
corpses and debris, a carcass crab attempts to reach into a daelkyr’s
gains a +4 bonus to its Stealth rolls. mind with a power risks suffering
• Claws: Str+2d6. insanity. (Prophesiers are encouraged
• Bite: 1d4 while grappling only. to use a sanity system of their choice).
• Barb: 1d4 (Range 3/6/12). • Aura of Madness: As a limited free
• Darkvision: Carcass crabs ignore all action, Daelkyr can create an aura of
Illumination penalties and up to 2 madness using the confusion power.
points of penalties from invisibility or The area of effect is a Medium Blast
similar powers within 10” (20 yards) Template.
distant. • Corrupting Touch: A daelkyr pos-
• Knockback: Successful attack causes sesses the innate ability to twist and
the target to fly backwards 1d4”, plus corrupt any creature that it touches.
1d4” for each raise on the attack roll, This effect is equivalent to the lower
and an additional +1d6 damage if it Trait power. A daelkyr’s tentacle whip
hits a large solid object. can channel this effect with a success-
• Spiny Defense: A creature that makes ful Fighting roll regardless of whether
a successful Fighting roll with natural the target is Shaken or Wounded from
weapons against a carcass crab takes the attack.
1d6 damage from the spears, swords, • Darkvision: Daelkyr ignore all Illu-
and other sharp weapons adhering to mination penalties and up to 2 points
its shell. of penalties from invisibility or

91
EBERRON FOR SAVAGE WORLDS
similar powers within 10” (20 yards) the beginning of each next turn until
distant. they roll a raise, suffering a Wound
• Immunities: Daelkyr are immune to with a failure.
disease and poison as well as to the • Size 1: Clawfoots are about 7’ tall.
lower Trait power and any power that FASTIETH
affects the mind such as mind wipe or Attributes: Agility d6, Smarts d6 (A), Spirit
puppet. d6, Strength d8, Vigor d8
• Innate Powers: Major curse (Turn to Skills: Athletics d8, Fighting d4, Intimida-
Stone), major lower Smarts (Greater tion d6, Notice d8, Stealth d8, Survival
Lower Trait, Strong), major shape d10
change (Polymorph), major confusion, Pace: 10; Parry: 6; Toughness: 9 (1)
major teleport, major sloth/speed. Edges: Fleet-footed.
• Living Breastplate: +4 Armor. Special Abilities:
Increases Vigor by two die types. Sta- • Armor +1: Thick scaly hides.
bilizes host when bleeding out. • Bite: Str+d4.
• Slam: Str+d4. Corrupting touch. • Size 1: Fastieths are about 7’ tall.
• Symbiont Mastery: +2 bonus to Spirit
GLIDEWING
rolls during battle of wills against a
symbiont (see Intelligent Relics). Free Attributes: Agility d10, Smarts d4 (A),
reroll on Soak rolls while a symbiont Spirit d6, Strength d10, Vigor d8
is attached. Skills: Athletics d 8, Fighting d8, Intimida-
• Tentacle Whip: Str+d6. Reach 2. +2 tion d4, Notice d10, Stealth d8, Survival
bonus for rolls to Disarm. Corrupting d8
touch. Pace: –; Parry: 6; Toughness: 8 (1)
• Weakness (Byeshk): Weapons made Special Abilities:
of byeshk inflict an additional +4 • Armor +1: Leathery hide.
damage to aberrations. • Bite/Claws: Str+d8.
• Flight: Pace 12.
DINOSAURS • Size 1: Most glidewings are slightly
CLAWFOOT larger than a human.
• Swoop: Foes are at −2 on Free Attacks
Attributes: Agility d8, Smarts d8 (A), Spirit
against a glidewing withdrawing from
d6, Strength d10, Vigor d8
melee when its movement incorpo-
Skills: Athletics d8, Fighting d8, Intimida-
rates an attack or test.
tion d8, Notice d8, Stealth d8, Survival
d10 DOLGAUNT
Pace: 8; Parry: 6; Toughness: 9 (2)
Attributes: Agility d10, Smarts d8, Spirit
Special Abilities:
d10, Strength d8, Vigor d8
• Armor +2: Thick scaly hides.
Skills: Athletics d10, Common Knowledge
• Bite/Claws: Str+d8.
d4, Fighting d6, Notice d8, Stealth d8
• Pack Tactics: Clawfoots add their
Pace: 6; Parry: 5; Toughness: 7 (1)
Gang Up bonus to Fighting damage as
Edges: Combat Reflexes, Frenzy.
well as the attack roll.
Special Abilities:
• Rending Attack: Victims Shaken or
• Aberration: Vulnerable to weapons
Wounded by a rending attack must
made of byeshk.
make a Vigor roll as a free action at

92
Chapter Seven: Bestiary
• Armor +1: Dolgaunts have tough, • Aberration: Aberrations have Dark-
leathery skin. vision and are vulnerable to weapons
• Blindsight: Dolgaunts ignore invis- made of byeshk.
ibility, illusion, and all Illumination • Darkvision: Dolgrims ignore all Illu-
penalties. mination penalties and up to 2 points
• Tentacles: Dolgaunts have two tenta- of penalties from invisibility or similar
cles” with Reach 1; +2 to Grapple. powers within 10” (20 yards) distant.
• Very Resilient: Can take two Wounds • Dual Consciousness: A dolgrim has
before becoming Incapacitated two brains coordinating its attacks,
• Vitality Drain: If a dolgaunt gets hold granting it a +1 bonus on Spirit rolls.
of an opponent, it can burrow into the Additionally, the dual brain enables a
flesh of its victim and draw out vital dolgrim to make off-hand attacks at
fluids using the tendrils that cover its no penalty.
skin. With a raise on a Fighting roll to • Multiple limbs: A dolgrim’s addi-
grapple, the dolgaunt decreases the tional arms allow it to ignore 2 points
victim’s Vigor by 1 die type (to a min- of Multi-Action penalties each turn.
imum of d4) in addition to normal • Size −1: Dolgrim have a Toughness
damage. The decrease in Vigor is a modifier of −1.
temporary injury as per the Inca- • Very Tough: +1 Toughness.
pacitation rules (recovered when all • Weakness (Byeshk): Weapons made of
Wounds are healed). An injured dol- byeshk inflict an additional +4 damage
gaunt recovers 1 Wound every time it to aberrations.
successfully uses this ability.
• Weakness (Byeshk): Weapons made of HAG, DUSK
byeshk inflict an additional +4 damage Attributes: Agility d8, Smarts d8, Spirit
to aberrations. d10, Strength d12, Vigor d10
Dolgaunt Monk: Fleet-Footed, Martial Skills: Athletics d4, Common Knowledge
Artist, Mystic Powers (Monk), Iron Will, d8, Fighting d6, Notice d12, Occult d10,
Strong Willed, Stunning Blow, Uncanny Stealth d6
Reflexes. Pace: 6; Parry: 5; Toughness: 10 (3)
Edges: Alertness, Arcane Background
DOLGRIM (Magic), Epic Mastery, Improved Arcane
Attributes: Agility d8, Smarts d6, Spirit d6, Resistance, Planar Mastery, Strong
Strength d10, Vigor d8 Willed.
Skills: Athletics d10, Common Knowledge Powers: Boost/lower Trait, disguise, divina-
d6, Fighting d6, Notice d4, Shooting d6. tion, darkness (dark cloud), empathy, speak
Stealth d4 language. Power Points: 30.
Pace: 5; Parry: 7; Toughness: 7 (1) Special Abilities:
Gear: Leather armor (+1), morningstar • Armor +3: Dusk hags have thick,
(Str+d8), short spear (Str+d6; Parry +1), leathery skin.
medium shield (+1 Parry), light crossbow • Claw: Str+d6.
(Range 15/30/60; 2d6; AP 2). • Darkvision: Dusk hags ignore all Illu-
Edges: Dodge, Two-Fisted. mination penalties and up to 2 points
Special Abilities: of penalties from invisibility or similar
powers within 10” (20 yards) distant.

93
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• Immunities: Dusk hags are immune hour channeling the power or powers
to any effects related to mind control, into the dedicated wright. Afterward,
sleep, or fear. she may leave the dedicated wright to
• Innate Powers: Major detect arcana. perform the task of creating the item.
• Insight: When dreaming, dusk hags The dedicated wright still invests the
have flashes of insight about past, time needed for crafting the magic
present, and future events. (This item and uses the master’s Occult skill
serves only as a plot device.) for rolls to determine progress.
• Nightmare Touch: A successful touch Price: — (never sold). Craft: Homunculus,
attack causes the victim to suffer from conjure item, scrying, 2,100 gp.
major nightmares the next time they
sleep. EXPEDITIOUS MESSENGER
• Weakness (Cold Iron): Weapons Attributes: Agility d12, Smarts d6, Spirit
made of cold iron inflict an additional d8, Strength d4, Vigor d8
+4 damage to dusk hags. Skills: Athletics d4, Notice d4, Stealth d12
Pace: 4; Parry: 2; Toughness: 2
HOMUNCULUS Edges: Dodge, Improved Extraction.
DEDICATED WRIGHT Special Abilities:
Attributes: Agility d6, Smarts d6, Spirit d6, • Sting: Str
Strength d8, Vigor d6 • Construct: +2 to recover from being
Skills: Athletics d4, Crafting 10, Notice d4, Shaken. Called shots do no extra
Repair d6, Stealth d4 damage. Do not suffer from disease
Pace: 2; Parry: 4; Toughness: 2 or poison.
Edges: Craft Magic Items. • Darkvision: Expeditious messengers
Special Abilities: ignore all Illumination penalties and
• Hammer: Str+d4 up to 2 points of penalties from invis-
• Construct: +2 to recover from being ibility or similar powers within 10” (20
Shaken. Called shots do no extra yards) distant.
damage. Do not suffer from disease • Fearless: Homunculi are immune to
or poison. Fear and Intimidation.
• Darkvision: Dedicated wrights ignore • Flight: Expeditious messengers have
all Illumination penalties and up to 2 a Flying Pace of 20” and Climb of 20”
points of penalties from invisibility or • Message: An expeditious messenger’s
similar powers within 10” (20 yards) master can converse with a crea-
distant. ture up to 1 mile away through the
• Fearless: Homunculi are immune to homunculus.
Fear and Intimidation. • Size –4 (Tiny): Expeditious messen-
• Size –3 (Very Small): Dedicated gers have a Scale Modifier of –6 and a
Wrights have a Scale Modifier of –4 Toughness modifier of –4.
and a Toughness modifier of –3. Price: — (never sold). Craft: Homunculus,
• Magic Item Creation: Dedicated mind link, scrying, 1,650 gp.
wrights can craft magic items on FURTIVE FILCHER
behalf of its master. The master pro- Attributes: Agility d12, Smarts d8, Spirit
vides all other resources, including d6, Strength d6, Vigor d8
the known power and Power Points. Skills: Athletics d4, Notice d4, Stealth d12
The master must spend one Pace: 10; Parry: 2; Toughness: 3

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Chapter Seven: Bestiary
Edges: Fleet-Footed, Thief. HORRID ANIMALS
Special Abilities: A horrid animal gains the following
• Bite: Str+d4 abilities.
• Construct: +2 to recover from being
• Armor +2: Bony or chitinous plates
Shaken. Called shots do no extra
cover the horrid animal’s body, giving
damage. Do not suffer from disease
it an armored appearance.
or poison.
• Acidic Attack: A horrid animal’s nat-
• Darkvision: Furtive filchers ignore
ural weapons deal an additional 1d6
all Illumination penalties and up to 2
acid damage.
points of penalties from invisibility or
• Ill-Tempered: Horrid animals are
similar powers within 10” (20 yards)
more difficult to control than normal
distant.
animals or even dire animals. Persua-
• Fearless: Homunculi are immune to
sion and Intimidation rolls involving a
Fear and Intimidation.
horrid animal take a –2 penalty.
• Size –3 (Very Small): Furtive filchers
• Immunity to Acid: A horrid animal
have a Scale Modifier of –4 and a
has immunity to acid.
Toughness modifier of –3.
• Fast Healer: A horrid animal has the
Price: — (never sold). Craft: Homunculus,
Fast Healer Edge.
scrying, summon ally, 1,550 gp.
• Resilient: Horrid animals can take one
IRON DEFENDER Wound before being Incapacitated.
Attributes: Agility d10, Smarts d6, Spirit
d6, Strength d8, Vigor d8 HORRID APE
Skills: Athletics d4, Fighting d6, Notice d4, Attributes: Agility d10, Smarts d4 (A),
Stealth d4 Spirit d8, Strength d12+2, Vigor d10
Pace: 10; Parry: 5; Toughness: 7 (2) Skills: Athletics d12, Fighting d4, Notice d6,
Edges: Fleet-Footed. Stealth d6
Special Abilities: Pace: 6; Parry: 4; Toughness: 11 (2)
• Armor +2: Metal plating Edges: Fast Healer.
• Bite: Str+d6 Special Abilities:
• Construct: +2 to recover from being • Alertness: +2 to Notice rolls.
Shaken. Called shots do no extra • Armor +2: Bony or chitinous plates
damage. Do not suffer from disease cover the horrid animal’s body, giving
or poison. it an armored appearance.
• Darkvision: Iron defenders ignore • Acidic Attack: A horrid animal’s nat-
all Illumination penalties and up to 2 ural weapons deal an extra d6 acid
points of penalties from invisibility or damage. Any material hit by the acid
similar powers within 10” (20 yards) is damaged (armor loses a point of
distant. protection).
• Fearless: Homunculi are immune to • Bite/Claw: Str+d8 (+d6 acid).
Fear and Intimidation. • Ill-Tempered: –2 Persuasion and
• Size –1: Iron defenders have a Tough- Intimidation rolls to handling a
ness modifier of –1. horrid animal.
Price: — (never sold). Craft: Homunculus, • Immunity to Acid: A horrid animal
repairing, scrying, summon ally, smite, 1,250 has immunity to acid.
gp.

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• Resilient: Horrid animals can take one • Fleet Footed: d12 running die, ignore
Wound before being Incapacitated. movement penalties for Difficult
• Size 2: Horrid apes have a Toughness Terrain.
modifier of +2. • Kick: Str+d4.
HORRID RAT • Rider Empathy: Elves gain +2 to
Attributes: Agility d12, Smarts d6 (A), Riding rolls on an elven horse.
Spirit d6, Strength d6, Vigor d10 • Size 2: Elven horses weigh between
Skills: Athletics d10, Fighting d4, Notice 600 and 800 pounds.
d6, Stealth d8
INSPIRED
Pace: 8; Parry: 4; Toughness: 8 (2)
Edges: Alertness, Fast Healer. Attributes: Agility d8, Smarts d12, Spirit
Special Abilities: d12, Strength d6, Vigor d6
• Armor +2: Bony or chitinous plates Skills: Athletics d4, Common Knowledge
cover the horrid animal’s body, giving d6, Notice d4, Fighting d6, Intimidation
it an armored appearance. d6+2, Occult d8, Persuasion d10, Psionics
• Acidic Attack: A horrid animal’s nat- d10, Stealth d4, Taunt d10
ural weapons deal an extra d6 acid Pace: 6; Parry: 5; Toughness: 5
damage. Any material hit by the acid Edges: Arcane Background (Psion), Aris-
is damaged (armor loses a point of tocrat, Charismatic, Deceptive, Epic
protection). Mastery, Menacing, Mentalist, Planar
• Bite: Str+d4 (+d6 acid; infection). Mastery.
• Ill-Tempered: –2 Persuasion and Powers: Boost Trait, bolt, burst, confusion,
Intimidation rolls to handling a darksight, deflection, fear, healing (self only),
horrid animal. mind link, mind reading, protection, puppet,
• Immunity to Acid: A horrid animal stun, telekinesis. Power Points: 20.
has immunity to acid. Gear: Crysteel dagger (Str+1d4+1)
• Infection: Anyone Shaken or Special Abilities:
Wounded by a rat must make a Vigor • Dual Mind: An Inspired may reroll an
roll or suffer a level of Fatigue from opposed Psionics roll.
an infected bite. Cumulative bites • Profane Gift: Inspired gain an addi-
can lead to Incapacitation, but never tional +2 to Persuasion rolls and Tests
to death. The infection lasts 2d6 days. based on Smarts- or Spirit-linked
• Low Light Vision: Ignore penalties skills.
for Dim and Dark Illumination. • Quori Abilities: An Inspired gains full
• Resilient: Horrid animals can take one use of all of its quori spirit’s powers,
Wound before being Incapacitated. including Innate Powers.
• Size –1: Horrid rats have a Toughness • Reduced Sleep: Inspired only need
modifier of –1. 4 hours of sleep per day. During this
time, the quori spirit returns to Dal
HORSE, VALENAR RIDING Quor.
Attributes: Agility d10, Smarts d10 (A), • Resist Exorcism: The quori spirit
Spirit d8, Strength d10, Vigor d10 possessing an Inspired can be dis-
Skills: Athletics d6, Fighting d4, Notice d8 missed with the exorcism power. With
Pace: 14; Parry: 4; Toughness: 9 a successful exorcism, the quori spirit is
Special Abilities: sent back to Dal Quor for 10 minutes
and an additional 10 minutes for each

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Chapter Seven: Bestiary
raise. At the end of this duration, the Pace: 4; Parry: 5 or 6 (shield); Toughness:
quori spirit can regain possession of 13 (4)
the human vessel. Gear: Masterwork long sword (Str+d8, AP
EMPTY VESSEL 1), breastplate (+4, torso), light shield.
• Socially Adept: An empty vessel has Special Abilities:
the Charismatic, Deceptive, and Men- • Darkvision: Karrnathi zombies
acing Edges. Through their strong ignore all Illumination penalties and
presence and psychic subtleties, they up to 2 points of penalties from invis-
are adept at influencing others. ibility or similar powers within 10” (20
• Cosmic Awareness: An empty vessel yards) distant.
adds Occult as a core skill and has the • Fearless: Karrnathi undead are
Planar Mastery Edge. immune to Fear and Intimidation.
• Naturally Psionic: An empty vessel • Undead: Add +2 to Toughness and
adds Psionics as a core skill. Spirit rolls to recover from being
Shaken, ignore additional damage
KARRNATHI SKELETON from Called Shots, don’t breathe or
Attributes: Agility d8, Smarts d6, Spirit d6, eat and are immune to disease and
Strength d10, Vigor d6 poison.
Skills: Athletics d4, Fighting d8, Intimida- Karrnathi Zombie Archer: Shooting
tion d6, Notice d6, Stealth d4 d8, Marksman, Composite bow (Range
Pace: 4; Parry: 6; Toughness: 11 (4) 15/30/60, Damage Str+d6), 24 arrows.
Edges: Ambidextrous, Two-Fisted.
Gear: Scimitar x 2 (Str+d8), masterwork LIVING SPELL
breastplate (+4, torso) A “living spell” is an ability applied to an
Special Abilities: arcane or divine power effect (or in some
• Bony Claws: Str+d4. cases, a group of power effects) instead
• Darkvision: Karrnathi skeletons of a creature, turning the power into a
ignore all Illumination penalties and living entity. The characteristics of a living
up to 2 points of penalties from invis- spell are determined by the nature of the
ibility or similar powers within 10” (20 spell(s), including the rank of the powers.
yards) distant. The ability can be applied to any powers
• Fearless: Skeletons are immune to that uses a Blast or Cone Template.
Fear and Intimidation. Special Abilities:
• Undead: +2 Toughness; +2 to recover • Engulf: Living spells can move over
from being Shaken; Called Shots do targets to engulf them. Victims who
no extra damage. fail an Agility roll are engulfed and
Karrnathi Skeleton Archer: Shooting subject to the power’s effects each
d8, Marksman, composite bow (Range round on the living spell’s turn.
12/24/48, Damage Str+d6), 24 arrows. Engulfed targets are considered to be
Grappled.
KARRNATHI ZOMBIE • Fearless: Immune to Fear and
Attributes: Agility d8, Smarts d6, Spirit d6, Intimidation.
Strength d10, Vigor d10 • Flight: Living spells have a Flying Pace
Skills: Athletics d4, Fighting d8, Intimida- of 4”.
tion d6, Notice d4, Stealth d4 • Mindless: Immune to mind-af-
fecting powers.
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• Ooze: Ignores invisibility and all Illumi- • Flight: Living spells have a Flying Pace
nation penalties; immune to poison, of 4”.
paralysis, slumber, Stun, blind, Intim- • Mindless: Immune to mind-affecting
idation, Taunt, puppet; doesn’t sleep. powers.
• Slam: Str+power. • Ooze: Ignores invisibility and all Illu-
• Size: Living spells vary in sizes. The mination penalties; immune to
size is based on the template size of poison, paralysis, slumber, Stun, blind,
the power’s effect as indicated in the Intimidation, Taunt, puppet, and any
table below. attempts to manipulate it with abili-
AREA EFFECT LIVING ties that Test its Smarts; doesn’t sleep.
TEMPLATE SPELL’S SIZE • Size 6: Living burning hands are about
24’ in diameter, covering an area
Small Blast Template Size 4
equal to a Medium Blast Template.
Medium Blast, Cone, Size 6 They have a Scale Modifier of +2, +6
or Stream Template Toughness, and can take one Wound
Large Blast Template Size 8 before becoming Incapacitated.
• Slam: Str+2d6 (fire).
• Small Blast Template: Size 4 (Scale
Modifier +2, Strength d12+1, Tough- LIVING CLOUDKILL
ness +4). A living cloudkill is based on the damage
• Medium Blast, Cone, or Stream Tem- field power with a cloud trapping and
plate: Size 6 (Large (+1 Wound), Scale the Area of Effect, Damage, and Shroud
Modifier +2, Strength d12+3, Tough- Modifiers.
ness +6). Attributes: Agility d4, Smarts d4 (A), Spirit
• Large Blast Template: Size 8 (Huge (+2 d4, Strength d12+3, Vigor d6
Wounds), Scale Modifier +4, Strength Skills: Fighting d4
d12+5, Toughness +8). Pace: 4; Parry: 4; Toughness: 11
LIVING BURNING HANDS Special Abilities:
A living burning hands is based on the • Engulf: Living cloudkill can move
burst power using a Cone Template. over targets to engulf them. Victims
who fail an Agility roll are engulfed
Attributes: Agility d4, Smarts d4 (A), Spirit
and subject to the damage field power
d4, Strength d12+3, Vigor d6
with a poison trapping (2d4 damage;
Skills: Fighting d4
poison) each round on the living
Pace: 4; Parry: 4; Toughness: 11
cloudkill’s turn. Engulfed targets are
Special Abilities:
considered to be Grappled.
• Engulf: Living burning hands can
• Fearless: Immune to Fear and
move over targets to engulf them.
Intimidation.
Victims who fail an Agility roll are
• Flight: Living spells have a Flying Pace
engulfed and subject to the burst
of 4”.
power with a fire trapping (2d6
• Mindless: Immune to mind-affecting
damage; fire) each round on the living
powers.
burning hands’ turn. Engulfed targets
• Ooze: Ignores invisibility and all Illumi-
are considered to be Grappled.
nation penalties; immune to poison,
• Fearless: Immune to Fear and
paralysis, slumber, Stun, blind, Intim-
Intimidation.
idation, Taunt, puppet; doesn’t sleep.

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Chapter Seven: Bestiary
• Size 6: Living cloudkills are about 24’ MAGEBRED HORSE
in diameter, covering an area equal Attributes: Agility d10, Smarts d6 (A),
to a Medium Blast Template. They Spirit d6, Strength d12+2, Vigor d10
have a Scale Modifier of +2, +6 Tough- Skills: Athletics d8, Fighting d4, Notice d6
ness, and can take one Wound before Pace: 14; Parry: 4; Toughness: 13 (2)
becoming Incapacitated. Edges: Fleet-Footed, Brawny.
• Slam: Str+2d4 (poison). Special Abilities:
• Armor: +1
MAGEBRED ANIMALS • Excellent Learner: A magebred
A magebred animal gains the following animal is easier to train and handle.
abilities. Anyone using an Intimidation or Per-
• Armor: Magebred animals have suasion roll to instruct a magebred
thicker hides or skins that grants them animal adds +2 to the roll. If they are
+1 Armor. able to speak to the magebred animal,
• Excellent Learner: A magebred the bonus is +4.
animal is easier to train and handle. • Kick: Str+d6, to the front or rear as
Anyone using an Intimidation or Per- desired.
suasion roll to instruct a magebred • Size 3: Typical quarter horse of about
animal adds +2 to the roll. If they are 1,000 lbs.
able to speak to the magebred animal, • Thick-Skinned Breed: Additional +1
the bonus is +4. Armor.
• Increased Natural Attack: Natural
QUORI
attack damage increases by one die
All quori have the following special
type.
abilities.
• Intelligence: Magebred animals are of
higher intelligence than their normal • Arcane Resistance: Quori have the
counterparts. They have a minimum Arcane Resistance Edge.
of d6 (A) Smarts. • Darksight: Quori can see in complete
• Physical Specimen: Magebred ani- darkness.
mals increase either their Agility, • Environmental Resistance (Acid): +4
Strength, or Vigor by 2 die types. The resistance / −4 damage from acid or
other two are increased by 1 die type. acid-based effects.
• Special Breed: A magebred animal • Environmental Resistance (Cold): +4
gains one of the following special resistance / −4 damage from cold or
abilities. ice-based effects.
◦ Swift Breed: The animal has the • Environmental Resistance (Heat): +4
Fleet-Footed Edge. resistance / −4 damage from heat or
◦ Thick-Skinned Breed: The ani- fire-based effects.
mal’s Armor increases by an • Fearless: Quori are immune to Fear
additional +1. and Intimidation.
◦ Tracking Breed: The animal • Immunities: Quori cannot be
gains a +2 to Survival rolls when affected by slumber.
tracking prey. • Innate Powers: Major mind link, major
• Talent: Magebred animals gain one teleport (Greater Teleport, self only).
of the following Special Abilities or • Invade Dreams: A quori on Dal
Edges: Alertness, Brawny, Frenzy. Quor can use mind link to

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communicate with a creature on Skills: Athletics d4, Common Knowledge
another plane through its dreams. d10, Fighting d6, Intimidation d12, Notice
During this connection, it can change d12+1, Occult d10, Persuasion d12, Psion-
its appearance to any living creature ics d12, Stealth d10, Survival d6
it desires as if using disguise or shape Pace: 8; Parry: 5; Toughness: 10 (2)
change. It can also use the nightmares Edges: Ambidextrous, Arcane Background
power with any dreaming creature (Psion), Arcane Resistance, Mentalist,
while on Dal Quor. Planar Mastery, Quick, Two-Fisted.
• Possession: A quori can possess any Powers: boost Notice (scent), fear, mind link,
willing human in sight as an action. disguise (limitation: during mind link only),
The human vessel cannot be pro- nightmares, puppet, protection, teleport (self
tected by any form of protection from only), telekinesis. Power Points: 30.
supernatural evil. First, the quori Special Abilities:
spirit must depart its physical body • Additional Actions: Tsucora quori
on Dal Quor and become an ethereal ignore 2 points of Multi-Action pen-
spirit on the Ethereal Plane. The body alties each turn.
remains in a state of suspended ani- • Armor +2: Covered in plates of black
mation and is vulnerable to physical chitin.
attacks and environmental damage. If • Claws: Str+1d4.
the quori body is destroyed, the quori • Darksight: Quori can see in complete
spirit dies with it. Casting dispel on the darkness.
quori body returns the quori spirit to • Environmental Resistance (Acid): +4
it. During possession, the quori spirit resistance / −4 damage from acid or
is in complete control and has access acid-based effects.
to all the human’s thoughts and mem- • Environmental Resistance (Cold): +4
ories. Physically harming the human resistance / −4 damage from cold or
vessel does not harm the quori. If the ice-based effects.
human vessel dies, the quori returns • Environmental Resistance (Heat): +4
to the Ethereal Plane and can attempt resistance / −4 damage from heat or
another possession. The quori spirit fire-based effects.
can use its powers while possessing • Fearless: Quori are immune to Fear
a human vessel. It can also use the and Intimidation.
higher of its or the human vessel’s • Immunities: Quori cannot be
Smarts and Spirit attributes and affected by slumber.
combine its skills with the human • Innate Powers: Major mind link, major
vessel’s skills. While possessed, the teleport (Greater Teleport, self only).
human vessel gains an additional +2 • Invade Dreams: A quori on Dal Quor
to Persuasion rolls and Tests based on can use mind link to communicate with
Smarts- or Spirit-linked skills. Suc- a creature on another plane through
cessfully casting the exorcism power on its dreams. During this connection,
the possessed body as a ritual sends it can change its appearance to any
the quori spirit back to Dal Quor. living creature it desires as if using dis-
TSUCORA QUORI guise or shape change. It can also use the
Attributes: Agility d10, Smarts d12, Spirit nightmares power with any dreaming
d12, Strength d12, Vigor d12 creature while on Dal Quor.

100
Chapter Seven: Bestiary
• All-Around Vision: A tsucora quori RAKSHASA, ZAKYA
has dozens of eyes covering its body. Attributes: Agility d8, Smarts d8, Spirit d8,
It ignores one point of Gang Up Strength d12+1, Vigor d12+1
bonuses, adds +2 to Notice rolls to Skills: Athletics d10, Common Knowledge
resist attacks from Stealth, and cannot d8, Fighting d10, Intimidation d10, Notice
be the target of a Sneak Attack. d10, Persuasion d10
• Pincers: Str+d8. Pace: 7; Parry: 9; Toughness: 13 (5)
• Possession: A quori can possess any Gear: Scale mail (+3), +1 Fighting bastard
willing human in sight as an action. sword (Str+d8), large shield (Parry +2,
The human vessel cannot be pro- Cover −4)
tected by any form of protection from Edges: Improved Arcane Resistance, Sav-
supernatural evil. First, the quori agery, Sweep.
spirit must depart its physical body Special Abilities:
on Dal Quor and become an ethereal • Additional Action: Zakya Rakshasa
spirit on the Ethereal Plane. The body have fast reflexes allowing them to
remains in a state of suspended ani- ignore 2 points of Multi-Action pen-
mation and is vulnerable to physical alties each turn.
attacks and environmental damage. If • Armor +2: Enchanted skin.
the quori body is destroyed, the quori • Claws: Str+d4.
spirit dies with it. Casting dispel on the • Darkvision: Zakya Rakshasa can see
quori body returns the quori spirit to in Pitch Darkness up to 10” (20 yards),
it. During possession, the quori spirit ignoring all Illumination penalties
is in complete control and has access and up to 2 points of penalties from
to all the human’s thoughts and mem- invisibility or similar powers.
ories. Physically harming the human • Innate Powers: Minor bolt (touch),
vessel does not harm the quori. If the major boost Trait, major disguise (self
human vessel dies, the quori returns only), major mind reading.
to the Ethereal Plane and can attempt • Master of Disguise: Zakya are espe-
another possession. The quori spirit cially adept at deception. Others
can use its powers while possessing attempting a Notice roll to see through
a human vessel. It can also use the their disguise spells suffer a −4 penalty
higher of its or the human vessel’s (−6 with a raise on their casting roll).
Smarts and Spirit attributes and
combine its skills with the human SYMBIONTS
vessel’s skills. While possessed, the The magic item properties and host ben-
human vessel gains an additional +2 efits for each symbiont are detailed in
to Persuasion rolls and Tests based on Magic Items under Symbionts.
Smarts- or Spirit-linked skills. Suc-
• Symbiont Awareness: A symbiont
cessfully casting the exorcism power
attached to a host acts on the same
on the possessed body as a ritual sends
initiative as the host. It is aware of
the quori spirit back to Dal Quor.
anything the host is.
• Sting: Str+d4.
• Symbiont Defenses: Instead of attack-
• Terrifying Sting: If a tsucora quori
ing the host, attackers can make a
successfully wounds a creature with
Called Shot to attack the symbiont
its sting, it can automatically activate
as an object if it is grafted to a
the fear power against it.
visible part of the host’s body.
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Its Size and Toughness modifiers still • Weakness (Byeshk): Weapons made of
apply. Attacking the symbiont in this byeshk inflict an additional +4 damage
way still triggers Edges that the host to aberrations.
has, such as Counterattack, as though TENTACLE WHIP
the attack was against the host. Attributes: Agility d10, Smarts d4, Spirit
Attacks against the host do not hurt d6, Strength d6, Vigor d8
the symbiont. Skills: Athletics d4, Fighting d6, Stealth d10
• Shared Powers: Any powers acti- Pace: 4; Parry: 5; Toughness: 3
vated by the host that normally affect Special Abilities:
only the host can affect the symbiont • Aberration: Aberrations are vulnera-
instead. The symbiont can do the ble to weapons made of byeshk.
same for the host with any powers it • Blindsense: Can ignore invisibility,
has as well. The host and symbiont illusion, and all Illumination penalties.
are also able to share powers known. • Improved Attack: +2 bonus on attack
Powers targeted on one do not affect rolls to Disarm an opponent. No pen-
the other, even if activated by a alty when used with off hand.
third-party. • Poison (–2): Mild (see Hazards in
• Telepathy: A symbiont can communi- Savage Worlds).
cate telepathically with its host. • Size –3 (Very Small): Scale Modifier of
–4 and a Toughness modifier of –3.
LIVING BREASTPLATE
• Sting: Str+d4; Poison; Reach 2; with a
Attributes: Agility d4, Smarts d6, Spirit
raise on the attack roll, the victim is
d10, Strength d4, Vigor d8
Vulnerable until his next action.
Skills: Athletics d4, Notice d4, Stealth d4
• Symbiont: Acts on the same initiative
Pace: 1; Parry: 2; Toughness: 7 (4)
as the host. Aware of anything the host
Edges: Hard to Kill.
is. Attackers can make Called Shots to
Special Abilities:
attack an attached symbiont, trigger-
• Aberration: Aberrations are vulnera-
ing host Edges such as Counterattack.
ble to weapons made of byeshk.
Can choose to have powers it uses on
• Armor +4
itself affect the host as well. Powers
• Size –3 (Very Small): A living breast-
that either the host or the symbiont
plate has a Scale Modifier of –4 and a
cast on themselves can affect the other
Toughness modifier of –3.
instead. Communicates telepathically
• Symbiont: Acts on the same initiative
with its host.
as the host. Aware of anything the host
• Weakness (Byeshk): Weapons made of
is. Attackers can make Called Shots to
byeshk inflict an additional +4 damage
attack an attached symbiont, trigger-
to aberrations.
ing host Edges such as Counterattack.
Can choose to have powers it uses on TONGUEWORM
itself affect the host as well. Powers Attributes: Agility d12, Smarts d4, Spirit
that either the host or the symbiont d6, Strength d4, Vigor d6
cast on themselves can affect the other Skills: Fighting d6, Stealth d12
instead. Communicates telepathically Pace: 3; Parry: 5; Toughness: 2
with its host. Special Abilities:
• Aberration: Aberrations are vulnera-
ble to weapons made of byeshk.

102
Chapter Seven: Bestiary
• Blindsense: Can ignore invisibility, damage from Called Shots, ignore
illusion, and all Illumination penalties. 1 point of Wound penalties, don’t
• Poison: Paralyzing (see Hazards in breathe or eat and are immune to
Savage Worlds). disease and poison, don’t Bleed Out,
• Size –3 (Very Small): Scale Modifier of and can only be healed with magical
–4 and a Toughness modifier of –3. healing; healed by positive energy;
• Sting: Str+d4; Poison. harmed by negative energy; vulnera-
• Symbiont: Acts on the same initiative ble to weapons made of targath which
as the host. Aware of anything the host inflict an additional +4 damage to
is. Attackers can make Called Shots to deathless beings.
attack an attached symbiont, trigger- • Cleansing: An evil creature hit by an
ing host Edges such as Counterattack. undying councilor’s slam attack also
Can choose to have powers it uses on suffers the effects of the undying
itself affect the host as well. Powers councilor’s curse Innate Power.
that either the host or the symbiont • Innate Powers: Major banish, major
cast on themselves can affect the other boost/lower Trait, major curse, major
instead. Communicates telepathically dispel (touch), major plane shift (self
with its host. only), major puppet, major scrying
• Weakness (Byeshk): Weapons made of (Group Sight).
byeshk inflict an additional +4 damage • Slam: Str+1d8.
to aberrations. • Weakness (Targath): Weapons made
of targath inflict an additional +4
UNDYING COUNCILOR damage to deathless beings.
Attributes: Agility d8, Smarts d12+1, Spirit
d12+2, Strength d12+3, Vigor d12+1 UNDYING SOLDIER
Skills: Academics d12+1, Athletics d4, Attributes: Agility d6, Smarts d6, Spirit d8,
Common Knowledge d12+1, Faith d12+1, Strength d8, Vigor d8
Fighting d8, Notice d12+1, Persuasion d4, Skills: Athletics d6, Common Knowledge
Stealth d4, Survival d6 d4, Fighting d6, Notice d8, Persuasion d4,
Pace: 6; Parry: 6; Toughness: 13 (3) Stealth d4
Edges: Arcane Background (Miracles), Pace: 6; Parry: 7; Toughness: 12 (+4)
Concentration, Epic Mastery, Improved Gear: Masterwork corselet (+4), master-
Arcane Resistance, Holy Warrior. work greaves (+4 legs), masterwork heavy
Powers: Banish, barrier, boost/lower Trait, helm (+4 head), masterwork large shield
damage field, detect/conceal arcana, dispel, (Parry +2), masterwork shortspear (Range
drain power points, growth/shrink, havoc, 3/6/12; Str+d6), masterwork vambraces
healing, smite. Power Points: 40. (+4 arms)
Special Abilities: Edges: Savagery, Sweep.
• Armor +3 Special Abilities:
• Darkvision: Deathless ignore all Illu- • Darkvision: Deathless ignore all Illu-
mination penalties and up to 2 points mination penalties and up to 2 points
of penalties from invisibility or similar of penalties from invisibility or similar
powers within 10” (20 yards) distant. powers within 10” (20 yards) distant.
• Deathless: Darkvision; add +2 to • Deathless: Darkvision; add +2 to
Toughness and Spirit rolls to recover Toughness and Spirit rolls to
from being Shaken, ignore additional recover from being Shaken,

103
EBERRON FOR SAVAGE WORLDS
ignore additional damage from Called • Environmental Resistance (Electric-
Shots, ignore 1 point of Wound pen- ity): +4 resistance / −4 damage from
alties, don’t breathe or eat and are electricity or lightning-based effects.
immune to disease and poison, don’t • Environmental Resistance (Heat): +4
Bleed Out, and can only be healed resistance / −4 damage from heat or
with magical healing; healed by pos- fire-based effects.
itive energy; harmed by negative • Environmental Resistance (Sonic):
energy; vulnerable to weapons made +4 resistance / −4 damage from sound
of targath which inflict an additional or sonic-based effects.
+4 damage to deathless beings. • Knockback: A successful attack causes
• Smite: Once per day, an undying the target to fly backwards 1d4”, plus
soldier can apply the smite power to 1d4” for each raise on the attack roll,
one of its Fighting attacks against evil and an additional +1d6 damage if it
creatures. hits a large solid object.
• Weakness (Targath): Weapons made • Size 4 (Large): Warforged titans have
of targath inflict an additional +4 a Scale Modifier of +2 and a Toughness
damage to deathless beings. modifier of +4. They also have a Reach
of 1 and can take one Wound before
WARFORGED TITAN Incapacitated.
Attributes: Agility d4, Smarts d4, Spirit d6, • Swat: Ignores up to 4 points of Scale
Strength d12+3, Vigor d12 penalties when attacking creatures
Skills: Athletics d4, Fighting d10, Notice smaller than itself.
d4, Stealth d4 • Trample: Str+d8.
Pace: 10; Parry: 7; Toughness: 16 (4)
Gear: Axe (Str+d10), maul (Str+d10; AP 2;
Two Hands, +2 damage to break objects)
Edges: Savagery, Sweep.
Special Abilities:
• Armor +4
• Construct: Warforged titans add +2
to recover from being Shaken, ignore
1 point of Wound penalties, do not
breathe, and are immune to poison
or disease.
• Darkvision: Warforged Titans ignore
all Illumination penalties and up to 2
points of penalties from invisibility or
similar powers within 10” (20 yards)
distant.
• Endurance: +2 to Soak rolls.
• Environmental Resistance (Acid): +4
resistance / −4 damage from acid or
acid-based effects.
• Environmental Resistance (Cold): +4
resistance / −4 damage from cold or
ice-based effects.

104
Index

INDEX
A Domains 34–37 Druid 37
Aberrant Mark 15 Artifice 34 Power 22
Ancestries 11–14 Charm 34 Professional 23
Changeling 11 Community Psion 39
Dwarf 12 (Commerce) 35 Soulknife 41
Elf 12 Death (Decay, Evil, Weird 23
Gnome 12 Necromancer) 35 Wizard 42
Half-Elf 13 Destruction (Chaos, Edge Summaries 25
Halfling 12 Madness, Passion) 35 Elemental Vessels 32
Half-Orc 13 Elemental (Air, Earth, Enchantments 51–53
Human 13 Fire, Water) 35
Expeditious Messenger 94
Kalashtar 13 Exorcism 36
Life (Deathless, Feast, F
Shifter 13 Faiths & Domains
Healing) 36
Warforged 14 (Table) 35
Magic 36
Arcane Backgrounds 33–41 Final Messenger 61
Meditation 36
Artificer 33 Furtive Filcher 94
Nature (Animal, Plant,
Bard 34
Cleric 34
Weather) 36 G
Protection (Good, Law, Gear 27
Druid 37 Strength) 36 Clothing 27
Magewright 76 Shadow 36 Documents 28
Psion 39 Sun 36 Tools And Skill Kits 27
Sorcerer 39 Travel 37
Soulknife 40 H
Trickery (Luck) 37 Hag, Dusk 93
Warlock/Witch 41 War 37
Wizard 41 Homunculus 94–95
Dragonmark Abilities Horrid Animals 95
Arcane Devices 42 (Table) 21
Armor 31 Horrid Ape 95
Dragonmark (Least,
Armor Qualities. Horrid Rat 96
Lesser, Greater) 19–20
See Enchantments Horse, Valenar Riding 96
Dragonshard Items 53–60
Artifacts 66 Eberron Shard Items 58 I
Artificer 17, 22, 33 Greater Dragonshard Inspired 96
Ascendant Councilor 90 Focus Items 53–57 Empty Vessel 97
C Khyber Shard Items 59 Intelligent Items 68–71
Carcass Crab 91 Quori Embedded Iron Defender 95
Shards 57 K
D Siberys Shard Items 53
Dedicated Wright 94 Karrnathi Skeleton 97
Dragonshards 29, 42 Karrnathi Zombie 97
Dinosaurs 92
Clawfoot 92 E L
Fastieth 92 Edges 15 Languages (Table) 16
Glidewing 92 Artificer 34 Living Burning Hands 98
Dolgaunt 92 Background 15 Living Cloudkill 98
Dolgrim 93 Cleric 34 Living Spell 97–99
Combat 22
105
EBERRON FOR SAVAGE WORLDS
M Royal Scion 84 Skills 15
Magebred Animals 99 Silver Flame Priest 74 Crafting (Smarts) 15
Magebred Horse 99 Warden of the Wood 84 Driving (Agility) 15
Magewright 75, 76 Wayfinder Explorer 86 Imbuing (Smarts) 15
Melee Weapons 31
P Language (Smarts) 15
O Planar Magic Effects 46 Piloting (Agility) 15
Organizations 73–86 Planes of Existence 45–49 Special Abilities 89–90
Artificer of the Daanvi, the Aberration 89
Twelve 84 Perfect Order 47
Aurum Concordian 73 Blindsight 89
Dal Quor, the Region of
Blood of Vol Priest 73 Dreams 47 Deathless 89
Chamber Observer 74 Dolurrh, the Realm of Engulf 89
Demise 83 the Dead 47 Living Construct 90
Dragon Below Cultist 75 Fernia, the Sea of Fire 47 Special Materials 28–30
Dreaming Dark Spy 80 Irian, the Eternal Day 48 Special Substances
Emerald Claw Kythri, the and Items 31
Soldier 84 Churning Chaos 48 Spellcasting
Gatekeeper Initiate 81 Lammania, the Twilight Services 42–43
Halas Martain 85 Forest 48 Symbionts 65, 101
House Cannith Mabar, the
Living
Magewright 75 Endless Night 48
Breastplate 65, 102
House Deneith Sentinel Risia, the Plain of Ice 48
Tentacle Whip 65, 102
Marshal 75 Shavarath, the
House Ghallanda Battleground 49 Tongueworm
Innkeeper 76 Syrania, the 65, 102–103
House Jorasco Healer 76 Azure Sky 49 T
House Kundarak Thelanis, the Traditional Magic
Banker 77 Faerie Court 49 Items 63–65
House Lyrandar Xoriat, the Realm of
Windwright 77 Madness 49 U
House Medani Sentry 77 Powers 43–45 Undying Councilor 103
House Orien Courier 78 Prepared Powers 42 Undying Soldier 103
House Phiarlan Pseudonatural W
Entertainer/Spy 78 Creatures 64 Warforged
House Sivis Scribe 79 Q Components 60–63
House Tharashk Bounty Quori 99–101 Artifact Components 63
Hunter 79 Tsucora Quori 100 Basic
House Thuranni Components 60–62
Assassin 80 R
Rakshasa, Zakya 101 Docent
House Vadalis
Handler 80 Ranged Weapons 31 Components 62–63
Library Clerk 82 Ritual Magic 42–43 Warforged Titan 104
Lords of Dust S Weapon Qualities.
Member 82 Shield Qualities. See Enchantments
Morgrave See Enchantments Wondrous
Professor 83 Siberys Dragonmark 24 Locations 66–68
106
EXPERIENCE EBERRON
LIKE NEVER BEFORE!
Eberron for Savage Worlds brings the cinematic “Fast! Furious! Fun!” action of the
Savage Worlds roleplaying game to Khorvaire and the lands beyond, giving you
the tools to create fantastic tales of adventure and intrigue!
Adapted from the original Eberron Campaign Setting for Dungeons & Dragons v3.5,
this book is bursting with rules and options to help you explore Eberron using
the Savage Worlds rules.
Within these pages you’ll find the following:

• Foreword, written by Eberron creator Keith Baker.


• Ancestries, including the original Dungeons & Dragons v3.5 core ancestries
as well as ancestries introduced in the Eberron Campaign Setting.
• Edges to build and advance characters with options that enhance natural
abilities, bestow dragonmarks, strengthen magical and psionic talents, or
increase combat prowess.
• Vehicles and Gear to help your adventurers get the job done.
• Arcane Backgrounds that let you infuse raw magic into objects as an
artificer or harness psychic energy as a psion or soulknife.
• Magic Items and Artifacts unique to Eberron for adventurers to seek,
wield, or even destroy if necessary.
• Denizens of the world to challenge—or assist—the adventurers on
their journeys.
This book requires the Savage Worlds Core Rules and the Savage Worlds Fantasy Companion with some
additional content referenced from the Savage Worlds Horror Companion. Access to an original Eberron
campaign sourcebook is also required for setting lore. The Eberron Campaign Setting is recommended,
but any campaign sourcebook can be used.
Eberron for Savage Worlds is unofficial Fan Content permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast.
©Wizards of the Coast LLC.

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