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World of Eberron

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Imagine if you will, a world of savage wildlife, high-adventure, dark mystery and
power beyond mortal understanding. A world where magic and technology are blended
together seamlessly, where mystery abounds and the vague and threatening horrors
beyond the veil of reality seek to eat you. This is a world of darkness and horror, but also
a world of mystery and perhaps a lost light at the end of the tunnel. This is World of
Eberron.
World of Eberron is a game taken after Dungeons: The Dragoning and uses a
similar premise. A bunch of settings hamhandedly smooshed together to make a horrific
construct of the two, and then put on a bunch of pretentious fluff about the stars or gods
or something. But while Dungeons: The Dragoning combined Warhammer 40k with
Planescape, this game opts to take a combination of ANOTHER D&D setting with
another system part that, while having a PRESENCE in D:tD never really came into the
spotlight. These two settings being Eberron and the World of Darkness (and Exalted to
an extent).
Now you may be wondering. Why those two? Well, personal bias thrown in, I just
happen to REALLY LIKE both settings and I think there's a lot of common ground there
in terms of tone. Eberron, as far as I've seen anyway, is indeed a land of mystery and
exploration. It's a land where the past is shrouded in mystery and is left vague for the
GM to fill in as he pleases thanks to clever characters and exploration. Which fits with
nWoD's tone quite well.
Secondly, both Eberron and Exalted asked a very simple and pertinent question
about magic. If magic existed, wouldn't it be implemented to assist the lives of humans
in the same way we use technology? Couldn't we have trains or airships or other modern
conveniences done with magic, since it's readily available? Some people felt that
Eberron, a D&D setting, approaching this problem lost the spirit of D&D, while some
Exalted fans might feel that combining Exalted with ANY form of Tolkeinesq fantasy
which D&D prides itself on ruins the point of it. But to those two groups I say: Nuts to
you.

World of Eberron is based around two things. Pulp action/adventure, horrific


superpowers, the terror of becoming a monster, and uncovering the horrific truths of the
past. It's a world of dark and shadowy figures who lurk around the continent of
Khorvaire, as well as the unseen monsters who lurk in the shadows and seek to consume
your sanity and life.
Like the World of Darkness, this game favours a particular style of horror. Yes
your character might lose his life, his loved-ones and his family. But he'll be DAMN
COOL about it and he's not gonna go down without a fight. The system might favor
more tactical/lethal combat, but it's not there to prevent you from being stylish or cool,
but rather to perfectly time said stylish and coolness. After all, if you're awesome ALL
THE TIME then suddenly being awesome becomes very dull. Earning the chance to be
awesome thanks to knowing when to fight and how to fight in the coolest way is what's
most important.
The One-Roll-Engine
WoBerron uses 10 sided dice. Whenever the GM/Storyteller tells the player to
make a test, he must roll a number of dice equal to his relevant stats/applicable bonuses.
Since having more dice will invariably mean more matching dice you almost always
want to be rolling more dice.
Whenever you roll a dice pool, you're always looking for one thing and one thing
only: matching dice. Doubles, triples, quadruples, etc. The more matching numbers you
have the better. You don't just want one 4 or one 7, you want three 4's, or two 7's. These
two aspects will help determine what information the dice tell you about your action.
The number of dice that match is considered your sets width. Width determined
the speed of which you're attempting to accomplish something, as well as the power you
put into it. The number on said dice is considered that dice's height. Height determines
the quality of the action you are performing and how skillfully you pull it off. So if you
rolled a set of numbers that looked like this? 2,10,1,2,6 you would pick those two 2's.
Thus giving you both a width and a height of 2, which translates to looking something
like this: 2x2
If you rolled 8,3,9,5,5 you would use those two 5's and give yourself a 2x5. If you
rolled 9,1,9,1,9, you have two sets to choose from, either a 2x1 or 3x9. Yes, when there's
more than one set you may choose which one you wish to use. Normally you will
always want to use the highest set with the largest width/height, but sometimes you may
need to choose which one is more important. The speed of your work or the quality you
wish to finish.
Most tests require you to overcome a certain height difficulty. Some will
obviously be higher than others, but rarely will you need more than 2 width on any
action, unless speed is particularly vital.

I didn't understand any of that


OK try saying this out-loud to yourself. Two Threes is Two Wide, Three High. Four
Fives is Four Wide Five High. Three Eights is Three Wide, Eight High. NOW, can you
find a width + height in any of these rolls?
5,6,3,1,3,9,2
2,5,5,7,5,8,5
8,4,1,8,6,10,8

Just think about it, keep saying that out loud and look at those dice-pools over.
Still don't get it
The number
Is 5 so that means
There's two of them
See this? so that means the
The height is 5
width is two
The Types of Challenges you'll face
Eberron has numerous obstacles, foes, shadowy organizations and dark monsters
for you to encounter. However, not all challenges are the same and you'll have to roll
and interpret your dice slightly differently every time you face a different type of
challenge. Running away and hiding from a landslide is different from diplomatically
talking your way out of a den of assassins, translating an ancient scripture into legible
common tongue is different from rescuing a falling friend while under fire. To translate
these differences, there are 3 different types of challenges to roll. Static, Dynamic, and
Opposed.

Static challenges are as the name describes just that. A normal challenge a
character must overcome, without any physical opposition. Lifting a boulder, jumping
over a gap, swim across a river, it's a one time event in which he succeeds or fails. Roll
your pool, get a match? Good you succeed. It's that simple.
If it's not that simple, meaning the GM wants to make the challenge more off-
putting, there may be a difficulty to your roll or a penalty to your pool. That is, you may
need to get a minimum height in your set or you may roll a smaller pool than you
otherwise would. But it's still one roll. You either get it done, or you don't.
If you fail a static challenge, then you can try again if you got time. The difficulty
or penalty doesn't change, if there is one, so you can generally just keep trying to
succeed at something until you finally do or give up because it's too hard. The exception
is that if you're in the middle of some peril that gives you a time limit or if the action
itself is draining. A perfect example is trying to swim across a river. You take the first
roll normally and, if that fails, you manage to struggle back to shore. If you try again
immediately your GM may require a body + hardiness roll to see if your lungs quit on
you, or she may assess a penalty or put a difficulty rating because you're tired. But the
important thing to remember about static challengers is that it all comes down to YOUR
ROLL. You're not interacting with anyone else's result.

Dynamic challenges are when two characters are attempting to do the same thing,
but only one of them can. This could include racing (two or more characters using Body
+ Run or Speed + Ride) but it could also just be a battle of wits or both trying to impress
a mysterious stranger. Regardless of what pools are used however, all members of the
challenge roll their relevant pools and then choose the set they're going to use. Then
those sets are compared and the best one walks away with the prize. The trophy of the
race, the attention of the stranger, etc.
Which set is best? That depends on the nature of the challenge. In a race, the GM
might indicate that Width is best, because Width generally indicates speed. While trying
to win the attention of a stranger might require height as that refer to quality more. It is
important for the GM to state which is more important in a contest (height or width)
before any rolls are actually made, or if there are alternate rewards for a different roll.
Perhaps a character in a foot race with the widest set wins, but due to his low height he
winds up moving too fast and overexerts himself, giving himself a point of shock
damage in one of his legs, while the higher set came in second. But managed to keep up
his health and no overexert himself. If another race is coming up soon, the winner of the
last one mist get a penalty to his roll, thus making the odds more favourable to the loser
of the last one.

Opposed Challenge: The final type of challenge is one where the character wants
to charge past an open doorway, present evidence to a court or swing his axe into an
opponent's side. Another character wants to block him, dismiss his testimony as
unreliable or avoid the lethal swing. These opposed checks are handled by a mechanic
called Gobble Dice.

The character attempting the action would select his stat and skill then roll his
dicepool normally. If he fails his roll normally then the opposing character doesn't need
to do anything. If he stumbles and winds up slamming into a wall then there's really no
point in blocking him. If the active character gets successes but the opposing character
doesn't then it's a success as normal. However if BOTH ATTACKER AND DEFENDER
SUCCEED? Then things start to get interesting.
The dice in the opposing character's pool becomes Gobble Dice. Each gobble dice
can counteract one die in an opponent's set, as long as that die is of equal or greater
value. Once the set is broken down to one die or lower, it no longer has any value. For
instance: If Johnny's character rolls a set of three 5's on a Body + Run roll, but the
opposing NPC gets a set of three 7's on it's Body + Parry roll to block him, then her 2
successes gobble up his 2 successes and it becomes 0.
Since timing often matters, a Gobble Set must typically be as wide and at least as
high as any set it's trying to spoil. That's a serious drawback to being reactive instead of
proactive (but in all fairness, “I'm going to stop him from doing what he's doing!” can
easily slow gameplay down to a crawl, so burdening the naysayer is as much a story
issue as it is a mechanical one).
This isn't always the case however. If both of you have plenty of time and you're
competing in making convincing arguments, the Width of your gobble set doesn't matter,
But remember that you can only gobble if you're trying to discredit his argument. Not
make an argument of your own.
It's important to remember however: Gobble dice are especially effective against
characters attempting multiple actions, since they gobble all actions being attempted,
even multiple ones.
Character Generation
In WoBerron you take the role of a heroic mortal. Who through bad luck or
tragedy has wound up having to fight the dark forces that slowly move in on him and
seek to destroy him and the world in the process. You're special, no doubt, but you live
in a world where as a mover and shaker you have responsibilities to live up to and
people may live or die depending on what you decide to do. You are not a casual
observer of the actions of greater beings, you play an active role in what goes on around
you. Sometimes you make things better, but more often than not you'll wind up being
more miserable for your powers.
That's not to say this RPG is all about angst. People are miserable enough
WITHOUT powers, you have them and you may as well make the best of them. And it's
also important to remember that even though the burden of responsibility is heavy on
your shoulders. You still have the gift of being someone who can change things, maybe
for the better? Maybe for the worst? But at least you can go out and make a difference.
That is what this game is really about.
You may die unloved and unmourned, you may succumb to the evil around you
and become a monster yourself. You may even simply waste away and become a cold,
bitter drunkard who's given up on life. But the important thing is that for a little while?
You mattered, you were important and you had something to accomplish. Which is more
than you can say for a lot of other people.

To Build a Mortal
To begin, you must build your player character (or your PC as he may be called).
Creating a player character is a simple process that many people find fun in and of itself.
As you go through this book, you will find interesting choices to attach your character to
Eberron and the world around him. Be aware that there may be many unfamiliar terms
ahead, but do not fear, for they will be explained later. Maybe not in this chapter but in
others for sure.
To begin, start by taking out a character sheet, some scrap paper and begin writing
stuff down. It's best to write down some vague notes in pencil and then check and make
sure what the other PC's are doing. You don't want a party where too many players step
on each others toes.

Each character in WoBerron is a human when they are born (except for Unborn)
and as such are designed with a list of stats and skills. How strong is your character?
How fast is he? Is he good looking? All of these things should be accounted for in the
character's list of 6 stats.
Stats
Body is a general sense of how big, tough, strong and hardy your character is. A
high body character is better suited at lifting heavy objects, overcome illness and smack
around little guys. A low body indicates being scrawny, weak or generally unfit.
Speed is how quick your character is, how fast he moves, how gracefully you
coordinate your limbs and how skilled he is at work that requires dexterity. A character
with poor speed could be considered sluggish or a klutz while a character with high
speed has good reflexes and moves smoothly.
Sense measures your character's awareness and how attuned you are to the world
around you. An intelligent character might still be very absent minded and oblivious to
her surroundings.
Genius is your character's ability to remember, comprehend and learn. It is a gift
of the learned, but you may not need to have studied in a private school in order to have
a high Genius. You can easily learn things off the street or by simply observing the
world around you.
Presence is a measure of command and force of personality. People with low
presence are easily overlooked and are typically paid little to no heed while people with
high presence always get the centre of attention. People may not like him, but they'll pay
attention to him.
Charm is a measure of how likeable your character seems. People with high
charm are likeable, fun and easy to sympathize with. Low charm people are crass,
boring and irritating to spend time with.
You cannot get expert or master dice in stats and no stat may go above 5 at
character creation.

Skills
If we assume that a stat is a broad aptitude, skills are more like a narrow
application of said aptitude. Not all big, strong, tough-guys are good at fighting and
scholars hardly know of every aspect of the world. These are brief descriptions but more
concrete rules for using them are presented later.
When you combine a stat number with a skill number you roll that number of dice
when using that skill. This is called your dice pool. For instance, melee attack is a body
skill. Suppose your character has a Body 2 and a melee attack of 3. If you were to
attempt to swing a blade into an approaching enemy, you roll 5 dice (abbreviated 5d),
because the pool is Body 2 + Melee Attack 3. You have 5 Melee Attack pool.
You cannot start out with a skill higher than 5.
With skills you can buy Expert Dice (ED's) and Master Dice (Mds). They count
toward the number of dice in your pool, but you don't roll them the way you would
normal dice. Instead, you can set your ED to the number you wish before you roll the
dice, and MD to the number you wish after you roll the other dice.
Note that it's possible to have only one die in a skill but have it be a Master Die.
That represents someone who is quite able, but in a narrow way. They perform
excellently for the circumstances under which they were trained, but they are poorly
equipped to deal with unpredictable outcomes.
Each Skill has a notation at the end listing “Expected possessions.” These are the
tools or items that someone who’s competent in that area would reasonably have. You
don’t get these just for taking the Skill. But if you’re good at it — meaning, you have an
ED, an MD, or 5 dice in it — your character starts play with that item or collection of
items. Don’t get too excited. None of them have “pile of gold coins” as an expected
possession. In no instance should any of these possessions have any great value. You
want something expensive, buy the Possession Merit.
Keep in mind that every character starts with a Master Die in a Study of his or her
native language. Thus, no PC enters the world completely naked. If you want other
normal items in your possession as you commence, just ask the GM. GM's should be
cool about normal items (a pet mongrel, a stiletto, seductive underwear) and sceptical
about anything that qualifies as a Possession (a ship, a crown or an overly elaborate
home).

Body Skills
Athletics: This is the primary body skill and encompasses all physical activity that
does not fall under any of the skills below. You can also use Athletics when you're not
sure what skill to use when you use a physical activity, but doing so incurs a -1 penalty.
Expected Possessions: None

Hardiness: Roll hardiness to keep running, swimming, or moving long past the
point weaker individuals would collapse. Can also be used to shrug off or recover from
minor wounds.
Expected Possessions: None

Fight: This skill is for untrained, naturally vicious brawling. Someone with a high
Fight Skill may lack the sophistication of a person with the Weapon Skill, but that's
rarely a comfort when he's buried an axe in your ribcage. Fight can be used with any
hand-to-hand weapon where it is obvious how you hurt someone with it. Even if you've
never seen a sword before, fight will let you use one without penalty. Ranged and exotic
weapons however, are too complicated and require more control and practice than the
fight skill would allow.
Expected Possessions: None
Parry: When you knock a weapon away before it can hit you, or meet an attack
head on and stop it with your own force? That's a parry. You can roll this skill
defensively, however Parry assumes that you have something to defend yourself WITH.
A mailed gauntlet, a shield, another weapon you possess. Parrying an attack with no
weapon will typically get you a nasty cut on your arm, but that might still be better than
getting a nasty cut on your throat.
Expected Possessions: A Shield or a Dagger.

Run: Cowards run from challenges, brave men run towards them, cruel men run
down both. The skill used for this is run, roll this to move fast on your feet. If you want
to measure how well you run over a long period of time, then roll Hardiness. In a fight
you can move 15 feet every round no questions asked. If you wish to move farther, then
roll Body + Run, give yourself an extra 5 feet of movement every width you get.
Expected Possessions: A comfortable pair of shoes.

Speed Skills
Finesse: Represents an inherit amount of manual coordination in your character.
Finesse covers acrobatic movement and escape, as well as just being the general speed
skill you roll when you don't know what skill to use that involves speed. Doing so,
however, incurs a -1 penalty to the total pool.
Expected Possessions: None

Dodge: You move your body away from an attack or source of pain. Ducking
arrows, jumping out of the way of a fireball, all of these require dodge rolls. But you
cannot use dodge to protect anyone but yourself.
Expected Possessions: None

Ride: When you've got a lot of ground to cover (or a short distance really fast),
you can get a dumb animal for the use of carrying you around. Roll this to beat the other
riders in a race, to guide your horse through a forest, and to charge down an opponent in
the grand race. Riding is a general skill, if you ride an unusual or unwieldy creature you
may suffer a penalty until you get use to the quirks of riding a giant bat/bear/seahorse.
Expected Possessions: A decent saddle and a horse of no great worth.

Stealth: A silent step? Check. Remaining unseen as the household looks for you?
Check. Stealing, pilfering and general theft? Covered. This skill is the catch all for
thieves and adulterers (although you might want some Lie and Finesse in there as well).
Expected Possessions: A black cloak with a hood and scarf.
Weapon: Pick a category of weapons like “swords”, “axes”, “polearms”.
Congratulations, you're now trained to kill people with those weapons. You can choose
“Bare Knuckle Punching” or “Grappling” as a Weapon skill as well instead of using the
broad Fight Skill. While these categories may encompass a lot (there's no difference
between a great sword and a short sword here) they're still narrower than the generic
fight skill. The difference between training and natural talent is that a trained fighter can
learn special maneuvers that a generalist has no chance to know. Specifically you can
follow martial paths and learn techniques that grant a special advantage when using a
Weapon Skill. You can never learn a martial path or technique with the Fight skill. That's
the problem of treating a sword, club and axe as interchangeable.
Expected Possessions: A weapon of the appropriate type

Sense Skills
Awareness: This skill is the measure of your character's mindfulness of his
environment. Use awareness when you want to extract subtle details from the world
around you, but might not know where to look. Awareness can tell you when someone is
lying, to detect weather patterns in the sky, or to tell if the area you're in has been
trekked before. Awareness is the generic sense skill and it can be rolled whenever you
and the GM can't decide on what skill is appropriate for a sense roll, however doing so
nets you a -1 to the skill.
Expected Possessions: None

Sixth Sense: This skill allows your character to sense foreboding or supernatural
presences. It won't inform you when a regular serial killer is sneaking up behind you, but
it'll tell you when the area you're in is haunted or cursed. This is a natural skill for many
characters who deal with the lurking horrors of Eberron.
Expected Possessions: A good luck charm

Investigation: Rather than a single ability, Investigation is your character's ability


to look around a location and reconstruct any past events based soeley on circumstantial
evidence. He can use it to track someone, to uncover a crime scene, or understand how
certain events may have gone down.
Expected Possessions: None.

Detection: This skill governs your 5 senses, sight, hearing, smell, taste and feel.
The higher your Detection is, the more raw input you take from your surroundings. You
can see better, hear better and even smell/feel or taste subtleties you might've missed
before. Detection is used for spotting intruders, while awareness is more for discerning
their intentions.
Expected Possessions: None
Direction: Your sense of direction gives you a general feel of your location. Some
part of you is constantly aware of travel, height, weight and direction. You can
intuitively find north, retrace your steps and guide a ship back to port.
Expected Possessions: a map of the local region

Genius Skills
Learning: You're educated. You can read, write and gain new information.
Learning is a general skill for Genius for when your character needs to pick up some
new information on the fly. It encompasses studying, research and other types of lore.
You can roll Learning when you and the GM can't decide on what Genius skill to use for
a particular task, but doing so gives you a -1 to the total pool.
Expected Possessions: Several fragile scrolls and books.

Counterspell: Mages call it disbelief, hunters call it mystic protection, sometimes


it's just the strength of one's will itself. But some humans just instinctively know how to
counter raw magic when it's hurled at them, and some are even trained in the manner.
This skill doesn't work on infused charms or magic items (a person cannot roll
counterpsell to remove magic from a cursed artifact) but they can indeed stop pure
magical force being thrown at them. This skill, in conjunction with Sixth Sense, can
make spellcasting a difficult job to pull off effectively. This skill works similar to dodge
or parry, but applies strictly to magic. Just as you can jump out of the way of an arrow,
you can opt to jump out of the way of a lightning bolt, or reflect it off your body. Keep
in mind however that counterspelling only work on spells used against you directly. If a
mage blows up the tower you're in? Counterspelling isn't going to save you.
Expected Possessions: Luck charm or talisman

Healing: This is the mundane ability to clean wounds, apply bandages, whip up
dubious herbal remedies that always seem to work, and pat foreheads in a soothing
manner. The Skill of helping people get less sick and injured is often one that can make
you very popular with your fellow PC's.
Expected Possessions: Bandages, splint materials and herbs of various potency.

Study: Select a general study. This becomes something knowledgeable that only
you know about. When you want to be wise to the way of architecture or weapon design,
simply put down what you wish. This is a skill that is meant to encompass something
specific for the character without needing to list every possible study in human history.
Study also includes the study of languages, and each and every character begins with an
MD in one Study (Language) that is related to their home country.
Expected Possessions: depends entirely on field of study.
Tactics: You're an expert in the scale of war and battlefield strategy. You know
when a frontal assault is a bad idea, you can construct a pincer maneuver and you can
allocate resources to supply your entire army. It's good for any large-scale conflict.
Expected Possessions: A game with pieces and a board.

Presence Skills
Confidence: This is a catch-all skill for when your character just wants to show
off his self-assurance and authority. People with confidence are hard to browbeat and
don't flinch much at intimidation. Confidence is a good general skill when you or the
GM don't know what Presence skill to roll for something. Doing so however gets you a
-1 to the total pool.
Expected Possessions: None

Inspire: This skill is how good you are at bringing out certain emotions in some
people. You can convince a courtroom to let your friend go with just a slap on the wrist,
or a rousing spur that gives your army one last doomed charge. Inspire relies on
sympathy, it is getting people to feel what you feel (or more deviously, feel what you
APPEAR to feel). It can also be used to taunt foes into making stupid or rash decisions.
This skill only works on larger crowds or audiences, one on one affairs are probably
more the realm of Persuasion.
Expected Possessions: None

Intimidate: While inspire focuses on a broad range of emotion. Intimidate


focuses on only one, fear. When you make your intimidate roll, you present yourself as a
person it would be foolish to cross. The nature of the threat doesn't matter- anything
from political ruination to physical violence can be used by intimidation. It works on
both groups and individuals.
Expected Possessions: None

Perform: You can put on a good show for the crowd. Select a single instrument or
category of entertainment. You could be a great actress or musician, you can buy this
skill more than once for different specialities. Certain situations may call for you to roll
Perform in conjunction with Speed (if it's a dance or something more physical) so it
might be good to consider your stats before you decide on your performance.
Expected Possessions: An appropriate musical instrument or two for a musican.
Otherwise nothing.

Haggle: You're an expert at driving hard bargains. By debating, wheedling,


cajoling, brow-beating and feigning indignation, you can get the best prices off items.
Whether buying or selling.
Expected Possessions: A nice hat with matching gloves and belt
Charm Skills
Grace: While confidence may gauge your general ability to remain calm or
composed under pressure. Grace is a measure of your character's social presence and
manners. You have a dignified look, know how to behave in the presence of superiors
and can be used to impress possible benefactors. This is a general Charm skill that can
be used when nobody really knows what Charm skill to roll. Doing so however gives the
character a -1 to his roll.
Expected Possessions: A set of fine clothes

Lie: Whether stretching the truth, giving fraudulent information, giving plausible
claims or telling huge whoppers, this is the skill you need to use when being reasonable,
consistent and unflustered. It's typically countered with awareness. Some lies however,
may be countered if the character has particular knowledge regarding the subject of a lie.
If a person were to tell a story about a battle, a person may roll Genius + Tactics to
determine the likelihood of such an encounter.
Expected Possessions: None.

Persuasion: You can use this skill to talk and make someone keep listening to
you. You can give them ideas or convince them of certain emotional stimuli. While
Inspire might be used to rile up a mob or an army, you can use persuasion to convince a
lone nobleman or mage of your position. Sometimes the most mundane form of
communication can be the most effective.
Expected Possessions: None.

Jest: This measures your ability to make people laugh, whether it be through
high-minded literary sophistry or low-brow fart gags.
Expected Possessions: none.

Plead: Plead is not a skill you want to use, but sometimes it's a skill you will be
forced to use. Many powerful spirits, demons and immortal creatures are resistant to
simple persuasion or lying but can at least be reasoned with through pleading. You can
plead for your life, plead for a loan, plead for the good of the world, plead for the
goodness in a monsters heart... all in this one shameless skill.
Expected Possessions: none.
Power: The primary spellcasting skill. Power is a special skill in that it is not
associated with any one stat. Rather, it is rolled in combination with any particular
school of magic that you take. To Kindred this skills is sometimes refereed to as “Blood
Potency”. To the Dragonmarked this is sometimes called “Destiny” or “Gnosis”. Only
hunters who bother to adopt a form of magic bother developing any proficiency in this
skill, and those that do give it a number of names. Sorcery, Willworking, Arete. Either
way, it is primarily used to power supernatural powers and abilities. Expert and Master-
dice cannot be bought for Power.

It should be noted that while Power is bought like a normal skill, individual spells must
be bought as advantages. Once a spell is bought for a PC it can be cast as often as a
fighter swings his sword, but casting times still come into play. Despite its name,
Power is not an accurate measure of one's “level” and a character with 5d in Power is
no “better” than one who has no dice. The former is a more proficient spellcaster and
nothing more.

Tier
Each character in WoBerron exists on a different level with the other characters.
Tiers help determine at just what power level a character is at and just how is he limited
in scope/ability. Tier 1 is the starting tier for WoBerron characters, at this tier a character
is a starting hero. He has either just received whatever template he has or has only
recently come into his own, if he has a company it is probably a fairly small
organization without a lot of say in political/military power. But they're still worthy of
being noticed simply for the tribute of them being exceptional beings.
At tier 2, a character goes up in scale and might become a recognized figure
among the people he associates with, he might be recognized as a hero to a
city/community or possibly be in command of a growing company.
At tier 3, a character becomes a national icon and the people of whatever nation
he calls home can instantly recognize him. He might even start to lead a small or
budding nation.
A tier 4 character has his stories be told across the continent. All the people of
Khorvaire have either heard of his exploits or seen his face at least once. Tier 4
characters are truly heroes in their own right and might be leading a true nation of
people.
Tier 5 is when all bets are off. Characters at this Tier are forces to be reckoned
with and might even be seen as gods and true champions by some people. They can
control nations that easily rival the Galifare of old or might very well shake the pillars of
creation.
Each and every supernatural template grants their own benefits for Tier
advancement and are listed in their own entries. There are also suggestions for how
companies should advance as Tiers do as well.
What happens if I get more then 10 dice?
You only roll 10 dice when making an action. If the skill/stat combination you make
winds up going over 10 dice, then you simply factor in all the special dice types you
have and roll the remaining dice regularly, while still only using 10 dice in total. So if
you had a skill of 7 with 1 Master-dice and an Expert Dice, and a Stat of 6. You would
set the Expert dice to a number, roll 8 dice, and then set the Master-Dice to a number
after your roll. This may seem like it's discouraging you from raising skills or stats too
high, but in truth it's simply to help balance yourself out and get you to dip into other
skills. Giving yourself 5 in a skill, 5 in a stat and a +1 passion is still only going to net
you 10 dice, so it's much wiser to just invest dice into other skills, or possibly some
disciplines and use your bonuses where it's wise. It's also important to notice that once
you have more than 5 dice the chances of getting a set really don't increase much.

Building a Character
Step 1: Baseline
Start with 1 in each of the six stats and 1 MD in Study (your character's native
language).

Step 2: Pick a Nation of Origin


When you make a character in World of Eberron you aren't just making A
HUMAN or A FIGHTER. You make a hardened warlord from Karrnath on his last
finances, or a cunning diplomat from Cyre. Your nation helps mould not only your
character's culture but in what circumstances he may or may not have grown up in, and
what stats he may inevitable favour. People from Karrnath, for instance, may not
necessarily be warriors from birth, but the nation has a long and proud history of
military strength and culture. As such warriors are, if anything, an apt stereotype for the
people of Karrnath.
Pick a nation from the list below.
The Five Nations of Galifare
At the end of the Last War, the five nations of Galifare once stood as a proud
monument to the power of humanity. But civil war an infighting had not only caused the
Kingdom of Galifare itself to fall, but the 5 nations to split apart into many different
countries with their own sovereign governments.
Still the Five Nations of Galifare stand today (save for Cyre which kind of blew
up). Not united like they once were and not nearly as strong individually as they once
were, but still regaled in their pride and still as politically interested in their neighbours
as ever. The Five Nations still make great origins for heroes of any template or kind.
The Five Nations are as follows.

Aundair: The Aundarian value knowledge, education, agriculture and study. The
nation is rich in pastoral fields, wide farmlands and world-renowned educational
institutions. Aundair is one of the only nations to have a Prestigious arcane academy.
Despite it's casualties during the last war, and loosing much of it's land to the Eldeen
Reaches, Aundair still stands as a refuge for those who wish to study and learn all they
can from it's many and vast libraries.
Stat/Skill Suggestions: Aundair favors the intellectual and the studious. Many of
it's people put more dice into their Genius Stat and skills. The “Power” skill is also quite
common among them for obvious reasons.
Possible Problems: Egotistical, Obligation.

Breland: A nation that's still politically and economically powerful. Breland may
have lost land to both Zilargo, Darguun and Drooam, but still retains much of it's glory
and status as when it fought out. It's cities are large, sprawling and contain all kinds of
urban fair. Its people are a mixed and varied community of immigrants and war veterans,
recovering from years of hard battle.
Stat/Skill Suggestions: Breland's vast urban jungles and sprawling cities cause
many of it's citizens to deal with crime and urban exploration. Speed and Sense are
common stats for Brelish heroes. Many Brelish also focus on stealth and detection,
useful skills for a pickpocket or member of the Sharn Watch.
Possible Problems: Jinx, Misplaced Confidence.

Cyre (Displaced): Saying Cyre is a nation is much like saying Pompeii is a city.
The landscape is blasted by strange and unknown magics and has become a twisted
abomination known only as the Mournland. Still there are those of it's people who live
on. Displaced and without a home, the Cyre try desperately to hang onto their lost
nation, but many are already giving it up. Before the destruction, Cyre was a nation of
artistry and culture. Where great diplomats met and conversed with one another. Now
it's diplomats are homeless and wanderers, looking to reclaim what was lost to them, or
at the very least uncover the truth.
Stat/Skill Suggestions: Before its destruction, Cyre was home to a charming,
diplomatic and artistic people. Many of those who survived the Mourning were
diplomats travelling out of nation or were warriors close enough to the border to avoid
the horrible clouds that claimed the once great nation. As such the Charm and Presence
stat are common for many heroes from Cyre, as well as the possession advantage.
Possible Problems: Overwhelming Passion, Poor.
Karrnath: Karrnath is a land of hardened men, full of hardened desires and
hardened dreams. The land itself is rugged and prone to harsh and cold winters, and it's
people are often as thick skinned as the beasts who wander it. Karrnath made prolific use
of the undead during the last war, as foot soldiers and generals. An act that the other
nations find deplorable at worst and disquieting at best. The people of Karrnath however
are a rugged and ultimately friendly lot, loyal to their friends and allies but bitter
enemies. To make friends with a Karn is to have an ally who'll die for you, to make
enemies with a Karn is to have a nemesis who will stop at nothing to end you.
Stat/Skill Suggestions: Being a cold and rugged land known for it's militaristic
government and well-trained infantry. Many Karrns favour the Body and Speed stats, in
order to better fight with weapons or tough out their cold and foreboding land. Due to
Karn's strangely more tolerant views of Kindred and the undead, several Karns are
proficient necromancers and as such some ranks in power might not be completely
uncommon among them.
Possible Problems: Drunken Blackout, Missing Limb.

Thrane: A theocratic nation of deep religious sentiment. Thrane is completely


held in sway by the Golden Flame. A religion that most everyone in the nation practices.
It's people are known for being socially powerful, as well as being physically studious
and refined. The people of Thrane are pious and passionate in their zealotry, and heroes
from Thrane tend to have an atmosphere of power, as well as an unseen physical and
mental fortitude.
Stat/Skill Suggestions: Being a land of religious fervour and long-standing knight
traditions, Thranes favour the Body and Presence stats more often than not. Many have
connections with the church and the Status or Patron Advantage is common for heroes.
Possible Problems: Stupidly Forgiving, Painfully Honest.
The Branching Nations of Khorvaire
When King Galifare I united the nations of men into his kingdom, he subjugated
and claimed many territories beyond the reach of the initial human nations as well.
While many of these smaller tribes he subjugated were quite willing when King Galifare
made his grand empire, the Last War and the division of the 5 Nations gave many of the
now more advanced and strong nations a chance to abdicate from their respective
nations and become sovereign governments of their own. The branching nations are
those who exist outside of the primary 5 and work for their own sovereignty.

Darguun: The blasted land that was once apart of Breland is a nation of barbaric
and proud warriors. Many of them trying to reclaim their lost empire of Dahakanni. The
people of Darguun are a splintered and scattered people, united by a charismatic leader.
Stat/Skill Suggestions: Due to it's often barbaric and squabbling people, many
Darguun heroes favour the Body stat and are more likely to take the Fight skill than
regular weaponry. Many Darguun heroes also have followers, being a land divided into
many “united” clans who still argue among each other, it's quite possible for a hero of
Darguun to already be leading his own minor war band.
Possible Problems: Gruesome, Missing Limb.

Droaam: The land to the Northern end of Breland is a sovereign nation of


monsters (if you can call it that). True Fay, Chimeras, monstrous spirits made manifest
and templated mortals who've forsaken their humanity call this land home. Although the
Daughters of Sora Kell are the lands technical rules (by the sheer fact no other group in
Droaam would dare oppose them) there is no sustainable government outside of “the
strong control the weak” as such it is a land civilized people dare not enter or trust.
Stat/Skill Suggestions: Barbaric, unruly and full of “monsters”. Droaam's heroes
practically NEED high body scores in order to go from day to day. Still, there are those
few who can take advantage of a high Genius and play their cards right. Anyone who
calls Droaam their home however, is going to be a rather unsavoury character at the end
of the day.
Possible Problems: Gruesome, Unwholesome.
The Eldeen Reaches: The lands west of Aundair is a forest of insurmountable
darkness and mystery. Home to the druids and the great tree Olian. The Eldeen Reaches
are the spirit centre of the world. The Eldeen is where the Shadow overlays into the
Material the strongest and at times there are entire areas where the spirit world and
material world completely overlap. Many of it's inhabitants thus respect the spirits and
the wild in which they live. The druidic sects control the Eldeen Reaches, the primary
group being the Wardens of Wood and their leader Olian.
Stat/Skill Suggestions: Wild, untapped, full of spirits and other mystical beings
who're looking to possibly eat you. There are just far too many possibilities in this
untamed land, heroes of the Eldeen can range from tough and powerful warrior shifters
to wise and far-seeing shamans. Many residents of the Reaches obviously have animal
companions.
Possible Problems: Repulsive to Animals, Obligation.

The Lhazaar Principalities: The northern most land of Khorvaire, to the east of
Karrnath, is where the explorers who'd become the people of King Galifare first came to
Khorvaire. The people of the archipelago are primary fishers, sailors and pirates. The
governing body of the Principalities are the Princes. A group of powerful merchant lords
who can decide who does and does not sail in their waters.
Stat/Skill Suggestions: Like Breland, many natives of the Lhazaar Principalities
favour Speed and Sense as their primary stats. Nothing says “pirate” like being able to
tell when the guard is about to break in and arrest you, only for you to make a daring and
acrobatic escape. Many also take high ranks in the Possession and Followers advantage
to own a ship and a crew.
Possible Problems: Missing Limb, Unwholesome.

The Mournland: Once the proud nation of Cyre. The Mournland is all that
remains of the nation. It is a blasted, twisted land of corrupt life and magic. Despite the
inhospitably however, at least a few communities of Unborn call the Mournland their
home. Seeing as how they don't need food, water and do not tire easily, they are most
adept (and probably the ONLY ONES ADEPT) at surviving the blasted land. Although
some communities of Kindred have been able to claim some of the towns and land as a
home, thanks to the continual cloud cover protecting them from the sun's light.
Stat/Skill Suggestions: Body and Sense are the most common stat's that're owned
by those who live in the Mournland. Having Sixth Sense is an integral part of knowing
when something odd or supernatural is being brought in front of you, and being able to
fight (or outrun) it is just as important.
Possible Problems: Unwholesome, Jinx.
The Mror Holds: The ancestral homeland of a band of humans who lived during
the Dhakanni empire, the Holds are home to a race of tough mountain folk who assisted
King Galifare in the mining of many of the metals that would come to make up much of
the nation's modern arsenal.
Stat/Skill Suggestions: Charm and Haggle are two primary skills to the Mountain
Folk. They deal in the trade and commerce of metals more than any other nation, and
thus learn to play the economy more easily and they recognize the worth of many items.
Possible Problems: Hated Enemy, Obligation.

Q'Barra: When the 5 nations split at the beginning of the Last War, there were
two groups of people. Those loyal to their nation and willing to go to war for it, and
those who were loyal to the Kingdom of Galifare and refused to battle openly with their
former brothers. These latter people chose the impossible. They chose... Rapture. I
mean! Q'Barra. A land way off in the untamed wild. The last “Civilization” of the fallen
Kingdom. Their land is harsh, dangerous and home to a myriad of lizard creatures, but
they still strive to maintain what they've lost.
Stat/Skill Suggestions: Q'Barrans are the “true heirs” of Galifare and many of
them came from different countries around Khrovaire. Thus their range of skills, stats,
advantages and back stories can vary greatly and no one member of Q'Barran society
may be different from another.
Possible Problems: Misplaced Confidence, Jinx.

The Shadow Marches: A gloomy, swampy land full of barbaric humans and
many untold monstrosities lurking in the murky waters. The Marches are home to the
Gatekeepers, an ancient order of Aberration hunters, and the monstrous horrors that they
fight.
Stat/Skill Suggestions: The people of the Shadow Marches typically favour Sense
and Genius as stats. Many of them are hunters and gatherers in their swampy land (and
more importantly) many are also stalwart defenders of the Material realm from the
corrupting power of the Idigams, and thus learn to at least partake in the Power skill.
Possible Problems: Repulsive to Animals, Unwholesome.

The Talenta Planes: The tribal natives of the Talenta Planes use various breeds of
dinosaur and lizard as mounts. Once apart of the nation of Cyre, they now stand as a
separate nation, with their own unique culture and people. Although there are still
enough wanderers in their ranks that it's not unlikely to see one or two in a different part
of Khorvaire altogether.
Stat/Skill Suggestions: Many tribesmen of the planes favour Body and Charm.
They're a tribal and primitive, but also make great use of their dinosaur mounts. As such,
Animal Companion is also a favoured advantage of those who come from the Planes.
Possible Problems: Lazy, Overwhelming Passion.
Valenar: A young, expansionist and aggressive nation of warriors who're always
up for a challenge. The Valenar came from the country of Arenal, but they seek to
honour their dead and their ancestors through battle and through sword. Proving
themselves to be some of the finest warriors in all of the land.
Stat/Skill Suggestions: Hereos of the Valenar are often quick and proud, favouring
Speed and Presence and their skills. The Valenar are expert riders and weapons masters,
as well as proud and often boisterous race. Possession and Animal Companion are
favoured advantages among them.
Possible Problems: Misplaced Confidence, Egotistical.

Zilargo: At the southern most tip of Breland lies Zilargo. A land that vetoed it's
right to independence during the last war. Zilargo is not very large and it's population is
mostly a quaint group of people living in small, quaint villages and cities. But this is
merely a rouse. The people of Zilargo are in fact ruled by a secretive order known as the
Trust. A society who works for their primary government. Zilargo is a land of constant
corporate and urban espionage, filled with ancient libraries and books.
Stat/Skill Suggestions: Charm is primarily found in those who come from Zilargo.
The nation is full of cunning diplomats of great jest and mirth, but also a great and
terrible cunning. Making Genius another shoe in for them.
Possible Problems: Lazy, Hated Enemy.

Nations Outside Khorvaire: Khorvaire may be the main continent of Eberron


(and where most games are assumed to take place) but a hero may come from any land
or any nation and be just as great. There are many heroic and epic mortals who live
outside of Khorvaire's borders and fight for their own reasons, although many wind up
being drawn the continent for various reasons as well.

Adar: The mountainous and rugged nation of Adar is guarded by ancient


Dragonkings of ages long lost and is primarily home to monasteries and monks of a
mysterious religion known as The Path of Light. The Adarians work alongside a
mysterious group known as the Kalashtar against the nation of Redigan.
Stat/Skill Suggestions: Body, Speed and Genius are the most common stats for
Adarians to posses. The nation's long tradition of martial practices and psychic potential
has made the people of Adar strong, graceful and smart from years of struggle and
enlightenment. Many also study an ancient discipline known as the Path of Light, and
quite a few have the Power skill.
Possible Problems: Hated Enemy, Stupidly Forgiving.
Aerenal: The people of Aerenal hold a long standing worship of the dead and
their ancestors. As such the island is (sometimes rightly so) believed to be a haven for
undead monsters. While the people of Aerenal do often collaborate with the undead, they
openly abhor the practice of blood magic and see the practice of absorbing or abusing
life in death as a crime against nature. The people thus have an inherit hatred of many of
the Vampires, Liches, Revenants, Mummies and Wraiths who wander about Karrnath
and greater Khorvaire.
Stat /Skill Modification: While Speed and Charm may be common stat
modifications to the people of Aerenal, the real gift that many of them learn to master is
the art of necromancy. The spirits of the dead are often revered among them and the
practice of necromancy is widely taught among them, leading to the Power skill also
being common.
Possible Problems: Grotesque, Lazy.

Argonnessen: The main population of the Mysterious continent off to the


southeast of Khorvaire are not people. But dragonkings, massive and monstrous reptiles
that run the gamut of being stupid and brutish lizards all the way to intelligent and
destructive monsters. The only humans of the land are the barbarians who make up the
border. They worship the Dragonkings as gods and occasionally go out into the greater
world at their request.
Stat/Skill Suggestions: With such powerful masters, Patron is a common
advantage among many who come from Argonessen. They also have a long standing
barbaric tradition, with warring clans among them, so Body, Speed and Sense? Probably
help many of them a lot.
Possible Problems: Unwholesome, Overwhelming Passion.

Demon Wastes: Despite it being connected to Khorvaire. No man or nation


would dare consider it to be apart of their or any land. It is a bleak, inhospitable
landscape, where only savage barbarians run wild and the only protection the rest of the
land has against the horrors that lurk within is a group of barbarians who wander the
labyrinth and worship a force known only as Halik Shash. They keep the dangers of the
Demon Wastes in, while making sure none of those foolish enough to try and enter can
leave.
Stat/Skill Suggestions: Body and Speed are typically your best bets when it comes
to a PC who'd venture out of that blasted wasteland. Counterspell, Sixth sense and
Power would also be common. Leading many to question what their mysterious religion
truly is...
Possible Problems: Gruesome, Manifest Destiny.
Redrigan: The mostly human nation of Redrigan is ruled over the the inspired. A
mysterious and enigmatic caste of people who rule over them and bear some unusual
kind of power. They are primarily antagonistic toward Adar, but also have more than a
few enclaves being set up in Khorvaire. What this inevitably means for the people is
unknown. Stats for different parts of Redrigan will be shown on page XX.

Step 3: Build your mortal


Next you have 85 points that you are free to spend on Stats, Skills, or Advantages
as you see fit. You can buy them based on the following costs.
Increasing a Stat by 1: 5 Points
Increasing a Skill by 1: 1 point
Promoting a normal Skill die to an Expert die: 1 point.
Promoting an Expert die to a Master die: 5 points.
Acquiring an Advantage: Varies. But the cost is listed.
Acquiring a Problem: Free, but you can't have more than 3 problems.

Note: Playing The Building Game


So you're probably wondering: where do I allot my points? How do I build a proper
PC? Well, fear not as I specifically outlined the point-number based on a few factors.
First of all: I allotted 45 points for stats. In case you don't know, this evens out to about
3 stats at 3 dice, with the remaining 3 at 2. Now's a good time to decide on your
character's general personality and self and go from there. If you wanna be strong, fast
and cunning? Go for Body, Speed and Genius. If you wanna be observant, charming
and quick? Go for Sense, Charm and Speed. This is ultimately your choice here and
there are no wrong answers.
Skills have been allotted 25 points to spend. Keep in mind: buying skills is costly after
character creation, so know which skills you want and which ones you don't mind
raising up. Please look at the Skills section later in the book for more info on how they
work and function. Please keep in mind: Expert and Master dice can ONLY be bought
for skills.
Finally, you have 15 points to put into Advantages. My personal suggestion? Get out
around 10 for advantages you like. Consider investing in wealth if you want to be able
to actually buy things, or go for posession if you're happy with just 1 or two trusty
items, then invest 5 in secrets. Secrets matter, they help give the GM ideas on what
your character knows and who his relations are.
Keep one thing in mind however: You do not have to spend points like this. If you
wanted, you could opt to forgo higher stats and instead invest in more skills. Keeping a
single stat at 1 already gives you 5 more points for you to invest in. Or maybe you want
to forgo your skills and just give yourself some 4's? Or hey, maybe you wanna be more
secret/advantage focused? There's nothing wrong with that, especially for a more
sorcery or knowledgeable character. The choice is ultimately your own.
Step 5: Add a Supernatural Template
There are many different kinds of monsters and heroes that character's can play as
in World of Eberron. The following list below presents the most common, and most
optimal choices, for PC's to pick from.

The Kindred: Sometimes refereed to as Undead, the Kindred are the shadowy
masters and callers of darkness in the world. The masters of ancient and powerful blood
magic, Kindred can be both feared by those who're unaware of them, yet still stand as a
disturbing comparison for humanity. Kindred are primarily found in Karrnath, although
many have wormed their way into all walks of Khorvaire's culture.

Shifters: Sometimes refereed to as Were-touched (although the name is


technically a misnomer) Shifters are an interesting case for humanity. It is not known
why, but sometimes ancient and terrible bloodlines awaken inside people and reveal
their true nature as part human, part spirit. Shifters are the creation of Eberron herself
and they stand to both police and regulate the untamed and often wild spirit world.

The Dragonmarked: Chosen by fate, the dragonmarked are called so, not
because of the mysterious markings they bear on their bodies (although those certainly
have a place) but because of the mysterious markings that are placed upon their very
soul. The dragonmarked are regular people who've wandered to one of the 12 great
Watchtowers of Siberys and have thus been granted the knowledge of Supernal Magic.
The Dragonmark battle a never-ending war of gnosticism against the Seers of the Throne
and the fallen world. Forever cursed to be plagued by the dark power of Khyber and
responsibility of magic and the Draconic Prophecy granted to them.

The Unborn: Created during the Last War (although some say they're much
older). Unborn are mysterious shells and bodies of metal, wood or flesh who've
somehow been granted a proto-soul by magic beyond comprehension. Primarily built by
House Cannith during the Last War as foot solders to be sold to the warring nations, the
Unborn are often seen as a dark reminder of a time people would rather forget. But the
strange and often disturbing race tries to move on, mastering a previously unknown form
of Alchemy that even the Dragonmarked of House Cannith had no clue about.

Changelings: Eberron may be primarily populated by humans, but there are still
“fantasy” races who walk among people in the crowded streets and in the countryside.
These are Changelings, men and women who've been touched by the wild power of
Thelanis in some way. Whether by being taken, pledging loyalty or just being marginally
related to a powerful fay, Changelings are perhaps the most wildly spread and populous
of all non-human supernaturals in Eberron. Changelings are the only ones who've
mastered a strange form of fate magic, that allows them to form contracts and
agreements with the world itself.
Hunters: Heroic characters in Eberron are not always supernatural or have weird
and impossible powers. Hunters stand as probably the best example of what a human
being can accomplish. Through sheer mangrit and inner strength, the Hunter has opted
to go out into the world and fight the monsters who lurk in the darkness. This does not
mean he hates or loathes all nonhumans, but he knows a monster when he sees it and
dammit, it ticks him off when he's got one staring him down and looking to eat his flesh.
Hunters forgo special abilities to instead rely on good old fashion skill mastery. An
ability they excel in.

Outsiders: When the first children fell, they were forever divided. Some wished
to see the world destroyed, others wished to rule over it as gods, some simply fled to
seek peace, while others try to enlighten humanity away from the guiding hands that
drive them. These first children could only manifest and truly effect the mortal world by
tapping into the powers of the mortal soul itself, as such they formed many pacts and
agreements with mortals, fusing their own godly and strange essence within the mortals
own souls. Outsiders are one of the few templates that very little is known of.

Each Template has it's own powers and abilities that are determined by three
factors. Which template you select, what your archetype is, and what organization you
choose to belong to. Each template has 5 different archetypes and roughly 12
organizations for each template (with a lost 13th organization somewhere in there,
usually). Each template also has their own static strengths and weaknesses that're stated
in each template's entry.

Many templates are the only way certain characters can gain access to certain
disciplines, martial paths or magical schools. The blood disciplines of kindred, the
supernal magic of dragonmarked, the alchemy of unborn. All of these are unique powers
and quirks that only their specific template can attain.
Kindred
Out of all the Supernaturals in Khorvaire. Kindred are some of the most feared
and least known in mortal society. Karrnath employs Returned soldiers and it's quite
likely there are communities of different Kindred scattered throughout Khorvaire. But
Kindred keep to themselves and they all follow an written code of nonintervention
known only as “The Masquerade”. The tenants of the Masquerade are simple, don't let
any mortal organization know what the kindred plan, don't openly admit you're a
kindred if you're in a seat of ANY political or ruling power and only feed if you're
CERTAIN you can get away with it.
The Kindred know the people of Khorvaire distrust and find them monstrous.
They know that if they start to slaughter and eat as they wish then the mass armies of
man (many of whom know quite well their weaknesses) will march on them and
slaughter every last one. The Kindred are smart, they know they can't make new Kindred
all willy-nilly (the act of doing so is a complex blood ritual that expends a good deal of
power from the one enacting it) and they also know they can't fight or enslave humanity
on any large scale. So they wait, they hide in the shadows, and they plan. They've
wormed their way into many different human organizations, and they've established a
firm foothold in a good number of mortal holdings, and even a few supernatural ones.
Kindred have the most open freedom in Karrnath, where the people have grown
use to having them work as foot soldiers and the occasional general. While a Kindred
may not be the talk of the town, he's usually allowed to do as he wishes and is allowed
to maintain his (often strained) relationship with his still living family. Kindred are least
welcomes in Thrane, where they are seen as an abomination to life and are attacked on
sight should they be revealed. Only the most confident Wraith or Vampire makes their
home in the theocratic nation, and they tread lightly to work the religious fervour and
zealotry in their favour.
Kindred are made in one of two ways. Either through a powerful blood ritual
(which the instigator must permanently give up a dice of their Power skill) that turns a
person/corpse into one of the Kindred archetypes (although Wraith's are made via
ectoplasm and a binding desire for the life they've lost) or the Kindred is made via
accident. One of the death lords of Dolurrh accidentally let his soul go free, an
apprentice mage wound up getting involved too far in black arts, someone dies with so
much remorse and unfinished business their soul is once more bound to the material
world. Either way these “lost” kindred are usually found or destroyed before they can
become too big a threat to the Masquerade.
Kindred Powers
The Kindred Template means that you're tied forever to the various sects,
organizations and clans that house the Kindred. Even if you're not apart of any clan or
known organization, you're still considered to be one of them, and will be generally
welcomed (if not taken advantage of) should you ever find you require their help. The
common people of Khorvaire have an inherit distrust and fear of Kindred, and being out
in the middle of public is often seen as a bad idea (as it not only betrays the masquerade
but it also zeros out your character as a possible threat. Even if you don't do anything
bad, people are more than willing to jump the gun with your kind).
All Kindred, no matter what archetype, are undead and as such do not need to eat,
breath or resist disease or poison. Note that they can still roll Hardiness to recover from
shock damage and you must still roll it to do anything for an extended period of time
(the body might be able, but the mind is often easy to distract and tire) so it's still a
valuable skill to possess.
While Kindred still die when their head boxes fill up with killing damage, their
torsos are a bit more resilient. Filling up a Kindred's torso with Killing damage simply
sends them into unconsciousness, as though they'd been filled up with shock. They
remain unconscious until at least 1 point of the damage is healed in some way. Typically
by having the killing damage simply turn into shock thanks to an attendee or by simply
lying in unconscious torpor for a week. Smart fighters, however, know to destroy a
Kindred's head when they're down.
All Kindred gain access to Kindred Disciplines (listed later) and depending on
what organization they join, they may have access to some more than others. It's rare for
a Non-Kindred to even be recognized as well enough to learn one of these dark blood-
arts, but normal humans with the Ghoul Advantage (see later) may earn enough
admiration to be granted access to one, especially if his patron is a powerful blood-
mage.
Each and every Kindred has an innate weakness when in direct sunlight. Kindred
cannot heal or recover damage when in direct sunlight by any means (this includes most
magic and hardiness and they do not heal naturally), and many of their spells and
enchantments from their various disciplines have innate weaknesses and lose much of
their potency when forced to cast in sunlight. There is tale that Kindred who grow more
powerful become even more hated by the sun, and some of the most powerful kindred
on earth receive killing damage from direct sunlight. Whether or not this is true has yet
to be seen.
Furthermore, each Kindred has another weakness in that they do not heal
naturally. They may roll Hardiness to recover from shock and killing damage, but they
must be conscious. If a Kindred is knocked out (by any means) then he is simply in a
state of torpor where he is little more than the corpse he is. He only awakens when a
means for him to recover is presented (usually blood if he has entropic existence, or
some form of healing magic is given to him). Kindred are known to decrease in tiers if
they spend too long in torpor, however.
New Dice Type: Death Dice
Death dice are solely the purview of Kindred and for good reason, they're masters
at devouring dice and having results turn favourably. Death Dice, when used as part of a
set to gobble an opposing dice set, is not limited by height. As such if a set of 3X5 was
rolled, with two of those being regular dice and one of those being a Death Dice, two of
those dice could gobble a set of 5 or less, while one of them could gobble a dice of any
height. It's important to note that the Death Dice must still be in a set for it to gobble any
dice, you can't just subtract Death dice from any set your player rolls.
XP COST: Kindred may turn any skill dice they possess into a Death Dice for
three extra points. However they cannot buy Death Dice at character creation, though
their archetype gives them a free Death Dice in one skill.

Kindred Archetype
Kindred select an Archetype for themselves at character creation. Choose from the
list below, and adjust your character sheet as you see fit.

The Returned: Otherwise known as Revenants (or sometimes zombies to the


uneducated), the returned are the souls of the dead who've been bound to a decomposing
body. Whether their own or someone else's, they're the most physical out of all the
Kindred types. Often able to augment their bodies in such a way that they can take a
beating and keep coming. Returned often looks much more “corpse” like than other
Kindred. Often unafraid to have rotting flesh or exposed bone on their moving bodies.
Theirs is perhaps the most unusual and detached of the Kindred, for they more than any
other Kindred are likely to be created by accident or fluke rather than the careful
practising of a Blood Ritual or ancient spell.
Revenant Power: Revanant's unique biology make them extremely resilient to
pain and damaging effects. Revenants gain 1 free Death Dice to their Hardiness, helping
them resist torture and pain-influenced effects. They also do not suffer a dazed condition
when their torso is filled with shock damage. Their limbs may still function when full of
killing damage and although they're still vulnerable to having a limb severed, they can
re-attach a severed limb simply by putting the stump back.
The Arisen: Sometimes known as Mummies, or the entombed. The Arisen are an
ancient form of Kindred, who date back to a time before Galifare. They are the only
variety of kindred who are not constantly creating new versions, however the exact
amount of Arisen in all of Eberron are hard to tell. Arisen awaken from their tombs or
shrines, sometimes among their ancient followers, other-times completely isolated. But
almost always without the memories of their past experiences or knowledge of how they
came to be where they are. The Arisen, more than any other kindred, seek to understand
who or what they were before their creation, and actively work to regain their lost
memories.
Arisen Power: Mummies are often honoured leaders in past lives and are
absolutely TERRIFYING on the battlefield. Mummies gain 1 free Death Dice to
intimidation, helping them scare and browbeat in reaction to people looking to persuade
or scare them. The Arisen are almost always created via ceremonial means, thus all of
them are or were important people at one point, and many still have cults or people who
follow them. The Arisen start with 3 points in the Followers advantage and 3 points in
Status. This status is related to a cult/religion that the GM and player must work out
together.

The Immortal: Some Kindred gain their status by accident. By ceremonial


sacrifice or by pulling his soul back into his dead body. The Immortal did not gain this
power via those means. The Immortal (sometimes called Liches) are kindred who've
bartered their souls away for one simple promise: The Promise of eternal life and power.
The Immortal are those Kindred who've studied the practices of Blood Magic, met and
bartered their way in through the ranks of the Blood of Vol, or just managed to properly
tie their soul down to the material plane in some way.
Immortal Power: Liches gain 1 free Death Dice to Learning. Their knowledge of
battlefields being particularly gruesome when it comes to setting up tactical defences.
That is not all however, as Liches are also incredibly skilled at combing through tomes
and ancient lore for the sake of power. Any rolls Liches make on a Learning check are
considered to be at a height of 5 and any roll under 5 is instantly upped to a 5, just as
long as the Lich is studying something related to ancient or forbidden magical lore.
Mundane or practical knowledge does not apply here. The Lich also receives 2 Expert
dice in two studies of his choice.
The Shade: Sometimes called Wraiths or Ghosts. Shades are the incorporeal
Kindred. The ones who's souls have gone to Dolurrh, but found that they still had
unfinished business in life, and thus have returned to finish their old obligation. Shades
are one of the most unusual forms of Kindred for there are few known rituals to make
one. The majority of Shades are simply human ghosts who've escaped Dolurrh and have
returned to the material world. The only reason they associate with other Kindred is
because mortals naturally fear and distrust ghosts and not many others are willing to put
up with them. They're all dead, as they see it, so they might as well stick together.
Shade Power: The insubstantial nature of a Shade allows them to not only phase
through attacks, but also move through walls and other “solid” surfaces as if they were
thin air. A shade gains 1 free Death Dice to Dodge, being able to avoid and phase
through attacks with masterful skill. Shades are also masters of moving and being
unseen and gain 1 free Expert die in Stealth. This comes with a serious drawback
however, as Shades are subject to having their presence be detected by Sixth Sense. The
shade may also roll Speed + Finesse to enter into the Twilight, thus allowing themselves
to become fully incorporeal and pass through any solid object. Note that certain places
may have weaker/stronger barriers into the Twilight, and thus passing into them may
require a certain height rolled. As well as the fact that he cannot affect the physical
world in any-way so long as he is hidden within the Twilight.

The Damned: The Damned are, arguably, the first Kindred in existence. Unlike
their brethren who're often rotted, ugly, misshapen or terrifying (unless well preserved)
the Damned are often quite beautiful and charming to behold. They are pale and often
cold to the touch, but there is no mistaking their air of grace and wit. This is all a lie
most of the time, the Damned do not have emotions like normal people do. They may
recall a time when they had emotions, or maybe even remember what having an emotion
was like, but to them there's only one thing. The desire to feed and to drain the blood of
the living, for the damned are more than any other kindred, born from Entropy.
Damned Power: While damned are often considered to be able to “drink the
blood” of the living, this is not always the case and is mostly dependant on the “Entropic
Existence” Advantage (see Kindred Advantages later). All Vampires are naturally
predatory creatures of social might, and thus gain a free Death Dice to their Lie skill.
Being expert manipulators, Vampires are experts in discrediting and dispelling notions
by pretending they don't matter. Vampires are also noted for their ability to remain
composed in terrifying situations, as such they gain an expert dice to their Confidence
skill. But perhaps the most terrifying aspect of Kindred is their mad passions and drives.
Should a Vampire ever perform an action related to their Craving passion, they receive a
+2d bonus rather than the typical +1d bonus normally provided.
Kindred Bloodlines
There are 12 established Kindred Bloodlines in Khorvaire. Each Bloodline helps
elaborate on the powers and abilities the Kindred develop. Some kindred become
focused on the power of blood sorcery, while others focus on the physical aspect of
being a kindred. Each of these bloodlines have their own disciplines and practices that
those of said bloodline teach to their fellow kin.

The 12 Bloodlines are as follows:

Brujah: Most often found in Breland, the Brujah (sometime refereed to as “The
Punks”) are kindred who are cursed by wrath to bring about change as violently as
possible. The most “gang like” of all Kindred bloodlines, Brujah's powers are often
based around anger and dirty fighting. Although perhaps “anger” is the wrong word for
it, as Brujah tend to have muted emotions like all other kindred. Rather, the beasts that
inhabit their souls seems to just desire to lash-out far more viciously than other kindred.

Betrayers: This bloodline forms most commonly in Karrnath, and seems to be


one of the most recent bloodlines formed. Kindred who're descended from the Betrayer
are often taught in several arts of combat, the most common of which being one that
favours severing and slicing the limbs and tendons of his opponents. It's said that
Betrayers should never be trusted, and probably for good reason. Their beast compels
them to often act on the impulses of envy far more commonly than other Kindred, but
then “trust” is never truly assured in most communities of Kindred.

Toreador: Some say Toreador bloodlines are the only kindred who can truly feel.
This is false, but they are indeed very good at displaying emotion in a convincing
manner. Torearor were most prevalent in the courts of Cyre, before the Mourning caused
much of the bloodline to be wiped out. Many of the remaining Toreador seem to be far
more fascinated with the implications of the Mournland rather than rebuilding their
people, however. Their beast seems to trigger impulses of obsession, causing Toreador to
grow fascinated by aspects of the living or dead world that seem out of touch or alien to
him.

Harbinger: Kindred who belong to the Harbinger bloodline are touched by the
power of Dolurrh in ways beyond normal kindred. Their powers allow them to cross not
only into the twilight, but into the Umbra and further into the depths of the Underworld
itself. Harbingers are often seen as the mediums of Kindred society, as they are the ones
truly and uniquely connected to the powers of Death. The beast (or shadow) of
Harbingers often causes moroseness in them, not true sadness, but a feeling of forlorn or
emptiness, as though something is constantly missing from their lives and they don't
know what.
Malkavian: Saying that Malkavians are crazy is much like saying kindred in
general are completely without emotion. Technically accurate, but somewhat
misleading. Malkavians do indeed, over time, suffer from eventual mental breakdowns
(which torpor always seems to subside) but that is purely a side-effect of their powers.
Malkavians are aware of the world in more ways than one and much of their powers and
disciplines revolve around seeing through guises and understanding truths other Kindred
simply fail to see. Some assume that Malkavians are completely nonsequitor loonies
who say random things every opportunity in the vague hope something they say is
relevant to a future event. This is mostly untrue, Malkavians are mostly quiet, detached
and absent minded individuals who are introverted and prefer to study privately. Their
stereotypical madness is often only brought on after a particularly vivid foresight or in
highly stressful situations. The Malkavian Beast is tied to introversion, many
Malkavians avoid open social situations for the simple luxuries of being alone with thier
own mad thoughts. They are not opposed to working with others, but tend to grow antsy
when people are too forward.

Guardian: The guardian bloodline are kindred who tend to be bound to or


attached to specific locations. Whether this be because of duties given to them in life, or
bonds they form after their death, these kindred often hang around specific locations and
do everything in their best interest to protect or guard objects, people or locations. The
beast of Guardian kindred reflects this, as it makes them rigidly focused on narrow tasks.
Not so much as to become automatons or lose their own volition, but when a Guardian
gains a mission he almost 100% of the time follows through with it.

Nosferatu: The most common archetype of those belonging to Nosferatu are


revenants, but the bloodline of Nosferatu extends into all kindred. Nosferatu kindred are
grotesque and unwholesome beasts (they don't necessarily need to have the associated
problems, but they most often do) that instantly strike fear into the hearts of those they
encounter. Nosferatu are the most monstrous of kindred, preferring to focus on
disciplines and martial paths that favour stealth and subtle approach. The beast of
Nosferatu causes them to obey impulses related to fear and horror. They absolutely love
to inspire it in people and seem to feed off it as naturally as they can feed off life
essence.

Tzimisce: According to some of the Arisen, an ancient funeral rite was practised
to help prepare the dead for their reunification with the help of Sekhem. Those who
practised the rites of fiddling with the flesh of the dead were the first Tzimisce. The
bloodline has, however, come to mean something much darker to the modern kindred.
For when the practice was developed with the help of blood-magic and not the blessed
powers of Sekhem, it was found to be just as effective on the flesh of the living as it was
the dead. The Beast of Tzimisce causes one to focus on impulses of experimentation and
curiosity, constantly looking to find new ways to exploit their powers.
Mekhet: Kindred are infamous for hiding within the bowels of society.
Remaining in the dark and untouched locations of the world and picking up on the
various secrets of society. If you want information, no matter how dirty or ill-gotten said
information is, you can probably get it from a Kindred. And Kindred of the Mekhet
bloodline are the ones most likely to develop these affinities. Mekhet are sly, cunning
and devious foes. Knowing just when to remain hidden, when to show themselves, and
how best to reveal their natures. Most often, these kindred are either Shades or Damned,
but all societies require those who're willing to do damnable things for a “greater cause”.
Even the mythic city of Pillars. The Mekhet beast is one of compulsive distrust and
paranoia, constantly on the lookout for those who would turn against them given the
chance.

Sesha-Hebsu: One of the oldest, least known, and least populated of the
Bloodlines. Sesha-Hebsu do not casually embrace mortals, nor do they practice many
rituals to create new versions of themselves. Most Sesha-Hebsu are far older than many
other kindred and are greatly effected by the curse of sleep. Yet despite this, many
legends persist of the Sesha-Hebsu, as both a bloodline and a family of Kindred who
have taken it upon themselves to do one thing: recover memories of old, and piece
together the past that so many of them have lost. Many Sesha-Hebsu seek to uncover the
truth of the city of Pillars, and they alone have developed a unique power that allows
them to “Read” the memories of objects and ghosts.

Acererak: The bloodline of Acererak is one of scholar association and order.


Members of this bloodline, like the Ventrue, are interested in forming grand companies
and organizations, but unlike the Ventrue who see it as merely another power-play, the
Acererak almost always have a motive up their undead sleeve. They want dominion,
they want influence to gather more knowledge, and thus more power. They will not stop
until all knowledge, all influence and all power is under their thumb. Unsuprisingly, the
Beast of the Acererak focuses on gluttony and the constant need for more knowledge
and power.

Ventrue: Arrogance is the key marker of most Ventrue. Those of the Venture
bloodline are said to have hailed from “the most noble of all Kindred bloodlines” and
why not? They are most often the most beautiful, and the most charming of Kindred.
Their numbers include the most Damned of any Kindred bloodline, and they are the
most likely to speak to humans on a regular basis. This is, however, all a ruse. To the
Ventrue, there is only one real goal: control. Control of the people around him, control of
the nations at his disposal, control of his enemies and control of his allies. At best,
they're suave diplomats with a nasty streak, at worst they're completely of the mind that
“Might makes right”. Unsurprisingly, the Beast of the Ventrue is pride and all things
associated with it.
The Thirteenth Bloodline?
One bloodline has been completely lost from the Kindred. The bloodline known as the
Tremere were the first to practice the art of blood-sorcery that has become a staple to
all Kindred. This sorcery was quite powerful and potent among them, however their
mad desire for power remains one of the biggest cautionary tales for all Kindred. It is
not known where or how, but the Tremere bloodline had attempted to delve into magic
beyond their understanding. In a strange sympathetic backlash, each and every member
of the Tremere bloodline was completely gobbled in fire, a day that would be known as
“When the Dragon Roared”. This act caused the Kindred of Entropy to be noticed by
the Undying Court of Aerenal, and summarily their mass exodus to Khorvaire.
Now the Tremere is merely a passing tale of caution to kindred who overstep their
bounds.

Kindred Tier Benefits


Tier 2: Kindred are particularly frugal creatures and are well-adept at building
and raising companies. When a Kindred reaches Tier 2, they gain a special pool known
as the “Company Pool”. At the end of each session, the GM may put in 2-4 XP into the
pool (but he should put in at least one, unless the session was nonsensical or disastrous)
which becomes XP the Kindred may only spend to increase the qualities of his company.
This works the same as increasing companies with experience (see page XX).
Tier 3: The Kindred's bloodline may be strong, but there are a multitude of
branching bloodlines and unique gifts that each one grants (see Advanced Bloodlines
page XX). At tier 3 a Kindred may refine his bloodline into that of an advanced one
related to one of his existing bloodlines, and receive that bloodlines associated benefit.
The possibilities associated with being a Kindred also increase. Kindred at Tier 3
may increase their skills up to 6 dice.
Tier 4: Kindred at Tier 4 are experts at managing companies and keeping them in
fine working order. At tier 4, a Kindred may have any company under him perform 2
actions a month without tiring. So a kindred could roll to attack someone with Might 4
twice, and suffer no negative repercussions for doing so.
Tier 5: Kindred at Tier 5 have become almost on the level of Antiduvelians
themselves. A tier 5 Kindred developes his own bloodline and may craft his own unique
benefit related to what his new bloodline is. If he embraces any Mortals while under his
new Bloodline they gain the bloodline he's formed rather than the Bloodline he belonged
to. Furthermore, the Kindred may buy up to 7 dice in a skill and up to two special dice
types in a single skill. Tier 5 Kindred are truly immortal beasts, and should they receive
killing damage to their heads they're simply knocked unconscious. If they decrease in
tiers while in torpor, they still do not die. Only when they reawaken do they run the risk
of dying truly.
Shifters
According to ancient legend, Eberron gave birth to 12 children. Each of these took
one of it's 12 moons as a wife, and from the mating of Eberron and Moon, came the first
shifters. Shifters as such, see themselves as being both direct Children of Eberron, as
well as guardians, diplomats and lore keepers of it and the Twilight, where Spirits Roam
Free. Shifters have existed on Khorvaire since recorded history, and the most primitive
tribes of man have often boasted having at least one or more shifter among their kind.
Despite this, however, the Shifters are often loners and outcasts to all but their
own kind. This is because many mortals view shifters the same way you would view any
wild animal. With a certain level of fear and respect at best, if not downright hostility
and anger born from said fear at worst. Shifters are children of two worlds, the material
and the spiritual, forever entwined between these two planes of existence and only at
home when they merge or converse.
It's no wonder then that many Shifters call the Eldeen Reaches home, but the
Eldeen is not completely populated by shifters. Indeed, shifters can be found across
Khorvaire in many different ecosystems. Often times adopting totems or spiritual
bindings akin to the area, to become more in tune with it.
All shifters are born as normal humans. Often times having very normal
childhoods, and rarely showing any sign of their true nature (although a common factor
in many mortals before becoming Shifters is their incredible passion). However, ancient
and powerful bloodlines run deep in many lineages throughout Khorvaire, and all it
takes is even the most vague or happenstance of blood connection to allow a mortal to
transcend his species and become a full-fledged were-touched. A being part spirit, part
man, and able to call forth both their primal power as well as the unnatural ability of the
spirit world.
Shifters often run the gamut of being protectors, usurpers or advocates of nature,
depending on what tribe they belong to. Each tribe goes out of their way to find any
Shifters who awaken in their territories and try to convert them (sometimes forcibly in
the case of the unscrupulous ones). Some mortals however become shifters away from
any society or shifter tribe, able to go out and lead peaceful lives in the wilderness on
their own. These shifters typically live hard, yet fulfilling lives, until the ever-present
force that binds lineages and tribes together eventually finds them.
Shifter Powers
Each shifter takes on a bit of an animalistic form, even when fully human. Many
shifters appear to be hairy, unkempt or downright wild in appearance. Even those who
manage to groom and maintain their appearance well enough to perfectly blend into
mortal society still have one small problem to contend with: Their Killing smile...
literally. They have terrifyingly large canine teeth and incredibly sturdy jaws. Any
Shifter may roll Body + Fight in an attempt to bite someone, doing Width -1 in Shock
and 1 killing damage.
This however is simply a prelude to the Shifters most iconic trait. All shifters, no
matter which tribe or lineage they belong to, can take a combative action to turn into a
wolf or a monstrous half-man half-wolf hybrid. These two forms have many different
names to different tribes of shifters (sometimes refereed to as Lupine and War-Form,
other times as the more poetic Urhan and Garu) but each one has relatively the same
effect on a Shifter who uses it.
In his wolf form, a Shifter's Charm, Command and Genius drops down by 1,
signifying a loss to the animal lurking under his skin. Shifters in this form have a much
harder time trying to communicate or think in the same way humans do, their standards
are entirely wolf-standards and as such are only really effective (or on equal ground)
with wolves. The good news is that the character's Body, Speed and Sense skills all
increase by 1 (maximum 5) to signify the increase in physical ability. In wolf form,
Shifters cannot wear armour, use weapons, speak any language that isn't First Tongue or
take any action that requires configuration. A shifter in wolf form can bite with the fight
skill and roll Width in killing damage and their base movement changes to 20 feet per
round.
The half-man, half-wolf form that shifters are famous for works slightly
differently. In this form, Shifters have their Charm, Command and Genius drop to 1
entirely. This form is focused exclusively on power, strength and combat ability, and any
mental or social faculties he might've possessed are buried under a torrent of madness.
The good news is that the amount of points lost in Charm are put into Body, the amount
of points lost in Command are put into Speed and the Amount of Points lost in Genius
are put into Sense (maximum 6). Shifters in this form can wear armour, wield weapons
and even give short, yet brief and often muddled commands such as “GO!” or “COME
HERE!”. A shifter in this form may use his claws or his bite in a combined Body +
Fight roll, dealing width in killing damage. This form cannot be maintained indefinitely
however, it is a raw display of power on behalf of the shifter and when he brings it out
he requires a short amount of rest before he can even hope to use it again, and it can only
be maintained for one hour, after which he must make a Body + Hardiness roll to
maintain it for another hour. GM's should be encouraged to increase the difficulty the
more he uses it.
Shifters are especially hardy individuals as well, when they roll Body + Hardiness
to recover damage they may choose to recover either Width+2 in Shock or Width in
Killing Damage. They may even roll this during combat, but still only once per day.
All Shifters Also gain access to various forms of spiritual magic that their kind
practice. These “Rites” they utilize are the rites of the Spirit world onto the Shifter-kind
and their proficiency with them lets them change the world in unique ways.
All shifters share a common weakness. The material known as Silver is a
dangerous bane to all shifter-kind, and can be used to harm even those who've
augmented their bodies with enough magic to negate most physical attacks. Any attack
made with a silver weapon against a shifter always deals its width in killing damage (if it
dealt extra damage it's added on), and always heals at the normal rate of killing damage,
even with magical assistance. It always bypasses most forms of natural or magical
armour (unless said otherwise) and any spell or effect meant to try and heal damage
caused by silver automatically fails. Werewolves can still roll hardiness to recover from
silver damage, but they must rest for 12 hours as is standard.
New Dice Type: Wild Dice
Due to Shifter's nature as shape-changers as well as brutal and unpredictable
fighters, Wild Dice are a trait only found among Shifters. Wild Dice can always be re-
rolled ONCE after the initial roll is made, thus allowing Shifters to re-gain victory even
when they should fail.
XP Cost: Shifters may turn any skill dice they have into Wild Dice for 2 extra
points.

Shifter Archetype
Shifters have 5 primary archetypes. Although their bloodlines and tribes go back
many eons with the 12 moons of Eberron, each Shifter is ultimately born with some
aspect just showing stronger presence within them.

Full Moon: The Full Moon (sometimes known as Rahu or Ahroun) are an
archetype of shifters who display the most powerful aspect of Eberron's ferocity and
strength. Their bite and claws are legendary, and they're monstrously dangerous in
combat. Mortals who shift into Full Moon Shifters tend to develop even more of a tough
and rugged nature. Their skin becomes rough like leather and their nails extend into
long, claw like protrusions.
Full Moon Power: The monstrous berserkers of Eberron's wrath gain 1 Free Wild
Dice to their Fight Skill, helping them be extra adaptable when in a straight-up brawl.
Full Moon Shifters also have the gift of beast's hide, their torso has an extra 2 hit boxes,
with both of their arms and legs gaining an extra 1 themselves. This means most Full
Moon Shifters have 12 in their torso location, and 6 in both their arms and legs
locations. Full Moon shifters may still take the Leather Hard advantage (and indeed
many do).
Gibbous Moon: The call of the wild is a powerful thing, and the Gibbous Moon
embody it. Their kind howl to the moon of their tribe and keep the songs and the prayers
of each of them. They are the storytellers of their ancestors and their spirits great deeds,
they call their fellow pack members to the hunt and they are the ones to rally them to
victory. Gibbous Moons often look as they did when they were human, showing little
sign of their first change, but all seem to have a similar trait of being very proficient
singers.
Gibbous Moon Power: Gibbous Moons gain a free Wild Dice in their Perform
(vocal) skill. Showing their great flexibility to go from a soft choir to a grandiose howl
for communication. Furthermore, thanks to their grand ability to inspire and lead men
and beast alike with their howls, Gibbous Moons can use the higher of their Perform or
Inspire pools when combining the two skills, and they suffer no penalty when doing so.
Gibbous Moons also receive 3 dice to the Study (Animal Tongue) language.

Half Moon: The wilderness is full of tiny nuances that overlook most mortal
eyes. A scratch mark in the bark of a tree, the scent of a passing deer, a trampled flower.
These things are not overlooked by a Half Moon. They are masters of walking between
the spirit and the material plane, following the tracks between the planes and keeping in
touch with the signs Eberron has given them every step of the way. Half Moons are
expert trackers and foragers, able to survive and move about in any environment.
Half Moon Power: The ability to smell scents no human can and track them is the
trademark of the Half Moon. All shifters may turn into wolfs, but only the Half Moons
can take advantage of the Wolf's keen sense of smell and hearing. Half Moons get 1 free
Wild Dice to Direction, able to not only know just where they are at all times and be
keenly aware of which way is north. Their benefits don't just stop there however, for as
long as a Half Moon is in his wolf form, he is always considered to have a Master Dice
to Detection. Able to sniff out and follow any kind of lead.

Crescent Moon: The untapped spirit realm lies as a dark and twisted reflection of
Eberron. The sentient (yet ultimately alien) entities that embody different things,
concepts and ideas patrol these lands and constantly fight one another for control and
dominance. But only the Crescent Moons can peer across the veil and see/control the
spirit realm to their will. Crescent Moons (sometimes called Theurge, sometimes called
Ithaeur) are the shamans and mystics of the Were-touched, masters of the ancient art of
spirit pacts and able to call upon the assistants of spirits at any time by invoking their
ancient powers.
Crescent Moon Power: the Crescent Moons are adept at sensing the supernatural
and they're experts at picking up on strange things in the world. Crescent Moon's
automatically gain a free Wild Dice of Sixth Sense. Crescent Moons also receive a
bonus of 2 dice to the Power skill, to represent their adept power at the magic of the
spirit realm. Crescent Moons also receive a free Expert Dice when making a Grace
check in the presence of Spirits, being naturally adept at dealing with spirits.
New Moon: The shifter race are not all about big forms, big muscle and big
power. New Moons are the rogues, tricksters and spies of the Shifter-kind. Able to move
carefully and with great precision. New Moons are known for their expert ability to hide
in the small dark nooks and crannies of nature and urban settlements that people often
overlook. But whether stealth or pure combat prowess is their favoured skill, they are all
around natural born runners. If you find a New Moon? Good luck catching it. If you're
trying to escape a New Moon? Good luck outrunning it.
New Moon Power: The archetype (unsurprisingly) gets 1 free Wild Dice to their
Run Skill, displaying an incredibly adept power at outrunning opponents. Furthermore,
in their wolf forms their base speed becomes 30ft per round rather than 20. Allowing
them to move EXTRA quickly in reaction to the forces around them. Furthermore, a
New Moon may choose to substitute a dodge roll for a run roll, as long as there is
enough room for him to move about freely. He would be able to pull that maneuver off
in the middle of an open-field or even a spacious warehouse, but not in an enclosed
dungeon or room.

The Shifter Tribes


There are 12 great Shifter Tribes. At one time there were 13, but they have since
been corrupted into the Bale Hounds, and have been driven mad by the insane power of
the Idigams and the Wyrm. While each individual Shifter Tribe has it's infighting and
tribes who religiously oppose one another, each Shifter-Tribe generally knows that
working together is most likely the best way to achieve their goals. The “goal” in
question ranging from “Destroy all Non-Spirit Related Magic” to “Protect Eberron from
the corrupting forces.”
The tribes are as follows:

The Gatekeepers: When people imagine a stereotypical “PC” Shifter they're


most likely thinking of a Gatekeeper. Which is odd considering they're relatively few in
number and up against opponents the other tribes have only passing concerns about. The
Gatekeepers know of the tale of Siberys, Eberron and Khyber. How the third dragon had
gone insane and was imprisoned by Eberron, thus allowing him to attempt to corrupt the
mother of all life. The Gatekeepers stopped the incursion of the Idigams thousands of
years ago, but have since greatly decreased in power. There's barely a handful of them
left, but they remain stoic in the face of the Idigam and the Wyrm's return.
Totem Guardian: Gatekeepers often shift under the moon of Olarune, and are
drawn to the job of a sentinel to Eberron. The Gatekeepers do not have a traditional
totem, instead revering Vaarak for teaching them the ways of planar guarding.
The Blood Talons: Shifting under Barrakas, the Blood Talon are the berserk and
fighters of Eberron. Approaching life, battle and the hunt with a new found ferocity and
power. The Blood Talons most consistent enemy are the worshippers of the Golden
Flame and those who advocate the religion. The Blood Talons suffered much while
under the Lycanthropic purges of the Golden Flame, and they at best have a stern enmity
for those who openly worship the flame and it's power. Many of the other tribe see them
as barbarians, but in truth they are simply creatures of great passion, looking for love
and celebration in all fields.
Totem Guardian: The Blood Talons revere Brother Falcon, who's blood red talons
they take their name from.

The Children of Eberron: The peacekeepers and protectors of the tribes. The
Children of Eberron hold that all tribes are ultimately the children of Eberron and that all
Shifter-kind should not be so quick to fight each other. At best, other tribes are
misguided in their efforts, at worst, they're entirely corrupt and killing them is more for
the mercy of themselves and others than anything. Children of Eberron also advocate
peace with the civilized world, though they also disapprove of the misuse of magic.
Totem Guardian: The Children of Eberron revere Sister Unicorn, who represents
purity, chivalry and healing. It's pacifist nature most accurately resembling their own.
They associate themselves with Therendor.

Iron Masters: Perhaps the most “modern” of the tribes. Iron Masters can be
found in urban centres across Khorvaire and are the most accepting of non-spiritual
magic for personal or job related use. Iron Masters primarily wish to have the spirits of
urban centres and wilderness domains be maintained and stay in their respective spheres.
They don't see the encroaching of urban cities or magic as a bad thing in and of
themselves, but they do recognize that such things should be used responsibly and magic
should not be misused.
Totem Guardian: The Iron Masters revere Friend Cockroach. A hardy and
persistent spirit, at home in the wilderness as he is equally at home in the city. The Iron
Masters associate themselves with Eyre.

Green Singers: The tribe of Green Singers know how to throw a party like no
other. Wild and carefree, they enjoy passionate stories, drink and exploring the
wilderness like no other. Their primary goal is to enjoy and relish the world as it is now,
rather than worry about what it might bring, although this hardly means they are aimless.
Green Singers are often on good terms with Changelings and the fair folk... although
they do recognize the danger of such creatures, and are sometimes willing to assist those
who wish to free themselves from their captors.
Totem Guardian: Uncle Stag is the totem of the Green Singers. Proud, graceful, a
delicate creature of the wilderness, it is said that Stag causes plants to grow wherever his
hooves touch earth. Green Singers claim to hold the moon Dravago as their own.
Ivory Fangs: The Ivory Fangs are an exclusive tribe of exclusive members.
Proud, charismatic and daring. The Ivory Fangs seek out those whom bear their
bloodline, and indoctrinate them into their tribe with no end of pursuance. This is
because Ivory Fangs know that their bloodline runs deep in many shifter communities
and they'll do all in their power to sniff members of their bloodline out. And when they
ask you to join? It's often wisest to do so, or else you may very well have made enemies
you didn't ask for. The Ivory Fangs act as the predisposed leaders and Alphas of the
other Shifter Tribes, often leading them into great hunts or directions for their goals to
take them.
Totem Guardian: Shifting and calling to the moon of Nymm, Ivory Fangs call
upon the power of Elder Elephant. A symbol of regality and splendour to the tribes.

Silent Hunters: Hiding among the darkest forests, within the darkest caves or the
darkest underbellies of cities. Silent Hunters (sometimes called “Ghost Wolves”) are
those whom hide among the other tribes for nebulous reasons. They are an order of
assassins, guardians and stealth operatives for the Pure. By volume, this tribe is made up
almost exclusively by Half Moons.
Totem Guardian: Silent Hunters pay homage to Lharvion and their guardian spirit
is Great Owl, a spirit of unnatural sight and hunting prowess.

Thunder Lords: While they often play second fiddle to the Ivory Fangs cunning
and guile, the Thunder Lords are natural born leaders and commanders. Able to bark out
orders and follow through on cunning tactical ploys easily. Thunder Lords are easy to
spot in a crowd and are often known for being the most boisterous of the other tribes.
Notable, them and the Ivory Fangs DO have a bit of tension between them for who
“leads” the Shifters, but thankfully it hasn't broken out into any full-on-war... yet.
Totem Guardian: Thunder Lords pay homage and claim to shift under Zarantyr.
Their spirit is Grandfather Storm, who exists as a spirit of pride and fury.

Stargazers: Perhaps the most mistrusted of all the clans. Stargazers are avid fans
of the occult and constantly read into the terrifying powers of the setting. Forbidden
magic, the history of the idigams and the wyrm, and all sorts of terrifying and
problematic mysteries that Eberron possesses deep down. Many tribes warn the
Stargazers that they're quickly on the path to joining the Bale Hounds, but the Stargazers
have (thus far) been able to keep themselves in check.
Totem Guardian: Shifting under Rhaan, the Stargazers pay tribute to Cousin
Chimera. A mysterious and enigmatic figure who supports the collection of information
under any circumstance.
Bone Gnawers: There's a reason the Bone Gnawers totem is a rat. Most shifters
see Bone Gnawers as the scum of the earth. Living off the debris and refuse of others in
the most disgusting habitats, willing to sell their own mother for some food and a nice
place to sleep. But Bone Gnawers are (suprisingly) some of the most honourable shifters
around. They're survivors, and willing to take extreme measures in order TO survive, but
that suits them just fine, they're truly and earnestly devote to those who earn their
devotion and they will fight to the death for you.
Totem Guardian: As said, Bone Gnawers call to the spirit of Brother Rat. A quick
and cunning spirit who survives and waits for the best opportunity, striking when
absolutely right. Bone Gnawers pay tribute to the moon of Sypheros.

The Ashbound: If there are any Shifter Tribes who are militantly against urban
expansion and the use of magic outside the spirit realm? Then it's the Ashbound.
Ashbound are convinced that the urban cities and countries of Eberron are what's caused
such terrible blights like the Mournland and the corruption of the Twilight, and the only
way for such horrors and destruction to be stopped is to completely destroy urban
centres and tear down ANY form of non-spirit based magic. Originally they were a
minor sect, but since the Mournland's creation they've been steadily growing in
influence and power, currently they stand as the second largest group in the Shifter
Community
Totem Guardian: The Ashbound revere Grandmother Fire. A burning and
powerful spirit who desires nothing but a cleansing of all the world's impure magics.
Their moon is Aryth, the Gateway.

The Wardens: Perhaps the most famous of all totems was Father Wolf. An old
and powerful spirit who was tasked with policing the spirit realm and making sure that
the Twilight and it's various dark and powerful entities did not seep into the Material
world and cause too much harm and destruction to the world. Sadly, like all good dogs,
Father Wolf had his day. When Father Wolf's children saw that he could no longer carry
on his duties, they did what they thought was right and kill him so they could in turn
take control as the police of the Spirit Realm. These Shifters became the Wardens, the
most populous and common tribe of Shifter-kind in the Eldeen reaches and beyond.
Tasked with preserving the barriers and the people who deal with them. The Ivory Fangs
and the Thunder Lords may “lead” the Shifters, but the Wardens are the majority and
they're adamant on policing the uncontrolled spirits of the twilight.
Totem Guardian: Father Wolf was the most well-known and revered of all the
spirits. As such when the Wardens killed him, many spirits became distrusting and
overly critical of them. Still the Wardens do have a “guardian totem” of sorts. Olian, the
spirit of a great tree who resides inside the Eldeen reachers. He acts as the spiritual face
and guide for the Wardens, who occasionally do need to turn to the ancient wisdom of
the spirit world. Wardens call Vult, the Warding Moon as their own.
The 13th Moon and the 13th Tribe?
Shifters speak of a group known as the White Howlers. They speak of their folly. They
speak of their arrogance and their fall. They speak of them as a cautionary tale, as to
what happens when a tribe is not careful of the dangers that lurk out there. But they also
speak of the “Lost Moon”. A shadow that sometimes appears in the sky, that was
supposedly destroyed by magic beyond their understanding. The shifters speak of this
moon, and say that when it arises in the night sky, the Bale-Hounds grow more and
more hungry. Some claim it was the rising of this moon that caused the great incursion,
while others claim it was their own inactivity. Either way: the tribes are constantly on
the lookout of the signs of this 13th moon, and those few who remember the White
Howlers seem to know a greater connection between them and the Bale Hounds of
today. What is that, necessarily? Well, they aren't about to say.

Shifter Tier Benefits


Tier 2: A shifter at Tier 2 may refine his shape-shifting further and take on the
form of a near-human wolf form. This form makes the shifter slightly hairier and more
physical, while still retaining most of his intellect. This “Near Human” form grants a -2
to Charm (minimum 1), while granting a +2 bonus to Body (maximum 6). While in this
form, the Shifter gains the Unwholesome problem. If he already had it, then the effect is
worsened as anyone seeing him automatically succeeds at their awareness roll.
Tier 3: At Tier 3, the shifter may take on a near-wolf form. Which is similar to a
wolf, but slightly larger and more reminiscent of the war form. In this form, the shifter's
Genius, Presence and Charm are all lowered by 3 (minimum 1) while his Body is raised
by 1, his Speed by 2 and his Sense by 2 (maximum 5). He may still deal Width in killing
damage with his claws and bite in this form. To add onto it, a shifter at this Tier may
spend 10 Experience to turn 1 physical Stat dice (either Body, Speed or Sense) he
possesses into an Expert Dice. This expert dice only functions when he is in his War or
Near-Wolf form, and it stacks with any other expert, master or wild dice he may have
from skills. Furthermore, his war-form's maximum stat allotment raises to 7.
Tier 4: At Tier 4, a Shifter's spirit form becomes slightly more refined and
godlike. He does not merely resemble a wolf, but perhaps a holy being of some sort with
fire on his body or some other aspect to him. This is his Totemic Aspect, a special power
that is granted to him once he reaches Tier 4 (see “Totemic Aspects” on page XX).
Tier 5: The Shifter at this Tier is now practically a monster in his own right. The
Shifter gains 1 final form. The Dire Form. This form is akin to his wolf form, except it is
stated as a Monster (see page XX) with each hit location being worth 5 dice and 4
health. The GM and the player should work together to determine what powers and
abilities this Dire Form has, and they should write it as seems fair. The dire form can
only be taken for 1 hour at a time, and cannot maintain it for any longer. The shifter
requires at least 6 hours of rest before he may use his Dire Form once more.
The Dragonmarked
Many people have heard of it. The tale of how Siberys was killed by Khyber, and
Eberron unable to harm her brother, wound up imprisoning him beneath her flesh? Well
let me tell you right now, that's a lie. Or at least, that's what the Dragonmarked believe.
The term “Dragon” refers to mystics and sorcerers beyond our comprehension, and the
tale of treachery is a bit more complicated then that.
Back during an ancient time, magic was commonplace and men and god walked
side by side. Those who governed over the world were known as the gifted. Those who
uncovered the power of the great draconic prophecy, spoken of in the litanies of the
great Dragon Siberys, who godded over all magic.
But with their great power, they also possessed great hubris. A hubris that would
cause a great split in the gifted, the rulers of the ancient time. One faction of the gifted
betrayed the others core tenants, rather than worshipping the gods of old they set
themselves up as the new gods of reality. But in their attempt at cultivating and saving
the world, they only wound up breaking it. Fracturing reality and creating a terrible,
black sea that now surrounds the material and all of the supernal realms outside of it.
Thus was born the third dragon, Khyber, spawned from the treachery against Siberys
and formed in the inky blackness, he now divides the supernal realms with the material
and seeks to consume all.
But there are those who fought against the Exarchs. The Oracles (as they called
themselves) held themselves to Sibery's teachings and believes that Supernal magic was
a gift to share among mortals. As such, they constructed the 12 Watchtowers (although a
13th one supposedly exists somewhere within a realm of madness, horribly touched by
the Exarch's Abyss) in the 12 planes that orbit and appear around Eberron. These
Watchtowers connect to the Supernal-Realm where the Exarchs and Oracles reside.
Since the 12 planes of Eberron overlap with the Material and connect to each mortal
within, each and every mortal has the potential to awaken. To appear before one of the
watchtowers, to have his True Name inscribed upon his flesh and to have his soul be an
awakened and real part of the True Name of the World. These select individuals can call
upon the power of the Supernal Realm, master magic far beyond the scope and limits of
that which currently exists and alter the destiny of Eberron and Khorvaire in ways
people can't imagine.
All is not easy for the Dragonmarked however. For there are those among them
who choose to serve the Exarchs who command the Supernal Realm. The Seers of the
Throne (as they're called) are an offshot of various different Dragonmark Houses, each
of them looking to fulfil the Exarch's whims to control and subjugate the people who're
imprisoned in the Fallen, Material World. But worse are the Aberrant Marked, those
who're tainted by the power of the Abyss and who seek to destroy and corrupt the world
in service to their Abyssal lords, that're more powerful and terrifying than any being can
comprehend.
Dragonmarked Powers: Each dragonmarked has a symbol permanently
inscribed somewhere on his body. This symbol varies in shape, size and colour, but
generally has a smooth and artistic flare to it. The only exception to this are Abberant
marks, which appear to be more jagged and have dark welts and bleeding around where
they manifest. This dragonmark is a symbol of that mortal's soul and essence, allowing
him to call upon the magic of the supernal to re-shape reality to his will.
Dragonmarked's greatest gift, however, is their unique source of magic.
Dragonmarked do not use the sorcery that other supernaturals use, rather they possess
their own unique form of sorcery. Supernal magic is a more powerful, more versatile
form of magic, that is FAR more dangerous to cast due to it's lower dice-pools as well as
the paradoxical effects it causes when it is used. Supernal magic is explained in greater
detail on page XX.
Dragonmarked have one other gift thanks to their awakened soul. They are all
experts at sensing the unnatural presence of magic and the supernatural, and each one
has their own specific “feeling” they get when magic or supernatural power is used in
front of them. Sometimes it's their dragonmark suddenly growing warm, sometimes it's a
sharp pain or a dull ringing in their ears, but each one masterfully knows when
something or someone is casting magic. Each Dragonmarked has a Master Dice in Sixth
Sense.
The dragonmark itself is also a weakness of theirs, as it is literally a manifestation
of their soul and true-name etched onto their body. Should anyone catch a good glimpse
of a Dragonmarked's mark, they will gain a permanent +1d bonus to any spells cast
specifically on him, and can choose to target him specifically if he is in range/if certain
words are used. This must be a real life view of his dragonmark, images and paintings
(even ones directly from memories) will not work, a special connection is required.
Dragonmarked can hide their marks with magic, but starting dragonmarked can usually
hide it on their bodies easily enough. It is only a threat should someone try and examine
their form completely.
One final penalty that exists for Dragonmarked is this: they cannot use their
passions to invoke in any of their mundane skill rolls. They can only use them to
augment their spellcasting. To become a dragonmarked is to be touched by the supernal
in such a way that your emotions are now intimately connected with your skills.

No New Dice Types: Dragonmarked are the only supernatural template that gains
no new dice types. Sorry. We feel getting access to a new and vaguely freeformey
variety of magic is worth enough.

Dragonmarked Archetypes
The Dragonmarked have 5 primary archetypes. While each Dragonmark is
different , and there are 12 different towers out there that grant particular powers. Each
Dragonmarked is compelled to adopt one of the 5 below archetypes. Typically in
relation to his particular soul or desires.
Mark of the Warlock: The masters of warfare, both of the mind and of the
battlefield. Marked who bears the Touch of the Warlock all tell of very similar
awakenings. Whether it be with demons of Shavarath, strange entities beyond the stars
or with the monstrous spirits of Fernia/Risia, those with the Mark of Warlock have all
made pacts with their supernal-tower, and thus been given some of it's unnatural power.
Often smart and sophisticated, it's no surprise many equate the Warlock with that of
demons and those who wear pleasant faces to hide more selfish intentions.
Mark of the Warlock Powers: Warlocks hold power over the astral. They gain +2d
to the Mastigos word (see Supernal magic). Warlocks also gain a unique power from
their pact with the supernal, a spell that is exclusive to them. Unlike other spells
however, this is rolled purely with Speed + Tactics.

Warlock Exclusive Ability: Elderitch Blast


Elderitch Blast
Intensity: 4
Casting Time: Combative
Duration: Instant
Attunement: Yes (being a Warlock is auto-attunement)
Effect: The Warlock fires a ray of magical power from his hands. This ray takes
many forms, depending on the Warlock's psyche, but no matter what it deals Width +
Waste Dice in shock damage, to a single target within eyesight. This spell can be
parried as a normal attack, it is primarily useful as an ad-hoc weapon, without the threat
of paradox.

Mark of the Theruge: Those who bear a Mark of Theurgy often claim their gifts
to be blessed by heavenly power. Many are devote worshippers of the Sovereign
Host/Golden Flame and many speak of their awakenings being as if they were met with
by a higher power and blessed with powers beyond reckoning. Sometimes they claim to
have been to Syrania, while others have met the Archon Champions of Shavarath.
Theruge are often seen as being at best, the moral centre of many Dragonmarked cabals,
at worst they're zealots and pig-headed.
Mark of the Theruge Powers: Theruges hold prominence over the power of
energy and the forces which govern the universe. They gain +2d to the Obrimos word, as
well as a unique power from their blessing. A spell that is exclusive to them. Unlike
other spells, this is rolled purely with Body + Counterspell.
Theruge Exclusive Ability: Mage Armour
Mage Armour
Intensity: 4
Casting Time: Combative
Duration: 5 Minutes
Attunement: Yes (being a Theruge is auto-attunement)
Effect: The Theruge covers his body in Width armour that protects him from all
damaged caused by spells. The armour automatically gobbles any damage caused by a
spell, whether it be normal or supernal sorcery. Normal or environmental effects ignore
this armour, and if an event is caused BY a spell this armour does nothing (so if a
spellcaster blows out the supports of a tower someone with Mage Armour is in, he does
not take less damage from the fall).

Mark of the Enchanter: The mark of Enchantment is sometimes called the mark
of the oracle. Enchanters can peer into the future and “tweak” at things to have certain
events play out as they desire. Their dragonmark, as they claim, is often earned through
hard-work and an acute understanding of the mystic forces at work. Many Enchanters
claim to have studied the planes and the stars so well that they were able to venture into
them by themselves. Some claim to have viewed the mystic realm of Thelanis, or the
collapsing realities of Kythri. Either way, many enchanters are seen as the more studious
and introspective of the dragonmarked.
Mark of the Enchanter Powers: Enchanters are masters of the purview of destiny
and the causality which patterns reality. They gain +2d to the Acanthus word, and they
gain a unique power from their study. A spell that is exclusive to them. Unlike other
spells, this is rolled with Genius + Persuasion.

Enchanter Exclusive Ability: Inscribe Grimoire


Inscribe Grimoire
Intensity: 4
Casting Time: 10 Minutes
Duration: Until Spell is Cast
Attunement: Yes (being an Enchanter is auto-attunement)
Effect: An enchanter may prepare supernal spells in advance and place them
inside paper. He must prepare a craft spell by selecting the words he will use for it (see
Supernal Magic), and then allowing the GM to roll the dice pool of the supernal spell,
as the player rolls the pool for this one. The GM shouldn't tell the player what his result
was for the supernal spell, which always raises the question of just how safe this spell is
(since it's hard to tell it's a failure until it's used). Other dragonmarked and Proximi can
use these scrolls to activate the latent spells, but wise dragonmarked know better than
to take such risks.
Mark of the Necromancer: Necromancy has always been sort of an odd pariah
out of the Dragonmarked. Masters of Shadow, Death and power over unlife, the
Necromancers claim their power was gained by coming in contact or being touched in
some way by death. The cold plane of Risa, the end of Dolurrh, the darkness of Mabar,
all of these are different planes most frequented by those who developed a Mark of
Necromancy. Many Necromancers are thus, feared or respected among the
dragonmarked, for while their powers may be strange or aberrant there's little doubt they
can stand as an invaluable resource.
Mark of the Necromancer Powers: Necromancers hold sway over the power of
entropy, as well as the power of the material world. They gain +2d to the Moros word,
and they gain a unique power from their defiance of death and the hold of Dolurrh. They
gain a Necromancer exclusive spell, but rather than being rolled with normal power, it is
rolled with Presence + Awareness.

Necromancer Exclusive Ability: Rebuke Undead


Rebuke Undead
Intensity: 4
Casting Time: Combative
Duration: Instant
Attunement: Yes (being a Necromancer is auto-attunement)
Effect: This spell may be cast against any undead to instantly gobble any
successes he makes on a physical attack. Essentially, it can be used to instantly negate
the advancement of attacks made by undead threats, undead monsters or Kindred. What
constitutes as “undead” is typically up to the GM to decide, but in general if a monster
is associated with Kindred or Reapers (or IS a kindred/reaper) than this spell can
probably be used to counter it. Kindred and Reapers are, however, particularly strong-
willed undead, as such they receive an automatic +2 bonus when rolling against this
ability.

Mark of the Shaman: The mystics and the spiritualists of the world. Shamans are
adept at animating, controlling and calling for the innate life in the world as well as the
spirits that permeate all. Some claim to have awakened in the Twilight forest of
Lamannia, others have seen the light of Irian, either way those who're marked by it tend
to develop an acute understanding of the inner workings of living creatures, as well as a
startling obsession with the spirit world and those who reside in them.
Mark of the Shaman Powers: Shamans hold absolute sway over the natural world
and the living creatures and spirits which influence it. They gain +2d to the Thyrsus
word, and they gain a unique spell that is specifically related to their role as a Shaman. A
unique spell that only they may cast, this is rolled with Sense + Intimidate.
Shaman Exclusive Ability: Summon Spirit
Summon Spirit
Intensity: 4
Casting Time: Slow 1
Duration: 30 Minutes
Attunement: Yes (being a Shaman is auto-attunement)
Effect: The Shaman may call upon a Threat 5 spirit from the Shadow into the
material to fight for him. The spirit has an attack, defend, and one useful power that the
GM creates himself. If a Shaman is aware of a spirit's name, he may call upon a
familiar spirit to assist him. However, if the Shaman's spell rolls under the intensity,
then the spirit is under no obligation to fight for the Shaman and could just as easily
turn on him. Still, it is a handy ability to have at times.

The Dragonmarked Houses


The Dragonmarked have 12 primary houses. Rumours persist of a lost 13th one,
but it's mostly been vehemently denied by the Dragonmarked and those who work under
them. Each House not only fights a secret shadow war with the Seers of the Throne, but
attempts to influence and advance the world of Eberron as a whole. The Houses are not
official organizations in Eberron with official names, but many different companies and
guilds are really little more than fronts for various houses to get their goods out in battle
against the Seers of the Throne and their influence within the various governments and
factions of Eberron.
The Houses are as follows:

House Cannith: The mastermakers and craftsmen of the Dragonmarked. House


Cannith are a loose contingency of operators who build and maintain much of the
“magi-tech” that Khorvaire thrives off of. Many of them awoke in Daanvi, the perfect
forge, where they first learned the word 'Cannith'. Allowing most to gather under a
similar awakening.

House Deneith: Operating many different mercenary guilds, sell-swords and


various hired goon agencies, House Deneith stands as the militia and the prowess of the
Dragonmarked. Ready to rush in and fight when needed, and perhaps the most willing to
“pick up” and develop new and different fighting techniques. Unsurprisingly, this
house's word claims to have been most closely associated with the plane of Shavarath,
where the minions of the Exarchs and the Oracles constantly march into battle with one
another.
House Ghallanda: Wars come and go, technology has its ups and downs... but
everyone, no matter what, needs a place to sleep and a good meal. The Dragonmarked of
Ghallanda know this, operating many different inns and restaurants across Khorvaire.
They serve to please guests as long as they have the coin to stay, and provide shelter
where it's needed. The members of the house most often claim to have awakened within
Syrania, the Azure Sky, where they learned of the word for comfort and protection in its
heavenly paradise.

House Jorasco: Most hospitals and medical agencies in Khorvaire are


backed/funded by House Jorasco. It's members are expert healers, medicine men and
doctors. Applying Life magics primarily in the manner of healing the sick, curing the
wounded and providing a painless out to those who're too-far gone. The plane of Irian,
where the light of each and every soul is forged, is where most members of house
Jorasco awakened. It was these people who first learned of the spells that allowed them
to heal and restore the weak and broken.

House Kundarak: Money is power, money is what controls nations and money is
what allows those who join House Kundarak to play the different Economies of Each
nation to their advantage. Many banks are maintained and controlled by house
Kundarak, and they're experts at keeping valuable possessions out of the hands of the
greedy. Risia, the plane that seals and devours with entropy is also a place that wards
and protects. Those who awaken in such a cold, blasted land, learn quickly how to
protect and ward themselves from the growing cold, as such most of the members of
house Kundarak have awakened in Risia.

House Lyrandar: Most farmers are on good terms with Lyrandar. You have to be
when you have people who can “conveniently” make it rain when you want it and who
could “conveniently” send a drought your way for 10 years. Those who operate under
House Lyrandar are weather specialists and expert ferrymen. Fernia, where energy and
the forces which govern reality explode in a constant storm of power, are where the
people of Lyrandar first learned of their word for the control of storms and the power
that guides them.

House Medani: The watch of Sharn and many different private and national
detective agencies hold members of house Medani. The house investigates and uncovers
various criminal and magical threats across Khorvaire. Medani is particularly staunch on
the uncover y of new Dragonmarked, and especially the fear of Aberrant Marked. Dal
Quor, the land of dreams, is where most Medani awaken to, for it is there that they learn
of the ability to see through the lies that cloud people's minds and view the world
unbiased and unabashed.
House Orien: Delivery and transportation are the domains of Orien. Serving as
the primary operators of the Lightning Rails and many Caravan Routes, Orien often find
themselves in “friendly rivalry” with Lyrandar and their mastery of sea and air
transportation. Still their ability to conjure portals and make instantaneous transportation
certainly helps with their delivery policies. Kythri, the churning chaos, is a land where
borders become disassociated, where miles can mean inches and where direction is
meaningless. Only those who have touched and traversed this plane can learn of the
word of passage, that allows one to move as though borders were no longer an issue. As
such most members of House Orien have awakened in Kythri.

House Phiarlan: To many of the houses, Phiarlan is a necessary evil. Their duty
is to guard the veil between the duty of mages and the various mortal spies and agents of
the Seers. Tricksters, assassins and secret police make up the ancient house (arguably the
oldest Dragonmarked house in Eberron) and with such a group of ultimately morally
ambiguous and ambivalent masters of stealth and shadow, what other kind of “open”
profession could they operate under other than the Entertainment industry. Mabar, the
land of complete shadow and endless night, is unsurprisingly where most members of
House Phiarlan learn how to disguise and cloud individuals perceptions.

House Sivs: The lore-keepers and linguists of the Dragonmarked. House Sivs
deals in the art of scribing and keeping the lore of ancient times as well as maintaining
newly acquired magic and powers. House Sivs operates many libraries and notary
systems across Khorvaire, and their translators are welcomed in many courts. Thelanis,
where contracts are more solid than matter and words mean everything, is unsurprisingly
where most members of house Sivs learn of the word of message.

House Tharask: While not technically an industrial giant like the other
Dragonmarked, House Tharask are well known bounty hunters and treasure hunters.
Many of them are expert trackers and explorers, finding lost artifacts, treasures and
criminals across Khorvaire... for a nominal fee. Strangely, most members of House
Tharask awaken in Dolurrh, the realm of the dead. For the land of the dead is a place
where the lost constantly try to escape, and only those who can traverse and find their
way through its labyrinth can truly be considered a master of the word Tharask.

House Valdalis: The breeders and animal handlers of the Dragonmarked. House
Valdalis implements magic to breed and create a variety of strange and exotic animals
for mounts and pets across Khorvaire. Much of Valdalis's livestock is of high-quality and
many of their mounts are the finest breeds of animals in the world. They operate many
farms and breeding facilities across Khorvaire. Lamannia, where wildlife and impulse
breed true, is where most members of House Valdalis awaken.
The Thirteenth House
Back during the begging years of Sharn, a new set of Dragonmarked formed.
Unassociated with the normal houses, these Dragonmarked formed a group known only
as house Tarkana. This house is spoken of in hushed toned among the Dragonmarked,
their leader, the Lady of Plague, was supposedly a horrifying Aberrant marked who
could summon forth swarms and destruction with a single word. The members of
House Tarkana supposedly gave a bit of their soul to the Abyss so they could gain
access to more power, but some tell it a different way. Some claim that the members of
House Tarkana were simply misguided, not understanding the powers that they played
with and foolishly using them.

Dragonmarked Tier Benefits


Tier 2: A Tier 2 Dragonmarked starts to refine his soul further. At Tier 2, he takes
it upon himself to develop a particular Legacy. There is a list of legacies within this book
(page XX) that the dragonmarked may choose from, each of which granting him further
power of his more refined soul. Dragonmarked at this tier notice their Dragonmark
increasing slightly. Although not enough to become instantly noticeable, it can be
dangerous for a dragonmarked at this tier to walk about in broad daylight without a shirt
on.
Tier 3: At this Tier, a Dragonmarked further advances within his legacy, gaining
it's second attainment and a further boost in power. A dragonmarked at this rank also
gains more power with their pure spellcasting, they may raise any of their Word skills
(see Supernal Magic) up to 6 dice.
Tier 4: At tier 4, a Dragonmarked succeeds simply being a normal Dragonmarked
and become a Siberys Marked. A truly powerful and dangerous individual with much
greater command over the supernal. A Siberys dragonmarked may increase his Genius,
Presence or Charm up to 7 dice once he reaches Tier 4.The Siberys Marked also gains
access to his Legacy's third attainment and any of the associated benefits. This comes at
a major cost, however. Once a Dragonmarked becomes a Siberys Marked, the mark on
his body easily becomes large enough to notice. Anyone who sees him can make a
cursory Sense + Detection roll to instantly notice that he is a dragonmarked, and it only
takes a minute of study to instantly recognize his mark and gain the cursory +1d bonus
against him. Many Siberys Marked hide their mark and attempt to stay out of the
limelight for just such a reason.
Tier 5: At this Tier, the Dragonmarked can complete his final attainment. It is not
listed in the book, as the final attainment is literally the creation of a new, personalized
plane, and thus the creation of a new Supernal word. This can be a target word, or
possibly even an Action word. Either way: it is something the player holds complete
dominion over. The GM and the player should work out what word is created exactly
and what effects can it do.
The Unborn
Khorvaire has had constructs for centuries. These have mostly been primitive
creations, capable of only performing a set amount of pre-programmed actions or
directives. None of these constructs could think or act on their own, and for the most
part they were only used as various manual labour... all of this changed during the last
war. For almost 30 years ago, an envoy of explorers returned from the mystic continent
of Xen'drik and brought back with them a scroll which entailed a strange and peculiar
form of “Alchemy”. Or at least that was how it's readers chose to ultimately interpret it.
The knowledge of the scroll, however, was strange and temperamental. It spoke
of an unusual “divine fire” and how one could harness this power. Many practitioners of
the alchemy found that doing so was a difficult and ultimately time-consuming process,
the only ones with any success in it were House Cannith (see above) who crafted a giant
metallic device born from a combination of mad artifice and inspiration that they simply
refereed to as “The Creation Forge”. What they were able to forge from it, would change
Khorvaire forever. For while the “fire” harnessed could not temper iron, forge steel or
burn flesh, it's power was much more terrifying and potent. The flames could indeed,
imbue the inanimate and the dead with life and a real soul. These creatures, forged from
metal and flesh would since be refereed to as “The Unborn”.
The Unborn's history in Khorvaire is notably less than any other. This is because
the Unborn don't know where they come from. An Unborn Freshly made has the basic
motor functions and comprehension ability of an adult, but the knowledge and general
understanding of a child. Created into a strange world with no past, the Unborn quickly
made a scene onto the streets and war fronts of Khorvaire as a “new” type of warrior.
One who could not age or tire and required no food or rest.
Soon every nation was clamouring for these new warriors, and while House
Cannith could primarily play favourites with Cyre for a while, the demand for them
from other nations soon became too large. By the War's end, every nation had a battalion
of the new and utterly bizarre and alien entities simply known as the unborn. Metal and
artificial flesh given life by a divine fire, created to serve their respective nations they're
sold to and fight in a never ending war. Only after the War's end, during the treaty of
Thronehold, were Unborn given the rights as sentient and free creatures. An odd step to
take, but one that has allowed Unborn in the new day and age to try and find life and
purpose inside a land of (relative) peace.
Unborn Powers: All Unborn, no matter what archetype, are constructs and as
such do not need to eat, breath or resist disease or poison. Note that they can still roll
Hardiness to recover from shock damage and you must still roll it to do anything for an
extended period of time (the body might be able, but the mind is often easy to distract
and tire) so it's still a valuable skill to possess.
While Unborn still die when their head boxes fill up with killing damage, their
torsos are a bit more resilient. Filling up an Unborn's torso with Killing damage simply
sends them into unconsciousness, as though they'd been filled up with shock. They
remain unconscious until at least 1 point of the damage is healed in some way. Typically
by having an attendee make a successful healing check, which can be problematic.
Unborn do not gain bonuses to recovery with the help of the medicine skill. Only
a specialized form of Study (such as Study: Clockwork or Study: Forging) can work on
Unborn. The study must be related in some way to the Unborn's composition, and it
mechanically works the exact same way as medicine if properly used.
Unborn's greatest weakness is that ultimately they are a strange and alien entity to
most mortals. Some claim there to be a disquieting atmosphere when one enters a room,
sometimes it's a bizarre and alien mindset that fills their head and makes them act more
efficiently/mechanical and sometimes it's simply the fact that Unborn can only think of
things in a very narrow, undefined field. Many of them are soldiers and workers for
nations and many simply did not learn anything regarding social graces. No Unborn may
buy an Expert or Master dice in ANY Charm skill. Note that certain Unborn may be able
to work around this with Craft Dice (See Below).

New Dice Type: Craft Dice


Craft Dice are not applied to any specific skill. Rather, they are applied to general
stats (Body, Sense, etc) and are generally some of the most versatile dice types when
used properly. Craft Dice start out dormant and tied to a particular stat. In this stage they
are not rolled at all and are (for all intensive purposes) completely useless. Unborn may
spend a certain amount of time meditating or “working” on their bodies to “Refine”
dormant Craft Dice into other types of dice. The amount of time it takes to refine a Craft
Dice depends on what type of Dice the Unborn is refining, and how many craft dice he
wishes to refine.
Once a Craft Dice is refined, it transforms into a completely different kind of dice
and is tied to a skill related to the stat the dice was in. It remains in its new state until it
is used and has the number it rolls added to a set. Once the craft dice is successful with
something, it goes back to being a dormant dice and must be refined again. This makes
Craft Dice most effective when used strategically, or when refined with a specific
purpose in mind. Allowing Unborn to be particularly effective in situations where they
are allowed to work at something. For a list of what kind of dice an Unborn may refine,
how long it takes and any general requirements needed for the process. See below.
Dice Type Refining Time Requirements
Normal Slow 1/10 The Unborn must spend a round of combat (if in a
minutes fight) adjusting himself to turn an unrefined craft-dice
into a normal dice. Outside of combat it takes him 10
minutes of simple prepping where he can perform
other activities.
Expert 1 Hour The Unborn must not partake in any extraneous
physical or mental exercises. He must spend his
refinement time focusing on the task itself and if he's
forced to roll any skill roll while refining he instantly
fails and the dice remains dormant.
Master 5 Hours As Expert, but he must also be privy to observing the
skill he is tying it to. Someone with a master dice or 5
other varieties of dice in the skill he's refining must be
within viewable distance of him. Alternatively: The
Unborn may sacrifice 1XP to instantly refine a craft
dice into a Master Dice.
Death 2 Hours As Expert, but he must also be able to view and
observe a Kindred, posses a bit of Bloodiron (see
mythic materials, Page XX) or at least have some
study/knowledge in Blood Sorcery.
Wild 1 Hour As Expert, but he must also be able to view and
observe a Shifter, or receive tutelage from one in the
proper ways of the Shadow and the Twilight. A bit of
Moonsilver can also work.
Pledge 1 Minute As Expert, but the Unborn must be making a deal
with a Changeling as he refines this dice. The dice he
makes may be used in a Pledge with said changeling,
and the changeling may be free to use the Unborn's
refined dice if he's following a task of the pledge.
Doing so expends the dice and makes it an unrefined
craft dice for the unborn again.
XP Cost: Due to their unusual nature. Any Unborn character may buy a craft-dice for a
single stat for 3 XP.

Unborn Archetypes
Unborn have 5 primary archetypes. These tend to be ingrained into them when
they are built, and naturally help indicate where the newly created will wind up.

Warforged: Embodying the Alchemical element of Fire, Warforged are built tall,
sturdy, strong and ultimately potent fighters and figureheads. Often they are constructed
completely out of metal and bear an entirely inhuman appearance, no point looking any
part on the battlefield. But each Unborn is ultimately made uniquely by a different team
of designers, and some do make them look more human in appearance to simply serve as
a figurehead for a platoon of Unborn soldiers. Warforged, more than any other unborn,
tend to resemble purely alien and lost veterans in this day and age. Often using
Militaristic Jargon and terminology, yet failing to know about simple peace-related tools
such as farming equipment.
Warforged Powers: Embodying the alchemical ideal of fire, Warforged are
resolutely quick and well-trained in many fields. They gain 1 free Craft Dice to their
Speed stat. Warforged are also renowned for being able to pull off incredible stunts of
prowess when push comes to shove. A Warforged may squish any sets he makes on a
Body+Athletics roll, as long as he does not combine said set with any other.

Golem: Perhaps the most “famous” of constructs. True Golems are purely
artificial constructs that bear no shred of free will and act purely on programmed orders
from their creators. Unborn Golems are slightly different, while many were created with
similar intentions to true golems (to serve as bodyguards and protectors) unborn golems
can think and comprehend like other living creatures and can respond and react to
situations as they happen. This makes them ultimately more useful than True Golems,
but ultimately of higher maintenance, as many do require at least some form of mental
stimulation to pass the time. An abused Golem is far more likely to let his master get
killed (or simply turn on his master) than one who doesn't.
Golem Powers: embodying the alchemical ideal of Earth, Golems are strong,
sturdy and powerful. They gain 1 free Craft Dice to their Body stat. Golems are also
known for being ridiculously resistant to most forms of magic, any set a Golem makes
on a counterspell roll is automatically set to height 4, if the height is lower. He cannot
combine sets in this way (if he rolls 2x1 and then 2x3 he cannot raise them both to 4 and
gain 4x4, it would simply be two sets of 2x4).
Automaton: While the name is a misnomer, Automatons were built by a variety
of organizations to perform one particular function: serve. Automatons are still very
much individuals with free will and can think and act on their own, but any of them who
served during the war more often than not found themselves collecting materials and
information for their masters. Golems may have been the bodyguards, but Automatons
were given far more delicate instruction. They were meant to carry books, whip up
potions and generally serve their masters by assisting them the best they could. Since
many of Automaton's masters were at least partially skilled in magic, it's no wonder
many also learned to pick it up.
Automaton Powers: Since they embody the Alchemical ideal of Water,
Automatons are built and taught to be quick and flowing. Moving from one book of lore,
glossing it over and performing the desired minor rituals to assist their masters in their
grander schemes. Automaton's gain 1 free Craft dice to Genius, due to their quick pace
and ability to flow from 1 source material to the next, many were also given the unique
ability to search for and find very specific ingredients in many cluttered and messy
locations, while also working as diligently as possible. As such each Automaton may
combine Genius + Investigation with any Speed skill, without suffering the typical -1
penalty.

Homunculus: Perhaps the most strange of all Unborn. Homunculus were the
strange and often aberrant practices to see just what the power of Divine Fire could
bring to life. The result? Quite a lot. Suits of armour, scraps of clothing, random
assortments of scrap iron, dead plants. All of these things when exposed to the strange
power of the creation forges can imbue them with a vaguely humanoid shape and
essentially animate them. Homunculus tend to have the roughest out of all Unborn,
created without much of a purpose or meaning and even more removed from humanity.
They stand as the closest unborn come to looking like pure, mad monsters born from a
twisted mind. Still, many seek to try and understand themselves and why they are the
way they are.
Homunculus Powers: Homunculus are the embodiment of the Alchemical ideal of
Air, as such they can often times mimic the inanimate (or sometimes entirely dead
tissue) that compose them, as well as being quick thinkers and even quicker workers.
Homunculus gain a free Craft dice to their Sense stat and they also gain a permanent
Master Dice to Stealth, just as long as they describe their hiding as them taking
advantage as whatever they're made of. If a homunculus was once a suit of armour, then
he can easily evade guards by standing perfectly rigid at the ends of a hallway in a
castle.
Effigy: Warforged, Automatons and Golems are each built with a specific purpose
in mind. Effigy are a bit more unique, mostly because the Effigy served as both a
figurehead for the Unborn when they were being sold to various nations, but also
because they were designed to be masters of stealth and subterfuge. Effigy were built to
look human, behave in a human manner and generally appear as “life like” as possible.
Even those that are obviously made of metal appear more to be meticulously built
human statues imbued with life, rather than purely mechanical monstrosities. Effigy's all
have a look of artistic quality about them and each is generally designed to look more
than presentable. Even in the face of their occasionally alien and unusual behaviour.
Effigy Powers: Unsurprisingly, Effigy embody the 5th alchemical element. Spirit,
the soul and the power which governs all humanity. Effigy get 1 free Craft dice in their
Charm stat. Effigy are also unique in their ability to play their alien nature to their
advantage rather than their disadvantage. They take no difficulty to any Presence +
Perform rolls, even when performing in front of a foreign or hard to please audience.
People are always impressed by the actions of Effigy unborn, even when they typically
wouldn't be.

The Unborn Refinements


Unborn do not have organizations like most other supernatural templates do. True
there are tales of a band of Unborn in the Mournland who've chosen to forsake
humanity, as well as tales of terrifying unborn who barter with a dangerous force that
corrupts and transforms objects into semi-living monstrosities. But there are no large or
inclusive organizations set up for the Unborn. They just don't have that much of a
history. What Unborn DO have, however, is the notes of Arren Kristif, the man who
invented the first unborn and perfected the process of creating them. Arren theorized that
while alchemy did indeed encompass the 4 elements and what compromised them (5 if
we count spirit) the periodic table of elements was not completely removed from this
list.
He theorized that there was a reason gold was used for kings and nobles jewelry.
There was a reason silver sparkled and was compared to the light of the moon, that there
was a reason copper was a conductor of electricity and power. It was because certain
elements had a personality to them, a way they came out and interacted in the world.
Unborn refinements allow them to harness and look into different aspects of themselves,
ultimately trying to find where they truly belong in the world.

Refinement of Gold: Sometimes called Reforged, the Refinement of gold was


one of the least known of an less popular refinements for Unborn during the Last War,
but has since gained prominence in the wake of the war's end and the Treaty of
Thronehold which accepted the Unborn as Sentient Beings. Unborn with the Refinement
of Gold maintain that they do in fact have souls and try to live their lives fully, blending
in with humans where and when it's needed.
Refinement of Copper: Unborn are creatures at an opposition with nature. Or so
many people say. After all they are beings forged of magic, and many shifter tribes do
not welcome (if not completely loath) them. Those who take upon the Refinement of
Copper oppose this, maintaining that their bodies are no more unnatural or inorganic as
any other. Many wander out into the wilderness to live the life of a solitary hermit, while
others try and actively commune with nature, and attempt to form peace between
civilization and the wild.

Refinement of Iron: Unborn were created during war, and many were made
specifically for it. The Refinement of Iron is one of the most commonly practised
refinements among Unborn, emphasizing the body as a weapon that can be re-cast and
re-made into anything one could want. Many Unborn adopt this refinement naturally,
while some are forced into it due to circumstance beyond their control. With the war's
end, some have decided to forsake the Refinement of Iron to pursue other goals they've
developed.

Refinement of Mercury: Mercury is perhaps one of the most unusual elements


ever studied. It's not only one of only 2 elements which is liquid at room temperature,
but it is also the only metal which is liquid at room temperature. Those who practice the
Refinement of Mercury, more than any other Refinement are fascinated with the way
elements and alchemy work. They're the ones who seek to understand the process of
turning lead into gold, or the mysteries of where their race came from and what they are.

Refinement of Tin: Unborn are creatures of a weird and alien mindset at worst,
easily set off and terrible brutes at worst. Unborn with the Refinement of Tin choose to
channel their anger and confusion, their inhuman aspects, into an ill-defined rage against
those who stand against them, embracing their inhuman and mechanical nature. The
Refinement of Tin is most common among the mysterious marauding Warforged of the
Mournland.

Refinement of Tungsten: Unborn of this refinement are healers and aiders of


other Unborn. They often develop special alchemical practices that allow them to heal
and maintain the bodies of their allies. In a pinch, they can also serve as a good
maintainer of equipment or items. This particular refinement was also common during
the Last War, due to the need of repairmen and healers always being welcome.

Refinement of Silver: Unborn are not the only supernaturals in the world, as such
some Unborn chose to try and better understand the monsters and beings that surround
them. Unborn who practice the refinement of Silver have undergone a path of study and
exploration to understand the dark mysteries of this world and the supernatural forces
around them.
Refinement of Cobalt: The Refinement of Cobalt is an unusual refinement,
adopted by few Unborn. Who ultimately seek to understand the imperfections in
themselves and the world around them. Unlike the Refinement of Gold, who rebuke
their alien mindset to appear more human, or the Refinement of Tin which embrace their
alien mindset and channel it into destructive power. The Refinement of Cobalt focuses
on understanding what aspects of their mindset are so different from people and why this
alienates them further. Some Unborn of this refinement are simply curious prophets,
while some are utterly mad, completely delving into their inhuman nature.

Refinement of Lead: Perhaps the strangest of all. Unborn of the Refinement of


Lead do not ask why they are so different from people, why are they made of from
cobbled together parts or why are they linked to this strange divine fire. They simply
ask... why? Why do they exist? Why are they an unborn? More than any other, Unborn
of the refinement of Lead wish to be comfortable with themselves, before seeking to
understand why they should be comfortable with each other.

Refinement of Platinum: While the Refinement of Gold may seek to make


themselves more human entirely, the Refinement of Platinum would at first glance to
seem more superficial. Rather than having their alien mindset or inorganic bodies have
them appear strange or terrifying, those unborn who adopt the Refinement of Platinum
seek to have their appearance and behaviour belay a look of exotic beauty. They attempt
to make themselves look and act presentable by not confining to human tropes, but
rather by being trend-setters in design and appearance.

Refinement of Nickle: Some unborn simply don't want to be found, and they
know just how to do it. Those who take upon the Refinement of Nickle are masters at
hiding among other races in crowded streets. They do not take up the look of people, but
rather objects or possibly statues. It can be hard to notice a big man made of metal in a
crowded city street. Especially if he's particularly good at staying still and up against a
background he blends into. Unborn who master Nickle are often considered sneaky or
underhanded, but are ultimately well intentioned.

Refinement of Zinc: Unborn of the Refinement of Zinc seek to improve the


unborn condition. They believe themselves to be imperfect, and that the best way to
advance is to change what being an unborn truly means. Those who master the
Refinement of Zinc are focused on changing the meaning of being an unborn, and wish
to see all other unborn follow them. The particular extremists among them even desire
humans to follow them and become more akin to unborn physically. Those who follow
the Refinement of Zinc are often considered to be dangerous experimenters at best, if
not cruel and somewhat mysterious psychotics at worst.
The Thirteenth Refinement?
Each and every Unborn is a proto life form. Each one waiting to become something
new and unique, or hoping to understand himself enough that his place in the world is
maintained. Some are content to remain unborn, others wish to become more human,
some wish to change what being an unborn means, but some... some just want to
embrace being a monster. Or believe that examining what makes people monstrous and
evil is just as valid as studying what makes people kind and caring. This is the
Refinement of Plutonium. A refinement based around the fallout of improperly used
magic. These unborn seem to have an unhealthy and almost terrifying reverence for the
Mournland, some even wishing for it to grow and spread.

Unborn Tier Benefits


Tier 2: At tier 2, Unborn start to undergo their path of self-discovery. Whether
they wish to change and become something whole and unique, or remain as they are. At
Tier 2 an Unborn takes it upon himself to undergo the first part of his True Refinements.
True Refinements are listed on page XX.
Tier 3: When Unborn reach Tier 3, they start to take on the appearance of
whatever True Refinement they wish to follow. Unborn who wish to be human become
more human in appearance, while those who wish to maintain their unborn nature
become more bulky and mechanical in appearance. They may select a single stat out of
the 6 provided to them. That stat can be raised up to 7 dice, and may have up to two craft
dice in it rather than one. They can only be refined and put into 2 separate skills,
however.
Tier 4: The process or refining Craft-Dice becomes almost second nature to
Unborn at this tier. Unborn may refine Craft Dice and permanently allot them to a
particular skill, which they may then roll again and again without fault. Refining a craft
dice permanently works as it does regularly, only it takes a fair bit longer, as seen on the
chart below:
Dice Type Time Dice Type Time Dice Type Time
Normal 1 Day Expert 3 Days Master 1 Week
Death 4 Days Wild 3 Days Pledge N/A
Once it is permanently refined it remains that way until it is unrefined. Unrefining
a dice is a free action that sets the craft-dice back. At which point it must be done all
over again.
Tier 5: A Tier 5 Unborn has finally completed his transformation. Whether he
wishes to be a human, a god, a spirit or beast, that is purely up to him. Either way, he has
succeeded and reached the final arc of his True Refinement. This is given in greater
detail on True Refinement's page.
Changelings
The primary population of Eberron are human. Kindred stay in the shadows and
night-life of civilization, Shifters hunt and roam the wilds, Dragonmarked live among
mortals in small numbers and manipulate their destinies in small but significant ways,
Unborn are a new creation that has only just been granted freedom and any opportunity
to make a meaningful impact on the world... and yet there are still a myriad of Fantasy
Races that live among humans. These are not true races, but rather mortals and the
children of mortals who have been bound by the contracts of a powerful Fey Lord from
Thelanis, or warped by the unusual powers of magic in some way. These are
changelings, sometimes loyal consorts and heroes who've won the patronage of a kind
(yet flighty) fey, sometimes the victims of their alien whims, and yet sometimes just
born touched by the power of the arcane.
Changelings are perhaps the most populous variety of supernatural in Eberron,
outside of mortals, and they're the most well known and generally trusted. But at the
same time, their inhuman nature still ultimately puts them at odds with people, and many
are still the victims of fey and their whims. Mortals do not know of this, they know of
the fair-folk and the goblins and the genasi who occasionally live in towns. But
Changleings keep to themselves, their courts and their own arguments and politics. For
theirs is not humanity's fight, and while there is overlap it is rarely one people and
changelings agree on.
Changelings live among humans as their own kind, and while humans may be
more tolerant of them than they are of many other supernatural templates, there's no
doubt some level of removal that keeps the two races segregated from one another. The
farmer next door might be made of fire, or he might be a little goblin like figure with
pointed ears and his human neighbours might still understand or respect him, but there's
still an element of “us” and “them” that many humans simply can't get over.
Still, there are obviously those who value nations more than race, and some
humans see great value in their changeling partners and neighbours. It's not uncommon
to see Changelings in many if not all walks of life. From workers and assistants, to
politicians and would be rulers.

No Races?
Certain people reading this for the first time may be confused by a lack of races in this
book. Where are the elves? The dwarves? The gnomes and halflings? Weren't all of
these things in Eberron? The answer is: yes, they are. And for those who're expecting
this setting to be a blatant transplanting of Eberron's setting well... prepare to be
confused or possibly disappointed. Simply put: humans are the primary race of
Eberron, they make up the majority of the cultures and people and most non-humans
who bear unusual markings or appearances are most likely changelings. The people of
No Races? (cont)
Aerenal are a human culture, the people of the Mror Holds are also a human culture and
so are basically the Talenta/Shadow Marches people.
Why do this? Why take these tried and true races and then turn them into
primarily human civilizations? Well, primarily for a few reasons.
Reason number 1 is that most of the races in core D&D, especially the 3.5 races
which were used for Eberron, have mostly fey origins in mythology. Elves, dwarves,
halflings, gnomes and orcs are almost exclusively borrowed from either Tolkein (who
in turn borrowed from Nordic myths about fey) or just fairy tales in general. It seemed
redundant, at this point, to have both changelings and all these races in the same place,
since it just drives up too many questions. Are elves related to changelings? Are
dwarves? What about halflings or orcs? If not, then where did they come from? Are
they just offshots of humanity?
It all got far too messy and I felt it'd be a bit more more concise to simply
approach races in this book the same way World of Darkness, Exalted and REIGN's
core setting of Heluso and Milonda approaches race. Humanity is plenty varied and full
of different cultures and people of all manner of appearances. If you played a game in a
modern non-fantasy setting you wouldn't feel like your options of races/cultures would
be limited just because elves and dwarves don't exist, would you? Of course not! You
could be Russian, Chinese, Indonesian, Thai, Australian, French, German, South
African, North African, Iranian, Brazilian, Argentinian, Peruvian, all kinds of cultures
exist and each of these are human. Humans are constantly described in books as being
“The most diverse” race as well, so I personally felt like it'd be a lot more interesting
giving them plenty of different variances, rather than focusing on different races and
attempting to give each of them their own unique cultures.
The second reason why I opted for this is... mostly due to a little nitpick I have in
regards to the standard 3.5 D&D races anyway. You see: when I'm tasked with creating
a RACE, I find it much more interesting to make races noticeably and distinguishably
different from humans in ways that actually matter. It's much more interesting (to me
anyway) to have alternate races be alien enough that one can even point at them and say
“Yes, these people are definitely NOT HUMAN”. Even Tokein managed this with the
elves and dwarves, harkening back to their origins as creatures of fey. The problem
with D&D's varieties of these races is that they mostly become utterly mundane and
banal, to the point where they basically BECAME offshoots of humans. There's little
that differentiates “a short nordic human” and “a dwarf” in much of contemporary
fantasy literature. So rather than attempting to make dwaves or elves truly “unique” I
opted to instead erase the barriers completely. This is a design choice I make purely out
of my own creative vision.
No Races? (cont)
Now with that said, I am aware of Eberron's variances with these races and I took
them into effect. The reason I still made the Aerenal Elves, the Talenta Halflings and
the Zilargo gnomes into humans was not to genericify those races, but to rather bring
more emphasis to their cultures. I, personally, feel that if one removes the “they're
elves” part from the Aerenal people, little is actually lost, other than taking a cultural
expectation with a common fantasy race and turning it on its head (which in itself has
become a cliche among contemporary writers, see TV tropes “Our Elves are Different”
for more details). The point is, my design choice is to put more emphasis on the
cultures of these nations and the people who live there, rather than distract and awe
people with how I use terms for races they have preconceptions about, and then use
them completely differently.
I should stress that neither one of these options is inherently better than the other.
Rather that this is simply the stance I have chosen with races in this particular version
of Eberron and I hope you understand.

But what if I just really want Elves and Dwarves?


Oh alright listen. If you want elves/dwarves/etc then here's some quick and dirty rules.
When you wanna pick your character's race (before doing anything else in character
creation) then pick from the following lists below, if you pick none then you're just
human. Each race has an associated cost next to it, which is how many starting points
you must spend to be that race.
Elves: You start with a 3 in Speed, you gain 1 expert dice to Awareness and
Detection, and you gain the 1 point version of the Beauty advantage. You also gain the
Problem Frail. Total Cost: 15 points.
Frail (Problem): Any time you roll hardiness it is rolled at a difficulty of 3. If an
existing difficulty is in place it is added onto the 3 to a maximum of 10. Any time this
additional difficulty greatly impedes your character or harms him in some way, you
gain 1 extra experience.
Dwarves: You start out with the Leather Hard advantage, you get no difficulties
for rolling most sense skills in dimly lit areas, and you also gain 3 normal and 1 expert
dice to your Hardiness skill. You also either gain either the Unwholesome or the
Drunken Blackout problem. Total Cost: 12 Points.
Gnomes: You start out with a 3 in Charm, 2 normal and 1 Expert dice in Jest,
and you also gain a Master Dice to a Study of your choice. You also gain the Paranoid
problem. Total Cost: 21 points.
Paranoid (Problem): You're always aware that people can stab your back.
Whenever you find a piece of critical information and you lie/withhold it from fellow
PC's, even if the knowledge would greatly benefit one or all of them, you gain an extra
Experience. Just so long as the events from this lie lead to some issues/problems
Halflings: You start out extra small, any attack on a height of 7 misses you
completely. You also gain an MD to Stealth and 2 dice to your Dodge skill. You also
gain the Unassuming Problem. Total Cost: 14 Points.
Unassuming (Problem): You really don't stand out in a crowd and it's hard to get
people to notice you. Any time you roll inspire, intimidation or persuasion to catch
someone's attention you suffer a difficulty of 4. If a difficulty is already in place it's
added onto the difficulty of 4 to a maximum of 10. Any time this difficulty causes a
severe setback or issue then you gain 1 extra experience.
Half-Elf: You start with a 2 in speed, you gain 1 extra dice to Awareness and
Detection and you gain 1 Master Dice you can put into another Study Language. Total
Cost: 14 points.
Orc: You gain the Thick-Headed advantage, and your Body score starts at 4. You
gain 2 dice in the Fight skill and you can also attack with your bite and deal with in
shock and 1 killing damage. You also start out with either the Gruesome or the
Unwholesome problem. Total Cost: 21 points.
Half-Orc: You gain the Thick-Headed advantage, and your Body score starts at
3. You also gain 1 Expert Dice to the Fight skill. Total Cost: 13 points.
Drow: You start with either a 3 in Speed, you gain 1 expert Dice to Awareness
and Detection and you get no difficulties for rolling sense skills in dimly lit areas. You
gain the 1 point beauty advantage, and you instantly gain the spell Curse of Darkness.
You gain the problem Unwholesome. Total Cost: 18 Points
Natural Drow Spell
Curse of Darkness
Intensity: 2
Casting Time: Combative
Duration: Width in Rounds
Attunement: No
Effect: This spell is natural spell to all Drow and is rolled with their Speed +
Power skill. It creates a 10 foot area of effect around a group of opponents. Those
who're caught within it are Blinded until they either leave the are or the spell ends.
Any attempt to fire or attack a specific target within the Curse of Darkness spell works
as though the attacker is Blinded even though he is not. This spell, although natural to
drow, can still be sensed as being magical and can be counterspelled.

Changeling Powers: Changelings more than any other template represent more
of an alternate fantasy race than anything else. Changelings do not have the over-
abundance of power like Shifters, or the skillful subterfuge of Kindred. But they do have
the potential to manipulate casualty and fate to their desire, and played strategically, can
be just as good as any other supernatural in a pinch. This makes them one of the most
flexible of templates. Most innate changeling powers are based on their seeming.
New Dice Type: Pledge Dice
Pledge dice may be bought and used in any skill the Changeling wishes. Pledge
Dice operate like normal dice, only a Changeling may do something completely unique
with them. Changelings can make agreements between themselves, mortals and other
supernaturals. These agreements can be worded in particularly cunning ways, but the
person they're making an agreement with must ultimately accept the conditions of their
bargain (meaning clever opponents may see what they're attempting to do and refuse or
turn the tables on them). This agreement must have a witness and must be formally
sealed in some manner, whether by a handshake or the signing of a contract.
Once the agreement is made, both parties must ante-up special dice they posses in
a skill. Changelings may only barter Pledge Dice, but mortals and other supernaturals
may (indeed they MUST) barter up an equal amount of expert/master or one of their
supernatural dice types. Once the tasks (what both parties must do) and the sanctions
(what both parties must NOT do) are cleared, anyone who follows the tasks of a Pledge
(which must be cleared by the GM before they can be used, and must typically relate to
the skills the dice were taken from in some way) will receive all dice bartered in the
pledge as a bonus to their pools for whatever action they're about to attempt. Anyone
who breaks the sanctions looses all of the bet dice in whatever rolls they perform with
said skill, turning it into a penalty. Clever Changelings can thus take away mortal and
supernatural's biggest benefits and add it to their own. The pledged dice are maintained
indefinitely, but a changeling cannot allot more pledge-dice than he has for certain skills.
As such, if he were to make a pledge to slay the opponents of a particular guild
and bartered his one pledge-dice in fight, he could maintain the pledge indefinitely. But
if he wanted to barter his pledge-dice in Fight with another pledge, he would have to
first terminate the existing pledge in order for it to work. A Changeling may only
terminate a pledge if both parties are in agreement of the pledge's termination (and show
this agreement formally) or if both parties have broken the pledge's sanctions (and thus
both have suffered some form of penalty from it).

XP Cost: Any normal skill dice may be turned into a pledge dice by spending
3XP.

Changeling Seemings: Unlike archetypes, Changeling Seemings represent more


broadened categories for the various different kind of Changelings to adopt as their own.
Each human who has been touched or blessed by the magic of Fey has in some way
been altered by this power. Seemings help give Changelings more versatility, as each
individual Seeming has it's own powers and curse associated with it.
Beasts: Some mortals who're taken or wander into Thelanis are changed...
changed in ways they do not remember. Some gain certain aspects of dogs, some birds,
some completely different animals. Beast Seeming changelings who wander back into
reality find themselves confronted with a grand paradox, they must think again, like
humans, while still holding the amoral ferocity of a beast inside of them. They're the
most difficult form of Changeling to categorize, as they so often share characteristics
with the animals who's essence they share.
Due to their connection with the wilderness and the animals. Beast Seeming
Changelings receive a free Master dice whenever they use a Charm or Presence skill on
an animal that matches their particular essence. Their powerful sense of animal
magnetism also grants them a free Expert dice to their Confidence skill.
Their time in Thelanis as a thoughtless animal still has a hold on them however,
making it hard for him to use his academics on the spot. All Genius rolls a Beast makes
are at a difficulty of 3. If a roll already possesses a difficulty, you use the highest one.

Darklings: Resembling the creatures of the night and darkness, Darklings are
changelings of dark power and energy. Pervading their entire body, Darklings are tiny
and gaunt in appearance, often with pale features. Some even look like Kindred or
nearly undead, but these ones generally do not have Kindred's destructive tendencies,
unless they are simply brought up in that way.
Because shadow permeates and fills Darkling Changelings, each of them can
think quickly, lie well and they are quite gifted at stealth. They gain a free Expert Dice in
Lie and Stealth. Their Expert Die in Stealth turns into a Master dice when attempting to
hide in an area of darkness or complete concealment.
Because of this affinity with darkness, during times of daylight (from sunrise to
sunset) they lose the benefits of their expert or master dice. Note that they only lose the
benefits of their expert or master dice granted by their Seeming, expert or master dice
they acquire with XP are unaffected.

Fairest: Beautiful, graceful, eternally elegant wherever they go. The Fairest are
bound by the fay nobles and carry their beauty and charm with them. Fairest changelings
always appear to have a powerful presence or look wherever they go, from the fair
princesses of storybooks, to the valiant princes who rescue them and even to the horrible
dragons that kidnap them. Fairest seeming changelings always appear to be right out of a
storybook.
Fairest changelings receive a free Expert dice to their Grace and one other Charm
skill. Furthermore, they may roll Charm + Grace improvised without suffering from a
penalty.
Fairest's greatest flaw is that more than any other changeling they are connected
strongly to the powerful and strange minds of the fey. Each Fairest begins their character
creation with one craving passion. While they still gain a dice if they follow this passion,
they gain a -3 penalty if they ever disobey this passion.
Genasi: Bound by ancient contracts related to the earth and sky itself,
Genasi are a strange hybrid of both Elemental and Human. Carrying the elemental's
specific heritage inside of them, they sometimes appear to have hair or bodyparts made
entirely of fire or water or clouds. Genasi are often seen on the outskirts of many cities
and rarely in any central urban areas. With the sole exception of Manikins.
Genasi have the unnatural ability to channel the power of the natural world into
their bodies. Allowing them to become more hardy and resilient to damage. All Genasi
have the Leather Hard Advantage.
Genasi have a harder time understanding humans than any other kind of
Changeling. Due to their removal from the human world, they cannot buy Master Dice
in Charm skills, and any Charm set they roll has its height lowered by 1, to a minimum
of 1.

Ogres: The victims of fay wrath, ogre changelings are often seen as tall,
strong and burly figures who have negative dispositions. Prone to anger, outbursts and
brutality, these ogres appear much like the giants and brutes of legend. Common in both
Xen'drik and Drooam, Ogres are (more than any other changeling) viewed with a fair
amount of mistrust and revulsion. Confounding this is the (occasionally true) myth that
many of them enjoy feeding on the bones of men.
Ogres gain a free expert dice to both Intimidation and Athletics. Furthermore,
when they invoke a passion to increase their dice-pools or offset a penalty, they may
instead add 2 dice from a single passion.
Ogres are not necessarily STUPID but they're certainly prone to impulsive and
gullible behaviour. Ogres cannot buy master dice in any Genius skill, and any Sense +
Awareness roll they make is at a difficulty of 5. If a difficulty is already presented in an
Awareness roll, then use the higher one.

Wizened: Sometimes refereed to as goblins, gnomes or tinkerers. Wizened


are the builders, artists and mechanics of changelings, taken or changed by the power of
Thelanis into expert craftsmen and tinkerers. Wizened are often characterized as being
small, with long ears or pointed noses. Although some resemble more alien and even
bizarre humanoids. Wizened are, however, often sought out for being skilled craftsmen
and nimble and fast workers.
Wizened gain a free expert dice to Finesse, and their small statures allow them to
dodge attacks more nimbly. Any attack on a height of 7 automatically misses a Wizened
changeling.
Wizened are beings born of spite and it often shows in their appearance and
mannerisms. They cannot buy any master dice in Presence skills and when they roll
Presence + Confidence improvised it is at a difficulty of 3. If a difficulty is already
present for such a roll, then 3 is added onto the existing difficulty, to a maximum of 10.
Changeling Kiths
While each Changeling seeming vaguely determines what broad category they
belong to. Kiths determine more of their direct physical aspect in the material world and
help give them more of a role which they played in Thelanis. Each Changeling has at
least 1 Kith (although Kithless changelings do exist. They're rather uncommon) which
must typically be taken from the changeling's seeming. A changeling may, however,
spend 2 XP at character creation to buy a kith from an entirely different seeming.
Changeling kiths in general, grant the changeling a bonus pledge dice to one of
their skills, along with an extra ability that tends to accentuate the speciality of that kith.

List of Beast Kiths


Broadback: The changeling gains a Pledge dice to his Athletics, and any Body +
Hardiness rolls he makes are automatically set to Height 5 (if they're lower) as long as
he's using it to carry/pull heavy objects and not to resist torture or heal.
Hunterheart: The changeling gains a Pledge dice to his Fight skill and he may
choose to not only deal Width in shock damage with an unarmed Body + Fight roll, but
he may also deal 1 killing damage along with it.
Runnerswift: The changeling gains a Pledge dice to his Run skill. He may move
up to 20 feet every round and when you roll Body + Run to move quicker than that, you
may instead run an extra 7 feet for every width rolled.
Skitterskulk: The changeling gets a Pledge dice to his Dodge skill, and once per
session they may also squish any sets they make to their dodge skill, so long as they do
not combine it with any other sets.
Steepscrambler: The changeling gets a Pledge dice to his Finesse skill, and they
also do not take difficulty to any climbing actions, even if they are crawling up a steep
slope with little to no handholds, all environmental penalties are instantly negated.
Swimmerskin: The changeling gets a Pledge dice to his Athletics skill, and he also
does not take a penalty when he swims in medium armour. Heavy armour gives him a -3
penalty rather than completely negating his roll. He may swim up to 10 feet for every
dice rolled in a Body + Athletics set, he also does not need to roll Hardiness every 5
minutes when swimming.
Venombite: The changeling gains a Pledge dice to his Fight skill, and he may also
roll a Body + Fight attack once per session to deliver a venomous sting. This sting deals
no damage, but administers a Poison with a Potency of 5, with the Major effect being
that the character gains a -2 to one stat for the rest of the scene, while the minor effect is
simply 3 points of shock damage to the torso. The stat affected by this poison must be
chosen at character creation, and cannot be changed afterwards. Multiple applications of
this poison do not stack.
Windwing: The Changeling gains a free Pledge dice to Finesse, she may also take
to the air and fly at her base running speed once per session. The character also takes
less damage from falling, only taking 1d in an area attack for every 15 feet she falls
instead of every 5.
List of Darkling Kiths
Antiquarian: The changeling gains a free pledge dice to their Learning skill.
Furthermore they may roll Genius + Learning improvised and not suffer a penalty once
per session.
Graveweight: The changeling gains a free pledge dice to their Sixth Sense skill.
Once per session they may also choose to see into the Twilight, revealing any ghosts or
incorporeal entities hiding in the area.
Leechfinger: The changeling gains a free pledge dice to their Hardiness skill.
Once per session they may choose to make an unarmed body + fight roll against an
opponent. Success allows them to not only deal 1 point of shock damage to an opponent,
but also heal 1 point of shock damage to a single hit location on their body, or
downgrade a point of killing damage to a point of shock.
Mirrorskin: The changeling gets a free pledge dice to their Stealth skill. Their
expert/master dice in stealth granted by their Darkling seeming, rather than applying
only when darkness is clearly visible, is instead altered into a pure Master-dice that
ONLY WORKS when the changeling is using stealth to disguise himself. If the
changeling does not possess the Darkling seeming, then he simply gains an extra Expert
dice to Stealth, which only applies when he's using it to disguise himself.
Tunnelgrub: The changeling gains a free pledge dice to their Finesse skill. Once
per session they may either squirm through a tight-space that would normally leave them
completely stuck, treating themselves as a child or someone of much smaller size than
they actually are or they may gain a free master-dice to any Speed + Finesse roll to
escape from handcuffs or bindings. This master-dice only works for a roll of this nature.

List of Fairest Kiths


Bright One: The character gains a free Pledge Dice to his Inspire skill. The
character can also illuminate any area of darkness with a soft light, allowing greater
visibility in a 5 foot radius around the changeling. This light can be turned off whenever
the Changeling desires it. Once per session, he may also cause his light to become so
blinding that anyone attempting to make a ranged or melee attack at him suffers a -2
penalty due to the brightness.
Dancer: The character gains a free Pledge Dice to his Perform skill. You also
receive a free Expert dice to Dodge, and can once per session gain the benefit of a
master-dice on any combination of Speed + Perform.
Draconic: The character gains a free Pledge Dice to his Fight skill. He may also
once per session re-roll any Body + Fight roll where he scores no sets. Sets that're
reduced by gobble dice do not count for the purposes of this skill.
Flowering: The character gains a free Pledge Dice to his Grace skill. Once per
session he may also gain the benefits of a master-dice to a single jest, persuasion or
plead roll to a single person he can see. The person is free to roll Sense + Awareness at a
difficulty of 7 against the Changeling to notice that some kind of flowery perfume has
been released. A success indicates that the Changeling doesn't receive the benefit.
Muse: The character gains a free Pledge Dice to his Inspire skill. Once per session
she may also grant any mortal, non-supernatural creature (hunters don't apply for this
purpose) a +2 bonus to any Genius, Presence or Charm skill.

List of Genasi Kiths


Airtouched: The character gains a free Pledge Dice to his Direction skill. Once per
session, he may also declare that all rolls he makes are considered to be 1 width higher
when determining who acts first in combat, for an entire scene.
Earthbones: The character gains a free Pledge Dice to his Hardiness skill. Once
per session the player character may also choose to gain a Free Master-dice for any
Body + Athletics roll he makes, that is unrelated to combat. The roll could involve
lifting, pulling or pushing an object out of the way, but it could not involve punching,
scrapping or throwing something at someone.
Fireheart: The character gains a free Pledge Dice to his Awareness skill. The
character is also considered to have 1 extra width in any Detection sets when it comes to
contested rolls against stealth.
Manikin: The character gains a free Pledge Dice in a Study of their choice. They
also gain the benefit of being able to repair their bodies with a proper Study (crafting)
check rather than medicine. One Per session, a Manikin may heal a severed limb by re-
attaching it to the stump.
Snowskin: The character gains a free Pledge Dice to his Lie skill. Once per
session, a Snowskin may re-roll any Lie or Intimidation check where he gets no sets.
Sets that're reduced by gobble dice do not count for the purposes of this skill.
Waterborn: The character gains a free Pledge Dice to his Athletics skill. Once per
session he may also invoke his kith and be able to swim at his full speed without
needing to make any rolls. The catch is that once this power is invoked, it remains
invoked for the entire scene, and if he leaves the water for any reason, he must roll Body
+ Hardiness every 5 minutes as though he were drowning. This lasts until the scene
ends.
Woodblood: The character gains a free Pledge Dice to his Direction skill. The
character also gains a specialized Master Dice for stealth, similar to a Darkling's power.
Only now it applies only when the Changeling is in an area of dense foliage. Should a
Darkling take this kith, his master-dice is granted in both foliage and darkness. Although
he does not gain two.

List of Ogre Kiths


Cyclopean: The character gains a free Pledge Dice to his Detection skill. The
character may also use his sense of smell to make up for any other impairments. Should
be be blinded or vision impaired any way, he can still detect just where everyone is in
his rough vicinity just by recognizing familiar scents vs others.
Farwalker: The character gains a free Pledge Dice to his Stealth skill. Once per
session he may also give himself a bonus master dice in his Direction skill for an entire
scene.
Gargantuan: The character gains a free Pledge Dice to his Athletics skill. The
character may also once per session increase his size exponentially, giving him an
natural AR of 1 to each hit location for the entire scene, as well as a +2 to his body stat
with a maximum of 6. This causes complications when he shrinks back down, as a point
of killing damage is automatically assigned to each hit location once the scene ends.
Gristlegrinder: The character gains a free Pledge Dice to his Intimidation skill.
The character may also roll Body + Fight to deal Width in shock damage +1 killing to
any opponent he can bite. The character is also capable of eating anything, and normally
inedible matter becomes just as nutritious as regular food.
Stonebones: The character gains a free Pledge Dice to his Hardiness skill. Once
per session he may also harden his skin like rock, giving him an AR of 3 to all hit
locations on his body for the remainder of the scene. This AR does not stack with other
forms of Armor. In addition, as long as this power remains active, he takes a -1 penalty
to all Speed skills.
Waterdweller: The character gains a free Pledge Dice to his Athletics skill. He also
doesn't need to make a Body + Hardiness roll every five minutes while he swims, and he
suffers no environmental penalties to Sense while he's in water.

List of Wizened Kiths


Artist: The changeling gains a free Pledge Dice to his Finesse skill. Once per
session he may also gain a free master-dice to a study of his choice for an entire scene.
This study must in some way be related to crafting or artistry.
Brewer: The changeling gains a free Pledge Dice to his Learning skill. Once per
session he may also touch a single drink and declare it to be inebriated with the power of
the fey. This operates as a Poison that when consumed has a potency of 4, with the major
effect being unconsciousness for the remainder of the scene while the minor effect is a
-1 to Speed.
Chatelaine: The changeling gains a free Pledge Dice to his Grace skill.
Furthermore, the changeling gains a speciality Master-dice to his Grace skill for any
social gathering or event that would require protocol. This master-dice only works when
said prerequisite is met.
Chirugeon: The changeling gains a free Pledge Dice to his Healing skill. He gains
no penalty for healing checks without proper equipment, and any character under the
Chirugeon's care while they're being healed can heal 2 killing damage a day rather than
simply 1.
Oracle: The changeling gains a free Pledge Dice to his Sixth Sense skill. Once per
session the character may attempt a vague fortune teller reading in regards to a
character's action. The GM is purview to inform the changeling whether or not this
action will be beneficial or detrimental to the party.
Smith: The changeling gains a free Pledge Dice to a Study of his choice. Once per
session a Smith may roll either Speed + Finesse or Genius + a Study related to metal-
craft vs a difficulty of 5. If he succeeds then he may give a metal tool an equipment
bonus equal to Width -1. This equipment bonus lasts for the entire scene, and this power
cannot be used on weapons. Only metal tools.
Soldier: The changeling gains a free Pledge Dice to a Weapon skill of his choice.
Furthermore, his training with the blade is so skilled, a Wizened Soldier is always
considered to have 1 expert dice in a Weapon (Edged Swords) skill. The changeling may
advance this skill as normal, or turn the Expert dice into a Master-dice via experience if
he so desires.

The Changeling Courts


Emotion is what powers changelings. Changelings feed off of emotion, they smell
it in the air and they revel in people using and exploiting it. While there are more
emotions across the world than one can feasibly put down into words, there are some
truly common enough emotions that certain changelings just can't help but be aligned to
them. These alignments are based upon large impressions that one feels helps inspire
such emotions. Not necessarily concepts such as violence or rage, but more loosely
defined things such as seasons or times of day. These are the foundation of the Courts.

The Spring Court: At best, the Spring Court embody the perfected ideals of the
fay queens and ladies of beauty and purity of the courts. They represent charm, class,
charisma and the grace of the courts. But like the fay, they also represent indulgent
hedonism, passion for the sake of passion and with little rhyme or reason put into what
they do. At best, the Spring Court are beautiful and charming courtiers and pleasant
conversationalists, at worst they are no different from the careless fay who put little idea
of the consequence of their actions. They are most prominent in the Eldeen Reaches,
where they hold good relations with the Greensinger Shifter Tribe. Their emotion is
Desire.

The Summer Court: The Summer Court are the most militant and combat
focused of the Changeling Courts. They see the threat the Fay hold to the world, and
they'll do all that it takes to stop it. Naturally, the court is full of militant strategists and
fighters, as well as extremists who take unnecessary action and wind up being no better
than the violent and cruel Fay can be. The Summer Court is most prominent in the
nation of Darguun, where changelings belonging to summers wrath not only staged a
Coupe from the local ruling government, but also defected their claimed territory from
Breland. Their emotion is Anger.
The Autumn Court: Those who, after being touched by the Fay, seek to study
and learn all that they can about their unnatural powers. The Autumn Court is full of
scholars, lore-keepers and sorcerers to the Fay's power. Those who study their magic and
seek to gain more knowledge and power to utilize against the Gentry, often run the risk
of falling into their own trappings. Those who're abused by the Fay, often turn into
Abusers themselves. The Autumn Court holds prominence in the island nation of
Aerenal, where the majority of them assist in the learning of the people's necromancy.
Their emotion is Fear.

The Winter Court: The Winter Court hide away. Secluding themselves from
others and focusing on remaining isolated from the world. Focusing on sorrow and
detachment, they move throughout the world and live in fear of the gentry's horrors,
hiding among human civilizations and contemplating the inevitable incursion of the true
fay's inevitable terrors and blights upon humanity. The Winter Court has a sizable
holding in the Eldeen Reaches, the patriarch of the area is an enigmatic figure known as
“The Swarm King”. Who claims that the world is reaching an inevitable and terrible
end, at the hands of the Fey.

The North Court: The court of the north is most populace in Everice. Where the
snow and the wind blow hard and the court revels in the emotion of suffering. The North
Court is not, by any stretch, sadists who cause pain with their actions. Rather they
choose to look at the harshness of life and draw inspiration from what pain can bring
you. They recognize painful emotions and wish to see people grow stronger from them.
In Khorvaire, they're most often seen in the Demon Wastes and in Karrnath, where
plenty of hardship is to be had.

The Court of the East: Founded in Redrigan, the Court of the East is a
conglomeration of Changelings who work along with the inspired of the nation. The
inspired see the Changelings as merely a tool for them to use, but they're unaware of the
Changeling's own deals. For this court is based in the emotion of greed, and they sense
much greed within the Inspired. Greed for what? They don't know, but they're more than
willing to exploit them as much as vice-versa.

The Court of the South: Located primarily on the continent of Xen'drik, this
court is probably the most mysterious and least known, even among other changelings.
It is by no means a lost court, there are members that routinely get in contact with other
courts across Khorvaire, but they seem to be more interested in their own personal
affairs than the affairs of others. When asked what their emotion is, they say “Vlesbik”.
Which in their tongue, roughly translates as “Passion”. Passion for what and why? Is
unknown. But this court holds many Genasi and Ogres among its members.
The Court of the West: Upon the shores of Argonessen lies the lest court like of
all the other courts. The court of the West represents the emotion of “Honour”. Now,
whether or not that is a valid emotion or not is unknown, but there is certainly some
emotion going on when a man has nothing but respect for an adversary. It is not the
hatred and anger that fuels the court of summer, it is strangely a more refined emotion
among a much more barbaric court. The Court of the west primarily holds fairest and
beasts among their ranks.

The Court of Dawn: Some changelings, despite all odds, hope for a brighter
tomorrow. Perhaps they were raised by truly kindly fay lords? Or maybe their
punishments have been so severe they've retreated into optimism to try and avoid their
growing sense of nihilism? Either way, changelings of the Dawn Court are wide and
varied. They have no central location, preferring to act as a loose contingency of good
Samaritans and charity workers. Members of the Dawn Court are only a true “court” in
the loosest possible sense, as joining the court is basically the same as opting for
volunteer work. The Dawn Court focuses on the emotion of Hope.

The Court of Dusk: Some changelings see no point in it anymore. Sometimes


their treatment resulted in complete nihilism, other times the reality of the world just
overwhelmed them. The Court of Dusk are, similar to the Court of Dawn, a court in the
loosest possible sense. They're the doomsayers, the ones who speak of how the world is
ending and how there's really no point in it anymore. Some have gone as far as out and
out terrorism, but most are merely content to spread their nihilism in completely
peaceful ways. The Dawn and the Dusk court, quite obviously, don't care much for each
others company. They are not out and out warring (yet) but there will obviously be
friction if two are at the same location.

The Court of Day: It may seem odd that perhaps the most well respected court
thrives off the emotion of shame, but thinking about it in the long haul makes sense.
Shame is an emotion often used to check ones self, it is often thought of as a negative
emotion, but one that helps examine ones self and know ones limits and abilities. The
Court of Day comes from the day side of Thelanis, where the land is perpetually cast in
the bright midday sun. This court believes in rigid self examination and withholding the
regulations and laws of changeling society. All courts are expected to follow the Court
of Day's basic tenants, and its most powerful members, known as the judges, are some
of the most feared fay in the world. Of course, the judges are just one thing to be
concerned for, there are far worse changelings in the final official court...
The Court of Night: The changelings of the night court want nothing more than
to live their lives exactly as they want to. They are hedonists, drunkards and show little
to no care for their actions. Unsurprisingly, they feed off the emotion of disgust. This
may lead some to think they perform truly horrific acts of debauchery and... some do.
Thankfully, they are quite disliked by many of the other changeling courts and most of
them (especially the Court of Day) hold no tolerance for them. This is not to say they
don't have allies, but those allies are typically not changelings and are more interested in
patsies than partners. The Night Courts masters, however, are true and honest
boogieman. These are the fay which kidnap and eat children, turn people into candy and
slowly devour them, or do all manner of dark and twisted things. These fay are feared by
even the underlings of the Night Court, and are generally avoided at all cost.

The Thirteenth Court?


Due to Changelings often turbulent nature, many minor courts come and go throughout
the eons. But one court stands out as being large enough to be a legitimate court, while
also being the only major court to have completely vanished. The Court of Dreams was
a long standing court of what some would call ideal changelings. They were the perfect
balance of kindly and mischievous, cunning and carefree, wild yet approachable. Yet
the more one studies into this group the more starts to wonder how much of it truly
was. The Thirteenth court was the Court of Delusion, changelings who focused on lies
and deception. Not only to others but to themselves as well. Some believe it was this
reason that it disappeared from history. Others claim that perhaps the lies they persisted
became so great they all fooled themselves into thinking they were human? All that is
known is that this court disappeared almost as soon as it appeared.

Changeling Tier Benefits


Tier 2: When changelings advance in tiers, their bodies become more and more
blessed by their courtly mantles. Changelings at this Tier are sometimes referred to as
Knights, they gain the first step of their Court Mantle (see Court Mantles on page XX).
Tier 3: At Tier 3, Changelings are typically given the title of either Captains,
Advisers or Bishops. Their physical bodies undergo radical changes, gaining a second
kith that can be from any seeming they do so desire. Furthermore, their seeming advance
to an Improved Seeming (see Improved Seemings on page XX).
Tier 4: These changelings are called Princes or Princesses, depending on gender.
They serve as vassals and truly blessed individuals of the courts. They gain the second
and final blessing of their relevant Court Mantle (see Court Mantles on page XX).
Tier 5: At this tier, changelings cease being changelings and become full-on-fay
entities. They gain the full trappings of fay and all of their relevant powers and
weaknesses. For more detail, see the Fay Template on page XX.
Hunters
Eberron is full of strange beings with unusual powers and weird templates... but
one must not underestimate the simple power of a regular mortal who simply gains the
right conviction, determination, or resolve to go out and do what needs to be done.
Hunters are just such humans, normal people who have decided (for whatever reason) to
go out and fight the supernatural. Many of them run the gamut of warriors looking for a
fight, to cunning thieves, to honest diplomats to stalwart priests. Hunters come from all
walks of life and are generally defined more by their potential than any actual aspect
about them.
Hunters begin their lives as any normal mortal would in Eberron. Some of them
might have been farmers children, others might have been the children of royalty, some
might have been priests or merchants or simple pickpockets. Either way, their skills and
their potential is what set them off. Whether it be a dramatic change in their life, or a
gradual progression of personal ability, Hunters come to realize that they're good at one
thing: being hunters. Hunters of treasure, hunters of monsters, hunters of opportunity.

Hunter Powers: Hunters, being the most “Straight” of all the templates don't
have much in the way of weird powers. Despite their skill, they are purely just the best
and brightest mortals have to offer. Still... they do have their benefits.
Hunters are allowed to make use of their passions to a much greater extent than
other templates. Any time a Hunter acts within the confines of a Mission, Duty or
Craving, they gain a free Expert dice to whatever they were rolling rather than a free
normal dice. This means that if a Hunter performs an action where his Mission, Duty
and Craving are both at stake, he may gain a bonus 3 Expert dice to whatever he is
attempting. If he ever acts against a Mission, Duty or Craving he simply keeps his -1
penalty as per normal.
Hunters also gain a unique resource known as Destiny Points. A hunter begins
play with 1 Destiny Point, which he may spend at any time, but is only refreshed
between adventures. Destiny Points are valuable for one simple reason: if used, they
allow a Hunter to select one of two options. They may spend a Destiny Point to give
themselves an automatic 3X10 result with any skill roll. They cannot add master or
expert dice onto the set, they simply treat a single roll they make as being 3X10, which
cannot be further modified.
The second option is to allow the Hunter to survive 1 encounter where he'd
normally be dead. If the Hunter's torso or head is filled up with killing damage, he may
instantly spend his Destiny point to ignore any further damage he takes for the rest of the
encounter and recover with 1 shock damage in his head and/or torso. He is still
unconscious and in critical condition, but with proper treatment he will live.
Hunter Classes
Similar to the Archetypes of different supernaturals. Hunters take up different
professions and various wide-ranges of skills and abilities. These “classes” that hunters
take come in 5 different varieties. A class comes with 5 available “class skills” which
determine what your general specialization is. When you pick a class, select 2 of the
available class skills, these become class skills for you. Class skills are always
considered to be 1 Experience point cheaper for you, when you raise them with XP. So if
you had 4 dice in a class skill, it would only cost you 4 XP to raise it to a 5. It would cost
you no XP to turn a normal dice into an expert dice and it would only cost you 4 XP to
turn that expert dice into a nifty Master Dice. This bonus does not apply to skills bought
at character creation, so best to buy some skills now and pick skills you'll want later as
class skills. You always start with 1 normal dice in whatever class skills you pick.
Hunters gain 1 more benefit. Any disciplines, martial paths or sorcery that rely on
one of their class skills also cost 1 less XP to buy from level 1 up (you still have to pay
1XP to buy the level 1 ability. From there it's another XP for the level 2, 2 XP for the
level 3, etc). Sorcery spells are bought at XP costs equal to intensity -1, but the required
skill must be a class skill for the hunter.

Fighter: The name says it all really. Fighters are the warriors, tacticians and
combat experts of Hunters. They learn how to fight a whole variety of monsters and
beasts through cunning tactics and strategy. They may not be as hardy as a shifter or a
revenant, or as magically adept as Warlock, but they know how to best approach said
creatures in a fair fight. Fighter's class skills are Fight, Parry, Weapon, Tactics and
Detection. They also gain +2d +1ed to a Study of their choice, as long as the study is
related in some way to weapons, military tradition or warfare in general.

Priest: The hermits, mystics and shamans of the Hunters. Priests are solemn
mediators, inspiring forces of passion and leaders and guides to many great
organizations. Priests are often known for their inspiring presence and their auras of
determination. Priest's class skills are Hardiness, Perform, Inspire, Intimidation and
Confidence. They also gain +2d +1ed to a Study of their choice, as long as the study is
related in some way to their religion or traditions that they practice.

Scholar: Studious bookworms, ardent archeologists or explorers, scholars are


hunters who've made it their life's goal to collect as much information as possible on the
truth of the world around them. The lost secrets of Xen'Drik, the truth behind the cults of
Vol and various other organizations that populate Khorvaire. Each of these calls to the
scholar and tells him to investigate and uncover as much as he can. Scholar's class skills
are Sixth Sense, Investigation, Learning, Healing and Counterspell. Scholars also gain
+1md to a Study of their choice, as long as it is a language of some kind. Scholars are
surprisingly literate.
Rogue: There are those who get by, by not playing fairly. It's a dog-eat dog world
out there and Rogues know this better than anyone. They hide in the shadows, steal the
valuable treasures and work as expert spies, assassins, thieves and general masters of
stealth and finesse. Rogue's class skills are Athletics, Awareness, Finesse, Dodge and
Stealth. They also gain +2d +1ed to a Study of their choice, so long as it is related to a
city, settlement, or underground gossip of some kind.

Courtier: The socialites, diplomats and merchants of Hunter society. Those who
excel in the delicate art of social interaction, Courtiers are fine-tongued and sharp-eyed,
able to notice subtle shifts in conversation and adapt accordingly. They are always there
for a good joke and a good bargain. Courtier's class skills are Haggle, Grace, Lie,
Persuasion and Ride. They also gain +2d +1ed to a Study of their choice, as long as it is
related to a particular culture or social class.

Hunter Backgrounds
Hunters come from all walks of life, unlike other supernaturals they are the most
human, and as such are the most effected by human society. Something in their past has
shaped their lives and their training, and the connections and people they've encountered
is what leads them to be where they are.
Hunters receive special Hunter-Exclusive options related to their homelands and
nations of origin. For more details, check out Hunter options on page (XX).

Hunter Tier Benefits


Tier 2: Hunters at this tier grow in their pure skill related areas. A hunter at Tier 2
may buy up to 6 dice in his class skills rather than just 5, and they may also turn an extra
dice in said skill into an expert or master-dice, if they have the required XP.
Tier 3: Upon reaching this Tier hunters become more refined and focused, they
may select a Prestige Class, which offers them unique benefits. For more information,
see Prestige Classes on page XX. He also gains a second Destiny point at this tier.
Tier 4: A tier 4 hunter is a paragon among men. He may not only select a second
class skill from the list available to him, but he may raise any class skill up to 7 dice
rather than 6. Furthermore he may pick either his duty or craving passion. When he
fulfils one of those passions in an action he gains a free Master-Dice rather than a free
Expert dice.
Tier 5: At this Tier a hunter may select a Master Class. This class further shows
his advancement and his powers, see Master Classes on page XX. Furthermore, a Hunter
at this Tier has easily reached a point beyond human levels. All XP costs for raising skill
dice are lowered by one, this does not apply to turning dice into Expert or master dice.
He also gains his third destiny dice at this level, totalling them out to 3 per adventure.
Advantages
A character is more than just stats skills and whatever template you pick. What
makes him/her unique? Sure she has skills and stats to say what she's good/not so good
at. But what else does she have? Is she particularly strong? Is she extra tough? Does she
have a lot of status/money? These are where Advantages come in!
Advantages are Divided into the following categories.

Normal Advantages: Advantages that any character of any template can have.
These are generic and simple enough that any character could theoretically pick them
up.
Mortal Only Advantages: Only characters without supernatural templates can
have these advantages. Note: For the purpose of this category, Hunters are not
considered to have a Supernatural Template.
Kindred Advantages: Advantages only Kindred may possess.
Shifter Advantages: Advantages only Shifters can buy.
Dragonmarked Advantages: Advantages only Dragonmarked can buy.
Unborn Advantages: Advantages only Unborn may buy.
Changeling Advantages: Advantages only Changelings may buy.

Normal Advantages:

Animal Companion (Varies): You have an animal friend who helps you out. If
you want to be a knight with a trained horse? Take animal companion. The same goes
for if you want to be a Wizard with a familiar. This animal can be anything you wish, as
the price will describe later. This companion of yours is special, it is not something that
the GM should callously kill off. Any animal your character buys in-game with money
or acquires via other means is fair-game but this should represent an animal that is more
integral to the plot. This doesn't mean he's invulnerable (if you take your horse into the
enemy strongholds then you're rolling the dice) but his death should bring something
meaningful to the plot.
The following is merely a handy guideline, and the GM is free to veto any
unreasonable companions.

– The companion is Large enough to ride (1 point)


– The companion has teeth/claws/a particularly good sense of smell. (1 point)
– The companion is small and can fly (1 point)
– The companion has hands/opposable digits. (1 point)
– The companion is particularly tough with an extra hit-box to each location (1
point)
– The companion is particularly dangerous and is a particularly good fighter (2
points)
– The companion is trained in such a way that it can perform vaguely human
actions such as theft or subterfuge (2 points)
– a pack/group of up to 5 mundane creatures (3 points)
– A particularly fast riding animal (2 points)
– A guardian animal roughly as large/strong as a normal human (2 points)
– A riding animal that's particularly easy to ride, giving you a +1 bonus on ride
checks with it (1 points)
– The companion has human level intelligence (4 points)
– The mount is large enough to ride but can also fly (5 points)
– The mount is not only large enough to ride, but large enough to be its own
siege weapon (5 points)

Beauty (1, 3, 5): You're unusually attractive! If you have the 1 point variety of
this advantage you're the prettiest boy in your village. You might get a second look on
the street but that's it. The 3 point variety is exceptionally beautiful. You're the kind of
person that might win the affections of the wrong crowd. Five points is spectacular and
unforgettable. Painters want to draw you for inspiration, singers and write songs, and
those with no artistic talent can be inspired to even dumber acts.
Mechanically, any time you roll a Presence+ Perform or a Charm + Grace skill,
your beauty will automatically set the height of any dice you roll. As long as you roll
under your version's particular height, it will be automatically set to that value. Beauty 1
will set any height of 1-2 to 3, beauty 3 will set any height between 1 and 6 to 7 and
Beauty 5 will set the height of all your rolls to 10, no questions asked.
Note you still have to roll a success with this. If you're beautiful but have poor
graces it just looks like you don't care and can't be bothered with proper manners. People
are often jealous of good looking folk and look for any reason to vex their inadequacies.
You can purchase this advantage with XP, but you must explain why your
normally plain character suddenly looks beautiful all of a sudden. We've all seen those
movies where the librarian takes out her hair-pin, lets her hair down and takes off her
glasses and suddenly she's completely ravishing. Perhaps your character just needs a
chance to clean up and get a good wardrobe? Or maybe she's just grown older and
started to develop into a much more attractive person.

Fool Lucky (5): You can re-roll a dice pool. It costs you an xp every time you do
it however. You can only re-roll it once and you have to accept the second result, even if
it's worse.

Leather Hard (5): You have an extra Wound-Box in every hit location.
Lucky (1): Once per session you can re-roll a dice-pool with NO sets.

Followers (Varies): You’ve got a group of people who follow you around, obey
your orders (usually), do your bidding (for the most part) and expect you to lead and
provide for them in return.

Cost Threat
2 3 4 5
1 10 5 3 2
2 20 10 5 4
3 30 15 10 6
4 40 20 12 8
5 50 25 15 10

Of course, keeping your lackeys in liquor, livery and limes isn’t cheap. Every
month, there’s an upkeep cost for your followers. Depending on background and GM
lenience, you may be able to use the Status Advantage to keep unpaid followers around
for a while. It depends on the nature of the followers and their relationship to your
status.
For followers, “Threat” is used as a general measure of competence. When you
pick out your followers, you can select a job for which they are all trained. In addition to
fighting at the Threat level described, they can roll a pool equal to their Threat when
doing that job. (That is, if you pick out a crew of eight Threat 4 sailors for 4 points, they
individually roll 4d when climbing or sailing or tying knots. If your 30 Threat 2
followers are monks, they roll 2d for Lore or Sixth Sense tasks.)

Patron: You’ve got someone thinking about you, advising you and (to some
extent) protecting you. This could be a meddling parent, an employer, or simply a person
to whom you’ve become useful. In any event, it’s somebody who’s in a position to aid
you… sometimes.

Example Patron Cost


Village Chief 1
Wealthy Merchant 2
Duke of Galifarian Crown 3
Supernatural 4
Vampire Prince, King/Queen 5
This is not quite the wonderful setup it may appear to be. While you have your
patron’s resources to draw upon, the cost is that you’re one of those resources. Your
patron expects things of you — the nature of this expectation depending, of course, on
the nature of your relationship. A king who favors a knight is going to trust him with lots
of important missions. A wizard who aids you may need you to perform some quest she
cannot complete herself (for whatever reason). Even that village chief may call upon you
for aid when he’s in danger from a bandit gang (or a corruption investigation).

Possession (Varies): You own an item of value. Not only do you own it but, as
with an Animal Companion, it’s an important part of your character. It thus has limited
plot immunity, meaning the GM can’t wreck it, steal it or seriously devalue it without
good reason. If the item you want is a weapon, it costs 2 points to have a weapon with 1
quality. It costs 4 points to have a weapon with 2 qualities. If you want armour, then it
costs 2 points for light armour, 3 points for medium armour and 4 points for heavy
armour. If the possession you want is some other item, work out with the GM what the
overall value should be.

Secret (Varies): You know something that people would kill to protect. The cost
of the secret depends on how many people would kill to protect it. As a guideline,
consider the Company that wants the secret preserved. For every five points that
Company has in its combined Qualities (rounding down), the Secret’s cost rises by 1.

Status (Varies): For some reason or another, people have a reason to respect you.
(This doesn’t mean they do respect you, but there’s a reason.) Perhaps you’re a scholar
of note, or have a good reputation (deserved or no). Maybe your family name is
associated with honor and deeds of renown. Whatever it is, you get intangible but real
advantages because you’re one of the elite.

Example of Status Cost


Minor Squire, Village Sage, Certified 1
Instructor of some skill
Knight, Priest of a large temple or town 2
Lord, high-priest of a capital temple, head 3
of a large merchant clan.
Duke, Admiral, Famous for ________ 4
Crown Prince, head of a lesser cult 5
Note that this Advantage doesn’t confer any of the material benefits of position —
you’d need Wealth and Followers and Possessions for that sort of thing. If you take this
without those you could be a dispossessed noble who trades on his family’s good name,
a deposed prince-in-exile, or maybe just a clever impostor who happens to resemble
Angrovad the Dragonmarked.

Thick-Headed (1): You have an extra wound-box in your head.

Wealth (1-5): Wealth is an abstraction for how much money your character has.
Each item/service in Eberron has an associated Wealth score, as long as your wealth
score is higher than the good/service you wish to get, you can order it with no cost. If the
good/service is higher than your wealth, then your only option is haggling or pleading,
hope your seller isn't shrewd. If the good/service is EQUAL to your wealth score then
things get interesting. You can buy it, but it'll permanently lower your wealth score by 1,
unless you can Haggle down the price.
Now here's the important thing to recall: No wealth does not mean your character
is automatically a bum. He MAY be a bum, or destitute, or a petty beggar, but he could
also just be a lower-middle class worker in Sharn who can just barely feed himself. He
can still own a house (although not a big or fancy one) and he can still afford food and
typical services. If he's a farmer he can own a couple chickens, a cow, or maybe a horse
or two, but don't feel like you can go grandiose or overboard without investing in this
advantage a bit. If you describe your character as a prince or a duchess of Audair and
you forget to invest in this? Well the GM can come up with plenty a reason why you're
so short on immediate cash I'm sure. All I'm saying is: don't expect to be able to pay
your way onto a ferry unless you can somehow weasel your way through.

Spells (Varies): You know a spell or several. When you buy this advantage, you
may choose to buy 1 or multiple spells. You can take this advantage multiple times,
selecting either a single powerful spell or multiple lower spells.
Cost Single Spell Multiple Spells
1 One at Intensity 2 Two at Intensity 1
2 One at Intensity 3 Two at Intensity 2
3 One at Intensity 4 Two at Intensity 3
4 One at Intensity 5 Two at Intensity 4
5 One at Intensity 6 Two at Intensity 5

Once character creation is complete. You must buy spells based on their intensity.
Mortal Only Advantages:

Ghoul (1): Not all blood sorcery turns humans into kindred. Some blood sorcery
can be used to bind a mortal to a powerful kindred. Ghouls typically have the patron
advantage, but their greater benefit is that mortals with this advantage may use blood-
sorcery that previously only kindred could use.

Witness (1): Similar to the Ghoul advantage, only this one is used specifically for
Arisen. This Advantage allows mortals to learn Arisen Utterances and master the power
of Sekhem. It's unknown if a Witness can learn Blood Sorcerey or Vice Versa, since
Arisen and other Kindred rarely if ever interact and their servants live on near opposite
ends of the world.

Moon-Blooded (1): Sometimes mortals bear the blood the spirit world inside of
them without truly becoming a shifter. These Moon-Blooded are normal humans, but
they have the blood of Eberron inside them. They are often apart of various Shifter
packs as servants or assistants but their greatest benefit is that they're allowed to receive
spirit gifts and use shaman-sorcery as other Shifters.

Proximi (1): The dragonmarked recognize that they have been marked with some
greater destiny. A curse or a power long forgotten has granted them powers to access the
Supernal-Realm. This trait is often times random, but some dragonmarked can trace
human lineages back to the ancient times itself. The few who were members of
“Atlantis” are deemed Proximi, special mortals who can use supernal magic artifacts or
devices without actually being dragonmarked.

Demiurge (1): Mortals who've been blessed with divine fire. These rare mortals
are the only ones who can operate the creation-forges where Unborn are crafted and by
extension, are the only mortals who can learn and practice unborn Alchemy.

Enchanted (1): Mortals who have been touched by Thelanis, yet managed to
maintain some semblance of their original soul. They are not transformed irrevocably
like their Changeling counterparts, but they still understand enough to use their
Talecrafting and magic.

Note: Ghouls, Moon-Blooded and various other Mortal Only Advantages are all
classified under pseudo-templates. Only 1 of these advantages can be bought per
character.
Heroic Duty/Vile Craving (4): This advantage may only be taken by hunters.
Select either a duty or craving passion. This passion now grants you a free master-dice
whenever you invoke it. The penalty for disobeying this duty/craving is still -1.

Kindred Advantages:

Entropic Existence (1, 3 or 5): A character with this advantage gets a new
craving. If he had a craving before then it is instantly replaced with his new obsessive
craving. Specifically: The essence of living humans. The benefit of this advantage is that
it lets Kindred heal at a much faster rate than before, and also makes their bite attacks
more potent. The negative part of this advantage is that it only works if a Kindred is
devouring the flesh of a human or other sapient being. Changelings, shifters and even
unborn (if they're made of flesh) will do, either way they need to become a parasite that
feeds off of the blood of humanity.
For the 1 point advantage, the Kindred gain back shock damage at a point of 1 for
every shock they deal with a bite attack, they do however gain the craving “Human
flesh” and take a -1 penalty any time they roll while passing up an opportunity that's
waving at them.
For the 3 point advantage, a Kindred gains a pair of fangs on their canine teeth.
These fangs let them drain the blood of living creatures, as though they were some kind
of humanoid leech. When they enter into a grapple with an opponent, they may attempt
to bite down on the person's neck. This attack roll must hit the head-box, as such
Kindred rarely take this option in combat and rather do it to helpless victims. This initial
bite does no damage, rather it progressively does shock damage to the victim's torso
every round, each round also healing the kindred of 1 shock dice to any location on his
body. He may substitute 3 shock for 1 killing damage. As long as the kindred remains
grappled, he may continue to deal shock damage to the torso. The Kindred gains the
craving “Fresh Human Blood”.
For the 5 point advantage, a Kindred may literally devour the very essence of a
person's soul. The Kindred may spend 1 combative round against a helpless foe to begin
devouring said person's soul. This action deals 1 Killing damage to that person's torso
and in turn heals the Kindred either a point of killing damage himself or 3 points of
shock damage. The Kindred may only do this against a helpless foe who isn't fighting
back, and he also gains the craving “Human essence”.

Shifter Advantages:

Divergent Totem (Varies): The majority of Shifters are able to turn into wolves
and take on lupin forms. Some are different, whether because they underwent their first
change that way or they've unlocked some new aspect of themselves they didn't know
of before. These Shifters adopt a different animal that they may transform into and
become half-breeds of.
Shifters with this advantage may exchange the ability to turn into a wolf to instead
turn into another variety of animal. This animal can vary in size from as small as a
moderately sized bug to as large as an elephant, although shifters of either of those size
extremes are exceedingly rare. The cost of size alteration is listed below.
– If the shifter is as small as a bug/rodent (such as a giant cockroach, a large rat
or a house cat) then it counts as a 3 point advantage. This gives him an
effective Body score of 0 when it comes to lifting, and he can only move 2 feet
a round. They only have 1 hit box in each location, but any normal sized
attacker can only hit with a 3x10 blow, or one with Width +4. His Speed
increases by 2 (for a maximum of 6) and any chance of detecting him while
he's using stealth comes at a difficulty of 3. This adds 3 points to the
advantage.
– If the shifter is human or roughly human sized (such as a wolf, a big-cat or a
bear) then his health-boxes do not change and he gains no other benefit. His
genius, presence and charm lower by 1, and his body, speed and sense improve
by 1 as per normal wolf shifting. This still counts as a 1 point advantage for the
purpose of taking it.
– If the Shifter is truly massive sized (such as a giraffe, elephant or some other
kind of fairly large animal) then it is counted as a 5 point advantage. He gains
1 natural armour to each hit-location on his body, which stacks with other
forms of armour (although it's doubtful he can shift into armour of that size).
His body increases by 2 (for a maximum of 6) and his speed decreases down to
1. Because most of these animals are top-heavy, if he is given the downed
condition then it takes him until the resolve phase to just stand up, and he
cannot make another action until he's stood up. This adds 3 points to the
advantage.

How the shifter continues to augment his newly acquired totem is ultimately up to
him. However here are some good tips for the GM/player to “build” onto a new totem.
– If the shifter's new totem lacks any form of weaponry (such as a gorilla who only
has it's fists) then he only deals width in shock damage with his fight skill.
However! If the character makes up for this with having the ability to use
weapons (like a gorilla theoretically can) then he merely takes this as a +1 to the
cost of this advantage.
– If the animal can fly (such as a bird or bat of some kind) then he may fly up to a
speed of 30 feet a round. This adds a +3 to the cost of the advantage.
– If the animal can climb particularly well (such as a gecko or bug) then he may
climb upon previously unclimbable surfaces, such as wet-rocks or stone walls or
glass. This adds a +1 to the cost of the advantage.
– If the animal can swim well/breath underwater (such as a fish) then the character
does not need to roll hardiness for whenever he's swimming. However: since we
assume most creatures who can breath in water aren't very mobile on land, he also
lacks the ability to move on land when in beast form. As such this is merely a +2
to the Advantage cost.
– If the animal is semi-aquatic (such as a crocodile) then the character merely
receives a free +3d bonus to his Hardiness skill whenever he is doing so to hold
his breath. This is a +2 advantage cost as well.
– If the animal has armoured plates (such as a thick hide, chitin or scales) then the
character receives 1 AR to all hit locations when in his beast form. This is a +2
advantage cost bonus.
– If the animal can deliver a poisonous bite then as a secondary attack the character
may attempt to inject or force a person to inhale a poison. This poison has a
potency 6 and it's major effect is 2 points of killing damage to the torso, while the
minor effect is a feeling of nauseousness that gives the victim a -2 to all body or
speed rolls.

The shifter can sill transform into his half-breed form as per normal. Except
instead of this being a halfway point between a man and a wolf, it is a halfway point to
being a man and whatever totem the character has. His size does not change, he still
maintains the genius, presence and charm allocation to body, speed and sense, but any
special effects (see above) that the totem had are transferred over to him instantly. If the
bonus was “he can wield weapons” (such as if he were a gorilla) then his bonus instead
changes to his hands being able to deal killing damage with unarmed strikes.

Dragonmarked Advantages:

Meditative Caster (4): A dragonmarked with this advantage can cast spells
without speaking the words of power. Any time a mage with this power DOES speak
aloud he gains a +1d bonus to his casting roll.

Unborn Advantages:

Fleshy Appearance (3): Unborn are not all simply machines created with mad
science. Some were made from humanoid bodies. These unborn have the special grace
of being... human on a casual glance. Unborn with this and the beauty advantage may
appear to be perfectly normal, any difficulty for detecting whether or not an Unborn with
this advantage really is one comes at a difficulty of 8. However, if the truth is revealed
then people's reactions might vary from amazement and curiosity to rage and disgust.
Special Plating (2, 3 or 4): Some unborn are constructed with special metals
fused to their frames and bodies. For 2 points, you gain light-armour fused to your body.
This armour cannot be removed, even when you're unconscious or helpless. 3 points
upgrades this to medium armour, and 4 points upgrades this to heavy.

Changeling Advantages:

Arcadian Body (4): Select a stat of your choice. You may increase this stat to 6
with experience.

Perfect Stillness (2 or 3): Your character can remain perfectly still for an
indefinite period of time, almost as though she were a statue. This works similar to the
Beauty advantage, only it can instead raise the total height of your stealth rolls to 5 if
you roll under that, rather than any grace or perform bonus.
For the three point version of this advantage, the height of your rolls is
automatically set to 5 (if you roll under it) for all Stealth and Lie rolls. Allowing your
character's face to become stone rigid.

Problems
You're allowed to pick up to two of these at character creation. No more.

Egotistical: You've got a real ego problem. Not much else to say really, you like
to think you're the hot-stuff when you really aren't. You take a -1 on all Grace and
Persuasion rolls, whenever your tendency to alienate people legitimately gets in your
way, you gain a +1 to your experience for the session.

Jinx: Once per session the GM may nullify one successful roll you make. You
cannot appease for a re-roll. If he does this then you get +1 Experience for the session.

Misplaced Confidence: Pick a skill in which you have misplaced confidence in.
The difficulty for that roll is always 3, and if it has a set difficulty for a particular roll
(because it's hard) then the difficulty increases by 3. Should you ever fail that roll due to
misplaced difficulty, then you get +1 Experience.

Overwhelming Passion: You have some form of overwhelming emotion that


often clouds your judgement. Perhaps you are madly in love with someone or are driven
to blind fury over the thought of a particular faction/person. Either way, whenever you
make a critical mistake thanks to this passion clouding your better reasoning you get +1
Experience.
Painfully Honest: Like it says. You're painfully honest. You can't even give a
little fib or a white-lie. Every time you attempt to use your lie skill you receive a -2
modifier. Every time this penalty causes you to fail a lie roll and set you back in some
serious fashion you get a +1 to your Experience.

Drunken Blackout: Whenever the character is inebriated he does stupid, foolish


things. The Player decides when a Drunken Blackout starts but it's the GM who
determines what the player does while he's blacked-out. If he makes a dumb decision
that causes severe problems for him and the other PC's then he instantly gains 1 free
Experience.

Missing Limb: One of your limbs is gone. If one of your arms is missing you
can't use weapons or tools that require two hands (like bows) and any Body+Athletics
roll that would require or benefit from an extra arm requires a difficulty of 3-5, if
someone hits you on a 3-4 or 5-6 height (depending on which arm is missing) then it
instead hits your torso. If your leg is missing then you obviously have some peg or
prosthetic to help you walk. Either way you're not as spry as you once were and as such
any time you need to run, jump or do something that would require both legs the GM is
free to give you a difficulty of 3-5. Any time a hit turns up that would strike you in your
missing limb it instead goes into your torso. If you're missing an eye then any sense roll
you make where sight is integral requires a difficulty of 3-5. Should you ever take
critical or damage or be seriously handicapped by your missing limb, you get 1 free
Experience.

Stupidly Forgiving: You're foolishly forgiving, rather than finishing off a


helpless foe, you're more likely to give him a stern talking to and letting him walk off.
It's up to you to activate this problem, if you really want to finish off an enemy the GM
can't stop you (although bringing this problem up might help). But if you decide to let an
opponent go then who knows? The GM might turn around and have him come back and
save your bacon one time? If not, then you get an extra Experience if he shows up to
fuck you over again.

Gruesome: You're not just homely. You're actively unpleasant to look at. The GM
may call for you to take a -1 penalty on any Presence or Charm skill that he feels being
ugly would penalize you for. You cannot take this and the Beauty advantage at the same
time. Any time you fail a roll thanks to this and it sets you back in some terrible fashion
you get a bonus experience!
Unwholesome: Every time you encounter someone, they're free to make an
awareness roll. If they succeed, then they're instantly put off by your aura. Something
about you makes them uneasy and their attitudes shift from helpful to dismissive or
worried. They might be willing to call police on you or instantly suspect you of foul
play. Any time this reaction causes a serious set-back for you you gain an extra
experience.

Repulsive to Animals: Any attempt at using charm/presence skills on animals or


your ride skill are at a difficulty 3. Especially difficult rolls (those that already have a set
difficulty) increase by 3. Furthermore, wild-animals (even tamed ones) are more likely
to attack you. Shifters cannot take this flaw, and in fact suffer from that said penalty
when you use Charm/Presence skills on them. Any time you fail a roll because of this
and in a particularly spectacular way you get a free experience.

Hated Enemy: Someone out there doesn't like you. Someone influential or just
very annoying. Any time he acts against you and manages to severely set you back, you
get a free Experience.

Lazy: Any time you roleplay this problem so well that you hamper your own
progress by your inability to do anything you get a free Experience. Note: Being a Lazy
player and roleplaying a lazy character are two different things. You don't get XP
whenever you fail to roleplay in a scene, you only get this XP if your character's
inhibition and sloth actively prevent him from doing good or accomplishing something.

Manifest Destiny: You can only take this problem if your Genius score is 1. You
can never raise your Genius score above 1 and that's not even the problem. The real pain
is that your dumbness is instantly apparent to anyone you meet. Any time your dimness
leads to someone mistrusting you, take a bonus Experience.

Poor: If you take this problem, you cannot have your Wealth go over 0. You are
officially destitute and you primarily get food by scrounging. You might be a barbarian
or a hermit. Either way: any time your lack of official resources or ability to hire or
utilize services comes into play. You get a free XP.
Passions
Passionsare clearly defined personality drives, things so important to a character that
they actually have an in-game effect on the rules. There are three kinds of Passions, and
you can have one of each. The three types are a mission, a duty and a craving.

Here’s what those are.

A missionis something that you very much want to accomplish. It’s a concrete task,
something like “Master the Plunging Hawk Style of spear fighting” or “Avenge my
master’s death” or “Get a meaningful peace treaty signed between my country and the
neighbouring empire.” If you complete your mission, you get a bonus experience point
and you can pick a new mission.

Duty is something more nebulous — it’s a way you live your life, the ethical principles
by which you abide. These are hard to change: It’s stuff like “Never take an action that
would smirch my family name with dishonor” or “Always aid women in distress” or
“Defend the Empress to my dying breath” or “Always enrich and glorify my country.”
You can get rid of a duty, but it costs 10 XP. If you don’t have a duty, you can only get
one if it’s offered in the plot.

A cravingis something more personal — a selfish, egotistical goal. “Get drunk whenever
no one’s counting on me,” or “Make love with as many willing partners as possible” or
“Amass tremendous wealth” are all good cravings. You can only get one of these at the
beginning, and you can never be rid of it.

Here’s how passions work: Whenever you’re in the direct pursuit of a passion, you add
a die to your pool. If you’re in the pursuit of two passions, you add two dice. If you’re
ever obeying all three passions at once, you add three dice. Alternately, instead of adding
dice, you can offset penalties. (This may seem like the same thing, but when a penalty is
going to take away your Master Die, you’ll understand just how different it is.)

The downside, if you’re acting against a passion, you lose a die from your pool. The
more passions you resist, the more indecisive and unsure you become, and the more
your dice pool suffers. It’s perfectly possible — hell, I’ll call it desirable — to have your
passions conflict. Rules-wise, they just cancel out, but it makes for good
characterization.
Duties, Missions and Cravings do not cost anything. In theory, they’re just as likely to
harm your character as help her: They’re really there to reward you for staying in
character (or punish you for going astray). How balanced that punishment/reward ratio
is depends on how you play and how sneaky your GM is about throwing conflict and
temptation in your path. Be warned: Most are very sneaky. But a +1d bonus (or the
ability to offset the loss of a special die) is nothing to sneeze at.

Weapons and Armour


Eberron is a land where all sorts of armour, weapons and various types are made.
From the double-scimitars of Valenar to the Talenta Boomerangs. Rather than giving an
extensive list of various types of weapons. We've divided weapons into qualities. Each
weapon has 1 quality, which determines what skill you roll to use it, and how much
bonus damage it does.
Weapons can also have more than one quality, if a weapon has more than one
quality, the damage it deals is used from the higher value of either one (if they're roughly
the same, then the player may pick). In terms of skill, the Weapon skill always
overcomes the fight skill, if one quality allows the weapon to be used with both the
weapon and fight skill while another only allows the weapon skill, then a weapon with
both qualities can only be used with the weapon skill period. Any special effects either
weapon has are combined in the finished weapon's form.
The weapon qualities are as follows:

Flexible
Chains, ropes or various nets fall under the flexible category. They can twist and
entangle, which makes them seem almost unavoidable.
Skill: Weapon. Flexible weapons require special training to use.
Damage: Flexible weapons deal width in shock damage.
Tripping: You can use a Flexible weapon to not only deal damage but trip an
opponent at the same time.
Hard to Parry: Any attempt to parry a flexible weapon imposes a -1 penalty on
the defending party.
Massive
Massive weapons are truly awe-inspiring and can be powerful, but also slow and
unwieldy. This can be things like great-swords, full-blades or huge axes.
Skill: Fight or Weapon. Massive weapons don't require finesse to use.
Damage: Massive weapons deal with in shock, as well as width +1 in killing
damage. They are not weapons you wish to be on the brunt-end of.
Unwieldy: Due to their extreme size. All massive weapons require a body of 4 or
more to properly wield, furthermore, they are always considered to be 1 width lower for
the purpose of determining when they go in initiative.

Paired
These are two weapons that can be used as one. Double-bladed swords, two
scimitars in each hand or double-daggers. Either way they work as a dazzling display.
Skill: Weapon. While fight can be used to swing a sword, it requires more
practised study to properly use two weapons as one.
Damage: Paired weapons deal width in killing damage.
Move With One Hand, Defend With The Other: You may roll Parry or another
fight/weaponry roll with a paired weapon, as a multiple-action. You still take a penalty,
although a paired weapon allows you to parry/fight when normally such an action is
impossible. It must also be used with two hands (for obvious reasons).

Ranged
Bows, crossbows, boomerangs, these weapons can be used to strike at opponents
from a distance.
Skill: Weapon. While any idiot can fire a crossbow, it still takes some knowledge
of the mechanisms to properly load one.
Damage: Ranged weapons deal width in shock and 1 in killing.
Ranged Attack: You may attack an opponent up to medium range away with a
ranged weapon. You may choose to have it fire up to long range away, but doing so
gives it a Slow of 1. It takes 1 turn to properly reload a long range weapon before it may
be used again.

Axe
Hatchets, Great-Axes, Tomahawks, these brutal weapons come in many shapes
and sizes.
Skill: Fight or Weapon. Axes don't require knowledge on how to hurt someone
with them.
Damage: Axes deal width +1 in killing damage.
Brutal Chop: This is the only weapon that can maim opponents. Most other
weapons are simply not designed for cutting in the same way it is.
Staff
Quarterstaff, clubs, many varieties of martial arts weapons. These blunt
instruments are easily concealable and get the job done.
Skill: Fight or Weapon.
Damage: Staffs deal width +2 in shock damage.
Double-Edged: You may roll parry or another fight/weapon roll as part of a
multiple-action with a staff.
Improvised: Large pieces of wood are common enough that staff weapons can in
general be found anywhere, and they can work as chairs/bottles/mugs/etc. You can pick
up a single quality Staff weapon (not a double-quality staff weapon) from almost
anywhere.

Shield
Bucklers, guards, all manner of shield exist.
Skill: Fight or Weapon. Shields can be bashed into people by anyone.
Damage: Shield's deal width -1 in shock damage.
Ranged Parry: You may parry all sorts of attack with a Shield. Even ranged
attacks.
Armoured: The area that holds a shield weapon receives an AR 1 to that specific
location. This stacks with any other armour the character has.

Polearm
Halberds, spears, naganatas, all these weapons are classified as polearms.
Skill: Fight or Weapon.
Damage: Polearms deal width +1 in killing and 1 in shock.
Reach: You may stab outward to attack an opponent up to 10 feet away from you.

Sword
The most noble of all weapons. Swords are as much a symbol of status as they are
a handy-side arm in practice. Swords are handy as most noble-courts will allow swords
to be kept on guests (as long as they're not massive) but more brutish weapons may
bring about suspicion.
Skill: Fight or Weapon.
Damage: Swords deal with +1 in killing.
A More Elegant Weapon: A well-crafted sword is typically the most balanced
and easily manageable weapon one may ask for. All attacks made with swords are
considered to have 1 more width than usual for determining their initiative order.
Unarmed
Some weapons are just there to help augment the human body. Things like barbed-
wire on a glove, or maybe even punching-daggers. It should be noted that “Unarmed”
only counts as a Weapon-quality whenever you combine it with another quality. All
characters have an Unarmed weapon because all Characters can fight unarmed.
Skill: Fight or Weapon.
Damage: Unarmed attacks deal with in shock damage. Although templates and
powers can obviously change that. Note that weapons with the unarmed quality added
on are not changed by other effects that augment unarmed attacks. For instance: if you
bought a double-quality Massive/Unarmed weapon (like: giant metal gloves) then you
wouldn't deal extra damage if you were a shifter and in war form.
A natural Extension: Whenever a quality is combined with unarmed, it is
considered impossible to disarm this weapon via normal means. Only when the
opponent is unconscious or helpless can you remove this weapon. This only applies if it
is a double-quality weapon. All people have unarmed attacks.

Armor comes in 3 varieties. Light, Medium, and heavy. This is merely to help
simplify and abstract it, for convenience sake.
Light Armor: Gives you AR 2 to your torso and AR 1 to both your arms and legs.
This is things like leather vests, light chain-mail and heavy clothing.
Medium Armor: Gives you AR 3 to your torso, AR 2 to both your arms and legs
and AR 1 to your head. It also imposes Difficulty 3 on all Stealth, Climbing, Run,
Hardiness and Athletics rolls. If you’re attempting to swim in medium armor, you lose
2d from your pool. This is things like chainmail with a leather-cap or scale-mail with
light headgear.
Heavy Armor: Gives you AR 4 to your Torso, AR 3 to both your arms and legs
and AR 2 to your head. It also imposes a -2d penalty on all Climbing and Run rolls,
along with Difficulty 4 on Hardiness and Athletics rolls. Trying to use Stealth or go
swimming in heavy armor is pointless: There’s no chance of success. This is things like
full-plate and armor with helms and various plating.
When Worlds Collide
Those familiar with both World of Darkness and Eberron may be wondering what
separates this world from the other. What overlaps, what doesn't and what elements from
both are present or excluded? To answer this, we're dedicating this chapter to going in
depth about the setting itself. As well as talking a bit more about the various mortals,
supernaturals and entities that populate it, as well as its history and some of the
differences in both settings.

What we've kept in-tact

What Eberron and World of Darkness have in common all comes down to two
genres. Dark Pulp and fantasy. WoEberron takes the elements that work best from these
two settings and puts them together under the system of ORE, to try and get the most
concentrated elements from each. Certain decisions made here were pretty natural upon
examining both settings (warforged and Prometheans being combined, werewolves and
shifters, etc) but others required some tooling and tweaking to get a happy balance
between what was apart of WoD and what was apart of Eberron.

Kindred of Khorvaire
Undead reach back in Eberrons history to a time before recorded history. As long
as there has been civilization there has been legends of corpses rising from their tombs.
Some cultures welcome and embrace this process (most notable the Aerenal) while
others have abused and come to fear it.
The term “kindred” comes from a general Khorvairian stigmatization against all
undead. It was a famous (if somewhat wrong) scholar who wrote: “These monsters roam
the land, raised from the dead when their bodies should no longer function. They are
kindred in their sins!” and since then the phrase “Kindred” has become synonymous
with any entity who has returned from the gates of Dolurrh and has supernaturally
prolonged their life. Whether they be the Arisen of Aerenal, the Vampires who prey the
streets and the courts of every major city, or the wraiths and ghosts who haunt the
abandoned houses and towers of Sharn.
Truthfully, undead come in many shapes, origins, varieties and backgrounds, and
many have different and varying goals. Some are more noble than others, but the relative
immortality of kindred allows them to think and view the world in a much grander
scope, and their detachment from their former lives causes many to behave in a manner
humans would describe as “amoral” at best, or downright reprehensible at worst. This is
because all Kindred posses what they refer to as a “beast” or “drive” or “shadow”. It is a
dark part of themselves which forces them to behave in dangerous and self-destructive
ways.
Here are some kindred-specific rules. These are not directly listed in their powers
entry, as these are more a reference for GM's to keep in mind when having kindred act or
operate in certain fashions.

The Beast: All kindred have a particular beast dependant on their bloodline. This
beast does not dictate their behaviour 100% of the time (though there are those few
kindred who revel in their beast so much they become practically inseparable from one
another) but their beast is a constant threat. Completely poking and prodding their inner
selves and forcing them to behave in certain ways. The rules here are pretty simple:
Any time your Kindred takes an action that feeds into their craving, they must
behave in a way that their bloodlines beast dictates. This effect lasts until Tier 5, when
they are in control of their own beast enough that they may forge their own bloodline. At
which point a Kindred may partake in his craving and suffer no immediate effects.
The behavioural impulses of the 12 bloodlines are as follows:
Brujah: Wrath and Action.
Betrayers: Envy/Coveting.
Toreador: Fascination/Obsession.
Harbinger: Despair.
Malkavian: Introversion.
Guardian: Focus to the exclusion of all else.
Nosferatu: Fear and intimidation.
Tzimisce: Curiosity and Exploitation.
Mekhet: Paranoia and distrust.
Sesha-Hebsu: Cloistered study and resignation.
Acererak:Desire and gluttony.
Ventrue: Pride and arrogance.

Sleep and Memory: Kindred may enter into a deep hibernation where their
bodies either remain as static corpses. This sleep has many different names, but it all has
the same general effect. The longer one sleeps for, the more ones memories and skills
become lost in a cloud of fog.
Going to sleep is an in-game character action. It is something the player must
consciously decide to happen, even if he is magically put to sleep via some form of spell
or artifact it is still uniquely different from THE sleep that these kindred may undergo.
The only exception to this is if the Kindred's torso fills up with shock or killing damage,
then he enters into his torpid state whether he likes it or not.
Going to sleep in this manner is both a benefit, as well as a curse for many
kindred. On one hand: going to sleep allows a kindred to absolve himself of all of his
actions when he was awake, allowing himself to be “reborn” if that makes sense.
Mechanically it is merely a nice way for a player to retire a kindred character he has
grown bored with playing, as well as a nice way to introduce an ancient kindred to a
modern setting, but it is still nice to have.
When a kindred sleeps, he looses the bonus of all XP he possesses over a period
of time. The exact amount he looses is in general up to the GM to decide, but as a good
rule of thumb, the higher a tier the kindred was, the less likely he is to decrease in power
much over a short period of time. Should a truly powerful one be asleep for more than
500 or so years then he's most likely to awaken as a tier 1 starting character.
A kindred re-awakened this way remembers little of his previous lives, and the
rediscovery of his actions performed in the past may make excellent plot-hooks. This is
the only way for a Kindred to alter his duty or craving mechanically, if a kindred wishes
to alter them in some other way it will generally take either some good arguing on behalf
of the player or a damn good in-game reason.
Any kindred who wishes to remember something from his past may make an
improvised Genius + Awareness roll. The difficulty and relevance of the roll are
generally up to the GM to decide, but a good rule of thumb is that every 50 or so years
the kindred is trying to remember back to should add onto the difficulty by 1, to a
maximum of 10. So a kindred attempting to remember a past event that happened 70
years ago might do so at a difficulty of 1 or 2. While one attempting to think back more
than 500 years might have to contend with a difficulty of 6 or higher!
As for what a kindred can draw from in the past? That is once more up to the GM
to decide if it would be relevant. If the Kindred would logically be around that area
some-time in the past, he might be able to recall the meaning of some ancient runes.
This is an ability GM's should be careful with, as too often savy players may attempt to
roll Genius + Awareness for anything under the sun, claiming their kindred obviously
just “remembers” it. Kindred memory should be shrouded and full of dark thoughts that
might leave a kindred confused or hurting.
As such one more rule of thumb might be this: if a Kindred FAILS his memory
roll? Then he recalls something from his past. But it is something he did not wish to
remember. Perhaps he flashes back to how he died, or perhaps to the gates of Dolurrh
where he gets a glimpse at those who rule it. Either way: the backlash causes him to
become unhinged for a while. He takes a -1 to all of his subsequent rolls, as though he
were actively trying to deny his craving. Should he indulge his craving, then the -1
disappears and he may act as per normal until later.

Entropic Rules: Kindred with the Entropic Existence Advantage are sometimes
referred to as “Shadow” Kindred. This is because whatever power infuses their souls, it
seems to have a touch of inky blackness that craves for the warmth and flesh of the
living. The Entropic Existence Advantage as-is can be used straight against any other
character or template... but if the GM wishes to make the act of devouring the essence of
another supernatural more interesting, he can follow the below rules:
Other Kindred: Kindred who eat the souls of other kindred are often refereed to as
Diablerists. Even among the amoral kindred society, these individuals are viewed with a
fair amount of fear and apprehension. This is viewed as practical cannibalism to most
other Kindred, and the act itself is sure to earn the Kindred a fair amount of those who
wish to see him done-in fast. When a kindred devours the essence of another Kindred he
trades immediate power for a more demanding craving. He instantly gains +1 to a skill
of his choice (and the cap for this skill becomes 6) which lasts for a whole month. He
cannot change this skill the next time he devours the essence of another kindred, it
remains static. However: his Craving instantly changes to that of Kindred Essence.
Gradually, he starts to take a constant -1 penalty to all actions (as though he were
constantly denying his craving) unless he is devouring the essence of a kindred at least
once every two weeks.
Shifters: The beastial nature of shifters is transferred over to the Kindred who
dares to drink the blood/essence of a shifter. Their beast temporarily changes to that of
pure, wrathful rage and violence. And since the mere act of feeding is giving into their
craving, those who do so tend to lash out almost instantly upon drinking shifter blood.
The GM should be fair about this, but if no “enemies” are present when a Kindred
devours the blood of a Shifter then his allies should watch out.
Dragonmarked: Dragonmarked blood and essence SEEMS to be as normal as
human essence for Kindred. But there's a drawback: the next time a Kindred sleeps (not
a complete torpor, just a normal rest) he suffers from a severe hallucinogenic outburst
that fills his mind with visions not meant to be seen. Malkavians may find this sensation
familiar, but even they are completely floored by the strange and mystical visions they
see. The GM is free to temporarily change the Kindred's mission passion for the rest of
the day (or give him one if he lacks it) to something that is suitably nebulous and
cryptic. Something like: “WRITE IT DOWN. WRITE IT DOWN” or possibly “THE
EYE, KNOW OF THE EYE”.
Unborn: Whatever compromises an unborns “soul”? It is completely indigestible
to Kindred. Even Unborn who are compromised of fleshy bodies seem to lack something
in their vital fluids or flesh that kindred can particularly enjoy. The Kindred can inflict
damage onto an Unborn as per normal, but they gain no benefit from it. When they
devour the essence of unborn, they merely feel an empty, woozy sensation and almost
instantly expel whatever they tried to devour from their bodies.
Changelings: Changelings have high-emotions and high-cravings and desires.
Their blood is particularly potent and abrasive to kindred, so much so that if one
continues to drink Changeling essence his craving is likely to twist into “Fey Essence”
over time. This has its own drawbacks however, as their emotional prowess tends to give
Kindred a specific feeling of what it was like to have them... this is false however. The
kindred might be able to recall somewhat better, but he's still just as likely to fall back
into becoming a monster. A kindred who devours changeling essence gains the
“Drunken Blackout” problem, except it only occurs when he devours Changeling blood.
The GM is free to determine what he does when hopped up on Fey Essence, but it's
probably not gonna be completely good for the party.
Hunters: Hunters are mortals. They have no special rules for when Kindred
devour their essence.
A Brief History of Kindred in Eberron
Nobody's really sure WHERE kindred came from. Most kindred were either
embraced into the template or simply awakened somewhere in the wild/inside a tomb
and can't recall much else. Only the Arisen of Aerenal MAY hold the answer, given their
ancient lives and the many records they keep. But if they DO know then they're
incredibly hush-hush about it.
Many kindred scholars believe their “condition” originates on the mysterious
continent of Xen'drik, and given that lands penchant for the mysterious and the absurd
magical powers that lay there it's hard to deny the possibility.
No matter how hard many kindred try to recall, none have been able to recall a
time far enough back for them to know for certain where they originated. The only clue
lies (once again) with the Undying Council of Aerenal, who have made vague reference
to a city of Pillars.

Their lack of origins aside, kindred have always been apart of human history, and
have always existed in the shadow of mortals. Either haunting their abandoned houses,
manipulating them into following their whims, or simply laying in wait for them to let
their guard down so that they may devour them at the most opportune moment. Man
kind has always had a fear and loathing of the undead.
While many organizations have made it their goal to “eradicate the abominations”
(the most notable being the Golden Flame) there has always been more than a few things
keeping them from successfully eliminating all undead.
1) The Masquerade. Its policy is fairly simple, that kindred problems remain
kindred problems and to not involve other supernaturals or organizations.
Kindred almost never operate openly (until recently, but we'll get to that)
and keep to themselves and each other almost exclusively. While there's
little connecting the ancestral guardians of Aerenal with the Backstabbing
Intrigue Laden Camarilla, kindred often have an unspoken agreement that
their business remain solely with them and any kindred who advertises
himself and makes himself public is merely bringing the danger of public
backlash to all of his fellow kin. Needless to say, any official leads a hunter
organization could capitalize on are quickly swept under the rug.
2) Kindred are VERY GOOD at staying out of the limelight. Not necessarily
hiding, but being unseen and prowling the courts and the underworld in
many cities. Kindred rarely go after high-ranking officials, and when they
do they tend to be very discrete about it. It's rare for a kindred-plot to be
outed as a kindred plot until it's too late, and even when there is there's
usually an army of fall-guys keeping the true puppet masters behind the
scenes out of any real scrutiny.
3) Kindred often make ample use of proxies and can be remarkably good at
disguising themselves. Though they'd be loath to admit it, the Golden
Flame of Thrane itself probably has more than a few kindred among its
cardinals. Though it'd be hard to determine just which ones were, as even
the abilities of certain knights can only ascertain certain intentions and not a
persons true nature. A vampire prince wants to dethrone a rival in another
city? Simply lay down some clues to a couple templars that there MAY be a
kindred crime-lord in the depths of Sharn. If they die? No skin off his back
and they had little connection to him. If they do succeed and kill him? Then
that's a potential obstacle out of his way!

Though it was only announced recently: kindred are given full legal rights as
citizens in Karrnath. This sounds appalling to other nations, but not all kindred are
monsters and many simply wish for the ability to live a life of quiet contemplation. The
Blood of Self is a widely worshipped church/cult in Karrnath and they have no qualms
with gaining immortality through undeath. Furthermore the Karrnath military makes
ample use of undead (both kindred and the more mindless variety) as shock troopers and
generals. A Kindred in Karrnath has no fear walking the street at night, although any
living residents will put their hand on their sword if he approaches them uninvited. The
Karrns are a tough people, and while Kindred can exist in Karrnath legally they still
must follow the laws of man if they want to continue to walk the streets.
Further confounding this is that Karrns are a bit more savvy to undead weaknesses
than other nations. A Brelish or even Thrane knight might stab a kindred in the heart and
think he's won, only for the kindred to fall into torpor and be awakened later by his
hirelings. But even the most poor and common Karrn villager has usually been informed
that cutting off a kindred's head is the only surefire way to make sure the blasted thing
doesn't come back to eat you.
The only other place Kindred might be accepted is Droaam. But any kindred who
calls that land home is most likely on the run from OTHER kindred, meaning he's
probably not someone you want to trust or befriend.
A few kindred have set up shop in the Mournland as well, studying the odd
magical effects on the land and trying to contemplate what magic could create such a
place. But little has truthfully been found.

Alternate Rule: Deathless Power


Some people may want to make kindred without the entropic existence advantage a bit
more... unique. There's one way to do this: but be warned for it might make the rules a
bit wonky. You can have it so when Kindred without the Entropic Existence advantage
awaken from their slumber, they are instead at Tier 5. As the game progresses they
gradually DECREASE in tiers. Losing any benefits (or extra dice) where they apply.
They only regain those bonuses when they sleep once more and re-awaken. This is
problematic for several reasons, but if the XP handed out should still be the same
overall, so it may not be too big an issue for some GM's and players. Try it out and see
how you like it.
Shifters of Khorvaire
When a human encounters a wild and dangerous animal, his typical instinct is a
fight or flight response. Even a supposedly “trained” animals gives off a dangerous aura,
as though nobody's sure if it will turn around and attempt to bite your head off in a split
second. This is the impression many humans have of Shifters, that they are little more
than wild beasts who appear as humans do, and this stereotype is not without merit. A
Shifter will, given the opportunity, opt to attack more often than run and hide.
Yet shifters are not completely savage beasts and have existed as part of
Khorvaires natural world for eons. The people of Khorvaire view shifters much like any
human would view a wild animal. Dangerous, untrustworthy, yet oddly compelling and
fascinating. The fear they inspire is matched only by the wonder they set off and their
shapeshifting has allowed them to enter into almost all walks of life with little
intervention. While some cities and cultures in Khorvaire will instantly turn on a shifter
who reveals himself (primarily in Aundaire or Thrane), most people will opt to look the
other way unless the shifter is doing something apparently destructive and abhorrent.
The following are Shifter-Specific rules that the GM may wish to implement as he
sees fit.

Crossing the Gauntlet: Entering the Twilight is often a highly valuable and
prized skill for many shifters. So much so that some GM's may wish to have it so all
shifters can simply opt to run into the Twilight on a whim. The mechanics to do so rely
heavily on how integral the Twilight is to your setting, but here's a few rules of thumb.
1) The Shifter must roll Genius + Power in order to cross into the twilight or
form an active portal there. Any set will typically mean success, but the
strength of the gauntlet between the material and the twilight may increase
the difficulty of the roll.
2) How the shifter enters is up for the GM to decide. Perhaps only he may
enter the Twilight? Or perhaps he can bring over anyone touching him?
Maybe he can only bring over one person at a time? Maybe they need him
to get back? This should be something the GM decides, as this power is
mostly situational.
If you want Shifters who can enter the twilight to be more rare and special. Then
treat this ability as a spell as listed in the Shaman Rites magic school (see page XX)

Death Rage: This is an ability that should be given solely to Shifter PC's. If this
ability is granted to an NPC shifter then he should typically be incredibly plot relevant
or terrifying in his own right. This is because this ability grants shifters an insane burst
of vitality, strength, prowess and ability. But at the cost of the shifters very own life.
A shifter PC can activate his Death Rage any time he wants. But doing so should
be scrutinized greatly by the GM first. For a Shifter who enters into Death Rage has
essentially forfeited his life in exchange for power. Activating this ability should not be
something any Shifter player does casually, it must be given thought and consideration,
and it should be done for the benefit of the team and his allies. The last thing a player
wants to hear is that his character died in vain, so if you dare to activate this ability,
make sure the GM is willing to throw you a bone here and know that your enemy isn't
going to flee, making this dead completely pointless.
When Death Rage is activated, the Shifter instantly enters into either his hybrid or
his Dire form (if he's tier 5). All stat bonuses he gains from this form remain the same,
except his body stat instantly increases to 8, despite how much genius he's lost. He may
only perform unarmed attacks with his claws in death rage, but he gains a bonus +2
killing damage to each attack he makes. If he changes into a dire form, then nothing
changes about that, but the true benefits of Death Rage come from the simple fact that
for the entirety of the scene the Shifter cannot die.
Yes, his body and head may fill up with killing damage. He may be blasted with
fire, stepped on by a behemoth, skewered and broken multiple times, but he still will not
die until the scene ends. The shifter no longer tracks damage on his body, he essentially
becomes invincible for the remainder of the scene.
Once the scene ends however, the shifter dies. No medicine or saving roll can be
made for him to recover. The GM may allow him to give off one last dying speech to his
friends or comrades, but once the death rage has been entered then he has nowhere left
to go but down. No magic can heal or save him, all that can be done is watches and
observed as his entire body shuts down and his soul passes onto Dolurrh.

Alternate Totems: While the Alternate Totem advantage is mostly there for
players who wanna try something other than a wolf. GM's are free to allow shifters to
become any animal they want so long as it's not too terribly dissimilar from a wolf. The
alternate totem advantage should only be used if the Shifter really has an outlandish
totem in mind, such as an elephant or possibly even a dinosaur of some kind. If the
shifter simply wishes to be a bear, a coyote or a cat of some kind then the GM is free to
have that merely be a flavour difference.
But how do alternate totems exist within the shifter community? Are they
considered aberrant? Brothers? Monsters? It's hard to say. The majority of Shifters are
wolves, the alternate totems out there make up little more than 5% of the total shifter
population. Most wolf shifters see alternate totem shifters as being mysterious at best or
freakish at worst. Some occasionally are welcomed into shifter tribes and are granted the
status as official members, while others are distrusted by practically all. As a general
rule: the more wolf-like your character is the more other shifters will be willing to hear
you out and view you as a fellow member. A coyote shifter can pretty easily earn his
way into a pack, while a shark or crocodile shifter might be seen more as a mysterious
and abhorrent monster.
A Brief History of Shifters in Khorvaire: 13 maidens hang in the sky, each one
beautiful, each one graceful, each one a concubine to mother Eberron herself. When one
of these maidens bedded with Eberron, the child was one born both of spirit and of
humanity. These were the first 13 shifters, who each bound a powerful spirit to help
serve as their Tribes totem. The most powerful of these was Father Wolf, who served as
Warden of the Spirit Realm. His job was to destroy spirits that grew too powerful, end
the reign of crazed gods who demanded mortal worship, or slay those who defied the
boundaries of man and spirit. Nobody knows for sure, but supposedly he either grew
mad with power, or age slowly took the life from him. Either way: Father Wolfs days
grew numbered and his life was taken by the only ones capable of doing his job.
His next of kin. This is the tale the Wardens tell, when they discuss their kinds
past. Each tribe has their own stories of their own tribes totem and how they came into
existence, and these tales have variances depending on location and what part of the
world that specific tribal sect comes from. The most perplexing of them is the story of
the Gatekeepers, who speak of no great spirits, but rather of a great serpent named
Vaarak who taught them of protecting the Material and the Spirit world from forces
outside of it.
Shifters have always had a difficult relationship with mortals. Mortals have
always thought of Shifters as monsters to be hunted, or beasts to be feared. Meanwhile,
Shifters have always been ambivalent to the plights of mortals, and prefer to keep
themselves away from them and be with their own kind. Often staying out of the
limelight and using their shapeshifting ability to great effect to remain hidden in the
urban areas of Khorvaire.
This eventually came to a head in 800 YK of Khorvaire, when a sizable tribe of
Shifters spontaneously went rogue and became a group of entities known only as Bale
Hounds. The Bale Hounds were servants of spirits that embodied the worst elements of
humanity, pain, rage, fear, and seemed to be brought on by unusual lunar activity. For
some reason, many normal shifters seemed to be driven mad almost instantly, and the
entire tribe known as the White-Howlers were spontaneously driven mad and became
crazed monsters, seeking to consume and destroy everything.
The forests of Aundaire were thrown into chaos as the Shifter tribes fought with
their corrupt brethren in an attempt at driving them back. But the ones who truly
suffered were the mortal communities in Aundair, who found that the night was almost
spontaneously overtaken by ravenous monsters. Many normal mortals who showed no
signs of becoming shifters had their first change, and were soon either indoctrinated into
the Bale Hounds or were brutally murdered before they could make contact with the
remaining tribes.
With Aundair being plagued by these monsters, it was only natural that the Golden
Flame of Thrane step in. The current Pontiff at the time had received a vision that he
would stop a great evil from encroaching onto the land, and he theorized that this was
the evil he was meant to stop. The initial strikes of the Thrane Inquisition against
Shifters proved fruitful!
As many Bale-Hounds were killed and driven back in initial strikes. Things got
complicated as inquisitors from Thrane began to encounter Shifters from other-tribes
however, as there was little reason to distinguish the bloodthirsty Bale Hounds from the
rest of Shifter Kind.
Soon shifters were hunted on two sides, not just from the dangerous Bale Hounds
who would kill and consume the flesh of all shifters they encountered, but also from
human templars who failed to distinguish the two. By the time the issue was cleared up,
and the Templars realized the mistake in lumping the two groups together the damage
was already done. The shifter communities had been decimated, many tribes having lost
a good majority of their members and were basically given little more than an “oops!
Sorry!” from the mistaken Templars.
Tension between the Golden Flame and the Shifters has existed since. The latter
never really forgiving the other for their mistake (however honest it was) and the former
still fearing the shifters as a whole. After all, it was still wholly possible that whatever
event caused the great incursion of the Bale Hounds could happen again, and more
innocent lives could be lost. Would it not make sense to simply kill the beasts totally so
that their kind couldn't grow too numerous?
Obviously, these are the opinions of extremists. Some worshippers of the Golden
Flame sympathize and see their mistake as a legitimate sin, while some Shifters believe
it was partially their own kinds fault for the attacks. That if they had been more open and
up-front with mortals then they’d be less willing to label them all as monsters. It doesn't
change that relations with Shifters and mortals are pretty bad (especially in Aundair and
Thrane) but most Shifters can find a modicum of acceptance in Breland or Karrnath.
The next major move Shifter made was during the Last War. The forests of
Aundaire were often besieged by raiders from Breland or the Marches, and given the
lands rugged nature Aundair had little military support there. Massive forest fires
plagued the land for a good 20 years before a majority of the shifters decided to take the
land for themselves. Calling upon a great and ancient spirit of the forest named Olian,
the Wardens bartered with him and, over time, formed a pact that would signify that
should the forest be attacked or encroached upon, the Shifter kind would defend those
who attacked it. This pact between the spirit Olian and the various Shifter tribes who
populated the forest would eventually be known as the Eldeen Accord. And from it, the
large, forested area west of Aundair would officially declare its sovereignty from the
Galifarian crown.
Now the Eldeen Reaches stand as a land where shifters are welcomed, as long as
they belong to one of the ruling tribes. Any tribe-less shifter (or ghost hound) is met with
instant suspicion, and mortals or other supernaturals who travel through there must often
pay heed of the spirits who live there and the wolves who guard over them. Some would
call the Eldeen a spirit's paradise, but its general lawlessness has caused several
skirmishes throughout the land. Different areas of the Reaches are controlled by
different tribes who have their own rules and laws.
The most militant of these are the Ashbound and the Blood Talons, who will in
general attack any non-spirit related magic user or any open flame worshipper on sight.
Thankfully the Wardens control the biggest territory and their only rules tend to be to not
cause trouble. The definition of “trouble” is hard to put down sometimes and often
depends on which wolf is patrolling the area, but it's easy enough to figure out once
you're given your first warning.
The tribe who controls the least amount of land is the gatekeepers. They tend to
primarily look after one or two spots and their only rule is “don't disturb the site”.
Nobody's quite sure what happens if you do, but they've made it quite apparent you don't
want to know what happens if you do.

Dragonmarked of Khorvaire
Ever since the begging of human history, there's been strange markings all across
the landscape of Eberron. Strange markings appearing on mountains, trees, rocks, and
cliff faces. Humans have always been drawn to these locations and many of them are the
locations of some of Khorvaires most greatest cities. What even fewer people know is
that there are humans who have these markings on their very bodies.
Dragonmarked appear to be normal humans with very unusual tattoos on them.
Some foolish mortals assume them to be apart of some cult or group and the tattoo is a
symbol of membership. This is true, to an extent, but the mark itself is not some
initiation rite given to those they find worthy. It is a blessing that is brought down from
the supernal. Dragonmarked exist as a shadow-group, hidden amongst mortals and
guiding them towards paths that they have in store. Some wish to usurp and control,
others seek to guide and help. But all have a stake in controlling or understanding
reality. Below are the unique rules for magic that Dragonmarked follow, in general:
assume Dragonmarked cannot learn traditional sorcery.

Supernal Magic
Eberron has two varieties of magic. The normal form of Sorcery, practised by
supernaturals and sorcerers throughout Khorvaire is a common variety of magic that is
accepted by the people of the world as a common power. It comes in schools and in
general can be practised easily... but there is another kind of magic. A lost magic that is
greatly intertwined with a destiny that controls and manipulates all of Khorvaire. This is
Supernal Magic, a blessing from the realms beyond, granting normal mortals purview to
a power and art form once thought lost to reality itself.
Only the Dragonmarked, those who the prophecy has touched and grace, may
learn and practice Supernal Magic. Proximi can learn and use individual foci, but only
the True Dragonmarked are able to call down the power of Supernal Magic. No other
supernatural template grants power associated here.
Supernal Magic is versatile, handy, and overall able to pull off a wider array of
effects than typical sorcery. But it comes at a few costs: For one thing, attunement is the
only truly dangerous part of normal sorcery. Supernal Magic comes with a whole host of
problems and effects that can cause all sorts of dangers to a mage if he's not careful.
Furthermore, Supernal Magic pools are small, typically no more than 5 dice at any given
time. There are typically, only 3 ways to improve the dice-pool of a Supernal Magic
spell.

Passions: Normal people can use their passions to augment any pool. Not so with
Dragonmarked. They can only apply their passions to spellcasting, their reward for this
narrow focus is that they're never penalized for ignoring these passions. A man who
craves attention gains a +1 bonus when casting a spell to get the attention of a crowd,
but doesn't suffer a penalty when he has to obscure himself for prying eyes.

Knowledge: Supernal Magic is the practice of learning and understanding High


Speech, literally the words which are inscribed upon dragonmarks themselves. Each
piece of the great draconic prophecy comes with its own set of words that give power to
High Speech. Learning and mastering one word can help a Dragonmarked cast and
understand spells related to that word. Basically: the different words of Supernal High
Speech each operate like a skill.
Just know that only one word can be rolled for a single spellcasting event. If you
try to roll for a spell and you have 5 dice in one skill with 4 dice in another and you use
both words in your spellcasting you still only roll 5 dice rather than 9. You can still buy
expert or master-dice for these words as per normal.

Foci, Tools, Dragonshards: Foci are magical tools that Dragonmarked use to
weave their emotions or sympathetic energies (or both) into spells. Foci are powerful
buy their use is not without some risk. Every Foci is associated with at least 2 words of
High Speech, if a Dragonmarked incorporates a concept embodied in one of those
words, and uses the foci to cast his spell, he can add +1d to his pool. If it encompasses
both words, then he adds +2d to his pool.
The most useful foci for the Dragonmarked are ones with dragonshards embedded
into them. Most of these have the words Ourleon (the word for magic) and Ea (the word
for self). Consequently, anyone who has a foci with a Dragonshard attuned specifically
for those two words can add a +2d to ANY dice-pool they wish, because “magic” and
“self” will ALWAYS factor into the equation.
A dragonmarked cannot grab any object, even a uniquely magical one, and use it
as a foci. There has to be something connecting it to the caster, an emotional investment
or something that symbolically resonates with him. You can only make a foci if the
object you've found has evoked powerful emotional feelings inside of you (and the
feeling of “OH BOY! I CAN MAKE A FOCI FROM THIS!” is a bit too solipstic to
count).
A childhood toy, a lock of lovers hair or the fang of a powerful monster you've
just killed? Those work perfectly.
If a Dragonmarked has more than 1 foci with two overlapping same words, they
can't both be used for a spell. If someone has two foci with the same word and he casts a
spell with that word he does not stack their bonuses together, he simply gains a +1d
bonus in general. There is only ONE exception to this rule and it's an important one. The
word Ourleon can be used as many times as one has touchstones dedicated with it, but
an object can only be a Foci with Ourleon as part of itself if it has a Dragonshard in it, as
well as being specifically attuned for that caster.
A ritual that is quite long and involved (note that Dragonshards are exceedingly
rare, thus Dragonmarked cannot typically mass-produce them). Creating a two-word
Foci always costs the Dragonmarked 2XP. But thankfully, a Dragonmarked may begin
the game with a dragonshard Foci if he so wishes.

Special Dragonmarked Foci: If the character can find some form of


dragonshard, and then implement it inside of an item that he has a keen emotional
connection to. He can create a touchstone with THREE great words instead of two. It
gets two appropriate ones, as determined by the circumstances of the item and the
players, and as its third word it gets Ourleon.
Creating a three word Foci always costs 3xp. These cannot be bought at character
creation (as a person already receives a dragonshard foci at character creation for free,
typically).

The Items of Supernal Magic


Given the uncertainty of casting spells with supernal magic, many Dragonmarked
seek to keep their effects controlled by any means possible. One of the best ways is by
creating a tool that can hold a spell until it is ready to be used. That way, there's no
chance of a paradox effect or worse, an ill-timed backlash.

Wondrous Items
Often times rituals are not used to simply cast the spell they're designed to, but
rather to imbue an object with the spell's power. If the ritual succeeds, the item can
produce the spell's effect any number of times... but not reliably. It only has a dice-pool
of the width of the set rolled for the spell +1. Roll a 3x7 to create a flying carpet? It rolls
4d to get off the ground. If used this way, magic objects never have to worry about
Paradox or Backlash.
When the user is calm, it works without a roll. You don't have to hit a bullseye
when there's nothing on the line. The same holds here, proximi have troubles with magic
items even though by logic they should just as easily be able to activate them.
Dragonmarked can also use Wondrous Items to bolster their power. It can only be
used to create the effect it was explicitly designed for, so a flying carpet wouldn't help
you walk across fire or allow you yourself to levitate without it's assistance. In this case,
Dragonmarked can start with the object's pool and add on their dice as per usual, since
the item is more or less working like a specialized foci, there's once again the chance of
Paradox or Backlash.
Also there is (to no current knowledge) a way to put the word Lyrandar inside an
object which is probably for the best.

Potions
Potions are (thus far) the only way to allow real emotional manipulation. Vadalis
can calm emotions with it's craft, but it's rituals can only be used to create potions and
the same holds true for Mastigos. If someone who is under the influence of one potion
drinks another, roll two dice. If the dice don't match then the new potion takes over. If
the dice DO match then both potion's effects kick in, as well as the ritual's paradox
effect. It's possible to make potions do other things as well, just about any spell can be
held inside a potion until consumed. So when you see someone swigging from a flask
they may be about to breath fire (Obrimos Lyrandar), Obscure his own destiny
(Phiarlan Acanthus) or change into an animal (Cannith Thyrsus). In these cases, the
drinker rolls 1 die. The spell is cast as though it had a 2 width set with the height being
whatever number comes up.

The Process of Supernal Calling


There are two primary types of spells. Craft spells, which are commonplace and
can be cast on the fly, and there are rituals, which are more complex and require a
greater amount of time to focus and cast. Any Dragonmarked can use a foci to fly, throw
down a ball of flame, or pass without trace through a stone wall. Craft spells are useful,
quick and versatile and many Dragonmarked pick up on a few favourites that they can
cast in their sleep. But Supernal Craft is limited in scale, scope and duration.
Rituals require hours of preparation and no small effort. Most involve elaborate
arcane equipment and great expense (unless you're one of those lucky few who have the
full support of a house behind you to get you basilisk fangs, unicorn horns, Silver Flags
and a couple flawless white doves for sacrifice). They are also proportionally more
dangerous to cast, as no matter how much Khyber tries to eek in with a supernal craft, a
supernal ritual is closer to a complete door opening up.
On the other hand, they're a good deal more powerful than craft spells and can
create permanent effects and those rewards alone are too tempting for a caster to pass up
on. Even the most timid and Khyber-fearing Dragonmarked knows the proper ritual for
creating a foci.
Assembling a Spell
Assembling a spell is a rather simple affair for those reading at home. All it
requires is thinking about what effect you WANT to happen, and then looking at which
words of the prophecy (if any) make that possible. Then you add up the factors, your
expertise with Highspeech, Passions, Foci, to determine your dice pool.

Craft Spells
Preparing a spur of the moment spell limits one to making craft level effects. To
put the spell together takes 1 combat round for every two high-speech words involved.

To parse this down, if you cast a spell that involves two high-speech words (say,
Phiarlan Obrimos to make yourself invisible) and you incorporate the words from your
Foci (Ourleon and Ve typically) and then you choose to incorporate OTHER WORDS to
further augment the power of the spell, you not only get an extra die to your roll but you
must also spend an extra round casting the spell. Essentially, you trade 1 round for a +1d
bonus every time you cast a spell. The longer you take with something assures you more
power in what you're attempting, but it also takes you longer to accomplish it. And when
you're being subject to a volley of arrows every round, well, sometimes you might just
wanna consider speeding things along and taking a risk.
This is why many Dragonmarked prepare spells beforehand. To do this, a player
has to write down the spell and show it to the GM. Even if he has it written but hasn't
handed in his homework (so to speak) before the combat starts, the spell requires a
round for every two words used. The reason for this is simple: Combat can already be
slowed down by calculating what maneuvers, people trying crazy actions, calculating
whether or not passions apply, calculating pools and penalties, checking martial
techniques and the like. Asking everyone to wait while the dragonmarked character does
math is unfair and a bringdown. So if you want your character to be quick on the draw
with a particular spell, write it out beforehand, show your GM so she can check it over
and correct any inaccuracies before things are hectic, and accept any disagreements with
good grace.

Ritual Spells
It's largely the same as with craft, but instead of combat rounds, it's an hour for
every two words incorporated. Furthermore, while simple spellcraft takes a single round
to cast (once prepared), rituals can only be rolled after a number of hours equal to the
dice-pool, and only then if the Dragonmarked has been casting uninterrupted.
As with craft, if a player character wants a character to know a ritual by heart, he
just writes it out and gives it to the GM well beforehand.
Determine the Pool
As mentioned above, there are three primary ways of improving a spell's pool.
Mastery over the words of the Prophecy, Foci and Passions.
Prophecy mastery is bought like a skill, but it's narrow. Each level of the skill only
applies to the use of a single word. Most Foci are only associated with two words, they
can add +1d to the spell if one word is used, or +2d if both words are used. Foci created
and attuned with a dragonshard also give a +1d bonus from their Ourleon word used in
creating them. Each passions (Duty, Mission, Craving) can also augment a spell. Please
note that these do not provide penalties if they're transgressed.

Paradox
Supernal magic is not like typical sorcery. It has a much wider range of effects,
but comes at the cost of being abhorrent to reality and begging the taint of Khyber to
seep in. Only lucky, powerful or careful dragonmarked cast without paradox. Here's how
you determine a spell's paradox. If the spell succeeds, find the highest loose die, that is,
the largest die on a single number that isn't part of a set. The number on that die shows
what the effect is. If the spell fails, there is no paradox effect, instead the highest die
determines your backlash, which is much worse.

Deliberately Using Paradox Effects


Only nefandi unleash paradox effects with their spells. For ritual effects, the
dragonmarked must stand around with his ritual equipment and chant for two hours. For
a craft effect all he must do is invoke his focii and when it's an 'or' thing or 'GM picks'
the caster gets to pick instead. Note that most paradox effects are inheritly dangerous
and destructive, thus any dragonmarked who looks as though he's actively casting them
will be given instant suspicion. All paradox effects last for 1-5 minutes.

Paradox Effects of Craft


1 The area around the caster's mark starts to burn, itch or boil. This causes no shock
or killing damage, but the caster feels a noticeable pain around his mark.
2 Small plants in the area of the caster take on a dark and crooked shape, looking
corrupted. If there are no plants in the area then the dark and corrupt looking plants
grow from a random area.
3 All animals in the area give voice, they roar, bark, hiss, or caw repeatedly. Unless
they are already doing so in which case they fall silent. If there are no animals in
the area, then the sounds of them echo where none can be seen.
4 Lights dim or flair (GM's choice) within a hundred paces.
5 The temperature within the area either drops or rises severely. Water boils (or
freezes) and flames either instantly go out or rage out of control.
Paradox Effects of Craft (cont)
6 Something about an object or person changes. They either become more menacing,
or they become shrouded in some kind of darkness.
7 A loud noise can be heard by everyone in the area. The origin of which cannot be
determined.
8 The caster's mark causes excruciating pain as a black smoke with some manner of
shadowy form seems to try and claw it's way out of it.
9 There's a small trembling in the earth, enough to knock over loose objects, within
10 paces of the caster.
10 No effect.

Paradox Effects for Rituals


1 Manifestation: An abyssal spirit is summoned along with the spell's effect. This
spirit is stated as a threat or a monster that the GM is free to stat out as he wishes.
2 Manifest Zone: the Supernal Realm the caster calls from manifests in the area
around the ritual, turning it into a manifest-zone of the realm that the
Dragonmarked awakened to.
3 A single foci looses the supernal words scribed onto it and it becomes a mundane
item.
4 The caster takes a point of killing damage to a random location. This heals
naturally.
5 The caster takes a point of shock damage to every location.
6 Some of the magical items used in the ritual catch fire, explodes, transforms into a
minor abyssal spirit or some other effect that makes the item useless in the long
term and dangerous in the short term. All present roll 2d and if a set comes up take
a shock damage to the given location, this ignores armour of any kind.
7 The caster's spell looses control and his desired effect still happens, but in a way he
was not expecting. Either the target changes or the exact nature of the spell looses
control and something completely unexpected happens.
8 One non-magical object in the ritual gains permanent abyssal taint. The item is
considered an abyssal foci for all intensive purposes.
9 The caster gains some form of physical mark or mutation on his body. Such as
scales or possibly an odd looking scar.
10 No effect.
Backlash
Supernal magic is dangerous for several reasons, not the least of which being spell
failure. When a spell fails (due to no sets or dice being gobbled) it is a sign that the
supernal construction has faltered, the spell's travel from the realms through the abyss
has caused it to become tainted and the manifestation harms or causes severe damage to
the caster in some way. Failing a spell can have dire consequences, and the higher the
spell's power the more dire the consequences are.
That said, backlash effects are determined just like side effects: you look at the
highest dice. However, the severity of the backlash is dependent on whether the spell
was a ritual of if it was merely a craft. Failures where 6d or fewer were rolled use the
first chart, 7d or higher use the other chart. Backlashes are permanent, unless said
otherwise

Backlash for 6d or less


1: All spells are at -2d for the rest of the scene.
2: Everyone within 10 paces takes an Area 1 killing attack, ignoring armor.
3: The caster takes a point of shock to the head.
4: Everyone within 100 paces takes an area 1 shock attack.
5: Everyone present gains a disquieting vision caused by the abyss. This could be
a real warning of the Abyss's next action, or it could simply be a scare tactic meant to
unnerve those present. The Abyss is funny like that.
6: The caster becomes disfigured for 3 days. He gains a horses head, becomes
morbidly obese or gains some other manner of terrible disfigurement. He gains the
gruesome problem.
7: The caster's presence becomes repulsive to animals, he gains the associated
problem as well.
8: The caster passes out as though her head were filled with shock damage,
although no shock damage remains when she awakens.
9: The caster is stricken with chill tremors. Giving him a -1d to all Body and
Speed rolls for the remainder of the day.
10: No effect.

Backlash for 7d or more


8: Caster permanently looses 1 wound box from his head. This cannot be restored
magically.
9: One foci involved is consumed by the abyss and is permanently lost. GM picks.
10: An acamoth suddenly gains knowledge of the Caster's existence, his relation
to all of his foci as well as his passions and relations. This entity instantly takes an
interest in the caster, for various reasons, and may pick to devour one of the caster's foci.
Abyssal Foci: Abyssal Foci work just like regular foci, except for 1 big difference. The
word Tarkana is always apart of their construction, and whenever the dice they give are
rolled for a spell, they do not count for giving sets even when they have matching
numbers, as such they give a better chance of there being either a paradox effect or a
backlash. The only exception to this is if the caster is invoking the word Tarkana, in
which case the dice granted are just the same as any other foci.

The Great Words


It was said that the world was written with the Supernal Prophecy. The prophecy
that would guide reality toward it's true fate. There are three primary groups of great
words that can be invoked by the Dragonmarked, to coerce all kinds of effects and
powers that they may desire.

First are Action Words the primary words of the Prophecy, which are invoked for
various effects and desires to come through. Action words are the words that
compromise the houses of the Dragonmarked and each house tends to hold sway over
the study of 1 particular word. As such intricate study must be done.
The next are Supernal Words the words related to the 5 great archetypes. These
words call upon some aspect of reality, and are generally the words most often invoked
by the Dragonmarked. These words do not cause immediate effects, but rather help give
specifics to Action Words and can be used in rituals to create items of power or cause
greater effects to happen.
Then there are Left Handed Words, which are the mirror versions of Supernal
Words and are held by the evil factions of Dragonmarked.
Finally there are Target Words, words that target specific individuals and are more
often than not only used to help give casters extra power. The more target words that can
be placed onto a spell, the higher the dice pool it will have.

Action Words
Medani (Detect)
Known as the Word of Sight, Medani allows a dragonmarked to see beyond the realm of
the physical and notice things that normally cannot be noticed. Medani Ourleon is a
common spell for those who wish to see magic in all it's definitive auras. Medani can be
used to grant or impede anyone's senses, when used specifically to notice something that
is hidden or obscured. When combined with a word of Target it can detect people
performing or who regularly use that action. When used with one of the greater words, it
grants minor arcane sight.
Craft: Medani is used primarily to see or notice things that normally would be
hard or impossible to pick up. Medani spells essentially work as the Detect skill, except
they can be used to see or hear things that the normal perception just can't pick up.
Medani Ourleon works like sixth-sense, except it allows one to view ALL magic in an
area with a casual glance, rather than just notice that something is magical by studying
it. It can be used to detect supernatural templates, sorcerers, and even mortals with
vaguely supernatural powers associated with them, but can't determine what kind of
supernatural/sorcerer they are, which is it's one weakness.
A roll with Acanthus Medani can see destinies, fates, and tell which individuals
are connected by the mysterious threads of fate.
Ritual: Medani rituals allow the caster to better examine and investigate
something, finding out more and more details related to it. A Medani Ourleon ritual
might identify just what a magic weapon is capable of, or what the meanings of destinies
truly are. Medani rituals can be used to see into events beyond our thought or
understanding. Medani Moros could, for instance, detect what material substances an
object is made of, or possibly know the name of a person from their corpse.

Tharashk (Find)
Medani can see things, but only in the immediate area. Tharashk can FIND or follow
something over a long distance. Tharashk can scry, mark and generally follow things
that the caster can specify. Tharashk combined with a Target word can instantly lead one
to the nearest individual or person performing said action, while Tharashk Mastigos can
find people with a particular vice or passion. If Tharashk is combined with an
individual's true name, then it can scry and allow the caster to track the individual as if a
magical beaker has been put on him.
Craft: The Tharashk word, when invoked as part of a craft is used much in the
same way the Direction skill is, except it instantly allows the Tharashk to know the path
in which whatever he's looking for is. If combined with a target word, he instantly
knows the most direct path to whatever his target is.
Ritual: Tharashk rituals are used primarily to scry or place beacons onto
individuals. With them you can view individuals at a distance, know exactly where on a
map they're located, or where the highest concentration of a particular thing is. This spell
is particularly useful when used against an individual with his true name, for it allows
him to track and scry on a specific individual. Please note this can still be detected with
a high-enough sixth-sense or Medani spell. Tharashk rituals last for a number of hours
equal to the height of the spell rolled.
Vadalis (Handle)
The word of Handle, Vadalis is primarily used to coerce and augment things. Handle is
not necessarily controlling or manipulating something, but it does allow one to
physically alter the properties of a target, increasing/decreasing it's size, making it more
accepting to certain stimuli or calming passions/emotions.
Craft: The immediate effect for Vadalis is that it can cause a target to act as if
whatever passions it had were turned off. A beast with a ravenous craving or a human
with a deadly mission could suddenly have them turned off. Mechanically this does little
more than allow them to no longer suffer the +1/-1 effect, but mentally this should cause
whatever emotions they had for that particular passion to also calm down. This lasts for
a number of minutes equal to the width of the spell rolled.
Ritual: If used on an animal it can reduce its trainability by 2 permanently, a not-
applicable trainability animal automatically receives a trainability of 7. When used on an
object, it grants that object the ability to be used by the fight skill, making what should
be a complex weapon relatively simple to wield. Note that weapons imbued with
Handling are considerably rare, and fighting styles cannot be used with the Fight skill
still. This ritual can generally not be used on a mortal or supernatural.

Jorasco (Heal)
A valuable word, this power is (thus far) the only surefire way to heal individuals on a
regular basis in Eberron. Heal can be used in it's most natural state (by using a target
word) to heal people, but it can also be used to repair objects (Jorasco Matirnet) or
combined with greater words to heal concepts itself. Jorasco Thyrsus can heal nature
and hold back corruption or abyssal influence, while Jorasco Acanthus could heal a
broken or destroyed fate (meaning lovers who have lost their chance at being together
could receive a second chance).
Craft: When used on a person, Jorasco heals 1 point of shock and killing at the hit
location indicated by height. For objects, they're repaired unless the GM deems that the
damage is catastrophic, and it cannot repair anything bigger than a wagon wheel or
wagon axle.
Ritual: Healing rituals are some of the only ways to recover from long-lasting
effects, things like Petrification or missing limbs are some of the many ways Jorasco can
heal. Although Jorasco's biggest limitation is its inability to heal sickness. Much to the
chagrin of it's users.
Ghallanda (Hospitality)
Hospitality refers primarily to giving someone some variety of benefit or assistance with
something. As such it is primarily used to boost or grant individuals extra skill or power
at something. When combined with a target spell, it can make an object particularly
useful or helpful, or it could empower someone with a particular kind of energy.
Ghallanda Obrimos could, for instance, grant someone a blessing of fire and cause their
hands to deal fire damage, while Ghallanda Moros could alternatively reinforce
someone's body with metal or ephemeral energies and allow someone to physically
interact with ghosts.
Craft: A single ally the caster can see receives a number of bonus dice equal to
the width of the spell rolled to one skill of the caster's choosing. The caster may
transform two bonus dice into a free Expert Dice, or Five Bonus dice into a free Master
Dice or a free dice to a single Stat of his choosing. This bonus lasts for a number of
rounds equal to its height.
Ritual: Ghallanda rituals can cause entire areas to become liveable and temperate,
turning a broken and worn down cabin in the middle of a snowstorm into a perfectly
hospitable environment. The ritual also purifies any food or water in the area, causing it
to be perfectly consumable. Anyone in the area effect of a Ghallanda ritual can also
receive a free bonus dice to any action equal to the width of the spell when cast. These
bonus dice disappear once used and only return after a day.

Cannith (Forge/Create)
While Jorasco can primarily heal that which exists, Cannith can create or shape one
thing into another. You can shape the form of something, or create something from
simply the energy of Supernal Magic itself. Just know that creating something is a lot
more difficult than simply altering the properties of something there. You can transform
an inanimate object into a living one with say, Cannith Moros Thyrusus but the created
living being will have no memories or thoughts and it will not immediately obey you.
Thankfully, such problems are not present when all you wish to do is change one object
into another, or one organic life into another. The only limitation to Cannith is mass,
which in general cannot be altered. You can turn a human into a frog, but it'd be a pretty
damn big frog, and it would most likely still have the mind and memories of his human
self.
Craft: An object or willing person, up to the weight of a full-grown bull or less
can be changed into a form of equal weight for a number of minutes equal to the height
of the roll. An unwilling person is changed for rounds equal to the width of the casting
roll.
Ritual: A person (willing or no) can be permanently changed into a new form of
equal weight, or something can be created from thin air with an amount of mass equal to
that of a fully grown bull. Either way, the subject must be present throughout the ritual
for it to work.
Orien (Passage)
By using this phrase, one can walk on fire without injury, move through walls without
issue and even teleport through the very fabric of space itself. Most of this is dependent
on the greater word used in relation to it.
Craft: The caster (or one target on whom the power is bestowed) can pass safely
through the appropriate medium without impediment for a number of rounds equal to
Width. If he is currently within a solid surface when the spell ends he is immediately
ejected into the nearest open space with a point of killing damage in each location.
Ritual: The caster can instantly transmute himself from 1 place to another,
creating either a hole or dimensional portal through stone, wood or space, or possibly
opening up a gate into the Umbra/Shadow. This word also permits teleportation,
probably its most useful power. He must know the exact location he wishes to go if he
wants to be directly there, or he must give a general direction and then leave his exact
appearance to chance.

Sivis (Scribing/Language)
The word of scribing may seem like a less helpful word, but it has it's own unique
power. It is also the word for language, and as such it can be invaluable for naming
things, as well as translating and (most importantly) affecting Dragonmarks themselves.
Sivis Phiarlan is a common spell that can obscure the appearance of a dragonmark on
the person's body, which is an invaluable skill to have for some. Sivis Acanthus can let a
person give a message to causality to know that the right person will come into contact
with it, while Sivis Thyrsus could let a caster speak with nature as if they both shared the
same tongue.
Craft: Successfully casting this spell lets the caster communicate in one
appropriate way, granting him either an MD to a language of his choice, or allow a
message to be given to one person of his choosing. If immaterial communication is
created then it lasts for a number of minutes equal to the height of the roll.
Ritual: The caster can create a permanent messaging system between two targets
or areas. If both are aware of the rules on how to send the messages then the two targets
or locations may communicate with one another whenever they wish.
Deneith (Sentinel)
This is the word for blocking, an ultimate defensive word that gobbles both attacks and
damage dice related to the equivalent target or force. Deneith Ourleon can gobble any
form of magic the same way counterspell can, while Deneith Dormier can halt against
Sleepers. It is, in general, the all-purpose defensive spell.
Craft: Sets from this spell's roll immediately produce Gobble-Dice for the
appropriate pools. Alternatively, if used against a moving target like a monster or
approaching warrior then it can force it to spend an extra action to cross an area roughly
10 paces across.
Ritual: The ritual's set is preserved and, the next time an appropriate danger or
threat is rolled against the target, the ritual set dice become gobble dice and can apply
regardless of timing. This protection occurs a number of times equal to the roll's width.

Phiarlan (Shadow)
The word for Shadow also means to conceal, or hide. As such Phiarlan is in general
quite useful for anyone who wishes to remain unobserved. Phiarlan Obrimos can use
light or energy to make one invisible, while Phiarlan Moros can draw upon the power of
pure shadow to hide or conceal someone.
Craft: This spell works similar to Stealth, except it can be used to conceal things
and energies that might've normally been detected by Medani, and this spell can also be
used to obscure one from Tharask. Phiarlan can also be used to disguise or conceal
things in more illusory power, this word is also used for general illusions. If an
individual attempts to see through an illusion, either investigation is rolled (to identify
that it is fake) or sixth-sense is rolled to identify it as a spell.
Ritual: A ritual may permanently conceal an area equal to the size of a house or
building from the relevant form of scrying. Attempting to find someone via Destiny will
not work on a house protected by Phiarlan Acanthus nor will it allow anyone with
Medani Acanthus to notice a particularly powerful destiny coming from inside that
house. It will appear completely unassuming.
Lyrandar (Storm)
The word storm does not merely imply weather in the traditional sense, but flurry and
storm in the sense of attack and a general offensive launching of powers (a storm of
blows, or a storm of attacks). Lyrandar is (thus far) the only truly offensive word of
power and the only one that when utilized can cause immediate damage. Note that it can
still be used to manipulate a large environment, as the term storm still implies the
weather itself.
Craft: This spell does width in shock and killing damage. Some words create
different forms of attacks depending on how they're structured. Lyrandar Obrimos can
set opponents on fire, taking an area 1 killing attack every round until doused or put out.
The Area attack is rolled during the declaration phase. A light attack might do width in
shock but leave the target blind for two rounds, while a cold attack could also deal width
in shock but reduce the opponent's Body and Speed by 1 each for 10 minutes
(subsequent uses do damage, but don't decrease). Lyrandar Cannith Moros partially
petrifies the body, doing width in killing as well as making the targets limb useless in
width rounds. Ultimately, the GM and player should work out good ways to have
Lyrandar work as an offensive craft spell.
Ritual: When combined with a greater word it can cause the immediate
environment of a place to change. Lyrandar Obrimos can change the immediate weather
in most mundane fashions, creating rain or snow or make the climate in an area
temperate for the remainder of the day. Lyrandar Thyrsus could cause a wild storm of
brew up in the spirit world or could cause a whole pack of wild animals to
spontaneously turn hostile in an entire area. Either way, a storm lasts for about 24 hours
before it moves on.

Kundarak (Warding)
Warding allows for someone or an area to be armoured against incursion or attack.
Another defensive spell, while Deneith may be more useful as an immediate interrupting
spell, Kundarak is more useful for granting protection from specific elements. Kundarak
Mastigos for instance, may receive protection from mental attacks or astral intrusions.
While Kundarak Obrimos may receive protection from a particular type of energy.
Craft: The recipient of the spell has armour equal to the spell's width against the
attributed force for a number of rounds equal to width.
Ritual: The recipient gains an armour against the attributed force or type. The
armour rating is equal to the roll's height. It protects against a number of incursions
equal to height and then collapses. Alternatively, it can give a shield, wall or piece of
armour a permanent AR bonus equal to the casting rolls width.
Supernal Words
Acanthus (Destiny)
Acanthus is invoked to peer into the metaphysical fate that coordinates and predicts
reality for all. Invoking the word Acanthus can cause events to fall in the casters favour,
or allow him to peer into the thread-line of each individual and witness what may
happen and what may not.
Ritual: Acanthus rituals can either lower or increase the difficulty of a single
action equal to the height of the spell cast. An Acanthus could place a curse on a specific
person or item to make it so that the difficulty for swimming is greatly increased
(placing a curse onto him) or even onto a weapon such as a sword or axe, causing a
permanent difficulty to all fight or weaponry rolls. When used to decrease the difficulty
of an action, reduce its height from any present difficulty given from an action. These
typically have very hard limitations present. So you could reduce the difficulty of say,
Learning rolls made to try and emulate Grace or Persuasion, but not for using Learning
improvised in general. A blessing or curse typically takes effect for a number of times
equal to the width of the spell cast.

Mastigos (Astral)
When the word Mastigos is invoked it is used merely to invoke the immateriality of
something. Not necessarily the power of spirits (as that is Thyrsus) but rather the power
of passions, thoughts, ideals and the invisible interconnections of the universe. The
space in-between us and the thoughts that fill our minds.
Ritual: Mastigos rituals can peer through space and witness events as they
transpire from great distances away, or allow one to traverse through space itself via
teleportation. All of these usually require action words or targets added onto them, but
they can also be used in another way, to inspire a particular passion inside of an
individual. Since Mastigos also deals with the passions and vices that traverse through
the astral and human thoughts, a myriad of different emotions or vices can be invoked
and brewed into specific potions, that if used correctly can cause all manner of effects.
While the exact vices are too numerous to count, here are some basic ideas:
Anger: Causes a +1d bonus to all attacks and a -1d bonus to any action that is not
an attack. Lasts until the next day.
Boredom: -1d penalty to any actions that require concentration, focus, excessive
effort or coordination. Lasts until the character gets at least 4 hours of sleep.
Confusion: -1d to all Sense and Genius rolls and automatically fails all Direction
rolls. Lasts until next day or until he gets 1 point of shock damage to his head.
Exhaustion: Must roll Hardiness every ten minutes to not fall asleep. Once it's
rolled successfully 6 times the effect wears off.
Happiness: Remains happy and content as long as they sit and remain still, but
once they're jostled, moved or talked to, the effect wears off.
Humiliation: -1d penalty to all Presence and Charm rolls, and also continues to
feel miserable and humiliated until the next morning.
Fear: +1d bonus on run and dodge rolls, as well as a +1d bonus on athletics or
hardiness rolls to escape or out-run the source of fear, -1d penalty of Presence rolls. The
effect lasts for 1 hour since consumption.
Love: Gains a new craving/mission/duty passion related to 1 individual that is
determined when the potion is made. The person who the drinker is subjected to finding
attractive receives the benefits of a 5 point beauty advantage, but only when dealing
with the drinker.
Pride: +1d bonus to Presence and Charm rolls, -2d penalty to Awareness and
Dodge rolls. Any attempt to intimidate the drinker fails. The effect lasts for 3 hours.
Sorrow: -1d penalty to Persuasion and Jest rolls, +2d bonus to Awareness. It
mostly just feels bad, and it lasts until the next sunset.
Triumph: Any time the drinker succeeds on an action, he gets a +1 bonus to width.
He cannot be intimidated but always fails to oppose any Lie rolls against him.
Furthermore he takes a -1d to Speed. It lasts until the next Sunset.

Moros (Material/Entropy)
Moros invokes not only the material world and the matter that composes of it, but the
entropy and absence of energy that also exist. The shadowy umbra which is the leftover
of a material plane after an idea has died is also the realm of the Moros. Moros is a word
that deals with all manner of both the matter of the plane itself, as well as the shadows
and entropy that seek to end and consume said plane.
Ritual: Moros can summon the power of darkness to attack for them, but perhaps
it's most useful power is it's ability to cause things to end. Often times this is objects, but
it can also encompass spells if the word Ourleon is included in this phrase. This is
different from simple counterspell or Deneith spells, as Moros is the only ritual word
that can remove permanent effects caused by magic. True, Jorasco can “heal” but Moros
can remove dangerous or damaging spells that have no end in sight, or bring about a
permanent end to dangerous artifacts. Moros also refers to material elements, meaning
most spells or effects that attempt to use a material substance like a metal or stone must
typically include this word. A moros ritual may remove any effect caused by another
ritual, as well as destroy any object given enough time (and given that all of the words
that were used in said ritual/artifact are used in the opposing ritual as well). If targeted
against a human, it may do a number of things, including causing that person's soul to no
longer be awakened (most likely killing him in the process) or forcing him to age by a
number of years and potentially lose his or her beauty advantage.
Obrimos (Energy)
The word of energy, Obrimos is a word that is invoked to manipulate the energy that
permeates the universe. They can create light, fire, cold, shadow, etc and all manner of
different and powerful effects. Obrimos can control not only the energies of the
universe, but also the forces and powers which govern the universe and how they factor.
Ritual: Obrimos rituals primarily make use of the various types of energy that
permeate the universe. An Obrimos Ritual can imbue a target with a particular type of
energy and grant him an extra type of effect. Alternatively, Obrimos can turn off gravity
and a caster may sacrifice 1 Foci with the Ourleon word imbued in it to grant him an
object that he only need to touch in order to fly as fast as though he were on a galloping
horse. Or he may choose to levitate up to ten tons of matter at a speed of width feet per
round for a number of hours equal to the height of his spell, or until his concentration
breaks. For more information on the types of energies, read below...
Fire: A target imbued with fire has all of his attacks (if he's a human, if it's an
object, whenever it's used to attack) as an area 1 attack.
Cold: A target imbued with cold can force an opponent's Body and Speed stats to
drop by 1 for 2 rounds after an attack. Continuous attacks do not impose more penalties.
Light: Imposes the blind condition for 2 rounds after they attack.
Electricity: An electricity attack has all waste dice deal shock damage.
Sound: A sonic attack disorients and knocks an opponent off-balance, giving them
a -1 penalty to sense for 4 rounds after the initial attack. Further applications of this do
not create more penalties.
Kinetic: A kinetic attack is particularly potent, and is always considered to have
+1 with to any sets it makes.
A target can only be imbued with 1 type of energy at a time, and they gain the
benefits of this spell for a number of rolls equal to the width of this spell. Unless it is an
object, in which case it can be imbued permanently.
Thyrsus (Nature)
Nature encompasses many different variables, this word is most often combined with
Jorasco in order to heal natural forms. Because spirits are inheritly connected to the
nature of the material world, this word also effects the spirit realm and the creatures that
dwell there. Thyrsus is the word for general nature manipulation and those that belong to
the natural world. Note that this word could theoretically effect natural stone formations,
but the difference between what is “natural” and what is “man made” are so vague that
using the word Moros is usually a safer bet.
Ritual: Thyrsus can command nature and assist in the general production of
livestock, grains and production. The caster can cast against a difficulty equal to a
Company's current Treasure + Territory. If the spell succeeds, the affected company
receives a +1 bonus to it's next Territory roll, multiple castings give no effect. The
Thyrsus can also cause nature to buckle and bend, killing crops or causing plague/pests
to spread across a land. The caster may also decrease a target company's territory by 1
until next month. Finally, Thyrusus can be invoked to cause effects or powers to effect
spirits or the Shadow directly. This word can be used to summon, awaken or even create
supernal spirits from the shadow. Please note that the threat-dice of the summoned spirit
must equal the number of dice used in this spell. If it is a monster summoned, then the
GM should ultimately eyeball the required power and time it'd take to summon a
sufficiently powerful one.

Left Handed Words


Vol (Death)
This word is lost to the people of Eberron. It is a secret that House Phiarlan keeps well-
guarded and questions and enquiry put into it are met with suspicion. Most official High
Speech texts and books on the nature of Supernal Magic don't even mention Vol as being
a real word, and even if the word is uncovered, whatever precise measures were used to
invoke it seem to be lost to the winds. However: if (for whatever reason) you wish to get
an idea of how to use Vol in your game. Here's a basic idea: Don't think of it being
DEATH as in the concept, but rather undeath, as in: The ability to manipulate the living
after they have deceased.
Ritual: Nobody's sure what a ritualized Vol could do... well... there are some
particularly old and wise Arcmages who believe Kindred Blood Sorcery and its higher
powers are vaguely familiar...
Tarkanan (Corrupt/Suffer)
The word Tarkanan is arguably not an actual word of high-speech. Rather, it is a corrupt
form of it created by the Aberrant Marked to assist them in their own wars against the
mark. Tarkanan is a word no self-respecting mage will invoke unless he wants to draw
instant suspicion onto himself. Ironically, it's actually a bit MORE humane than some of
the Lyrandar effects, but it certainly doesn't feel that way.
Ritual: Tarkanan rituals do not create immediate harm, but rather they can form
terrible sicknesses. These sicknesses cannot be healed by Jorasco, but they can luckily
be stopped by powerful dispelling effects. Typically the diseases caused by a Tarkanan
curse have a difficulty to resist equal to the height of the spell rolled and have numerous
effects. The exact way to counter them is up to the GM, and give great plot hooks!

Mannas (Lie)
This is a word commonly used by the Seers of the Throne. Those who wish to impose
themselves and their rule on reality, by controlling the people and having them believe
the lie that permeates reality. This lie mandates that the Exarchs do not exist, that the
world is as it is and that magic does not reach beyond the simple barriers that it currently
is. This word, when used by a Dragonmarked, is often seen as being a severe breach in
mortality, and the Dragonmarked greatly oppose its open use.
Ritual: This ritual spell can only be used on mortals, and hunters do not apply as
mortals for this specific case! If used on a non-hunter mortal, the caster may convince
the mortal of any 1 “fact” that the caster tells him or her once the ritual is complete. The
Mortal will continue to act as himself, but will also act as though the “fact” given to him
is completely true and accurate.
He generally cannot be persuaded away from this “fact” even if undeniable
evidence is presented to him. He could watch his best friend murder an old woman in
cold blood but if the “fact” given to him was “Your good friend is always innocent” then
his mind will always rationalize it in some way. Even lies that are nonsensical or
impossible will be believed, such as the sky being green or his hands actually being
made of metal. These lies, while they can be funny to a particularly cruel Seer, are often
entirely pointless. And given the danger in using rituals they tend to only use this word
for pragmatic purposes. Convincing someone that they work for a legitimate
organization, or that the innocents they kill are actually cutthroat thieves. The only way
to remove a mortal effected by a Lie curse is to undo it with a Moros ritual, or to have
the Mortal become a template of some kind, to which even hunter applies. After all:
many stories tell of a person who's realized a terrifying truth and has caused him to
change drastically to fight against it. If this ritual is used by a PC dragonmarked then he
is free to do it, but if he was a member of the 13 houses at the time? He will either be
tried as a criminal (if he is found) or have to take great pains to cover his tracks. Since
rituals are hardly simple affairs to cover up to those who're close to you this can be
difficult.
Wazhilicx (Gibberish)
The Mauraders are those Dragonmarked who, driven mad by their power, lack the
control or conviction to use them properly. They go about, destroying and corrupting
reality in their path, letting supernal magic leak from their very being and twisting the
world around them. While this is not their true 'word', the term “Wazhilicx” is the
general supernal term for gibberish or words without a real meaning. Which describes
the Mauraders quite well! Powerful, but with nothing truly there.
Ritual: The rituals the Mauraders make have no concrete or set rules. They cannot
be performed by Dragonmarked who're not marauders (which in general is not a PC
option) and the ritual can in general do whatever you want. You want a sizable area to
suddenly be turned into some nonsense world where plants talk and everyone wears
paper bags on their heads? This word can do it.
Obviously, this word is meant to be a blank check for the GM. It's not a word that
means anything, ergo it's a word that can encompass anything. PC's should obviously
not be purview to such power (as, well, that's just a disaster waiting to happen) so this
word cannot generally be used by PC's. Sure PC's can try to mouth off random things in
Supernal, but without the mad and almost prophetic crazed power the Mauraders can tap
into? There's no telling what he could do! Hell it's quite clear even the Mauraders don't
know what their rituals make. They just learn not to care. So friendly tip to PC's? Don't
use this word unless you explicitly WANT your GM to mess with you.

Target Words
Fueryon: Roughly translates as “beast” or “animal”. This word targets animals. It
does not target spirits or monsters, those are the realms of other words.

Hurthi: Means fortress. This can apply to really any fortified household with
solid stone walls. This word cannot apply to huts or simple wood houses.

Thurrani: Means shadow, or darkness. Not associated with evil or good.

Dormier: Means sleeper. This applies to normal, untemplated mortals. This does
not affect supernaturals or hunters.

Malsvir: Translates to “evil”. Morality is a hard subject to pin down more often
than not, and while there are certain forces in the world that most any sane person would
describe as “evil” a common phrase is 'Every man is the hero of his own story' and this
mostly holds true from a cultural standpoint. Magic, however, DOES recognize evil, and
does implement it. This spell can be cast for any spell that is used to detect or pursue
evil.
Dark wizards and scelesti who study this word are terribly powerful, but this
comes at the cost of stripping their illusions. They've admitted they are selfish,
monstrous or destructive to all humanity. Some truly sick-minds can embrace this and
revel in it, but only a rare few can truly opt to revel in chaos and evil.
An action may qualify as being wrong to human standards without being
supernaturally evil. Any time the actor is conflicted on an issue or invokes a duty, or is
seeking the benefit of another of his own to cast, the deed is most likely not Malsvir.
Total self-interest and utter indifference to suffering are the true hallmarks of evil.
Craft spells such as Medani or Tharashk cannot detect evil in people. Detection
rituals can only detect evil if someone has successfully dedicated his life to becoming
some form of scelesti. More commonly, Medani Malsvir can see evil spirits or monsters.

Vulsh: Means to consume or drink. It can apply to any manner of drink or food.
Often this is used to make potions or magically assisting foods. Transforming an
inanimate object into Vulsh often ends with only bland, tasteless gray gruel.
Transforming 1 form of food into another works better, you can turn a chicken-leg into a
carrot, or an inedible lunch into a delicious butter cake. It'll probably turn back soon, but
by that point it'll be past your tongue and in your belly.

Naush: Applies to fruit. Melons, apples, grapes, basically anything classically


considered a fruit. Tomatoes may or may not apply.

Rasvim: Treasure, gems, jewels, precious metals. Anything that has obvious
physical worth or stands as a symbol of wealth/nobility falls under this purview.

Bensvelk: As with Malsvir, only this word applies to good. It can mostly be used
to sense spirits or monsters of good (however few of those there are). Generally,
Bensvelk can only be used when someone is using it for purely selfless reasons, when
they seek to end suffering or facilitate forgiveness and when it doesn't directly harm
anyone.

Mitne: Like Thurrani, only this word applies to Light. It is neither good nor evil.

Mun: Man, essentially. This word is used in general against humans. As to


whether or not it applies to all men of all supernatural types is often up for debate, since
in general 'man' is used to describe human like beings in general.

Soti: Monster. This word applies to supernatural characters. Kindred, Unborn,


Shifters, Changelings and Outsiders all fall under the purview of this word. But so do
any general monster or spirit that has manifested. Anything truly inhuman and powerful
beyond the scope of an animal or beast can qualify as a monster.
Ourleon: Normally, a word can only be used once to boost up a spell through
foci, but the exception to that is Ourleon, the word for magic or Sorcerer. If you have 8
foci with the word Ourleon attached to them then you get a +8 to any spell you're
attempting. It is a powerful, complicated, versatile word and many Dragonmarked think
it's the first word in existence.
It is therefore, more difficult to master than other words. To get levels of
knowledge in, say, Soti you would have to buy them as though they were a skill.
Ourleon is different, Ourleon is bought as though it were a stat. Powerful? Sure. If you
have a good command with Ourleon you can use it with any spell. But it's expensive for
that very reason. Expert dice in Ourleon cost 10xp, and Master-Dice cost 50XP.

Driik: Boat, sail, or watercrafts in general. Rarely applies to airships.

Ve: Self, or I in some instances. When applied to a foci it allows a +1 bonus to


any spell the caster works, but learning the word doesn't work that way. If you cast a
spell on yourself you get to use your Ve mastery, if not then just be thankful you get the
+1 from a foci.

Shripomp: Refers to town or village. It's hard to determine when a settlement


starts being a village and when a village turns into a full-blown city. More often than not
it refers to places where more people are working in the houses and buildings than in the
fields, but not so much that the buildings are in and of themselves a landmark.
Skjall: This works on any living tree and on any unshaped dead wood. It works
on shaped wood (IE: Carved or formed wood) but only to change it into a useless form.
Unshaped wood, alternatively, can be made into a tool or a straight pole or a perfect
plank. But this could not be used to say, change an Axe-handle into an unstrung bow.

Aes: Woman. Works on females of supernatural or mundane nature.

A Brief History of Dragonmarked on Khorvaire: Dragonmarked have no real


history outside of their legend of how the universe came to be. The tale of Khyber
slaying the mystical and wise older brother of Siberys, then Eberron taking the form of
the land in between is not to be taken literally. But rather an an allegory of the treachery
the Supernal faced at the hands of those who took it upon themselves to become onto
gods.
The Exarchs rule over reality, and their stewards are a group of Dragonmarked
known as the Seers. The Exarchs seek to keep humanity humble and subjugated, using
their stewards and their tactics of control and subterfuge to slowly guide humanity to a
state of complete compliance and servitude. The only ones aware of this are the marked
who choose to oppose them. These orders (who sometimes refer to themselves as the
Dragonmarked Houses) oppose the Seers and seek to usurp the Exarchs control in short-
term ways. Sadly, both orders are far away from accomplishing whatever goals they
have thanks to the Abyss.
The inky blackness which shrouds Eberron itself and is drawn to the power of
Supernal magic, causing paradox to occur whenever a spell is cast. Those who worship
or embrace this power, the schelesti, are often seeking to destroy or corrupt this world in
various horrible ways. Because of these individuals, the Houses and the Seers often have
to contend with others who seek to interfere with their plans to guide the hand of
mortals.
With that said, it's very hard to know just how many human advancements with
sorcery and technology have been secretly guided by Dragonmarked. Most marked
prefer to stay out of the limelight, controlling or working for different organizations or
companies across Khorvaire. This is because open dragonmarked make easy targets and
the Seers are smart enough to know that giving their gods names and faces on Earth will
simply leave them more weakened and vulnerable. Not that some Seers wouldn't mind
that, but it'd be hard to avoid themselves being erased completely in the aftermath.
What the average mortal knows about Dragonmarked is this: There are some
people who have crazy tattoos. These people seem to be pretty able sorcerers, and are
pretty good at their job, though they rarely say what kind of sorcery they practice and
they don't offer to teach it. Only the truly paranoid bother to think of them as something
more.

Unborn of Khorvaire
Beings not compromised of flesh or blood, but rather of dead or inorganic
substances given a pseudo-soul. Unborn are a relatively new supernatural to the people
of Khorvaire. Barely any more than 60 years old, they seek to find their place in this
world, unable to reproduce more of their kind and only recently receiving rights as
sentient beings. How they are seen by the rest of Khorvaire and if they can come out of
their funk of being “those emotionless monsters” depends on the actions of a few unique
individuals.
Below are a few side-rules the GM is free to keep in mind for Unborn.

Disquiet: Unborn cannot buy expert or master dice in grace skills. They can
simulate these with craft dice, but those are only a patch. And even then, Unborn seem
to display an aura that causes people to become twisted in some way or another. Causing
their troubled thoughts and cravings to slowly boil to the surface, and even begin to
interfere with their normal lives.
Any NPC who the Unborn has not spent XP to have as a contact or ally who
spends time around the Uborn finds themselves becoming more and more driven to
consider their darker impulses over a period of weeks or months.
This is something the GM should take into consideration himself, if an Unborn is
described as consistently meeting with and talking to the same bar-maid constantly then
he is free to place the effect of disquiet on her.
Mechanically, the individual is merely more likely to act on their craving. If the
individual had no craving, then pick a craving that you feel is suitable to reacting to that
Unborn. If your GM wishes to enforce this loneliness, he may rule that any character
who spends an extended time with your Unborn may have their craving change to reflect
your Unborn negatively.
The only exception to this rule is (of course) other Unborn, PC's and Spirits.
Monsters or beings from other words tend to be unaffected by the disquieting aura given
off by Unborn.

Lightning Rod: Unborn seem to be conductors of Lightning much more strongly


than other supernaturals. It's not know why, but lightning and electricity seems to almost
fuel Unborn as sort of a secondary power-source. Not many magical devices in Eberron
give off electricity, but the few that do (lightning rail stones being the primary one) can
make for quick stops for a boost to their health.
Unborn still take damage from electricity, but it gives them power as well. When
an electric attack is launched at them, take the width of the attack (as well as any
damage modifiers) and give that as a modifier to the Unborn's Body + Hardiness, or as a
bonus amount of shock damage healed with a successful recovery check.
Example: An unborn is hit with an electricity spell that deals width +3 in shock
damage. The spell rolls 2x5, but while it deals 5 shock damage to his torso, that Unborn
may receive a +5 to his body +hardiness roll, or he may heal an additional 5 shock
damage. Or, he may opt to give himself a +3 on his next body + hardiness roll, and a +2
bonus healed shock damage. While certain Disciplines and Fighting styles help augment
this, this ability is mostly to show that Lightning is not a surefire way to kill Unborn.
Unborn who counter against a lightning attack made against them (whether it is
with dodge or counterspell) do not receive the bonuses associated.

A Brief History of Unborn in Khorvaire: During the Last War, the demand for
soldiers was increasing rapidly. While advanced proto-constructs existed, they were
often difficult to make, easily controlled with a counter-spell and could only follow
basic instructions. A better solution had to be found, something that could follow orders
as well as a human and couldn't be dispelled or countered by any normal mage.
The answer came from an unusual source. A metal shop in Cyre unveiled their
new creation! A mysterious and large elderitch machine that was powered by a form of
alchemy that had only recently received attention. This machine conducted a mysterious
power from the operators, and channelling it into a mechanical body caused the entity to
begin to move and talk.
This was the first unborn. A creature that could not be killed with a simple
counterspell, could receive orders and follow them as well as a human, and who would
not tire or grow weary from regular work. The people of Cyre were awestruck by these
creations, and soon the crown was demanding entire armies of them to be built.
The secrets of their creation were not solely in the hands of the Cyreans however,
for word spread fast and individuals who could construct and create Unborn were
appearing across the Five nations. Soon Breland, Aundaire, Thrane and even Karrnath
boasted a large cadre of unborn soldiers to serve in their armies.
Soon Unborn came to be a symbol of the Last War, a monument to its growing
destruction and terror. What had started as fascination and love for the new creatures
soon became an overwhelming sense of bitterness and remorse. To the people of
Khorvaire the Unborn were not real people, they had no concept of life or soul outside
of the battle field, they were inanimate beings who lived to do work humans could or
rather not.
This all changed when one Unborn, a guard for Brelands own King Boranel,
managed to prove himself as quite the adamant friend and ally to the king. So much so
that soon king Boranel began to understand the true nature of Unborn, that they were not
merely intelligent constructs but thinking, living beings who could form their own
thoughts and opinions. This discovery caused Boranel and Bulwark (the name of the
kings servant) to make hard pressured in the Treaty of Thronehold. Pressured that stated
that Unborn be given full right as sentient beings, and be placed under the Khorvairian
laws of preservation of such. This outraged the leaders of the other nations, who still
saw the Unborn as little more than tools to be used.
Thanks to Bulwarks Diplomacy, and King Boranels backing, the other nations
eventually relented (somewhat) and granted Unborn basic humans freedoms in the 5
nations. Despite their official change in status, the lot of Unborn hadn't really changed.
While they could no longer be made legally (which obviously doesn't stop the few
Demiurge who have access to a creation forge) the ones who remained were mostly kept
on board as little more than slaves to the Government. Sent out to repair the damages of
war and to serve in border patrols.
Unborn find their lots in life peculiar, some growing more and more tormented by
their unfair treatment, while other simply accept it and go about their lives with an alien
like detachment from everything. They receive the most openly fair treatment in Breland
and Aundair where they can at least be paid if they do a well enough job. In Karrnath
and Thrane Unborn are little more than slaves to the Church and the State, being
commanded by human leaders to go about performing various physical labour.
There is talk of Unborn who've wandered into the Mournland and have begun
serving a strange and enigmatic figure who resides there. Who or what this mysterious
unborn leader is? Hard to say really. He could be a human disguising himself as an
unborn, a monster who has taken an unborns shape, or perhaps he is exactly as he seems
to be? Either way: the fact that explorers into the heart of the Mournland are often
attacked by marauding bands of Unborn is not a good sign of their motives.
Changelings of Khorvaire
Touched by magical energies from the feywild, or perhaps born from a fay entity
and a mortal, changelings are perhaps the most common and generally accepted
supernatural in mortal society. Most tend to not be all that strong or smart compared to a
mortal, and even the ones that are a fair threat to an individual mortal are often too wild
and dangerous to be anywhere but the outskirts of society. Many changelings are seen as
strange neighbours or enigmatic foreigners, despite not really being all that removed
from their parent culture.
The following are a list of specific rules related to Changelings

The Hedge: Each and Every Changeling has a connection with Thelanis and the
mythic wilds it holds. By approaching any door or window (or really any mundane
portal/passageway) a Changeling may attempt to enchant it to allow him direct passage
to the hedge. The Hedge is not related to the Twilight (as far as we know) and most
forms of Supernal Magic seem unable to reach it. It remains quite dangerous however,
as the hedge is home to many monsters and threats that prey on those foolish or wary
enough to wander into it. True Fay and monsters are true and honest threats that use the
Hedge regularly, but there are other dangers that constantly lurk in the mysterious
growths.
To Enchant a portal to open to the Hedge, a simple Sense + Power roll is usually
all that one requires. If a success is made, then the door instantly leads into it. But that's
just the start of the Changelings troubles if he so dares to enter. Because while the Hedge
may lead them anywhere, getting to even a general destination requires a Sense +
Direction roll, with a difficulty depending on the relative distance the Changeling wishes
to travel through the hedge. If she wishes to go in through one door in Sharn and then re-
appear in a nearby house? A difficulty of 2 would probably suffice. Getting out of Sharn
and into First-Tower or further would take a difficulty of 8 or higher. Attempting to
traverse from one country to the other will almost guarantee the Changeling failure and
he will instantly wind up in Thelanis. Where escaping will not be so easy...
Other supernaturals find it considerably more difficult to traverse the Hedge. All
Sense + Direction skills used in the Hedge by non-changelings come at a difficulty of 8
or higher. Leaving it very dangerous for any shifter or kindred to wander in foolishly.
Thankfully, there are usually Changelings who wander the hedge and will most likely be
willing to help out... for a price.
Goblin Fruit: In most black markets, one can always ask for Goblin Fruit. There
are a lot of different names for it, some of them more outlandish than others. But they
can be bought and they can be consumed by a number of different supernaturals. The
only ones who really benefit from them are changelings however, as the metabolisms of
other creatures simply are not connected to the fey, and the fruits offer them little more
than a trippy and hallucinogenic experience. Here are a list of different fruits and their
general effects:
Amaranthine: It appears to be little more than a reddish coloured egg-plant, but
upon consumption its healing properties take over and the Changeling may heal two
killing damage in his torso instantly. Multiple consumptions of this fruit over a short
period of time do not result in cumulative effects however, one must rest for a period of
8 hours before one may consume another to receive the benefits.
Babel Gum: A pink lichen that resembles chewed up gum. The benefits of this
fruit are quite prolific! Anyone who chews on this fruit regularly gains the ability to
speak to and understand any individual for 30 minutes! This comes with a small setback
however: for the entire duration of the effect, the changeling loses the ability to read. All
words become an assortment of nonsensical mish-mash and he is considered illiterate.
Chu Chu Clum: The Changeling who ingests the red liquid inside this unusual
bamboo shoot find their body to become looser and less responsive, but their mouth and
general attitude more open and appealing. They receive a +1 to Charm (Max 6) and a -1
to Speed for about an hour. Should they ingest too much over a short period of time then
they will start to suffer the effects of a Potency 6 Poison, with the Major Effect being a
delirious fall into unconsciousness where they remain asleep for 24 hours straight with
no ability to wake up, and the minor effect being 2 points of shock damage to the head.
This poison should only take effect if the Changeling goes out of their way to drink this
liquid multiple times a day or regularly within a week.
Headgourd: This morbid looking fruit appears to have a pair of eyes, a nose, and a
mouth in a shocking scream be growing into its grooves. In order to implement this, the
changeling must break the gourd open and smear the gooey insides all over his body. For
an hour after doing so the Changeling gains a +1d to all Parry rolls, but suffers a -1 to
his Charm stat.
Hidefruit: This tiny berry, about the size of a pomegranate fruit, makes
Changelings particularly hard to be detected by their own kind. After ingested, for 40
minutes, the Changeling's Stealth rolls are instantly set to a height of 7, whenever he
rolls opposed against other Fey or Changelings.
Jarmyn Fruit: A yellow, spiky, durian like fruit. When broken open and consumed
entirely, the Changeling finds himself full of energy and can easily work and function
without any form of rest. He does not need to rest to roll Body + Hardiness to recover
(though he can still only do this once per day) and he gets a +2d bonus on all Body +
Hardiness rolls to perform actions over an extended period of time. He does not sleep,
and any spell or effect that would cause him to fall asleep instantly fails. This effect lasts
for 7 days after he's ingested the fruit. Once that time is up, he instantly falls asleep for
24 hours and doesn't respond to any attempts to waking until his 24 hours are up.
Super Mushroom: This red and white coloured mushroom has a pair of tiny black
eyes on its incredibly thick stem. When ingested, the size of the changeling increases
greatly, granting him a bonus 3 health boxes to his torso! Once these health boxes fill up
with shock or killing damage, the effect instantly ends and the changeling reduces to his
normal size.

Goblin fruit cannot be “bought” in the traditional sense of the word. Sure you can
go into certain markets, talk to certain changelings and find them. But Changelings may
not always want gold and jewels for them. No official wealth score is given for one
(though if you want, a fair guesstimate is that most are worth between 3-6 wealth, and
there's generally only going to be one or two in any given market) but changelings are
far more likely to want certain things done for them. And making a deal with a
Changeling always comes with its dangers and pitfalls...

Changelings in Khorvaire: When many people think of Kindred, they're most


likely thinking of a Leechfinger Darkling. When simpletons hear of the wonders of
unborn and say “Don't we already have those?” they're thinking of Manikin. The crazy
market keeper who vaguely resembles an owl. The bird-person who delivers mail, the
Lizard folk of Q'Barra, the occasional elemental who hangs out in the wilds or in the
urban areas. All of these entities are most likely Changelings. They have forever been a
part of mortal's history, always next to them and between the realms of friend and foe,
but never being on the same plane as mortals.
Changelings are created in a manner of different ways. But the most common tend
to be those who breed naturally with each other, although new changelings still appear
once in a while among mortals who wander into Thelanis.
Because changelings have low fertility rates, mortals still greatly outnumber them,
and the birth of a changeling is typically cause for intrigue or celebration. Especially if
the child was born from the queen of a local court. Often times such children are either
raised for excellence, or are sent away to prevent them from possibly taking the power
their sires raise. Many other changelings demand changeling children as part of barters.
Some simply so they have a servant to care for, other for more... gruesome ends.
Changelings can be found in any nation of Khorvaire, but there are certain nations
that were founded and are currently ruled by changelings. The primary one being
Zilargo, which won independence from Breland in a very unique way, through
diplomacy. When one observes a map of Khorvaire, one finds the tiny, defenceless
nation of Zilargo to be a peculiar sight, with its neighbouring cousin Breland. Why
doesn't the nation of Breland simply take this puny nation? Simply put they could,
easily. But the people of Zilargo are clever diplomats, they have eyes and ears
everywhere, and dealings in several nations.
Their proposition to Breland was simple, allow them to file for independence and
they will merely set up a boundary of a relatively small nation to their south. They will
hold no official army, and they will regularly pay a nominal 10% tax fee of the nations
yearly earnings. Breland relented, and Zilargo was set up soon after.
Zilargo is no Court for changelings, it is a free and sovereign nation primarily run
by those with Wizened seeming. It may be in talks with several courts at once, but it
seems to primarily be a nation onto itself. To the casual observer, Zilargo seems like a
peaceful land, full of quaint villages and people with merry attitudes and full senses of
humour. But it holds its own dirty secrets, primarily when one actually observes the
official constitution of laws in Zilargo.
Zilargo is run by what amounts to a shadow-government. There are mayors and
representatives of the nation, but they're primarily pretty faces for the real people who
run the nation, The Trust. The Trusts most terrifying quality is that nobody is quite sure
who is and who isn't a member. A friendly blacksmith, the portly baker, the local drunk,
all of these individuals and more could secretly be keeping tabs on anyone in Zilargo
and passing off information to anyone who breaks the city's laws.
Anyone who's looking to perform illegal activities in Zilargo will usually have to
deal with the fact that any hirelings could be moles or informants to the local authorities.
And Changelings are not ones to deal with troublemakers openly. Why cause a mass
panic by sending a bunch of loud policemen into a warehouse to fight a bunch of
smugglers when simply poisoning the ring-leader's drink and setting up a couple
“accidents” to happen on site work just as well?
Hunters of Khorvaire
A young boy watches his village be burned by ravenous Bale Hounds, a woman is
abused by a Kindred master and eventually grows to backstab him, a boy decides to join
the local church to protect his family, a young noble is distraught by his destroyed
homeland and vows to uncover what causes its downfall. All of these are hunters,
mortals who display incredible aptitude for skill and experience, becoming exemplars of
mortal kind. These are generals, thieves, bookeepers and holy men who have displayed
ambition and power above all others.
They only really have one sub-rule that applies to them (and a few other
supernaturals, but not many) but it'd a big one.

Changing Templates: Hunters are mortals. Ergo it makes sense that they'd be
able to turn into one of the per-existing supernatural entities. But how do they do this?
And isn't it kind of breaking? I mean: Hunters get special skills they can get master-dice
in a lot more easily than other supernaturals! So if I make a hunter and give him 4
master dice in various skills, then become a kindred, will I get to be a more “masterful”
kindred for cheaper?
Not quite.
First: Being a mortal who wants to change templates is not a decision made
lightly. The GM can do this to you if he wants (and you're ok with it) or you can ask to
change templates and the GM can ok it. But an in-game story reason must be given, and
even when that explanation is given (or roleplayed out) you're faced with one big
problem: changing your template basically restructures you entirely. Whatever made you
special? It's gone now. Your hunter gifts have fled and have been replaced by the powers
of the kindred or the shifters or what have you. Essentially: You must remove any and all
advances you got as a hunter, and convert them into the raw XP you spent on them in the
first place. It's a good idea to keep your unaltered mortal sheet handy for just such a
reason. Once you work out how much your fighting styles, disciplines, sorcery and any
skill or attribute dice you bought after character creation cost in XP. THEN you may re-
adjust your template, adding on any new benefits it grants while abandoning any
benefits being a hunter granted. So you would lose 2d and 1ed (or 1md if you were a
scholar) in a study since those were apart of your hunter class and you no longer have
those. You'd also gain no XP from losing them.
The relevant tiers transfer over as well, so if you were a Tier 3 hunter you'd
become a Tier 3 shifter, this might mean your overall skills might go down (since a Tier
3 shifter doesn't have a 7 cap on skills) but it usually comes with its own benefits. Any
sorcery you learned as a fighter that is restricted to mortals is instantly lost and all spells
or Attunements you performed to gain it also disappear.
The only iffy subject is Disciplines and Fighting Styles. Those might transfer over
if they remain thematic to the character. If there's some specific element that just doesn't
work with the characters new template then don't use it.
A Hunter can become any of the following templates in the following ways:

Kindred: There are two rituals that can turn Huners into Kindred. The Rite of
Return and The Embrace. The former will turn the hunter into a Kindred without the
Entropic Existence advantage, while the latter more likely will.

Shifter: It's unsure what hunter will become a kindred and how. Fighters tend to
gravitate to gaining a first change than many others, but even then the archetype is often
mysterious and only tends to happen to hunters who share much time with shifters.
Rarely does becoming a shifter cause the Hunter to become a ravenous monster, but
mortals who undergo their first change often get lost in their alternate persona.

Dragonmarked: It's ironic to say: but fighters exposed to supernal magic tend to
be the most likely to awaken and become a dragon-marked. As such scholars tend to be
the most likely, but any hunter who's specialized in dealing with spell-casters runs a risk
of awakening with Dragonmarked powers. Since the process of awakening is often
mysterious and confusing, it's hard to say.

Unborn: The closest thing that could happen to a hunter is if he is killed and his
body is used to create an fleshy unborn. In this instance: do not follow the rules above.
The Hunters spirit or form does not return to him, and the divine fire which creates
unborn does not allow him to access the memories of his body. He is stated as an
entirely new unborn character, who merely has the benefit (or drawback) of looking like
a hunter.

Changeling: True Fay possess spells that can alter a hunter into a changeling, not
to mention that merely wandering into Thelanis can cause a hunter to be irrevocably
altered into a Changeling. Either way: it takes potent and powerful fairy magic to do
this, and a savvy hunter is usually able to avoid this fate if he can.

Hunters in Khorvaire: Famous politicians, thieves, bandit lords, architects,


soldiers and spies. Hunters are mortal in all facets, except they excel in gifts and
abilities. A hunter may not have access to immediate supernatural gifts, but can become
faster/smarter/quicker in the few gifts he's chosen a lot more quickly than any other
supernatural. To the people of Khorvaire, hunters are people to be remarked about and
occasionally feared, but rarely do they operate the same niche that some supernatural
terrors do.
Building Threats
Threats come in many shapes and sizes. They can be opposing groups, evil
supernaturals, or even worldly conditions like storms, earthquakes and tornadoes. For
the sake of ease and to allow the GM the most variety of “shit he can fling at his PC's to
make them wet their pants” we have divided NPC's into the various categories.
Threats, beasts, NPC's, Monsters and Forces.

Threats
Threats are the easiest challenge to build and manage in this game. They run the
gauntlet of being mooks and townsfolk the players can fight, to being simply hazardous
locations and events that can harm your PC's. Threats are dangerous, but they're not
overwhelming or terrifying unless they're in large numbers, and thankfully they can be
fought a number of ways. PC's shouldn't feel intimidated fighting Threats, but they
should still be on their toes in case they roll good enough or in case there's enough of
them. The way to stat out a Threat is as such:
First, you must get down what your threat is. They could be, a small army of
well-trained soldiers, a riotous peasant mob, zombies, a particularly dangerous rooftop,
an incoming storm, anything you can think of could be conceived as a threat.
Secondly, you must put down it's threat rating. Threat rating is the only true 'stat' a
threat possesses and this is mostly determined by how dangerous a threat seems to be. A
single, unarmed peasant boy who's raising his fists to fight? He's probably a threat-dice
1. No real danger to anyone but himself. Now, give that peasant boy armour and a
sword? And have him age a number of years with some practice? He might be threat 2
or 3 if he's really lucky. Now put that single warrior in with a group of about 7 others?
You could easily be dealing with a threat 7 or 8 group. This is something the GM should
eyeball and decide upon building the Threat. It'd be weird to give that lone, peasant boy
an 8 threat rating, unless he was possessed by a rank 8 spirit. Threat works not only as
the dice-roll the threat makes whenever it does something each round (see below) but it
also measures its health. To harm a threat, all you must do is roll your attack vs any
defence they have and their threat-dice decrease by the number of width you rolled.
Additional bonuses from weapons or spells do not factor into this sadly. Threats do not
have periods where they are 'wounded' or 'recovering'. They're either at full capacity or
taken out.
Threat ratings can be as low as 1, or as high as 15. A threat rating of 1 guarantees
the threat will fail on any attempt to harm you (which makes him a pretty sad scrub)
while a threat of 10+ indicates that any action they take is guaranteed a success. That
level of threat should only be made when you have something your PC's will have to
think over fighting rather than rush in swords blazing.
Thirdly, you must determine what your Threat can and can't do. This should be
rather simple, as what threats can and can't do comes in 3 primary flavours. Attack,
Defend and Utility. An attack simply means your threat has a way of harming the PC's
who encounter him. They can swing their swords, bite and scratch or possibly even cast
spells at you. Either way, you simply roll the threat rating as an attack pool against a PC,
who must defend as appropriate. A threat without an attack merely acts as a barrier for
PC's. It can defend (or possibly do something else) so it makes a decent obstacle to delay
or possibly prevent PC's from entering a place but it cannot actively harm the PC's.
Threats normally deal width in shock damage, but can deal width in killing if they carry
particularly dangerous weapons or spells.
A defend is (as you'd suspect) just that. A defend. The GM should specify what
kind of attacks it can defend against (typically physical and magical attacks) but it can
roll it's threat-rating to gobble up attacks made against it. This could be in the form of
knights with shields, wizards with scrolls of counter-spelling or some other variety of
defence. A threat who cannot defend is still more of an obstacle but a different one. A
storm, a horde of brainless zombies, a construct of magic designed solely to attack. A
defenceless threat is one that is easily taken down, but can still delay your PC's for a
couple minutes.
Finally, certain threats have utility powers. These are effects or abilities they can
conjure up that are (for the most part) determined by the GM and impose a non-
damaging effect on PC's or perform some other esoteric ability. A human threat should
be assumed to be able to do anything a normal human can do, but these go beyond the
normal. Perhaps some threats know a technique that lets them trip opponents (giving
them the downed condition) or they have spells that can paralyse or influence the PC's in
another way. GM's should be careful to not give threats too powerful of utility abilities,
and are in fact encouraged to purely give them merely attack and defence powers.
Threats with purely a utility ability are rare if unheard of, and are typically highly
specialized to perform one action.
So ok, PC's can pretty easily figure out how to deal with lone mooks, fighters and
physical hordes, but how do they deal with more abstract threats like “the weather” or “a
particularly dangerous environment”? Well, this is where PC's will have to get creative
and know how to deal with a problem. For instance: if the storm hits while they're on a
ship? They can brace against said storm a number of ways, Study: Shipwright, Speed +
Finesse to steer the ship, maybe some other kind of roll to set up a lightning rod? All of
these successes can take away from a threat's pool. It should be noted that these more
abstract threats typically cannot defend (as how can a storm defend against inherit
reactionary causes?) but are more likely to have utility powers.
Certain threats can also be taken down by morale attacks. While abstract threats
like storms, or mindless threats like zombies are typically immune, mooks and normal
humans with thoughts and emotions can typically be thought of in such a way. When a
morale attack is used, the threat must roll their own rating to defend against it, with the
attack's rating being the difficulty they must overcome.
If they succeed then they steel themselves and continue forward, if they fail, they
loose a number of threat-dice equal to the attack – the height they rolled. So a morale
attack of 6, where the threat only rolls a 4 would cause 2 threat-dice to be lost. Once a
threat looses all of it's dice? It ceases to be a threat and is considered taken out.
Here are some Example threats you, the GM, can use.

Horde of Mooks
Threat Level: 4-8
Actions: Attack (Charge in with weapons), Defend (Parry with their swords or
shields).
Notes: Your typical band of thugs with decent weapons and armour. They can
range from 5 to 15 in number, but either way they're mostly useful for villains and other
NPC's to send out to fight along side him. They can be scared away by morale attacks,
but are primarily dealt with via sword and shield.

Zombies
Threat Level: 2-10
Actions: Attack (move in and bite)
Notes: Zombies. What more is there to say, really? These epitome of the mindless
walking undead are some of the most famous variety of canon fodder there is. Morale
attacks won't work on these guys, your best bet of cutting a swath through zombies is to
literally cut them.

A Passing Storm
Threat Level: 3-8
Actions: Attack (lightning strike one individual), Utility (Wind can blow someone
off balance, giving them a -2 to attempts to remain steady and stable), Utility (Rain can
make ground damp, can either make soil muddy and reduce speed, or further add a -2
penalty to remain steady or resist shove/knockdown attacks).
Notes: A storm. Fast, deadly, clouds in the sky and with plenty of hazards. It can
make for a good bit of spice to add to a combat. Various ways to reduce the threat-dice
of a storm is to find shelter (with direction), move one's way TO shelter (via run or
possibly hardiness), reinforce shelter (with a study skill) or possibly just digging one's
heals in and waiting the storm out (hardiness or athletics). Please note that “waiting”
may not work so well if the storm is part of a battle.
A Dangerous Forest
Threat Level: 3-5
Actions: Attack (Sharp thorns, random biting insects), Defend (solid trees, dense
brush), Utility (overgrown roots, can trip and caused downed conditions).
Notes: Not all forests are dangerous, but some are. A good way to oppose
dangerous environments is with direction (to navigate through them), weapons or fight
(to hack one's way through them), or with athletics (to climb/swing through them).

Spirits?
Spirits also operate as threats. The more powerful, dangerous spirits, can operate as
monsters, but for the most part a singular spirit is mostly just a threat. Spirits have all
manner of strange and powerful abilities. Some of these are called Numina by the
shifters who work and oppose spirits, but in truth they come in many different variety
and can emulate both spells and disciplines. A spirit's rank is equal to it's threat-rating,
with a Rank 5 spirit having 5 Threat-Dice, and a Rank 10 spirit having 10. The truly
god-like spirits (the spirits that make up outsiders, fay or idigams) are often better left
as monsters.
Here's a short list of powers spirit could have.
Attack: Spirits of fire, lightning, metal, etc can all simply force their power onto other
spirits or those who they share a plane with. Certain spirits can even attack the material,
however GM's should be careful to not have players fight opponents they can't even
touch.
Defend: With a powerful shield of essence, or just being a spirit of a hardy nature like
rocks or earth, some spirits are perfectly capable of defending against physical or
magical damage.
Utility: Spirits can have a whole wide range of utiliy abilities. Whatever the GM wants,
so long as it relates somehow to their nature. A spirit of fire, for example, might have a
utility power that lets him boil water on command, or make an area extra hot to provide
penalties to hardiness rolls. Many spirits also have the power to posses living people
and even corpses. While some spirits can fully manifest in the physical world, doing so
is a dangerous action and will often have shifters on the spirit's tale.
Please note that spirits, unlike normal threats, also possess passions. Unlike PC's and
NPC's however, spirits only have 2 types of passions. A Craving and a Ban. A craving
allows a spirit to invoke a +1 or -1 bonus if it's working to follow through or oppose
said craving, while a ban is purely a negative aspect that effects all spirits. Any spirit
with it's ban invoked suffers a -3 penalty to any actions it attempts to do. For a spirit
with its threat reduced down to 3 dice or less? A ban essentially renders it powerless.
Possession?
Possession is a utility power many spirits have. Possession, when being used on a
material person, is typically rolled with the spirit's threat-dice, vs either the target's
Counterspell or the target's Confidence. Failure indicates the spirit is cast out from the
mortal's body and is unable to re-try possession for another 24 hours. If successful, the
spirit enters into it's host and can perform 1 of 2 actions. The spirit may either go into
hiding in the mortals body, allowing itself to ride around and observe the mortal's life,
or it can wrestle control from the mortal and take him or her over. If the mortal is taken
over, her own consciousness falls asleep and the spirit takes over. The spirit does not
possess the mortal's intellect or skill, nor does he possess the mortal's knowledge or
ability to cast spells. If the possessed mortal is merely a mook then the spirit rolls the
mook's threat-dice for any action it attempts. If it possesses a PC or NPC then it merely
rolls the PC's stats + one half of its threat rating, and it gains no access to his spells,
disciplines or martial paths. If the spirit wishes to use any of it's powers when
possessing an individual, it will require an extra utility power, but it may roll it's own
threat-dice when doing so. When spirits posses corpses, the resulting monstrosity
always rolls the spirit's threat-dice -2. When the threat-dice are all used up, or if the
spirit is exorcized/ the body it's in dies, the body collapses and the spirit is forced out
and can no longer use it's possession power for another 24 hours.

Beasts
Beasts cut the line between simple threats and NPC's. While most common
animals are merely threats, if the GM wishes to nail home the danger of the wilderness
and the temperamental nature of the animals who lurk there, Beasts are a good way to
handle this. To properly build beasts, see the animal and bestiary entry in REIGN.

NPC
Simple really. NPC's are built in much the same way as player characters. The
GM gives them 1 in each stat, and then a set amount of points. For regular, non
templated mortals he is free to skip the 'supernatural' template part and simply give the
NPC however much Character Points he wants. However, having PC's encounter and
deal with other supernaturals is not only common in Eberron, it's expected.

Monsters
Monsters are perhaps the most dangerous new element of Eberron, outside of
forces that is. Monsters are the dragon at the end of a dungeon, the beast who lurks
within the shadows and prays upon innocents. The kind of thing that you, quite simply,
fear facing. Monsters are uncommon and terrifying individuals that should prove to be
dangerous fights to any band of PC's. To properly build a monster, follow these
guidelines.
1) Set the Dice-Amount. 'Dice' in this instance take the place of points.
Understanding the allocation of this dice array is critical, but here's the
important thing to remember: Monsters are like a giant horde of threats that
are stuck to one another by hit locations. Your job, then should be to
manage a good number for the threat your PC's face and allocate it as such.
A good number to start this out is 5. 4 or 3 if you want a relatively weak
monster for PC's to face. Each hit-location on the monster will receive
whatever number you choose, as such a monster with 5 dice in 1 will
technically have 50 dice in total.
2) Build the Monster's Parts: This here might be the hardest part to wrap your
head around but try to follow. OK, basically? Now you have to build your
monster. Allocate the Hit-locations to particular 'parts' of the monster
you've built and however many dice you've decided a hit location to have?
That's how many dice it gets. Example: If you give a monster, say, horrid
tentacle feet and say that's hit location 1-2? Then it'd have 10 dice, if we
assume you gave each hit location 5 dice. If you only gave each location 3?
It'd have 6 dice in that area. Now if you gave that monster 'big bulbous
body'? And said that was hit location 3-5? Then it'd have 15 dice, or 9,
depending on what you'd want. Now hold your horses there! If that seems
like a lot don't worry, it's not.
3) Spend the Monster's Dice: Each monster part must buy either an attack,
defend or utility ability (like above) and spend 1 of it's dice in order to do
so. A part without any such ability is mostly just there and is probably a
weak-spot. A monster can roll the amount of dice in each part that it has,
depending on what action it makes. The monster does not only spend it's
dice on these trivialities, but on extras for it's parts as well. The extras are as
follows:
• Expert/Master: A monster may spend 1 of it's dice to give itself a free
Expert-dice to the hit location that spent it. Or it may choose to give
itself 2 dice to give itself a free master-dice to the hit location. This can
only be granted to one part at a time.
• Armour: A monster may spend dice to give itself a point of AR to the
allotted part at a 1-1 basis. Different armours must be bought to defend
against either physical or magical attacks.
• Shock: The monster may choose to have an attack deal shock damage
rather than killing damage. Doing so grants it an extra dice it may use.
• Weapon: The attack of the monster is so horrid and terrifying it's as
potent as a weapon. Each dice spent in that hit-location gives the
monster an extra width whenever it makes an attack.
• Spray: For every dice bought with this power, it's attack can utilize an
extra set on the roll made.
• Fast: Every dice spent on this part allows any action it takes to be
considered 1 width higher for the purpose of determining when it goes
in combat.
• Immunity: 1 dice can be spent to grant it immunity to any specific and
vague damage type. Fire might be too common, but magical/mundane
fire is fine. The GM may obviously buy more immunity to give it more
immunities, but he shouldn't go overboard.
• Hit-Boxes: The GM may spend 1 dice to give the monster an extra 2 hit
boxes in that location.
4) Hit Boxes: Each hit location number grants the monster 3-6 hit boxes. The
more hit-boxes a monster has, the more of a tank they'll be. GM's should be
careful to give the monster an appropriate number of hit-boxes and should
feel perfectly fine giving the monster they face more or less hit-boxes
depending on the location.
5) Final Touches: A monster can only have 10 dice in a single part. If a part
has so many hit locations that it gains more than 10 dice it must spend more
on extras. Finally: you must give the monster a craving. The craving grants
it's typical +1d bonus whenever the monster acts to fulfil said craving, but
clever PC's who learn the Monster's craving gain a free +1d on any attempt
to persuade or charm the monster as long as they use it's craving to do so.
Finally: select part of the monster as it's “vital” part. This could be it's
stomach, head, arm, whatever you want. You may even pick two or three
parts as 'vital', just know that doing so will give PC's more opportunities to
end it.

Should a monster have all hit-boxes in a single location fill with shock, it is
rendered inert and takes a -3 penalty to it's roll. If the location is full of killing damage
than it looses function of that location's abilities. It can no longer properly defend,
attack, or use it's utility power, and a monster may in fact decide that now would be the
best time to flee. However a monster will not die until one of it's vital parts fills with
killing damage. If a vital part is filled up with shock damage then the monster is either
unconscious or dazed. GM's choice.
Here is a quick and dirty list of monsters one can set up against PC's.
Dragonhound
Hit Hit Boxes Parts Dice
Locations
1-2 8 Terrible Clawed 5 – Attack (Scratch and Claw), Defend (Jump
Feet. away), Weapon X2, Fast X1,
3-5 * 16 Large, Scaly 8 – Defend (absorb blows), Armour 3, Magic
Body Armour 2.
6-7 8 Thrashing Twin 6 – Attack (Thrash and spear), Weapon 2,
Tails Spray 1.
8 4 Terrifying Senses 3 – Useful (can track the location of anyone
who kills the keeper of the flame), Immunity:
Magical Coercion/control.
9-10* 8 Goring head 6 – Attacks (Goring), Weapon 2, Armour 1.
* Hit locations marked with an asterisk are vital.
Notes: Thus far there is only one Dragonhound in existence (that is known of). It resides
in Flamekeep, where is guards the keeper of the flame from any possible foes.

Carcass Crab
Hit Hit Parts Dice
Locations Boxes
1-2 5 Big Armoured Legs 5 – Useful (Scurry up vertical surfaces),
Armour 4
3-6* 18 Huge Armoured 10 – Useful (hide self from prey in battle-
Carapace littered torn wastelands), Defends (big armoured
with the bodies of body), Armour 6, Hit Boxes 2.
the dead
7-8 7 Giant Terrible 4 – Attacks (Pinch and Crush), Useful (Hold
Claws of Grabbing pathetic mortals in clutches), Weapon X3,
Shock, Armour 2.
9 3 Terrifying 4 – Attacks (Bite and chew on mushy bodies)
Mandibles
10 4 Beady Eyes 5 – Useful (detect approaching prey)
* Hit locations marked with an asterisk are vital.
Notes: Carcass Crabs are a terrifying mutation from the Mournland. They hide out in the
middle of the blasted wasteland, waiting for unsuspecting by-passers to launch out, grab
and devour.
Illithid
Hit Hit Parts Dice
Locations Boxes
1 5 Disturbingly 4 – Defends (Dodge)
Humanoid Legs
2-5* 10 A pale and purplish 8 – Useful (May cast any intensity 5 or less
Body spell of your choice), Armour 2.
6-7 4 OH MY GOD 7 – Attacks (Flaying), Useful (Can grab and
TENTACLES subdue), Weapon X1.
8-9 4 OH MY GOD MORE 7 – Attacks (attempt to devour grey matter),
TENTACLES Master Dice.
10* 4 A bulbous octopus 4 – Useful (can launch a paralysing blast
head against 1 target)
• Hit locations marked with an asterisk are vital.

Forces
A threat is a minor nuisance, a dangerous foe if ignored in any length but the more
that's done to “handle them” the less threatening they become. Beasts and NPC's are
equally dangerous depending on how the GM stats them out. They can be a challenging
foe for a fighter or simply a conniving scoundrel who sets bad things up for the PC's.
Monsters are more dangerous foes, having a wide variety of powers like threats but the
hit-boxes and dice-pools of beasts. Forces go beyond all of these and become not merely
threats to individuals or people but to entire nations. A truly destructive force has not
appeared on Khorvaire in years, and it is said that these truly terrifying foes are those
who make up the terrifying gods who lurk below in Khyber.
Forces essentially work like Enemies of Awful Scale in Third Year of REIGN
(page 141) and can include not only the great rajas but as well as some of the truly
powerful dragon-kings and even the most powerful idigams.
Specific Rules for Skills
Athletics: Rather than listing a complex chart of the exact pounds that can be
lifted/pushed/carried with an athletics roll, this game leaves the definition of Athletics
intentionally vague. Someone with a high athletics should be able to do some impressive
feats of fitness, even without a roll if the GM is generous. Otherwise a straight static
contest is typically best for most skill rolls, if you get a set then you do it, no questions.
If you're in a competition with someone you enter into a dynamic contest, other than
that? The GM is encouraged to adjudicate the skill with common sense. Which means he
should let the player succeed with a successful match unless it A- Harms the Plot, or B –
Reduces the general fun and excitement of an encounter rather than increasing it.
Throwing in a specific case since players may justifiably be uncool with the idea
of “GM decides”. Lots of factors come in when you want to decide how far you throw
an object. It's size, weight, shape, density, height advantage, etc. Rather than using all of
that follow these rules of thumb.
Light objects can be accurately thrown onto medium distance. A light object is
anything your character could conceivably lift with one hand, a candle, a stool, a small
axe. If it hits it does width in shock damage. If the item is dangerous (it's sharp or
pointy) then it might do a point of killing damage or even width in killing damage.
Heavy objects (things that the character needs both hands to lift) can also be
thrown into short distance. They do width +1 in shock, or width + 1 in killing if it's a
particularly nasty thing you're hefting at them.
If you're attempting to throw a weapon that has no ranged quality, then it's
typically assumed to be a light object, unless it has the massive quality in which case it's
a heavy object. Please note that doing this disarms you until you can retrieve your
weapon, as only ranged weapons are assumed to be thrown with any regularity.
Athletics let you climb and swim as well. A general rule of thumb here is that you
can ascend every 5 feet per round for every width in your set, if the surface is easy to
climb onto. If the surface is wet, smooth or lacks proper footholds then it's 5 feet per
every 2 width you get.
Note that if you're not in any general rush (IE: there's no combat) having 1 success
will generally get you to the top. Difficult climbs are offset by difficulties. Having good
equipment will offset the difficulty, but will rarely improve the result.
Athletics is the general skill for Body, it can be use to improvise or roll for any
other skill at a -1 penalty. There are however limitations to this, athletics does not let you
make attacks (unless you throw an object) and it does not let you parry or recover from
damage. It will let you improvise most of the other non-combat effects of the other skills
(such as swinging an axe to break something rather than Fight) but it cannot be used to
emulate an actual combat skill.
So I can just roll athletics for my ranged weapons?
Some of you may be reading this and thinking that throwing a weapon is rather simple,
and it is. Simply by grabbing random objects and throwing them, you can successfully
deter certain pursuers. So can you use your athletics skill to throw a weapon with the
ranged quality? The answer is no. Not without disarming yourself of that weapon.
Recall that a ranged weapon requires the weapon skill. This is important: a ranged
weapon is more than just a weapon you can throw or launch. It's reliable. It can come
back to you when thrown or it's small enough that you can hold a steady supply of them
on your body at all times. While you can indeed launch a weapon from your hands to
the enemy with athletics, it's an unwieldy swing rather than a calculated throw, and it
ultimately leaves you unarmed.
The guy who picks up a bunch of knives and starts throwing them has to keep track of
each one and can easily drop a few of them them mid-swing. The throwing expert, the
man who's trained his hand-eye coordination to be particularly good at the throwing
dagger can throw without repercussion. He knows how many he has, how to keep track
of them and ultimately how to to recharge his supply between skirmishes.
If you pick up a ranged weapon and throw it with athletics you're assumed to have only
picked up one, and you can't use that same weapon unless a whole pile of them are at
your feet for some reason. If you want to carry more, use more, and learn how to
manage and throw a wide variety of throwing knives efficiently, you'll have to invest in
the actual weapon skill for throwing knives.
It should also go without saying that if you throw a boomerang with athletics it
probably won't come back to you.

Hardiness: If you're trying to do something hard for a very long time, you roll
Hardiness. Whether this be running, climbing, swimming, etc, etc. If you succeed, you
can keep going unimpaired. If you fail, you take a penalty. Hardiness can also be rolled
in a contest against torture. Your Hardiness successes become gobble dice against your
opponent's Genius + Healing (or as likely: Study: Torture) roll. This is not a time
sensitive use of gobble dice, so if you roll a 2x7 and he rolls a 4x3 then you can lower
his set down to 2x3 and lessen the impact.
Hardiness's second function is to allow someone to recover from a fight. Once per
day after a good rest, you can roll Body + Hardiness to reduce the amount of damage
you've taken. If you succeed, you recover a number of shock points equal to the width of
the roll, or you can convert 1 point of killing damage into shock. You also roll Hardiness
when exposed to disease or poison. A simple success shakes off most minor ailments,
but serious diseases or poisons have difficulties and are not so easy to ignore. If you ever
take damage to a stat (from a disease, poison, or anything else the GM cooks up) then
you may trade your healed shock damage for a recovered stat point.
Fight: Fight makes an attack, as described in the chapters on combat. It's a
versatile skill that allows one to grapple, punch, whack a guy with a chair, swing a
sword, etc, just so long as the use is unsubtle and obvious. Anything that requires
dexterity, special training or an explanation cannot be done with fight. It's a crude skill
of hard and clobbering weapons. Any weapon quality with the skill listed only as
“weapon” cannot be used with the fight skill, even if it's paired with a weapon quality
which allows fight.

Parry: The benefits of Parry may seem small, but they can be useful for at least
one character to invest in. Parry has multiple maneuvers (described in the combat
chapter) but requires a hard/thick object to defend with. Anyone who attempts to parry
without at least an armoured glove to protect them takes damage, and few spells offer up
the ability to parry them. This penalty is offset by major bonus however, parry stops an
attack outright rather than avoids the attack. As such a person with Parry can use the
skill to defend others, using his action to completely gobble sets. Any attack that is
parried cannot hurt anyone else, even if it is an area attack.

Run: In a fight or other time-sensitive situations you can assume to be able to run
15 feet every round automatically. If you want to move farther than that, roll Body +
Run. A success lets you move farther – 5 feet for every point of width. You may also use
the Run skill outside of a fight when it's important that you move faster than someone
else – a chase scene or a footrace, for instance. In that case, simply do it as a dynamic
contest, or a series of dynamic contests for longer or more dramatic pursuits. For very
lengthy runs, Body + Endurance rolls can be used as well. The easiest way to do that is
to give a -1d penalty to run rolls for people who've failed their endurance tests, while
those who succeed have no such penalties.

Finesse: Finesse can be rolled to pick locks, escape from bonds, steal from people
and places without anyone looking and in general be sneaky. You can use Finesse to
steal a single loose-hanging object off a person's body, or reach into a person's pocket
and steal anything inside there. This is typically opposed by the person's Awareness. If
your goal is to steal money, then the amount you gain is ultimately pretty paltry unless
your goal is to steal right out from under a nobleman. If you have Wealth 0 and steal
from a random person on the street, you're typically assumed to gain enough to pay for a
good meal or an average weapon. This is usually how pickpockets support themselves.
If your wealth is 1 or above, then pickpocketing does not increase your wealth, you're
already rich enough to afford comfortable living at this rate, petty theft is beneath you.
Note that stealing from wealthier figures may net you 2-3 Wealth, or may even grant you
a +1 bonus to your current wealth score. Just know that the more money you steal and
the more important the figure is, the more likely they'll want it back.
Finesse is also rolled to pick locks. Against a typical mechanical lock, a success is
satisfactory. More impressive and well-built locks have a difficulty. Locked doors and
objects can also be pried open with athletics, but finesse leaves less blatant evidence.
Finesse is also rolled to escape from bonds or chains, which mechanically works like a
picking lock roll, against a simple rope knot a simple success will get you out. But the
more complex the knot is the higher a difficulty it will have.
Like Athletics, Finesse can be rolled to substitute for most other Speed skills, at
the penalty of -1. There are only a few differences here: first, you may roll Finesse in
place of dodge, but the penalty for using it is -3 rather than -1. This is intentional, finesse
can be a godsend in certain situations, but it can't actually protect you as well as real
dodge can. Furthermore, you cannot roll Finesse to substitute the Weapon skill (as that
removes the point of the weapon skill) and Finesse will only let you run and hide if you
use it to emulate the stealth skill, it offers none of stealth's other benefits.

Dodge: Dodge is the best personalized defensive skill. It allows you to avoid most
forms of damage and it requires nothing short of quick reflexes to posses. However,
there's a common trope in fantasy that only scoundrels and rapscallions learn to dodge,
and it's due to the simple fact that dodging doesn't let you defend others. If you
successfully gobble an area or ranged attack with dodge, you've merely saved your own
hide and not the hides of your friends or allies.

Ride: Pretty simple. Roll this skill to beat opponent's in a race, run down your
enemies on horseback, or simply guide yourself through treacherous terrain.

Stealth: Whenever you roll Stealth, it's generally against most forms of detection
and sense. Essentially, it works like dodge or parry, except instead of being attacked
someone is attempting to detect something about you.
When you're attempting to hide from a group, you don't have to gobble up every
set that every person in the room rolls. Instead you only have to beat (at most) two sets:
the highest and the widest. If all sets are of equal width, you only have to beat the
highest. If all the sets are of varying height and width, you only need to beat the single
highest AND the single widest sets.
If your gobble dice are sufficient to reduce the highest and widest sets to 1 or less,
then you've remained hidden. You only get to use the one set you picked (unless you
tried a multiple action) but using these dice isn't time sensitive. Thus if you get 2x8 and
he gets 3x7, you've reduced his set to 1 and thus caused him to fail.
Your best friends are cover and distraction. If there's darkness or cover, the GM
should give a -1 or -2 penalty to the searchers.
Stealth also applies when you try to hide an object or disguise yourself. As with
all stealth attempts, you don't need to roll your pool until someone is trying to see
through your disguise or find that concealed dagger in your wrist. This means you may
be forced to roll Stealth months or even years after hiding an item. In cases like that, the
GM typically rolls your old stealth pool without telling you, since your character has no
chance of knowing if someone is digging up his buried loot.

Weapon: Almost exclusively to make attack actions, Weapon is primarily used to


grant one access to martial paths. A whole slue of different types of weapons are open to
you to pick from, however the one limitation here is that you cannot simply mark a
weapon type as being what you roll. You cannot say, for example, that you have Flexible
Weapons at 4 dice, but you could say that you have Rope and Chain weapons at 4 dice,
which encompasses most forms of flexible weapons. But wouldn't encompass, say,
whips.

Awareness: Awareness is the general skill of being mindful of your environment.


A person with high awareness easily picks up on details about people and can make
logical assumptions based solely on a person's appearance. When someone is attempting
to sway your opinions with a persuasion or inspire roll, a simple awareness roll is
enough for you to gauge their intentions. This doesn't mean their attempt doesn't work,
after all when you're being persuaded by someone don't you do your best to make the
pitch sweet? In any event, nothing the NPC rolls can make your character change his
mind. Your character is yours to control and no amount of charisma can control his
thoughts, all it can do is make you want to believe what the person's saying is real and
honest.
A far more common use for Awareness is simply detecting dishonesty. When you
suspect someone is lying to you, roll your Awareness. Then in secret the GM rolls the
character's dice, either lie, persuasion or intimidate, whatever is more reasonable for
telling the truth. If the character is lying, his lie-dice become gobble-dice and go at
whichever set you pick (if you get one). If more than one person is squinting and trying
to see past the quick-talker, his lie roll only has to destroy the widest and the highest die
by lowering each down to 1. If you get no sets with an awareness roll (or all your sets
are gobbled) then the GM says “he seems to be telling the truth”. If your sets remain and
he's honest, the GM tells you the same thing. If your sets remain and he's lying, the GM
says “He's hiding something” or similar line. When a character scans honest, the GM
should of course never TELL you if he's gobbling your Awareness rolls or if he's simply
being honest.
Awareness can be rolled to substitute most other sense skills. But it's limited, as
well as implementing a penalty. Awareness cannot let you sense spellcasting or know
when an item is enchanted like with Sixth-Sense. Awareness might let you find or notice
something (ala investigation) but it won't let you gather any more information from it.
You could find footprints with awareness but actually gathering how heavy a person is,
the make of their shoes, whether or not they walk with a limp is outside of this skill's
range. Awarness can mostly be rolled against stealth like detection can, but steeper
penalties will apply and the GM is fully free to start heavily penalizing people (up to -4)
who try to use this skill in place of Detection too much, it's like trying to use a
screwdriver as a hammer and relying on it without its intended purpose eventually
causes it to degrade. Awareness cannot be used in place of Direction at all.

Sixth Sense: Supernatural powers and abilities are common on Eberron and many
different supernatural forces have them. The most handy tool one can have is the ability
to note when a less than obvious spell is being cast, or when a spell is about to be cast.
Detecting spells or magic is passive. Whenever you enter into a new area or scene
the GM should ask you to roll Sixth-Sense if someone is performing magic or a spell is
already in effect. Checking items for magic requires more concentration, meaning it
doesn't matter if you happen upon the sacred blade of Ganesh, you won't recognize it as
magic unless you take time to analyze it.
Most people in Eberron have a poor Sixth-Sense. They can typically tell when a
sorcerous incantation is happening and they recognize when it's being aimed at them,
but other than that they just know it's occurring.

Investigation: This skill lets you analyze your surroundings and gather
information. Even someone without good hearing/eyesight can be good at picking up
patterns or details in something. Investigation lets you both observe and analyze, as well
as track and follow.
To detect something simple, where there was no attempt to hide or obscure it, it
takes a few minutes to observe a scene and roll your investigation. This is how you
might track or follow someone, for example. If you try to find something hidden, you
roll Investigation while the character who hid it rolls stealth. His successes become
gobble dice to the set you select. If more than one investigator is on the case, the hider
must only roll to defeat the highest and widest sets. Naturally, circumstances often levy
difficulties. Trying to find a trail in a snowbank or look for one face in a crowd will
often be very difficult to succeed at.

Detection: Detection governs the simple ability of your sight/hearing/smell/taste


and touch. If your objective is to simply judge what an object or person is from a
distance, roll detection. If you are attempting to spot a hiding vagabond, you roll your
Sense + Detection while the hider rolls his Speed + Stealth, his own sets turning into
gobble dice. Environmental hazards that might make people harder to spot will typically
impose a dice penalty.

Direction: With a successful roll, you can intuitively find north, retrace your steps
or guide a ship back to port. You may also roll this skill to garner your general location
on a map or gauge how long/short a trip will be from one place to another. If rolled in a
city, you can instantly tell which part of the city you're in, where any noticeable
landmarks are, and gather how far away you are from any destination.
In general, this skill should be rolled whenever your PC's are about to embark to a
location they have not or do not visit regularly. The under-city of Sharn, the wilds of the
Eldeen Reaches, the seas off Xen'drik's coast, etc. If they roll a success then they arrive
safely with no hassle. If not, then they get lost in the Shadow-Marches where they have
an encounter with aberrant snakes.

Learning: A handy skill for scholars, Learning is rolled whenever an action that
would require studying or knowing off-hand knowledge that may not be immediately
available. Learning is a good catch-all skill for people who want to basically be able to
grab at everything non-physical, but it comes with heavy penalties. It cannot only be
rolled to emulate any Genius skill, but a few Charm and Presence skills as well. The
catch is that Learning tends to require much more time, focus and preparation before it
can actually be used well.
Learning can be rolled to emulate Healing, Study or Tactics, but only when it
comes to gathering information that would relate to those skills, and would typically
come at a penalty. For example: one could roll Learning in place of healing to know
what the cure to a strange illness is, but it would do nothing for actually applying said
vaccine to the sick individual. Learning would also let you recognize a tactical manuever
in a fight, but would grant you no mechanical bonus when used to lead an army.
Learning can also be used in place of Grace, Haggle or Jest. But often times it will come
with heavy penalties or difficulties, depending on how obscure the gesture, saying, joke
is.
When Learning is used in place of study, it's greatest weakness is that Learning
requires one to actually look up something in a book and most likely to go into a library
if the information is particularly obscure. The GM is also free to outright say certain
information is impossible to obtain with Learning and it must be bought as a Study. The
actual mechanical rules for this are not set in stone and the GM is allowed to have some
leeway with this if it helps the story. A good and helpful hint is this: if the information
would ruin the tension in a plot or allow the players too much immediate knowledge
then it's outright forbidden to gain via this skill and should be done with more hands-on
investigation or exploration. If the knowledge would be more interesting as a plot twist
or revelation, it should be bought as a Secret. If the revelation is mostly there to send the
PC's somewhere to do more interesting actions or help them move along with the story
then by all means let them find out about it. It's greatest limitation is that Learning is a
slow and methodical skill. While a person with high learning could probably accumulate
the same general knowledge a carpenter or mason does if he has access to a location that
would offer him such information, he could not pull the information out immediately, or
apply his knowledge practically.
Counterspell: Is probably one of the simpler skills you can roll. It works like any
other defensive skill (such as dodge or parry) only it applies to spells and spells alone.
Any time you recognize a spell being cast, you may roll this skill, any dice you roll on
this are counted as gobble-dice against the spell and eats up its width. Like parry, this
skill instantly ends the spell and prevents it from being cast, as such it can be used to
defend others, but only against spells and magical effects.

Healing: When you wanna help someone recover from an injury, you roll Genius
+ healing. There are a couple ways to apply this, however. Once per day you can
struggle with the bandages of yourself or your allies, healing a number of shock damage
equal to the width of your roll. For the more seriously harmed, you can help restore them
after they've spent a whole day resting. If this roll succeeds, you can turn one point of
killing damage into shock, the location is the skill-user's choice. Successful healing rolls
can alleviate the effects of some poisons or illnesses – possibly removing them
altogether. The effect of this, however, is ultimately dependent on how convenient it is
for the story. If the GM tells you that only the sap of the ancient tree Olian can cure the
king's illness then he's not gonna let you wander off with just a healing roll. On the other
hand, if an illness or poison is just a drag on the party and nobody's having fun with it
then a simple Healing roll may do the job.
However, healing is not completely benevolent. It has a rather terrible dark-side, it
can be used to torture information out of opponents. When a healer is alone with an
individual, he may roll Genius + Healing at a -1 penalty to perform a torturous act on
someone. If his roll succeeds then he deals a number of shock points equal to his roll's
width to one of the subjects location's. The subject may roll Body + Hardiness to shrug
off or avoid such damage, but should he fail his endurance (and the torturer succeed) he
not only takes the shock damage but a -1 to his Lie rolls thereafter. If the torturer gets no
successes, however, then he inadvertently winds up doing his dice-pool in killing
damage to the afflicted location. Generals who want information rather than corpses
might not be too pleased with this.

Study: Study is essentially the more specialized version of Learning. The benefit
of Study is that, while it covers a far more narrower scope, the skill should offer little to
no difficulties or penalties for using it. A person who takes Study (Dhakanni Lore) is
always at an advantage against someone with even an incredibly high-learning. Because
not only will he most likely suffer a high difficulty (and most likely lose any expert or
master dice he has) he will most likely have to stop and spend hours reading through
tomes, while the man who studies Dhakanni lore will most likely not need to roll at all,
and if he does it is probably for something particularly obscure. Study is also valuable as
it allows you to learn new languages and use them practically. For more information on
the various languages in Eberron, please see the “Languages of Eberron” section.
Tactics: Tactics has roughly two uses. The first is when your character leads a
company to battle against another company. The two commanding characters roll Tactics
against one another, the higher roll gets a temporary +1 Might bonus to their next action.
With a tactics roll, you can also generally gauge the likelihood of certain actions.
Asking that “Given what we know of the defences, is a frontal attack a good idea?”
there's usually no difficulty associated with this but keep in mind: “Given what we
know” doesn't encapsulate a whole lot. And Tactics can't prepare you for an attack you're
unaware of. So you could be told that an ambush against an infantry unit is a good idea,
but the unit actually being a diversion for a group carrying the treasure you're after can't
help you there.
With a successful tactics roll you can also gauge the following aspects of
someone.
– His body or coordination stats if you see him fight.
– His skill level at any combat skill you see him use (fight, parry, dodge, weapon
and so forth)
– His tactics level if you see soldiers carry out a plan he executed
You can also identify any martial techniques you see someone use – if you make a
Tactics roll whose difficulty is the effective points cost. That is, to recognize Iron Block
(1 Point) any set would suffice. To know that a changeling is using Primal Foundation,
however, would take a roll with a set of 5 or higher. Recognizing a technique allows you
to gain some idea of what it does.

Confidence: The skill of commanders, leaders and warlords, Confidence is used


to not only defend against most forms of social persuasion or brow-beating, but is also
used for when people just want to show they mean business. Confidence is typically
rolled as a defensive skill against inspire, intimidate, persuasion or haggle. The big
difference this skill has over, say, awareness is that this skill is often not time-sensitive.
Your confidence can gobble-up the width and successes of others rolls, and while it
won't give you any insight into their character, it will for sure allow you to shut out most
of their argument. The issue here is (of course) that when someone is being earnest it's
just as easy for you to gobble the sets of an honest persuasion. There's a reason
confidence leads to Arrogance.
The only way to subvert confidence is with Plead. Confidence is used to defend
your standing and keep your emotions and position in sway. It allows you to stand as the
metaphorical alpha of the pack. When someone rolls over and begs, your confidence can
do little to protect you from humility.
Like Learning, Athletics or Finesse, Confidence can be rolled to substitute other
presence skills. While you can roll Confidence to convince people to follow you, like
inspires, it does not let you add a morale bonus to threats you have. Confidence will also
let you intimidate someone outside of combat, but you cannot use it to threaten people.
Confidence can be used to all-encompass perform, but typically without an instrument
and difficulties/penalties are encouraged. Confidence cannot be used in haggling, only to
defend against shady sellers and businessmen who want to force bum goods onto you.

Inspire: The purpose of inspire is simple. It can be used to convince a large group
of people of something. It is a broad, long reaching social maneuver that tends to cover
crowds and large groups. What constitutes a “crowd” or “group” in this case? That's up
to the GM to decide, but in general if there's more than 5 people of varying backgrounds
and opinions then inspire should be used instead of persuasion. When used in combat, it
can be used to grant a minion or threat on your side a morale boost (see combat later).

Intimidate: This skill works much like persuasion, it's the only skill that can force
someone to go against a duty, mission or craving however. Intimidation is brow-beating,
blackmailing or forcing other to obey you with cunning threats. It's one drawback is that
intimidation doesn't make you a lot of friends, and if an intimidation fails you're just as
likely to cause someone to attack you as they are to brush you off. When used in combat,
intimidate can be used to Threaten opponents.

Perform: Typically this is not rolled at all. Either assume someone can play
amiably well or they can recite their lines/dance in a play easily enough. Only force
them to roll when it would be dramatic or interesting should they fail. The specialization
of Perform is there so people can be selective as to what they can perform as, but it can
be as general or as specific as the person wants, after all a performance is a performance
to most courts and it matters little what you're playing/dancing to. This skill can, on
occasion, be rolled with Speed if the subject is specializing in dancing, but more often
than not how one presents themselves is the hallmark of a good performance.

Haggle: This skill ties into wealth. Whenever you wish to buy something that has
a price equal to your wealth score, you can either permanently lower your wealth by 1 or
roll Haggle against the seller's Confidence. If you succeed, then you gain the item you
wished for without lowering your wealth as you managed to bargain a good deal off
him, if you failed then you're done. You can't buy the item at all, you've either offended
the seller so bad or forced him to raise the price higher than you can afford. You'll have
to try again some other time.

Grace: When you want to look presentable and courtly, you roll Grace. Grace is
rolled whenever you encounter an alien culture and you wish to not appear as hostile
foreigners. Even when you don't speak the same language, a proper Grace roll can
prevent there from being an immediate battle. Any time you wish to simply look kind,
understanding or well mannered in a social situation, even one you may not be familiar
with, you roll Grace. Grace, however, has a more devious method. If you talk to
someone and make a particularly good Charm + Grace roll, their next Sense +
Awareness against you is at a -1d penalty. Furthermore he cannot roll Sense + Awareness
to detect this, as you're simply being well-behaved and acting as everyone ought to.
Grace can be rolled improvised to cover several other Charm skills. Graces cannot
be used to improvise lie, the two are intrinsically different skills. When used as a
Persuasion skill, it typically imposes harsh penalties (enough to offset the bonuses Grace
would provide), when used as Jest it works mostly the same, only difficulties and
straight-lines often omitted. Grace cannot be used as Plead.

Lie: This skill is often a contested action against the opposition's Awareness. The
roll off doesn't happen if the listener isn't suspicious (thus chooses not to roll) but
depending on the nature of the lie, different skills can be rolled in opposition. Genius +
Learning to counter someone fibbing about a historical event, or Genius + Grace if
they're claiming to have spent a summer at the palace. You can suggest various truth
detection skills, but the GM has the final say.
Lie works like stealth against multiple targets, and multiple action penalties aren't
presented. At least, until two lies converge on one another. If two separate lies come into
conflict with one another, then any Lie rolls made to cover yourself come at a multiple
action penalty.
On the other hand, just because someone got a lie success doesn't mean you have
to trust him. You may not know what his intentions are, but you're still free to think his
words and intentions as being dubious.

Persuasion: This skill is pretty simple. If you roll a success, the person you're
talking to is more than likely to hold interest in what you're saying and go along with
you. Use common sense of course, you can't persuade a mother into killing her infant
son unless extreme circumstances pop up. If you're attempting to persuade someone
belonging to a rival faction or order a difficulty might just present itself.

Jest: Perform and Jest are different skills for the simple reason that being funny is
more about being quirky and charming rather than being brash or powerful in your
presence. When you want to “break the ice” against someone, as they say, you're free to
roll Jest on a target, the difficulty depending on the individual's sense of humour and any
possible language or cultural barriers that would prevent Jest from coming through. If
you succeed, you gain a +1d bonus to any persuasion rolls made against the character
whom you managed to entertain with your antics.
Jest can also be used to give character's “straight lines” what these are, are sheets
of paper where the PC sets up situations and things for certain varieties of NPC's to
state. For example: The Gothic Old Vampire Count walks down the steps of an
incredibly old and cobweb filled castle to say: “Welcome my guests, to my humble
estate” just so your character can follow up with “Humble is certainly a word.”

Plead: As far as mechanical efficiency goes. Plead is probably the most useful of
persuasion skills. Unlike other charm or presence skills, Plead cannot be countered with
Confidence, nor does it lead to hostility like intimidate. It's only problem is that Plead
leaves your woes and worries completely transparent. Unlike persuasion or inspire
where you build yourself up as a leader or a great man, Plead reduces you and
objectively puts you under the man you are talking to. Plead cannot be used to lead
armies, inspire people or get them enthusiastic about helping. It is a last ditch effort to
get people to go along with your desires earnestly. It's not a pretty or noble skill, but it's
a necessary one. Difficulties may be implemented depending on how completely
heartless an individual is.

The Skill Chart


Skill What it Does Opposing Skill(s)
Athletics Attacks by throwing against Dodge/Parry
Fight Attacks against Dodge/Parry
Parry Defends Against Fight/Weapon
Run Races against Run/Occasionally Ride
Finesse Steals/Picks Pockets against Awareness/Detection
Dodge Defends Against Fight/Weapon/Spells
Ride Races against Ride/Occasionally Run
Stealth Hides against Detection/Investigation
Weapon Attacks against Dodge/Parry
Awareness Reads people against Lie/Persuasion/Intimidate
Sixth Sense Detects Against Magic/Spells
Investigation Finds information against Stealth
Detection Senses presence against Stealth
Counterspell Defends against Spells/Magic
Confidence Defends against Inspire, Intimidate,
Persuasion, Haggle
Inspire Coerces crowds against Confidence
Intimidate Browbeats against Confidence/Awareness
Haggle Convinces to buy against Confidence
Lie Convince person of Awareness/Applicable Skill
falsehood against relevant to the falsehood
Persuasion Fascinate and convince Awareness/Confidence
people against
Languages of Eberron
Eberron has many different dialects and languages from many different people
and locations. Writing has also developed strongly in many of these cultures, although
some cultures lack a written form of their native tongue and as such resort to using the
writing of other languages when forced to communicate.
Each starting character begins play with an MD in a study (language) of their
choice. If the player wishes, he may opt to transform that MD into 7 character points.
But what happens if a character lacks dice in a language? Well, here's a general
guideline.
If your character has no dice in ANY language skill at all? Then he cannot
communicate. Period. He cannot speak anything short of animalistic grunts, howls,
snarls or other human-like communications. He can make vague, empathetic gestures
but the most he cold ever possibly convey to someone is “Look at this!” with a pointing
finger. The concept of names, ideas, titles and any order that would refer to something
that is not immediately presentable, or statement that relates to an emotion or a concept
would be impossible to properly communicate. And the worst part is: it works both
ways. You cannot communicate to other people, and they in turn speak nothing but
gibberish to you. Only magical assistance can possibly allow you to talk to someone like
this.
Please note that having no languages isn't the same as being mute. If you're mute
(with a problem or something) then you simply lack the ability to speak. You can still
write things down, learn/perform sign language, and you can still understand people
when they tell you something. A lack of a language entirely means a complete inability
to communicate or understand. It's not a smart decision most of the time.
Having normal or expert dice in a language typically means you're proficient with
said language, but you're not completely literate and there are still a large amount of
words, phrases or nuances that you may miss. Here's the important thing however: You
do not roll every time you want to to talk or communicate with someone. As long as you
have dice in a language you are able to hold conversation and ask some of the most
common and simple phrases that language would offer. With normal dice in a language
you can easily ask where the bathroom is, what a person's name is, and generally
understand common words like boat, horse, mountain, tree, etc. The more dice you have
the more words you may understand, moving from the common to the more obscure.
There isn't a true measure for this, the GM simply calls when he feels that some words
are simply too strange or high-concept for a person with a limited understanding to use.
The MD in a Language ultimately means that you are a native speaker. You have
grown up your whole life surrounded by people who all speak this common tongue and
while you may have learned one or two phrases in a different language, the one you pick
is the one you're most comfortable in.
The only time when language is rolled is when there is a disconnect. You see:
Language skills are ultimately cooperative. They rely on both the speaker and listener to
function. It doesn't matter how sharp one's comprehension is, or how eloquently the
other puts it, if there's no common vocabulary at all. If neither share a language then no
Persuasion or Inspire rolls can be made (other Presence and Charm skills can be rolled,
but there will typically be penalties). Characters with no common tongue can only share
the most simplistic pieces of information.
If both speaker and listener have an MD of similar languages, then you can
persuade, lie, inspire or command to your heart's content against one another. If there is
no MD available, then both roll. With a success, they can communicate the simplest
ideas and try to outwit or bamboozle one another in some fashion.
When seeing if both participants will understand a complex subject, combine their
dice pools and grant penalties if the subject is either incredibly vague or high-concept or
is written in a text format. While many citizens of Eberron do indeed learn to read,
books are not entirely commonplace and obscure words or phrases sometimes barely
ever get written. If a person is attempting to read something incredibly complex,
involved, or possessing multiple layers of rules or steps then give either the reader/writer
a -2d penalty.
Keep in mind that taking extra time to perform something will typically give you
extra dice. If you take twice as long as normal to read something carefully, you can
offset a penalty by 1, and if you take thrice as long as normal you may offset the penalty
by 2.
Language rolls rarely posses a difficulty, unless it is being written in a particular
dialect or accent that the character is unfamiliar with. A high-court noble of the Galifare
monarchy may speak the same language as a thug from the lower recesses of Sharn, but
the two will still somehow speak and sound very different.
The list of languages in Eberron go as such:

Galifarian: The explorers from Sarlona at first spoke an old form of Sarlonian (a
VERY old form of it, so removed that no Galifarian to this day could possibly make
heads or tales of modern Sarlonian, or even old Sarlonian) but over the years of Galifar's
rise to power and influence, the people of the original 5 nations soon began to adopt
some of the sayings, phrases, structures and vocal patterns of the various cultures around
them. A word for food here, a sound for “FLEE!” there, some nouns and verbs, soon the
old-Sarlonian dialect they spoke morphed and mutated into what now stands as the most
commonly accepted and culturally pervasive language to this day.
Galifarian isn't required learning in some locations, and it'd be a lie to say that it's
spoken by a majority of the people, but it's use in the ruling powers of Khorvaire and the
general stability and power of the Galifare crown for over a century has made the
language a staple for explorers and merchants the world over. If you walk into a
populous city on Khorvaire, the majority of the people will be speaking Galifarian. If
you go into an outlying wilderness town of an indigenous culture, it's likely at least one
of them had learned Galifarian via cultural osmosis. If you encounter anyone who's
explored even a bit of the world, he's most likely learned enough Galifarian to hold a
regular conversation.
It's this general pervasiveness that's let Galifarian be both useful as an all-purpose
tongue that you can bet will let you generally talk and get around most cities and
locations, but also be outing as a form of cultural outing. Not all cultures and people in
Eberron look upon the kingdom of Galifare favourably, and some outright view the
kingdom and those who speak it as being uncouth and war-mongering. Only speaking
Galifare will let you on average be able to talk to the widest variety of people, but only
holding that as your sole language might out you to some people and let them
pigeonhole you with certain stereotypes.
Even communication with other Galifarian speaking citizens will not always net
you an instant in, as Galifarian has many different dialects and accents that mostly
depend on one's location, status and social class. A poor Brelish farmer will speak a very
different dialect of Galifarian when in comparison to a Noble of Karrnath. One of the
reasons it remains as pervasive as it is, is because Galifarian is just such a flexible
tongue that has so many words and phrases borrowed from other languages that it just
becomes all-too easy to use. If any single aspect could be pointed out about Galifarian to
really set it apart from other languages, it would probably have to be the words of an
Aerenal scholar.
“In my many studies of this world's tongues I have found one peculiar thing about
the language spoken by the people of the main land Khorvaire. While the people of the
Marshes have a very harsh-sounding tongue that when spoken gives off the feeling of
anger, I have found that Galifarian is quite simply the most angry and offensive
language in existence. While many languages have words that denote bad elements of
people, many words curse or insult others, and many words are impolite or informal to
use in a proper setting, Galifarian is the only language that has a multitude of words
that are only to be used to denote the anger or impoliteness of what a person is saying.
So much so they have these nice, delicate and softer sounding words for bodily fluids,
private areas on the body, and various relations and sexual behaviours, but then make
exclusively harsher, stronger and more short and abrasive sounding words that mean
the same thing but are still impolite to use in all but the most inappropriate ways to
denote just how bad they are. I have never seen so many words in a single tongue
denoted for being strictly taboo, not for invoking the name of a greater evil or
horrendous act, but rather for common and mundane aspects of ones every-day life.
The only reason for having them be so, as far as I can tell, is exclusively so that
the speaker may denote just how much he is defying the social-norms of his society.
They have literally developed a sub-system for their language, merely to denote when
they are being legitimately angry, as opposed to their normal tone. It's because of this
system that I simply cannot help but find the language of the Khorvarians to be a rather
angry and bitter one, perhaps best to relate to their angry and bitter people.”
The Galifarian Alphabet consists of roughly 34 characters, most of them borrowed
from old-Sarlonian, but some altered or instigated with characters from other languages.
Writing in Galifarian is often a convoluted affair, as the language has many obtuse
“rules” and regulations that call for words with slightly different spellings to be used in
slightly different contexts. As such writing errors, grammatical faults and misplaced
words are common, even in the writings of great and epic poems. Due to the language's
prevalence and large use, only the most consumed and focused scholars bother to be
completely uptight over Galifarian's “proper” usage. The most common motto for those
who read Galifarian is, “if you can understand it then enjoy it!”.

Mror: A tongue that seems to have most of it's structure and root words taken
from Dhakan. The two languages are distinctly different (in the same way Italain and
French are) and it's rare for a Dhakanni and a Mountain-Folk to be able to understand
each other. The relatively small number of Mountain-folk and the exclusivity of the
Mror Holds makes the language a rather isolated one lacking in many forms of accents.
Foreign listeners to Mror seem to take the language as being very earthy and tends
to put far more emphasis on the I, O and U vowel sounds than most other languages.
There's a common misconception that the Mror have over 500 different words for “rock”
when in truth the language's focus on suffix's allows for a greater focus on compound
words, phrases and even sentences. So while many different words can be made for
different topics that tend to have only one identifiable title in Galifarian, it is less due to
the number of unique sounds that exist for the word “rock” and more that the language
simply has a grammatical structure that Galifarians don't recognize.
Mror does not have a proper alphabet. Most Mror merchants and civilized
travellers learn Galifarian from an early age, if only so they can read the language
printed on the money better. While there have been more contemporary attempts to
make a “true” Mror alphabet, Most of them are merely shows of racial pride or
sovereignty and have not seen much widespread use or acceptance.

Dhakhanni: Old Dhakanni is, by most accounts, a dead language. While there are
some lore keepers and scholars that study the language and can speak it (perhaps not
completely fluently but well enough) it is simply not used widely enough or well known
enough to be treated as anything more than a novelty by most. The Kech Volaar learn
and pass on the Old Dhakanni language, and occasionally speak it to converse with their
fellow Wordbearers, but it is not widely known. Old Dhakanni was, at one point, the
language of diplomats and translators, for the language's rigid structure seems to not
allow much in the way of slang or misinterpretation. If two people can both speak Old
Dhakanni they will generally understand one another, as long as they speak it properly.
Given how difficult it can be to learn Old Dhakanni, it's quite common for novices to the
tongue to fail on some basic sentence structuring. Right now, all old Dhakanni is useful
for is to maintain old traditions and to read ancient transcripts from the old people.
Old Dhakanni, when spoken, holds a particular boisterous weight to it that makes
it quite intimidating to shout or announce something. It puts particular emphasis on the
“Kuh”, “Ess” and “Eei” sounds, as such it tends to be particularly effective when
chanted, giving an ominous and deep vibe to it.
While old Dhakanni may be a dead language, the current Dhakanni people speak a
language that seems to have directly evolved from the old tongue, but still be different
enough that those who know both could probably tell them apart. Modern Dhakanni is a
loud and somewhat poetic language which tends to put more emphasis on “Kuh”, “Ah”
and “Sh” sounds. To Galifarians, this gave the impression that the people of Dhakanni
were hissing, as such it was commonly misconceived that the people of Dhakanni spoke
in an evil language and they could communicate to snakes. In old Galifarian plays and
stories, it was common to have Dhakanni villains or henchmen who had snake
companions, a stereotype that many modern Dhakanni take great offence to when it is
casually thrown about, and “Snake-Tongued” is a common racial slur for the people.
Old Dhakanni alphabet is (strangely) much in common with current Galifarian.
Both have roughly 34 unique characters, different symbols to indicate grammatical
breaks, and each have their own associated sounds. It's often assumed that when old
Sarlonian shifted into modern Galifarian, the people adopted much of the spelling and
grammatical structure of Old Dhakanni's alphabet.

Aeren: On the southern continent, the Aerenal people have lived secluded lives,
away from the cultures of both Khorvaire and Sarlona. It's no surprise then that Aeren is
not only one of the most aberrant languages to the people of Khorvaire, but also one of
the most difficult to learn. The language itself sounds poetic and soft, flowing from one
sentence to another and at such a pace that few believe there to be any true pause or
break in their sentences. In reality, the quickness of their tongue is merely there because
the Aeren hold a very rigid hierarchical structure related to family and the older and
more respected someone is, the more sounds and words are added onto an individual's
name.
While there is no true 1:1 translation here, Aeren elders can have names as long
and obtuse as “Great Elder Marral, Son of Jelune and Goia, Father of Daais, Loi and
Jelune the second, brother of Oela, Casi and Naia”. And those who exist under him are
expected to speak this name entirely whenever referring to him. Failing to say this name
in full is not so much an insult, as it is a signifier that you are closer to him than others.
While it is not in itself offensive to just refer to him as Marral, those who do are
implying that Marral favours them enough to allow them to call him as such, and is the
same as having a pet or nickname as someone. Those who use it callously can soon find
themselves overstepping their grounds. The more important a figure or a place is, the
more its deeds and its history are spoken of when in reference to it. This can make
outsiders seem particularly callous, especially with Galifarians and their desire to
abridge things. It's quite common for Aerenal people to be subconsciously confused or
offended when Khorvarians refer to them in a shortened manner.
For cultural clarification, imagine if someone you had only just met heard your
name, and then decided to give you a nickname that you gave them no incentive to
partake in. It might seem trivial to you, but if you were a powerful diplomat and your
duty was to make your nation seem strong and influential, it would be very easy to feel
defensive over such aggressive feelings. Even if they were not meant to be outright
offensive.
To compound their “needlessly complex” language, the Aeren alphabet actually
consists of two separate alphabets. The first Alphabet is merely known as Elehil, it is a
simple alphabet, where characters are divided into vowel sounds and are given different
accents depending on the consonant sound associated with it. For instance, the letter “e”
is merely a straight, diagonal line in Elehil. To have the letter pronounce the Te sound
(pronounced 'Teh') it would require putting a small swirl onto said line. Because the
Aeren language is syllabic language, it somehow sounds both elegant and rigid at the
same time.
The other Aeren alphabet is Froholon. Froholon is often used as an example of
why the Aeren alphabet is so difficult to understand, as Froholon works, mechanically,
the same as Elehil, except individual nouns, adjective, and verbs are given entirely
different symbols that often include many different lines and etchings. Many of which
vary in appearance, but still occasionally bear enough similarity on occasion that much
of Aeren humour is based around the misunderstanding of certain phrases when in
relation to others. It's no surprise then, that much of Aeren's humour and stories tends to
be lost in translation.

Murk-Tongue: The official language is known as 'Koloash', however the people


of the Marches are foreign and relatively recent enough in the Galifarian people's minds
that the term “Murk-Tongue” has become a colloquialism used for those who speak the
Marches languages. Strangely, the aberrant Murk-Tongue language seems to be
structured in such a way that is oddly resembles both old Dhakanni as well as old
Sarlonian. Obviously there are enough differences to cast most theories aside, but there
are scholars who persist that the Galifarian exodus from Sarlona may not have been the
first time people from Sarlona came to Khorvaire.
The Marsh folks language, despite the interesting origins, has obviously been
pared down due to the cultures rural and obscure nature. Murk-Tongue makes use of
very simplistic words for very simplistic things. The language has no trouble telling one
how to cultivate, hunt or fish, but seems to hit major stumbling blocks when one seeks to
find good parallel words for things such as “entropy”, “gravity” or “matter”. The tongue
has words for the sky, the moon, the ring of Siberys and even sorcery (which it calls
'Hisshik'), but advanced principles and ideas simply aren't normally used in the
language.
Despite this, there is one area where Murk-Tongue excels, and that is describing
environments in vague yet exact details. Murk-Tongue has words for all manner of trees
and different kinds of rock-formations, as well as words that describe animals and what
level of threat they are. When an animal is described as being 'Kij' it tends to mean it's
most likely harmless, with an emphasis on the 'most likely' part, while an animal
described as being 'Dreshihal' is most likely one that is too dangerous to tangle with and
is best left ignored. Murk-Tongue is also exceptional for describing plants and fungi in
different manners, and it's no surprise that trackers and pathfinders who come from there
are particularly good at direction.
Murk-Tongue seems to also have prevalent use in the Wastes, in both the
mountains that wall them off as well as the barbarians who fight in there. Native
speakers notice certain accents and mannerisms that differentiate from themselves, but
both cultures seem to be roughly able to understand each other.
Murk-Tongue, like Mror, lacks a true alphabet. Most literate dwellers from the
Marches learn to write Galifarian.

Sarlonian: The Modern Sarlonian tongue is an elegant mix of subtle and


boisterous. When spoken softly it sounds enigmatic and flighty, when shouted it sounds
cocky and almost malevolent. Sarlonian is a language that reduces unstressed vowels
that often puts emphasis on 'u' and 'el' sound. Most Galifarians find that those who speak
their language with a Sarlonian accent sound somewhat deeper, and somewhat more
threatening.
Sarlonian language is founded on many different traditional sayings and proverbs.
Most citizens from the country often start such proverbs or saying with a phrase akin to
“My great uncle would say” or “in the words of my esteemed father”. Most ambassadors
from Sarlona rarely say such, preferring to be up-right and gentle with the people they
discuss politics with.
The Sarlonian alphabet is mostly similar to modern Galifarian, with only several
symbols and structures being off. This can occasionally create a disquieting effect in
some scholars who believe they recognize a phrase in Sarlonian, only for them to realize
that certain letters only bear a cursory similarity and actually stand for entirely different
sounds.

Argonese: The primitive tongue of the barbarians of Argonessen is a rustic


language that seems to almost be slipshod from a bunch of other different languages.
Borrowing words and phrases from old and new Dhakanni, Mror, Galifarian, Sarlonian
and even Aeren. Despite this, the language noticeably lacks any of the tact or grace of
those languages, preferring to make all of its words sound harsh and uninviting.
This is most likely because of the barbarians own culture of aggression and
superiority. The Argonese language has several words for “battle” and each one
pertaining to what kind of fight it is. Is it an honourable duel? Is it a bloody massacre? Is
it a fight for the love of a fellow tribeswoman? All of these kinds of fights and
challenges have different words for them, as do their words for 'enemy' and 'ally'. Often
time these words wind up blurring the line.
For instance, most cultures would have a hard time describing that two good
friends are now fighting for the love of a single woman, or that two mortal enemies have
decided to join forces temporarily to take down a greater force. But in Argonese it's
simply a matter of saying 1 version of 'ally' or 'foe' and then adding on what variety of
battle they're partaking in.

Talenta: The Talenta language is mostly derived from Dhakanni, like many
languages in the region. It is mostly a language suited to the life of the nomadic Talenta
people, with many different words for the different plants or pathways. The Talenta
language has many different words for family members, which ranged from their words
for “father”, “mother”, “uncle”, “brother” all the way to individual and unique words for
“second cousin”, “removed brother in law” and “second wife”. Due to their cultural
focus on family, home and relations their language also has many different words for the
different kind of friends one has, but unlike Argonese they have very few words for
“enemy”. Despite their occasional skirmishes, the Talenta are not a warring race.
Talenta has an incredibly simplistic alphabet, with no punctuation and no
comprehension of capital or lower case letters. As such it is often only used to
communicate short, punctual statements. Most Talenta stories and tales are taught as part
of an oral tradition.

First Tongue: Most of the languages here presented are meant to be based around
some variety of language in this world. Galifarian is English/Germanic, while modern
Dhakanni is more Romantic French/Italian. Aeren is based around several eastern Asian
languages (Japanese, Korean, Chinese) and modern Sarlonian is Slavic/Russian. With
that in mind, First Tongue would be most likely equated to ancient Babylonian. As such
it is hard to describe how it is necessarily spoken/used. What is known, however, is that
it is commonly taught to many shifters and is often described as being the languages of
the shamans and shapeshifters.
Almost no books exist that teach first tongue and it is almost exclusively taught as
an oral tradition. So much so that some theorize it's impossible to write it down on
paper, that attempting to translate it via words is simply impossible. Since most shifter
communities forbid the teaching of First-Tongue to outsiders, few if any non-shifters
know how to actually read the cryptic alphabet of First-Tognue. And it seems that only
the strange and morphic voice of a shifter is able to use First-Tongue.
The benefit of First-Tongue is that it can be used in any form, from wolf to bird to
spider to man, and can be understood by anyone who can speak the language. This
makes it a key tool for pack-communication among a particularly well coordinated
group.
Combat
It's easier to lower a court room into a brawl than it is to raise a gun-fight into a
discussion. That and combined with many fantasy tropes obsession with combat it's easy
to see how fighting got to be such a popular topic in fantasy games. Combat shouldn't be
thought of as a measure of time, simply as “however much time it takes for this combat
to happen”. Rounds are not to be listed out in exact seconds, and a fight between two
swordsmen could last anywhere between one minute to half an hour.

The Combat Round


There are three stages to a typical round of combat in this game. Declare where
you state what your characters plans to do. In casual gaming groups, players tend to do
this whenever they wish. But for players who wish to be able to react to slower
opponents, then you declare in the order of the person with the lowest sense to the
highest. In the case of tied senses, NPC's declare before PC's, and tied PC's use
Detection as a tie breaker.
During the declare phase, everyone should figure out how much dice they're
rolling. If you wish to consult the GM fine, but keep things moving along briskly.
Turning through the pages can slow the game down, so if you wanna try something
fancy, familiarize yourself with the rules to use it first before using it.

Then you Roll. Everyone rolls their appropriate dice pool. This is usually Body +
Fight, Speed + Weapon, Speed + Dodge or Body + Parry.

Then you Resolve. The widest set gets resolved first. If two sets are equally wide
then height acts as a tiebreaker. If two sets are identical then they happen at the same
time, if it's illogical for them to be simultaneous then have each player roll a die and the
highest one happens first.

When an attack hits it immediately does damage. As soon as a character gets hit,
he immediately loses a die out of one of his sets (his choice), because being injured is
distracting (in fact: you lose a die even if you take no damage. Armour and magic may
protect your body but they can't protect your actions). If the set that looses the die is a
pair, that action fails because, with one die lost, it's no longer a set (this is a good reason
to have two sets even if you're only trying one action: if your first set gets ruined then
you still have one for backup).

Dodge and Parry rolls produce Gobble Dice but those dice can only be applied to
attacks that are timed after Dodge or Parry. After all, if the attack is wider, it happens
before you get a chance to react.
Furthermore, only the dice in one set from a Dodge or Parry roll become Gobble
Dice – unless you have a Martial Technique that lets you use more, or unless you
declared that you were using a multiple action(see page 22.) to make more than one
Dodge or Parry attempt.

Attacks do damage or otherwise inconvenience someone, depending on the action,


the Width of the roll and the weapon used. Dodges and parries avoid damage. These
three techniques are explained in greater detail below, but essentially, that’s all there is to
a combat round. Once one combat round is complete, you go to another one until one
side gives up or gets trounced.

There are two types of damage in World of Eberron. Shock and killing. Getting
punched is not the same as getting stabbed, one will bruise and hurt you, the other will
outright murder you if you get too much of it. Obviously, Shock damage is the kind of
damage that'll leave you bruised and hurt, while killing is the kind that will actually
threaten your life.
On your sheet you should see the outline of a person and a number of boxes over
different parts of their body. These represent how much damage you can take to a
particular spot or location. When you take a point of shock to a limb, you put a slash
through it. If you take a point of killing, you put an X into it.
When there are no more open boxes, any shock damage that goes to that location
becomes killing damage – you put a second slash inside of it to make it an X. In other
words, once a limb is completely shocked, further shock to that limb is taken as killing
damage (killing damage is applies normally, if a box is full of shocked / then taking a
killing attack to it simply turns it into an X as before).
If a limb is full of killing damage then it cannot be used until some of the killing
damage is healed. Once a limb is filled with killing damage, any further damage to that
limb goes into the torso. A limb filled with killing damage is completely inert and unable
to do anything. The only exception to this is the head and torso, if those fill with killing
damage? You're dead.
If your head fills with shock damage you're unconscious. If your torso fills with
shock damage you're dazed and take a -1 to all actions.

Where you're hit is determined by the height of a specific attack roll. Please look
at the below chart to know where.
1 Left Leg
2 Right Leg
3-4 Left Arm
5-6 Right Arm
7-9 Torso
10 Head
If a character is missing a limb, then any hits to that limb instead go into his torso.
If a fighter is missing his right arm and an attack against him scores a 5, then the damage
instead goes into his torso.

To heal damage, it's pretty simple. After every combat, half of all the shock
damage you receive is instantly healed (I repeat: after every combat, half of your total
shock damage is instantly healed). In addition to this, the use of various healing skills
can reduce your shock damage pretty easily. Once per day, a character can recieve the
benefit of a healer. If the healer rolls successfully, a number of shock damage points
equal to the width of the roll is removed from whatever hit location the healer wishes. In
this instance, height does not matter.
Rest and relaxation can also assist characters. Anyone who rests a good 8 hours
may roll Body + Hardiness upon their awakening. If you succeed, you remove a number
of shock points equal to the width of the roll. Killing damage is another matter, if a
character does nothing but rest and recuperate for an entire day, a healer can attempt to
roll to assist him. If the roll is a success, any success, one point of killing damage is
turned into shock, at the location of the healers choice. If a character goes a whole week
without taking any more damage, 1 point of killing damage on each limb becomes a
point of shock damage all by itself.
The only surefire way to heal ones self with magic is with the Supernal word of
healing. Which relies on height to determine where it is healed, and still runs the effects
of paradox. It's often an expensive commodity to have, and isn't even a surefire way to
heal the exact type of damage that's threatening you.

Oh and this should also be said: there is no way to revive the dead in this game.
Hunters can cheat death, you may return from death as a kindred, but typically being
dead is being dead and there's little one can do for your soul once it's passed on into
Dolurrh.

Alt Rule, Shock goes first: In this rule, characters are slightly more durable,
since taking shock damage first can often save your character from taking 1 or two extra
points of killing damage in a particular area. So if you want a game that's a LITTLE
LESS LETHAL then go for this.

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