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ROLEPLAYING GAME SUPPLEMENT

David Noonan Ari Marmell Robert J. Schwalb


CREDITS

Design Graphic Designer


David Noonan (lead), Emi Tanji
Ari Marmell, Robert J . Schwalb
Additional Graphic Design
Additional Design Leon Cortez, Keven Smith
Logan Bonner, Luke Johnson, Mike Mearls,
Stephen Schubert, Chris Sims, James W y a t t Interior Illustrations
Dave Allsop, Miguel Coimbra, Eric Deschamps, W a y n e
Development England, Jason Engle, Adam Gillespie, Tomas Giorello,
Stephen Radney-MacFarland (lead), Ron Lemen, W a r r e n Mahy, Lee Moyer, W i l l i a m O'Connor,
Peter Schaefer, Stephen Schubert Lucio Parrillo, Dan Scott, Chris Seaman, Matias Tapia,
Eva W i d e r m a n n , Ben W o o t t e n
Additional Development
Andy Collins Cartographer
Lee Moyer
Editing
Greg Bilsland (lead), Publishing Production Specialist
Kara Hamilton, M. Alexander Jurkat Erin Dorries

Managing Editing Prepress Manager


Torah Cottrill Jefferson Dunlap

Consultation and Review Imaging Technician


Keith Baker Ashley Brock

Director of D & D R & D and Book Publishing Production Manager


Bill Slavicsek Cynda Callaway

D & D Creative Manager Setting details based on the original E B E R R O N " campaign
Christopher Perkins setting created by Keith Baker, Bill Slavicsek, and
James W y a t t .
D & D Design Manager
James W y a t t Game rules based on the original DUNGEONS & DRAGONS" rules
created by E . Gary Gygax and Dave Arneson, and the later
D & D Development and Editing Manager editions by David " Z e b " Cook (2nd Edition); Jonathan Tweet,
Andy Collins Monte Cook, Skip Williams, Richard Baker, and
Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins,
Art Director and James W y a t t (4th Edition).
Keven Smith

Cover Illustration
W a y n e Reynolds

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I CONTENTS 2
L- L I F E I N E B E R R O N 6 Tieflings 40 Staffs 108
The World 8 Supporting Cast 40 Wands 109
Khorvaire 8 Totems 110
Beyond Khorvaire 10 3: C L A S S E S 42 Dragonshard Augments 111
Artificer 44 Warforged Components 113
The Planes 10
Artificer Class Features 44 Rituals 116
Life Across. Khorvaire 12
Implements and Weapons 46 Ancestral Whispers 116
Government 12
Creating an Artificer 46 Banish Illusions 116
Everyday Life 12
Artificer Powers 47 Conceal Dragonmark 116
Money 13
Paragon Paths 58 Eavesdropper's Foil 116
Adventurers 13
Alchemist Savant 58 Enhance Vessel 117
Languages 13
Battle Engineer 59 Fantastic Recuperation 117
Naming Conventions 14
Faiths of Eberron 14 Chameleon 60 Find the Path 117
Clockwork Engineer 61 Fluid Funds 118
The Sovereign Host 14
Exorcist of the Silver Flame 62 Inquisitive's Eyes 118
The Dark Six 17
Gatekeeper Mystagogue 63 Masking Shroud 118
The Silver Flame 18
Lightwalker 64 Scry Trap 118
The Blood of Vol 18
Self-Forged 65 Secure Shelter 118
The Path of Light 18
Warforged Juggernaut 66 Seeming 119
The Spirits of the Past 18
Dragonmarked Paragon Paths 67 Spirit Idol 119
The Undying Court 18
Cannith Mastermaker 67 Steed Summons 119
Evil Deities 19
Deneith Protector 68 Summon Winds 119
Time and History 19
Ghallanda Sanctuary
The Dawn of Time 19
Guardian 69 5: W O R L D O F E B E R R O N 120
The Age of Giants 19
Jorasco Jadehand 70 The Five Nations 122
The Age of Monsters 19
Kundarak Ghorad'din 71 Common Knowledge 122
The Current Age 20
Lyrandar Wind-Rider 72 People of the Five Nations 122
Calendar 20
Medani Trueseer 73 Five Nations Adventurers 122
Movers and Shakers 21
Orien Swiftblade 74 Aundair 123
The Draconic Prophecy 21
Phiarlan Phantasmist 75 Breland 125
The Dragonmarked Houses 21
Sivis Truenamer 76 Sharn 126
Royal Families 23
Tharashk Wayfinder 77 Karrnath 128
Universities 23
Thuranni Shadow Killer 78 The Mournland (Cyre) 129
Adventures 24
Vadalis Griffonmaster 79 Thrane 131
Dungeons 24
Epic Destinies 80 Greater Khorvaire 133
Investigation 24
Champion of Prophecy 80 Darguun 133
Intrigue 24
Dispossessed Champion 81 The Demon Wastes 134
The Planes 25
Mourning Savior 82 Droaam 136
Travel 25
Sublime Flame 83 The Eldeen Reaches 138
Z. R A C E S 26 The Lhazaar Principalities 139
4: C H A R A C T E R O P T I O N S 84 The Mror Holds 140
Changeling 28
Kalashtar 30 Feats 86 Q'barra 142
Warforged 32 Dragonmarked Feats 86 The Shadow Marches 143
Other Common Races 34 Heroic Tier Feats 86 TheTalenta Plains 145
Paragon Tier Feats 93 Valenar 146
Devas 34
Epic Tier Feats 94 Zilargo 147
Dragonborn 34
Multiclass Feat 94 Beyond Khorvaire 149
Dwarves 35
Equipment 95 Aerenal 149
Eladrin 35
Weapons 95 Argonnessen 149
Elves 36
Mundane Items 96 The Frostfell 150
Gnomes 36
Dragonmarked House Khyber 150
Goliaths 37
Services 96 Sarlona 151
Half-Elves 38
Alchemy 98 Xen'drik 152
Halflings 38
Alchemical Items 98 Dragonmarked Houses
Half-Ores 39
Magic Items 104 Backgrounds 153
Humans 39
Holy Symbols 104 Other Backgrounds 158
Shifters 40
Rods 108
ti INTRODUCTION
The cauldron of the thirteen dragons boils
until one of the five beasts fighting over a single bone becomes a
thing of desolation.

Desolation spreads over that land like wildfire, like plague,


and Eberron bears the scar of it for thirteen cycles of the
Battleground.

Life ceases within its bounds,


and ash covers the earth.

- T h e D r a c o n i c Prophecy

problem. T h e Last W a r turned old allies into bitter


IN THE wake o f a long and terrible war, a world
enemies and destroyed an entire nation, leaving ter-
struggles to find its destiny. Will it descend once
rible scars b e h i n d . C r i m e and corruption lurk in the
more into brutal conflict and end in spectacular
largest cities. Your character's allies might b e c o m e
annihilation, or will the world emerge at last into a
his or her e n e m i e s in the blink o f an eye, and well-
new era o f peace and prosperity?
known agents o f evil might provide assistance when
At this m o m e n t , a handful o f heroesyou and your
it's least expected. Hidden dragons shape the course
alliesmight hold the fate o f the world in their hands.
o f history. Sinister fiends influence the d r e a m s of the
This is a world whose destiny is hidden in the mys-
unwary. A n a r m y o f horrors lingers just beyond the
terious prophecies o f dragons, tempered by powerful
edge o f reality, struggling to break through. Nothing
magic, and forged in bloody warfare.
is exactly what it seems.
3 . A world of magic. T h e setting supposes a world
TEN IMPORTANT FACTS that developed not through the a d v a n c e m e n t o f
W h a t m a k e s the world o f Eberron unique? H e r e are s c i e n c e , but by the m a s t e r y o f m a g i c . M a g i c allows
ten key pieces o f information about the world to b e a r for c o n v e n i e n c e s and services u n d r e a m e d o f in
in m i n d . traditional m e d i e v a l fantasy. B o u n d e l e m e n t a l
1. If it exists in the D&D'"' world, then it has a place in c r e a t u r e s power e l e m e n t a l airships, rail t r a n s p o r t ,
Eberron. Eberron is all about using the core elements and high-speed o c e a n vessels. A working class o f
of the D & D world in new ways and interesting com- m i n o r mages uses ritual m a g i c to provide energy
binations, with some unique elements thrown in. and o t h e r necessities in towns a n d cities. A d v a n c e s
It's still a D & D setting, so any information for play- in m a g i c i t e m c r e a t i o n have led to e v e r y t h i n g from
ers that appears in another D & D core rulebook or self-propelled f a r m i n g i m p l e m e n t s to sentient, free-
supplementfrom the classes and races in a Player's willed c o n s t r u c t s .
Handbook"' to the new powers and other features in a 4 . A world of adventure. From the steaming jungles
book such as Divine Power "should fit right in to your
1
o f Aerenal to the colossal ruins o f X e n ' d r i k , from
D u n g e o n Master's E B E R R O N c a m p a i g n . ( O f course, the towering keeps o f S h a r n to the blasted hills and
your D M always has the final word about what parts valleys o f the D e m o n Wastes, Eberron is a world o f
o f the D & D game are allowed and not allowed in the action and adventure. Adventures c a n draw your
campaign.) character and your allies from one exotic location
2. Tone and attitude. Eberron takes all the c i n e m a t i c to another across nations, continents, and the entire
action and swashbuckling adventure o f traditional world. T h e quest for the Mirror o f the Seventh Moon
D & D games and adds in a strong dose o f mystery and might take you from a hidden desert shrine to a
scheming. In this campaign, stories don't always end ruined castle in the Shadow M a r c h e s and finally to a
well, and there isn't always a right answer to every dungeon below the Library of Korranberg. Through

INTRODUCTION
the use o f magical transportation, your heroes c a n 9. Dragonmark dynasties. T h e great dragonmarked
reach a wider range o f environments during an families are the barons o f industry a n d c o m m e r c e
adventure, and thus deal with a diverse assortment o f throughout Khorvaire and beyond. T h e i r i n f l u e n c e
monsters a n d challenges. transcends political boundaries, and they r e m a i n e d
a. The Last War has ended-sort of. T h e Last W a r , mostly neutral during the Last W a r . T h e heads o f
which plunged the continent o f Khorvaire into civil each house, not technically citizens o f any nation,
war more t h a n a century ago, ended with the signing live in splendor within their enclaves and empori-
o f the Treaty o f T h r o n e h o l d and the establishment o f u m s located throughout Khorvaire. T h e s e dynastic
twelve recognized nations occupying what was once houses o f c o m m e r c e derive their power from the
the kingdom o f Galifar. At least overtly, the peace has dragonmarksunique, hereditary a r c a n e sigilsthat
held for just over a year as t h e campaign begins. T h e manifest on certain individuals within t h e family,
conflicts, the anger, and t h e bitter pain o f the long granting t h e m limited but very useful magical
war r e m a i n , however, a n d the n e w nations seek every abilities associated with the trade guilds the family
advantage as they prepare for the next war that they controls. D r a g o n m a r k s are said to b e the Prophecy
believe will inevitably eventually b r e a k out on the written on mortal flesha supposition that incenses
continent. the dragons.
6. The Draconic Prophecy. T h e dragons, long-lived 10. Dragonshards. A n c i e n t legends a n d creation
and patient in all things, seek m e a n i n g in the pat- m y t h s d e s c r i b e E b e r r o n as a world in t h r e e parts:
terns found in the world a n d the heavens. T h e s e the ring above, t h e s u b t e r r a n e a n r e a l m below, and
patterns play out in t h e Prophecy, a record o f things t h e land b e t w e e n . E a c h o f these world sections is
to come that has b e e n emerging since the creation o f tied to a great dragon o f legendSiberys, Khyber,
the world. T h e Draconic Prophecy is as complex and and Eberron, respectively. E a c h section o f the world
unfathomable as the dragons themselves. It hints at produces dragonshards, stones a n d crystals i m b u e d
events o f doom a n d dread as often as it helps push the with a r c a n e power. W i t h t h e aid o f dragonshards,
world toward exalted events. It seems to point toward d r a g o n m a r k s b e c o m e m o r e powerful, e l e m e n t a l s
transformation rather t h a n destruction, but to most are controlled a n d h a r n e s s e d , a n d magic items o f
people, the P r o p h e c y r e m a i n s as alien as the dragons all sorts a r e crafted a n d shaped. T h e s e shards, how-
themselves. ever, a r e rare a n d difficult to c o m e by, m a k i n g t h e m
7. The Five Nations. T h e h u m a n - d o m i n a t e d civiliza- expensive a n d often t h e goals o f great quests a n d
tions on the continent o f Khorvaire trace a lineage to adventures.
the ancient kingdom o f Galifar, which was m a d e up
o f five distinct regions, or nations. T h e s e were Aun- How TO USE THIS BOOK
dair, Breland, Cyre, K a r r n a t h , and T h r a n e . Four o f
T h i s book is designed to help you create charac-
these nations survive to t h e present day as indepen-
ters in t h e D U N G E O N S & D R A G O N S g a m e using t h e
dent countries; Cyre was destroyed before the start o f
u n i q u e flavor a n d details o f the E B E R R O N setting. T h e
the campaign. T h e devastated territory it once occu-
EBERRON Player's Guide uses the core rules and g a m e
pied is n o w known as t h e M o u r n l a n d . A c o m m o n
m e c h a n i c s of DUNGEONS & D R A G O N S . YOU can use
oath or exclamation a m o n g t h e people o f Khorvaire
a c h a r a c t e r from a n o t h e r D & D c a m p a i g n setting in
is "By t h e Five Nations," or some version thereof. T h e
E b e r r o n without any modifications. You c a n create a
Five Nations refers to t h e ancient kingdom o f Galifar
c h a r a c t e r who could b e found only in Eberron, using
and evokes a legendary t i m e o f peace a n d prosperity.
the n e w races, classes, backgrounds, a n d feats found
8. A world of intrigue. T h e war is over, a n d t h e
in this book. O r you c a n m a k e a h e r o w h o c o m b i n e s
nations o f Khorvaire now try to build a n e w age o f
elements from m o r e t h a n one setting. T h e EBERRON
peace a n d prosperity. Ancient threats linger, however,
Player's Guide offers you a wealth o f information to
and the world desperately needs heroes to take up the
help you design a c h a r a c t e r ready to take on this
cause. Nations compete on m a n y levelseconomic
complex world o f wonders, terrors, a n d adventures.
might, political influence, territory, magical p o w e r -
each looking to m a i n t a i n or improve its c u r r e n t status
by any m e a n s short o f all-out war. Espionage and sab-
otage services create big business in certain circles.
The dragonmarked houses, temples both pure a n d
corrupt, c r i m e lords, monster gangs, psionic spies,
arcane universities, royal orders o f knights and wiz-
ards, secret societies, sinister m a s t e r m i n d s , dragons,
and a multitude o f organizations and factions j o c k e y
for position in the afterglow o f the Last W a r . Eberron
teems with conflict and intrigue.

INTRODUCTION^
CHAPTER 1

W E L C O M E TO the world o f Eberron! This


book is your guide to exploring everything Eberron
has to offer. T h e EBERRON campaign setting abounds
with sinister conspiracies, a mysterious Prophecy,
and constant opportunity for exploration and adven-
ture. T h e setting might b e described as fantasy noir,
combining pulp action with dark fantasy for a unique
experience at the game table.
In this book you'll find all t h e tools to customize
a character for the Eberron world (or any D&D set- (K>

ting). T h e EBERRON Player's Guide features t h r e e races


essential to the setting: kalashtar, changelings, and
warforged. It also introduces the artificer class a n d
provides over two dozen n e w options for paragon
paths and epic destinies. You'll find feats to create
a dragonmarked character, as well as all the back-
grounds, rituals, and items you'll need to create a
character ready to adventure in Eberron. I f you are a
D u n g e o n M a s t e r interested in running a n E B E R R O N
campaign, t h e EBERRON Campaign Guide explores this
setting in even greater detail.
This chapter includes t h e following sections.
T h e W o r l d : A n introduction to t h e politics and
geography o f Eberron, Khorvaire's Five Nations, t h e
distant continents o f Sarlona, Argonnessen, a n d
Xen'drik, and t h e other planes.
Life A c r o s s K h o r v a i r e : T h e qualities that shape
the people o f Khorvaire. H o w faith and politics inter-
act to shape t h e everyday lives o f Khorvairians.
F a i t h s o f E b e r r o n : E a c h o f the m a j o r religions
and figures revered by E b e r r o n ' s i n h a b i t a n t s ,
including t h e deities o f t h e Sovereign Host a n d t h e
D a r k Six.
T i m e a n d H i s t o r y : T h e ages and events that have
shaped present-day Eberron, a n d how people in the
world track t i m e .
M o v e r s a n d S h a k e r s : S o m e o f Eberron's most
powerful forces, including dragonmarked houses,
noble families, a n d the D r a c o n i c Prophecy.
A d v e n t u r e s : T h e f u n d a m e n t a l s o f b e i n g an
adventurer in E b e r r o n : w h e r e you c a n go a n d h o w
to get t h e r e .

CHAPTER 1 | Life in Eberron


K a r r n a t h , theocratic T h r a n e , and cosmopolitan
THE WORLD Breland. T h e s e four kingdoms, together with a dead
I nation once called Cyre, occupy central Khorvaire.
In addition to being h o m e to h u m a n s , the nations are
Eberron is a world divided into t h r e e parts. Legends
melting pots of other cultures. Dwarves, elves, half-
tell o f t h r e e great progenitor dragons that created
lings, dragonborn, half-elves, and less c o m m o n races
the world and now form its t h r e e segments: Siberys
m a k e their homes in the towns and cities o f the cen-
the Dragon Above, K h y b e r the Dragon Below, and
tral nations. Warforged are a particularly c o m m o n
Eberron the Dragon Between. T h e s e legends have
sightHouse Cannith's h u m a n s fashioned this race in
made their m a r k on philosophy, religion, and folklore
their a r c a n e creation forges.
across the w o r l d - e v e r y culture has its own version o f
T h e doomed nation o f Cyre is now the M o u r n l a n d ,
the three creator dragons.
a desolate, haunted r e a l m where gray mists suck the
T h e progenitor dragons correspond to the world's
life from travelers. Few c a n survive its hardships, but
physical structure. T h e Ring o f Siberys, which appear
the treasures of a fallen nation tempt some to try their
as a ribbon o f gleaming dragonshards, surrounds the
luck. T h e only creatures here are treasure hunters,
world and shines like a gold b a n d across the night
travelers, and those beings that do not possess a life
sky. O n clear days, it s h i m m e r s with a faint golden
force on which the land c a n prey: warforged, undead,
haze. Twelve moons glitter like gems in its celestial
and stranger creatures.
setting. T h e nearest moons look like gold coins in the
Aundair, Breland, Cyre, K a r r n a t h , and T h r a n e
night sky, while the farthest s e e m only slightly larger
were called the Five Nations in the distant past, a n d
t h a n the brightest stars.
the n a m e is still used despite the loss of one o f their
Khyber, the Dragon Below, is the cavernous
n u m b e r . T h e s e nations once formed the cornerstone
underdark b e n e a t h the world's surface. Labyrinthine
of the great Kingdom o f Galifar. Only a few h u m a n
passages snake through the depths and open into
lands fall outside the Five Nations. T h e s e countries
vaults of every shape and size. In m a n y places, the
include the Lhazaar Principalities in the northeast,
Elemental Chaos spills into the caverns o f Khyber,
tropical Q'barra in the southeast, and the wild Eldeen
creating areas where fire, m a g m a , or lightning
R e a c h e s in the west.
stream forthand where d e m o n s emerge to w r e a k
H o m e l a n d s o f other races are also found in Khor-
havoc on the world.
vaire. T h e dwarves' ancestral h o m e is the M r o r
T h e Dragon B e t w e e n is the world of Eberron
Holds, n e a r K a r r n a t h in the northeast. Nomadic
vast oceans and six great continents, mountains and
halflings travel across the Talenta Plains in the east.
deserts, a patchwork o f fields and forests, swamps
Elves from the island continent o f Aerenal have
and tundra, and m u c h more. Eberron is a world o f
established a land called Valenar in Khorvaire's
extremes: Fantastic natural beauty mingles with
southeast. C o m m u n i t i e s o f ores and half-ores are
terrible corruption and darkness. T h e world's maj-
concentrated in the swampy Shadow M a r c h e s to the
esties include mountainous ice floes looming over
far west. G n o m e s call southern Zilargo their h o m e -
the freezing waters of the Bitter Sea, spectacular
land, and tieflings long ago found refuge in western
bluewood trees forming natural cathedrals in the
Khorvaire when they fled the r u i n o f their ancient
heart o f the Towering W o o d , and islands like mag-
kingdom, O h r Kaluun.
nificent sculptures in the Straits o f Shargon. At the
Shifters r o a m the wild forests across the continent.
opposite e x t r e m e , corruption seeps from the R e a l m
Dragonborn enclaves in the east recall the great
of Madness and spreads through a sickened forest,
empire o f their ancient past. Eladrin have long visited
the desolate soil of the Labyrinth rejects all life and
Khorvaire from their h o m e s in the Feywild, but m a n y
growth, and the blighted e a r t h o f the M o u r n l a n d lies
fey are now trapped in the world, and one o f their
desolate in the wake o f catastrophe.
cities has shared the devastating fate o f the Mourn-
land. Even the monstrous racesmedusas, ogres, and
KHORVAIRE the l i k e - c l a i m D r o a a m as their own nation in Khor-
Six continents support the vast diversity o f life on vaire, although the continent's other countries refuse
Eberron. O n e o f these, Khorvaire, is the heart o f the to acknowledge its sovereignty.
world, at least as far as h u m a n s are c o n c e r n e d . O n
this continent, the last and greatest o f the h u m a n
empires grew and thrived before the Last W a r tore it
asunder. Most player characters are from Khorvaire,
since m e m b e r s o f most o f the races o f Eberron c a n be
found there.
Humanity's great nations were once one, then
five, and now four: scholarly Aundair, militaristic
[

CHAPTER 1 I Life in Eberron


Hitter
Sen - Tilt CONTINLNT Ol

KHORVAIRE
*,M
BEYOND KHORVAIRE THE PLANES
Although Khorvaire is the center o f the world to T h e legendary dragons correspond to the t h r e e layers
m a n y people, five other continents stretch across of the universe. T h e Astral Sea, or Sea o f Siberys, lies
Eberron. above the world. It is h o m e to i m m o r t a l angels and
A e r e n a l : Just southeast of Khorvaire lies the devils, and perhaps even to deities. Legends say that
great island o f Aerenal, the ancient h o m e o f the e l f the Sea o f Siberys is divided into realms, m u c h like
race. T h e Aereni have preserved their traditions the world below, and that beautiful, ageless creatures
unchanged through millennia, guided by their inhabit its breathtaking cities.
undead ancestors. To outsiders, the elves o f this T h e Coils o f E b e r r o n is the world most creatures
ancient island kingdom s e e m like sinister n e c r o m a n - know, including Khorvaire, Xen'drik, and the other
cers or death cultists, but their reverence for the dead continents. T h e Coils also embrace the Shadowfell
does not m a k e t h e m evil. Even so, the land o f Aer- (Dolurrh), the Feywild (Thelanis), and Dal Quor, the
enal holds abundant dangers alongside its plentiful enigmatic Region o f D r e a m s .
opportunities. Finally, the Elemental Chaos, or the Chaos o f
X e n ' d r i k : To Khorvaire's south stretches the vast Khyber, is the nether region that forms the founda-
wilderness of X e n ' d r i k , once h o m e to a fallen empire tion of e x i s t e n c e - t h e world below. This tormented
o f giants. Ruins o f this empire are buried in the con- reality is h o m e to demons, devils, and worse. T h e s e
tinent's endless jungles. Every expedition that returns creatures struggle to b r e a k free from Khyber and into
from the wilds o f X e n ' d r i k bears new relics and the Coils o f Eberron, in order to prey upon vulnerable
mysteries. W i t h steaming equatorial jungles, a vast mortal bodies and m i n d s .
desert, and a frozen wasteland to its distant south, S o m e believe that there is a fourth layer o f the
X e n ' d r i k is a treasure trove waiting to be plundered. universe, or perhaps a layer beyond the universe.
At least, that's how adventurers view it. To the native Scholars call this plane Xoriat, the R e a l m o f Mad-
yuan-ti and drow, the jungles and ruins are home, ness. Brave souls shudder at the mention of the
and they fight to defend t h e m . creatures said to dwell there. Although most o f what
A r g o n n e s s e n : East o f X e n ' d r i k , beyond Aerenal, is k n o w n about Xoriat is apocryphal, the existence o f
is the homeland o f the dragons, Argonnessen. Few the R e a l m o f Madness and its influence on Eberron is
nondragons travel to the continent's interior, but undeniable.
reports speak o f dragonborn city-states, ruled by Although the planes touch on few peoples' lives,
dragon kings. T h e dragons are devoted to the study they have an important impact on Eberron. Like the
o f their ancient Prophecy, w h i c h they see revealed in moons or the tides, the i n f l u e n c e o f the planes wanes
the movement o f the moons and stars, m a r k s written and waxes. S o m e t i m e s they are distant (or remote)
on the earth, and in the strange designs that appear from Eberron, and their influence is small; other
on the skin o f some o f Khorvaire's humanoids. T h e s e times they are near (or coterminous), and their pull is
designs are the dragonmarks, and m a n y scholars strong. W h e n a plane is at its closest, Eberron feels its
view t h e m as symbols o f power and destiny. effects. W h e n Dolurrh is coterminous, for example,
T h e F r o s t f e l l : North o f Khorvaire is the frozen the shadows of E b e r r o n are deeper, the nights longer,
waste o f the Frostfell, the source o f brutal winter and the darkness more dangerous.
storms and the h o m e o f terrifying monsters o f ice and Even when the planes move away, their influence
destruction. Only two expeditions from Khorvaire bleeds into the world at certain key locations. T h e s e
have successfully braved the Frostfell's unrelenting spots, called manifest zones, are strange and other-
cold, and neither has reported any r e d e e m i n g feature worldly areas. S o m e are verdant r e a l m s o f life and
o f this b a r r e n land. twilight, some are landscapes o f twisted trees and
S a r l o n a : Sarlona is Khorvaire's neighbor to both monstrous abominations, and others evince subtler
east and west. T h e vast empire o f Riedra dominates changes. W h a t e v e r the specific consequences, the
Sarlona. Its ruler-deities are the mysterious Inspired; power o f the planes is great.
its liaisons and diplomats c a n be found in every major
Khorvairian population center. T h e other regions of
SarlonaAdar, Syrkarn, and the Tashana Tundraare
defined by their relationship to Riedra and exist in
its shadow. Occasionally, Adaran travelers c o m e to
Khorvaire, so its culturealthough it is exotic and ill-
understoodis not u n k n o w n on that continent.

CHAPTER 1 I Life in Eberron


LtE MOYER
L I F E ACROSS KHORVAIRE
Almost four years ago, the people o f Khorvaire took
HHBra
dragonmarked houses. Each o f these extended
the first drastic steps to pull themselves out o f a dev- families dominates a particular aspect o f trade, be it
astating, century-long conflict called the Last W a r . transportation, weaponry, or healing. W i t h potent,
In its aftermath, the great Kingdom o f Galifar was hereditary magic at their c o m m a n d and scores o f
no m o r e . In Galifar's place were a handful o f smaller, cousins and vassals, central m e m b e r s o f the dragon-
depleted nations nursing long-standing grudges and marked houses wield power a k i n to that of high
deep wounds. T h e Last W a r and, to a lesser extent, nobility. T h e houses' barons possess political and
the m e m o r y o f Galifar's golden age define how the mercantile clout akin to that o f queens and kings. T h e
people o f Khorvaire t h i n k and act. houses' influence stretches across Khorvaire. Breland
Khorvaire is a disparate land. However, m u c h o f might be able to survive without a king, but the face
it was once a single kingdom, and thus its nations o f Khorvaire would change dramatically i f House
share a n u m b e r o f similarities. T h e Last W a r and the Lyrandar were leaderless.
destruction o f Cyre left people with a deep cynicism Two organized religions also m a i n t a i n great
and smoldering distrust. A feeling o f doom lies heav- power in K h o r v a i r e : the Sovereign Host and the
ily on the land. M a n y people see the ravaging o f Cyre Silver F l a m e . In these u n c e r t a i n , postwar times,
as the harbinger o f an even greater apocalyptic event. the power o f religion is growing. S c a r e d people
M a n y speculate that i f Cyre could fall, then all o f turn to spiritual authority for comfort. Although the
Khorvaire is at risk of b e c o m i n g a lifeless gray land- doctrines o f both t h e Sovereign Host and the Silver
scape where only ghosts walk. F l a m e promote virtue and order, high-ranking m e m -
These dark thoughts are pervasive and profound. bers o f these faiths sometimes abuse their status.
S o m e people r e m a i n optimistic despite the hard Although respected, religious officials usually don't
times (citing the Treaty o f Thronehold as evidence wield as m u c h power as their noble or m e r c a n t i l e
that the nations c a n work together), but, for most counterparts. T h e Sovereign Host has no distinct
Khorvairians, trust is dead. T h e average person h i e r a r c h y through w h i c h to wield authority, and the
suspects his neighbor o f something. His neighbor, C h u r c h o f the Silver F l a m e has limited i n f l u e n c e
in turn, suspects the s a m e of h i m , and going to the outside T h r a n e .
market is an experience rife with cold glances and
whispered conversations. EVERYDAY LITE
T h e nations' political leaders foster this sense o f
T h e cornerstone o f life on Khorvaire is the small
unease. None o f the kings or queens got what they
town: a d i m but important point o f light in the
wanted in the Last W a r . National pride is not nearly
world's darkness. Most K h o r v a i r i a n s are farmers or
as strong a feeling as xenophobia, and although the
laborers, living in farmsteads and h a m l e t s within a
nations work together to some degree, distrust among
couple o f miles o f a central town. A larger settlement
their leaders is e c h o e d by distrust among their citi-
serves as a trading nexus, to w h i c h farmers bring
zenry. Each nation suspects the others o f secretly
crops, livestock, wool, and similar goods. Crafters
stockpiling weapons, directing saboteurs, and com-
from the town trade plows, leather goods, imported
missioning spies. T h e general atmosphere is not r e l i e f
items, and similar objects or services in e x c h a n g e
that the war is finally over. Khorvairians know that
for f a r m goods. F a r m e r s , crafters, and laborers pay
although the surviving nations are now exhausted
taxes to a local lord, who lives nearby. T h e lord uses
from the brutality and the effort of the war, they will
this tax m o n e y to raise an army, train a militia, or
soon leap b a c k into the fight.
otherwise ensure that the people under his or her
protection are safe.
GOVERNMENT In truth, this system isn't perfect. B r i g a n d s -
Galifar was a hereditary, feudal monarchy, and most many o f t h e m ex-soldiers from the Last W a r - p l a g u e
o f the nations that c a m e from it follow its example. the countryside. Monsters r o a m the vast distances
Kings and queens are supported by an array o f b e t w e e n towns, occasionally attacking farms and
noblesbarons, earls, counts, and other landholders trade routes. Corrupt nobles hoard their wealth and
who oversee local affairs. Peasants are taxed and let their people suffer.
exploited to varying degrees, depending upon the Rural life is simple and sometimes peaceful. Away
nation in which they live. from the bustle o f the city, people are more connected
Although nobles ostensibly rule the nations, other to the natural world. T h e rural population o f Khor-
organizations wield comparable power in Khorvaire. vaire tends to distrust visitors and strangers. News
i T h e most important o f these groups are the twelve travels slowly, and rural people are often suspicious o f
V
CHAPTER 1 I Life in Eberron
anything that happens more than a dozen miles away.
Many still feel the pain o f the Last W a r and its after-
ADVENTURERS
mathcousins dead, fathers disappeared, and siblings Adventurers b r e a k rules and defy stereotypes.
gone to work in the big cities. Although they are not c o m m o n , most people in
Khorvaire know what adventurers are, and have
Just as farms surround a town, towns surround
romantic notions about what they do. B e c o m i n g an
a c i t y - a l t h o u g h usually the city is miles away and
adventurerand survivingis a good way to b e c o m e
travelers must spend a day or more to traverse the
rich, see interesting places, and gain everlasting fame.
distance (if they travel by conventional means).
News pamphlets such as the Korranberg Chronicle
Although Khorvaire's cities are few, they are vital.
encourage this notion, because the public loves great
These points o f light are b e a c o n s o f both civilization
adventure tales. Such stories are even better when
and depravity, o f scholarship and corruption, o f orga-
they're true. Adventurers whose stories end badly are
nization and filth. Cities are far m o r e cosmopolitan
rarely featured, and novice do-gooders who disap-
t h a n the countryside. Individuals o f all races a n d
pear in the wild on a first outing are rarely discussed.
backgrounds c o m e together in the great metropolises
Adventuring is the epitome o f a high-risk, high-
ot S h a r n and F l a m e k e e p , sharing food, living space,
reward career.
and rumors.
Few adventurers travel alone. T h e y k n o w that
City residents are more comfortable with diver-
there is safety in n u m b e r s , that five heads are
sit}* and more wary o f the wilderness t h a n are rural
b e t t e r t h a n one, and that a group is more t h a n the
people. They also have m o r e opportunities to improve
s u m o f its parts. M a n y adventuring parties work as
their economic m e a n s . M e m b e r s o f the middle and
freelancers, going wherever their noses (and m o r e
upper classes are found more often in cities t h a n in
a r c a n e senses) point. O t h e r s accept the patronage o f
the country.
wealthy individuals, governments, or organizations.
Urban dwellers have access to resources that
T h e s e patrons supply adventurers with missions and
country folk generally lack. M a g i c is c o m m o n -
rewards and serve as sources o f information and
residents o f cities regularly enjoy m i n o r spells and
intrigue. T h e s e relationships work best w h e n the
enchanted items that improve their lives. Also, the
adventurers and their patrons share c o m m o n inter-
r e m n a n t s o f Galifar's educational system are intact
ests. A party fascinated by Xen'drik's mysteries, for
in most o f Khorvaire's cities; public education is
example, would do well to consider patronage from
free (supported by taxes) for all who c a r e to take
Morgrave University.
advantage o f it. Higher education is available at a few
universities that teach subjects such as history and
geography, as well as m o r e esoteric topics such as LANGUAGES
magic and monster lore. Across Khorvaire, people o f all races s p e a k
C o m m o n . As the official language o f the K i n g d o m
MONEY o f Galifar, it b e c a m e nearly universal on the conti-
nent. N o n h u m a n races such as elves and dwarves
Most rural folk are farmers or laborers, and they
have their own languages, but those tongues are not
m a k e up the majority o f Khorvaire's population.
as well k n o w n .
Indeed, six out o f every ten Khorvairians are m e m -
T h e languages in Eberron are the same as those
bers o f the lower class. A rural Khorvairian would
presented on page 2 5 o f the Player's Handbook, with
rarely have more than a handful o f silver pieces at
a few exceptions. Ores speak Goblin (not Giant) from
one time, and might only with difficulty find a few
their days as m e m b e r s o f the D h a k a a n i Empire, and
dozen gold pieces in an emergency.
drow speak Giant (not Elven) due to their long tenure
T h r e e out o f every ten Khorvairians are m e m b e r s
as slaves o f the giants. In addition, three new lan-
o f the middle class. They are merchants, artisans,
guages appear in Eberron.
skilled professionals, minor nobles, m e m b e r s o f the
Argon is an altered form of C o m m o n spoken by
clergy, professors, or heroic tier adventurers. Each
numerous barbarians, especially those in and around
might have several h u n d r e d gold pieces within easy
the northern islands and shores o f Argonnessen.
access, and could gather a couple o f thousand or more
Quori is an ancient, mystical language spoken
i f necessary. T h e majority o f the middle class resides
primarily among the most learned and important of
in cities, but a few membersskilled artisans, minor
Sarlona's kalashtar and Inspired.
lords, and retired adventurers-live in the country.
Riedran is spoken by the Sarlonan lower classes.
One in ten Khorvairians belongs to the upper
Its script is an antiquated form o f C o m m o n called
class, including high nobles, ranking clergy, masters
Old C o m m o n . Although both Riedran and C o m m o n
of the dragonmarked houses, and adventurers in the
evolved from the same root language, they are dif-
paragon and epic tiers. T h e s e individuals c a n easily
ferent enough that speakers c a n n o t understand each
obtain thousands o f gold pieces to support their life-
other.
styles, and c a n access even greater wealth i f need be.

CHAPTER 1 | Life in Eberron


T h e script for D e e p S p e e c h is Daelkyr, rather t h a n
Rellanic. Eberron's Far R e a l m is called Xoriat, and its
inhabitants are the daelkyrsome o f the most fear-
FAITHS O F E B E R R O N
some and perverse creatures in the cosmos.
Religion is important in Eberron, but not because
LANGUAGES the deities take an obvious and direct interest in the
Language Spoken by . . . Script world. Rather, organized faith is important in both
Abyssal Demons, gnolls, sahuagin Barazhad a spiritual and a secular sense. Temples and shrines
Argon Barbarians of Argonnessen Common are sources of c o m m u n i t y and peace (or conspiracy
and Seren and corruption) in villages and towns. In cities, high-
Common Humans, halflings, Common ranking m e m b e r s o f the clergy c a n wield as m u c h
half-elves, half-ores power as the nobility.
Deep Speech Daelkyr, mind flayers, Daelkyr In this war-torn time, numerous Khorvairians
other aberrant creatures have c o m e to scorn deities and higher powers. Just as
Draconic Dragons, dragonborn, kobolds lokharic many, however, actively participate in organized reli-
Dwarven D w a r v e s , galeb duhrs Davek gion as a way to m a k e sense o f the world.
Elven Elves, eladrin, fomorians Rellanic
Giant Giants, ogres, drow Davek THE SOVEREIGN HOST
Goblin Goblins, ores Common
Good
Primordial Efreets, archons, elementals Barazhad
T h e Sovereign Host is a group of n i n e deities collec-
Quori Inspired, kalashtar Quori
tively representing the entire world, but focusing on
Riedran Lower classes of Sarlona Old Common
aspects o f civilizationcommunity, the protection of
Supernal Angels, devils Supernal
the weak, the slaying o f wild beasts, fertility, construc-
tion, and the like. T h e Sovereign Host is the most
NAMING CONVENTIONS widely worshiped body in Khorvaire. Nearly everyone
In the Five Nations, most people take a s u r n a m e , usu- offers prayers to the Host as a whole and to individual
ally a family n a m e , a n a m e denoting area o f origin, deities for specific actions. For example, a farmer
or a n a m e indicating the individual's profession. might whisper a prayer o f thanks to Arawai when his
Examples include Barius Fairshield, Toroth o f Sharn, baby is b o r n healthy, and a blacksmith might sing the
and S i a n n a Magewright. songs o f Onatar when working at her forge.
Scions o f royal or dragonmarked families have T h e Sovereign Host finds worshipers a m o n g all
additional n a m i n g conventions. T h e kings o f Galifar races and from all walks o f l i f e - p e a s a n t s , kings, and
had m a n y heirs, and they bestowed titles and land adventurers. T h e faithful worship the pantheon as
upon various families. T h e s e people are o f noble a whole, rather t h a n devoting themselves to specific
blood, and they attach the prefix " i r " ' before their deities. Worshipers o f the Sovereign Host are called
s u r n a m e s . King Boranel o f Breland, for example, Vassals.
traces his lineage b a c k to King Galifar, so his n a m e is As a group, the Host exhorts its followers to:
Boranel i r ' W y n a r n . Place your trust in the community. T h e group is
M e m b e r s o f dragonmarked families include the stronger by far t h a n the individual. T h e great light
prefix " d " ' before their s u r n a m e s , such as M o r r i k a n o f a city is composed of the thousands o f f l a m e s of
d'Kundarak, Elvinor Elorrenthi d'Phiarlan, and its citizens. You must ensure that your f l a m e is as
Dalin d'Vadalis (the leaders o f House Kundarak, bright as you c a n m a k e it.
Phiarlan, and Vadalis, respectively). This conven-
Treat others as they deserve to be treated. I f they
tion arose fifteen h u n d r e d years ago, after a conflict
haven't h a r m e d you or yours, treat t h e m kindly.
called the W a r o f the Mark. It serves to solidify the
Bring the light o f civilization to the darkness o f
dragonmarked houses and set t h e m apart from the
the wilds.
rest o f K h o r v a i r e - p a r t i c u l a r l y from those who have
aberrant dragonmarks.
Each d r a g o n m a r k e d house is composed o f mul- ARAWAI
tiple interrelated families. House Phiarlan, for Good
example, includes the Phiarlan, Tialaen, Shol, and Arawai is the goddess o f fertility, abundance, a n d life
Elorrenthi lines. Typically, a m e m b e r o f such a line (particularly plant life). She teaches that the wilder-
uses t h e house n a m e alone and adds the family ness holds great resources that empower civilization.
n a m e only on formal occasions. Thus, Elvinor T h e sister o f Balinor and the Devourer, Arawai is also
Elorrenthi d'Phiarlan c o m m o n l y goes by Elvinor the m o t h e r of the Fury (as a result o f her rape at the
d'Phiarlan, but w h e n introducing h e r s e l f at court hands o f the Devourer, according to Sovereign Host
uses her full n a m e . religious texts). She finds followers among parents,
farmers, druids, rangers, sailors, and others who

CHAPTER 1 I Life in Eberron


place great i m p o r t a n c e on nature, fertility, or the BALINOR
weather. Iconography usually depicts her as a half- Unaligned
e l f female, sometimes as a h u m a n or a halfling, and B a l i n o r rules t h e beasts, the hunt, and the cycle
occasionally as a bronze dragon. o f life. H e teaches respect for wild a n i m a l s and
Her tenets are simple and few: nature: O n e should t a k e - c a r e f u l l y o n l y what one
Be fruitful and multiply. needs from the wild to improve civilization. T h a t
Celebrate life, especially new life. A young sapling the intelligent races slay and eat a n i m a l s is p a r t o f
is a beautiful creation, and children are the world's the natural cycle. T h a t an occasional hunter falls to
greatest blessing. a rampaging b o a r or angry b e a r is also part o f the
cycle. B r o t h e r to b o t h Arawai and t h e Devourer,
Never turn your b a c k on a child or young creature
B a l i n o r counts rangers, druids, a n d hunters o f all
in need.
types a m o n g his followers. In images, he appears as
a c r u d e but good-natured h u m a n or half-ore, and
AlIREON s o m e t i m e s as a g r e e n dragon.
Unaligned His c o m m a n d s are straightforward:
Aureon is the god o f knowledge, a r c a n e lore, and
Take what you n e e d from nature, but respect its
magic. He also values order and law. H e is Ona-
power.
tar's brother and Boldrei's husband, and bears a
mysterious connection to the Shadow. Most a r c a n e Courage invites luck. Never flinch in the face o f
spellcasters call h i m their patron, as do sages, librar- danger, but don't court it unprepared.
ians, scribes, professors, and students. In religious C h a n g e is constant. T h e only certainty in life is
texts, he appears as a h u m a n or g n o m e wizard, and, death. Death is not to be feared, but celebrated as
on rare occasion, as a grand blue dragon. part o f the natural cycle.
He urges his followers to:
Respect and acquire knowledge, especially knowl- BOLDREI
edge that was once lost. Knowledge is the most Good
powerful force on Eberron. In some ways representative o f the Sovereign Host
Value reason and sound thought over emotion and as a whole, Boldrei's areas o f influence are c o m m u -
rash action. nity and the safety and comfort o f h e a r t h and h o m e .
Her n a m e is invoked at weddings and government
Educate yourself, your children, and your allies.

CHAPTER 1 I Life in Eberron^


THE PANTHEONS AND DEITIES OF EBERRON
Faith, Pantheon, or Deity Alignment Areas of Influence
T h e Sovereign Host Good All the w o r l d , focused primarily on aspects of civilized life
Arawai Good Agriculture, fertility, the wilderness as natural resources
4-Aureon Unaligned Knowledge, law, arcane lore and magic
Balinor Unaligned Beasts, the hunt, the cycle of life

Boldrei IHHHi Good


Community, home, hearth flHHHHHHHHHHIHHHHHHl
Light (physical and metaphorical, the goodness of the soul), honor,
4- Dol A r r a h Lawful good
selflessness, military strategy, w a r
Dol D o r n Unaligned Courage, duty, physical prowess, soldiers and warriors, w a r
Kol Korran Unaligned W e a l t h , trade, commerce
Good Fortune, luck, success
Olladra f 1
4 Onatar Unaligned Forges, crafts, industry, fire
The Dark Six Evil A l l the w o r l d , especially the primal wilderness and nature's destructive
forces
The Devourer Chaotic evil S t o r m , flood, famine, other aspects of nature's w r a t h ; also, the sea
The Fury Chaotic evil W r a t h , passion, vengeance
T h e Keeper Evil Gluttony, greed, necromancy
T h e Mockery Evil Violence, betrayal, dishonorable victory, love of carnage, w a r
The Shadow Chaotic evil Ambition, dark magic, corruption
T h e Traveler Unaligned Change, cunning, innovation, deception
T h e Silver Flame Lawful good Protection, generosity, destruction of evil and the unnatural
T h e Blood of Vol Unaligned Divine power of the blood, immortality, undeath
The Path of Light Lawful good Light, progress, self-improvement, freedom
Elf Religion Unaligned The elf people and society
The U n d y i n g Court Unaligned Immortality, elven society, history
The Spirits of the Past Unaligned Glory, elven history and heroes
Khyber Cults Chaotic evil Madness, destruction, aberrant creatures, darkness

appointments. She is Aureon's wife and counts com- 4 Bring succor to those who suffer.
moners, parents, and militia m e m b e r s among her 4 Bring the light o f truth and goodness to dark and
worshipers. She is usually depicted as a c o m m o n e r o f evil places.
any race, and sometimes as a copper dragon brooding
4 Bring force o f a r m s against all that is evil.
over a clutch o f eggs.
Her tenets are:
DOL DORN
4- Value your c o m m u n i t y and family above yourself.
Unaligned
Ensure that i f you fall, they survive.
T h e god of courage and physical prowess, Dol D o r n
4 M a k e your h o m e your haven. W e i g h t y and stress- also exemplifies duty and war. H e urges all people to
ful affairs belong elsewhere, and violence in the be at their physical best. Soldiers, fighters, and war-
h o m e is unconscionable. lords are his p r i m a r y worshipers, along with athletes
4 Help other m e m b e r s o f your c o m m u n i t y with no and acrobats. Said to be the brother o f Dol A r r a h
thought o f r e c o m p e n s e . Rewards c o m e when they and the Mockery, texts depict Dol D o r n as a muscle-
are needed. bound h u m a n , dwarf, or half-ore, and occasionally as
a mighty silver dragon.
DOL ARRAH His c o m m a n d s are simple but strong:
Lawful Good 4 Shirk your duty only i f your charges have b e c o m e
Dol A r r a h is the shining goddess o f honorable unworthy o f it.
combat, selflessness, and sunlight. She brings light 4 Achieve and m a i n t a i n physical perfection.
to pierce the dark places and blades to pierce the
4 Test your physical powers in contests and in battle.
hearts o f monsters. Legends say that Dol D o r n and
M a y the strongest prevail!
the M o c k e r y are h e r brothers. Paladins, warlords,
and good-aligned fighters revere her, as do diplomats,
who fight their battles with words instead o f swords. KOL KORRAN
She appears in religious texts as a h u m a n or half-elf Unaligned
knight alight with holy radiance, and sometimes as a Kol Korran's likeness appears on coins throughout
the Five Nations, for he is the god o f c o m m e r c e and
red dragon atop a cloud.
wealth. In the postwar world, where trade is cautiously
Her teachings are:

CHAPTER 1 I Life in Eberron


emerging and expanding, his following is on the
rise. Merchants, traders, and thieves are his primary
THE DARK SIX
Evil
Vassals, but anyone who has money, or wants more,
Complementing the Sovereign Host and its focus on
pays h i m homage. Religious texts say he .and his twin
the light o f civilization, the D a r k Six represent the
brother the Keeper are the sons o f Olladra and
darkness o f the wilds. T h e two pantheons were once
Onatar. These same books depict h i m as a plump,
c o m b i n e d , but a great schism separated t h e m . T h e
cheerful h u m a n or dwarf in fine clothes. A few ancient
D a r k Six now oppose the Host on all fronts. W h e r e
depictions show h i m as a white dragon atop a bed o f
the Sovereign Host is generally good, the D a r k Six are
ice-blue gemstones.
by and large evil. W h e r e the Sovereign Host values
He teaches his worshipers to:
c o m m u n i t y and government, the D a r k Six value
Acquire wealth.
individuality and anarchy. T h e D a r k Six are cruel,
Travel. New lands offer n e w trading partners to passionate, brutal, and wild.
cultivate and n e w resources to gather. Although worship o f the D a r k Six is not c o m m o n ,
R e m e m b e r that a c h a r m i n g smile and a kind the people o f Khorvaire haven't forgotten that
word are often m o r e powerful t h a n a blade and a these deities have power over aspects of the world.
strong a r m . Although the average peasant reveres the Sovereign
Host, few people are so assured that they refuse to
offer a prayer to the D a r k Six when appropriate.
OLLADRA
Everyone knows that the neighbors do the same,
Good
although none ever speak o f it.
T h e goddess o f luck and plenty, Olladra's n a m e is
W i t h the exception o f the mysterious Traveler,
a popular one. People toast her at parties and festi-
the D a r k Six are evil deities, and thus inappropriate
vals. G a m b l e r s , rogues, bards, and hedonists pay her
sources o f veneration for P C s . (As described in the
homage throughout the year. She is Onatar's wife
Player's Handbook, a character c a n worship an evil
and m o t h e r to the twins Kol Korran and the Keeper.
deity without sharing that alignment, but doing so is
In imagery, she is a young halfling, an old female
tricky.) For that reason, only the Traveler is discussed
h u m a n , and occasionally a black dragon.
below (the other m e m b e r s o f the Six are described
Her tenets are:
briefly at the end o f this section).
Eat, drink, and be merry, for life is good and luck
comes to those who need it.
THE TRAVELER
Olladra favors the bold. Fashion your own destiny
Unaligned
to enjoy her favor.
T h e great trickster, the Traveler is a deity o f cunning,
Fight against oppression. Any who woidd deny you deception, and change. T h e Traveler is a consum-
your freedoms should feel Olladra's anger. mate shapechanger and master o f disguises, and thus
the being's true nature is unknowntexts variously
ONATAR refer to the Traveler as "it" rather than " h e " or "she."
Unaligned Many doppelgangers, shifters, lycanthropes, thieves,
Onatar is the god o f forge and fire, o f industry and and rogues revere the Traveler, as do a few artificers
craft. His n a m e is invoked in factories and smithies, who focus on the deity's innovation and cleverness.
and his symbol appears on forges throughout Khor- T h e Traveler is sometimes called the Giver o f Gifts,
vaire. Dwarves in particular revere h i m , as do those but proverbs warn that one must b e wary o f its gifts.
who specialize in fiery magicwizards and warlocks Ostensibly a m e m b e r o f the D a r k Six, the Traveler
o f the appropriate bent. Religious texts say he is hus- seems to have no connection, familial or otherwise, to
band to Olladra and father to Kol Korran and the its fellows.
Keeper. In these same sources, he appears c o m m o n l y T h e Traveler's c o m m a n d m e n t s must often be
as a d w a r f and occasionally as a brass dragon. inferred, for its holy texts are few. Its tenets are:
His c o m m a n d s are: Revealing your true self is weakness. Shroud your-
Create. To craft an object or forge a weapon is to self in misdirection and disguise so that even you
create a tool that m a n y workers c a n use. do not know what dwells in your core.

W o r k . W o r k gives m e a n i n g to life and strength to Nothing is p e r m a n e n t . Ensure that change


communities. improves your lot and damages your enemies.

Respect fire. It is a n invaluable tool and a powerful T h e best weapons are c u n n i n g plans and intricate
weapon. deceptions. Mortal m i n d s are predictable and
easily manipulated.

CHAPTER 1 | Life in Eberron


THE SILVER FLAME W o r k to improve yourself and your capacities. A
complete understanding o f the divinity within
Lawful Good
opens the door to immortality.
Second only to the Sovereign Host in popularity and
p r o m i n e n c e , the Silver F l a m e espouses purity, stead- M e e t with other m e m b e r s o f the Blood o f Vol to
fastness, charity, and, above all, the destruction o f share in the power o f each other's blood.
evil. As such, paladins are its most fervent worship-
ers, but crusaders from all walks o f life look to the THE PATH OE LIGHT
F l a m e for guidance. Lawful Good
T h e Silver F l a m e is an abstraction, not a deity. It R a r e in Khorvaire but prevalent among Adar's
represents powerful forces o f good and self-sacrifice kalashtar (page 3 0 ) , the Path o f Light is equal parts
that keep evil locked away. I n ages long past, a female philosophy and religion. Its adherents don't wor-
h u m a n n a m e d Tira M i r o n transcended her h u m a n - ship a deity, but instead recognize a universal force
ity to b e c o m e the i m m o r t a l Voice o f the F l a m e . She of positive energy they call il-Yannah, "the Great
serves as the i n t e r m e d i a r y b e t w e e n the sacred F l a m e Light." Followers o f the Path o f Light strive for physi-
and the vast majority o f mortals who haven't attained cal and m e n t a l perfection through meditation and
the purity necessary to c o m m u n i c a t e directly with c o m m u n i o n with this Great Light. Such perfection
the divine force. is necessary, for followers o f the Path o f Light expect
T h e C h u r c h o f the Silver F l a m e is m u c h more to do battle with evil forcesespecially the sinister
organized t h a n the hierarchy o f the Sovereign Host. D r e a m i n g Dark.
T h e C h u r c h has a definite c h a i n o f c o m m a n d , and its T h e central teachings o f the Path o f Light are:
m e m b e r s aren't afraid to wield their power in secular
S e e k excellence in both m i n d and body, for a great
affairs. F l a m e k e e p , in T h r a n e , is the Church's capital
war against the dark is brewing.
and h o m e to its leader, the K e e p e r o f the F l a m e .
T h e teachings o f the Silver F l a m e (and its Church) 4- D o not look to deities for divinity. Divinity is
are: within the grasp o f mortals i f they but touch the
Great Light.
Destroy evil in all its forms. Undead are particu-
larly abhorrent to the Silver F l a m e . Use your honed skills to discover and vanquish
evil beings.
Bring r e l i e f to those who suffer.
Protect those who c a n n o t protect themselves.
Offer aid to those who c a n .
THE SPIRITS OE THE PAST
Unaligned
M a n y elves o f Aerenal, in particular the Valenar,
THE BLOOD OE VOL revere their ancestors. This practice stops short of
Unaligned worship, but the spirits o f the past represent glori-
T h e faithful o f the Blood o f Vol are captivated by ous deeds and the rich history o f the elven race.
the literal and figurative m e a n i n g o f blood and o f Even elves who follow other religions often m a i n t a i n
heredity, seeing blood as a source o f power and divin- shrines to great ancestors. Elves w h o venerate the
ity. They focus their energy on self-improvement, Spirits o f the Past devote themselves to emulating
shunning higher forces. Worshipers believe in the patron spirits. Such elves have a m a r t i a l bentthey
power o f what is physical and present, and focus on are often rangers, fighters, or warlords. Particularly
the affairs of day-to-day life, not on an illusory oth- devout warriors sometimes attain the title K e e p e r of
erworldly power. Blood is the divinity within, the the Past; they are often bards or clerics.
source o f life, and, i f one's faith is strong and one's Although each practitioner honors an ancestor in
abilities mastered, the only true path to immortality. his or her own way, followers o f the Spirits o f the Past
Adherents o f the Blood o f Vol are often distrusted share some c o m m o n principles:
by m e m b e r s o f other faiths because o f r u m o r s that
R e m e m b e r the great deeds and people o f the past,
the Blood o f Vol worships the undead. Widely mis-
and try to emulate and even to surpass t h e m .
understood, the teachings o f the religion are dark
and driven, but not evil. T h e s a m e c a n b e said o f its 4- Look to history and tradition for strength.
followers. Nothing is true today that wasn't true in the past; it
T h e Blood o f Vol's exhortations are simple: just wears different trappings.
Believe in yourself. A c o m m o n recitation w h e n
faced with a challenge or event: "As the blood is THE UNDYING COURT
the power, and the blood flows through m e , the Unaligned
power is m i n e . " Some Aereni elves revere dead ancestors, and some
revere ancestors who have eluded death's grasp.

CHAPTER 1 | Life in Eberron


Long ago, the elves o f Aerenal discovered the secret f o l l o w e r s - i f not as true history, then at least as a valu- >-
o f extending their life spans. Only the wisest m e m - able allegory and the most accurate tale they have.
bers o f their race received this treatment, and these T h r e e great dragons existed in the t i m e before
deathless creatures rule the elven h o m e l a n d just as t i m e : Siberys the Dragon Above, Eberron the Dragon A
they did m i l l e n n i a ago. T h e Undying Court counts B e t w e e n , and K h y b e r the Dragon Below. Unable
all Aereni elves as its followers, as well as Valenar to coexist, the progenitor dragons fell to fighting.
and Khorvairian elves and half-elves. Its priests are K h y b e r tore Siberys apart after a great battle. Eber-
clerics who dress in white and black; they wear death ron wrapped Khyber in sinuous coils and imprisoned
masks or paint or tattoo their faces with stylized skull the Dragon Below. T h e pieces o f the Dragon Above
images. b e c a m e the Ring o f Siberys overhead, Eberron's body
T h e Court's c o m m a n d s are ancient: formed the continents and o c e a n s , and imprisoned
K h y b e r twisted into labyrinthine tunnels b e n e a t h
Obey the c o m m a n d s o f the Undying Court and its
the e a r t h .
seneschals.
T h e creation o f all that is was completed when
Immortality is within reach i f you prove yourself
dragons arose from the r e m a i n s o f Siberys, fiends
worthy o f the gift.
crawled from the depths o f Khyber, and all other
This world is but one stop on the soul's j o u r n e y living beings were b o r n from Eberron's fertility.
toward perfection, and death is merely a passage.

THE AGE OE GIANTS


EVIL DEITIES No one knows exactly how m a n y years passed, how
Creatures and people who revere evil powers are likely m u c h life thrived, and how m a n y cultures rose, fell,
to battle against the P C s , although a few might be and were forgotten before a civilization o f giants
occasional allies. W i t h the exception of Khyber cults, arose on the continent now called X e n ' d r i k .
all the deities below are m e m b e r s o f the D a r k Six. T h e giants e x p a n d e d their empire, enslaved races
T h e Devourer is lord o f deep waters, o f maelstrom o f smaller humanoids and gathered vast knowledge.
and reef. He represents nature's destructive power, T h e greatest legacy o f the Age o f Giants, however, is
and his c h i e f worshipers are sahuagin. the cyclopean structures that dot X e n ' d r i k . Scholars
T h e Fury is a deity o f passionfervor driven to claim that such buildings could not have b e e n raised
madness. without powerful magicmagic the giants must have
T h e K e e p e r is the master o f death and decay. He learned from a mighty creature or creatures.
hungers for souls. T h e giants ruled for tens o f thousands o f years.
T h e M o c k e r y is the god o f treachery and brutal- Scholars are not certain what brought about the
ity. Evil assassins and fighters are among those who civilization's collapse, but r u m o r s abound. S o m e say
revere h i m . the dragons destroyed it to protect the world. Others
T h e Shadow promotes dark magic and the corrup- claim that the giants' slaves rebelled and overthrew
tion o f nature. their masters. A few whisper that horrific creatures
Khyber cults are diverse groups who share an from another plane appeared in the world and
obsession with the vast underdark and the power said brought down the giant empire.
to stir in the body o f the Dragon Below. W h a t e v e r X e n ' d r i k was like in the time o f the
giants, it is now a steaming j u n g l e o f disease, car-
nivorous plants, vicious beasts, sinister yuan-ti, and
T I M E AND HISTORY cruel drow. Various archeological expeditions have
attempted to penetrate the jungle, but few return.
Real evidence o f the giant empire is sparse, and
Eberron is a n old world. Throughout its lengthy his-
scholars are hungry for more information. B e c a u s e of
tory, empires have risen from the dust o f previous
this, Xen'drik's n a m e has b e c o m e synonymous with
centuries, thrived for a time, and then fallen into
adventure: It holds great dangers, great rewards, great
ruin. This rubble still dots the wilderness (and even
mysteries, and the c h a n c e to find places, objects, and
some civilized areas), resting unexplored for millen-
creatures unseen for m i l l e n n i a .
nia. Treasure, mysteries, and the answers to age-old
questions might b e hidden in the t h i c k shadows.
THE AGE OE MONSTERS
THE DAWN OE TIME In the wake o f the giants' fall, their slaves were freed.
T h e elves hid in the ruins o f Xen'drik, or disappeared
Different cultures and races have various ideas
into the jungles o f Aerenal. More active were the gob-
about the world's origin, but one particular tale has
lins and the ores. Lead by the D h a k a a n i goblins, they
achieved widespread acceptance. Priests and phi-
built an empire on the continent o f Khorvaire that
losophers o f varied beliefs teach this story to their
lasted for thousands o f years.

CHAPTER 1 | L i f e i n Eberron ^.^mdHV


As with the Age of Giants, the end o f the Age of mysteries o f X e n ' d r i k , Stormreach, was founded. For
Monsters is shrouded in mystery. S o m e priests and hundreds o f years, peace and prosperity reigned.
philosophers say that, by their nature, savage ores and All c a m e to an end with the death o f Jarot, the
chaotic goblins could not live long in peace. T h e s e last king of Galifar. T h e h u m a n lands divided into
thinkers c l a i m the monsters feuded and ripped their five feuding nations, and they t u r n e d on each other.
own empire apart. O t h e r scholars point to a n inva- T h e war tore the continent apart and killed millions.
sion from creatures from another plane as the cause Some scholars see the Last W a r as the end o f what
o f the D h a k a a n i Empire's collapse. they call the Age o f H u m a n s . In the aftermath, the
M a n y historians view the Age o f Monsters as a Five Nations remain, but they are exhausted and
dark time b e c a u s e monstrous races ruled the world. greatly d i m i n i s h e d . Monsters again stalk the wilder-
O t h e r commentators see the Age o f Monsters as a ness b e t w e e n cities, people turn on each other, and
t i m e that never achieved its potential, crushed before dark creatures stir in the shadows.
it could truly evolve. Goblins and ores look b a c k on it
with longing. Many, especially among the hobgoblins, CALENDAR
seek to r e c l a i m the empire's former glory.
People are c o n c e r n e d with the events o f their own
Ruins of the D h a k a a n i E m p i r e are some o f the
era, marking time by reference to the recent past. Not
most prevalent throughout Khorvaire. D h a k a a n i
surprisingly, Khorvairians use a calendar devised in
relics are v a l u a b l e - t h e goblins were fine crafters and
the early days o f the Kingdom o f Galifar. Hundreds
accomplished magicians. T h e m o r e potent items are
of years ago, the dragonmarked houses adopted this
highly prized by monstrous races for their power and
system o f timekeeping, claiming that it was partially
their historical significance.
based on draconic m e a s u r e m e n t s .
Years are n u m b e r e d , with the founding of the
THE CURRENT AGE Kingdom o f Galifar m a r k i n g year 1. For 9 9 8 years,
Although life continues to thrive on Sarlona, since Galifar declared his kingdom, the years have
Xen'drik, Aerenal, and Argonnessen, the nature of b e e n designated Y K for the Year since the founding
those places seems timeless, and little changes. In the of the Kingdom o f Galifar. Years before that t i m e are
Current Age, the events o f the greatest note o c c u r r e d m a r k e d with a m i n u s sign. Thus, the year o f King
on Khorvaire. Galifar's birth is k n o w n as - 4 5 Y K .
Hundreds o f years after the collapse o f the Dha-
kaani Empire, h u m a n refugees from Sarlona arrived
on Khorvaire's northeast coast, led by the famous DAYS AMD M O N T H S
explorer Lhazaar. T h e h u m a n s quickly pushed A day is 24 hours long. Seven days fill a week, and four
inland, seizing the land from monstrous inhabitants, weeks make a month. A year contains 12 months, which
both civilized and wild. T h e r e m n a n t s o f the Dha- correspond to the 12 moons in the Ring of Siberys. Folk-
kaani were in no position to resist the h u m a n s . lore and tradition associate the moons and months with
Fledgling h u m a n nations began to appear. In the twelve dragonmarks, as shown below.
central Khorvaire, five c o m m u n i t i e s arose. Since
that time, the central areas o f Khorvaire and the DAYS OF THE W E E K (FIRST TO LAST)
collective h u m a n civilization on those lands have Sul Mol Zol Wir Zor Far Sar
b e c o m e k n o w n as the Five Nations. Over the years,
MONTHS OF THE YEAR (FIRST TO LAST)
these nations built, f a r m e d , traded, explored, quar-
Associated
reled, and fought. Periodically, a great leader sought
Month Season Dragonmark
to unite the peoples under one b a n n e r , but alleven
Zarantyr Mid-winter Storm
the mighty K a r r n , one o f Eberron's greatest conquer-
Olarune Late winter Sentinel
orslacked the combination o f vision, force o f a r m s ,
Therendor Early spring Healing
diplomacy, and luck needed to accomplish so monu-
Eyre Mid-spring Making
m e n t a l a n undertaking.
Dravago Late spring Handling
O n e thousand years ago, a m a l e h u m a n n a m e d
Nymm Early summer Hospitality
Galifar succeeded where so m a n y before h i m had
Lharvion Mid-summer Detection
failed. H e b o u n d the h u m a n populations into a great
Barrakas Late summer Finding
nation and n a m e d it the Kingdom o f Galifar. For
Rhaan Early autumn Scribing
nearly a thousand years, the kingdom thrived, cre-
Sypheros Mid-autumn Shadow
ating a golden age for Khorvairians. Arts, culture,
Aryth Late autumn Passage
scholarship, and civilization flourished. Trade routes
Vult Early winter Warding
\ crossed the land, sea, and air; great u r b a n centers
grew up across the continent; relations were estab-
lished with Aerenal; a gateway city to the riches and

CHAPTER 1 I Life in Eberron


in key goods and services, and they do not hesitate

M O V E R S AND S H A K E R S to crush competitors. Yet they are also patrons o f the


arts, sponsors o f scholarship and exploration, and
innovators that have e n h a n c e d the lives o f nearly all
T h e world is rife with adventure revolving a r o u n d Khorvairians.
the struggles and desires o f i n f l u e n t i a l people and H o u s e C a n n i t h : This house was formed by
organizations. For P C s , these powers c a n act as h u m a n s b e a r i n g the M a r k o f M a k i n g . Creators o f the
patrons, opponents, adversaries, and sources o f warforged, the airships (with House Lyrandar), and
information and e q u i p m e n t . In their dealings, the the lightning rail (with House Orien), the m e m b e r s
PCs will undoubtedly r u n across one or more o f the o f House C a n n i t h are the greatest artificers and
following. . inventors in the world. In the wake o f the Last W a r ,
m a n y artificers flocked to House C a n n i t h , where
THE DRACONIC PROPHECY they found work under M e r r i x d ' C a n n i t h . In his
service they created magic weapons and warforged
Although not a particular organization or person,
without regard for the risks i n h e r e n t in m a k i n g the
the Draconic Prophecy is once of the most power-
tools o f battle.
ful forces in the world. T h e dragons believe that
the Prophecy does more than change h i s t o r y - i t is Originally from Cyre, m u c h o f the house's assets,
history. including its ancestral estates and its leader, were
T h e dragons see signs o f t h e P r o p h e c y every- destroyed in the Mourning. T h e house still reels from
w h e r e : in t h e clouds, in t h e p a t t e r n s o f m o u n t a i n the blow, its leadership split and struggling for domi-
ranges, in t h e m e a n d e r i n g o f rivers, a n d particu- n a n c e . After the Treaty o f Thronehold, the warforged
have b e e n freed and House C a n n i t h enjoined from
larly in the mysterious d r a g o n m a r k s that a p p e a r on
m a k i n g m o r e . E a c h faction o f the crafting house
the skin o f some h u m a n o i d s . T h e w y r m s have b e e n
strives to replace that aspect o f the house's business
collecting, contemplating, and d e c o d i n g e l e m e n t s o f
with something similarly lucrative.
the P r o p h e c y for m i l l e n n i a . S o m e scholars believe
that the d r a c o n i c race k n o w s no h i g h e r p u r p o s e . H o u s e D e n e i t h : T h i s house is dominated by
In t h e i r seclusion on A r g o n n e s s e n , t h e dragons h u m a n s with the M a r k o f Sentinel. Its B l a d e m a r k s
observe t h e world a n d c h r o n i c l e t h e evolution o f Guild provided c o m p a n i e s o f m e r c e n a r y troops to
the P r o p h e c y . all sides during the Last W a r . Today, most m e m b e r s
S o m e o f the Prophecy's most i m p o r t a n t players o f the house are veterans of the Last W a r . W h i l e
the n e e d for m e r c e n a r i e s has d i m i n i s h e d , it has not
a r e those w h o b e a r dragonmarksespecially those
disappeared. F u r t h e r m o r e , the dangerous postwar
who realize their potential and r e a c h out to c l a i m
world has m e a n t b o o m i n g business for Deneith's
their destiny. Such people a r e often adventurers,
D e f e n d e r s Guild, Khorvaire's p r e m i e r bodyguards.
for they are c o n c e r n e d with achieving personal
power, m a x i m i z i n g their abilities, and search-
ing for their destinies. T h e traditional goals o f the
housesacquiring wealth or e x p a n d i n g a m e r c a n t i l e RACES, DRAGONMARKS, AND
empirehold little interest for these individuals. D R A G O N M A R K E D HOUSES
Some dragons believe that the most powerful mor- Each dragonmark tends to appear on a specific race. The
tals b e c o m e part of the Prophecy. Player characters in list below shows which dragonmarks are associated with
the epic tier definitely fall into this category, and their particular races, and it identifies the house that usually
epic destinies speak o f their role in the Prophecy. claims dragonmarked members of that race.

THE DRAGONMARKED Dragonmark Race House


Mark of Detection Half-Elf Medani
HOUSES Mark of Finding Human and Half-Ore Tharashk
T h e thirteen dragonmarked houses collectively wield Mark of Handling Human Vadalis
power on a continental scale; they are arguably the Mark of Healing Halfling Jorasco
greatest power brokers in Eberron. M e m b e r s h i p in a Mark of Hospitality Halfling Ghallanda
house is hereditary, and each bloodline has a particu- Mark of Making Human Cannith
lar mark associated with it. T h e s e m a r k s grant their Mark of Passage Human Orien
bearers a distinct competitive advantage in certain Mark of Scribing Gnome Sivls
aspects o f trade and c o m m e r c e . Since the marks first Mark of Sentinel Human Deneith
started appearing on the skin o f humanoids thou- Mark of Shadow Elf Phiarlan
sands o f years ago, the dragonmarked houses have Mark of Shadow Elf Thuranni
consolidated their power and built e n o r m o u s com- Mark of Storm Half-Elf Lyrandar
mercial enterprises. They now have near monopolies Mark of Warding Dwarf Kundarak

CHAPTER 1 j Life in Eberron


Finally, j u s t as it did before the Last W a r broke out, House K u n d a r a k pursues thieves who abscond with
House D e n e i t h provides the Sentinel M a r s h a l s house property is both quintessentially dwarven and
responsible for chasing down c r i m i n a l s who flee a demonstration of stubbornness that beggars the
across national borders to escape j u s t i c e . imagination.
House D e n e i t h is the most militarily powerful H o u s e L y r a n d a r : T h i s house's half-elves c a r r y
dragonmarked house. Although historically neutral, the Mark o f Storm, w h i c h allows t h e m great influ-
the house has the m e a n s to take advantage o f the cur- e n c e over air and sea trade. M a s t e r o f the winds and
rent chaos. S o m e m e m b e r s o f the house feel it is time rain, this house possesses the greatest concentra-
for Deneith to unite the quarreling nations o f Khor- tion o f the magnificent airships that sail the skies of
vaire into a n e w kingdom. Khorvaire. T h e s e ships traverse Khorvaire, taking
H o u s e G h a l l a n d a : T h i s house is ruled by h a l f valuable goods and wealthy passengers from place
lings with the M a r k o f Hospitality, w h o take a broad to place. Even so, the house e a r n s most o f its revenue
view o f the m a n d a t e that c o m e s with the m a r k . T h e from its elementally augmented sea galleons and its
house m a i n t a i n s and licenses i n n s , restaurants, and ability to magically improve the weatheran ability
similar e s t a b l i s h m e n t s throughout t h e continent, that both farmers and generals are willing to pay
r u n n i n g both roadside i n n s on the frontier a n d dearly for.
self-sufficient enclaves in m a j o r cities. W i t h secret H o u s e M e d a n i : T h i s house is one o f the m o r e
agents, deserters, fugitives, renegades, war crimi- mysterious of the d r a g o n m a r k e d houses. T h e house
nals, and mysterious strangers o f all sorts crowding is composed of half-elves with the Mark o f D e t e c t i o n
the streets, House G h a l l a n d a provides a safe haven who take great pride in their m e n t a l and magical
for c l a n d e s t i n e m e e t i n g s and a j u m p i n g - o f f point for training. T h e y h i r e out as specialists in every-
thrilling escapes from the pursuers waiting just out- thing from poison detection to personal security
side a G h a l l a n d a enclave's walls. to old-fashioned inquisitive work. Although they
I f the way to a person's h e a r t is i n d e e d through aren't spies, House Medani's m e m b e r s are adept at
his s t o m a c h , t h e n House G h a l l a n d a holds the catching spiesa field just as important now as it
h e a r t s o f all in K h o r v a i r e . Its largest b a s e o f opera- was during the war. At times, this specialty draws
tions is t h e city o f G a t h e r h o l d , the only p e r m a n e n t t h e m into conflict with House P h i a r l a n and House
s e t t l e m e n t a m i d the n o m a d i c h a l f l i n g s o f the Tal- Thurannitwo houses whose m e m b e r s travel widely
enta Plains. and gain access to important places, allowing t h e m
H o u s e J o r a s c o : This house is especially popular access to details unavailable to others.
among adventurers because its most valued m e m b e r s H o u s e O r i e n : This house dominates transporta-
b e a r the M a r k o f Healing. T h e Last W a r m e a n t thou- tion, especially on land. Its h u m a n m e m b e r s b e a r
sands of battlefield wounds and periodic epidemics the Mark o f Passage. High-value goods and wealthy
o f disease, and that in turn m e a n t b o o m i n g business passengers with cause to travel quickly board the
for this halfling house. Its medics were officially non- war-damaged lightning rail network, while m o r e
combatants hired by the armies o f the Five Nations m u n d a n e goods and less wealthy travelers ride in
during the war, but House Jorasco healers quickly Orien's horse-drawn caravans. Powers over teleporta-
b e c a m e accustomed to working a m i d the dangers tion allow the house to transport important people
o f the front lines. Recently, some m e m b e r s o f House and objects instantaneouslyfor a price, o f course.
Jorasco have sought training among druids and sha- T h e i r dragonmarks also help House Orien's m e m b e r s
m a n s , responding to a call to heal the land broken by with the house's most notorious not-quite-secret:
the Last W a r and the Day o f Mourning. smuggling.
House Jorasco m a i n t a i n s hospitals and clinics H o u s e P h i a r l a n : This house is dominated by
across Khorvaire that use alchemy, herbalism, and elves and eladrin, and its m e m b e r s are known across
healing talents (both magical and m u n d a n e ) to cure Khorvaire as superlative musicians, dancers, and
disease and knit wounds. entertainers. T h e i r concerts and exhibitions are the
H o u s e K u n d a r a k : This house is responsible for highlight o f the social season for m a n y nobles o f the
m u c h o f m o d e r n c o m m e r c e . Its d w a r f elites b e a r the Five Nations. T h e best o f the bestthose m e m b e r s
M a r k of W a r d i n g , which helps secure items, papers, with the M a r k o f Shadowcan be found in perfor-
and m o n e y deposited in their fortresslike facilities. m a n c e halls and manors all across the continent.
Deeply e n m e s h e d in the world of finance, K u n d a r a k T h e i r marks allow t h e m to create illusions that excite
institutions are the b a n k e r s and moneylenders o f awe and wonder in their audiences.
Khorvaire. In this role, they provide loans and letters Given t h e i r extensive travels and association
o f credit and serve as moneychangers. with citizens high a n d low, H o u s e Phiarlan's m e m -
Although the house possesses vast wealth, it has b e r s l e a r n m u c h that is h i d d e n to others. T h e y a r e
other treasures within its vaults, including some o f great storytellers a n d potential sources o f fascinat-
the most powerful magic items ever fashioned by ing i n f o r m a t i o n . T h e house has a t u r b u l e n t history;
^ d w a r f artisans. T h e single-minded zeal with which

CHAPTER 1 I Life in Eberron


a faction o f it b r o k e away during t h e Last W a r to nations into a s c e n d a n c y through careful political
form House T h u r a n n i . dealings, espionage, sabotage, posturing, and any
H o u s e Sivis: This house is heavily invested in the other tactics they c a n devise.
lines o f c o m m u n i c a t i o n across Khorvaire. Its gnomes A u n d a i r : Q u e e n Aurala i r ' W y n a r n rules Aundair
possess the M a r k of Scribing. T h e y operate traditional from her capital o f Fairhaven. She is k n o w n as a cun-
post offices, a magical message service, and speaking ning leader and a c h a r m i n g diplomat.
stones that allow conversations between speakers h a l f B r e l a n d : King Boranel i r ' W y n a r n of Breland is
a world apart. Although it's rarely the stuff o f adven- getting on in years. Although he is not ailing, m a n y
tures, House Sivis also has a monopoly on the notary Brelish have b e g u n to worry about their nation's
and accounting business and extensive clout in the future. Boranel's heirs are unpopular, or at least
legal system. I f you are arrested for a c r i m e you didn't unimpressive. T h e king's throne is in W r o a t .
c o m m i t (or even one you did), a House Sivis barrister C y r e : M u c h o f Cyre's ruling family was destroyed
is one o f the best ways to spend the gold you e a r n e d on the Day o f Mourning. T h e most powerful remain-
adventuring. House Sivis is famous for its impartiality ing m e m b e r , and the de facto king in exile, is
and its complicated bureaucracy. Oargev i r ' W y n a r n . H e is based in the town o f New
H o u s e T h a r a s h k : This house consists o f h u m a n s Cyre, w h i c h B r e l a n d graciously provided for Cyran
and half-ores with the Mark o f Finding. T h e majority refugees.
o f this house's business is extracting and processing K a r r n a t h : Kaius I I I m a i n t a i n s K a r r n a t h by
dragonshards for myriad magical uses. It entered the m e a n s o f a traditional military dictatorship. A great
m e r c e n a r y business in the waning days o f the Last proponent o f the c u r r e n t peace, he seeks to stabilize
W a r , using monstrous shock troops from D r o a a m , his nation, rebuild infrastructure, and otherwise
and it also has a steady d e m a n d for its inquisitives, m a k e K a r r n a t h a progressive kingdom. He rules
who specialize in locating stolen goods and missing from Korth.
persons. T h r a n e : T h e C h u r c h of the Silver F l a m e governs
H o u s e T h u r a n n i : T h i s house split from House T h r a n e , and its Keeper, eleven-year-old Jaela D a r a n ,
P h i a r l a n 2 6 years ago, after a series o f assassina- resides in F l a m e k e e p . M e m b e r s o f Thrane's royal
tion plots converged into a fratricidal b l o o d b a t h . family, led by Q u e e n Diani i r ' W y n a r n , serve primar-
There's no love lost b e t w e e n the rival houses today. ily as figureheads.
House T h u r a n n i is strongest in n o r t h e r n a n d east-
e r n K h o r v a i r e , although it r e m a i n s m u c h s m a l l e r UNIVERSITIES
t h a n House P h i a r l a n . Also m a n i f e s t i n g t h e M a r k
T h e Five Nations boast several institutions o f higher
o f Shadow, its e n t e r t a i n e r s a r e darker, m o r e auda-
education. Perhaps the most well k n o w n are the
cious, a n d m o r e i c o n o c l a s t i c . T h e y c o m p e t e directly
Library o f Korranberg in Zilargo and Morgrave Uni-
with House P h i a r l a n , offering similar, i f less
versity in Sharn, Breland. T h e s e universities, and
refined, services.
similar facilities in Aundair and elsewhere, wield
H o u s e V a d a l i s : M e m b e r s o f this house b e a r the
significant clout through their scattered alumni, their
Mark o f Handling, which grants t h e m great facility
e n o r m o u s endowments, and their knowledgeable
in the breeding and training o f a n i m a l s . Although
faculties and administrators. A m o n g adventurers, the
famous for their magebred horses and the griffons
colleges are known to b e eager recipients o f informa-
used by most a r m i e s in the latter days o f the Last
tion, relics, or dusty old artifacts. T h e universities
W a r , House Vadalis e x p e r i m e n t s with both tradi-
regularly f i n a n c e treasure-hunting expeditions, par-
tional a n i m a l s and captured monsters. Recently it has
ticularly to mysterious X e n ' d r i k . In addition, each
begun to t u r n the power o f its m a r k toward the culti-
facility maintains at least one teleportation circle for
vation o f rare herbs and other plants.
use with the Linked Portal ritual.
T h e Library of Korranberg has eight associated
ROYAL FAMILIES colleges. It is p r e s t i g i o u s - n o b l e s from both royal
Galifar i r ' W y n a r n united the Five Nations into one and dragonmarked families c o m e here to study. It is
kingdom and established a hereditary monarchy. also famous as the largest repository o f knowledge in
His sons and daughters and their descendants ruled Khorvaire.
interconnected but distinct areas o f the kingdom. Morgrave University doesn't possess the prestige
W h e n Galifar splintered, the regents declared o f other universities. Instead, it boasts an outstanding
themselves kings and queens o f whatever lands they collection o f ancient treasures and relics. T h e institu-
governed and began separate royal lines. tion's expeditions are often glorified treasure hunts.
Although e a c h dynasty suffered significantly Still, its scholars and professors are learned and
during the war years, the royal families o f the Five ardent, and the university m a k e s a good resource for
Nations r e m a i n some o f the most influential indi- adventurers o f the heroic tier who might not be able
viduals in Khorvaire. They attempt to maneuver their to catch the attention o f the other universities.

C II A I' I E R I Life in Eberron


of these could supply t h e setting for a n exciting a n d

(VENTURES dangerous dungeon.


B e n e a t h t h e S t r e e t s : T h e u r b a n nature o f Eber-
ron's cities m a k e s t h e m good spots for adventures
Adventures abound i n E b e r r o n . W h a t e v e r a party's focused on intrigue a n d investigation, but dungeons
level or area o f interest, there are countless places to appear in cities j u s t as they do in t h e wild. T h e s e
explore a n d ways to get there. dungeons c a n b e found i n tunnels b e n e a t h t h e city,
in sewer systems co-opted by wererats or street gangs,
DUNGEONS in t h e ruins o f older civilizations that honeycomb the
city's foundation, a n d in even deeper tunnels from
Sneaking through ancient ruins, infiltrating e n e m y
which monstrous foes attempt to infiltrate t h e city.
strongholds, a n d delving into perilous caverns are sta-
Those pursuing clandestine s c h e m e s in a city often
ples o f t h e D U N G E O N S & D R A G O N S g a m e , a n d E b e r r o n
hole up below t h e streets and buildings.
has plenty o f underground locales to explore. M a n y
caverns are tied to the world's rich history, a n d ruins T h e U n d e r d a r k : T h e tunnels o f Khyber offer
c a n often b e traced b a c k to various cultures. plenty o f adventure for those brave or foolish enough
P r e h i s t o r y : A few sites date from a t i m e before to tackle t h e m . I n this subterranean hell, aberrations
lurk a n d demons d r e a m o f breaking free. T h e Ele-
the Age o f Giants. S o m e scholars c l a i m that a n Age o f
mental Chaos bleeds into caverns, creating strange
D e m o n s existed at this time; whatever their origins,
areas where physical laws are b e n t or broken.
a few r e m n a n t s o f this age lie buried throughout
the world. Most c a n b e found in the D e m o n W a s t e s ,
in Khorvaire's northwest, with a few in OJbarra, INVESTIGATION
Xen'drik, a n d other places forgotten for millennia. Eberron is sometimes described as fantasy noir, and
T h e A g e o f G i a n t s : T h e giants' empire left an investigative adventure is one o f the best ways to
numerous ruins. These places are o f great mystery experience this aspect o f the setting. Although parts
and great size; a n adventurer's footsteps ring hol- o f E b e r r o n are civilized, civilization breeds its own
lowly in their vast granite halls. Most such ruins are brand o f brutality. Mysteries must b e solved, stolen
in X e n ' d r i k , surrounded by jungles teeming with goods must b e returned, and murderers must b e
insects, illness, a n d predatory beasts. Scholars are punished.
fascinated by the Age o f Giants, and universities regu- Investigations often take place in cities, or at
larly sponsor expeditions to t h e lost continent. M o r e least begin there. A search for clues c a n lead char-
t h a n a few expeditions never return. acters across the nation, t h e continent, or t h e world,
T h e A g e o f M o n s t e r s : T h e D h a k a a n i E m p i r e rose depending on the mystery's scope. Heroic tier adven-
and fell i n t h e Age of Monsters, leaving goblin ruins turers might try to determine why t h e local gangs
throughout Khorvaire. T h e s e locations possess relics have b e c o m e more violent; paragon tier adventurers
of m u c h interest to collectors and archivists, par- might unravel a multinational plot to assassinate the
ticularly among t h e monstrous races. C e r t a i n magic K e e p e r o f the Silver F l a m e ; a n d epic tier adventur-
items o f great power are mentioned in D h a k a a n i his- ers might piece together aspects o f the D r a c o n i c
tories, a n d m o r e t h a n one has b e e n recovered in the Prophecy to d e t e r m i n e h o w to prevent yet another
current age. Ruins o f structures built by t h e elves o f extraplanar invasion.
Valenar also date from this t i m e period.
T h e C u r r e n t A g e : A great n u m b e r o f ruins
were created by the Last W a r . T h e M o u r n l a n d is
INTRIGUE
the most obvious source o f treasure a n d dungeons, Some say t h e Last W a r is over, but most people
but fortresses, strongholds, a n d towns all across t h e believe that this peace is only a temporary stalemate.
continent n o w lie vacant (or, at least, vacated by their T h e r e m a i n i n g nations o f Khorvaire don't trust each
original owners). M a n y locales that were once points other; they plot against each other, send spies and
o f light are n o w part o f the darkness. I n some ways, saboteurs across borders, a n d slowly rebuild armies
that m a k e s t h e m even m o r e frighteningthey are and arsenals. O n top o f this scheming, forces within
symbolic o f civilization's collapse. each government a n d organization plot to wrest
I s o l a t e d D u n g e o n s : Numerous dungeons across power for themselves.
Eberron b e a r n o relation to historical events. They, T h e political climate in E b e r r o n is tense a n d intri-
and the adventures that o c c u r within t h e m , stem cate. It offers numerous opportunities for adventurers
from isolated incidents. A mysterious force wiped who are interested in such affairs. Characters might
out the dwarves o f one fortress deep in t h e Iron- be liaisons b e t w e e n nations, silver-tongued spies in
ifek root Mountains; a sand-covered labyrinth is all that enemy courts, espionage specialists who sneak about
r e m a i n s o f some forgotten desert culture; a deep in the shadows, or desperate p e a c e m a k e r s w h o seek
forest r e c l a i m e d an odd settlement o f ritualists. Any to quell i m m i n e n t hostilities. T h e y might also have

CHAPTER 1 1 Life in Eberron


ambitions o f their own, angling to topple kings and tal's nature. Airships travel quickly, bypass difficult
take their crowns. terrain, n e e d not follow rivers or roads, and are
i m m u n e to m a n y o f the m u n d a n e dangers (bandits
THE PLANES and monsters, for example) that plague other forms
o f travel.
Eberron is c o n n e c t e d to otherworldly planes by por-
tals, manifest zones, spells, and other a r c a n e m e a n s .
Even heroic tier adventurers c a n venture in the ELEMENTAL GALLEONS
Shadowfell or the Feywild, while paragon and epic As with the airship, a contained elemental powers
tier adventurers c a n battle the mighty inhabitants o f the e l e m e n t a l galleon. T h e s e ships ply the waters
the E l e m e n t a l C h a o s or Xoriat. T h e s e dimensions are around Khorvaire and are m u c h m o r e c o m m o n t h a n
strange places where monsters hold sway and unfa- other elemental vehicles. House Lyrandar in par-
m i l i a r forces are part o f the landscape. T h e y have ticular m a k e s extensive use o f elemental galleons,
their own dungeons, their own histories, and their employing t h e m to transport cargo and passengers
own opportunities for investigation and intrigue. T h e swiftly and safely. Most adventurers agree that
a p p e a r a n c e o f such creatures is perhaps coinciden- e l e m e n t a l galleons are the best way to travel from
tal, but it might also hint at some alien intelligence Khorvaire to Xen'drikthe ride is fast, reliable, and
taking an interest in the world. In addition, manifest relatively c h e a p .
zones and t h e planes' tendency to w a x and w a n e c a n
m a k e any adventure rich with extraplanar danger ELEMENTAL LAND CARTS
and imagery. A n elemental land cart resembles a n o r m a l wagon,
but it is not hitched to any a n i m a l . A captured earth
TRAVEL spirit powers the cart. T h e creature propels the cart
at great speeds and across even the roughest o f ter-
Adventures usually involve travel. A hero needs to
rain. Land carts c a n c a r r y more passengers or cargo
hike to a remote dungeon, arrive in X e n ' d r i k some-
t h a n c a n n o r m a l carts.
how, ride the lightning rail to the city in time to w a r n
the duke, or escape from the angry dragon as quickly
as possible. Eberron's technology allows for world LIGHTNING RAIL
travel m u c h m o r e readily than in most other settings, T h e lightning rail is the most popular choice for
a n d there are numerous ways to get from one spot to overland travel b e t w e e n distant spots. House O r i e n
another. maintains the rail tracks that cross Khorvaire.
Bound elementals propel lightning rail coaches at
great speed along lines o f conductor stones, spitting
THE OLD-FASHIONED WAY
lightning as they go. Lightning rail lines c o n n e c t all
Some people walk from one place to another. That's
o f Khorvaire's major cities and include stops at the
okay, but it's not particularly fast. Riding an a n i m a l is
larger towns.
also popularin Eberron, these beasts c a n b e mun-
dane creatures such as horses and donkeys, or more
esoteric creatures such as dinosaurs, griffons, and PORTALS
magebred mounts. House Vadalis c a n be contacted Adventurers on urgent missions c a n take advantage
for the loan or purchase o f such creatures. of the Linked Portal ritual to transport themselves
A n i m a l s pull wagons and carts as well, and the to one o f dozens o f teleportation circles throughout
caravan is a popular choice among m e r c h a n t s . Khorvaire. House Orien maintains most o f these
Magebred a n i m a l s and m o r e exotic beasts c a n pull circles and guards t h e m jealously. Use o f these a r c a n e
vehicles faster and for a longer t i m e t h a n their mun- addresses is expensive. Most circles are located
dane counterparts. within stations that also provide accommodation,
Similarly, m u n d a n e water vessels are c o m m o n shops, and other services geared toward wealthy
across Khorvaire. Barges ply the rivers and ships travelers.
travel the seas. Although not as fast or impressive as O f course, House Orien isn't the only possessor o f
m o r e a r c a n e vessels, they do the j o b for a fraction of teleportation circles. M a n y organizationsincluding
the cost. universities, a r c a n e collectives, and royal f a m i l i e s -
have their own circles, although they are unlikely
to permit use o f the circles by outsiders. Persistent
AIRSHIPS
rumors also speak o f teleportation circles on other
O n e o f the most advanced, most expensive, and
continentsSarlona, Xen'drik, Aerenal, and even
most prestigious ways to travel, an airship resembles
Argonnessenbut the nature o f these mystic sites is
an oceangoing vessel that flies. A b o u n d elemental
known to few.
powers the ship, surrounding it in a distinctive ring
o f fire, lightning, or air, depending on the elemen-

CHAPTER 1 | Life in Eberron


THIS CHAPTER introduces three new r a c e s -
changelings, kalashtar, and warforged. Changelings
appear in the Monster Manual" under the doppel-
ganger entry, and warforged appear in that book as
well. T h e presentation in this book fleshes out these
races to m a k e t h e m m o r e suitable as player c h a r a c t e r
races. W h e n e v e r this book contradicts the Monster
Manual, the information here supersedes what's pre-
sented there.
Eberron is h o m e to all the races o f the DUNGEONS
& D R A G O N S game, elves and dwarves, dragonborn
and devas. This chapter describes the races from the
Players Handbook" and Players Handbook 2, detailing
their cultures and their native lands within Eberron
as well as their relationships to the powerful dragon-
marked houses o f Khorvaire.
A player character in Eberron is more likely to
have an unusual race than are characters in other
settings. Eberron a c c o m m o d a t e s players who want
to play gnolls, goblins, minotaurs, ores, and similarly
monstrous races. T h e Monster Manual and D & D
Insider have rules for playing these races i f your D M
allows it. T h e final section o f this chapter describes
the roles that these races play within Eberron.
T h e new races presented in this chapter use the
same format as those in the Player's Handbook. W h e n
you create a character, you c a n choose one of these
races instead o f a race from the Players Handbook or
Players Handbook 2.
C h a n g e l i n g s are subtle, clever shapechangers
that c a n disguise themselves as m e m b e r s o f other
races. S o m e t i m e s called doppelgangers, changelings
play a prominent part in espionage and political
intrigue.
K a l a s h t a r have alien minds seamlessly merged
with h u m a n flesh and spirits. They are mystics from
the distant continent o f Sarlona, and they are devoted
to fighting the evils that threaten Eberron.
W a r f o r g e d are constructs created to serve as sol-
diers in the Last W a r . T h e Treaty o f T h r o n e h o l d freed
the warforged from House Cannith's control, and
since then, m a n y warforged find themselves adrift,
searching for m e a n i n g and identity in a world no
longer at war.

CHAPTER 2 | Races
Anyone, anywhere, hidden in plain sight

RACIAL TRAITS
Average Height: 5 ' 7 ' - 6 ' 0 "
Average Weight: 1 2 0 - 1 6 0 lb.

Ability Scores: +2 Dexterity or Intelligence, +2


Charisma
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common
Skill Bonuses: +2 Bluff,+2 Insight
Shapechanger: You are a shapechanger; you can alter
your appearance. As such, you are subject to effects
and conditions that affect shapechangers.
Mental Defense: You have a +1 racial bonus to Will.
Change Shape: You have the changeling disguise
power.
Changeling Trick: You have the changeling trick power.

Changeling Disguise Changeling Racial Power


You alter your form to look like another person.
At-Will Polymorph
Minor Action Personal
Effect: You alter your physical form to take on the appear-
ance of any Medium humanoid. You retain your statistics
in your new form, and your clothing, armor, and posses-
sions do not change. The new form lasts until you change
form again.
Any creature that attempts to see through your ruse
makes an Insight check opposed by your Bluff check, and
you gain a +5 bonus to your check.

Changeling Trick t hangeling Ra< i.il Power


Your feint tricks a foe into giving you an advantage.
Encounter
Minor Action Melee 1
Target: One creature
Effect: You make a Bluff check opposed by the target's
passive Insight. If your check succeeds, you gain combat
advantage against the target until the end of your next
turn.

Changelings are shapechangers, a people able to


assume the features o f other humanoids. K n o w n also
as doppelgangers, changelings' talents breed mistrust
and fear, leading m a n y changelings to hide their true
nature from even their closest companions. M a n y
changelings seek only to avoid unwanted attention
and to find a place in the world.

CHAPTER 2 | Races
Play a changeling i f you w a n t . . . grand civilizations and sweeping edifices devoted J
2
to excel at deception, misdirection, and trickery. to their people, changelings are content to treat the
works o f other races as their own. T h e i r willingness LL
to fit in wherever you go.
to identify with a variety of societal structures is vital U
to b e a m e m b e r o f a race that favors the bard, to maintaining their false identities. For most change- z
rogue, sorcerer, and warlock classes. lings, the arts, customs, and practices they uphold are <
more t h a n tools to reinforce their identities. T h e s e z
PHYSICAL QUALITIES aspects o f society and culture are a part o f their
Changelings wear m a n y masks, concealing their beliefs and values, j u s t as they are for other m e m b e r s
o f their adopted c o m m u n i t i e s .
true identities b e h i n d false faces. As shapechangers,
changelings c a n appear to be m e m b e r s o f any
humanoid race, playing the part o f a d w a r f one day C h a n g e l i n g C h a r a c t e r i s t i c s : Adaptable, compel-
and a dragonborn the next. This propensity for dis- ling, cunning, devious, evasive, furtive, insightful,
guise leads people to distrust changelings, so most mysterious, prudent, sly, subtle
keep their true nature hidden.
Although changelings c a n adopt any persona, M a l e a n d F e m a l e N a m e s : Bin, Dox, Fie, Hars, Jin,
most rely on a few established guises, each with L a m , Nit, Ot, Paik, Ruz, Sim, Toox, Yog
a developed history and a network o f friends and
acquaintances. These guises provide a changeling CHANGELING ADVENTURERS
with b a c k u p identities should one persona b e c o m e T h r e e sample changeling adventurers are described
compromised. A changeling who travels frequently below.
might change identities from town to town, swapping D o x is a changeling bard who constantly tries to
genders, appearances, and voices to blend in within escape the infamy o f her people. She swaps person-
each new community. alities and appearances like another person would
I n true form, a changeling has a startling yet vague change clothes. D o x sees h e r s e l f as m a n y people.
appearance. A changeling's skin is uniformly pale W h e n she assumes one o f her personas, she b e c o m e s
with white or light gray tones. Its oversized eyes are that person until she's ready for a new identity. She
often sunken in dark rings, b e t w e e n w h i c h lies a uses her shapechanging talents to augment her per-
subtle nose. Changelings are slender, bordering on formances as a bard, switching her form to m a t c h a
frail. T h e i r hair tends to have light coloring with hints c h a r a c t e r she presents in stories and songs.
o f blue, green, and even pink; pale silver is the most Hars is a changeling rogue, a trained killer with an
c o m m o n hair color, followed by platinum and blond. intellect as sharp as the knives he wields. H e keeps
Aside from the hair on their heads, changelings have his changeling nature a secret, using it as a hidden
little or no hair. weapon to take enemies by surprise. W h e n he settles
Changelings reach maturity at about fifteen years on a guise, he rarely changes it. He keeps a facade
o f age, and they live about as long as h u m a n s do. for m o n t h s or years, switching only w h e n no one is
around or w h e n it is absolutely necessary to discard
PLAYING A CHANGELING the identity.
Lacking a culture or a civilization to call their own, A u n n is a changeling artificer, a spy who works
changelings adopt other races' societies. T h e y seek for Aundair's Royal Eyes. H e was raised to b e c o m e
out c o m m u n i t i e s that have values and interests that a m e m b e r o f the Royal Eyes, instilled with deep loy-
parallel their own. Changelings prefer cities because alty to the queen but taught not to care for anyone
they are ideal places to blend in with others or to or anything else. Friendship and sympathy are dis-
vanish i f necessary. Cities also contain people too tractions that only interfere with completing a j o b .
interested in their own affairs to notice the oddities of W h e n Aunn was sent to X e n ' d r i k on an expedition,
strangers. although, he b e c a m e strangely drawn to one o f his
Changelings are inoffensive and peaceful by companions, a paladin o f the Silver F l a m e . W h e n
nature, and they have few c o n c e r n s about political the expedition c l a i m e d her life, A u n n found h i m s e l f
and social affairs. T h e i r mercurial nature breeds dis- in turmoil, questioning everything he learned in his
trust and suspicion in other races. People are intent childhood and training. Now adventuring with a new
on seeing the worst in changelings; they assume the group o f companions, he again finds h i m s e l f drifting
race uses its shapechanging ability for malicious away from the ideal o f d e t a c h m e n t he was taught,
ends. S o m e changelings do use their talents for evil, b e c o m i n g increasingly c o n c e r n e d with his allies'
but such individuals exist in no greater n u m b e r s t h a n goals andto his horrorgenuinely caring for t h e m .
among other races.
I n a way, changelings are parasitic in their rela-
tionships with other races. R a t h e r t h a n constructing

CHAPTER 2 | Races
Refugees from the realm of dreams whose minds are
as sharp as their swords

RACIAL TRAITS
Average Height: 5 ' 8"-6' 3 "
Average Weight: 1 3 0 - 2 2 0 lb.

Ability Scores: +2 Wisdom, +2 Charisma


Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, telepathy 5 (you can commu-


nicate with any other creature that has a language
and is within line of sight and within 5 squares of
you; this allows for two-way communication)
Skill Bonuses: +2 Insight, +2 to choice of one other
Dual Soul: At the start of your turn, you can make a
saving throw against each effect currently rendering
you dazed or dominated. If you fail the saving throw,
you do not make a saving throw against the effect
at the end of your turn.
Bastion of Mental Clarity: You have the bastion of
mental clarity power.

Bastion of Mental Clarity Kalashtar Racial Power


You erect a psychic shield to protect your mind from assault, and
you ward your allies as well.
Encounter
Immediate Interrupt Close burst 5
Trigger: An enemy hits or misses you with an attack against
your W i l l
Target: You and each ally in burst
Effect: Each target gains a +4 power bonus to W i l l until
the end of your next turn.

Kalashtar look similar to humans, but their outward


appearance masks an inner demeanor that is at once
serene and wildcerebral and mad. T h e kalashtar fled
Dal Quor, the region o f dreams, eighteen centuries
ago and c a m e to Eberron. Today, they are strangers in
Khorvaire, seeking refuge from agents of the Dream-
ing Dark in temple-keeps in the mountains o f Adar.

Play a kalashtar i f you w a n t . . .


to play a wise and contemplative character who is
capable o f m o m e n t a r y madness.
to b e a stranger in a strange land, where every
place you visit is full of wonder.
to b e a fugitive on the run from enemies that could
be anyone, anywhere.
to b e a m e m b e r o f a race that favors the bard,
cleric, paladin, and warlock classes.
PHYSICAL QUALITIES K a l a s h t a r C h a r a c t e r i s t i c s : B a l a n c e d , c o m m a n d i n g , cc
compassionate, contemplative, disciplined, graceful, ^
Kalashtar, w h i c h in Quori m e a n s "wandering
insightful, intellectual, spiritual, thoughtful
d r e a m s , " first c a m e to Eberron 1 , 8 0 0 years ago. They t/i
c a m e as a renegade group from Dal Quor that sought <

to escape religious and philosophical persecution. M a l e N a m e s : Halkhad, Havrakhad, Kanatash, Lana- -J


Agents o f D a l Quor k n o w n as the D r e a m i n g D a r k melk, Lanharath, Malharath, M i n h a r a t h , Nevitash,
hunted t h e m until finally the group's leader, Taratai, Parmelk, T h a k a k h a d , T h i n h a r a t h
found an audacious way to escape Dal Quor. She con-
F e m a l e N a m e s : Ganitari, K h a s h a n a , Lakashtari,
vinced A d a r a n m o n k s to accept a p e r m a n e n t fusion
Mevakri, Novakri, Panitari, Sorashana, Thakashtai,
o f their own souls with those o f the renegade quori.
Thatari
From that synthesis c a m e kalashtar, and as a result,
kalashtar today look similar to the m o n k s who served
as the first willing vessels.
KALASHTAR ADVENTURERS
The monastery where the sixty-seven h u m a n s Four sample kalashtar adventurers are described
b e c a m e kalashtar was a place o f refuge, so the below.
h u m a n s who lived there were diverse. Kalashtar have Ganitari is a kalashtar wizard k n o w n for her
thus retained a diversity o f appearance, possessing the bright and capacious m i n d . She trains daily for war-
same variety of skin, hair, and eye colors found among fare against the D r e a m i n g Dark as well as the world's
h u m a n s . They are usually slimmer and taller than more tangible evils. E n e m i e s o u t n u m b e r her people,
humans, although short or stocky kalashtar exist. yet she believes a source o f power must exist that c a n
Kalashtar physically develop at the s a m e rate as help her expunge corruption from the world. Per-
h u m a n s do and have similar life spans. A kalashtar haps the power lies within her and other brave souls
child passes for h u m a n at first glance, but a few min- willing to defy evil, or perhaps it is a long-forgotten
utes o f observation reveals the key difference. All artifact dating b a c k to the dawn o f the world. W h a t -
kalashtar have a m a n n e r that is graceful, serene, and ever the case, she intends to find it.
serious b e c a u s e o f the fragment o f quori soul b o u n d H a l k h a d is a kalashtar cleric who grew up in the
within t h e m . W h i l e h u m a n c h i l d r e n run, laugh, temple-keeps o f Adar. Early in life, he volunteered to
and play, kalashtar c h i l d r e n engage in the s a m e b e c o m e a warrior-missionary for the Path o f Light
meditative exercises, m a r t i a l training, a n d telepathic in Khorvaire. In his t i m e away from Adar, he has
conversations as adult kalashtar. For a kalashtar, learned an important lesson: T h e best way to tend
growing up is a physical process, not a m e n t a l or to a person's spiritual needs is to seek out the root
emotional one. of his or her crisis. H a l k h a d has discovered that the
core message o f i f Yannah resonates even among non-

PLAYING A KALASHTAR kalashtar. As he travels throughout Khorvaire, he


preaches the Path o f Light's virtues to any who listen.
Most k a l a s h t a r r e m a i n in t h e t e m p l e - k e e p s o f Adar,
K a n a t a s h is a kalashtar rogue. His parents, sib-
so any k a l a s h t a r traveling a r o u n d K h o r v a i r e prob-
lings, and the other m e m b e r s o f his small kalashtar
ably has a good r e a s o n for doing so. A k a l a s h t a r
c o m m u n i t y were wiped out by agents o f the D r e a m -
might b e driven by a desire to b r e a k t h e R i e d r a n
ing D a r k when he was young. K a n a t a s h escaped only
siege o f Adar, or could be on the r u n from t h e
because he was weeding the fields in a distant valley
Dreaming Dark.
as p u n i s h m e n t for sneaking away from the com-
The typical kalashtar is contemplative and serene.
munity to spy on h u m a n travelers nearby. Kanatash
They are compassionate and friendly, but in a cere-
j o i n e d a group o f adventurers and has so far m a n a g e d
bral way. Perhaps due to the turmoil within their
to stay one step a h e a d o f the D r e a m i n g Dark. S o m e
conjoined souls, kalashtar keep a tight rein on their
day he plans to find a way to return to Adar to see i f
emotions. A kalashtar demonstrates c a m a r a d e r i e
anyone from his line r e m a i n s .
with a w r y grin and an offhand remark rather t h a n
K h a s h a n a is a kalashtar avenger who spends
with a backslap or a ribald j o k e .
every spare m o m e n t in the relentless pursuit o f
T h e fragment o f quori soul in a kalashtar recalls
physical perfection through deep meditation,
the escape from Dal Quor. Kalashtar on the r u n from
calisthenics, and repeated c o m b a t drills. In this
the D r e a m i n g D a r k are wary, although they still
incarnation, she believes, life is a series o f tests, e a c h
try to maintain polite and kind behavior. Kalashtar
m o r e d e m a n d i n g t h a n the last. K h a s h a n a isn't m u c h
struggle to integrate the thoughts and sensibilities
of a conversationalistshe's too focused to waste t i m e
o f their h u m a n halves with the strange, intangible
on idle pleasantriesbut i f you want to talk about
m e m o r i e s o f their quori souls. Kalashtar flirt with
e n d u r a n c e training t e c h n i q u e s or the weaknesses
madness. Occasionally, a kalashtar's serene counte-
o f Karterris's double-dagger defense, K h a s h a n a will
n a n c e drops to reveal crazed and baffling behavior
talk your e a r off.
that is inappropriate or even dangerous.

CHAPTER 2 | Races
WARFORGED
Built for a war that has ended, searching for purpose

RACIAL TRAITS
Average Height: 6 ' 0 " - 6 ' 6 "
Average Weight: 2 7 0 - 3 0 0 lb.

Ability Scores: +2 Strength, +2 Constitution


Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common
Skill Bonus: +2 Endurance, +2 Intimidate
Living Construct: You are a living construct. You do
not need to eat, drink, breathe, or sleep. You never
make Endurance checks to resist the effect of star-
vation, thirst, or suffocation. All other conditions
and effects affect you normally.
Unsleeping W a t c h e r : You do not sleep and instead
enter a state of inactivity for 4 hours to gain the
benefits of an extended rest. While in this state,
you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
Warforged Resilience: You have a +2 racial bonus to
saving throws against ongoing damage. Also, when
you make a death saving throw, you can take the
better result of your die roll or 10.
Warforged Mind: You have a +1 racial bonus to your
Will.
Warforged Resolve: You have the warforged resolve
power.

Warforged Resolve Warforged Racial Power


It's difficult to takeyou down, even whenyou'refaltering.
Encounter Healing
Minor Action Personal
Effect: You gain a number of temporary hit points equal
to 3 + one-half your level and can make a saving throw
against one effect on you that deals ongoing damage. If
you are bloodied, you also regain hit points equal to 3 +
one-half your level.

Created as soldiers for the Last W a r , warforged are


artificial humanoids who are intelligent and self-
aware. W i t h o u t a war to fight, freed o f their creators,
and with no heritage or culture o f their own, war-
forged are searching for a place in the world.
Play a warforged i f you w a n t . . . warforged behavior. Warforged intuitively under-
to be strong, tough, and built for battle. stand duty, conflict, the c h a i n o f c o m m a n d , and other ^
elements o f war and soldierly life.
to be a creature searching for the m e a n i n g o f your
B e c a u s e most warforged have bodies that resemble 0
existence.
males, they identify themselves as males and prefer to jjjj
to be a m e m b e r o f a race that favors the fighter, b e called " h e " rather t h a n "it." S o m e warforged adopt <
barbarian, warden, and paladin classes. female n a m e s , though. Most warforged have simple ^
n a m e s related to their j o b s , abilities, or military
PHYSICAL QUALITIES positions. Warforged often accept the n a m e s or the
Warforged are bulky humanoids covered in plates n i c k n a m e s that their comrades give them, although
o f metal and stone. A skeleton of these materials some search long for particular n a m e s that define
t h e m . Many simply take n a m e s c o m m o n within
supports woody fiber bundles that comprise a war-
another race, especially those o f h u m a n s .
forged's m u s c u l a r system. Warforged bodies have
an internal network o f tubes filled with a bloodlike
fluid that nourishes and lubricates their systems. W a r f o r g e d C h a r a c t e r i s t i c s : Aggressive, alert,
T h e i r powerful a r m s end in hands that e a c h have two brave, curious, forthright, industrious, loyal, methodi-
fingers and one t h u m b , and each o f their feet has two cal, naive, practical, reserved, simple
broad toes.
Warforged heads have simple h u m a n l i k e features. W a r f o r g e d N a m e s : Azm, Book, Bulwark, Cart,
They have heavy brows, hinged toothless jaws, and no Cutter, Falchion, Graven, H a m m e r , Mark, Morg,
noses. A warforged's eyes sometimes glow when he or Nameless, Pierce, Pious, Relic, Rune, Steeple, T h r e e ,
she experiences certain intense emotions. T h e fore- Titan, Unsung, Victor, Watcher, Zealot
head of each warforged bears a unique rune called a
ghulra. T h e s e ghulra help give warforged a sense o f WARFORGED ADVENTURERS
individuality. Two sample warforged adventurers are described
Warforged possess an artificial and relatively below.
sexless shape. They don't reproduce like other T h u n d e r s t r u c k is a warforged cleric of Dol D o r n .
humanoids. A warforged c a n modify its body, adding He sees warforged as Dol Dorn's chosen people, and
and removing limbs as necessary. A warforged feels he believes that his race exists to bring glory to them-
pain only from real injury. T h e s e physical modifica- selves and to the god o f battle. W i t h this philosophy,
tions allow warforged to vary in appearance as m u c h T h u n d e r s t r u c k willingly takes up any just cause
as any other humanoids. that requires his strength and skill. H e openly seeks
personal renown, w h i c h he believes also honors Dol
PLAYING A WARFORGED D o r n . Against his enemies, he is a fearless storm of
W a r f o r g e d have a straightforward e m o t i o n a l range. s t e e l - a n expression o f what he believes is the war-
Although they e x p e r i e n c e pain, fear, h a t r e d , and forged ideal.
anger like other races, they are reserved and pen- Null is a warforged warlock with the star pact. In
sive, hiding e m o t i o n s b e h i n d expressionless m e t a l her hunger for individuality, she rejected warforged
faces. S o m e warforged lack introspection a n d a r e and h u m a n n o r m s and c o m m u n e d with unfathom-
dangerously naive or emotionally stunted. M a n y able entities beyond the world. She has engraved her
warforged a r e the opposite, though. T h e y question body and belongings with mystical and madden-
t h e purpose o f their e x i s t e n c e and consider w h e t h e r ing sigils, and she savors the fear her appearance
or not they have souls. A few warforged develop evokes in her enemies. Although gloomy, taciturn,
sophisticated philosophies about what they perceive and darkly candid, Null enjoys the grudging admira-
and learn. M a n y warforged fall in with h u m a n o i d s tion that heroics garner. Thus, she prefers to use her
o f s i m i l a r m i n d s e t s , working passionately for an power to punish those whom she believes are evil.
organization or a religion. A warforged typically
forms a strong e m o t i o n a l a t t a c h m e n t to a small
group o f c o m r a d e s .
A warforged often has limited experiences in the
world, having spent its existence assigned to one spe-
cific duty. Warforged enjoy working, and m a n y create
endless lists o f goals and chores. T h e y take pride in
their j o b s , and they dislike idleness and failure m o r e
t h a n most races do. A warforged's sensibilities give
it a single-minded efficiency with any task, particu-
larly in combat. W a r and military conditioning color

CHAPTER 2 [ Races
O T H E R COMMON R A C E S
T h e races detailed in the Player's Handbook m a k e up
DRAGONBORN
the majority o f Eberron's civilized h u m a n o i d popu-
Dragonborn stand b e t w e e n the r e a l m s o f mortals and
lation. T h e races from Player's Handbook 2 are less
those o f the great dragons, at h o m e in neither.
numerous in the world, but they still play important
roles in Eberron's society and culture. T h e informa-
tion presented here expands the material from both BACKGROUND AND HISTORY
books, describing how e a c h race fits within the world Dragonborn originate from Argonnessen. Tales
o f Eberron. m a i n t a i n that great dragonborn city-states exist in
Argonnessen's interior, warring with one another

DEVAS over territory over interpretations of the D r a c o n i c


Prophecy, or at the behest o f their dragon overlords.
Spirits o f a distant age, devas are r e b o r n again and
In Khorvaire, dragonborn are strongly associated
again into a world that has all but forgotten t h e m .
with Q ' b a r r a . Long ago, dragonborn i m m i g r a n t s
from Argonnessen formed a n e m p i r e in the t h i c k
BACKGROUND AND HISTORY jungles o f this region, conquering or a n n e x i n g
Stories tell how couatls, a noble race o f winged ser- lizardfolk and kobold lands. T h e y constructed huge
pents, arose from the blood o f Siberys and fought m o n u m e n t s , t a m e d the wild, and stood on the verge
against demons that sprang from the blood o f Khyber. of b e c o m i n g one o f Khorvaire's great powers. None
As the d e m o n s had rakshasa allies, the couatls too today c a n say with certainty what h a p p e n e d to t h e
had comrades in this fight. Devas, spirits o f light e m p i r e . It fell as swiftly as it rose, leaving b e h i n d
b o r n in mortal form, aided the couatls in their battle pockets o f civilized dragonborn fighting for survival
against the demon lords. D e s t i n e d to b e continually in a fierce j u n g l e . Although the e m p i r e is long gone,
reborn into the world, devas persist in Eberron even dragonborn m a i n t a i n a link to their storied past
now w h e n couatls are all but extinct and few crea- through their faith. T h e y worship the D r a g o n Sov-
tures r e m e m b e r the devas' ancient purpose. ereigns, the draconic i n c a r n a t i o n s o f the deities of
Devas cling to the virtuous precepts o f their ances- the Sovereign Host. Evil dragonborn, on the other
tors, believing that anyone who drifts into evil is hand, typically worship the D r a g o n Below. Although
reborn as a rakshasa. A few devas even assert that dragonborn do not directly worship dragons, they
they are rakshasa spirits that have found redemption, respect t h e m as emissaries o f the gods, and they
although most devas doubt such claims. Devas, with deeply revere the t h r e e progenitor w y r m s : Siberys,
their spiritual nature and hatred o f evil, often find Eberron, and Khyber. D r a g o n b o r n believe that the
kalashtar to be sympathetic allies. D r a c o n i c P r o p h e c y is the way these ancients com-
m u n i c a t e with the dragons o f today.
DEVA LANDS
Devas have no h o m e l a n d and are rare in Eberron. DRAGONBORN LANDS
A deva c a n go his or her entire life without meeting A few dragonborn travel the world as adventurers or
another deva. W h e n a deva dies and is reincarnated, merchants, but most o f Khorvaire's dragonborn still
he or she appears in adult form, often hundreds of live in Q'barra. After centuries o f eking out a living
miles from where he or she last lived and with only in the jungles, dragonborn c o m m u n i t i e s in Q'barra
vague recollections o f past lives. Thus, instead o f have begun to thrive, forming n e w governments and
developing their own communities, devas dwell a m i d trading with outsiders. By contrast, a few dragon-
other races. They often live among h u m a n s and are b o r n tribes have instead turned savage, dwelling in
drawn to areas where evil has a strong presence, such the wild alongside lizardfolk and troglodytes. These
as regions n e a r the M o u r n l a n d or along c h a s m s to dragonborn are a m e n a c e to settlements in Q'barra
Khyber. T h e r e , they work to stem the flow o f demons and to Q'barra's neighbors.
and aberrant creatures. A few dragonborn tribes dwell on Seren and other
isles along the coast o f Argonnessen. Although few
DRAGONMARKED HOUSES travelers ever see t h e m , dragonborn city-states are
Devas do not have a dragonmarked house. O n the located in the continent's interior.
rare occasion w h e n a deva does develop a dragon-
^ mark, it is usually one from a h u m a n , elven, or half- DRAGONMARKED HOUSES
elven house. Dragonborn do not have a dragonmarked house, and
dragonmarks are extremely rare among m e m b e r s of
their race. A dragonborn who develops a dragonmark

CHAPTER 2 | Races
is probably the only such individual in the world. So
rare are the m a r k s that it isn't clear w h e t h e r dragon-
ELADRIN
born would regard a m a r k as a sign o f honor or M a n y natives o f Eberron believe eladrin are new-
abomination. c o m e r s to the world, but the race has in fact b e e n
around since the birth o f the world. Eladrin often
appear uncomfortable in Eberron owing to the hor-
DWARVES rors Eberron has recently undergonehorrors that
T h e dwarven clans might not b e the most powerful or have rippled out to the eladrin and the Feywild.
historically celebrated o f Eberron's nations, but they
are the richest. T h e dwarves boast that the one who
BACKGROUND AND HISTORY
really rules a kingdom is not the one on the throne
T h e seven shining cities o f the eladrin are called the
but the one"who keeps the kingdom's purse.
feyspires, and they have b e e n appearing on Eber-
ron since the Age o f Giants. At certain conjunctions
BACKGROUND AND HISTORY b e t w e e n the Feywild and Eberron, the gleaming
Long before the rise o f Galifar, b a r b a r i c dwarven towers o f the feyspires would appear, allowing the
clans dwelt in the Frostfell. T h e dwarves believe that eladrin within to emerge and experience the world.
their people traveled south from this frigid land in S o m e t i m e s , a few eladrin would stay, succumbing to
search o f a more hospitable h o m e . Stories tell how the beauty o f a place or the c h a r m o f its people. At
they reached the mountains o f northeastern Khor- other times, leaving the feyspires was not a choice,
vaire and there began m i n i n g great riches. such as when giants conquered Shae Tirias Tolai, the
T h e dwarves' m o u n t a i n h o m e ran with blood City o f Silver and B o n e . That feyspire appeared in the
for centuries as clans battled one another. Only wilds o f Xen'drik, and giants seized the opportunity
when Galifar imposed peace upon the lands did to attack and take the population o f Shae Tirias Tolai
the clans learn the value o f cooperation. Although into captivity. T h e race o f elves descended from these
ancient grudges and enmities remain, today they are displaced eladrin.
expressed through e c o n o m i c policies and occasional Eladrin have had little historical or social impact
espionage and sabotage rather t h a n overt war. on Eberron. Before the war, when the feyspires
Dwarves are loyal to their families and clans. They appeared in Eberron, their inhabitants would emerge
exercise influence over the rest o f Khorvaire through to trade with nearby settlements. This casual relation-
their wealth and the b a n k i n g policies o f House ship with the world might have continued had the
Kundarak. Nearly all dwarves worship the Sover- feyspires not b e e n present in E b e r r o n on the Day of
eign Host, particularly Dol Arrah, Kol Korran, and Mourning. On that day, the feyspires were severed
Onatar. from the Feywild, b e c o m i n g p e r m a n e n t parts o f the
landscape o f Eberron. T h e displaced eladrin are now
DWARVEN LANDS adjusting to their new c i r c u m s t a n c e s or are searching
Dwarves n o w live all across Khorvaire as well as in desperately for a way b a c k to the Feywild.
Riedra on the continent o f Sarlona, but their ances- Most eladrin worship their ancestors, although
tral h o m e l a n d is the M r o r Holds. T h e r e , the dwarven some grant devotions to select deities o f the Sovereign
clans m i n e the seemingly endless veins o f precious Host, particularly Aureon and Olladra. A rare few
metals and gems found in the Ironroot Mountains. who are bitter about their exile in Eberron are drawn
T h e M r o r Holds is not exactly a kingdom, but is to the Blood o f Vol.
instead more a conglomerate o f clans r u n by d w a r f
lords with the input o f House Kundarak. ELADRIN LANDS
Although a few c o m m u n i t i e s o f eladrin are native to
DRAGONMARKED HOUSES Eberron, most who live the world are inhabitants or
Most dwarves who have dragonmarks are m e m b e r s former inhabitants o f the feyspires. T h e n a m e s and
of House Kundarak. House K u n d a r a k began as Clan locations o f the feyspires are as follows:
Kundarak, one o f the powerful dwarven families. It Pylas Pyrial, the Gate o f Joy, is in Zilargo.
is the undisputed master o f banking, loans, and secu- Shae Joridal, the City o f Emerald Lights, is in
rity in Khorvaire. T h e house is peerless in its ability Darguun, where the goblins keep it under siege.
to i n f l u e n c e the economy o f Khorvaire. M e m b e r s o f Shae Loralyndar, the City o f Rose and T h o r n , is
House K u n d a r a k c a r r y the M a r k o f W a r d i n g , w h i c h in the Twilight D e m e s n e o f the Eldeen R e a c h e s .
enables t h e m to protect their own wealth as well as Shae Tirias Tolai, the City o f Silver and B o n e , is
the riches o f others who have commissioned their in X e n ' d r i k ; this haunted ruin has stood empty since
services. House K u n d a r a k keeps heavily guarded it was pillaged during the Age o f Giants.
vaults deep within the Ironroot Mountains. Shaelas Tiraleth, the Court o f the Silver Tree,
traditionally appeared in Cyre but has not b e e n seen

CHAPTER 2 |Races
since the Day o f Mourning. It was the largest o f the the races around t h e m t h a n with the elves o f their
feyspires. ancient homelands.
Taer Lian Doresh, the Fortress o f Fading
D r e a m s , is in the Lhazaar Principalities! DRAGONMARKED HOUSES
Taer Syraen, the W i n t e r Citadel, is in K a r r n a t h . For a time, Phiarlan was the only elven dragon-
m a r k e d house, but during the Last W a r , factions
DRAGONMARKED HOUSES within Phiarlan formed a house called T h u r a n n i .
Centuries ago, the elves o f House Phiarlan discov- Today, Phiarlan and T h u r a n n i are fierce competitors.
ered the feyspire of Taer Syraen w h e n it appeared in History tells o f a thirteenth markthe M a r k of
K a r r n a t h . Since then, a c l a n o f dragonmarked elves Deaththat once existed among elves. However, the
and eladrin has arisen within the feyspire. These m a r k was supposedly e x t e r m i n a t e d long ago.
elves and eladrin c a r r y the M a r k o f Shadow. Long
separated from House Phiarlan, this clan is techni- GNOMES
cally still part o f the house, although it has offered no
Often overlooked by other races, gnomes are in fact
overt support to House Phiarlan or its rival, House
among history's greatest movers. A thirst for knowl-
Thuranni.
edge and secrets c o m b i n e d with natural charisma
and innate mystical talent m a k e gnomes a race to b e
ELVES reckoned with.
T h e elves o f E b e r r o n are a strange people, sometimes
seeming as alien to h u m a n s as do ores or goblins. BACKGROUND AND HISTORY
T h e elves who dwell among h u m a n s are approach- G n o m e s originally c a m e from the Feywild, but
able and have world views that m a t c h those o f their no one knows w h e n or how. W h a t is clear is that
neighbors. T h e elves o f Aerenal and Valenar are g n o m e s arrived in the world in n u m b e r s far greater
aloof, though, unwilling to c o n c e r n themselves with t h a n did the eladrin. G n o m e s have spread across the
the affairs o f the races that they regard as petty and world, but they have gathered in a few distinct com-
short-sighted. munities, the greatest o f w h i c h is Zilargo. G n o m e s
are gregarious and friendly, but they are also fasci-
BACKGROUND AND HISTORY nated by deception and intrigue. A g n o m e is happiest
Elves originally c a m e from X e n ' d r i k . They descended w h e n he or she is u n e a r t h i n g a neighbor's secrets or
from the eladrin of the feyspire city o f Shae Tirias engaging in subterfuge, even w h e n t h e only result
Tolai. M i l l e n n i a ago, the giants o f X e n ' d r i k sacked the might b e a slight i n c r e a s e in the value o f his or her
city and enslaved its eladrin inhabitants. T h e eladrin property. S o m e g n o m e s t h i n k bigger, engaging in
toiled in slavery for years before eventually rebelling espionage and conspiracy that c a n topple govern-
and fleeing X e n ' d r i k . Generations o f isolation from m e n t s . W h e n g n o m e s find trouble, they usually try
the Feywild fundamentally changed them, though. to talk or trick their way out o f it. Above all, g n o m e s
T h e eladrin b e c a m e what the inhabitants o f Eberron are a social people.
now call elves. T h e refugees colonized the small con- G n o m e s share no c o m m o n faith; almost every reli-
tinent o f Aerenal, where most have r e m a i n e d . Some gion o f Eberron counts gnomes a m o n g its ranks.
departed A e r e n a l to settle on Khorvaire before the
rise of Galifar, and m o r e elves c a m e to Khorvaire as GNOME LANDS
m e r c e n a r i e s during the Last W a r under the leader- Zilargo is the land o f g n o m e s . Originally inhabitants
ship o f High King Vadallia. T h e s e elves now inhabit o f the Feywild, m a n y g n o m e s i m m i g r a t e d to Zilargo
Valenar. through the feyspires o f the eladrin. W h e n the fey-
W i t h few exceptions, elves worship their ances- spires failed to r e t u r n to the Feywild, most g n o m e s
tors in the form o f the Undying C o u r t or the Spirits stranded in E b e r r o n j o i n e d their kin in Zilargo.
o f the Past. S o m e g n o m e s still live in the feyspires, as well.
W h e t h e r living in Zilargo or in a feyspire, though,
ELVEN LANDS g n o m e s value their k i n and usually live with m e m -
M a n y o f Khorvaire's elves dwell in the nation o f Vale- bers o f their e x t e n d e d family. G n o m e bloodlines
nar, although the majority o f elves in Eberron r e m a i n are often intertwined through a network o f shared
in Aerenal. Although these elves are willing to trade secrets and favors.
and interact with outsiders, neither c o m m u n i t y wel-
comes visitors.
Elves represent a significant minority in m a n y
nations. T h e s e elves often have m o r e in c o m m o n with

CHAPTER 2 I Races
DRAGONMARKED HOUSES
Gnomes that b e a r the M a r k o f Scribing comprise
House Sivis. T h e gnomes use the mark's powers to
help facilitate diplomacy, as a tool in the-transpor-
tation o f important messages, and as a m e a n s o f
verifying important d o c u m e n t s .

GOLIATHS
Goliaths are not numerous, but they boast a long his-
tory and have great pride in their strength and honor.

BACKGROUND AND HISTORY


T h e race o f goliaths originated in X e n ' d r i k but left
that continent in large n u m b e r s with the rise of
giants. Those that r e m a i n e d were enslaved like
the elves, but they proved to b e poor slavesthey
weakened in captivity, failed to reproduce, and died
quickly. As a result, few goliaths r e m a i n in X e n ' d r i k .
Although they are far-flung, goliaths have never
had sufficient population or drive to establish nations
or empires. They exist today as they have for centu-
ries, maintaining their traditional ways o f life in high
mountain ranges on the fringes o f civilization.
In keeping with their scattered c o m m u n i t i e s ,
goliaths have diverse religious traditions. S o m e tribes
revere Balinor, the god o f the hunt, although they
often call h i m Banor the Bowhunter. I n the moun-
tains o f the Eldeen Reaches, m a n y goliaths follow
the primal traditions o f druidic sects, particularly
the W a r d e n s o f the W o o d and the Ashbound. A few
tribes preserve serpent cult traditions derived from
a reverence for the couatls that imprisoned demons;
the beliefs o f these goliaths are thus related to the
faith of the Silver F l a m e .

GOLIATH LANDS
Most goliaths in Khorvaire live in scattered tribes in
the Shadowcrags and the I c e h o r n M o u n t a i n s , w h e r e
they have i n f r e q u e n t contact with the people o f the
forested lowlands. S o m e goliaths also dwell in the
peaks o f the Ironroot and t h e Hoarfrost m o u n t a i n s
o f the M r o r Holds, w h e r e t h e y s o m e t i m e s inter-
act with dwarves. Goliath tribes a r e also found in
Syrkarn, the T a s h a n a Tundra on the c o n t i n e n t o f
Sarlona, a n d the m o u n t a i n s o f the Frostfell.

DRAGONMARKED HOUSES
Goliaths have no house o f their own, and although it's
possible that a goliath might develop a dragonmark,
there are no records o f such an o c c u r r e n c e .
HALF-ELVES HALFLINGS
In Eberron, half-elves live primarily on Khorvaire, A nomadic people originally from eastern Khorvaire,
where they o u t n u m b e r the elves from w h o m they halflings have spread throughout the continent and
descend. C o m b i n i n g h u m a n flexibility and ambi- have c o m e to occupy all niches o f society. T h e y claim
tion with elven wisdom and foresight, half-elves have few territories, and they are at h o m e in most places.
capitalized on their racial talents to affect history and After h u m a n s , they are one o f Eberron's most ubiqui-
culture in ways far greater t h a n their n u m b e r s would tous races.
seem to allow.
BACKGROUND AND HISTORY
BACKGROUND AND HISTORY Halflings b e g a n as a tribal people w h o dwelled in
Few living half-elves a r e t h e offspring o f h u m a n the Talenta Plains. T h e r e , they lived undisturbed
and e l f p a r e n t s . S i n c e elves first c a m e to K h o r v a i r e , by others for m a n y generations. As their s e a r c h for
half-elves have r e p r e s e n t e d a distinct c u l t u r a l grazing lands e x p a n d e d , halflings encountered
group, a n d m o s t are d e s c e n d a n t s o f early inter- increasing n u m b e r s o f h u m a n s , dwarves, elves,
b r e e d i n g . Half-elves originally hail f r o m w h a t today and other races. W h a t b e g a n as trade soon b e c a m e
is Valenar, but they have s i n c e spread across t h e exodus as tribes o f halflings moved beyond the
c o n t i n e n t , migrating with Khorvaire's h u m a n popu- Talenta Plains, exploring the world with a n innate
lations. Half-elves never f o r m e d t h e i r own nation. curiosity and an ability to assimilate into other cul-
I n s t e a d , m e m b e r s o f t h e race have h a d formative tures. T h e halflings' n o m a d i c traditions m a d e t h e m
roles in h u m a n nations. T h e y have s t e e r e d t h e excellent couriers and traveling m e r c h a n t s , and their
course o f g o v e r n m e n t s , e c o n o m i e s , a n d wars, but practices o f tribal loyalty m a d e t h e m trusted com-
they have done so as individuals, organizations, or panions. However, the halflings' ignorance o f others'
guilds, never as a u n i f i e d society. laws a n d their loose definitions o f personal property
Half-elves share the religious beliefs o f their com- lured m a n y into c r i m i n a l activity.
munities and have no particular racial predilections. O n e c a n find halflings in all the s a m e positions
Most worship the Sovereign Host or the Silver F l a m e , and industries that one would find h u m a n s . W h e n
although exceptions exist across Khorvaire. the Kingdom o f Galifar claimed the Talenta Plains,
the halflings scarcely noticed, for their lifestyle
HALF-ELF LANDS changed only slightly throughout the years o f Gali-
Half-elves live throughout Khorvaire, particularly far's rule and the Last W a r .
within the Five Nations. Khorvaire contains a few Halfling religious beliefs have r e m a i n e d the s a m e
c o m m u n i t i e s that predominantly consist o f half-elves, over the centuries, focusing on specific deities within
but such settlements are rare b e c a u s e half-elves the Sovereign Host, especially Balinor.
prefer to live within h u m a n - o c c u p i e d regions.
HALFLING LANDS
DRAGONMARKED HOUSES Halfling tribes still r o a m the Talenta Plains, using the
T h e greatest tools with w h i c h half-elves have effected great reptiles o f that land as mounts, quarry, and herd
change in Khorvaire are their dragonmarked houses, stock. Occasionally the halflings assemble at c a m p s
House Lyrandar and House M e d a n i . W i t h the M a r k or cities for trade and news. Although a few half-
o f Storms and its airships, House Lyrandar is one of ling tribes exist beyond the Talenta Plains, they are
the houses most vital to the functioning o f civiliza- typically nomadic and don't greatly resemble their
tion in Khorvaire. House Medani's M a r k o f Detection Talentan kin. Individual halflings, on the other hand,
m e a n s that m a n y o f its m e m b e r s find vocations as live within most cultures, occupying positions on vir-
gatherers and purveyors o f valuable information. tually every tier o f society.

DRAGONMARKED HOUSES
Halflings that b e a r the M a r k o f Hospitality are often
m e m b e r s o f House G h a l l a n d a . Halflings that have
the m a r k frequently m a n a g e i n n s and taverns. T h e
m a r k m a k e s the halflings a reliable source from
w h i c h to obtain food, water, and shelter. As a tradi-
tionally n o m a d i c race, halflings claim to understand
the i m p o r t a n c e o f occasional luxuries better t h a n
anyone. Halflings are also k n o w n for the M a r k
o f Healing, w h i c h earns t h e m the respect o f most
Khorvairians.
HALF-ORCS HUMANS
Half-ores are u n c o m m o n , and they usually live in For good or ill, h u m a n s are the d o m i n a n t race on
primitive c o m m u n i t i e s and secluded regions. Such K h o r v a i r e and the most n u m e r o u s on Sarlona.
areas afford half-ores the opportunity to'be judged Adaptable and ambitious, h u m a n s have defined his-
on merit rather t h a n blood, which the inhabitants o f tory in the recent age, and wherever Eberron's fate
more civilized places often regard as tainted. goes in the future, h u m a n i t y will undoubtedly b e the
guiding force.
BACKGROUND AND HISTORY
Like most hybrid races, half-ores have one o f two BACKGROUND AND HISTORY
types o f origins. S o m e half-ores are the offspring of H u m a n i t y first arose on Sarlona. History fails to
ore and h u m a n parents. Although such c o m m i n g l i n g recount which o f the continent's m a n y disasters first
is u n c o m m o n and sometimes taboo, it occurs fre- inspired h u m a n s to leave, but leave they did, setting
quently in the wilder reaches o f the continent. O t h e r out in primitive ships. T h e earliest explorers crossed
half-ores are the result o f interbreeding that o c c u r r e d the Sea of Rage, arriving in what are now the Lhaz-
generations ago. Such half-ores often form their own aar Principalities and Q'barra. Later expeditions
tribes and c o m m u n i t i e s . traveled east across the B a r r e n Sea, landing in the
T h e first half-ores appeared shortly after h u m a n D e m o n Wastes, the Eldeen R e a c h e s , and the Shadow
immigrants from Sarlona landed in western and M a r c h e s . Few o f those colonies survived.
northwestern Khorvaire, where ores were already O n c e it established a foothold in Khorvaire,
living. A little-known legend claims that the Gate- h u m a n i t y could not be stopped. Ragged b a n d s o f
keeper druids arranged pairings o f h u m a n s and ores explorers and pilgrims advanced across the conti-
to determine i f the offspring would prove superior to nent, and settlements emerged. Towns b e c a m e cities
the constituent races, and thus be qualified to carry and cities formed nations before finally coalescing
on druidic traditions. Half-ores never spread through- into the Kingdom o f Galifar. T h e kingdom lasted for
out Khorvaire to the extent that half-elves did due to centuries until finally the Last W a r c a m e , crippling
their lower n u m b e r s and to social prejudices against h u m a n i t y with over a century o f warfare. Today,
them. To this day, m e m b e r s o f m a n y races regard h u m a n s still control most o f Khorvaire, although the
half-ores and ores in the s a m e w a y - a s more beast peace between their nations is tenuous.
than person.
Like half-elves, half-ores follow whatever religion HUMAN LANDS
is dominant in their region. In the Shadow Marches, H u m a n s claim most o f Khorvaire. H u m a n popula-
they might follow the druidic faith o f the Gatekeepers tions dominate the Five Nations and the Lhazaar
or be part of a Khyber cult. Principalities. M a n y h u m a n c o m m u n i t i e s also thrive
in Q'barra, portions of the Eldeen R e a c h e s , and the
HALF-ORC LANDS Shadow M a r c h e s . Sarlona, humanity's birthplace, is
Half-ores live primarily in western Khorvaire, mostly no longer governed by h u m a n s since the rise o f the
in tribes in the Shadow M a r c h e s . T h e y also appear Inspired o f Riedra. Nonetheless, h u m a n s still m a k e
in the Eldeen Reaches, in D r o a a m , and sporadically up the majority o f the population. Most o f Khorvaire's
in the D e m o n W a s t e s . Half-ores do not represent the h u m a n s care little about Sarlona or the other conti-
dominant race in any region; ores or h u m a n s out- nents, and few even know that Sarlona is the land of
number them. their forebears.
A portion o f the half-ore population in Darguun
is enslaved. T h e s e slaves are descendants of half-ores DRAGONMARKED HOUSES
that hobgoblins b r e d in an effort to produce more H u m a n s b e a r m o r e dragonmarks t h a n any other
efficient soldiers. race, although no one knows why. Perhaps it is
b e c a u s e h u m a n s are somehow important to the Dra-
DRAGONMARKED HOUSES conic Prophecy, or maybe it is simply because there
Half-ores would be easily dismissed were it not for are m o r e o f t h e m . T h e h u m a n d r a g o n m a r k e d houses
House T h a r a s h k . Although h u m a n s comprise most o f and their associated dragonmarks include House
the house, T h a r a s h k also boasts m a n y half-ores, a few C a n n i t h with the Mark o f M a k i n g , House O r i e n with
o f whom have developed the M a r k of Finding. T h e the M a r k o f Passage, House D e n e i t h with the M a r k
house even counts full-blooded ores among its ranks. o f Sentinel, and House Vadalis with the M a r k o f
Handling. House T h a r a s h k has the M a r k o f Finding
and includes both h u m a n s and half-ores.

CHAPTER 2 I Races
SHIFTERS TlEFLINGS
Called " w e r e t o u c h e d " by many, shifters are among W i t h blood tainted by the diabolical pacts o f their
Eberron's most distrusted and persecuted races. ancestors, tieflings r e m a i n one o f the most enigmatic
People often hate and fear shifters for their bestial o f the races o f Eberron. S o m e have truly b r o k e n free
natures, yet some shifters are able to find acceptance of the shackles o f their heritage and seek to right the
within groups o f open-minded individuals. ancient wrongs that birthed t h e m , while others con-
tinue the schemes o f their infernal ancestors.
BACKGROUND AND HISTORY
Shifters descended from the intermingling o f h u m a n s BACKGROUND AND HISTORY
and lycanthropes. No one knows w h e n they originally Most o f Eberron's tieflings arose from the corrupted
appeared, for at first, they were m i s t a k e n for lycan- bloodlines o f the Sarlonan nation o f O h r Kaluun.
thropes in h u m a n or hybrid form. Only w h e n the A culture steeped in a r c a n e lore and obsessed with
race grew m o r e numerous did other races recognize eldritch knowledge, m a n y o f its leading citizens
t h e m as a distinct people. entered into pacts with devils. W h a t they sought
Recognition o f the race did not include acceptance, knowledge, power, and immortalitywas secondary
though. O t h e r races are uncomfortable around shift- to any consequences their descendants might face.
ers due to their predatory natures and vaguely bestial W h e n the Inspired sought to wipe out unauthorized
appearance. M a n y believe that shifters are essentially magic from Sarlona, O h r Kaluun fell, but not before
the same as lycanthropes. In fact, the C h u r c h o f the m a n y tieflings fled to other lands.
Silver Flame's war against lycanthropes resulted Some tieflings follow in the traditions o f their
in the death o f m a n y shifters as well as actual ancestors and worship devils, while others j o i n
lycanthropes. Khyber cults or pay homage to the D a r k Six. Those
Treatment o f shifters depends largely on where tieflings who rebel against their past often revere the
they are located. A m o n g u r b a n populations, shift- Sovereign Host or the Silver F l a m e , or follow various
ers might b e accepted as j u s t more exotic travelers druidic traditions.
passing through. Should shifters appear in larger
numbers, however, a community's citizens might TIEFLING LANDS
b e c o m e suspicious. I n rural environments, shifters M a n y tieflings who fled O h r Kaluun went to Khor-
are rarely tolerated. vaire. T h e largest population o f tieflings founded the
A few shifters, particularly those attempting to Venomous D e m e s n e in the D e m o n Wastes, but tief-
assimilate into other c o m m u n i t i e s , grant devotions to ling populations also survive in the Shadow M a r c h e s ,
the Sovereign Host, particularly Balinor and Boldrei. D r o a a m , the Eldeen Reaches, and even rural parts of
Others worship the Traveler or the D a r k Six. Most Aundair.
shifters, however, follow druidic sects or revere the
primal spirits.
DRAGONMARKED HOUSES
Tieflings have no dragonmarked house, and there are
SHIFTER LANDS no records o f any tiefling developing a dragonmark.
Although a few shifter c o m m u n i t i e s exist, the race
controls no large regions in Khorvaire. T h e largest
shifter population dwells in the Eldeen R e a c h e s .
SUPPORTING CAST
Otherwise, shifters reside in only the wildest regions Eberron boasts a variety o f races beyond those
of h u m a n o i d nations, eking out livings as hunters and already described. O t h e r races that might play a role
trappers or working as guides, trackers, or scouts. in a c a m p a i g n are described here.
In the ice-covered reaches o f Sarlona's Tashana
Tundra, ancestral h o m e of Eberron's lycanthropes, GENASI
the shifters have carved out their own nations. These Genasi are extremely rare in Eberron, and although
t h r e e nations are essentially groups o f united tribes. theories regarding their origins abound, even the
T h e struggle to survive in that land has prevented genasi c a n n o t say how their race c a m e to exist. O n e
shifters from exercising any significant influence r u m o r has it that genasi were once explorers of
beyond its borders. another raceperhaps dwarveswho were caught in
a volcanic eruption o f the Fist o f Onatar, in the Iron-
DRAGONMARKED HOUSES root Mountains. T h e force o f the explosion, fueled by
Shifters have no dragonmarked houses, and the dragonshards deep b e n e a t h the lava, changed these
appearance o f dragonmarks among their kind is rare. beings from what they once were into genasi. O t h e r
Most shifters never m e e t one o f their kind who bears stories tell that genasi are originally inhabitants o f the
a dragonmark. Elemental Chaos, drawn into the world through the
violence o f an elemental storm. S o m e arcanists hold

CHAPTER 2 I Races
that genasi are the creations o f the powerful wizards Although goblins might acknowledge the existence
o f the A r c a n e Congress, e x p e r i m e n t a l beings who o f the gods, they do not worship t h e m .
escaped from their exhibit in the Floating Towers o f
A r c a n i x . T h e r e are also those who c l a i n j that genasi KOBOLDS
are nothing m o r e t h a n random genetic mutations
Goblins have a militant and imperious nature; ores
appearing a m o n g the offspring o f humanoids who practice savage and tribal ways. Kobolds, on the
have had prolonged exposure to the malign influence other hand, seem to have no particular way at all. As
of Khyber. W h a t e v e r their origin, few genasi live in individuals, they have a n array o f motivationsgreed,
Eberron. faith, patriotism, hungeryet no singular cultural
Although rumors speak o f the existence of a genasi identity drives their race. Or at least, there isn't one
village in the wilds o f the Eldeen R e a c h e s , genasi that the civilized humanoids o f Khorvaire have b e e n
have no territories o f their own. Most dwell on the able to identify.
fringes o f h u m a n c o m m u n i t i e s , avoiding their neigh- Small kobold tribes live in most mountainous or
bors. T h e people o f Eberron are familiar enough with j u n g l e regions, but few sizable populations exist. T h e
magic that they don't hate or mistrust genasi, but largest kobold population dwells in Shaarat Kol in
neither are they comfortable around the strange and D r o a a m . Large kobold tribes are also prevalent in the
clearly unnatural beings. jungles o f Q'barra and in the D e m o n W a s t e s . Kobolds
c o m e into conflict with other races most frequently
GNOLLS in the mountains o f Zilargo, where they battle against
Although most o f Eberron's gnolls are the ravenous, gnomes. Scholars believe that a large kobold popula-
demon-worshiping creatures o f c a m p f i r e stories, a tion exists on the continent o f Argonnessen, but no
small n u m b e r have risen above their chaotic, bestial one c a n say for certain.
natures. Called the Znir Pactnamed for the location
in D r o a a m where they abandoned their demonic MlNOTAURS
overlordthese gnolls b a n d e d together in a small but A few clans o f minotaurs live in the wilder regions
remarkably stable gnoll nation. T h e group is strong o f Khorvaire, Sarlona, and Xen'drik, but the greater
enough to retain its independence, and the gnolls part o f Eberron's minotaurs inhabit D r o a a m . They
earn healthy sums o f m o n e y serving as m e r c e n a r i e s , are found within most o f that region's major com-
trackers, and raiders for the warlords o f D r o a a m or munities. T h e minotaur warlord R h e s h Turakbar
anyone outside the borders o f that nation who c a n also c l a i m s several territories in the region. Although
pay appropriately. Turakbar's minotaurs are violent demon-worshipers,
Typical gnolls still worship the d e m o n known as m a n y o f Droaam's other minotaurs have personali-
the Beast o f Butchery. T h e s e gnolls mostly live in the ties and beliefs more agreeable to other races. House
D e m o n Wastes, although sizable tribes also appear T h a r a s h k and the militias o f D r o a a m respect mino-
in the Eldeen R e a c h e s , the Shadow M a r c h e s , and in taurs for their strength and their sense o f honor and
portions o f D r o a a m not occupied by the Znir Pact use t h e m as m e r c e n a r i e s .
gnolls.

ORCS
GOBLINS O n e o f the first humanoid races to inhabit Khorvaire,
Before the rise o f h u m a n s on Khorvaire, goblin tribes orcs reside all across the western h a l f o f the conti-
had established what was then the largest unified nent. They dwell on the outskirts o f h u m a n nations,
empire on Khorvaire. Disciplined hobgoblins ruled with the exception o f a few that live in the major
the D h a k a a n i Empire, breeding goblins and bugbears cities where they have b e e n accepted. Most orcs live
as slaves, laborers, and warriors. W e a k e n e d by the in primitive tribes in the Eldeen R e a c h e s , the D e m o n
usual infighting, the empire fell swiftly to the advanc- Wastes, the Shadow M a r c h e s , D r o a a m , and the wilds
ing wave o f humanity. of the M r o r Holds.
Today, goblin tribesparticularly h o b g o b l i n s - W h e n most o f Khorvaire's people think o f orcs,
rule the militant nation o f D a r g u u n . M a n y goblins they imagine savage, barbarous raiders, slaughtering
see D a r g u u n as the D h a k a a n i E m p i r e r e b o r n . c o m m u n i t i e s in the n a m e s o f evil deities. And indeed,
Goblin, hobgoblin, a n d b u g b e a r tribes exist in m a n y m a n y ore tribes fit that description. Others, however,
other regions, particularly in D r o a a m . V a l e n a r con- are disinclined to mindless violence. T h e Gatekeeper
tains a small population o f hobgoblins that work as druidic tradition arose among the orcs o f Eldeen, and
serfs or live in the impoverished outskirts o f villages. orcs who dwell in or n e a r h u m a n nations often m a k e
Rumors also tell o f primitive goblin tribes that dwell concerted efforts to adopt m o r e civilized lifestyles.
in X e n ' d r i k . House T h a r a s h k includes orcs within its ranks, and
M a n y goblins work as m e r c e n a r i e s for h u m a n in the c o m m u n i t i e s o f the Shadow M a r c h e s , orcs and
nations and the dragonmarked houses. h u m a n s live together.

CHAPTER 2 | Races
EBERRON IS a world o f magic and wonder,
o f intrigue and suspense, o f pulp adventure and noir
mystery. Its heroes are a diverse lot, tied to the des-
tiny and the prophecy o f the world. Each o f the races,
the paragon paths, and the classes o f the Players
Handbook and Player's Handbook 2 has a place within
the world o f Eberron. E a c h has the potential to create
a hero or a villain to advance the story o f the world.
T h e EBERRON Players Guide expands the n u m b e r o f
classes and paragon paths available to characters.
This chapter includes the following sections.
A r t i f i c e r : A r c a n e leaders who imbue magic into
weapons, armor, and constructs. Artificers are mas-
ters of both a l c h e m i c a l compounds and m u n d a n e
tools, using rods, staffs, and wands to e n h a n c e their
abilities. They excel at concocting infusions to bolster
their allies. Artificers' m e c h a n i c a l constructs, ani-
mated with elemental force or a r c a n e compounds,
dart across the battlefield at their masters' direction.
P a r a g o n P a t h s : A host o f advancement options
for characters. T h e options for artificers include the
battlefield engineer and the clockwork engineer. New
racial paragon paths are also introduced: Change-
lings might choose the c h a m e l e o n paragon path,
kalashtar might pursue the way o f the lightwalker,
and warforged could follow the warforged juggernaut
path. D r a g o n m a r k e d heroes c a n find a paragon path
associated with each o f the thirteen dragonmarked
houses; other options for other races and classes have
b e e n designed with the t h e m e s and flavor o f Eberron
in m i n d .
E p i c D e s t i n i e s : New destinies have b e e n cre-
ated for those characters who reach world-shifting
epic levels: a champion of prophecy learns his or
her i m p o r t a n c e in the grand scope of the Draconic
Prophecy; the dispossessed champion leads those
abandoned by history to a better future; the mourn-
ing savior sacrifices him- or herself in order to heal
the land; and a sublime f l a m e combats evil on the
path to a final j o i n i n g with the Silver F l a m e .

CHAPTER 3 | Classes
" MUM
ARTIFICER
^^BK^K ft

" I see the secret patterns of magic, and through the you are a n explorer who found your knowledge in the
items I carry, I can use that magic to protect you, forgotten places o f the world. W h a t e v e r the source o f
heal you or make you explode." your talents, a passion for the t e c h n i c a l components
o f magic drives you to perfect your art.
CLASS TRAITS W i t h a bandolier slung across your chest, you carry
Role: Leader. You channel arcane power into items that an arsenal of alchemical compounds, magic imple-
empower your allies and hinder your enemies. You ments, m u n d a n e materials, and tools. Your weapons,
lean toward controller as a secondary role. implements, and other gear are inscribed with runes
and mystic patterns. You m i x reagents, drink potions,
Power Source: Arcane. The cryptic formulas of arcane
and craft items. You use your knowledge to infuse
magic and the complex recipes of alchemy appeal to
yourself and your allies with arcane power. A n d one
you. You also know a great deal about magic items.
day, your magical skills will carry you into legend.
Key Abilities: Intelligence, Constitution, Wisdom

Armor Proficiencies: Cloth, leather ARTIFICER CLASS FEATURES


W e a p o n Proficiencies: Simple melee, simple ranged Artificers have the following class features.
Implements: Rods, staffs, wands
Bonus to Defense:+1 Fortitude,+1 Will
ARCANE EMPOWERMENT
Your study of magic has given you the ability to
Hit Points at 1st Level: 12 + Constitution score
manipulate the a r c a n e energy contained within
Hit Points per Level Gained: 5
items. You begin each day with the ability to
Healing Surges per Day: 6 + Constitution modifier
empower a magic item, and you gain one additional
Trained Skills: Arcana. From the class skills list below,
arcane e m p o w e r m e n t for each milestone you reach.
choose four more trained skills at 1st level.
You must spend a short rest with an item in order to
Class Skills: Arcana (Int), Diplomacy (Cha), Dun-
empower it. You c a n empower an item in two ways.
geoneering (Wis), Heal (Wis), History (Int),
I m p a r t E n e r g y : You recharge the daily power o f a
Perception (Wis), Thievery (Dex)
magic item. A n item c a n b e recharged only once j>er
day in this way.
Class Features: Arcane Empowerment, Arcane Reju-
A u g m e n t E n e r g y : You infuse a weapon or an
venation, Healing Infusion, Ritual Casting
implement with a reservoir o f energy that lasts
until the end o f your next extended rest or until it
Artificers treat mastery o f magic like a t e c h n i c a l skill.
is expended. T h e wielder of the implement or the
They see patterns in energy and matter, and they
weapon can use a free action after m a k i n g an attack
understand how to manipulate the flow o f magic in
roll to expend the reservoir o f energy to gain a +2
and around objects and creatures. Artificers chan-
bonus to that attack roll. A n implement or a weapon
nel energy into items using magical components,
can be augmented only once per day in this way.
diagrams, and complex chains o f sigils. Their skills let
t h e m assemble a magic device for any situation.
As an artificer, you might be a formal student of ARCANE REJUVENATION
magic who b e c a m e interested in artifacts and a r c a n e Before combat, an artificer spends time infusing
items. Alternatively, you could b e a tinkerer who his or her allies' magic items with curative energy.
devised magic tools in a musty basement. Or perhaps W h e n e v e r one o f the artificer's allies uses a magic

Characteristics: Your powers combine area and ranged industry and to Aureon for his favor of arcane knowledge.
attacks to impede foes while bolstering allies. Your spells Many artificers also respect the innovation and creativity
deal moderate damage, and you have powers that heal that the Traveler represents.
and augment the attacks and the defenses of your com- Races: Humans of House Cannith comprise the largest
panions. You can also create magical artifices that can aid contingent of artificers in Eberron. Artificers also count
you over the course of a battle. the gnome shipwrights of Zilargo and the dwarf smiths
Religion: Artificers favor knowledge over faith; only of the Mror Holds among their number. Sometimes war-
a few artificers worship a specific deity. Artificers some- forged become artificers in an attempt to understand their
times pay homage to Onatar for his influence on craft and creation.

CHAPTER 3 [ Classes
item's daily power, that ally absorbs the energy and
gains t e m p o r a r y hit points equal to o n e - h a l f your
level + your Intelligence modifier.

HEALING INFUSION
You c a n create h e a l i n g infusions for later use. At the
end o f a n e x t e n d e d rest, you c r e a t e two h e a l i n g infu-
sions that last until the e n d o f your n e x t e x t e n d e d
rest. At 1 6 t h level, you instead create t h r e e h e a l i n g
infusions.
You d e t e r m i n e the effect o f a healing infusion
at the t i m e you use the power, not at the t i m e you
create it. W h e n you use a H e a l i n g Infusion power,
you e x p e n d one o f the infusions you c r e a t e d during
your last e x t e n d e d rest. D u r i n g a short rest, you or a n
ally c a n spend a h e a l i n g surge to replenish one o f the
infusions e x p e n d e d .

Healing Infusion: Artificer Feature

Curative Admixture
You use the magic of your infusion to heal the wounds of your
target.
Encounter (Special) Arcane, Healing
Minor Action Close burst 5
(10 at 11th level, 15 at 21 st level)
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing
surge value + your Wisdom modifier, and you expend an
infusion crafted with your Healing Infusion class feature.
Level 6: Healing surge value + your Wisdom modifier + 2.
Level 1 1: Healing surge value + your Wisdom modifier + 4.
Level 16: Healing surge value + your Wisdom modifier + 6.
Level 2 1 : Healing surge value + your Wisdom modifier + 8.
Level 26: Healing surge value + your Wisdom modifier + 1 0 .
Special: You can use two Healing Infusion powers per
encounter, but only one per round. At 16th level, you can
use three Healing Infusion powers per encounter, but
only one per round.

Healing Infusion: Artificer Feature

Resistive Formula
You channel the energy of your infusion into your target's ar
mor. providing lasting protection.
Encounter (Special) Arcane
Minor Action Close burst 5
(10 at 11 th level, 15 at 21 st level)
Target: You or one ally in burst
Effect: The target gains a +1 power bonus to AC until the
end of the encounter, and you expend an infusion crafted
with your Healing Infusion class feature. The target can
end the bonus as a free action to gain temporary hit
points equal to its healing surge value + your Constitu-
tion modifier.
Level 11: Temporary hit points equal to the target's healing
surge value + twice your Constitution modifier.
Level 2 1 : Temporary hit points equal to the target's healing
surge value + three times your Constitution modifier.
Special: You can use two Healing Infusion powers per
encounter, but only one per round. At 16th level, you can
use three Healing Infusion powers per encounter, but
only one per round.
RITUAL CASTING your highest ability score, because it determines the
You gain t h e Ritual Caster feat as a b o n u s feat, accuracy and potency o f your attack powers. Constitu-
allowing you to use m a g i c a l rituals (see C h a p t e r tion helps augment your spells' damage and defense
boosts, so it should be your second highest ability. A
10 o f the Player's Handbook). You own a ritual book,
good W i s d o m score c a n help bolster your W i l l and
and it c o n t a i n s the following rituals that you have
support any powers you take outside your specialty.
m a s t e r e d : B r e w Potion, D i s e n c h a n t M a g i c Item,
Suggested Feat: Alchemy
E n c h a n t M a g i c Item, and M a k e W h o l e . In addi-
S u g g e s t e d Skills: A r c a n a , Heal, History, Percep-
tion, you c a n use D i s e n c h a n t M a g i c Item without
tion, Thievery
expending components.
S u g g e s t e d A t - W i l l P o w e r s : aggravating force,
static shock
IMPLEMENTS AND WEAPONS S u g g e s t e d E n c o u n t e r P o w e r : burning weapons
Artificers m a k e use o f rods, staffs, and wands to help S u g g e s t e d D a i l y P o w e r : icebound sigil
c h a n n e l and direct their spells. W h e n you wield a
magic rod, a magic staff, or a magic wand, you c a n
ARTIFICERS AND SUMMONING
add its e n h a n c e m e n t bonus to the attack rolls and
T h e artificer a n i m a t e s objects and creates constructs.
damage rolls o f artificer powers and artificer paragon
M a n y o f these creations follow the same rules as
path powers that have the implement keyword. W i t h -
s u m m o n e d creatures. W h e n an artificer animates
out an implement, you can still use these powers.
an object, he or she s u m m o n s an elemental spirit
S o m e artificer powers use a ranged weapon.
and binds it to that object. T h e binding process also
W h e n an artificer m a k e s an attack using a thrown
requires a bit o f the artificer's own vitality. I f the con-
weapon, that weapon returns to the artificer as i f it
struct is destroyed before the end of the encounter
were magical, even i f it is not.
or before the artificer dismisses it, the destruction
takes a toll on the artificer. For this reason, an arti-
CREATING AN ARTIFICER ficer's s u m m o n i n g is limited in both duration and
Two artificer builds are presented here: the battle- frequency.
smith and the tinkerer. T h e tinkerer creates a r c a n e
constructs, while the battlesmith infuses weapons SUMMONING
and a r m o r with magic. All artificers rely on Intel- Powers that have the s u m m o n i n g keyword bring
ligence to create and control their spells. In addition, creatures from elsewhere, often other planes, to serve
W i s d o m helps you a n i m a t e constructs, while Consti- you in a variety o f ways.
tution focuses your magic in n o n a n i m a t e items.

SUMMONED CREATURE
TINKERER ARTIFICER A creature you summon uses these rules, unless a
Using whatever materials are on hand, you empower power description says otherwise.
weapons and armors and even create allies. You
Allied Creature: When you use a summoning
imbue each o f your creations with magic, elemental
power, you create a creature that is an ally to you
spirits, and a spark of life, giving it the power to per-
and your allies. The power determines where the
form a specific task. Your attack powers are based on
summoned creature appears.
Intelligence, so it should be your primary ability score.
Your Defenses: The summoned creature's defenses
Your second-best ability score should be W i s d o m ,
equal yours when you summon it, not including any
which e n h a n c e s the artifices and the constructs you
temporary bonuses or penalties to your statistics.
create. Other artificer powers rely on Constitution, so
that should be your third highest ability score. Hit Points: The summoned creature's maximum
Suggested Feat: Alchemy hit points equal your bloodied value. When the
S u g g e s t e d Skills: A r c a n a , Heal, History, Percep- summoned creature drops to 0 hit points, it is
tion, Thievery destroyed, and you lose a healing surge. If you have
S u g g e s t e d A t - W i l l P o w e r s : magic weapon, thun- no healing surges left, you instead take damage
dering armor equal to half your bloodied value.
S u g g e s t e d E n c o u n t e r P o w e r : spike wire No Healing Surges: The summoned creature lacks
S u g g e s t e d D a i l y P o w e r : obedient servant healing surges, but if a power allows it to spend a
healing surge, you can spend a healing surge for it.
BATTLESMITH ARTIFICER The summoned creature then gains the benefit of
You weave strands o f magic and thread t h e m into the healing surge, instead of your gaining it.
items and allies. W i t h these infusions, weapons Speed: The summoning power determines the
b e c o m e stronger, a r m o r b e c o m e s tougher, and allies summoned creature's speed.
b e c o m e more durable. You should m a k e Intelligence

CHAPTER 3 | Classes
Commanding the Creature: The summoned crea- Magic Weapon Artificer Attack 1
ture has no actions of its own; you spend actions Your attack issues a hurst of magical energy that enhances the
to command it mentally. You can command the weapons of allies close to you.
creature only if you have line of effect to it. When At-Will Arcane, W e a p o n
you command the creature, the two of you share Standard Action Melee or Ranged weapon
knowledge but not senses. Target: One creature
As a minor action, you can command the Attack: Intelligence + 1 vs. AC
Hit: 1 [ W ] + Intelligence modifier damage, and each ally
summoned creature to take one of the follow-
adjacent to you gains a +1 power bonus to attack rolls
ing actions, if it is physically capable of taking that
and a bonus to damage rolls equal to your Constitution
action: crawl, escape, fly, open or close a door or a or your Wisdom modifier until the end of your next turn.
container, pick up or drop an item, run, stand up, Level 2 1 : 2[W] + Intelligence modifier damage, and a +2
shift, squeeze, or walk. power bonus to attack rolls.
The summoning power determines any
special commands you can give the summoned Static Shock Artificer Attack 1
creature and gives an action type for each com- You imbue your opponent with a crackling arcane charge, hin-
mand. If a special command is a minor action, you dering the potency of its next attack.
can give that command only once during each of At-Will Arcane, Implement, Lightning
your turns. Standard Action Melee or Ranged 5
Target: One creature
Attacks and Checks: If a summoning power
Attack: Intelligence vs. Reflex
allows the summoned creature to attack, you make
Hit: 1 d8 + Intelligence modifier lightning damage. The
an attack through the creature, as specified in the next attack the target makes before the end of your
power description. If the summoned creature can next turn takes a penalty to the damage roll equal your
make a skill check or an ability check, you make Constitution modifier.
the check. Attacks and checks you make through Level 2 1 : 2d8 + Intelligence modifier lightning damage.

the creature do not include temporary bonuses or


penalties to your statistics. Thundering Armor Artificer Attack 1

Duration: Unless the summoning power states Thunder ripples outward from your implement, coalescing
around you or an ally before focusing its might on a nearby
otherwise, the summoned creature lasts until the
enemy.
end of the encounter and then disappears. As
At-Will Arcane, Implement, Thunder
a minor action, you can dismiss the summoned
Standard Action Close burst 10
creature.
Primary Target: You or one ally in burst
Effect: The primary target gains a +1 power bonus to AC
ARTIFICER POWERS until the end of your next turn. Make an attack.
Secondary Target: One creature adjacent to the primary
You c a r r y esoteric reagents and materials. I f you
target in burst
don't have what you n e e d , you t r a n s m u t e m u n d a n e Attack: Intelligence vs. Fortitude
materials into c o m p o n e n t s . Each day, you craft, Hit: 1 d8 + Intelligence modifier thunder damage, and you
imbue, and prepare t h e objects and c o m p o u n d s you push the secondary target 1 square away from the primary
n e e d for your a r c a n e powers, w h i c h a r e called spells. target.

Many artificers refer to spells that instill magic in Level 27: 2d8 + Intelligence modifier thunder damage.

objects as "infusions."
LEVEL 1 ENCOUNTER SPELLS
LEVEL 1 AT-WILL SPELLS
Burning Weapons Artificer Attack 1

Aggravating Force Artificer Attack 1 Flames dance across the weapons that you and your comrades
wield.
When your infused weapon strikes an enemy, the weapon un-
leashes a force that rattles the foe. Encounter Arcane, Fire, W e a p o n
Standard Action Melee or Ranged weapon
At-Will Arcane, Force, W e a p o n
Target: One creature
Standard Action Melee or Ranged weapon
Attack: Intelligence vs. AC
Target: One creature
Hit: 1 [ W ] + Intelligence modifier fire damage. Until the
Attack: Intelligence vs. AC
end of your next turn, you and any ally within 2 squares
Hit: 1 [ W ] + Intelligence modifier force damage, and the
of you deals extra fire damage equal to your Constitution
next ally to attack the target before the end of your next
modifier with weapon or fire attacks.
turn gains a +2 power bonus to the attack roll.
Level 2 1 : 2[W] + Intelligence modifier damage.

CHAPTER 3 | Classes
Scouring Weapon Artificer Attack 1 Life-Tapping Darts Artificer Attack 1
You infuse your weapon with acid, momentarily corroding vour You launch magical darts at an ally and a foe. The dart that
opponent's defenses. strikes the foe transfers vitality to your comrade in a golden
Encounter Acid, Arcane, W e a p o n flash.
Standard Action Melee or Ranged weapon Daily Arcane, Implement
Target: One creature Standard Action Ranged 10
Attack: Intelligence vs. AC Target: One creature
Hit: 2 [ W ] + Intelligence modifier acid damage, and the Attack: Intelligence vs. Reflex
target takes a -2 penalty to AC until the end of your next Hit: 2d10 + Intelligence modifier damage, and one ally
turn. within 10 squares of you gains 10 temporary hit points.
Miss: Half damage, and one ally within 10 squares of you
gains 5 temporary hit points.
Shielding Cube Artificer Attack 1
You direct a minute cube covered in runes into the fray. Al-
though small, the cube contains a force that bashes foes and Obedient Servant Artificer Attack 1
shields allies. You in/use a construct with an elemental animus and then
Encounter 4- Arcane, Force, Implement throw it info the fray to aid vour allies.
Standard Action Ranged 10 Daily Arcane, Implement, Summoning
Target: One creature Minor Action Ranged 5
Attack: Intelligence vs. Reflex Effect: You create a Medium obedient servant in an unoc
Hit: 2d6 + Intelligence modifier force damage. cupied square within range. The servant has speed 6.
Effect: Until the end of your next turn, any ally gains a +1 Any marked enemy that starts its turn adjacent to the
power bonus to AC while adjacent to the target. servant takes damage equal to your Wisdom modifier.
You can give the obedient servant the following special
commands.
Spike Wire Artificer Attack 1
Standard Action: Melee 1 or Ranged 5; targets one
You throw a bundle of barbed wire that bites into your enemy's
creature; Intelligence + 2 vs. AC; 1 d10 + Intelligence
flesh, digging deeper and deeper.
modifier damage.
Encounter Arcane, Force, Implement Opportunity Attack: Melee 1; targets one creature;
Standard Action Ranged 10 Intelligence + 2 vs. AC; 1d10 + Intelligence modifier
Target: One creature damage, and the target is marked until the end of your
Attack: Intelligence vs. Fortitude next turn.
Hit: 1 d8 + Intelligence modifier force damage. Until the
end of your next turn, any attack deals extra damage to
the target equal to your Wisdom modifier. LEVEL 2 UTILITY SPELLS

LEVEL 1 DAILY SPELLS Arcane Springboard Artificer Utility 2

Infusing a small square of prepared cloth with arcane energy,


you create a bouncy surface that launches any who step on it.
Caustic Rampart Artificer Attack 1
Daily Arcane, Conjuration
You spill some liquid and infuse it with energy, creating a defen-
Standard Action Ranged 10
sive wall of acidic fumes.
Effect: You conjure an arcane springboard in a square with-
Daily Acid, Arcane, Conjuration, Implement in range. The springboard lasts until the end of your next
Standard Action Area wall 5 within 10 squares turn. You or any ally who enters the square can jump a
Effect: You conjure a wall of acidic fumes. The wall can be number of squares equal to your Wisdom modifier. The
up to 2 squares high and must rest on a solid surface, and distance jumped does not count toward a character's
it lasts until the end of your next turn. The wall is difficult movement. A character can benefit from this conjura-
terrain, and its squares are lightly obscured. Any creature tion's effect only once per turn.
that starts its turn within the wall or adjacent to it takes Sustain Minor: The conjuration persists.
acid damage equal to 1 d6 + your Intelligence modifier.
Sustain Minor: The wall persists.
Bolster Armor Artificer Utility 2
You touch some armor, causing it to glow as you enhance its
Icebound Sigil Artificer Attack 1 defenses.
By etching an arcane sigil upon a weapon, you infuse it with icy
Daily Arcane
cold, giving it the power to freeze foes.
Minor Action Melee touch
Daily Arcane, Cold Target: You or one ally
Minor Action Melee touch Effect: The target gains a +1 power bonus to AC. W h e n hit
Target: One weapon or implement by an attack, the target can end this bonus as a free ac-
Effect: Until the end of the encounter, any attack that uses tion to gain a +4 bonus to AC against that attack.
the target as a weapon or an implement deals extra cold
damage equal to your Constitution modifier.
As a free action, the target's wielder can end the effect
when he or she hits a creature. That creature is then im-
mobilized (save ends).

CHAPTER 3 | Classes
Reinforced Minion Artificer Utility 2 | | Force Infusion Artificer Attack 3
You send energy to bolster one of your artifices, helping it to Your attack binds energy within your foe's form. The magic
evade an attack that might otherwise have damaged it. reacts with concussive force each time you or an ally strikes the
Daily Arcane ^ creature.
Immediate Interrupt Close burst 5 Encounter 4 Arcane, Force, W e a p o n
Trigger: One of your summoned creatures within 5 squares Standard Action Melee or Ranged weapon
of you is hit by an attack Target: One creature
Effect: The triggering attack misses the summoned Attack: Intelligence vs. Fortitude
creature. Hit: 1 [ W ] + Intelligence modifier + Constitution modifier
force damage.
Effect: Until the end of your next turn, whenever any ally
Restorative Infusion Artificer Utility 2
hits the target with a melee attack, that ally pushes the
You infuse a comrade with a restorative compound. That ally
target 1 square.
can then redirect excess vitality to your other allies.
Daily Arcane
Lightning Sphere Artificer Attack 3
Minor Action Ranged 5
Target: You or one ally The small metal ball you roll atyour enemies bursts apart in an

Effect: The target gains 20 temporary hit points. As a explosion of lightning.


minor action, the target can transfer any number of these Encounter Arcane, Implement, Lightning
temporary hit points to an ally within 5 squares of him Standard Action Area burst 1 within 10 squares
or her. Target: Each enemy in burst
Attack: Intelligence vs. Fortitude

1 Swift Mender Artificer Utility 2 Hit: 1 d8 + Intelligence modifier lightning damage, and
the target grants combat advantage until the end of your
You empower a tiny construct tc zoom to an ally's aid.
next turn.
Encounter Arcane
Minor Action Ranged 5
Repulsion Strike Artificer Attack 3
Target: You or one ally
You empower your weapon to create afield of resistance around
Effect: The target makes a saving throw.
your enemy, hindering your foe's attacks.
Encounter Arcane, Force, W e a p o n
Use Magic Item Artificer Utility 2
Standard Action Melee or Ranged weapon
Your knowledge unlocks the power in a magic item without
Target: One creature
expending your own energy.
Attack: Intelligence vs. Reflex
Daily 4 Arcane Hit: 2 [ W ] + Intelligence modifier force damage, and the
Free Action Personal target takes a penalty to melee attack rolls equal to your
Effect: The next magic item daily power you use before the Constitution modifier until the end of your next turn.
end of your next turn does not count toward your limit of
magic item daily power uses.
LEVEL 5 DAILY SPELLS
LEVEL 3 ENCOUNTER SPELLS Corrosive Sigil Artificer Attack 5

Your sigil imbues a weapon or an implement with arcane acid.


Altered Luck Artificer Attack 3
Daily 4 Acid, Arcane
Your magic blasts an enemy and transfers its luck to a nearby
Minor Action Melee touch
ally.
Target: One weapon
Encounter Arcane, Implement Effect: Until the end of the encounter, any attack that uses
Standard Action Area burst 2 within 10 squares the target as a weapon deals ongoing 5 acid damage
Target: One creature in burst (save ends).
Attack: Intelligence vs. W i l l As a free action, the target's wielder can end the
Hit: 1d6 + Intelligence modifier damage, and the target effect when he or she hits a creature using the target in
takes a -2 penalty to saving throws until the end of your order to give that creature a penalty to AC equal to your
next turn. Constitution modifier (save ends).
Effect: One ally within the burst gains temporary hit points
equal to 5 + your Wisdom modifier and a +2 bonus to an
attack roll, a skill check, an ability check, or a saving throw
before the end of your next turn. The ally can use the
bonus after determining the result of a roll.

CHAPTER 3 | Classes ..
Dancing Weapon Artificer Attack 5 Healing Reserve Artificer Utility 6
Your weapon flies from your hand and harries one of your You channel arcane energy to assist an ally's healing.
enemies.
Daily 4 Arcane, Healing
Daily 4- Arcane, Summoning, W e a p o n Free Action Ranged 10
Minor Action Ranged 5 Trigger: An ally within 10 squares of you spends a healing
Requirement: You must be holding a melee weapon. surge to regain hit points
Effect: You throw a melee weapon you are holding into an Target: The triggering ally
unoccupied square within range. The weapon has speed Effect: The target does not expend the healing surge but
0 and fly 6 (hover). The weapon is considered to be a still gains its benefit. The target regains additional hit
Small creature. W h e n the dancing weapon drops to 0 points equal to your Wisdom modifier.
hit points, it is not destroyed, and you don't lose a heal-
ing surge. Instead, the weapon returns to your hand. The
Phantom Structure Artificer Utility 6
dancing weapon cannot open or close a door or contain-
er, or pick up or drop an item. You can give the dancing By arranging small objects in your hand, you create an ephem-
weapon the following special commands. eral structure made of magical force.
Minor Action: Melee 1 ; targets one creature; Daily 4 Arcane, Conjuration
Intelligence vs. AC; 1 [ W ] + Intelligence modifier damage. Standard Action Ranged 20
Opportunity Attack: Melee 1; targets one creature; Effect: Choose a square within range and another square
Intelligence vs. AC; 1 [W] + Intelligence modifier damage. within range and within 2 + your Intelligence modifier
squares of the chosen square. You create a phantasmal
bridge between the two squares that lasts until the end
Flameheart Defender Artificer Attack 5
of your next turn. The bridge connects the two chosen
You infuse a small construct with a volatile heart of elemental squares by the shortest path. The bridge has no height,
fire. and a creature can pass through a square containing the
Daily 4 Arcane, Fire, Implement, Summoning bridge as though it were normal terrain, even if it normal-
Standard Action Ranged 5 ly contains no terrain, difficult terrain, challenging terrain,
Effect: You create a Small flameheart defender in an unoc- or hindering terrain.
cupied square within range. The flameheart defender has Sustain Minor: The bridge persists.
speed 6. Any enemy adjacent to the flameheart defender
at the start of your turn is marked by it. You can give the
Regeneration Infusion Artificer Utility 6
flameheart defender the following special commands.
You imbue an ally's equipment with a steady flow of arcane
Standard Action: Melee 1 or Ranged 5; targets one
energy, which restores your friend's vigor.
creature; Intelligence + 2 vs. AC; 2d6 + Intelligence
modifier fire damage. Daily 4 Arcane, Healing
Opportunity Attack: Melee 1; targets one creature; Minor Action Close burst 10
Intelligence + 2 vs. AC; 2d6 + Intelligence modifier fire Target: You or one ally in burst; target must be bloodied
damage. Effect: The target gains regeneration equal to your
No Action: W h e n the flameheart defender drops to 0 Constitution modifier until the end of the encounter. As
hit points, it must make the following attack: Close burst 2; a minor action, the target can end the effect to spend a
targets each creature in burst; Intelligence vs. Reflex; 1d8 healing surge.
+ Wisdom modifier fire damage.

LEVEL 7 ENCOUNTER SPELLS


Predatory Shards Artificer Attack 5
On impact, your rune-inscribed projectile creates a cloud of Gale-Force Infusion Artificer Attack 7
magical shards to aggravate your enemies.
You infuse an ally's armor with the power of a violent
Daily 4 Arcane, Force, W e a p o n , Zone windstorm.
Standard Action Area burst 1 within weapon range
Encounter 4 Arcane, Implement
Target: Each enemy in burst
Standard Action Area burst 2 centered on an ally
Attack: Intelligence vs. AC
within 10 squares of you
Hit: 2[W] + Intelligence modifier damage.
Target: Each enemy in burst
Miss: Half damage.
Attack: Intelligence vs. Reflex
Effect: The burst creates a zone of magical shards that lasts
Hit: 1 d l 0 + Intelligence modifier damage, and you slide
until the end of the encounter. Any enemy that starts its
the target 2 squares.
turn within the zone takes 5 force damage.
Effect: The ally in the attack's origin square gains a power
bonus to AC equal to 2 + your Constitution modifier until
LEVEL 6 UTILITY SPELLS the end of your next turn.

Animate Helper Artificer Utility 6


You've crafted the perfect assistant for your task.
Encounter 4 Arcane
Free Action Personal
Effect: You gain a bonus to your next skill check before the
end of your turn equal to your Wisdom modifier.

CHAPTER 3 I Classes
Icy Weapons Artificer Attack 7
An icy wind imbues vour weapon with frost.
Encounter 4 Arcane, Cold, W e a p o n
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. A C
Hit: 1 [ W ] + Intelligence modifier cold damage, and the
target is slowed until the end of your next turn.
Effect: You and each ally adjacent to you deal extra cold
damage equal to your Constitution modifier with weapon
or cold attacks until the end of your next turn.

Runic Resistance Artificer Attack 7


Using your implement, you hurl a sigil-scribed sphere that blasts
your foes and shields your allies.
Encounter Arcane, Implement; Varies
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage. Choose a dam-
age type: acid, cold, fire, or lightning. The attack deals
damage of that type to each target.
Effect: Choose a damage type: acid, cold, fire, or lightning.
Each ally in the burst gains resistance equal to 5 + your
Wisdom modifier to that type until the end of your next
turn.

Vampiric Weapons Artificer Attack 7


You imbue your weapon with the power to drain life from your
enemies and transfer it to the weapons of your allies.
Encounter 4 Arcane, Healing, Necrotic, W e a p o n Lightning Motes Artificer Attack 9
Standard Action Melee or Ranged weapon Channeling arcane energy into a cloud of dust, you create light-
Target: One creature ning that ripples across your foes.
Attack: Intelligence vs. AC Daily 4 Arcane, Implement, Lightning
Hit: 1 |W| + Intelligence modifier necrotic damage. Each Standard Action Close burst 3
ally within 5 squares of you who deals damage with a Target: Each enemy in burst
weapon attack before the end of your next turn regains Attack: Intelligence vs. Reflex
hit points equal to 1 d6 + your Constitution modifier. A n Hit: 2d6 + Intelligence modifier lightning damage, and the
ally regains these hit points only once for each use of this target is dazed (save ends).
power. Each Failed Saving Throw: The target takes 5 lightning
damage.

LEVEL 9 DAILY SPELLS Aftereffect: The target takes ongoing 5 lightning damage
(save ends).
Miss: Half damage, and ongoing 5 lightning damage (save
Brittle-Skin Missile Artificer Attack 9 ends).
Your rune-scribed projectile calcifies flesh and causes your foe
to falter.
Radiant Sigil Artificer Attack 9
Daily 4 Arcane, W e a p o n
Brilliant light streams from the weaponyou imbue with radiant
Standard Action Ranged weapon
might and healing power.
Target: One creature
Attack: Intelligence vs. AC Daily 4 Arcane, Healing, Radiant

Hit: 2[W] + Intelligence modifier damage, and the target Minor Action Melee touch

is slowed and gains vulnerable 5 to melee attacks (save Target: One weapon or implement

ends both). Effect: Until the end of the encounter, any attack that uses
the target as a weapon or an implement deals radiant
damage. Whenever any attack power using the target
hits, the target's wielder regains hit points equal to your
Constitution modifier.
As a free action, the target's wielder can end the ef-
fect when he or she hits a creature. That creature is then
dazed (save ends). In addition, the wielder can spend a
healing surge and regain additional hit points equal to
your Constitution modifier.

CHAPTER 3 | Classes
Relentless Harrier Artificer Attack 9 Slick Concoction Artificer Utility 10
You grant animation to a nimble construct. You direct a magical liquid under your allies'feet, causing them
Daily 4- Arcane, Implement, Summoning to slip across the battlefield.
Standard Action Ranged 5 Encounter 4 Arcane
Effect: You create a Small relentless harrier in an unoc- Minor Action Close burst 3
cupied square within range. The relentless harrier has Target: Each ally in burst
speed 8. The relentless harrier's attacks deal 1 d6 extra Effect: You slide each target 5 squares. Each target gains a
damage to any creature granting combat advantage to it. +4 bonus to Reflex until the end of your next turn.
You can give the relentless harrier the following special
commands.
Standard Action: Melee 1; targets one creature;
LEVEL 13 ENCOUNTER SPELLS
Intelligence + 2 vs. AC; 1d8 + Intelligence modifier
damage, and the relentless harrier shifts 2 squares. Barbed Automaton Artificer Attack 13
Opportunity Attack: Melee 1 ; targets one creature; You hurl a small knot of barbed wire, which grows and springs
Intelligence + 2 vs. AC; 1d8 + Intelligence modifier to life, attacking your foes.
damage.
Encounter 4 Arcane, Conjuration, Implement
Standard Action Ranged 10
LEVEL 10 UTILITY SPELLS Effect: You create a barbed automaton in an unoccupied
square within range. The automaton occupies a square
and counts as an ally for the purpose of flanking. The au-
Dancing Shield Artificer Utility 10
tomaton lasts until the end of your next turn. Any enemy
A small metal sheaf unfolds into a medium-sized shield that that enters a space adjacent to the automaton or starts
floats near an ally and blocks incoming attacks. its turn there is subject to the following attack.
Daily 4 Arcane, Conjuration Attack: Intelligence vs. Reflex
Minor Action Ranged 5 Hit: 1d8 + Intelligence modifier + Wisdom modifier
Target: One ally damage.
Effect: You conjure a shield of metal and magic to protect
the target. The target gains a +4 power bonus to AC and
Energy Shroud Artificer Attack 1 3
Reflex until the end of the encounter or until you move
Afield of arcane energy surrounds you and your allies, lashing
the shield. As a minor action, you can move the shield to
at attackers.
a new target within range. That ally then gains the bonus
Encounter 4 Arcane, Force, Implement
Standard Action Close burst 2
Healing Figurine Artificer Utility 10
Primary Target: You and each ally in burst
You imbue a small/igure with life force, causing it to emit a Effect: Until the end of your next turn, any enemy that hits
golden aura that heals allies. or misses the primary target with a melee attack is sub-
Daily 4 Arcane, Healing, Summoning ject to the following attack.
Standard Action Ranged 5 Secondary Target: The attacking enemy
Effect: You create a Small healing figurine in an unoc- Attack: Intelligence vs. Reflex
cupied square within range. The healing figurine has Hit: 2d 1 0 + Intelligence modifier force damage.
speed 5. It has a +2 bonus to AC and to Fortitude. Any
ally who spends a healing surge while adjacent to the
Forceful Weapon Artificer Attack 1 3
figurine gains additional hit points equal to your Wisdom
You infuse a weapon with magic, making it deliver a greater
modifier. In addition, three times before the end of the
encounter, an ally adjacent to the healing figurine can use impact than its size suggests.

a minor action to make a saving throw and to regain hit Encounter 4 Arcane, W e a p o n
points as if he or she had spent a healing surge. You can Standard Action Melee or Ranged weapon
give the healing figurine the following special command. Target: One creature
Minor Action: The healing figurine administers first aid Attack: Intelligence vs. AC
to an ally adjacent to it. The figurine uses your Heal skill Hit: 2 [ W ] + Intelligence modifier damage, and you push
for the check. the target a number of squares equal to your Constitu-
tion modifier and knock it prone.

Sigil of Luck Artificer Utility 10


You imbue a weapon or an implement with a dose of luck and Positive Energy Infusion Artificer Attack 13

arcane energy. You channel arcane power into your enemy, using the creature
as a conduit for vitality.
Daily 4 Arcane
Minor Action Melee touch Encounter 4 Arcane, Healing, W e a p o n
Target: One weapon or implement Standard Action Melee or Ranged weapon
Effect: Until the end of the encounter, any attack that uses Target: One creature
the target gains a +1 power bonus to attack rolls and a Attack: Intelligence vs. AC
bonus to damage rolls equal to your Constitution modi- Hit: 2[W] + Intelligence modifier damage. Until the end
fier. As a minor action, the target's wielder can end the of your next turn, any ally who hits the target can spend
effect in order to remove an effect on him or her that a a healing surge and regain additional hit points equal to
save can end. your Constitution modifier.

CHAPTER 3 | Classes
LEVEL 1 5 DAILY SPELLS LEVEL 16 UTILITY SPELLS

Animate Arbalester Artificer Attack 15 I I Good Luck Charm Artificer Utility 16


Your crossbow glows briefly as you infuse it with elemental life You infuse a small object with luck.
force. The weapon then alights, moving as you will it.
Daily Arcane
Daily Arcane, Summoning, W e a p o n Standard Action Melee touch
Standard Action Ranged 5 Target: One object
Requirement: You must be holdings crossbow. Effect: You charge the target with luck that lasts until the
Effect: You throw a crossbow you are holding into an un- end of your next extended rest. Any ally who is holding
occupied square within range. The crossbow has speed or wearing the target can expend the charge to gain a
0 and fly 6 (hover). The crossbow is considered to be a bonus equal to your Wisdom modifier to his or her next
Small creature. W h e n the animate arbalester drops to 0 saving throw or skill check before the end of his or her
hit points, it is not destroyed, and you don't lose a heal- next turn.
ing surge. Instead, the crossbow returns to your hand.
The animate arbalester cannot open or close a door or
Iron-Hide Infusion Artificer Utility 16
container, or pick up or drop an item. You can give the
animate arbalester the following special command. You crush a bit of iron in your hand, infusing it with protective
magic. You then cast the dust onto your allies' armor.
Minor Action: Ranged 15/30; targets one creature;
Intelligence vs. AC; 2 [ W ] + Intelligence modifier damage. Encounter Arcane
Minor Action Close burst 5
Target: You and each ally in burst
Clockroach Swarm Artificer Attack 1 5
Effect: Each target gains a +4 bonus to AC until the end of
You unleash a horde of tiny constructs that swarm over and bite your next turn.
your foes. ~\
Daily Arcane, Implement, Zone
Protection from Elements Artificer Utility 16
Standard Action Close blast 5
You direct a vibrant ray of protective energy at an ally, granting
Target: Each enemy in blast
resistance to that comrade and to those around him or her.
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage, and ongoing 5 Daily Arcane
damage (save ends). Minor Action Ranged 5
Effect: You create a zone of tiny mechanical cockroaches Target: One ally
that lasts until the end of the encounter. Any enemy within Effect: Choose a damage type: acid, cold, fire, lightning, or
the zone grants combat advantage. thunder. The target gains resist 1 5 to that damage type
until the end of the encounter. In addition, while you or
any ally is adjacent to the target, you or that ally gains
Lightning Sigil Artificer Attack 1 5
resist 10 to the chosen damage type.
Pouring arcane power into a weapon or implement, you create a
crackling field that lashes at foes with tendrils of lightning.
Vorpal Edge Artificer Utility 16
Daily Arcane, Lightning
The deadly parts of the weapon you touch become suffused with
Minor Action Melee touch
magic, making them sharper and deadlier.
Target: One weapon or implement
Effect: Until the end of the encounter, any attack that uses Daily Arcane
the target as a weapon or an implement deals extra light- Minor Action Melee touch
ning damage equal to 5 + your Constitution modifier. Target: One melee weapon
As a free action, the target's wielder can end the ef- Effect: Until the end of the encounter, attacks with the
fect when he or she hits a creature. That creature is then target score critical hits on rolls of 18 or higher.
dazed (save ends).

LEVEL 17 ENCOUNTER SPELLS


Stalwart Defender Artificer Attack 1 5
You animate a small construct covered in armored plates. Earth's Embrace Artificer Attack 1 7
Daily Arcane, Implement, Summoning You transpose a glowing rune of force onto an ally's armor
Standard Action Ranged 5 and send that ally skating across the battlefield, crashing into
Effect: You create a Small stalwart defender in an unoc- nearby foes.
cupied square within range. The stalwart defender has
Encounter Arcane, Force, Implement
speed 6 and a +2 bonus to AC. Any enemy that starts its
Standard Action Ranged 10
turn adjacent to the stalwart defender is marked by the
Primary Target: One ally
defender until the end of your next turn. You can give the
Effect: You slide the primary target a number of squares
stalwart defender the following special commands.
equal to your Wisdom modifier. You then make an attack
Standard Action: Melee 1; targets one creature;
that is an area burst 1 centered on the primary target
Intelligence + 2 vs. AC; 2d8 + Intelligence modifier damage,
Secondary Target: Each enemy in burst
and the target is immobilized until the end of your next turn.
Attack: Intelligence vs. Fortitude
Opportunity Attack: Melee 1; targets one creature; Hit: 2d10 + Intelligence modifier force damage, and yo ou
Intelligence + 2 vs. AC; 2d8 + Intelligence modifier damage. slide the secondary target 1 square or immobilize it until
ltil
the end of your next turn.

C II A P T E K 3 | C l a s s e s
Radiant Burst Artificer Attack 1 7 Clockwork Acid Wasp Artificer Attack 19
As your ally heals, you channel the excess healing energy into a You grant animation to a clockwork wasp fueled by acid.
flash of arcane light that burns a nearby foe. Daily Acid, Arcane, Implement, Summoning
Encounter 4- Arcane, Healing, Implement, Radiant Standard Action Ranged 5
Standard Action Ranged 10 Effect: You create a Small clockwork acid wasp in an un-
Effect: You or one ally within 10 squares of you can spend a occupied square within range. The wasp has speed 4
healing surge and regain additional hit points equal to your and fly 8 (hover). It has a +2 bonus to AC and to Reflex.
Intelligence modifier. W h e n the clockwork wasp drops to 0 hit points, you
Target: One creature adjacent to the character who spent don't lose a healing surge. You can give the clockwork
the healing surge acid wasp the following special commands.
Attack: Intelligence vs. Fortitude Standard Action: Melee 1 or Ranged 5; Intelligence + 2
Hit: 2d8 + Intelligence modifier radiant damage, and the vs. AC; 1 d10 + Intelligence modifier damage, and ongoing
target is dazed until the end of your next turn. 10 acid damage (save ends).
Opportunity Attack: Melee 1; targets one creature;
Intelligence + 2 vs. AC; 1d10 + Intelligence modifier
Skipping Shot Artificer Attack 1 7
damage, and ongoing 10 acid damage (save ends).
Infusing a projectile with volatile energy, you send the missile No Action: W h e n the clockwork acid wasp drops to 0
ricocheting among opponents. hit points, it must make the following attack: Close burst
Encounter Arcane, Force, W e a p o n 1 ; Intelligence vs. Reflex; 2d8 + Wisdom modifier acid
Standard Action Ranged weapon damage.
Primary Target: One creature
Primary Attack: Intelligence vs. AC
Hit: 1 [ W ] + Intelligence modifier force damage, and the
Grasping Rope Artificer Attack 19

primary target is dazed until the end of your next turn.


Weaving magic into a prepared rope, you transform the object
Effect: Make a secondary attack. \ into a whirling, grasping artifice.
Secondary Target: One creature other thah the primary Daily Arcane, Implement, Zone
target Standard Action Area burst 2 within 10 squares
Secondary Attack: Intelligence vs. AC Target: Each enemy in burst
Hit: 1 [W] + Intelligence modifier force damage, and the Attack: Intelligence vs. Reflex
secondary target is dazed until the end of your next turn. Hit: 3d10 + Intelligence modifier damage, and the target
is immobilized (save ends).
Miss: Half damage, and the target is slowed until the end of
Unstable Infusion Artificer Attack 17
your next turn.
You sabotage one of your infusions, loosing a blast of raw ar-
Effect: The burst creates a zone of grasping rope that lasts
cane energy.
until the end of your next turn. The zone is difficult ter-
Encounter Arcane, Implement rain to enemies, and each enemy that enters the zone
Standard Action Close blast 3 or starts its turn there is slowed until the end of its next
Target: Each creature in blast turn.
Attack: Intelligence vs. Reflex Sustain Minor: The zone persists.
Hit: 2d 10 + Intelligence modifier damage, and you knock
the target prone.
Hellfire Sigil Artificer Attack 19
Flames dance upon the surface of the item you infuse with
LEVEL 19 DAILY SPELLS magic, eager to incinerate your foes.
Daily Arcane, Fire
Burrowing Projectile Artificer Attack 19 Minor Action Melee touch
When your shot strikes a foe, the projectile spins like a top, bur Target: One weapon or implement
rowing into the creature. Effect: Until the end of the encounter, any attack that uses
the target as a weapon or an implement deals extra fire
Daily Arcane, W e a p o n
damage equal to 1d8 + your Constitution modifier.
Standard Action Ranged weapon
As a free action, the target's wielder can end the ef-
Target: One creature
fect when he or she hits a creature using the target in
Attack: Intelligence vs. AC
order to ignite that creature with hellfire (save ends).
Hit: 3|W] + Intelligence modifier damage, and the target
W h i l e affected by hellfire, the target takes 10 fire dam-
takes ongoing 5 damage and grants combat advantage
age at the start of its turn. In addition, any enemy within
(save ends both).
2 squares of the target at the start of its turn takes 10 fire
Aftereffect: The target takes ongoing 5 damage (save
damage.
ends). If the target drops to 0 hit points before the ongoing
damage ends, you choose an enemy within 5 squares of
the target to take ongoing 5 damage (save ends).
Miss: Half damage, and the target grants combat advan-
tage (save ends).

CHAPTER 3 ] Classes
LEVEL 2 2 UTILITY SPELLS

Bag of the Four Winds Artificer Utility 22


You mix reagents to create a windstorm within a small cloth bag.
You then unleash the winds to move yourself and your allies.
Encounter Arcane
Minor Action Close burst 5
Target: You and each ally in burst
Effect: You slide each target a number of squares equal to
your Wisdom modifier.

Cure-All Admixture Artificer Utility 22


Your concoction provides the perfect remedy.

Daily Arcane, Healing


Minor Action Melee touch
Effect: The target regains hit points as if he or she had
spent a healing surge, and the target can choose to end
any effects on him or her. In addition, the target gains
a +2 power bonus to saving throws until the end of the
encounter.

Diminutive Bodyguard Artificer Utility 2 2


With a burst of magic, you infuse inanimate components ujith
life, creating a tiny construct that can intercept attacks.

Daily Arcane, Summoning


Standard Action Ranged 5
Effect: You create a Small diminutive bodyguard in an un-
occupied square within range. The bodyguard has speed
3. It has a +2 bonus to AC and a +4 bonus to Fortitude,
Reflex, and W i l l . Any ally adjacent to the diminutive
bodyguard gains resist 5 to all damage. You can give the
diminutive bodyguard the following special command. Beetle of Force Artificer Attack 23
Immediate Interrupt: W h e n an ally within 5 squares of You release a tiny construct, which flies into your foe with im-
the diminutive bodyguard is hit by an attack, the ally gains possible force before exploding with arcane energy.
a +4 bonus to all defenses against the triggering attack. Encounter Arcane, Force, Implement
Standard Action Ranged 10
Hero's Elixir Artificer Utility 22 Primary Target: One creature

You transmute a small vial of water into a potent healing draft. Primary Attack: Intelligence vs. Fortitude
Hit: 1 d8 + Intelligence modifier force damage, and you
Daily Arcane, Healing
push the primary target 6 squares.
Minor Action Melee touch
Effect: Make a secondary attack that is an area burst 2
Target: You or one ally
centered on the primary target.
Effect: The target spends one healing surge and is restored
Secondary Target: Each creature in burst
to the maximum number of hit points possible. If the
Secondary Attack: Intelligence vs. Reflex
target cannot spend a healing surge, the target instead
Hit: 1 d8 + Intelligence modifier damage, and you knock
regains hit points equal to his or her bloodied value.
the secondary target prone.

LEVEL 2 3 ENCOUNTER SPELLS Chaos Weapon Artificer Attack 2 3


With your strike, you conjure elemental powers that rage
Armor of Acid Artificer Attack 23 around the weapons of you and your allies.
You cast a prepared liquid onto an ally's armor, shrouding that Encounter Arcane, W e a p o n ; Varies
comrade in a cloud of noxious fumes that harms foes. Standard Action Melee or Ranged weapon
Encounter Acid, Arcane, Implement Target: One creature
Standard Action Area burst 1 centered on you or Attack: Intelligence vs. AC
one ally within 10 squares Hit: 2 [ W ] + Intelligence modifier damage. Choose a dam-
Target: Each enemy in burst age type: acid, cold, Are, force, lightning, or thunder. The
Attack: Intelligence vs. Reflex attack deals damage of this type to the target. Until the
Hit: 3d8 + Intelligence modifier acid damage. end of your next turn, the weapon attacks of each ally
Effect: Until the end of your next turn, the ally in the attack's within 2 squares of you deal extra damage of the chosen
origin square gains resist 15 acid, and any creature that type equal to 1 d8 + your Constitution modifier.
makes a melee attack against that ally takes acid damage
equal to 10 + your Wisdom modifier.

CHAPTER 3 | Classes
Prismatic Strike Artificer Attack 23 Life-Shock Sigil Artificer Attack 25
You activate runes on your weapon and cause it to emit multi- Through your infusion, you create a weapon that heals while it
colored light as you strike your foe. hurts.
Encounter Arcane, Fire, Force, Thunder, W e a p o n Daily Arcane, Healing
Standard Action Melee or Ranged weapon Minor Action Melee touch
Target: One creature Target: One weapon or implement
Attack: Intelligence vs. Fortitude, Reflex, and W i l l . You Effect: Until the end of the encounter, once per round
make one attack roll and compare the result against all when an attack that uses the target as a weapon or an
three defenses. The target might be hit up to three times, implement hits, one bloodied ally within 5 squares of
depending on which defenses are hit. the target's wielder regains hit points equal to 10 + your
Hit (Fortitude): 1 [W] + Intelligence modifier thunder dam- Constitution modifier.
age, and you knock the target prone. As a free action, the target's wielder can end the
Hit (Reflex): 1 [ W ] + Intelligence modifier force damage, effect when he or she hits a creature using the target in
and you push the target a number of squares equal to order to spend a healing surge. In addition, the target of
your Constitution modifier. The target can't stand up from that attack is stunned until the end of its next turn.
prone until the end of your next turn.
Hit ( W i l l ) : 1 [ W ] + Intelligence modifier fire damage, and Trio O f Biting Blades Artificer Attack 25
the target takes a penalty to attack rolls equal to your
The three rune-inscribed blades you fling at your opponent sur
W i s d o m modifier until the end of your next turn.
round the creature and bite deep when it attacks or moves.
Daily Arcane, Implement
LEVEL 2 5 DAILY SPELLS Standard Action Ranged 10
Target: One creature
All-Consuming Missile Artificer Attack 25 Attack: Intelligence vs. Reflex
Hit: 3d10 + Intelligence modifier damage, and the target
Your sigil-inscribed projectile ignites and ehgulfs your foe in
takes 10 damage the first time it moves or attacks during
hungry flames. /
its turn (save ends).
Daily Arcane, Fire, W e a p o n Aftereffect: The target takes 10 damage the first time it
Standard Action Ranged weapon moves or attacks during its turn (save ends).
Target: One creature Miss: Half damage, and the target takes 5 damage the first
Attack: Intelligence vs. AC time it moves or attacks during its turn (save ends).
Hit: 3[W] + Intelligence modifier fire damage, and ongoing
10 fire damage (save ends).
First Failed Saving Throw: The target takes ongoing 15 LEVEL 2 7 ENCOUNTER SPELLS
fire damage (save ends).
Second Failed Saving Throw: The target takes ongoing Grave-Dust Cloud Artificer Attack 27
20 fire damage (save ends).
You direct a bag of ash atyour foes, and it explodes in a pale
Miss: Half damage, and ongoing 5 fire damage (save ends).
cloud that saps their life while bolstering your allies vitality.
First Failed Saving Throw: The target takes ongoing 10
fire damage (save ends). Encounter Arcane, Healing, Implement, Necrotic
Second Failed Saving Throw: The target takes ongoing 1 5 Standard Action Area burst 3 within 20 squares
fire damage (save ends). Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier necrotic damage. Each
Dimensional Shifter Artificer Attack 25
ally in the burst gains a +1 power bonus to attack rolls
You bind a powerful elemental to your construct, giving the and to all defenses until the end of your next turn.
artifice the power to alter space around it. Effect: Each ally in the burst can spend a healing surge and
Daily Arcane, Implement, Summoning regain additional hit points equal to 2d6 + your Wisdom
Standard Action Ranged 5 modifier.
Effect: You create a Small dimensional shifter in an unoc-
cupied square within range. The dimensional shifter has
Life-Stealing Shroud Artificer Attack 2 7
speed 6 and can teleport 6 squares as a move action. If
A gray field of necrotic energy surroundsyou andyour allies,
the dimensional shifter and one of your allies are adja-
stealing the life of attackers.
cent to an enemy, that enemy grants combat advantage
to all creatures adjacent to it. You can give the dimen- Encounter Arcane, Implement, Necrotic
sional shifter the following special commands. Standard Action Close burst 2
Standard Action: Melee 1 ; targets one creature; Primary Target: You and each ally in burst
Intelligence + 2 vs. AC; 2d8 + Intelligence modifier Effect: Until the end of your next turn, any enemy that hits
damage, and the dimensional shifter teleports 3 squares. or misses the primary target with a melee attack is sub-
Opportunity Attack: Melee 1; targets one creature; ject to the following attack.
Intelligence + 2 vs. AC; 2d8 + Intelligence modifier damage, Secondary Target: The attacking enemy
and the dimensional shifter teleports the target 3 squares. Attack: Intelligence vs. Fortitude
Hit: 4d6 + Intelligence modifier necrotic damage, and the
primary target who was attacked can make a saving throw.

CHAPTER 3 1 Classes
Living Caltrop Swarm Artificer Attack 27 Runes of the Shadow Tendrils Artificer Attack 29
You direct a handful of spiked orbs across an area. After sting- Tracing a magic pattern in the air, you cause tentacles of dark-
ing your foes, the caltrops explode. ness to erupt fromyour ally's armor and attack nearby foes.
Encounter Arcane, Fire, Implement, Z o n e ' Daily Arcane, Implement
Standard Action Area burst 1 within 10 squares Standard Action Area burst 1 within 10 squares and
Target: Each creature in burst centered on one ally
Attack: Intelligence vs. Reflex Target: Each enemy in burst
Hit: 3d8 + Intelligence modifier damage. Attack: Intelligence vs. W i l l
Effect: The burst creates a zone of animate caltrops that Hit: 4d6 + Intelligence modifier damage, and the target is
lasts until the end of your next turn. Any enemy within the blinded and slowed (save ends both).
zone grants combat advantage to you and your allies. Any Each Failed Saving Throw: You slide the target 1 square.
creature within the zone at the end of your next turn takes Miss: Half damage, and the target is blinded (save ends).
fire damage equal to 2d10 + your Wisdom modifier. Effect: Until the end of the encounter, any enemy that
attacks the ally w h o was in the attack's origin square is
blinded until the end of your next turn.
Thunder-Shock Weapon Artificer Attack 27
Your weapon screams like a hurricane as you swing it toward
your foe. It strikes with a thunderous blow, knocking your foe Simulacrum Artificer Attack 29
down. You use magic and elemental life force to fashion a construct
Encounter Arcane, Thunder, W e a p o n capable of sophisticated attacks.
Standard Action Melee or Ranged weapon Daily Arcane, Implement, Summoning
Target: One creature Minor Action Ranged 5
Attack: Intelligence vs. AC Effect: You create a Medium simulacrum in an unoccu-
Hit: 3[W] + Intelligence modifier thunder damage, and you pied square within range. The simulacrum has whatever
knock the target prone. The target is dazed until the end speed and modes of movement you have without bonus-
of your next turn. es or penalties. The simulacrum has nonmagical copies
of any implements or weapons you possessed at the time
of its creation. These disappear when this power ends or
LEVEL 2 9 DAILY SPELLS when they are removed from the simulacrum. You can
give the simulacrum the following special commands.
Bitter-Frost Bolt Artificer Attack 29 Standard Action: The simulacrum uses an at-will or
The sigils etched onto your weapon steam with bitter cold. On encounter artificer attack power that you know, regardless
impact, the weapon shrouds your enemy in ice. of whether you've already expended that power. The
simulacrum's use of an encounter attack power does not
Daily Arcane, Cold, W e a p o n
count toward your use of that power. The simulacrum
Standard Action Melee or Ranged weapon
uses your attack bonus with the power. It can use each
Target: O n e creature
encounter attack power only once for each use of this
Attack: Intelligence vs. Fortitude
power.
Hit: 3[W] + Intelligence modifier cold damage, and the
Standard Action: The simulacrum uses an artificer
target is immobilized and gains vulnerable 10 to all dam-
daily attack power that you know, regardless of whether
age (save ends both).
you've already expended that power. The simulacrum
Aftereffect: The target is slowed and gains vulnerable 5 to
cannot use simulacrum. The simulacrum's use of a daily
all damage (save ends both).
attack power does not count toward your use of that
Miss: Half damage, and the target is slowed and gains vul-
power. The simulacrum uses your attack bonus with the
nerable 5 to all damage (save ends both).
power. After the simulacrum uses a daily attack power,
simulacrum ends.
Haste Sigil Artificer Attack 29 Opportunity Attack: The simulacrum uses your melee
The runes you inscribe on the item cause its wielder to move in basic attack when making opportunity attacks.
a blur of speed.
Daily Arcane
Minor Action Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, the creature wield-
ing the target gains a +3 power bonus to speed.
As a free action, the target's wielder can end the effect
when he or she hits a creature using the target in order
to take an extra standard action.

CHAPTER 3 | Classes
Secret Recipe Alchemist Savant Utility 1 2

D R A G O N PATHS Using the remnants of an alchemical compound,you create a


short-lived duplicate of one of your concoctions.
Daily Arcane
T h e following paragon paths exhibit characteristics
Free Action Personal
and features related to Eberron, although a player Trigger: You use an alchemical item of your level or lower
may use one o f these paths for a character from any Effect: You create a duplicate of the triggering alchemical
setting. T h e section is divided into generic paragon item. The duplicate lasts until the end of the encounter.
pathsthose based on class, race, or backgroundand
dragonmarked paragon paths. Spell Magnet Alchemist Savant Attack 2 0
A lodestone painted with sigils leaps from your outstretched
ALCHEMIST SAVANT hand, drawing arcane currents into a maelstrom.
Daily Arcane, Conjuration, Implement, Lightning
"There's magic in all things. It just takes a little work to
Minor Action Ranged 10
tease it out." Effect: You throw a stone into an unoccupied square
within range. The stone creates a spell magnet, a rune-
P r e r e q u i s i t e : You must be able to m a k e alchemi- covered pillar 2 squares high that occupies the square.
cal items Any enemy within 3 squares of the spell magnet takes a
-1 penalty to all defenses against your arcane attacks and
a -2 penalty to saving throws against ongoing damage.
Herbs, t i n c t u r e s , m i n e r a l s , and exotic ingredients
The spell magnet lasts until the end of the encounter or
are the tools o f a l c h e m i s t s across K h o r v a i r e . F r o m
until you dismiss it as a free action. In addition, you can
an alchemist's laboratory, all m a n n e r o f fantastic J make the following attack with the spell magnet once
creations are bornfrom poisons to potions to fan- per round.
tastic devices. Minor Action Close burst 5
As a n alchemist savant, you transcend the skill Target: Each enemy in burst
of hedge wizards. You blend magic with a l c h e m i c a l Attack: Intelligence vs. Reflex
Hit: The target takes ongoing 10 lightning damage
compounds. By c o m b i n i n g mystic energy with your
(save ends). The spell magnet pulls the target 5 squares.
recipes, you produce deadly concoctions that c a n
rival any weapon.

ALCHEMIST SAVANT PATH FEATURES


A l c h e m i c a l A c t i o n ( 1 1 t h l e v e l ) : W h e n you
spend an action point to m a k e an attack with an
a l c h e m i c a l item, you gain a bonus to the attack roll
equal to your Intelligence modifier.
A l c h e m i c a l I n n o v a t o r ( 1 1 t h l e v e l ) : At 11th
level, and again at 15th, 21st, and 2 5 t h , you master
two formulas o f your choice. T h e formulas you master
must b e o f your level or lower.
Resourceful A l c h e m i s t ( 1 1 t h level): W h e n
you create n e w a l c h e m i c a l items, you c a n use exist-
ing a l c h e m i c a l items as components. T h e values o f
the a l c h e m i c a l items you use as components are
subtracted from the component cost o f the n e w
a l c h e m i c a l item. A n y value in excess o f the n e w item's
component cost is wasted.
A l c h e m y M a s t e r ( 1 6 t h level): You gain a +2
bonus to attack rolls with a l c h e m i c a l items.

ALCHEMIST SAVANT SPELLS

Quick Admixture Alchemist Savant Attack 11

In the blink of an eye, you use a prepared alchemical item.


ma
Encounter Arcane
Minor Action Personal
Effect: You use an alchemical item without spending its
required action.

CHAPTER 3 | Classes
BATTLE ENGINEER r
:i
"A workshop? Not for me. I'll he on the front lines."
i
c_
P r e r e q u i s i t e : Artificer z
D
During the Last War, most artificers provided logis- Z
-
tical and technological support. A few artificers
refused to stay in workshops, though. T h e s e artificers <
::
were battle engineers, and they carried their skills
into battle. Battle engineers proved a vital addition to
""""H^
the a r m i e s o f the Last W a r . Today, those who follow
in the battle engineers' tradition are also formidable
fighting companions.

BATTLE ENGINEER PATH FEATURES


A g g r e s s i v e A c t i o n ( 1 1 t h l e v e l ) : W h e n you
spend an action point to take an extra action, you
gain a +1 bonus to weapon attack rolls until the end
o f your next turn, and your weapon attacks deal l d 6
extra damage until the end o f your next turn.
B r u t a l E n c h a n t m e n t ( 1 1 t h level): Whenever
one o f your artificer or battle engineer powers grants
an ally a bonus to weapon damage rolls, that ally's
weapon also b e c o m e s brutal 1 until the bonus ends.
I f the weapon is already brutal, its brutal value
increases by 1.
A c c u r a t e E n h a n c e m e n t ( 1 6 t h level): Whenever
one o f your artificer or battle engineer powers grants
a bonus to weapon attack rolls to an ally, that bonus
increases by 2.
Persistent Spheres Battle Engineer Attack 20
Your weapon crashes into your foe, sending out sparklike motes
BATTLE ENGINEER SPELLS that harass that creature and sting other foes that draw close
to it.
Greater Magic Weapon Battle Engineer Attack 11 Daily Arcane, W e a p o n , Zone
Arcane energy enwraps your weapon and your allies'weapons. Standard Action Melee weapon
Target: One creature
Encounter Arcane, W e a p o n
Attack: Intelligence vs. AC
Standard Action Melee or Ranged weapon
Hit: 3d10 + Intelligence modifier damage, and if the target
Target: One creature
doesn't move at least 2 squares during its turn, it takes
Attack: Intelligence + 3 vs. AC
10 damage at the end of its turn (save ends).
Hit: 2[W] + Intelligence modifier damage.
Miss: Half damage, and if the target doesn't move at least 2
Effect: Each ally adjacent to you gains a power bonus to
squares during its turn, it takes S damage at the end of its
attack rolls and to damage rolls equal to your Wisdom
turn (save ends).
modifier or your Constitution modifier until the end of
Effect: The attack creates a zone of painful motes in a burst
your next turn.
2 centered on the target. The zone lasts until the target
saves against this power. W h e n the target moves, the
Fleeting Dweomer Battle Engineer Utility 12 zone moves with it, remaining centered on it. Any enemy
You infuse a weapon with a brief yet powerful enchantment. that starts its turn within the zone takes 5 damage, and it
grants combat advantage while within the zone.
Encounter Arcane
Minor Action Close burst 5
Target: One weapon or implement in burst
Effect: You infuse the target with arcane energy. Choose a BRUTAL PROPERTY
damage type: acid, cold, fire, force, lightning, or thunder. A brutal weapon's minimum damage is higher than that
The target deals extra damage of this type equal to your
of a normal weapon. When rolling the weapon's damage,
Intelligence modifier until the end of the encounter. Until
the end of the encounter, whenever the target's wielder
reroll any die that displays a value equal to or lower than
scores a critical hit with the weapon, the target of the the brutal value given for the weapon. Reroll the die until
attack gains 10 ongoing damage of the damage type you the value shown exceeds the weapon's brutal value, and
chose (save ends). then use the new value.

CHAPTER 3 | Classes
CHAMELEON
"You can't solve every problem with a hammer..."

P r e r e q u i s i t e : Changeling

As a changeling, you alter appearances and identities


to suit your purpose. As a c h a m e l e o n , you take versa-
tility to a n e w level. You absorb the m a n n e r i s m s and
actions o f those around you through careful observa-
tion. You not only c h a n g e your appearance, you alter
your powers and are able to p e r f o r m an astonishing
range o f maneuvers. T h e m o r e t i m e you spend with a
person, the m o r e accurately you c a n m i m i c his or her
actions and abilities.

CHAMELEON PATH FEATURES


C o o r d i n a t e d A c t i o n ( 1 1 t h l e v e l ) : I f you have not
already spent an action point in the encounter, w h e n
an ally spends an action point to take an extra action,
you c a n spend an action point as a n i m m e d i a t e reac-
tion. Your action must b e t a k e n after your ally has
resolved the action from his or h e r action point.
S h i f t i n g Skill ( 1 1 t h l e v e l ) : D u r i n g a n extended
rest, choose one skill in w h i c h an ally is trained. At
the end o f the extended rest, you gain training in that
skill until the end o f your next extended rest. T h e ally
whose skill you choose must b e present during the
entire extended rest.
P o w e r F o c u s ( 1 6 t h l e v e l ) : D u r i n g a short rest, Perfect Mimicry Chameleon Utility 12
choose one o f your allies' class or paragon path You carefully study your ally's abilities, imitating even those
encounter attack powers o f 11th level or lower. At that aren't part of his or her attack retinue.
the end o f the short rest, you c a n swap the encounter Daily
attack power you gained with imitating strike for the Standard Action Personal
chosen attack power. T h e ally whose power you gain Requirement: You must use this power at the end of an
extended rest.
must b e present during the entire short rest.
Effect: Until the end of your next extended rest, you can
use an ally's class or paragon path utility power of 12th
CHAMELEON POWERS level or lower as if it were your paragon path utility pow-
er. The ally whose power you gain must be present dur-
ing the entire extended rest before you use this power.
Imitating Strike Chameleon Attack 11 I
You do not need to meet the normal prerequisites to use
You demonstrate your sk lis of Mimicry as you perfectly imitate this power, but you must meet any of its requirements.
your ally's atlark.
Daily
Standard Action Personal
Deadly Duplication Chameleon Attack 20

Requirement: You must use this power at the end of an Your skill at imitation has culminated in the ability to duplicate
extended rest. even the most complex attacks.
Effect: Until the end of your next extended rest, you can Daily
use an ally's class or paragon path encounter attack Standard Action Personal
power of 11 th level or lower as if it were your paragon Requirement: You must use this power at the end of an
path encounter attack power. The ally whose power you extended rest.
gain must be present during the entire extended rest Effect: Until the end of your next extended rest, you can
before you use this power. You can use your Charisma use an ally's daily or paragon path attack power of 20th
for the attack roll and damage roll instead of the ability level or lower as if it were your paragon path daily attack
scores normally associated with that power's attack rolls power. The ally whose power you gain must be pres-
and damage rolls. You do not need to meet the normal ent during the entire extended rest before you use this
prerequisites to use the power, but you must meet any of power. You can use your Charisma for the attack roll and
its requirements. damage roll instead of the ability scores normally associ-
ated with that power's attack rolls and damage rolls. You
do not need to meet the normal prerequisites to use the
power, but you must meet any of its requirements.

CHAPTER 3 I Classes
CLOCKWORK ENGINEER
"I make my friends. Let's call it a hobby."

P r e r e q u i s i t e : Artificer

T h e Last W a r saw incredible advances in artifice.


W i t h the creation of the warforged and the perfection
of war m a c h i n e s , artificers attained a deeper under-
standing o f how to blend technology with magic.
Although most artificers train in the creation of magi-
cal servants', clockwork engineers elevate the practice
to an art form.
As a clockwork engineer, you are a m a s t e r o f cre-
ating imitations o f life from i n a n i m a t e objects. You
c a n piece together automatons in a few m o m e n t s .
T h e devices you create are m o r e durable, longer-
lasting, and m o r e deadly t h a n those created by your
artificer peers.
You fashion minions and artifices to aid your
companions, although you probably feel as m u c h
kinship to the automatons as you feel toward your
fellow adventurers. You might dote on your creations,
lamenting w h e n they b e c o m e damaged, and even
avenging their destruction.
Outside o f combat, h a r m l e s s clockwork creations
surround you. T h e y twitter and buzz, fluttering n e a r
you, keeping you company. M a n y are also helpers, Aid Artifice Clockwork Engineer Utility 1 2

and through their adroit appendages, you c a n con- Your creations last longer than expected.
struct other minions more quickly. Encounter Arcane, Healing
Immediate Interrupt Close burst 10
Trigger: A creature you summoned with an artificer or
CLOCKWORK ENGINEER
clockwork engineer power takes damage
PATH FEATURES Target: The triggering summoned creature
C o o r d i n a t e d A c t i o n ( 1 1 t h l e v e l ) : W h e n you Effect: You spend a healing surge, and the target regains
spend an action point to take an extra action, you also hit points equal to your healing surge value + 2d6.

gain two m i n o r actions, which you c a n use only to


c o m m a n d your s u m m o n e d creatures. Clockwork Clockwork Engineer Attack 20

D u r a b l e A r t i f i c e ( 1 1 t h l e v e l ) : Creatures you Companion


s u m m o n with artificer or clockwork engineer powers You carefully assemble a realistic and versatile clockwork creation.
have a +2 power bonus to all defenses. Daily Arcane, Implement, Summoning
S u p e r i o r M i n i o n s ( 1 6 t h level): Creatures you Minor Action Ranged 10
summon with artificer or clockwork engineer powers Effect: You summon a Small clockwork companion in an
have a +2 bonus to speed and a +1 bonus to attack rolls. unoccupied square within range. The clockwork compan-
ion has speed 7 and ignores difficult terrain. It has a +4
bonus to AC and to Reflex. W h e n you or any ally starts
CLOCKWORK ENGINEER SPELLS your turn adjacent to the clockwork companion, that
character gains 10 temporary hit points. You can give the
Clockwork Soldiers Clockwork Engineer Attack 11 clockwork companion the following special commands.

Scores of tiny metal sol diers drop off your body and swarm a Minor Action: Melee 1 ; targets one creature;
foe. Intelligence + 2 vs. AC; 2d10 + Intelligence modifier
damage, and the target is marked by the clockwork
Encounter Arcane, Implement, Zone
companion until the end of your next turn. If the target
Standard Action Area burst 2 within 10 squares
is already marked, the companion can deal 1 d8 extra
Effect: The burst creates a zone of miniature clockwork
damage instead of marking it.
soldiers. The zone lasts until the end of your next turn.
Opportunity Attack: Melee 1; targets one creature;
The zone is difficult terrain, and any enemy that starts its
Intelligence + 2 vs. AC; 2d10 + Intelligence modifier
turn within the zone is subject to an attack.
damage, and the target is marked by the clockwork
Attack: Intelligence vs. Reflex
companion until the end of your next turn. If the target
Hit: 1 d8 + Intelligence modifier, and the target is slowed
is already marked, the companion can deal 1 d8 extra
until the end of its next turn.
damage instead of marking it.

CHAPTER 3 | Classes
EXORCIST OF THE identify the holiness o f your cause and the stature o f
your position within the C h u r c h .
SILVER ELAME
"Filthy demon, I abjure you! Leave this place and never EXORCIST OF THE SILVER FLAME
return!"
PATH FEATURES
Silver F l a m e A c t i o n ( 1 1 t h l e v e l ) : W h e n you
P r e r e q u i s i t e : Any divine class, must worship the
spend a n action point to take an extra action, your
Silver F l a m e
attacks deal 2 d 6 extra fire and radiant damage until
the end o f your next turn.
No force stands in greater opposition to the world's evils
B o l s t e r e d b y F l a m e ( 1 1 t h l e v e l ) : W h e n e v e r you
than the Church o f the Silver Flame. Its holy warriors
use a fire power, you and one ally within 5 squares of
are embroiled in an eternal war against demons, devils,
you gain temporary hit points equal to your W i s d o m
lycanthropes, and undead. Foremost among the Silver modifier.
Flame's divine servants are the exorcists of the Silver
Silver E x o r c i s m ( 1 6 t h l e v e l ) : W h e n you attack a
Flame. These individuals travel the world, devoting
demon, a devil, a shapechanger, or an undead using a
their lives to deeds that exemplify the faith's precepts.
fire or radiant power, you c a n reroll any d a m a g e die
As an exorcist o f the Silver Flame, you enjoy a roll o f 1 or 2 .
powerful connection to the Silver F l a m e and have
b e c o m e a living vessel for the power that underpins
the C h u r c h . T h e Voice o f the Flame specifically
EXORCIST OF THE SILVER FLAME
selected you for this service, and it falls to you to PRAYERS
uncover corruption and purge it from this world.
You have hardened yourself against the grisly deeds Flame Exorcist of the Silver Flame Attack 11
you must perform to eliminate evil. You unleash the of Censure
power o f your faith upon your enemies, scorching You unleash a wave of flames that incinerates the unrighteous.
t h e m with f l a m e s that purify the iniquitous and bol- Encounter Divine, Fire, Implement, Radiant
ster the righteous. W h e n e v e r you use your prayers, Standard Action Close blast 3
a small silver f l a m e appears above your head to Target: Each enemy in blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + W i s d o m modifier fire and radiant damage, and
the target is blinded until the end of your next turn. If the
target is a demon, a devil, a shapechanger, or an undead,
it takes 2d6 extra fire and radiant damage and a penalty
to AC equal to your Charisma modifier until the end of

5 your next turn.

Warding Flame Exorcist of the Silver Flame Utility 1 2


You summon a silver flame that bolsters allies and punishes foes.
Daily Divine, Zone
Standard Action Area burst 2 within 10 squares
Effect: The burst creates a zone of silver flame that lasts
until the end of your next turn. You and each ally within
the zone gain resist 10 fire, resist 10 radiant, and a +2
power bonus to all defenses. Each enemy within the
zone gains vulnerable 5 fire and vulnerable 5 radiant,
and takes a -2 penalty to all defenses.
Sustain Minor: The zone persists.

Silver Brand Exorcist of the Silver Flame Attack 20


A tongue of fire erupts on your foe's brow.
Daily Divine, Fire, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier fire and radiant damage, and
the target is blinded and dazed (save ends both). If the
target is a demon, a devil, a shapechanger, or an undead,
it also takes ongoing 10 fire damage and ongoing 10
radiant damage (save ends both).
Miss: Half damage, and the target is blinded and dazed until
the end of your next turn.

CHAPTER 3 | Classes
GATEKEEPER MYSTAGOGUE GATEKEEPER MYSTAGOGUE
"They breached our world once, but as long as I live, they PATH FEATURES
shall not do so again." R e s o l u t e A c t i o n ( 1 1 t h level): W h e n you spend
an action point to take a n extra action, you gain resist
P r e r e q u i s i t e : Any primal class, m e m b e r o f the 2 0 psychic until t h e end of your next turn. I n addi-
Gatekeepers tion, you and each ally adjacent to you c a n m a k e a
saving t h r o w against any psychic effects.
Over sixteen thousand years ago, druids formed A b e r r a n t B a n e ( 1 1 t h level): Your attacks against
the Gatekeepers. They were charged with the dire bloodied aberrant creatures c a n score critical hits on
responsibility o f safeguarding the world from a bur- rolls o f 1 9 - 2 0 .
geoning evil, the aberrant ho/rors dwelling within A b e r r a n t Disruption ( 1 6 t h level): Whenever
Khyber's depths. Although defeated once, these crea- you score a critical hit against a n aberrant creature,
tures still c l a m o r for a c h a n c e to slip through reality's that creature is also stunned until t h e end o f your
boundaries a n d conquer the mortal world. T h e next turn.
Gatekeepers have failed only one t i m e in their guard-
ianship. S o m e n i n e thousand years ago, t h e daelkyr GATEKEEPER MYSTAGOGUE
spilled from Xoriat, t h e R e a l m o f Madness. Only a
EVOCATIONS
few Gatekeepers survived t h e struggle to bind t h e
daelkyr b e h i n d great seals. F r o m that m o m e n t , the
Gatekeepers renewed their ancient oaths and have
Nature's Balance Gatekeeper Mystagogue Attack 11
Nature corrects imbalances;you merely speed the process by
r e m a i n e d vigilant in their duties.
evoking venomous vines to weaken your joes.
As a mystagogue o f the Gatekeepers, you preserve
Encounter Poison, Primal
the seals forged by your predecessors, and you work
Standard Action Close burst 5
to contain the aberrant threat. Your mission carries
Target: One creature in burst
you across t h e world, for the daelkyr and their spawn Attack: Strength or Wisdom + 4 vs. Fortitude
are unceasing in their efforts to thwart t h e seals. To Level 21: Strength or Wisdom + 6 vs. Fortitude
oppose t h e m , you have l e a r n e d ancient techniques Hit: 2d8 + Constitution modifier poison damage. The tar-
to steel your m i n d against their powers and to battle get and each enemy adjacent to it gain vulnerable 5 to all
their fell i n f l u e n c e . damage until the end of your next turn.

Gate Seal Gatekeeper Mystagogue Utility 12


You deny those who circumvent the natural methods of travel.
Daily Primal, Zone
Minor Action Close burst 10
Effect: The burst creates a zone of primal interference that
lasts until the end of your next turn. Each enemy that
starts its turn within the zone cannot teleport until the
start of its next turn. Each ally who starts his or her turn
within the zone gains a +2 power bonus to speed until
the start of his or her next turn.
Sustain M i n o r The zone persists.

Nature's Purge Gatekeeper Mystagogue Attack 20


Poisonous fumes spill out from your hands, flowing across foes
and scouring those that oppose the natural order.
Daily Poison, Primal
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Strength or Wisdom + 4 vs. Fortitude
Level 21: Strength or Wisdom + 6 vs. Fortitude
Hit: 3d8 + Constitution modifier poison damage, and the
target is dazed and slowed (save ends both). If the target
is an aberrant creature, then whenever it uses a psychic
attack before the end of the encounter, it takes ongoing
10 poison damage (save ends).
Miss: Half damage, and the target is dazed and slowed until
the end of your next turn.

c h a p t e r 3 | Classes
LlGHTWALKER
"We walk in the light, hut when faced with only darkness,
we must carry that light with us."

P r e r e q u i s i t e : Kalashtar, must worship the Path of


Light

W a n d e r i n g crusaders who worship the Path o f Light,


lightwalkers travel b e t w e e n kalashtar c o m m u n i -
ties, helping to resolve whatever conflicts or crises
they face. As a lightwalker, one m o n t h you might be
dealing with problems stirred up in S h a r n by the
D r e a m i n g Dark, and the next m o n t h you might be off
to protect kalashtar archeologists exploring ancient
ziggurats in Q'barra. M a n y o f your people are content
to r e m a i n sedentary, living in isolated c o m m u n i t i e s
or within the temple-keeps o f Adar. T h a t life isn't
for you, though. You are not satisfied unless you are
actively battling against the darkness, helping to
thwart the D r e a m i n g Dark, attempting to destroy the
Lords o f Dust, or bringing peace to the civilizations
o f your people. As a lightwalker, you enjoy the light o f
purity and righteousness, but you recognize the need
to oppose the tangible evils o f the world.

LIGHTWALKER PATH FEATURES


L i g h t w a l k e r A c t i o n ( 1 1 t h l e v e l ) : W h e n you Path of Light Lightwalker Utility 12
spend a n action point to use a radiant power, you or Sunlight bursts from a crack in the earth and hardens into a
one ally within 5 squares o f you regains hit points tangible, solid path that can also sustain you in times of need.
equal to one-half your level. Daily Conjuration, Divine
W a l k the Bright P a t h ( 1 1 t h level): Whenever Minor Action Area wall 8 within 10 squares
you m a k e a radiant attack, one ally within 5 squares Effect: You conjure a path of solid light in unoccupied
o f you gains combat advantage against the target o f squares within range. The path is flat, can support any
that attack until the end o f your next turn. weight, and must have at least 1 square on a solid sur-
face. The path can ascend or descend 1 square vertically
R a d i a n t R e n e w a l ( 1 6 t h level): You gain resist
for each square it traverses horizontally. The path lasts
10 radiant and resist 10 psychic. I f you already have
until the end of your next turn.
resistance to radiant damage or psychic damage, the
Any bloodied ally gains regeneration 10 while occupy-
resistance increases by 1 0 . ing one of the path's squares.
Sustain Minor: The path persists.

LIGHTWALKER PRAYERS
Call the Light Lightwalker Attack 20

Illuminate the Adversary Lightwalker Attack 11 You draw streams of lightfrom nearby sources, using it to sear
A golden beam of light shoots from your implement and strikes the flesh of your enemies while healing an ally.
your foe, which continues to emit sparks for several seconds. Daily Divine, Healing, Implement, Radiant

Encounter Divine, Implement, Radiant Standard Action Ranged 1 0

Standard Action Ranged 10 Target: One, two, or three creatures

Target: One creature Attack: Wisdom vs. W i l l

Attack: Wisdom vs. Reflex Hit: 2d10 + Wisdom modifier radiant damage, and you or

Hit: 2d6 + Wisdom modifier radiant damage, and the tar- one ally within 5 squares of you regains 10 hit points.

get takes a -2 penalty to AC and Reflex until the end of Miss: Half damage, and you or one ally within 5 squares of
your next turn. In addition, squares within 10 squares of you regains 5 hit points.
the target are illuminated with bright light until the end
of your next turn.

CHAPTER 3 | Classes
SELF-FORGED B a t t l e f i s t ( 1 1 t h level): You have a battlefist,
which replaces your hand. T h e battlefist is a m e l e e
"I improve myself by any means necessary."
weapon with which you are proficient. It is a part o f
the m a c e weapon group, deals l d 8 damage, and has
P r e r e q u i s i t e : Any race except warforged, must be
a +3 proficiency bonus. You c a n hold items in your
an artificer
battlefist as though it were your hand, but you must
not be holding anything when you use your battlefist
Warforged are an intriguing race, and regard for as a weapon. You c a n use the Enchant Magic Item
t h e m ranges from viewing t h e m as property to (Players Handbook, page 3 0 4 ) , D i s e n c h a n t Magic Item
accepting t h e m as people. Most folks resent, distrust, (Players Handbook, page 3 0 4 ) , and Transfer Enchant-
or tolerate warforged. You take a different view: You m e n t (Adventurer's Vault, page 1 9 9 ) rituals on the
want to b e c o m e one. D u r i n g the Last W a r , a few battlefist. Using D i s e n c h a n t Magic Item on the battle-
master m a k e r s who worked in the foundries that pro- fist does not destroy it.
duced warforged b e c a m e convinced that warforged
S u p p o r t i n g C o n s t r u c t i o n ( 1 1 t h level): T h e
were exemplars o f perfection. Now renegades from
parts you graft onto your body m a k e you more
their former employers, these individuals seek to
durable. You gain a +2 bonus to saving throws against
improve their own forms by installing m e c h a n i c a l ongoing damage.
augmentations into their flesh.
M o r e M e t a l T h a n F l e s h ( 1 6 t h l e v e l ) : You c a n
To b e c o m e a self-forged, your first step is to install
attach and e m b e d components as i f you were a war-
a battlefist, a m e c h a n i z e d steel appendage that
forged (see "Warforged Components," page 1 1 3 ) .
resembles a gauntlet with articulated fingers. T h e
A d d e d R e s i l i e n c e ( 1 6 t h l e v e l ) : W h e n e v e r you
battlefist replaces your hand, requiring you to sever
m a k e a death saving throw, you c a n take the better of
your own appendage to m a k e way for the new addi-
your die roll or 10.
tion. As a result, only the most dedicated or mad
artificers e m b a r k on this path.
SELF-FORGED SPELLS
SELF-FORGED PATH FEATURES
Battlefist Smash Self-Forged Attack 11
F o r t i f y i n g A c t i o n ( 1 1 t h level): W h e n you spend
Channeling arcane power into your battlefist, you smash it into
an action point to take an extra action, you gain tem-
your enemy with such force that you leave your foe staggering.
porary hit points equal to 5 + one-half your level.
Encounter Arcane, W e a p o n
Standard Action Melee weapon
Requirement: Your battlefist hand must be free.
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier damage, and you push
the target a number of squares equal to your Constitution
modifier. The target grants combat advantage to you and
your allies until the start of your next turn.

Self-Repair Self-Forged Utility 1 2


Your magic quickly repairs your damaged components.
Daily Arcane, Healing
Standard Action Personal
Effect: You regain hit points equal to twice your healing
surge value.

Flailing Gauntlet Self-Forged Attack 20


Your metal hand detaches from your arm and shoots toward a
foe, remaining connected to you by a chain of force.
Daily Arcane, W e a p o n
Standard Action Melee 2
Requirement: Your battlefist hand must be free.
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 4 [ W ] + Intelligence modifier damage, and you knock
the target prone.
Miss: Half damage.
Effect: Your battlefist gains the reach weapon property
until the end of the encounter.

CHAPTER 3 | Classes
WARFORGET) JUGGERNAUT
"Our of my way, flesh hags!"

P r e r e q u i s i t e : Warforged

You have dedicated yourself to


physical perfectionto b e c o m i n g an
e m b o d i m e n t o f strength and prow-
ess. Perhaps you were on the front
lines in an a r m y o f the Last W a r ,
or m a y b e you were created in the
waning days o f that conflict and
yearn to explore your military
nature. W h a t e v e r the case, you
relish the act o f rushing headlong
into your enemies and driving
t h e m before you. As a warforged
juggernaut, you are an unstoppable
force, most at h o m e on the battlefield
surrounded by dozens o f foes. W h e n
you choose to hold a position, you k e e p it.
Your training and build have given you the
ability to shake o f f attacks that would devas-
tate your allies.

WARFORGED JUGGERNAUT Inexorable Warforged Juggernaut Utility 1 2


Momentum
PATH FEATURES
To attack your chosen adversary, you hurtle across the battle
C h a r g i n g A c t i o n ( 1 1 t h level): W h e n you spend
field, shrugging off attacks.
an action point to m a k e a charge attack, you gain a
Encounter
+2 bonus to speed and to all defenses until the end
Minor Action Personal
of your next turn. I n addition, you c a n take further Effect: Until the end of your next turn, you ignore difficult
actions after the charge. terrain, can move through enemy spaces, and gain a +2
C h a r g i n g S t r i k e ( 1 1 t h level): W h e n e v e r you power bonus to AC against opportunity attacks.
charge a target and hit it, your attack deals l d 6
extra damage to the target and you push the target Crag of Steel Warforged Juggernaut Attack 20
1 square. I n addition, you c a n shift 1 square into a You lock yourself into position, holding your ground with a de-
square that the target vacated. T h e extra damage fensive posture and a series of deadly attacks.
increases to 2 d 6 at 2 1 s t level. Daily Stance, W e a p o n
C o n s t r u c t P e r f e c t i o n ( 1 6 t h l e v e l ) : You gain a +2 Minor Action Personal
bonus to saving throws and E n d u r a n c e c h e c k s . Effect: Until the stance ends, you gain resist 5 to all dam-
U n s t o p p a b l e ( 1 6 t h level): W h e n you spend an age, and whenever this reduces an attack's damage to 0,
you also negate that attack's effect on you. Additionally,
action point, you c a n m a k e a saving throw.
until the stance ends, you can reduce the distance you
are pulled, pushed, or slid by 5 squares, and any enemy
WARFORGED JUGGERNAUT POWERS that starts its turn adjacent to you takes 1 [W] damage
while you are able to make opportunity attacks.

Ruinous Warforged Juggernaut Attack 11

Onslaught
You end your reckless charge with a brutal blow that throws
your enemy backward, rattling its nerves.
Encounter W e a p o n
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is
dazed until the end of your next turn.
Special: W h e n charging, you can use this power in place of a
melee basic attack.

CHAPTER 3 | Classes
D R A G O N M A R K E D P A R A G O N PATHS
Each o f the following thirteen paragon paths is asso-
CANNITH MASTERMAKER
ciated with one o f the thirteen dragonmarked houses.
Each paragon path has a dragonmark as a prereq- PATH FEATURES
uisite. T h e dragonmarked feats appear in the feats M a s t e r m a k e r A c t i o n ( 1 1 t h l e v e l ) : W h e n you
section o f Chapter 4 . spend a n action point to take a n extra action, one of
your expended magic item daily powers recharges.
I t e m A f f i n i t y ( 1 1 t h level): After an extended
CANNITH MASTERMAKER rest, you c a n use t h r e e magic item daily powers per
"I've always had a sense of the latent power residing within day. At 2 1 s t level, you can use five magic item daily
certain items. Of course, in my hands, that power doesn't powers per day.
stay latent for long." A r c a n e R e c h a n n e l i n g ( 1 6 t h level): O n c e per
encounter as a free action during your turn, you c a n
P r e r e q u i s i t e : Mark o f M a k i n g feat expend one of your uses o f a magic item daily power
to regain the use o f an a r c a n e encounter attack
T h e mastermakers o f House C a n n i t h are among the power.
most powerful spellcasters of the thirteen dragon-
marked houses. T h e house counts numerous artificers
CANNITH MASTERMAKER POWERS
and wizards among its ranks. As a C a n n i t h master-
maker, you are a part o f the house's august magical
Power Siphon Cannith Mastermaker Attack 11
tradition. You are capable o f coaxing hidden power
You blast your foe with a golden ray, and streaming wisps of
out o f your magic items, and you c a n use that power
power flow from your enemy into your equipment and into the
in unusual ways. T h e untold days spent handling equipment of nearby allies.
residuum and other components have left their mark,
Encounter Arcane, Implement, Radiant
though. Most mastermakers have hands that b e a r per- Standard Action Ranged 10
manent silver streaks. Target: One creature
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier radiant damage, and you
and each ally within 10 squares of you gain a +2 power
bonus to attack rolls or a +2 power bonus to all defenses
until the end of your next turn.

Item Resurgence Cannith Mastermaker Utility 1 2


You channel arcane energy into a nearby item, using your ar-
cane reservoir of power to activate it.
Daily Arcane
Immediate Interrupt Close burst 10
Trigger: An ally within 10 squares of you uses a magic item
daily power
Target: The triggering ally
Effect: The target does not count the triggering magic item
power toward his or her limit of magic item daily power
uses.

Lightning Infusion Cannith Mastermaker Attack 20


With a blast of eldritch lightning, you assault your enemies and
bolster summoned creatures.
Daily Arcane, Implement, Lightning
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Intelligence vs. Reflex
Hit: 4d8 + Intelligence modifier lightning damage, and you
push the target 1 square.
Miss: Half damage.
Effect: Any summoned creature in the blast gains tempo-
rary hit points equal to 5 + your Intelligence modifier.

CHAPTER 3 | Classes
DENEITH PROTECTOR DENEITH PROTECTOR
"I can't promise that nothing will happen to you while I'm PATH FEATURES
around. I can promise that I'll see you through whatever S e n t i n e l A c t i o n ( 1 1 t h l e v e l ) : W h e n you spend
perils we face." an action point to take an extra action, you m a r k
e a c h e n e m y that is adjacent to you w h e n you com-
P r e r e q u i s i t e : M a r k of Sentinel feat plete that action. T h e m a r k lasts until the e n d o f your
next turn.
Deneith's protectors are among the most storied B o d y g u a r d ' s R e s o l v e ( 1 1 t h level): W h e n e v e r
m e m b e r s of the house's Defenders Guild, an orga- you are dazed or stunned and a n enemy m a r k e d by
nization o f m e r c e n a r y bodyguards who are combat you targets an ally within your line o f sight with a n
veterans. As a protector, you protect your charge with attack, you c a n m a k e a saving throw against the dazed
both combat prowess and the supernatural powers of or stunned effect. I f you save, the effect ends before
your dragonmark. Although most o f your comrades the e n e m y m a k e s the attack roll against the ally.
are probably m e m b e r s o f the Defenders Guild, you D e n e i t h M a r k ( 1 6 t h l e v e l ) : W h e n e v e r you m a r k
might also find yourself working with the Blade- an enemy, you end any m a r k s on you.
marks Guildan organization o f m e r c e n a r i e s who
provide a variety o f services throughout K h o r v a i r e - 1'
i.i.y.jj.jiMi'.mi'.m
Deneith Protector Attack

and the Sentinel Marshals, a group that ensures the


Your dragonmark sends a magic charge into your enemy when
enforcement o f law and order. Your training has
you hit, creating a link that lets you divert the foe's attacks.
honed your skills to protect others, and you relish the
Encounter 4- W e a p o n
opportunity to thwart enemies who try to attack your Standard Action Melee weapon
charges. Those foolish enough to venture such an Target: One creature
assault swiftly m e e t your weapon as you deliver retri- Attack: Strength or Intelligence vs. AC
bution for their audacity. Hit: 3 [ W ] + Strength or Intelligence modifier damage, and
the next time the target hits an ally with a melee attack
before the end of your next turn, you can choose to have
the attack instead hit you.

Globe of Warding Deneith P r o t e c t o r Utility 1 2

You create a shimmering globe that strengthens allies against


attacks.
Encounter 4 Zone
Minor Action Close burst 2
Effect: The burst creates a zone of protective energy that
lasts until the end of your next turn. You and each ally
within the zone gain a +2 bonus to all defenses against
ranged and area attacks.
Sustain Minor: The zone persists.

Punish the Assailant Deneith Protector Attack 20


Your weapon leaps into a gap in the defenses of an attacking
enemy, punishing it for having the temerity to attack an ally.
Daily 4 Reliable, W e a p o n
Immediate Interrupt Melee weapon
Trigger: An enemy within your reach makes a melee attack
roll against an ally
Target: The triggering enemy
Attack: Strength or Intelligence vs. AC
Hit: 4 [ W ] + Strength or Intelligence modifier damage, and
the triggering enemy's attack targets you instead of the
ally, even if you are not within the attack's range. If the
attack misses you, you can make a melee basic attack
against the target as a free action.

CHAPTER 3 | Classes
GHALLANDA
SANCTUARY GUARDIAN z

"I recommend you back away now. Then again?a part of


z
me wants to see what happens if you don't."
0
J
P r e r e q u i s i t e : Mark o f Hospitality feat <

As a sanctuary guardian, you are the point o f the <


spear for House Ghallanda, adept at enforcing the
house's m a n d a t e to provide a safe haven for its guests.
0
LlJ
House Ghallanda has enclaves around the world
that are beset by hazards such as overzealous local
<
authorities, kidnappers, and rampaging monsters. :>
2:
You've been trained to deal with all such threats. Z
Through the power o f your dragonmark, you set the 'J
stage for battles, m a k i n g sure that your allies have the <
advantage. Your powers help k e e p your allies fighting
and your e n e m i e s struggling. Those who would chal-
lenge you or your comrades quickly learn that House
Ghallanda is competent in more arts than just those
of comfort and convenience.

GHALLANDA SANCTUARY GUARDIAN


PATH FEATURES
Swift A c t i o n ( 1 1 t h l e v e l ) : W h e n you spend an
action point to take an extra action, each ally within
5 squares o f you c a n shift 1 square as a free action.
H o s p i t a b l e S u r g e ( 1 1 t h level): W h e n e v e r you
spend a healing surge, each ally adjacent to you c a n Guardian's Ghallanda Sanctuary Guardian Utility 1'.
m a k e a saving throw. Those allies gain any bonuses
Word
you have to saving throws for that roll. Your dragonmark glows and empowers your healing.
G h a l l a n d a ' s S a n c t u a r y ( 1 6 t h level): W h e n any
Encounter
ally within 5 squares o f you takes a total defense or
Free Action Personal
second wind action, that ally gains temporary hit Effect: The next healing power you use before the start
points equal to 5 + your C h a r i s m a modifier. of your next turn restores the maximum number of hit
T h e n u m b e r o f temporary hit points equals 10 + points possible.
your C h a r i s m a modifier at 21st level.
Sanctuary Ghallanda Sanctuary Guardian Attack 20

GHALLANDA SANCTUARY GUARDIAN Strike


POWERS You swing, striking your foes and emitting a shower of energy
from your dragonmark to empower your allies.
Daily W e a p o n
Scatter Ghallanda Sanctuary Guardian Attack 11
Standard Action Close burst 1
the Invaders Target: Each enemy in burst
You strike out at one foe and send it staggering into other Attack: Strength vs. Reflex
nearby enemies. Hit: 3[W] + Strength modifier damage.
Encounter W e a p o n Miss: Half damage.
Standard Action Melee weapon Effect: Until the end of your next turn, any ally can use
Primary Target: One creature his or her second wind as a minor action while within 3
Primary Attack: Strength vs. AC squares of you.
Hit: 2[W] + Strength modifier damage. Make a secondary Sustain Minor: The effect persists.
attack.
Secondary Target: Each enemy adjacent to the primary
target
Secondary Attack: Strength vs. Fortitude
Hit: You push the secondary target 1 square.

CHAPTER 3 | Classes
JORASCO JADEHAND H e a l i n g S a v a n t ( 1 6 t h l e v e l ) : W h e n e v e r you use
a healing power during a short or an extended rest,
"My enemies are like gangrene on a wound that would
that power restores the m a x i m u m n u m b e r o f hit
otherwise heal. And there's only one thing to do with
points possible.
gangrene-start cutting."

P r e r e q u i s i t e : M a r k o f Healing feat JORASCO JADEHAND POWERS

W h e n S a h e m i the Emissary told House J o r a s c o that Preventive Medicine Jorasco Jadehand Attack 11

it should help heal E b e r r o n from the wounds o f the When an enemy attacks your friend, lightning arcs from your
dragonmark into the enemy, shocking it and healing your ally.
Last W a r , you listened. Despite resistance from m u c h
o f the house, S a h e m i insisted that the d r a g o n m a r k Encounter Healing, Implement, Lightning
Immediate Interrupt Ranged 5
that he and his kin bore m a n d a t e d an effort to help
Trigger: An enemy within 5 squares of you hits an ally
heal the land. A supporter o f S a h e m i ' s efforts, you
Target: The triggering enemy
call yourself a j a d e h a n d for the j a d e bracelets you Attack: Wisdom vs. Reflex
wear in emulation o f the Emissary. You respect the Hit: 2d10 + Wisdom modifier lightning damage, and the
druidic traditions, and you Ye interested in stopping triggering ally can spend a healing surge and gain an ad-
supernal m e n a c e s and healing the world's scars, ditional 2d6 hit points.
such as the M o u r n l a n d . You have a broad view o f
what constitutes "healing," so you also apply your Jade Rejuvenation Jorasco Jadehand Utility 12
skills liberally to help h e a l people and the land. For Your dragonmark glows a faint green. Sigils identical to the
you, exposing a d e m o n i c cult and thwarting frontier mark then appear over the heads of your friends.
banditry are just incisions and surgeries performed Daily Healing
on a larger scale. Minor Action Close burst 5
Target: You and each ally in burst
Effect: You lose one healing surge, and each target gains
JORASCO JADEHAND PATH FEATURES regeneration 5 until the end of your next turn.
J a d e h a n d A c t i o n ( 1 1 t h level): W h e n you spend Sustain Minor: The effect persists.
an action point to use a healing power, you restore
extra hit points equal to your W i s d o m modifier. Dawn Burst Jorasco Jadehand Attack 20
I m p r o v e d R e c o v e r y ( 1 1 t h level): W h e n e v e r you The sun seems to flare from your dragonmark, flashing its light
grant an ally a saving throw, that ally c a n roll two on friend and foe alike.
dice and take the higher result. Daily Healing, Implement, Radiant
Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier radiant damage.
Effect: Each ally in the burst can spend a healing surge or
make a saving throw.

C H A I'T E R 3 | C l a s s e s
KUNDARAK GHORAD'DIN KUNDARAK GHORAD'DIN
"Strictly speaking, it might not take a thief to catch a PATH FEATURES
thief. However, we do try to think and train like our G h o r a d ' d i n A c t i o n ( 1 1 t h l e v e l ) : W h e n you
adversaries do." spend an action point to take an extra action, you
gain a +2 bonus to Thievery c h e c k s and Stealth
P r e r e q u i s i t e : Mark o f W a r d i n g feat c h e c k s until the end o f your next turn. You also gain
a +2 bonus to AC and to R e f l e x until the end o f your
You are part of an unusual group o f thieves. You are next turn.
a m e m b e r o f House Kundarak's Ghorad'din, who are C a r e f u l T r a p - B r e a k e r ( 1 1 t h level): You gain a
charged with testing the house's wards and recover- +5 bonus to Thievery c h e c k s to delay a trap, and you
ing property stolen by those brazen enough to b r e a k do not trigger a trap with a failed Thievery c h e c k .
into K u n d a r a k vaults. You c o m b i n e the magical prow- M a s t e r B u r g l a r ( 1 6 t h level): W h e n e v e r you
ess o f a spellcaster with the stealth o f a burglar. As a m a k e a Thievery check, you roll two dice and take
result, no barrier c a n stop you. the higher result.
House K u n d a r a k uses the Ghorad'din only rarely,
and they answer only to Lord M o r r i k a n , leader KUNDARAK GHORAD'DIN POWERS
of House Kundarak. W h e n a n e w high security
vault needs testing, the house assembles a group of
Befuddling Bypass Kundarak Ghorad'din Attack 11
Ghorad'din to try to b r e a k in and expose weaknesses
Empowered by your dragonmark, your shot befuddles your foe,
before any treasure is placed within. Although such allowing you to pass by it before the creature realizes you are
practices hone your skills, you might prefer even gone.
greater challenges. T h e most skilled Ghorad'din are Encounter Charm, W e a p o n
assigned to recover stolen property from other gifted Standard Action Ranged weapon
thieves. W h i s p e r s also tell o f Ghorad'din who operate Target: One creature
as assassins. Attack: Strength or Dexterity vs. Reflex
Hit: 2[W] + Strength or Dexterity modifier damage, and
the target is immobilized until the end of your next turn.
You can then move your speed. This movement does not
provoke opportunity attacks from the target.

Thwart the Walls Kundarak Ghorad'din Utility 1 2


You start to fade out of existence, gaining the ability to step
through walls and obstacles.
Encounter
Minor Action Personal
Effect: You gain insubstantial and phasing until the end of
your next turn.

Ward Unleashed Kundarak Ghorad'din Attack 20


With the power of your dragonmark, you dispel nearby wards
and use their power to impede your enemies.
Daily
Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Strength or Dexterity + 4 vs. Fortitude
Level 27: Strength or Dexterity + 6 vs. Fortitude
Hit: 3d10 + Strength or Dexterity modifier damage, and
the target is slowed (save ends).
Miss: Half damage.
Effect: Any enemy zones or conjurations in the burst end.

CHAPTER 3 | Classes
LYRANDAR WIND-RIDER
"Battling me is as futile as trying to strike the wind. And
if you try, you'll look just as foolish."

P r e r e q u i s i t e : Mark of Storm feat

You're m o r e at home in the skies aboard a House


Lyrandar airship than you are on the ground.
Through the power o f your dragonmark, you exert
control over wind and weather. You're naturally held
aloft by breezes, but the wind isn't just a constant
companion, it's also a weapon in your arsenal. W i t h
the aid o f your dragonmark, you c a n cause sudden
bursts o f wind that send your enemies flying. W i t h
enough power, you c a n even s u m m o n a tornado to
tear through your enemy's ranks. Those who trifle
with you feel the fury o f the storm.

LYRANDAR WIND-RIDER
PATH FEATURES
W i n d - R i d e r A c t i o n ( 1 1 t h level): W h e n you
spend an action point to take an extra action, you
gain a fly speed equal to your speed (and c a n hover)
until the end of your next turn.
S t o r m A d e p t ( 1 1 t h level): You gain a +1 bonus
to attack rolls and a bonus equal to your Constitution
modifier ( m i n i m u m 1) to damage from lightning or
thunder attack powers.
F e a t h e r ' s T o u c h ( 1 6 t h l e v e l ) : O n c e per encoun-
ter, you c a n use the wizard utility power/eather/all
(Player's Handbook, page 1 6 0 ) .

LYRANDAR WIND-RIDER POWERS

Wind Burst Lyrandar Wind-Rider Attack 11 Unruly Cyclone Lyrandar Wind-Rider Attack 20

With the power of your dragonmark, you call forth a column Your dragonmark flares as you struggle to control a powerful
of wind that lands on your enemies, scattering them in all tornado and blast your foes.
directions. Daily 4 Implement, Zone
Encounter 4 Implement Standard Action Area burst 1 within 10 squares
Standard Action Area burst 2 within 10 squares Effect: The burst creates a zone of violent wind that lasts
Target: Each creature in burst until the end of your next turn. As a move action, you can
move the zone 4 squares. Each creature that starts its
Attack: Charisma or Constitution vs. Fortitude
turn within the zone is subject to the following attack.
Hit: 3d6 + Charisma or Constitution modifier damage,
Attack: Charisma or Constitution vs. Fortitude.
and you push the target 2 squares away from the attack's
Hit: 3d10 + Charisma or Constitution modifier, and you
origin square. A target in the burst's origin square is
push the target 4 squares away from the burst's origin
knocked prone instead of pushed.
square.
Sustain Minor: The zone persists.
Zephyr Wings Lyrandar Wind-Rider Utility 12
You feel a rush of wind at your back, and you're carried aloft.
Daily
Minor Action Personal
Effect: You gain a fly speed equal to your speed until the
end of your next turn.
Sustain Minor: The effect persists.

CHAPTER 3 | Classes
MEDANI TRUESEER M e d a n i T a r g e t i n g ( 1 6 t h level): Your attacks
ignore cover and concealment, but not superior cover
"I knew you were going to do that. And now, 1 know you're
and total concealment, against a target you have
going to pay."
combat advantage against.

P r e r e q u i s i t e : Mark o f Detection feat


MEDANI TRUESEER POWERS
House Medani's ability to train the senses and the/
m i n d s o f its m e m b e r s is legendary. In your case, the Medani True Strike Medani Trueseer Attack 11

rigorous training c o m b i n e s with the power o f your Your Mark of Detection flares, sending out darts of energy to
hunt down hidden foes and reveal their locations.
dragonmark to bring your powers o f prescience and
observation to supernatural levels. You c a n reveal Encounter
Standard Action Ranged 10
invisible foes with ease and throw your enemies
Effect: You can see invisible creatures within 10 squares of
from their feet by anticipating their movements. As a
you and within your line of sight until you hit or miss with
Medani trueseer, you t h i n k a step ahead o f everyone this power.
else. Even adversaries that t h i n k they've outsmarted Target: One creature
you find themselves lured into traps that give you the Attack: Charisma or Wisdom + 4 vs. Reflex. The attack
advantage. ignores any cover and any concealment if the target is
within 10 squares of you.
Hit: 2d10 + Charisma or Wisdom modifier.
MEDANI TRUESEER PATH FEATURES
T r u e s e e r A c t i o n ( 1 1 t h l e v e l ) : W h e n you spend
Medani Foretelling Medani Trueseer Utility 1 2
an action point to take an extra action, any e n e m y
The power of your dragonmark allows you to take a quick
you c a n see grants combat advantage to you until the glance into the future to help you decide what to do.
end of your next turn.
Encounter
B l i n d l e s s Sight ( 1 1 t h level): You cannot be Free Action Personal
blinded, and you gain a +2 bonus to Perception checks Effect: You roll a d20. If you attack during this turn, you
and initiative checks. can choose to use this roll as the first attack roll of the
attack.

Disruptive Medani Trueseer Attack 20


Premonition
Before your enemy can strike, you let loose a debilitating sting
that inhibits its defenses and ability to attack.
Daily W e a p o n
Immediate Interrupt Ranged 10
Trigger: An enemy within 10 squares of you hits or misses
you or an ally
Target: The triggering enemy
Attack: Charisma or Wisdom vs. Reflex
Hit: 3d10 + Charisma or Wisdom modifier damage, and
the target takes a -4 penalty to attack rolls against you
(save ends).
Miss: Half damage.
Effect: The target grants combat advantage to you until the
end of your next turn.

CHAPTER 3 | Classes
ORIEN SWIFTBLADE
"Are you watching my blade, or are you watching my
feet? You'll have to keep an eye on both if you're to keep
up with me."

P r e r e q u i s i t e : Mark o f Passage feat

Among the best duelists o f House Orien are t h e


swiftblades, peerless swordmasters whose M a r k s o f
Passage enable t h e m to cut paths between worlds
with their flashing blades. As a swiftblade, you c a n
slice a rift in t h e fabric o f the world, dart through it,
and then appear on t h e other side o f the battlefield.
W h e n you practice against your peers, the fights
range across neighborhoods and cities as you a n d
your opponent teleport from place to place.
House Orien calls upon swiftblades to defend
the house's interests with weapon and word. T h e
house dispatches the duelists to conduct negotia-
tions or investigate disturbances in its travel network.
W i t h their sophisticated demeanor, swiftblades are
often underestimated by House Orien's enemies.
Those who attract t h e ire o f an Orien swiftblade
quickly learn that the duelists are m o r e than casual
weaponmasters.

ORIEN SWIFTBLADE PATH FEATURES


S w i f t b l a d e A c t i o n ( 1 1 t h l e v e l ) : W h e n you spend
an action point, you c a n teleport your speed as a
move action until t h e end o f your next turn.
V i g i l a n t S p r i n t e r ( 1 1 t h level): You do not grant
combat advantage for running.
Flurry of Teleportation Orien Swiftblade Attack 20
Swift F o o t ( 1 6 t h l e v e l ) : You gain a +1 bonus to
You blink from place to place on the battlefield, stabbing a foe
speed a n d a +1 bonus to AC and to R e f l e x against
before disappearing again.
opportunity attacks.
Daily Teleportation, W e a p o n
Standard Action Melee weapon
ORIEN SWIFTBLADE POWERS Primary Target: One creature
Primary Attack: Strength or Intelligence vs. AC
Hit: 2[W] + Strength or Intelligence modifier damage.
Shifting Charge Orien Swiftblade Attack 11
Effect: You teleport 4 squares and then make a secondary
Brandishing your weapon, you charge forward, dashing among
attack.
your enemies before they can react.
Secondary Target: One creature other than the primary
Encounter W e a p o n target
Standard Action Melee weapon Secondary Attack: Strength or Intelligence vs. AC
Effect: Before the attack, you shift your speed. Hit: 1 [ W ] + Strength or Intelligence modifier damage.
Target: One creature Effect: You teleport 4 squares and then make a tertiary
Attack: Strength or Intelligence + 1 vs. AC attack.
Hit: 3 [ W ] + Strength or Intelligence modifier damage. Tertiary Target: One creature other than the primary
and secondary targets
Orien Unbound Orien Swiftblade Utility 1 2 Tertiary Attack: Strength or Intelligence vs. AC
Hit: 1 [ W ] + Strength or Intelligence modifier damage.
Your Mark of Passage flares, and you teleport away from your
Effect: You teleport 4 squares.
bonds.
Encounter Teleportation
Move Action Personal
Effect: You end any immobilized or marked effects on you.
You then teleport your speed.

CHAPTER 3 | Classes
PHIARLAN PHANTASMIST P h a s e - M i s t S h r o u d ( 1 6 t h l e v e l ) : W h e n e v e r you
r
use a n illusion power, you gain c o n c e a l m e n t and a
"I suggest that you withdraw. My last foes found that flee-
+1 b o n u s to attacks rolls with c h a r m , fear, illusion, or
ing in abject terror was far more hazardous than a sensible
psychic powers until t h e e n d o f your next t u r n .
surrender."
z
P r e r e q u i s i t e : M a r k o f Shadow feat
PHIARLAN PHANTASMIST POWERS Z>
<
Disturbing Visions Phiarlan Phantasmist Attack
The entertainers and artisans of House Phiarlan <
employ a variety o f m e d i a and t e c h n i q u e s to express Terrible illusions plague your enemies' minds, causing them to
flee in fright. 2
their art a n d distract t h e i r foes. M e m b e r s o f t h e
house who show a predisposition for illusion a r e Encounter 4 Fear, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10 squares

(
often t r a i n e d as p h a n t a s m i s t s . As a p h a n t a s m i s t , you
Target: Each enemy in burst
<
excel in evasion a n d d e c e p t i o n . Your t r a i n i n g h a s I
Attack: Intelligence or Charisma vs. W i l l
taught you h o w to b r i n g your e n e m i e s ' n i g h t m a r e s to
Z
Hit: 2d6 + Intelligence or Charisma modifier psychic Z
life. You c a n c l o a k y o u r s e l f in shadows or t r i c k foes damage, and you slide the target 2 squares. In addition, Z
with illusory f o r m s . W h e n you p e r f e c t your art, you the target takes a -2 penalty to attack rolls until the end <
even gain t h e power to m a k e a n illusion into a deadly of your next turn.
G
reality.
Taunting Decoy Phiarlan Phantasmist Utility 12

PHIARLAN PHANTASMIST An image of you appears near your enemy, drawing its attacks.
Daily 4 Conjuration, Teleportation
PATH FEATURES
Standard Action Ranged 10
P h a n t a s m i s t A c t i o n ( 1 1 t h l e v e l ) : W h e n you Effect: You conjure a decoy of yourself in an unoccupied
spend a n action point to t a k e a n e x t r a action, you or square within range. The decoy occupies 1 square, and it
one ally w i t h i n 3 squares o f you b e c o m e s invisible lasts until the end of your next turn. W h e n you conjure
until the start o f your n e x t t u r n . the decoy, it marks one enemy within 5 squares of it until
M i n d F i r e ( 1 1 t h l e v e l ) : A n y e n e m y affected by the end of your next turn. The decoy can be attacked,
and when the enemy marked by the decoy hits it, the
one o f your c h a r m , fear, illusion, or psychic powers
mark ends and the decoy teleports 5 squares. As a move
takes a -2 penalty to saving throws against that pow-
action, you can move the decoy 3 squares.
er's effect.
Sustain Minor: The decoy persists, and it marks one enemy
within 5 squares of it.

Phantasmist Stalker Phiarlan Phantasmist Attack 20


You summon a feral, gangly creature of shadow and mist to do
your bidding.
Daily 4 Implement, Psychic, Summoning
Standard Action Ranged 10
Effect: You summon a Medium phantasmist stalker in an
unoccupied square within range. The stalker has speed
7. It has a +4 bonus to AC and to Reflex and a +5 bonus
to saving throws against fear effects and charm effects.
Whenever the stalker hits a creature granting combat
advantage to it, that creature takes ongoing 5 psychic
damage (save ends). You can give the phantasmist stalker
the following special commands.
Minor Action: The phantasmist stalker moves 7
squares. It has insubstantial while moving.
Standard Action: Close blast 3; targets each creature in
blast; Intelligence or Charisma vs. W i l l ; 1 d10 + Intelligence
or Charisma modifier psychic damage, and the target is
dazed (save ends).
Standard Action: Melee 1; targets one creature;
Intelligence or Charisma vs. Reflex; 1d8 + Intelligence or
Charisma modifier psychic damage.
Opportunity Attack: Melee 1; targets one creature;
Intelligence or Charisma vs. Reflex; 1 d8 + Intelligence or
Charisma modifier psychic damage.

CHAPTER 3 | Classes^
Sivis TRUENAMER True W o r d Healing ( 1 6 t h level): Whenever
you use a power that lets you spend a h e a l i n g surge,
"I callyou thaukrala'them-sholowdi. I rebukeyou with
e a c h ally w i t h i n 3 squares o f you c a n also spend a
mahanaprill-katarnah. And heed this word: Quarran
healing surge.
quatalli'voreshathayue!"

P r e r e q u i s i t e : Mark o f Scribing feat, fluent in


Sivis TRUENAMER POWERS
Supernal
Utterance of M o c k e r y Sivis True n a m e r Attack 11

As a b e a r e r o f the Mark o f Scribing, you have a super- You speak words of Supernal so potent that your enemy loses its
sense of identity and mistakenly attacks itself.
natural affinity for language. You have chosen to
focus your skills on mastering the subtle intonations Encounter 4- Charm, Implement
Standard Action Ranged 10
and precise rhythms o f the true language that gave
Target: One creature
birth to all others. Although your vocabulary is lim-
Attack: Intelligence or Charisma vs. W i l l
ited, your words c a r r y potent magic powera power Hit: As a free action, the target makes a basic attack against
that c a n befuddle and enslave your e n e m i e s or bring itself and hits. If the target has multiple basic attacks, you
an onrushing mob to a halt. choose which attack it uses.

SIVIS TRUENAMER PATH FEATURES Sigil of Repulsion Sivis Truenamer Utility 1 2

T r u e n a m e r A c t i o n ( 1 1 t h l e v e l ) : W h e n you You utter ancient words of Supernal, conjuring a silvery glyph


spend a n action point to take an extra action, you that repels your foes.
regain the use of C h a n n e l Divinity or A r c a n e Imple- Daily 4 Conjuration
Minor Action Ranged 20
m e n t Mastery.
Effect: You conjure a glowing sigil in an unoccupied square
S u p e r n a l L i n g u i s t ( 1 1 t h l e v e l ) : Your study of
within range. Any enemy within 5 squares of the sigil
Supernal has given you a greater understanding o f must spend 2 extra squares of movement for each space
the world. You gain a +2 bonus to knowledge c h e c k s . it moves closer to the sigil.
W o r d o f Life ( 1 1 t h level): Increase your healing Sustain Minor: The sigil persists.
surge value by your Intelligence or Charisma modifier.
Utterance Sivis Truenamer Attack 20
of Domination
You speak the true name of your enemy, giving you temporary
dominion over it.
Daily 4 Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence or Charisma vs. W i l l
Hit: The target is dominated (save ends).
Aftereffect: The target takes 4d10 + Intelligence or
Charisma modifier psychic damage.
Miss: The target takes 2d10 + Intelligence or Charisma
modifier psychic damage and is dazed until the end of
your next turn.

CHAPTER 3 | Classes
THARASHK WAYFINDER
"There is only one way to escape my pursuit: through
death."

P r e r e q u i s i t e : Ranger, Hunter's Q u a r r y class fea-


ture, M a r k o f Finding feat

Rangers in House T h a r a s h k often b e c o m e way-


finders, all-purpose guides who travel the world
helping to resolve the house's quarrels. A wayfinder
is part scout, part bounty hunter, and part inquisi-
tive. As a wayfinder, you might, over the course o f a
season, guide dragonshard prospectors through dan-
gerous wilderness, capture a fugitive, uncover who's
smuggling poisons into the slums o f Sharn, and even
explore a dungeon or two along the way. Your dragon-
mark guides your attacks, whether you're fighting
hand-to-hand or with a bow. O n c e you d e t e r m i n e
your quarry, you are relentless in your pursuit o f it.
Those who flee from you find that there's no escaping
a wayfinder, only a delay of the inevitable.

THARASHK WAYFINDER
PATH FEATURES
W a y f i n d e r A c t i o n ( 1 1 t h level): W h e n you spend
an action point to m a k e an attack against an e n e m y
you've designated as your quarry, you c a n shift your
speed after the attack roll.
Q u a r r y ' s A r r e s t ( 1 1 t h level): W h e n you hit a
creature designated as your quarry, you c a n choose Distant Quarry Tharashk Wayfinder Utility 1 2

to forego your Hunter's Q u a r r y damage in order to Your dragonmark pulses with energy as you identify a distant
foe as your quarry.
instead slow the creature and prevent it from shifting
Encounter
until the end of your next turn. Doing this expends
Minor Action Personal
your Hunter's Q u a r r y damage until the start o f your
Effect: You designate one enemy that you can see as your
next turn. quarry.
W a y f i n d e r ' s Q u a r r y ( 1 6 t h level): W h i l e a crea-
ture is designated as your quarry, it grants combat
Path of Destruction Tharashk Wayfinder Attack 20
advantage to you.
Your dragonmark flashes as you deliver a devastating attack.
You then take a couple of steps and unleash another crippling
THARASHK WAYFINDER POWERS assault.
Daily W e a p o n
Path of Least Tharashk Wayfinder Attack 11 Standard Action Melee or Ranged weapon
Primary Target: One creature
Resistance Primary Attack: Strength vs. AC (melee) or Dexterity vs. AC
The power of your dragonmark guides your strike, and its magic
(ranged)
lingers in the wound, weakening your foe's defenses.
Hit: 2[W] + Strength modifier damage (melee) or 2[W] +
Encounter W e a p o n Dexterity modifier damage (ranged). The target gains vul-
Standard Action Melee or Ranged weapon nerable 1 to all damage until the end of the encounter.
Target: One creature Effect: Shift 2 squares and make a secondary attack.
Attack: Strength vs. lowest of Fortitude, Reflex, or W i l l Secondary Target: One creature
(melee) or Dexterity vs. lowest of Fortitude, Reflex, or W i l l Secondary Attack: Strength vs. AC (melee) or Dexterity
(ranged) vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] Hit: 2[W] + Strength modifier damage (melee) or 2 [ W ]
+ Dexterity modifier damage (ranged). Until the start + Dexterity modifier damage (ranged). The secondary
of your next turn, the target takes a -2 penalty to the target gains vulnerable 1 to all damage until the end of
defense you hit. the encounter. If you hit the same creature with both the
primary and secondary attacks, it gains vulnerable 2 to
all damage until the end of the encounter.

C H A P T E R 3 |Classes J
THURANNI SHADOW KILLER you, your attack also deals ongoing 5 necrotic damage
(save ends). You decide whether to apply t h e ongoing
"The only noise my weapon makes is the sound of a body
damage after m a k i n g the damage roll. T h e damage
hitting the floor."
increases to ongoing 10 necrotic at 21st level.

P r e r e q u i s i t e : Mark o f Shadow feat, trained in


Stealth THURANNI SHADOW KILLER
POWERS
You're among the deadliest assassins that House
T h u r a n n i has to offer. You are the scourge o f House Descending Thuranni Shadow Killer Attack 11
Phiarlan a n d anyone else w h o has e n e m i e s with the Shadows
coin to afford your services. You kill silently, and Darkness explodes from your dagger and rises above your en-
you're adept at infiltrating e n e m y strongholds. You emy before raining down ebon sheets that cling to the creature's
eliminate targets with ruthless efficiency and return form.
to your house's compounds unscathed. T h u r a n n i Encounter W e a p o n
shadow killers are careful to ensure that their deeds Standard Action Melee weapon
go unnoticed by most o f Khorvaire's population. Target: One creature
Attack: Dexterity vs. Reflex and Will. You make one attack
roll and compare the result against both defenses. The
THURANNI SHADOW KILLER target might be hit one or two times, depending on which
defenses are hit.
PATH FEATURES
Hit (Reflex): 1 [ W ] + Dexterity modifier damage, and the
S h a d o w - f a d e A c t i o n ( 1 1 t h l e v e l ) : W h e n you
target is slowed until the end of your next turn.
spend an action point to take an extra action, you
Hit (Will): 1 [ W ] + Dexterity modifier damage, and the target
b e c o m e invisible until the end o f your next turn. is blinded until the end of your next turn.
T h u r a n n i S i l e n c e ( 1 1 t h level): Any ally within 3
squares o f you w h o is not trained in Stealth gains a +3 Shadowstep Thuranni Shadow Killer Utility 1 2
bonus to Stealth c h e c k s .
You point at a spot, and the light retreats from it. Then you dis-
S h a d o w W o u n d ( 1 6 t h l e v e l ) : O n c e per round appear and step out of the shadows you ve created.
when you hit an e n e m y granting combat advantage to
Daily Teleportation, Zone
Standard Action Area burst 1 within 10 squares
Effect: The burst creates a zone of darkness that lasts until
the end of your next turn. The zone blocks line of sight
for creatures without darkvision. You gain darkvision
until the end of your next turn and teleport to the burst's
origin square.
Sustain Minor: The darkvision and the zone persist.

Spectral Garrote 11 uranni Shadow Killer Attack 20


A translucent garrote forms between your hands as you snare a
foe to use as your shield.
Daily Reliable, W e a p o n
Standard Action Melee 1
Target: One creature granting combat advantage to you
Attack: Dexterity vs. Reflex
Hit: 3d8 + Dexterity modifier damage, and you grab the
target. Until the grab ends, you have cover and can use
the following action.
Immediate Interrupt Personal
Trigger: An enemy makes a melee or ranged attack roll
against you that targets AC or Reflex
Effect: The triggering attack targets the creature grabbed
by you.
Sustain Minor: You sustain the grab, and the target takes
2d8 + Dexterity modifier damage.

I 11 A I ' I I K [i I C l a s s e s
VADALIS GRIFFONMASTER
"look to the skies, my friends. There you'll find me."

P r e r e q u i s i t e : Ranger, Beast Mastery class feature


(see Martial Power, page 3 8 ) , Mark o f Handling feat

In the final years of the Last W a r , House Vadalis


began training griffon riderssoldiers mounted on
domesticated griffons. As a Vadalis griffonmaster, you
had a hand in training those griffons and their riders.
W i t h your dragonmark's power, you've b e c o m e an
expert rider who is at h o m e on the b a c k o f a griffon.

VADALIS GRIFFONMASTER
PATH FEATURES
G r i f f o n m a s t e r A c t i o n ( 1 1 t h level): W h e n you
spend an action point to m a k e an attack, your Vadalis
bred griffon can take a standard action or a move
action after your attack. I f the griffon uses the action
to attack, the attack deals l d 6 extra damage.
V a d a l i s G r i f f o n ( 1 1 t h level): You c a n swap your
current beast companion for a Vadalis-bred griffon.
V a d a l i s R i t u a l T e c h n i q u e s ( 1 6 t h level): You
have mastered and c a n perform the C o m m u n e with
Nature and Phantom Steed rituals as i f you had the
VADALIS BRED GRIFFON STATISTICS
Ritual Caster feat.
Ability Scores: Strength 20, Constitution 18, Dexterity
16, Intelligence 2, Wisdom 12, Charisma 6
VADALIS GRIFFONMASTER EXPLOITS Size: Large
Speed: 6 squares, fly 8 squares
Griffon's Pull Vadalis Griffonmaster Attack 11 Defenses: AC 13 + level, Fortitude 14 + level, Reflex
Your griffon reaches out with its beak and pulls your enemies 12 + level, Will 12 + level
close. You then seize the opportunity to attack.
Hit Points: 16 + 10 per level
Encounter Beast, Martial, W e a p o n Attack Bonus: Level + 4
Standard Action Melee weapon (beast 2)
Damage: 2d6
Primary Target: One creature
Melee Basic Attack: Claw; level + 3 vs. AC; 2d6 +
Primary Attack: Beast's attack bonus vs. Reflex
Hit: 1 [B] + beast's Strength modifier damage, and you Strength modifier damage.
slide the target 3 squares into a space adjacent to your Mount: The Vadalis-bred griffon is a mount.
Vadalis-bred griffon beast companion. Make a secondary Cooperative Charge: When the Vadalis-bred griffon's
attack that is a melee weapon attack. rider charges, the griffon can make a claw attack as
Secondary Target: One creature that was a primary target a free action in addition to its rider's charge attack.
Secondary Attack: Strength vs. AC. You have combat
Trained Skills: Athletics, Endurance, Perception
advantage against the secondary target.
Hit: 1 [ W ] + Strength modifier damage.
Level 21: 2 [ W ] + Strength modifier damage.
Snatching Assault Vadalis Griffonmaster Attack 20
Your griffon grabs your enemy in its talons and whisks it away.
Invigorating Dive Vadalis Griffonmaster Utility 1 2
Daily Beast, Martial
The rush of the wind and the anticipation of attacking your prey Standard Action Melee beast 1
give you and your griffon a surge of vigor. Target: One creature
Daily Beast, Healing, Martial Attack: Beast's attack bonus vs. AC
Free Action Close burst 1 Hit: 2[B] + beast Strength's modifier damage, and the
Requirement: You must be mounted on a creature that is target is grabbed. Until the grab ends, your Vadalis-bred
flying. griffon beast companion can move the target without
Trigger: You charge needing to make a Strength attack.
Target: You and your beast companion Miss: 2[B] + beast's Strength modifier damage.
Effect: Each target regains hit points equal to your healing Effect: After the attack, your Vadalis-bred griffon beast
surge value. companion can move half its speed.

CHAPTER 3 | Classes
EPIC DESTINIES ^
W h e n you r e a c h 2TsHevel, you c a n choose a n epic
destiny. You c a n select one o f the following Eberron-
based epic destinies instead o f an epic destiny from
another source. Although these epic destinies are
grounded in the E B E R R O N setting, you can, with your
DM's permission, choose one o f t h e m for a c h a r a c t e r
from any campaign setting.

CHAMPION OF PROPHECY
Nothing can stop you. You were born for this. It's who you
are.

P r e r e q u i s i t e : 2 1 s t level

Ever since you were young, you've had a n instinctive


sense that you were special. As you grew older and
saw m o r e o f the world, you learned o f the Draconic
Prophecy, and you began to recognize that you have
some part to play in it. You realized that the reason
you felt special was because o f your connection to the
Prophecy.
You've discovered tangible, concrete indications
of your role in the Prophecy. Your understanding of
the P r o p h e c y might be subtle (a whisper in your head
that imparts prophetic guidance at key j u n c t u r e s in
CHAMPION OF PROPHECY FEATURES
your life), or it might b e overt (a reference to you in P r o p h e t i c Blessing ( 2 1 s t level): Increase
ancient texts that concern the Prophecy). Perhaps your Strength, Constitution, or Dexterity by 2, and
dragons pay you a visit to tell you o f your role in the increase your Intelligence, C h a r i s m a , or W i s d o m
Prophecy. by 2.
Regardless o f the way in w h i c h you l e a r n e d of your Unstoppable P r o p h e c y (21st level): Whenever
destiny, you have e m b r a c e d it. Your training has pre- you fail a death saving throw, you gain a +2 bonus to
pared you for the challenges you face, and woe betide attack rolls until the end o f the encounter.
anyone who stands in your way. You are an agent o f C r i t i c a l J u n c t u r e ( 2 4 t h l e v e l ) : W h e n e v e r you
fate, a representative o f prophecy, and one c a n no score a critical hit, you c a n spend a healing surge.
sooner hold you b a c k t h a n stop t i m e from passing. P r o p h e t i c R e n e w a l ( 3 0 t h level): Whenever
you reach a milestone, you c a n regain the use o f an
expended daily attack power instead o f gaining an
IMMORTALITY action point.
Your a s c e n d a n c y to immortality is as m u c h a collec-
tive e x p e r i e n c e as an individual one.
A g e n t o f t h e P r o p h e c y : B o u n d to the D r a c o n i c
CHAMPION OF PROPHECY POWER
Prophecy, you are a pivotal part in a narrative that
stretches forward and b a c k w a r d . Those who study Prophetic Champion of Prophecy Utility 26

the P r o p h e c y will know your n a m e , and you will Certainty


inspire the actions o f future champions o f prophecy. Buoyed by a succession of victories, you unleash a potent attack.
You will move forward the events o f the Draconic Encounter
Prophecy, and w h e n the P r o p h e c y reaches its conclu- Minor Action Personal
sion, you will have b e e n a tangible part o f it. Effect: You gain a bonus to your next attack roll before the
end of your next turn. The bonus is equal to +2 per mile-
stone that you've reached since your last extended rest.

CHAPTER 3 ] Classes
DISPOSSESSED CHAMPION w a r f o r g e d , t i e f l i n g s , o r a n y o t h e r dispossessed g r o u p .
Y o u n e e d not yourself be a m e m b e r of this group. A s
You lead a broken and scattered people into a new era of
t h e c a m p a i g n progresses t h r o u g h t h e e p i c tier, seek
prosperity.
o p p o r t u n i t i e s to h e l p y o u r p e o p l e a n d to s t r e n g t h e n
their presence i n the world.
P r e r e q u i s i t e : 21st l e v e l
H e r o o f P r o p h e c y : Your chosen people have
long believed that a hero w o u l d come a n d lead t h e m
T h e L a s t W a r ' s scars a r e felt deeply. C i t i e s a n d
from oblivion. Fragments from the Draconic P r o p h -
n a t i o n s s t i l l r e e l f r o m t h e ravages o f t h e t e r r i b l e
ecy a n d f r o m the visions of mystics predicted your
c o n f l i c t . K h o r v a i r e a n d its i n h a b i t a n t s b e a r v i s i b l e
coming. W h e n you accepted the champion's mantle,
signs o f t h e s u f f e r i n g w r o u g h t b y t h e w a r . C o u n t l e s s
y o u r m i s s i o n a n d p u r p o s e b e c a m e clear, a n d y o u
p e o p l e s a r e still a d r i f t , s e a r c h i n g for a h o m e a n d
h a v e s i n c e sought e v e r y o p p o r t u n i t y to h e l p y o u r
a p u r p o s e . T h e P r o p h e c y c h o s e y o u to l e a d t h e s e
p e o p l e . Y o u r efforts m i g h t c u l m i n a t e i n a f i n a l b a t t l e
p e o p l e , to g u i d e t h e m t o a n e w h o m e l a n d a n d i n t o a against y o u r people's p r i n c i p a l e n e m i e s . I n y o u r
f u t u r e f r e e f r o m strife a n d t o r m e n t . Y o u w e r e c h o s e n e n e m i e s ' defeat, y o u c a n a t t a i n t h e s a l v a t i o n t h a t y o u
to b e t h e i r c h a m p i o n , to d e f e n d t h e m f r o m a c a l l o u s h a v e l o n g sought. Y o u r p e o p l e m i g h t r a i s e y o u u p as
w o r l d t h a t h a s forgotten o r d i s m i s s e d t h e m . a k i n g or a q u e e n , or perhaps y o u w i l l instead simply
Y o u m i g h t h a v e b e c o m e a w a r e o f fate's p l a n for y o u a s c e n d i n t o t h e i r c u l t u r a l c o n s c i o u s n e s s as a savior.
e a r l y i n y o u r c a r e e r , o r y o u c o u l d h a v e c o m e to y o u r R e g a r d l e s s , y o u r t r i a l s w i l l b e r e t o l d i n stories a n d
mission late. Y o u r destiny c o u l d b e t h e c u l m i n a t i o n of songs for m i l l e n n i a u n t i l i n m e m o r y y o u b e c o m e
u n r e l a t e d e v e n t s a n d e x p e r i e n c e s t h a t l e d y o u to b i n d something more t h a n mortal. To your people, y o u
y o u r s e l f to a c h o s e n p e o p l e . N o w y o u h a v e b e c o m e a w i l l r e m a i n a n eternal symbol of hope a n d a promise
c h a m p i o n o f a dispossessed p e o p l e , a n d y o u i n t e n d to of a better future.
b r i n g h o p e to t h e m t h r o u g h y o u r l e a d e r s h i p .

DISPOSSESSED CHAMPION FEATURES


IMMORTALITY L e a d t o V i c t o r y ( 2 1 s t l e v e l ) : W h e n e v e r y o u shift,
L o n g after y o u d i e , y o u r n a m e w i l l l i v e o n as a
e a c h a l l y w i t h i n y o u r l i n e o f sight c a n shift a n e q u a l
s y m b o l o f h e r o i s m a n d h o p e i n t h e h e a r t s o f those
n u m b e r o f s q u a r e s as a f r e e a c t i o n . T h e a l l y m u s t e n d
y o u c h a m p i o n . W h e n y o u select t h i s e p i c destiny,
t h e shift c l o s e r to y o u t h a n h e o r s h e b e g a n .
choose a group o f forsaken or b r o k e n people, such
B u r d e n o f Leadership ( 2 4 t h level): W h e n a n
as C y r a n s , shifters, m e m b e r s o f H o u s e P h i a r l a n ,
e n e m y ' s a t t a c k b l o o d i e s a n a l l y a d j a c e n t to y o u , y o u
c a n s p e n d a h e a l i n g surge to a l l o w t h a t a l l y to r e g a i n
h i t p o i n t s as i f h e o r s h e h a d s p e n t a h e a l i n g surge.
D r i v e n b y D u t y ( 3 0 t h l e v e l ) : T h e first t i m e
y o u d r o p to 0 h i t p o i n t s o r f e w e r after a n e x t e n d e d
rest, y o u c a n s p e n d a h e a l i n g surge as a n i m m e d i a t e
i n t e r r u p t . A n y a l l y w h o c a n see y o u r e g a i n s 2 d 6 h i t
p o i n t s . A n y h i t p o i n t s i n excess o f a n ally's m a x i m u m
n u m b e r o f hit points b e c o m e t e m p o r a r y hit points.

DISPOSSESSED CHAMPION POWER

Legendary Dispossessed Champion Utility 26

Defense
Your selfless commitment to your people is legendary.
Daily Stance
Minor Action Personal
Effect: Until the stance ends, any ally within 3 squares of
you gains resist 10 to all damage and is immune to fear
effects. In addition, until the stance ends, you can use a
minor action once per round to allow an ally within 3
squares of you make a melee or ranged basic attack as a
free action.

CHAPTER 3 | Classes
MOURNING SAVIOR W h i l e outside the M o u r n l a n d , healing powers that
target you or any ally within 5 squares o f you restore
Nothing less than the complete restoration of Cyre will sat-
2 d 6 extra hit points.
isfy you. v

M e m o r y o f C y r e ( 2 4 t h l e v e l ) : W h e n you spend
an action point to take a n extra action, any noncon-
P r e r e q u i s i t e : 21st level
struct, non-undead e n e m y adjacent to you takes a - 2
i
penalty to attack rolls and all defenses (save ends).
In the final years o f the Last W a r , prophets and sooth- C y r a n V e n g e a n c e ( 3 0 t h l e v e l ) : W h e n you first
sayers w a r n e d o f impending doom. They described b e c o m e bloodied during an encounter, you gain one
a singular event that would change the face o f Khor- action point. You must spend this action point before
vaire and bring ruin and death to the land. These the end o f your next turn. Using this action point does
warnings c u l m i n a t e d with the Day o f Mourning, not count against your n o r m a l action point expen-
and none c a n now deny the truth o f these prophe- diture during combat. I n addition, i f you spend the
cies. A few o f Cyre's survivors r e m e m b e r that these action point to m a k e an attack against an undead or
same mystics also spoke o f salvation, o f a person who aberrant creature, you gain a bonus to the attack rolls
would undo what had befallen Cyre. This person, the and damage rolls equal to your C h a r i s m a modifier.
prophets said, would heal the land and prevent simi-
lar catastrophes from ravaging the world. You are the
MOURNING SAVIOR POWER
m o u r n i n g savior the foretellings predicted, chosen
by the P r o p h e c y to stand fast against the threat o f the
M o u r n l a n d and stop its corruption from spreading
Cleansing Presence Mourning Savior Utility 26
Even the terrible curse plaguing the Mournland can't withstand
farther across Khorvaire.
your purifying presence.
Daily Healing
IMMORTALITY Standard Action Close burst 20
As a m o u r n i n g savior, you face a daunting task. You Target: Each ally in burst
must shoulder the responsibility o f restoring health Effect: Each target can spend a healing surge. Any hit
and vigor to the land and o f stopping the spread o f an points in excess of the target's maximum number of hit
inexplicable taint. points become temporary hit points.
M o u r n i n g P a n a c e a : O n c e you complete your In addition, you permanently negate the effect of fan-
tastic terrain within the burst that has a magical or super-
final quest and u n l o c k the Mourning's secret, you
natural origin, including but not limited to blood rock,
realize what must b e done to remove the taint that fonts of power, illusions, loadstones, mirror crystals, pillars
plagues the land. Only through sacrifice c a n you of life, sacred circles, permanent portals, and teleporters.
contain the wellspring o f evil that contaminates Cyre.
O n c e you m a k e peace with this terrible task, you
walk into the M o u r n l a n d and vanish into its mists.
For a t i m e , t h e r e is no c h a n g e . As the seasons
pass, though, the gloom shrouding Cyre thins. T h e
horrors stalking the r u i n e d landscape t u r n against
one a n o t h e r in an orgy o f violence. W h e n the
transformation is complete, nothing r e m a i n s o f the
magical p h e n o m e n o n that erased a n entire nation.
W r e c k a g e lies strewn across the countryside, but
rather t h a n disheartening the C y r a n refugees, it
e m b o l d e n s t h e m . T h e y resolve to rebuild what was
lost and restore their h o m e l a n d to its former glory.
You might be an unsung hero, but through your sac-
rifice, the M o u r n i n g is reversed, and life c a n thrive
in Cyre o n c e m o r e .

MOURNING SAVIOR FEATURES


M o u r n l a n d D e d i c a t e ( 2 1 s t l e v e l ) : You are
accustomed to the Mournland's effect. You gain a
+5 bonus to skill challenges related to the perils o f
the M o u r n l a n d . You are i m m u n e to the M o u r n l a n d
liiX. affliction disease, and you ignore obstacles and fan-
tastic terrain unique to the M o u r n l a n d . I n addition,
while within the M o u r n l a n d , you and any ally within
5 squares o f you c a n benefit from healing powers.

CHAPTER 3 | Classes
SUBLIME FLAME
You become one with the Silver Flame.

P r e r e q u i s i t e : 2 1 s t level, any divine class, must


worship the Silver F l a m e

F r o m the Silver Flame's inception, its purpose in the


world has b e e n clear. It was forged from a commit-
m e n t to stand fast against the growing darkness, to
seek out a n d destroy evil's champions, a n d to c a r r y
the b a n n e r - o f purity and light. Although m a n y rally
to the Silver F l a m e , only a select few ever feel its
purifying f l a m e s b u r n away the darkness clouding
their souls and receive t r u e clarity o f vision. O n e
does not choose to b e c o m e a vessel for the Silver
F l a m e , but rather, the F l a m e chooses h i m or her to
be a vessel.
As a sublime f l a m e , you have u n f l i n c h i n g devo-
tion and piety, and you are dedicated to serving the
principles on w h i c h the C h u r c h o f the Silver F l a m e
was founded. You might serve the C h u r c h faithfully,
or perhaps instead you c o m m u n e directly with the
Silver F l a m e . Regardless, your devotion unlocks a
deeper understanding o f your purpose in the world.

IMMORTALITY
As a sublime f l a m e , you c a n c h a n n e l t h e power
o f those w h o have c o m e before you. Eventually,
this power m i g h t lead you to m e r g e w i t h t h e Silver SUBLIME FLAME FEATURES
F l a m e a n d b e c o m e a n i m m o r t a l extension o f its C h o s e n o f t h e F l a m e ( 2 1 s t l e v e l ) : At the end of
divine will. an extended rest, choose one o f your fire or radiant
J o i n i n g t h e F l a m e : You have spent your life daily attack powers. You gain one extra use o f the
combating corruption and evil in the n a m e o f the power until the end o f your next extended rest.
Silver F l a m e . You have experienced an awakening A r g e n t V e s s e l ( 2 4 t h l e v e l ) : T h e first t i m e you
o f purpose, and as you face your final enemy, the drop to 0 hit points or fewer after a n e x t e n d e d rest,
last vestiges o f doubt b u r n away. W i t h your ultimate e a c h e n e m y adjacent to you takes 1 0 fire d a m a g e
victory, you feel a tug upon your soul that draws you and 1 0 radiant d a m a g e , a n d e a c h ally adjacent to
toward T h r a n e for one final pilgrimage. You cross you regains 2 0 hit points. At the start o f your n e x t
the countryside, returning to F l a m e k e e p to enter the turn, you regain hit points e q u a l to your h e a l i n g
Cathedral o f the Silver F l a m e . T h e r e , you step into surge value.
the fire and undergo a transformation. T h e argent W r a t h o f Silver F l a m e ( 3 0 t h l e v e l ) : W h e n e v e r
fire sears away your flesh, allowing your m i n d and you use a radiant attack power, the attack deals 2 d 6
soul to j o i n with the Silver F l a m e . You take your place extra fire' damage. W h e n e v e r you use a fire attack
as part o f the eternal fires, lending your power, your power, the attack deals 2 d 6 extra radiant damage.
knowledge, and your faith to its holy purpose. As part
o f the F l a m e , you c h a n n e l strength into those who
c o m e after you, working to attain the promise o f para-
SUBLIME FLAME POWER
dise in the world.
Silver Flame's Embrace Sublime Flame Utility 26
You erupt into a column of living silver flame.
Daily Divine, Stance
Immediate Reaction Personal
Trigger: An enemy bloodies you
Effect: Until the stance ends, you gain a +2 bonus to all de-
fenses and to saving throws. In addition, until the stance
ends, whenever an enemy hits you with a melee attack,
it must succeed on a saving throw or become blinded
until the start of its next turn.

CHAPTER 3 ] Closses
H E R O E S STAND apart. T h e y face more
danger, suffer m o r e pain, and win m o r e treasure
than do the ordinary denizens o f Eberron. Most
adventurers die far sooner t h a n other people, but
those heroes who survive c a n achieve great power
and f a m e .
As a hero, you have m a n y ways o f m a k i n g yourself
stand apart from the everyday inhabitants o f Eber-
ron. T h e choices you m a k e w h e n you create your
character c a n set your hero on a path that c a n lead to
glory. In the s a m e way that heroes are different from
c o m m o n people, each hero is distinct from all other
heroes. A warforged artificer and a changeling rogue
will have different roads to greatness, and the ways
in w h i c h each o f these heroes chooses abilities and
equipment will distinguish h i m or her even further.
Each character's development over the course o f a
campaign is unique.
However you choose to set your hero apart, this
chapter contains the abilities, weapons, and magic
you need to m a k e that hero one o f a kind.
This chapter includes the following sections.
F e a t s : T h e dragonmarks, and also race- and class-
specific feats important to the world o f Eberron.
Methods o f c h a n n e l i n g the divinity o f the Sovereign
Host and o f other E b e r r o n deities are also included.
E q u i p m e n t : T h e weapons o f the Talenta plains
and potent magic items powered by dragonshards,
and also rituals used by the dragonmarked houses
and by other powerful groups.
R i t u a l s : Mystic practices k n o w n widely by those
possessing dragonmarks and by any others with
knowledge o f ancient rites.

CHAPTER 4 Character Options


You could choose to b e a distant offshoot o f a
FEATS dragonmarked bloodline, sharing the race that most
c o m m o n l y manifests the m a r k but u n e n c u m b e r e d
by ties to its house. For example, you could b e a half-
The E B E R R O N Player's Guide provides both generic feats
e l f with the M a r k o f Storm but without ties to House
and feats oriented toward t h e setting.
Lyrandar. You'd b e an anomaly; i f House Lyrandar
b e c a m e aware o f you, it would take steps to bring you
DRAGONMARKED FEATS and your wayward bloodline into the house.
S o m e feats in this section have the "[ D r a g o n m a r k |" You could choose to b e a m e m b e r o f some other
expression. T h e s e feats are associated with Eberron's race, even a race that has no d r a g o n m a r k e d house o f
dragonmarks. A c h a r a c t e r c a n have only one such its own. You c a n choose to b e a r t h e M a r k o f S t o r m
dragonmarked feat. E a c h n o n a b e r r a n t dragonmark even i f you're a n elf, a h u m a n , or a warforged. I n this
allows you to master certain rituals as i f you had the case, your d r a g o n m a r k is a direct manifestation o f
Ritual Caster feat. To use one o f these rituals, you t h e P r o p h e c y and h a s nothing to do with t h e blood-
must still acquire t h e ritual and master it, and your line o f t h e house. You'll probably never m e e t an N P C
level must still equal or exceed t h e ritual's level. Your in t h e world like you, and House Lyrandar would not
D M c a n e x p a n d the list o f rituals as h e or she d e e m s c l a i m you.
appropriate. You could choose to b e a r an aberrant dragonmark
without any c o n c e r n for your character's race. Aber-
DRAGONMARKED HOUSES rant m a r k s are m o r e c o m m o n among those races that

At the h e a r t o f the dragonmarked houses o f E b e r r o n have dragonmarked housesalthough a m e m b e r o f


any race could b e a r onebut they're still rare. T h e
are bloodlines o f dragonmarked heirs that are each
existence o f an a b e r r a n t dragonmark on a m e m b e r o f
o f a single race. T h e M a r k o f Healing appears almost
any race is disturbing to the houses, and you would
exclusively among the halflings o f House Jorasco, for
b e wise to avoid their attention.
example, and the m a r k e d heirs o f House C a n n i t h are
all h u m a n s o f a single line. As a player character, you
may choose to b e an exception, b e c a u s e heroes are HEROIC TIER FEATS
uniquely significant individuals. Feats in this section are available to c h a r a c t e r s o f any
I f you choose a d r a g o n m a r k for your character, you level, as long as they m e e t t h e prerequisites.
have four options:
You could choose to be a m e m b e r o f a dragon-
ABERRANT MARK OF CONTAGION
m a r k e d house and its bloodlinefor example, i f you
[DRAGONMARK]
choose to b e a r the M a r k o f Storm, you would b e a
B e n e f i t : W h e n e v e r you hit a n e n e m y with a daily
half-elf m e m b e r o f House Lyrandar and related to
attack power, that e n e m y takes a - 2 penalty to saving
t h e other dragonmarked heirs o f the house. In this
throws against ongoing damage until the end o f t h e
case, you have m u c h in c o m m o n with the N P C heirs
encounter.
o f House Lyrandar. You will b e i n f l u e n c e d by the
actions and goals o f your house, although you and
your D M c a n d e t e r m i n e to what extent you will b e
ABERRANT MARK OF MADNESS
drawn into house politics. [DRAGONMARK]
B e n e f i t : W h e n e v e r you hit an e n e m y with a daily
attack power, that e n e m y takes a - 2 penalty to W i l l
until the end o f the encounter.
PLAYING A D R A G O N M A R K E D
CHARACTER
You can take a dragonmarked feat at initial character
ABERRANT DRAGONMARKS
creation or during character advancement. In the latter A member of any race might develop an aberrant dragon-
case, the mark spontaneously develops as a result of the mark. No matter who you are, such a mark brands you as
stresses and exposures of your adventures. Such mani- an outsider. Since the War of the Mark, only the twelve
festations of the Draconic Prophecy are not unheard marks associated with the dragonmarked houses are
of in Eberron. deemed acceptable. If you bear an aberrant mark, you
Dragonmarked feats should not be casually retrained should beware of those who might hate and hunt you
(see Player's Handbook, page 2 8 ) . A PC's place in the Dra for that reason.
conic Prophecy is not abandoned or reassumed so easily. Despite the similar terms used, aberrant dragonmarks
A DM would be well within his or her rights to require have no special connection to creatures of the aberrant
that a dragonmark be a lifelong commitment on the part origin.
of any PC.

C H A P T E R 4 | Character Options
ABERRANT MARK OF TERROR Channel Divinity: Feat Power

[DRAGONMARK] V Ancestral Guidance


B e n e f i t : W h e n e v e r you hit a n e n e m y with a daily You call upon the ancestor spirits to guide your path.
attack power, that enemy takes a -1 penalty to attack Encounter Divine
rolls against you until the end o f the encounter. This Free Action Personal
is a fear effect. Trigger: You make a skill check and dislike the result
Effect: You gain a power bonus to the triggering roll equal
to your Wisdom modifier.
ACCURATE MAGIC WEAPON
P r e r e q u i s i t e : Artificer
B e n e f i t : W h e n e v e r you use a n artificer power
ARAWAI'S ABUNDANCE [DIVINITY]
P r e r e q u i s i t e : C h a n n e l Divinity class feature,
that targets a weapon or an implement, the next
must worship Arawai
attack roll with that weapon or implement before the
B e n e f i t : You gain the C h a n n e l Divinity power
end o f the encounter gains a +1 bonus.
Arawai s abundance.

AERENAL ARCANIST
Channel Divinity: Feat Power
P r e r e q u i s i t e : Elf, any a r c a n e class, Aerenal
Arawai's Abundance
background
B e n e f i t : C h o o s e one a r c a n e utility power o f every Arawai shelters those who receive her blessings.
level you know. Each t i m e you gain a n e w level o f Encounter Divine, Healing
a r c a n e utility powers, you l e a r n one extra utility Minor Action Close burst 10
Target: One ally in burst
power o f that level. In other words, you k n o w two
Effect: The target can spend a healing surge and gains a +2
a r c a n e utility powers o f e a c h level, one o f w h i c h you
power bonus to all defenses until the end of your next
can use on any given day. After a n e x t e n d e d rest, turn.
you choose w h i c h a r c a n e utility powers o f e a c h level
you c a n use that day. This feat doesn't change the
AUREON'S INSTRUCTION [DIVINITY]
n u m b e r o f a r c a n e utility powers you c a n use e a c h
P r e r e q u i s i t e : C h a n n e l Divinity class feature,
day. I f you have the Spellbook class feature, the extra
must worship Aureon
a r c a n e utility power you gain is in addition to the
B e n e f i t : You gain the C h a n n e l Divinity power
extra power gained through that feature.
Aureon's instruction.

AERENAL HALF-LIFE Channel Divinity: Feat Power


P r e r e q u i s i t e : Elf, Aerenal background Aureon's Instruction
B e n e f i t : You gain a +1 feat bonus to damage rolls
You tap into Aureon's vast wisdom to aid in your research and
with necrotic powers. T h e bonus increases to +2 at
understanding.
11th level and +3 at 2 1 s t level.
Encounter Divine
I n addition, w h e n you spend a n action point to
Free Action Personal
take an extra action, you also gain this bonus to Effect: Until the end of your next turn, when you make a
attack rolls with n e c r o t i c powers until the e n d o f knowledge or monster knowledge check you make two
your n e x t turn. rolls and use the higher result.

ALCHEMIST BALINOR'S PREY [DIVINITY]


B e n e f i t : You c a n m a k e a l c h e m i c a l items o f your P r e r e q u i s i t e : C h a n n e l Divinity class feature,
level or lower. You must have the correct formula and must worship Balinor
an appropriate skill. B e n e f i t : You gain the C h a n n e l Divinity power
S p e c i a l : You c a n take this feat instead o f the Balinor's prey.
Ritual Caster feat granted by your class feature.
Channel Divinity: Balinor's Prey Feat Power

ANCESTRAL GUIDANCE [DIVINITY] The hunt is sweet, but the kill is far sweeter.
P r e r e q u i s i t e : C h a n n e l Divinity class feature, Encounter Divine
must worship the Spirits o f the Past Minor Action Ranged 5
B e n e f i t : You gain the C h a n n e l Divinity power Target: One creature
ancestral guidance. Effect: The next melee or ranged attack that hits the target
before the end of your next turn deals 1 d6 extra damage.
Level 11: 2d6 extra damage.
Level 2 1 : 3d6 extra damage.

CHAPTER 4 | Character Options


HEROIC TIER FEATS
Name Prerequisites Benefit ]
Aberrant M a r k of Contagion Enemy hit w i t h daily power takes -2 penalty to saving throws
against ongoing damage
Aberrant M a r k of Madness
- Enemy hit w i t h daily power takes -2 penalty to W i l l
Aberrant M a r k of Terror Enemy hit w i t h daily power takes a -1 penalty to attack rolls
against you
Accurate Magic W e a p o n Artificer Enhanced weapons or implements gain +2 bonus to next
attack roll
Aerenal Arcanist Elf, arcane power source, Learn extra utility spells
Aerenal background
Aerenal Half-Life Elf, Aerenal background +1 damage w i t h necrotic power, +1 attack w i t h action point
w h e n using a necrotic power
Alchemist HHHHHHHHHHHH You can craft alchemical items of your level or lower
Ancestral Guidance Channel Divinity, must Use Channel Divinity power ancestral guidance
worship Spirits of the Past
Arawai's Abundance Channel Divinity, Use Channel Divinity power Arawai's abundance
must worship A r a w a i
Aureon's Instruction Channel Divinity, Use Channel Divinity power Aureon's instruction
must worship Aureon
Balinor's Prey Channel Divinity, Use Channel Divinity power Balinor's prey
must worship Balinor
Beacon of Dol A r r a h Channel Divinity, Use Channel Divinity power beacon of Dol Arrah
must worship Dol A r r a h
Boldrei's Shelter Channel Divinity, Use Channel Divinity power Boldrei's shelter
must worship Boldrei
Component Modification Warforged W i t h warforged resolve power, each component grants you
1 extra temporary hit point
Defensive Minions Artificer +2 to all defenses of summoned creatures
Eldeen Companion Shifter, Beast Mastery Beast companion gains benefit from your shifter racial powers
class feature
Forceful Defense Artificer +1 to ally's A C w h e n you hit w i t h force power
Group Mindlink Kalashtar All allies can communicate telepathically
Immutability Improved W a r f o r g e d Gain +2 to saving throw w h e n using warforged resolve power
Resolve
Improved W a r f o r g e d Resolve Warforged Gain 5 extra temporary hit points w i t h warforged resolve power
Kol Korran's Boon Channel Divinity, Use Channel Divinity power Kol Korran's boon
must worship Kol Korran
Light W i t h i n Channel Divinity, Use Channel Divinity power light within
must worship if-Yannah
Mark of Detection Roll t w o d20s on Perception checks, sense magic, perform
certain rituals
Mark of Finding Shift w h e n enemy w h o grants combat advantage to you
shifts, perform certain rituals
Mark of Handling Gain access to the special abilities of your mount, improve
beast companion abilities, perform certain rituals
M a r k of Healing Grant saving throw to ally you heal, perform restoration
rituals
Mark of Hospitality HHHHHHHHHHHi Enhanced healing powers, perform certain rituals
M a r k of M a k i n g Create magic items of your level + 2 or lower, perform certain
rituals
Mark of Passage Move extra square w h e n shifting or teleporting, perform
certain rituals
Mark of Scribing Gain additional languages, +2 to Diplomacy checks, perform
certain rituals
Mark of Sentinel Shift before or after using an opportunity attack, perform
certain rituals
M a r k of Shadow Remain hidden after missed attack, perform certain rituals

C H A P T E R 4 ] Character Options
HEROIC TIER FEATS COIMT.

Name Prerequisites Benefit


Mark of Storm Slide targets w i t h thunder or lightning powers, gain bonus to
fly speed, perform certain rituals
Mark of W a r d i n g Increase all defense bonuses by 1, enhanced mark penalty,
perform certain rituals
Master Crafter Artificer Create magic items of your level + your Intelligence modifier
or lower
Master Mixer Artificer Create alchemical items of your level + 3 or lower
Might of Dol Dorn Channel Divinity, Use Channel Divinity power might of Dol Dorn
must worship D o l Dorn
Mror Stalwart Dwarf, Mror Holds +1 attack using axes and hammers before you move
background
Onatar's Gift Channel Divinity, Use Channel Divinity power Onatar's gift
must worship Onatar
Potent Restorables Artificer Targets of healing powers regain 2 extra hit points
Quori Shield Kalashtar Gain resist psychic 5 + one-half level
Shapeshifting Contortionist Doppelganger Escape as a minor action, no penalties for squeezing
Shield of the Silver Flame Channel Divinity, must Use Channel Divinity power shield of the Silver Flame
worship the Silver Flame
Shifter's Agility Shifter +5 to Acrobatics and Athletics w h e n using racial power
Sovereign Justice Channel Divinity, must Use Channel Divinity power sovereign justice
worship the Sovereign Host
Sturdy Shifter Shifter Gain temporary hit points w h e n using racial power
Talenta W a r r i o r Halfling, Talenta Plains +2 damage and proficiency w i t h Talenta boomerang, Talenta
background sharrash, and Talenta tangat
Telepathic Sensitivity Kalashtar +5 to Perception w h e n detecting creatures
Traveler's Gift Channel Divinity, must Use Channel Divinity power Traveler's gift
worship the Traveler
Undying's Command Channel Divinity, must Use Channel Divinity power undying's command
serve the Undying Court
W a r f o r g e d Tactics Warforged +1 attack bonus against targets adjacent to allies
Xen'drik W e a p o n Training Drow +2 damage and proficiency w i t h drow long knife and Xen'drik
boomerang

BEACON OF DOL ARRAH [DIVINITY] ^^^f^^^^l^^^u^r^^i^rer^S^e^er^^^^^^


P r e r e q u i s i t e : C h a n n e l D i v i n i t y class f e a t u r e ,
must w o r s h i p D o l A r r a h
B e n e f i t : You gain the C h a n n e l Divinity power Minor Action Close burst 1
beacon of Dol Arrah. Targets: You and each ally in burst
Effect: Each target gains a +2 power bonus to all defenses

Channel Divinity: Feat Power 1 until the start of your next turn.

Beacon of Dol Arrah


COMPONENT MODIFICATION
You let Dol Arrah's light shine through.
Prerequisite: Warforged
Encounter Divine
B e n e f i t : For each warforged component you have
Minor Action Close burst 5
( p a g e 113), y o u r warforged resolve r a c i a l p o w e r g r a n t s
Target: You and each ally in burst
Effect: Until the end of your next turn, each target can 1 e x t r a t e m p o r a r y h i t p o i n t , u p to a m a x i m u m e q u a l
reroll any damage die roll of 1 or 2 when using a radiant to y o u r C o n s t i t u t i o n m o d i f i e r .
attack power.
In addition, all squares within 5 squares of you are DEFENSIVE MINIONS
illuminated by bright light until the end of your next turn.
P r e r e q u i s i t e : Artificer
B e n e f i t : A creature y o u s u m m o n using a n arti-
BOLDREI'S SHELTER [DIVINITY] ficer s u m m o n i n g p o w e r h a s a +2 feat b o n u s to a l l
P r e r e q u i s i t e : C h a n n e l D i v i n i t y class f e a t u r e , defenses.
must worship Boldrei
B e n e f i t : Y o ugain the C h a n n e l Divinity power
Boldrei's shelter.

C H A P T E R 4 | Character Options ^
ELDEEN COMPANION Channel Divinity: Light Within Feat Power
P r e r e q u i s i t e : Shifter, ranger, Beast Mastery class An arc of light shoots from your chest and brightens the ground.
feature ^ Encounter Divine, Implement, Healing, Zone
B e n e f i t : W h e n e v e r you use your longtooth shifting Minor Action Ranged 5
or razorclaw shifting racial power, your beast compan- Effect: You spend a healing surge, and a zone of healing
ion also gains the benefit of the power's effect. light appears in an unoccupied square within range. Until
the end of your next turn, each ally that ends its turn
within the zone regains hit points equal to your healing
FORCEFUL DEFENSE surge value.
Prerequisite: Artificer In addition, all squares within 10 squares of the zone are
B e n e f i t : W h e n e v e r you hit an e n e m y with a force illuminated by bright light until the end of your next turn.
power, one ally adjacent to that e n e m y gains a +1
bonus to AC until the end of your next turn. MARK OF DETECTION [DRAGONMARK]
B e n e f i t : W h e n you m a k e a Perception check, you
GROUP MINDLINK m a k e two rolls and use the higher result.
P r e r e q u i s i t e : Kalashtar You c a n also sense the presence o f
B e n e f i t : You c a n facilitate conversation b e t w e e n magic as i f you were trained in
all your allies. Any ally within the range o f your telep- A r c a n a (Player's Handbook, page
athy c a n c o m m u n i c a t e with you and any other ally or 181). You c a n use Perception
allies within the range o f your telepathy. instead o f A r c a n a for the c h e c k .
You c a n master and perform
IMMUTABILITY rituals in the divination category as
P r e r e q u i s i t e s : Warforged, Improved Warforged i f you had the Ritual Caster feat. In
Resolve feat addition, you c a n master and perform
B e n e f i t : W h e n you use your warforged resolve the Banish Illusions (page 1 1 6 ) , Eavesdropper's Foil
racial power, you can m a k e a saving throw against (page 1 1 6 ) , and Scry Trap (page 1 1 8 ) rituals as i f you
any effect instead o f only against an effect that deals had the Ritual Caster feat.
ongoing damage. You gain a +2 feat bonus to that
saving throw. MARK OF FINDING [DRAGONMARK]
B e n e f i t : W h e n an enemy
IMPROVED WARFORGED RESOLVE granting combat advantage
P r e r e q u i s i t e s : Warforged to you is adjacent to you and
B e n e f i t : W h e n you use your warforged resolve shifts, you c a n shift 1 square
racial power, you gain 5 extra temporary hit points. into a square it vacates as a
free action.
KOL KORRAN'S BOON [DIVINITY] You c a n master and per-
P r e r e q u i s i t e : C h a n n e l Divinity class feature, form the Detect Object (PH
must worship Kol Korran 3 0 3 ) , Detect Secret Doors (PH 3 0 3 ) ,
B e n e f i t : You gain the C h a n n e l Divinity power Kol Find the Path (page 1 1 7 ) , and Inquisitive's Eyes
Korran's boon. (page 118) rituals as i f you had the Ritual Caster feat.

Channel Divinity: Feat Power MARK OF HANDLING [DRAGONMARK]


Kol Korran's Boon B e n e f i t : You c a n use a creature's mount powers as
i f you had the Mounted C o m b a t feat.
No healing is wasted.
W h i l e you are mounted on a
Encounter Divine
natural beast, the mount gains a
Free Action Close burst 5
Trigger: A healing power restores an ally within 5 squares of +2 feat bonus to speed and a +1
you to his or her maximum hit points feat bonus to AC.
Target: The ally targeted by the triggering power I f you have a beast compan-
Effect: The target gains temporary hit points equal to any ion, your beast companion gains
hit points the triggering power restored in excess of the a +2 feat bonus to speed and a +1
target's maximum number of hit points.
feat bonus to AC.
You c a n master and perform the A n i m a l Messen-
LIGHT WITHIN [DIVINITY] ger (PH 3 0 0 ) and Steed S u m m o n s (page 1 1 9 ) rituals
P r e r e q u i s i t e s : C h a n n e l Divinity class feature, as i f you had the Ritual Caster feat.
must worship il-Yannah
B e n e f i t : You gain the C h a n n e l Divinity power
light within.

CHAPTER 4 Character Options


MARK OF HEALING [DRAGONMARK] MARK OF SCRIBING [DRAGONMARK]
B e n e f i t : W h e n e v e r yon use a B e n e f i t : Choose four languages.
healing power on an ally or use H e a l You c a n speak, read, and write
to allow an ally to spend his or her those languages fluently. W h e n you
second wind, that ally c a n also m a k e gain a level, you c a n retrain one o f
a saving throw. these languages instead o f a feat, a
You can master and perform ritu- power, or a skill.
als in the restoration category and the You gain a +2 bonus to Diplomacy
Remove Affliction (PH 311) ritual as if checks.
you had the Ritual Caster feat. You c a n master and perform rituals
as i f you had the Ritual Caster feat. Fur-
MARK OF HOSPITALITY [DRAGONMARK] thermore, you c a n create scrolls in h a l f the
B e n e f i t : W h e n e v e r you or an ally within 10 n o r m a l t i m e (that is, the s a m e a m o u n t o f time
squares o f you uses a healing power it takes create a ritual book).
during a short rest, that power
restores the m a x i m u m n u m b e r o f i MARK OF SENTINEL [DRAGONMARK]
hit points possible. f^*vAr ' B e n e f i t : W h e n e v e r an enemy pro-
You c a n m a s t e r and perform \J^^\J 1 vokes an opportunity attack from you,
the Eye o f A l a r m (PH 3 0 4 ) , Fan you c a n shift 1 square as a free
tastic Recuperation (page 1 1 7 ) , action before or after you m a k e
S e c u r e Shelter (page 1 1 8 ) , and the opportunity attack.
Travelers' Feast (PH 3 1 3 ) rituals as i f you had the You c a n master and perform
Ritual Caster feat. the Eye o f A l a r m (PH 3 0 4 ) , Eye
o f W a r n i n g (PH 3 0 5 ) , and Magic
MARK OF MAKING [DRAGONMARK] Circle (PH 3 0 9 ) rituals as i f you had
B e n e f i t : You have mastered the the Ritual Caster feat.
Enchant Magic Item ritual and c a n
perform it as if you were two levels MARK OF SHADOW [DRAGONMARK]
higher. B e n e f i t : W h e n e v e r you m a k e an attack and miss
You c a n m a k e a l c h e m i c a l items every target while hidden, you
as though you had the Alchemist feat remain hidden.
and were two levels higher. W h e n e v e r you m a k e an attack
You c a n master and perform ritu- and miss every target while
als in the creation category and the invisible, you r e m a i n invisible.
M a k e W h o l e (PH 3 0 9 ) ritual as i f you You c a n master and perform
had the Ritual Caster feat. rituals in the deception and scry-
ing categories and the K n o c k
MARK OF PASSAGE [DRAGONMARK] (PH 3 0 7 ) , Masking Shroud (page
B e n e f i t : W h e n e v e r one o f your powers lets you 1 1 8 ) , Secret Page (PH 3 1 1 ) , and Shadow W a l k (PH
shift, you c a n shift 1 extra square. 3 1 2 ) rituals as i f you had the Ritual Caster feat.
W h e n e v e r one o f your
powers lets you teleport, you MARK OF STORM [DRAGONMARK]
c a n teleport 1 extra square. B e n e f i t : W h e n e v e r you hit an e n e m y
You c a n master and perform with a thunder or lightning power,
rituals in the travel category and you c a n slide that enemy 1 square.
the E n h a n c e Vessel (page 117), You gain a +1 bonus to speed
Find the Path (page 1 1 7 ) , Pass- when flying.
wall (PH 3 1 0 ) , Phantom Steed (PH You c a n master and per-
3 1 0 ) , Steed S u m m o n s (page 1 1 9 ) , and W a t e r W a l k form the Endure Elements (PH
(PH 3 1 5 ) rituals as i f you had the Ritual Caster feat. 3 0 4 ) , E n h a n c e Vessel (page 1 1 7 ) ,
S u m m o n W i n d s (page 1 1 9 ) , and
W a t e r W a l k (PH 3 1 5 ) rituals as i f you had
the Ritual Caster feat.

CHAPTER 4 1 Character Options


MARK OF WARDING [DRAGONMARK] ONATAR'S GIFT [DIVINITY]
B e n e f i t : W h e n e v e r one o f your powers P r e r e q u i s i t e : C h a n n e l Divinity class feature,
grants a bonus to a defense, increase must worship O n a t a r
that bonus by 1. B e n e f i t : You gain the C h a n n e l Divinity power
W h e n e v e r you m a r k an Onatar's gift.
enemy, that enemy takes a
- 3 penalty to attack rolls for C h a n n e l Divinity: Onatar's Gift Feat Power

attacks that don't target you Onatar's wisdom burns like a raging fire within you.
instead o f the n o r m a l - 2 penalty. Encounter Divine, Fire
You c a n master and perform Free Action Close burst 2
rituals in the warding category and Trigger. You miss an enemy with a melee or ranged attack
the Fluid Funds (page 1 1 8 ) , K n o c k (PH Target: You or one ally in burst
Effect: Until the end of your next turn, the target gains a
3 0 7 ) , and Leomund's Secret Chest (PH 3 0 7 ) rituals
+2 bonus to W i l l and the target's attacks deal 2 extra fire
as i f y o u h a d the Ritual Caster feat.
damage.
Level 11:5 extra fire damage.
MASTER CRAETER Level 21:10 extra fire damage.
P r e r e q u i s i t e : Artificer
B e n e f i t : W h e n you use the E n c h a n t Magic Item POTENT RESTORABLES
ritual to create a magic item, you c a n create a magic P r e r e q u i s i t e : Artificer
item o f your level + your Intelligence modifier or B e n e f i t : Your healing powers restore 2 extra hit
lower. points. T h e extra hit points increase to 3 at 6 t h level,
to 4 at 11th level, to 5 at 1 6 t h level, to 6 at 2 1 s t level,
MASTER MIXER and to 7 at 2 6 t h level.
P r e r e q u i s i t e : Artificer
B e n e f i t : You c a n m a k e a l c h e m i c a l items o f your QUORI SHIELD
level + 3 or lower. You must have the correct formula P r e r e q u i s i t e : Kalashtar
and a n appropriate skill. B e n e f i t : You gain resistance to psychic damage
S p e c i a l : You c a n take this feat instead o f the equal to 5 + one-half your level.
Ritual Caster feat granted by your class feature.

SHAPESHIFTING CONTORTIONIST
MIGHT OF DOL DORN [DIVINITY] P r e r e q u i s i t e : Doppelganger
P r e r e q u i s i t e : C h a n n e l Divinity class feature, B e n e f i t : You c a n use the escape action as a m i n o r
must worship Dol D o r n action instead o f a move action.
B e n e f i t : You gain the C h a n n e l Divinity power In addition, you do not grant combat advantage or
might of Dol Dorn. take a penalty to attack rolls while squeezing.

Channel Divinity: Feat Power


SHIELD OF THE SILVER FLAME
M i g h t of D o l D o r n
[DIVINITY]
Draw from Dol Dorn's strength, and you shall know victory. P r e r e q u i s i t e : C h a n n e l Divinity class feature,
Encounter Divine must worship the Silver Flame
Free Action Personal B e n e f i t : You gain the C h a n n e l Divinity power
Trigger: You hit an enemy with a melee attack
shield of the Silver Flame.
Effect: You gain 5 temporary hit points and a +5 power bo-
nus to Athletics checks until the end of your next turn.
Level 71:10 temporary hit points. Channel Divinity: Feat P ow e r

Level 21:1 5 temporary hit points. S h i e l d of t h e S i l v e r F l a m e


Those under the aegis of the Silver Flame have nothing to fear.
MROR STALWART Encounter Divine
P r e r e q u i s i t e : Dwarf, M r o r Holds background Minor Action Close burst 3
B e n e f i t : At the start o f your turn, you gain a +1 (5 at 11th level, 7 at 21st level)
Target: You and each ally in burst
feat bonus to attack rolls using axes and h a m m e r s
Effect: Each target can make a saving throw against a
until you move.
charm effect, a fear effect, or a psychic effect. A target
that saves gains temporary hit points equal to your
Charisma modifier.

CHAPTER 4 |Character Options


SHIFTER'S AGILITY Channel Divinity: Traveler's Gift Feat Power

P r e r e q u i s i t e : Shifter The enigmatic god of change lifts your burdens.


B e n e f i t : W h e n you use your shifter racial power, Encounter Divine
you gain a +5 feat bonus to Acrobatics and Athletics Standard Action Close burst 3
c h e c k s until the racial power ends. Target: Each ally in burst
Effect: Each target is no longer marked and can shift 1
square as a free action.
SOVEREIGN JUSTICE [DIVINITY]
P r e r e q u i s i t e : C h a n n e l Divinity class feature,
must worship the Sovereign Host UNDYING'S COMMAND [DIVINITY]
B e n e f i t : You gain t h e C h a n n e l Divinity power sov- P r e r e q u i s i t e : C h a n n e l Divinity class feature,
ereign justice. must worship t h e Undying Court
B e n e f i t : You gain t h e C h a n n e l Divinity power
undying's command.
Channel Divinity: Sovereign Justice Feat Power

Through your allies' exploits, you can attain victory even if you
fall
Channel Divinity: Feat Power

Encounter Divine Undying's Command


Immediate Reaction Close burst 10 Undead pose little danger to those in service to the Undying
Trigger: An enemy damages you Court.
Target: One ally in burst Encounter Charm, Divine, Implement
Effect: The target gains 5 temporary hit points. Standard Action Close blast 3
Level 17:10 temporary hit points. (5 at 11th level, 7 at 21st level)
Level 27:15 temporary hit points. Target: One undead creature in blast
Attack: Wisdom vs. W i l l
STURDY SHIFTER Hit: The target is dominated until the end of your next turn.

P r e r e q u i s i t e : Shifter
B e n e f i t : W h e n e v e r you use your shifter racial WARFORGED TACTICS
power, you gain 5 temporary hit points. T h e tempo- P r e r e q u i s i t e : Warforged
rary hit points increase to 10 at 11th level a n d 2 0 at B e n e f i t : You gain a +1 bonus to m e l e e attack rolls
21st level. against a n e n e m y that is adjacent to a n ally.

TALENTA WEAPON TRAINING XEN'DRIK WEAPON TRAINING


P r e r e q u i s i t e : Halfling, Talenta Plains P r e r e q u i s i t e : Drow
background B e n e f i t : You gain proficiency and a +2 feat bonus
B e n e f i t : You gain proficiency and a +2 feat bonus to damage rolls with the drow long knife and the
to damage rolls with t h e Talenta boomerang, the Tal- X e n ' d r i k boomerang.
enta sharrash, and t h e Talenta tangat.
PARAGON TIER FEATS
TELEPATHIC SENSITIVITY Any feat in this section is available to a character
P r e r e q u i s i t e : Kalashtar of 11th level or higher who meets the feat's other
B e n e f i t : You c a n sense the stray thoughts o f prerequisites.
nearby creatures. You gain a +5 feat bonus to Percep-
tion c h e c k s opposed by a creature's Stealth c h e c k .
ENHANCED RESISTIVE FORMULA
P r e r e q u i s i t e : 11th level, artificer, healing infusion
TRAVELER'S GIFT [DIVINITY] class feature
P r e r e q u i s i t e : C h a n n e l Divinity class feature, B e n e f i t : W h e n your resistive/ormula grants tem-
must worship t h e Traveler porary hit points to you or a n ally, that character c a n
B e n e f i t : You gain t h e C h a n n e l Divinity power grant an equal n u m b e r o f temporary hit points to one
Traveler's gift. ally within 5 squares o f h i m or her.

PARAGON TIER FEATS


Prerequisites Benefit
Enhanced Resistive Formula Artificer, healing infusion Target and ally gain temporary hit points from resistive
class feature formula power
Extended Telepathy Kalashtar Increase telepathy range to 10
Improved Immutability Immutability Gain improved immutability power, +2 to saving throws
after using second w i n d
Quori Backlash Kalashtar Deal psychic damage w h e n you take psychic damage, are
dazed, or are dominated

C H A P T E R 4 | Character Options
EPIC TIER FEATS
Name Prerequisites Benefit
Fluid Anatomy Doppelganger Chance to convert critical hit to regular hit
Quori Desperation Kalashtar Remain conscious for a round w h e n dying
Reinforcing Healing Artificer +2 to all defenses of target of your healing powers
Warforged Fortification Improved Immutability Gain warforged fortification power

MULTICLASS FEAT
Name Prerequisites Benefit
Student of Artifice Int 13 G a i n training in Arcana, use healing infusion power, wield
artificer implements

EXTENDED TELEPATHY QUORI DESPERATION


P r e r e q u i s i t e : 11th level, kalashtar P r e r e q u i s i t e : 21st level, kalashtar
B e n e f i t : T h e range o f your telepathy increases to B e n e f i t : T h e first time you drop to 0 hit points or
10 squares. fewer during an encounter a n d don't die, you do not
fall unconscious as a result o f that condition. At the
IMPROVED IMMUTABILITY end o f your next turn, you fall unconscious i f you are
P r e r e q u i s i t e s : 12th level, warforged, Immutabil- still dying.
ity feat
B e n e f i t : You gain t h e improved immutability feat REINFORCING HEALING
power, which replaces a utility power at level 1 2 , level P r e r e q u i s i t e : 2 1 s t level, artificer
16, level 2 2 , or level 2 6 . B e n e f i t : W h e n e v e r you restore hit points to a n
In addition, whenever you use your second wind, ally, that ally gains a +2 bonus to all defenses until the
you gain a +2 bonus to saving throws until t h e e n d o f end o f your next turn.
your turn.
WARFORGED FORTIFICATION
Improved Immutability Feat Power P r e r e q u i s i t e : 2 2 n d level, Improved Immutability
Seemingly through your determination alone, your living con feat
struct body proves inviolate. B e n e f i t : You gain the warforgedfortification feat
Daily power, which replaces your level 2 2 utility power.
Immediate Interrupt Personal
Trigger: You are subjected to an effect that a save can end
Warforged Fortification Feat Power
Effect: You end the triggering effect.
You're so tough, sometimes even the worst hits don't daunt you.
Encounter
QUORI BACKLASH Immediate Interrupt Personal
P r e r e q u i s i t e : 11th level, kalashtar Trigger: A creature scores a critical hit against you
B e n e f i t : W h e n e v e r a n e n e m y dazes, d o m i n a t e s , Effect: The triggering attack is instead a normal hit.
or deals psychic d a m a g e to you, that e n e m y takes
psychic d a m a g e e q u a l to 5 + your W i s d o m modifier.
MULTICLASS FEAT
T h e d a m a g e i n c r e a s e s to 1 0 + your W i s d o m modi-
T h e following class-specific multiclass feat allows you
fier at 1 1 t h level a n d 1 5 + your W i s d o m modifier at
to dabble in the artificer class. S e e pages 2 0 8 and 2 0 9
2 1 s t level.
in the Player's Handbook for rules on multiclassing.
I f you take a class-specific multiclass feat, you
EPIC TIER FEATS count as a m e m b e r o f that class for the purpose o f
Any feat in this section is available to a character of 21st meeting prerequisites, including prerequisites for
level or higher who meets the feat's other prerequisites. feats, paragon paths, epic destinies, and rituals.

FLUID ANATOMY STUDENT OF ARTIFICE


P r e r e q u i s i t e : 2 1 s t level, doppelganger [MULTICLASS ARTIFICER]
B e n e f i t : W h e n e v e r a creature scores a critical hit P r e r e q u i s i t e : Int 13
against you, m a k e a saving throw. O n a save, the criti- B e n e f i t : You gain training in A r c a n a .
cal hit is instead a n o r m a l hit. O n c e per day, you c a n use the artificer's healing
infusion power. T h e infusion you create c a n n o t be
replenished.
I n addition, you c a n wield artificer implements.

C H A P T E R 4 |C h a r a c t e r Options
M a n y wheels feature spikes or b a r b s to protect the

EQUIPMENT wielder's h a n d .
D o u b l e S c i m i t a r : T h e V a l e n a r elves m a d e this
w e a p o n f a m o u s . T h e double s c i m i t a r features a
A world littered with the wreckage o f fallen civili- c u r v i n g blade e x t e n d i n g out from e a c h side o f its
zations, Eberron is h o m e to the relics of vanished handle.
societies c o n s u m e d by war, corruption, and magic.
D r o w L o n g K n i f e : This blade is three-quarters
M a n y such items are mere curiosities, antiquities to
the length of a longsword, and ends in an outwardly
be collected and studied. A few items, however, hold
curving hook. Too slender to be considered a short
great power, and heroes will go to great lengths to
sword and too big for a dagger, it's known as a long
obtain t h e m .
knife.
T a l e n t a B o o m e r a n g : T h e s e weapons are
WEAPONS c o m m o n a m o n g the halfling tribes o f the Talenta
T h e following unusual a r m a m e n t s are employed by Plains. Simple curved, polished sticks, a talenta boo-
the warriors o f Eberron's unique cultures. merang automatically return to a proficient wielder's
hand after a ranged attack with the weapon is
S o m e of these weapons have the defensive prop-
resolved.
erty that first appeared in Adventurer's Vault. A
defensive weapon has the following properties: T a l e n t a S h a r r a s h : A weapon from the Talenta
A defensive weapon grants you a +1 bonus to AC Plains, the sharrash features a sicklelike blade at the
while you wield it in one hand and wield another end o f a pole.
m e l e e weapon in your other h a n d . Wielding more T a l e n t a T a n g a t : A n o t h e r weapon from the
t h a n one defensive weapon does not increase this Talenta P l a i n s , this c u r v e d sword is m o u n t e d on a
bonus. To gain this benefit, you n e e d not attack with short haft.
the defensive weapon, but you must b e proficient X e n ' d r i k B o o m e r a n g : X e n ' d r i k drow use a
with it. three-pronged b o o m e r a n g for hunting small g a m e . It
C u t t i n g W h e e l : O r i g i n a t i n g from the mys- automatically returns to a proficient wielder's hand
terious lands o f Sarlona, t h e c u t t i n g w h e e l is a after a ranged attack with the weapon is resolved.
bladed disk with a g u a r d e d h a n d l e at one side. Z u l a a t : This Riedran weapon features a glaivelike
blade at either end.

MELEE WEAPONS

SUPERIOR MELEE WEAPONS


One-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Cutting wheel +2 1d6 10 gp 1 lb. Light blade Defensive, off-hand
D r o w long knife +3 1d6 5/10 15 gp 2 lb. Heavy blade Heavy t h r o w n , off-hand
Talenta tangat* +2 1d8 20 gp 81b. Heavy blade High crit, versatile
"This weapon can be wielded one-handed by a small character.

Two-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Talenta sharrash* +3 1d8 30 gp 101b. Heavy blade, polearm High crit
T h i s weapon can be wielded two-handed by a small character.

Double Weapons
Weapon Prof. Damage Range Price Weight Group Properties
Double scimitar +2 1d6/1d6 4 0 gp 15 1b. Heavy blade Defensive, high crit, off-hand
Zulaat +2 2d4/2d4 30 gp 12 lb. Heavy blade, polearm Defensive, off-hand

RANGED WEAPONS

SUPERIOR RANGED WEAPONS


One-Handed
I Weapon Prof. Damage Range Price Weight Group Properties
Talenta boomerang +2 1d4 10/20 5 gP 1 lb. Light blade Light t h r o w n
Xen'drik boomerang +2 1d6 6/12 10 gp 2 lb. Light blade Light thrown

C H A P T E R 4 | Character Options
MUNDANE ITEMS about the travelerplace of residence, occupation, and
destination. (Players may photocopy and customize
T h e following m u n d a n e items are generally available
the illustration o f the travel papers.)
throughout the Five Nations and reflect some o f the
social complexities o f the tenuous peace won at the
end o f the Last W a r . DRAGONMARKED
A r c a n e Signet R i n g : These golden or silver rings HOUSE SERVICES
are created for m e m b e r s o f the dragonmarked houses
Khorvaire's economy and prosperity would not
as a m e a n s o f identification. Each ring contains intri-
be what they are today without the services o f the
cate patterns that b e c o m e visible only w h e n worn by
dragonmarked houses. W h a t follows are a few o f the
the person for whom it was constructed.
services these powerful institutions offer.
H u n t e r ' s K i t : This bundle contains bottles o f
various a n i m a l scents, a guide to edible flora, a small DRAGONMARKED HOUSE SERVICES
knife, snares, and other useful tools. A hunter's kit Service Price
grants a +2 bonus to Nature c h e c k s m a d e to forage. House Lyrandar 50 gp for going from one
I d e n t i f i c a t i o n P a p e r s : M e m b e r s o f the middle airship kingdom to an adjacent
and upper classes in the Five Nations c a r r y iden- kingdom, up to 3 0 0 gp for
tification papers issued by their governments and trips to other continents
notarized b y House Sivis. Each set contains a descrip- House Lyrandar elemental 10 gp to the closest port
tion o f the holder, a portrait, and other details. of call, up to 150 gp for
(Players may photocopy and customize the illustra- trips to other continents
tion o f the identification papers.) House Orien coach/caravan 1 gp per stop
I n q u i s i t i v e ' s Kit: This gear includes several House Orien lightning rail 5 gp per rail stop
containers m a d e from different materials, brushes, House Orien mail service 5 cp per mail stop
m u n d a n e dusts, tweezers, picks, probes, a magnifying House Sivis message station 5 gp per page transmitted
glass, ink and quills, p a r c h m e n t , and a small j o u r n a l . House Sivis translation rituals 2 gp per page translated;
An inquisitive's kit grants a +2 bonus to Perception Cost of components plus
c h e c k s to search an area for something specific. 1 0 % of market price
L e t t e r o f M a r q u e : T h e king o f Breland issues Let- Skycoach, across city 1
gP
ters o f Marque to groups exploring Xen'drik's ruins.
Travelers may visit and explore the continent freely, H o u s e C a n n i t h : This dragonmarked house
but those who sell Xen'drik's treasures without the m a k e s a great deal o f profit through the sale o f both
proper documentation face fines, incarceration, and magical and m u n d a n e goods in the marketplace.
forfeiture i f caught. (Players may photocopy and cus- House enclaves c a n provide access to crafters or ritu-
tomize the illustration o f the letter o f marque.) als to repair damaged or broken objects.
S p e l l s h a r d : Spellshards are fragments o f crystal H o u s e J o r a s c o : For creatures beaten badly,
that contain power and knowledge, usually o f an afflicted with a disease, or even dead, a House
a r c a n e nature. I f your class would normally store its Jorasco enclave is the equal o f any temple when it
a r c a n e powers in a spellbook, you c a n instead store comes to healing.
your powers in a spellshard i f you possess one. H o u s e K u n d a r a k : This house provides protec
All the e n c h a n t m e n t s and features avail- tion o f rooms or objects. T h e B a n k i n g Guild provides
able through a tome are also available through a letters o f credit, money-changing services, and vaults
spellshard. M e m b e r s o f any class c a n use a spellshard throughout the Five Nations.
in place o f a ritual book or a ritual scroll. H o u s e L y r a n d a r : F a m e d for its flying vessels,
Travel P a p e r s : Crossing national boundaries is House Lyrandar offers passage on airships capable of
risky without a set o f notarized travel papers. Like covering 2 0 miles per hour. For a more modest price,
identification papers, they include personal details the house also offers passage by elemental galleons to
any port in Khorvaire.
MUNDANE ITEMS H o u s e O r i e n : C o m m a n d i n g travel by land, House
Item Price Weight
Orien oversees the lightning rail, elemental coaches,
Arcane signet ring 150gp
- and the mail service that c o n n e c t s cities across cen-
Hunter's kit 50 gp 5 lb.
tral Khorvaire.
Identification papers, standard 2gP HHHH H o u s e Sivis: A House Sivis message station c a n
Identification papers, w i t h portrait 5gP transmit messages to any other message station
Inquisitive's kit 4 0 gp 4 lb.
on the continent in a moment's t i m e . House Sivis's
Letter of marque 500 gp
- scribes also provide translation services and docu-
Spellshard 100 gp 1/2 lb.
ment authentication.
Traveling papers 2 sp
-
C H A P T E R 4 | Character Options
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C H A P T E R 4 | Character Options
and effect with those o f the a m m u n i t i o n . For exam-

ALCHEMY ple, a successful ranged basic attack using a crossbow


bolt converted into level 4 alchemist's spark a m m u -
nition allows you to m a k e an area burst 1 attack at
T h e process of creating alchemical items is similar to range 15/30 that deals l d 6 lightning damage, and
the process o f performing rituals (see chapter 10 o f the target takes a - 1 penalty to attack rolls until the
the Player's Handbook). As with performing rituals, a start o f your next turn.
character using alchemy must first take a special feat
(see "Feats," page 8 6 ) . To create an a l c h e m i c a l item, ALCHEMICAL FORMULAS
you must have the Alchemist feat and the correct Market
formula, and you must spend the t i m e and the com- Name Price (gp) Key Skills
ponent price required. A l c h e m i c a l components are Acidic fire 200 Arcana, Thievery
the s a m e as those used in rituals. For more informa- Alchemist's spark 120 Arcana, Thievery
tion, see Adventurer's Vault. Clear-path mist 375 Arcana, Nature
Clockwork bomb 160 Arcana, Thievery
CATEGORY Gray flower perfume 800 Heal, Nature
Each a l c h e m i c a l formula has a category that defines Heartflow 90 Nature, Thievery
the type o f item it creates. Inferno oil 200 Arcana, Nature,
C u r a t i v e : T h e s e items aid in healing or in over- Thievery
coming adverse and debilitating effects. Keen oil 600 Arcana, Thievery
Oils: T h e s e concoctions are applied to items (typi- Lodret leaf 200 Heal, Nature
cally weapons), granting t h e m temporary properties Noxious grenade 700 Arcana, Thievery
or powers. Panther tears 100 Heal, Nature
P o i s o n : A poison is a toxin that h a m p e r s or h a r m s Resonance crystal 160 Arcana, Nature
a creature. Spotted toadstool v e n o m 600 Nature, Thievery
V o l a t i l e : An item o f this type explodes or expands Suppression crystal 120 Arcana, Nature
when shattered or broken. It often deals damage Tension w h e e l 120 Arcana, Thievery
of a specific energy type, such as acid, cold, fire, or Tethercord 120 Arcana, Nature,
lightning. Thievery

O t h e r : S o m e items create miscellaneous effects W o u n d patch 120 Heal, Nature


that don't fall into the other a l c h e m i c a l categories.
ALCHEMICAL ITEMS
CONSUMABLE T h e following alchemical items trace their origins
Like potions and elixirs, a l c h e m i c a l items are con- to Eberron, although they c a n be used with any
sumable items. T h e y contain one-time powers that campaign.
are expended when you use t h e m , rendering the
items inert or destroying t h e m .
ACIDIC EIRE
M a n y o f the a l c h e m i c a l items presented here, or
Level: 5
in books such as Adventurer's Vault, require you to
C a t e g o r y : Volatile
m a k e an attack as part of using the power. T h e s e
T i m e : 3 0 minutes
items include an attack bonus, which should not be
C o m p o n e n t C o s t : See below
adjusted based on ability score modifiers or one-half
M a r k e t P r i c e : 2 0 0 gp
your level, although other bonuses and penalties to
K e y Skill: A r c a n a or Thievery (no c h e c k )
attack rolls apply normally.

T h e substance contained by the glass vial is a n


MODIFICATIONS unstable soup of acid and explosive c h e m i c a l s . W h e n
Some a l c h e m i c a l items c a n be modified to change an the container shatters, it splashes burning death in all
aspect o f the item's function (for example, turning an directions.
item into a m m u n i t i o n ) . Changing an item's function
typically increases the item's level and cost.
W h e n an a l c h e m i c a l item is converted into a m m u -
nition, you c a n use the item with a ranged weapon,
such as a bow, a crossbow, or a sling. T h e item's range
b e c o m e s the range o f the weapon, but it continues to
use the indicated attack modifier. You do not include
a weapon's proficiency bonus or e n h a n c e m e n t bonus
in the attack, and you replace the weapon's damage

C H A P T E R 4 Character Options
Acidic Fire Level 5+ Alchemist's Spark Ammunition
Lvl 4 5
Green flames burn and spread boiling acid in all directions. 40 gp Lvl 19 4,200 gp
Lvl5 50 gp Lvl20 5,000 gp Lvl 9 160gp Lvl 24 21,000 gp z
Lvl 14 800 gp Lvl 29 105,000 gp
LvMO 200 gp Lvl25 25,000 gp u
Lvl 15 1,000 gp Lvl30 125,000 gp
Alchemical Item
CLEAR-PATH MIST
Power (Consumable Acid, Fire): Standard Action. Make
Level: 8
an attack: Area burst 1 within 10; +8 vs. Reflex; 1 d6 fire
Category: Other
damage, and ongoing 2 acid damage (save ends).
Level 10: +13 vs. Reflex; 1 d6 fire damage, and ongoing 5 T i m e : 3 0 minutes
acid damage (save ends). C o m p o n e n t C o s t : S e e below
Level 15: +18 vs. Reflex; 2d6 fire damage, and ongoing 5 M a r k e t P r i c e : 3 7 5 gp
acid damage (save ends). K e y Skill: A r c a n a or Nature (no c h e c k )
Level 20: +23 vs. Reflex; 2d6 fire damage, and ongoing 10
acid damage (save ends).
O r d i n a r y u n d e r g r o w t h c a n n o t stand against this
Level 25: +28 vs. Reflex; 3d6 fire damage, and ongoing 10
concoctiona m e r e dusting causes plants to w i t h e r
acid damage (save ends).
Level 30: +33 vs. Reflex; 3d6 fire damage, and ongoing 1 5 a n d die.
acid damage (save ends).
Clear-Path Mist Level 8+

ALCHEMIST'S SPARK The mist clears out the underbrush, making your path easier to
travel.
Level: 3
C a t e g o r y : Volatile Lvl 8 125gp Lvl 23 17,000 gp
Lvl 13 650 gp Lvl 28 85,000 gp
T i m e : 3 0 minutes
Lvl 18 3,400 gp
C o m p o n e n t C o s t : See below
Alchemical Item
M a r k e t P r i c e : 1 2 0 gp Power (Consumable Poison): Standard Action. Make
K e y S k i l l : A r c a n a or T h i e v e r y (no c h e c k ) an attack: Close blast 3; targets plants; +11 vs. Reflex;
1d4 poison damage, and ongoing 5 poison damage (save
T h e c e r a m i c c o n t a i n e r holding alchemist's spark has ends). In addition, you remove any difficult terrain cre-
two c h a m b e r s . W h e n shattered, the c h e m i c a l s vapor- ated by flora such as foliage or undergrowth within the
area of the attack.
ize a n d m i x to c r e a t e a bright discharge o f lightning.
Level 13: Close blast 5; +16 vs. Reflex; 1 d4 poison damage,
and ongoing 5 poison damage (save ends).
Level 3+ Level 18: Close blast 5; +21 vs. Reflex; 2d4 poison damage,
The shattered flask releases two clouds that quickly coalesce and and ongoing 5 poison damage (save ends).
release a dazzling blast of energy. Level 23: Close blast 5; +26 vs. Reflex; 2d4 poison damage,
Lvl 3 30 gp Lvl 18 3,400 gp and ongoing 10 poison damage (save ends).
Lvl 8 125gp Lvl 23 17,000 gp Level 28: Close blast 5; +31 vs. Reflex; 3d4 poison damage,
Lvl 13 650 gp Lvl 28 85,000 gp and ongoing 10 poison damage (save ends).
Alchemical Item
Power (Consumable 4- Lightning): Standard Action. Make CLOCKWORK BOMB
an attack: Area burst 1 within 10; targets each creature
Level: 4
in burst; +6 vs. Fortitude; 1 d6 lightning damage, and the
C a t e g o r y : Volatile
target takes a -1 penalty to attack rolls until the start of
your next turn. T i m e : 15 minutes
Level 8: +11 vs. Reflex; 2d6 lightning damage and a -1 C o m p o n e n t C o s t : S e e below
penalty to attack rolls. M a r k e t P r i c e : 1 6 0 gp
Level 13: +16 vs. Reflex; 3d6 lightning damage and a -1 K e y Skill: A r c a n a or T h i e v e r y (no c h e c k )
penalty to attack rolls.
Level 18: +21 vs. Reflex; 4d6 lightning damage and a -1
A c l o c k w o r k b o m b is a s m a l l box, about a foot on a
penalty to attack rolls.
side, covered with springs, dials, gauges, a n d k n o b s .
Level 23: +26 vs. Reflex; 5d6 lightning damage and a -1
penalty to attack rolls. It issues a n u n n e r v i n g ticking sound, and vibrates so
Level 28: +31 vs. Reflex; 6d6 lightning damage and a -1 violently that it moves about. W h e n the t i m e r goes
penalty to attack rolls. off, the device explodes.

M o d i f i c a t i o n : A m m u n i t i o n (level +1). T h e item's


c o m p o n e n t cost c o r r e s p o n d s to the table below.

C H A P T E R 4 | Character Options
Clockwork Bomb Level 4+ Heartflow Level 3+
You set the device on the ground and hope that it detonates The target's eyes glaze as a smile spreads across his face.
when you want it to. Lvl 3 30 gp Lvl 18 3,400 gp
Lvl 4 4 0 gp LvM9 4,200 gp Lvl 8 125gp Lvl 23 17,000 gp
Lvl 9 160gp Lvl 24 21,000 gp Lvl 13 650 gp Lvl 28 85,000 gp
Lvl 14 800 gp Lvl 29 105,000 gp Alchemical Item
Alchemical Item Power (Consumable Poison): Minor Action. Apply heart-
Power (Consumable Fire): Minor Action. Place the clock- flow to an adjacent item of food or drink; it retains potency
work bomb in your space or in a square adjacent to you, until the end of the encounter. To administer the poison
and decide how many rounds pass before the bomb goes without the target noticing, make a Thievery check against
off (6 rounds maximum). Each round, at the start of your the target's Perception check. A creature that consumes
turn, move the clockwork bomb one square in a direction food or drink containing heartflow is subject to an attack:
of your choosing and roll a d6. O n a roll of 6, the bomb +6 vs. Fortitude; the target takes a -5 penalty to Insight
detonates prematurely. If the clockwork bomb is hit by checks and a -2 penalty to W i l l defense (save ends both).
an attack (the bomb has the same defenses as its user), it Level 8: +11 vs. Fortitude.
also explodes. W h e n the bomb detonates, make an at- Level 13: +16 vs. Fortitude.
tack: Area burst 1 centered on the bomb's space; targets Level 18: +19 vs. Fortitude.
each creature in burst; +7 vs. Reflex; 1 d l 0 fire damage. Level 23: +26 vs. Fortitude.
Special: Once the bomb is set, it can be disabled with a D C Level 28: +31 vs. Fortitude.
17 Thievery check.
Level 9: +12 vs. Reflex; 2d10 fire damage; D C 19 Thievery.
Level 14: +17 vs. Reflex; 3d10 fire damage; D C 23 Thievery.
INFERNO OIL
Level 19: +22 vs. Reflex; 4d12 fire damage; D C 27 Thievery. Level: 5
Level 24: +27 vs. Reflex; 4d1 2 fire damage; D C 29 Thievery. C a t e g o r y : Oil
Level 29: +32 vs. Reflex; 5d1 2 fire damage; D C 33 Thievery. T i m e : 1 hour
C o m p o n e n t C o s t : S e e below

GRAYFLOWER PEREUME M a r k e t P r i c e : 2 0 0 gp

Level: 10 K e y Skill: A r c a n a , Nature, or T h i e v e r y (no c h e c k )

Category: Other
T i m e : 15 minutes T h i s volatile oil is highly combustible but b u r n s

C o m p o n e n t C o s t : 2 0 0 gp quickly. Inferno oil is usually kept in a dark glass vial

M a r k e t P r i c e : 8 0 0 gp to block light a n d prevent the substance from igniting.

K e y S k i l l : Heal or Nature
Inferno Oil Level 5+
T h i s p e r f u m e is m a d e from the r a r e grayflower, Your weapon leaves behind a faint trace of oil, but it's enough to
k n o w n to grow only in Q'barra's s w a m p s . T h e gray- set your enemy ablaze when it's exposed to open flame.

flower's faint scent is enough to c o n f o u n d even the Lvl 5 50 gp Lvl 20 5,000 gp


sharpest sense o f smell. Lvl 10 200 gp Lvl 25 25,000 gp
Lvl 15 1,000 gp Lvl 30 125,000 gp
Alchemical Item
Power (Consumable): Standard Action. Apply inferno oil
You spray the perfume into the air and for a moment, the blind to your weapon or to one piece of ammunition. Make a
creature can't locate you. secondary attack against the next creature you hit with
Alchemical Item 200 gp the coated weapon or ammunition: +8 vs. Reflex; the
Power (Consumable): Minor Action. You are invisible to target gains vulnerable 5 fire (save ends).
creatures that see using blindsight until the start of your Level 10: +13 vs. Reflex; vulnerable 5 fire.
next turn. Level 15: +18 vs. Reflex; vulnerable 10 fire.
Level 20: +23 vs. Reflex; vulnerable 10 fire
Level 25: +28 vs. Reflex; vulnerable 15 fire.
HEARTELOW Level 30: +33 vs. Reflex; vulnerable 15 fire.
Level: 3
C a t e g o r y : Poison
KEEN OIL
T i m e : 1 5 minutes
L e v e l : 10
C o m p o n e n t Cost: See below
C a t e g o r y : Oil
M a r k e t P r i c e : 9 0 gp
T i m e : 1 hour
K e y S k i l l : Nature or T h i e v e r y (no c h e c k )
C o m p o n e n t C o s t : 2 0 0 gp
M a r k e t P r i c e : 6 0 0 gp
H e a r t f l o w w e a k e n s a n individual's self-control. T h e
K e y Skill: A r c a n a or T h i e v e r y (no c h e c k )
c o n c o c t i o n is a red powder that is usually m i x e d with
food or d r i n k .
W h e n you r u b this t h i n oil on a bladed weapon, it
h o n e s the edge to razor s h a r p n e s s .

C H A P T E R 4 | Character Options
ALCHEMICAL ITEMS ALCHEMICAL ITEMS COIMT.

Lvl Name Component Cost (gp) Lvl Name Component Cost (gp) I
2 Panther tears 25 15 Spotted toadstool v e n o m 1,000
3 Alchemist's spark 30 16 Noxious grenade 1,800
3 Heartflow 30 18 Alchemist's spark 3,400
3 Tethercord 30 18 Clear-path mist 3,400
3 Woundpatch 30 18 Heartflow 3,400
4 Alchemist's spark (ammunition) 40 18 Tethercord 3,400
4 Clockwork bomb 40 19 Alchemist's spark (ammunition) 4,200
4 Resonance crystal 40 19 Clockwork bomb 4,200
4 Suppression crystal 40 19 Resonance crystal 4,200
4 Tension w h e e l 40 20 Acidic fire 5,000
5 Acidic fire 50 20 Inferno oil 5,000
5 Inferno oil 50 20 Spotted toadstool v e n o m 5,000
5 Lodret leaf 50 21 Noxious grenade 9,000
8 Alchemist's spark 125 23 Alchemist's spark 17,000
8 Clear-path mist 125 23 Clear-path mist 17,000
8 Heartflow 125 23 Heartflow 17,000
8 Tethercord 125 23 Tethercord 17,000
9 Alchemist's spark (ammunition) 160 23 Woundpatch 17,000
9 Clockwork bomb 160 24 Alchemist's spark (ammunition) 21,000
9 Resonance crystal 160 24 Clockwork bomb 21,000
10 Acidic tire 200 24 Resonance crystal 21,000
10 Grayflower perfume 200 24 Suppression crystal 21,000
10 Inferno oil 200 24 Tension w h e e l 21,000
10 Keen oil 200 25 Acidic fire 25,000
10 Spotted toadstool venom 200 25 Inferno oil 25,000
11 Noxious grenade 350 25 Lodret leaf 25,000
13 Alchemist's spark 650 25 Spotted toadstool v e n o m 25,000
13 Clear-path mist 650 26 Noxious grenade 45,000
13 Heartflow 650 28 Alchemist's spark 85,000
13 Tethercord 650 28 Clear-path mist 85,000
13 Woundpatch 650 28 Heartflow 85,000
14 Alchemist's spark (ammunition) 800 28 Tethercord 85,000
14 Clockwork bomb 800 29 Alchemist's spark (ammunition) 105,000
14 Resonance crystal 800 29 Clockwork bomb 105,000
14 Suppression crystal 800 29 Resonance crystal 105,000
14 Tension wheel 800 30 Acidic fire 125,000
15 Acidic fire 1,000 30 Inferno oil 125,000
15 Inferno oil 1,000 30 Spotted toadstool v e n o m 125,000
15 Lodret leaf 1,000

T h e d e n i z e n s o f OJbarra's w i l d e r n e s s s o m e t i m e s use
Keen O i l Level 10
lodret leaves as a preventative w h e n moving through
The sword sweeps throughyour enemy, cutting through its ar-
areas f a m o u s for spawning disease. M i x i n g the leaves
mor and flesh in one deadly arc.
with special reagents gives you protection against
Alchemical Item 200 gp
s o m e diseases.
Power (Consumable): Minor Action. Apply keen oil to an
axe, a heavy blade, a light blade, a polearm, or a spear.
Until the end of your next turn, you can score a critical hit
with this weapon on a roll of 19-20. Chewing on the infused leaf provides added insurance against
disease.

LODRET LEAE Lvl 5 50 gp Lvl 25 25,000 gp


Lvl 15 1,000 gp
Level: 5
Alchemical Item
C a t e g o r y : Curative
Power (Consumable): Minor Action. Gain a +2 bonus to
T i m e : 15 m i n u t e s Fortitude defense against attacks made by diseases of
C o m p o n e n t C o s t : S e e below 10th level or lower. This effect lasts until the end of the
M a r k e t P r i c e : 2 0 0 gp encounter.
K e y S k i l l : H e a l or Nature (no c h e c k ) Level 15: Diseases of 20th level or lower.
Level 25: Diseases of 30th level or lower.

CHAPTER 4 | Character Options


Noxious GRENADE RESONANCE CRYSTAL
L e v e l : 11 Level: 4
C a t e g o r y : Volatile Category: Other
T i m e ; 1 hour T i m e : 1 hour
C o m p o n e n t C o s t : See below C o m p o n e n t C o s t : See below
M a r k e t P r i c e : 7 0 0 gp M a r k e t P r i c e : 1 6 0 gp
K e y Skill: A r c a n a or Thievery (no check) K e y Skill: A r c a n a or Nature (no c h e c k )

T h e noxious grenade is a metal canister filled with To keep a resonance crystal from shattering, it is
foul-smelling c h e m i c a l s . O n c e ignited, it burns stored in a soundproof wooden box. T h e clear crystal
quickly, filling the area with sickening smoke. vibrates with the slightest sound.

Noxious Grenade Level 11 + Resonance Crystal Level 4+


Plumes of green smoke pour from the sputtering flame, sending The crystal amplifies noise until it becomes unbearable to all in
a rancid stench into the air. its proximity.
Lvl 11 350 gp Lvl 21 9,000 gp Lvl 4 40 gp Lvl 19 4,200 gp
Lvl 16 1,800 gp Lvl 26 45,000 gp Lvl 9 160gp Lvl 24 21,000 gp
Alchemical Item Lvl 14 800 gp Lvl 29 105,000 gp
Power (Consumable Poison, Zone): Standard Action. Alchemical Item
Make an attack: Area burst 1 within 10; targets each Power (Consumable): Standard Action. Make an attack:
creature in burst; +14 vs. Fortitude; the target takes a -2 Ranged 10; +7 vs. Fortitude; the target gains vulnerable
penalty to attack rolls (save ends). 5 thunder until the end of your next turn.
The burst creates a zone; all squares within the zone Level 9: +1 2 vs. Fortitude; vulnerable 5 thunder.
are lightly obscured. The zone lasts until the end of your Level 14: +1 7 vs. Fortitude; vulnerable 10 thunder.
next turn. Each creature that enters the zone is subject Level 19: +22 vs. Fortitude; vulnerable 10 thunder.
to an attack from the noxious gas: +14 vs. Fortitude; the Level 24: +27 vs. Fortitude; vulnerable 1 5 thunder.
target takes a -2 penalty to attack rolls (save ends). Level 29: +32 vs. Fortitude; vulnerable 15 thunder.
Level 16: +19 vs. Fortitude.
Level 2 1 : +24 vs. Fortitude.
Level 26: +29 vs. Fortitude. SPOTTED TOADSTOOL VENOM
L e v e l : 10
C a t e g o r y : Poison
PANTHER TEARS T i m e : 3 0 minutes
Level: 2
C o m p o n e n t C o s t : See below
Category: Other
M a r k e t P r i c e : 6 0 0 gp
T i m e : 15 minutes
K e y Skill: Nature or Thievery (no check)
C o m p o n e n t C o s t : 2 5 gp
M a r k e t P r i c e : 1 0 0 gp
Found throughout the Q ' b a r r a n swamps, the spotted
K e y Skill: Heal or Nature (no check)
toadstool is renowned for its poisonous quality. T h e
local lizardfolk m a k e a venomous paste that they use
An eyedropper holds a few drops o f a dark purple
to coat their weapons.
fluid. W h e n the fluid is placed in your eyes, you find
you c a n see clearly in d i m light.
Spotted Toadstool Venom Level 10+
This green-gray poison paste robs its victim of strength.
Panther Tears Level 2
Lvl 10 200 gp Lvl 25 25,000 gp
For a moment your vision is blurry, but when you blink away
Lvl 15 1,000 gp Lvl 30 125,000 gp
the excess liquid, you see clearly through the gloom.
Lvl 20 5,000 gp
Alchemical Item 25 gp Alchemical Item
Power (Consumable): Minor Action. You gain low-light Power (Consumable Poison): Standard Action. Apply
vision until the end of your next turn. the spotted toadstool venom to your weapon or to one
piece of ammunition. Make a secondary attack against
the next target you hit with the coated weapon or am-
munition: +13 vs. Fortitude; the target is weakened until
the end of your next turn.
Level 15: +18 vs. Fortitude.
Level 20: +23 vs. Fortitude.
Level 25: +28 vs. Fortitude.
Level 30: +33 vs. Fortitude.

C H A P T E R 4 | Character Options
SUPPRESSION CRYSTAL TETHERCORD
Level: 4 Level: 3
Category: Other Category: Other
T i m e : 1 hour T i m e : 1 hour
C o m p o n e n t C o s t : See below C o m p o n e n t C o s t : See below
M a r k e t P r i c e 1 2 0 gp M a r k e t P r i c e : 1 2 0 gp
K e y Skill: A r c a n a or Nature (no c h e c k ) K e y Skill: A r c a n a , Nature, or Thievery (no check)

A suppression crystal catches sound and e n e r g y trap- T h e tethercord is a springlike device with two small
ping t h e m and safely bleeding t h e m . exploding packets filled with diluted sovereign glue.
This useful device keeps an e n e m y on a short leash.
Suppression Crystal Level 4+
The crystal diminishes the lightning holt and silences the Tethercord Level 3+
thunder. You fling the device at the enemy; one side sticks to the creature
Lvl 4 40 gp Lvl 24 21,000 gp while the other bonds with the ground.
Lvl 14 800 gp Lvl 3 30 gp Lvl 18 3,400 gp
Alchemical Item Lvl 8 125 gp Lvl 23 17,000 gp
Power (Consumable): Minor Action. Until it triggers or Lvl 13 650 gp Lvl 28 85,000 gp
until the end of the encounter, you are protected by the Alchemical Item
suppression crystal. As an immediate interrupt that oc- Power (Consumable): Standard Action. Make an attack:
curs automatically when you are first hit by a thunder or Ranged 5/10; +6 vs. Reflex; the target cannot move
a lightning attack, you gain resist 5 thunder and resist 5 more than 3 squares from the space it occupies when it
lightning until the end of your next turn. If this power is is hit (save ends).
used but the resistance is not triggered before the end of Level 8: +11 vs. Reflex.
the encounter, the crystal is still consumed. Level 13:+17 vs. Reflex.
Level 14: Gain resist 10 thunder and resist 10 lightning. Level 18:+21 vs. Reflex.
Level 24: Gain resist 15 thunder and resist 1 5 lightning. Level 23: +26 vs. Reflex.
Level 28:+31 vs. Reflex.

TENSION WHEEL
Level: 4 WOUNDPATCH
Category: Other Level: 3
T i m e : 1 hour C a t e g o r y : Curative
C o m p o n e n t C o s t : See below T i m e : 1 hour
M a r k e t P r i c e : 1 2 0 gp C o m p o n e n t C o s t : See below
K e y Skill: A r c a n a or Thievery (no c h e c k ) M a r k e t P r i c e : 1 2 0 gp
K e y Skill: Heal or Nature (no check)
This complex device sprouts cogs and levers, and
attaches to a crossbow. W h e n activated, it increases T h e woundpatch looks like a swatch o f h u m a n skin.
the bowstring's tension in order to fire the projectile O n e sticky side keeps it in place when applied to an
with greater force. injured c r e a t u r e .

Tension Wheel Level 4+ Woundpatch Level 3+


W i t h a click, the tension wheel unlocks and propels the holt You slap the fleshy bandage on your ally and the patch knits
through your enemy. with the creature's flesh to close the wound.
Lvl 4 40 gp Lvl 24 21,000 gp Lvl 3 30 gp Lvl 23 17,000 gp
Lvl 14 800 gp Lvl 13 650 gp
Alchemical Item Alchemical Item
Requirement: You must be holding a crossbow. Power (Consumable Healing): Minor Action. Place the
Power (Consumable): Minor Action. Place the tension woundpatch on yourself or another living creature. Until
wheel on your crossbow. The next time you make an the end of the encounter, the next time the creature
attack with the crossbow, its normal and long ranges spends a healing surge, it regains 5 extra hit points.
increase by 2 squares and it deals 2 extra damage. Level 13:10 extra hit points.
Level 12: 4 extra damage. Level 23:1 5 extra hit points.
Level 22: 6 extra damage.

C H A P T E R 4 | Character Options
HOLY SYMBOLS CONT.

MAGIC I T E M S Lvl
13
Name
Horns of Balinor +3
Price (gp) I
17,000
13 Leaves of death +3 17,000
Like a n y world, E b e r r o n is full o f all kinds o f m a g i c 13 Octogram of the Sovereign Host +3 17,000
items. Although the items in this section a r e related 13 Psalter of Aureon +3 17,000
to the faiths and practices o f Eberron's inhabitants,
13 Sheaf of A r a w a i +3 17,000
they c a n b e adapted for use in any setting. 14 Icon of the Silver Flame +3 21,000
15 Domino of Olladra +3 25,000
HOLY SYMBOLS 17 Medallion of Dol A r r a h +4 65,000

In general, a holy symbol employed by a divine 17 Nonagon of Kol Korran +4 65,000

servant a s s u m e s t h e shape and a p p e a r a n c e o f the 17 Onatar's forge +4 65,000

symbol o f t h e religion the c h a r a c t e r serves. Symbols 17 Spirit reliquary +4 65,000

o f devotees o f the Silver F l a m e are covered with a sil- 18 Bones of the Traveler +4 85,000

very color a n d gain stylized fire imagery, while those 18 Bright j e w e l of il-Yannah +4 85,000

worn by c h a m p i o n s o f t h e Sovereign Host t u r n into 18 Emblem of Dol Dorn +4 85,000

a blue a n d gold symbol k n o w n as the O c t o g r a m . T h e 18 Hearth of Boldrei +4 85,000

holy symbols described h e r e , however, are keyed to 18 Horns of Balinor +4 85,000

a specific deity or religion a n d r e q u i r e a p a r t i c u l a r 18 Leaves of death +4 85,000

devotion to use. T h e y never c h a n g e shape. 18 Octogram of the Sovereign Host +4 85,000


18 Psalter of Aureon +4 85,000
HOLY SYMBOLS 18 Sheaf of A r a w a i +4 85,000
19 Icon of the Silver Flame +4 105,000
2 Nonagon of Kol Korran +1 520 20 Domino of Olladra +4 125,000
2 Onatar's forge +1 520 22 Medallion of Dol A r r a h +5 325,000
3 E m b l e m of Dol Dorn +1 680 22 Nonagon of Kol Korran +5 325,000
3 Bright jewel of il-Yannah +1 680 22 Onatar's forge +5 325,000
3 Leaves of d e a t h + 1 680 22 Spirit reliquary +5 325,000
3 Octogram of the Sovereign Host +1 680 23 Bones of the Traveler +5 425,000
3 Psalter of Aureon +1 680 23 Bright j e w e l of il-Yannah +5 425,000
4 Icon of the Silver Flame +1 840 23 Emblem of Dol Dorn +5 425,000
7 Medallion of Dol A r r a h +2 2,600 23 Hearth of Boldrei +5 425,000
7 Nonagon of Kol Korran+2 2,600 23 Horns of Balinor +5 425,000
7 Onatar's forge+2 2,600 23 Leaves of death +5 425,000
7 Spirit reliquary +2 2,600 23 Octogram of the Sovereign Host +5 425,000
8 Bones of the Traveler +2 3,400 23 Psalter of Aureon +5 425,000
8 Bright jewel of il-Yannah +2 3,400 23 Sheaf of A r a w a i +5 425,000
8 Emblem of Dol D o r n + 2 3,400 24 Icon of the Silver Flame +5 525,000
8 Hearth of Boldrei+2 3,400 25 Domino of Olladra +5 625,000
8 Horns of Balinor+2 3,400 27 Medallion of Dol A r r a h +6 1,625,000
8 Leaves of death+2 3,400 27 Nonagon of Kol Korran +6 1,625,000
8 Octogram of the Sovereign Host +2 3,400 27 Onatar's forge +6 1,625,000
8 Psalter of Aureon +2 3,400 27 Spirit reliquary +6 1,625,000
8 Sheaf of A r a w a i + 2 3,400 28 Bones of the Traveler +6 2,125,000
9 Icon of the Silver Flame+2 4,200 28 Bright j e w e l of il-Yannah +6 2,125,000
10 Domino of Olladra+2 5,000 28 Emblem of Dol Dorn +6 2,125,000
12 Medallion of Dol A r r a h + 3 13,000 28 Hearth of Boldrei +6 2,125,000
12 Nonagon of Kol Korran +3 13,000 28 Horns of Balinor +6 2,125,000
12 Onatar's forge+3 13,000 28 Leaves of death +6 2,125,000
12 Spirit reliquary+3 13,000 28 Octogram of the Sovereign Host +6 2,125,000
13 Bones of the Traveler +3 17,000 28 Psalter of A u r e o n + 6 2,125,000
13 Bright j e w e l of il-Yannah +3 17,000 28 Sheaf of A r a w a i +6 2,125,000
13 E m b l e m of Dol D o r n + 3 17,000 29 Icon of the Silver Flame +6 2,625,000
13 Hearth of Boldrei+3 17,000 30 Domino of Olladra +6 3,125,000

C H A P T E R 4 | Character Options
Bones of the Traveler Level 8H Emblem of Dol Dorn Level 3 +
An eight-pointed configuration of four crossed and rune-inscribed A red shield crossed by a silver sword embodies Dol Dorn's
bones sows chaos and confusion, if your fickle deity desires. demand that his followers endure any suffering necessary to
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp accomplish what is right.
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Implement (Holy Symbol) Lvl 13 +3 17,000 gp Lvl 28 +6 2,1 25,000 gp
Prerequisite: You must worship the Traveler or the Dark Six Implement (Holy Symbol)
to use this holy symbol. Prerequisite: You must worship Dol Dorn or the Sovereign
Enhancement: Attack rolls and damage rolls Host to use this holy symbol.
Critical: +1 d6 damage per plus Enhancement: Attack rolls and damage rolls
Power (Daily): Free Action. Trigger: You hit an enemy with Critical: +1 d8 damage per plus, or +1 d10 damage per plus
an implement attack using this holy symbol. Effect: One while bloodied
ally within 5 squares of the enemy you hit can shift a Power (Encounter): Free Action. Trigger: You are first
number of squares equal to this item's enhancement bloodied during an encounter. Efject: You gain a power
bonus as a free action. bonus to damage rolls of attacks using this implement
equal to your Strength modifier until the end of your next
turn.
Bright Jewel of il-Yannah Level 3+
When you focus your mind, this jewel on the silver chain blooms
with violet light. Your foes know the purity of il-Yannah. Hearth of Boldrei Level 8+

Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Brandishing this orange and gray octogram.you shelter your
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp ally from harm by scattering his enemies.
Lvl 13 +3 1 7,000 gp Lvl 28 +6 2,1 25,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Implement (Holy Symbol) Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Prerequisite: You must worship the Path of Light to use this Lvl 18 +4 85,000 gp
holy symbol. Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls Prerequisite: You must worship Boldrei or the Sovereign
Critical: +1d6 psychic and radiant damage per plus Host to use this holy symbol.
Power (Daily Psychic): Free Action. Trigger: You score a Enhancement: Attack rolls and damage rolls
critical hit against an enemy with a divine radiant power Critical: +1 d6 damage per plus
using this holy symbol. Effect: That enemy is stunned until Power (Daily Implement): Immediate Reaction. Trigger:
the end of your next turn. An ally within 10 squares of you that you can see is hit by
an attack. Efject: Make an attack: Area burst 1 centered
on the ally hit by the triggering attack; targets enemies;
Domino of Olladra Level 10+
Wisdom vs. Fortitude; the target is pushed a number of
The numbers on this white and gray domino's face change ev- squares equal to the symbol's enhancement bonus away
ery time you use a prayer, emphasizing your deity's capricious from the ally.
nature.

Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp


Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Lvl 20 +4 125,000 gp
Implement (Holy Symbol)


Prerequisite: You must worship Olladra or the Sovereign
Host to use this holy symbol. Holy symbol
Enhancement: Attack rolls and damage rolls ofOlladra
Critical: +1d6 damage per plus

I*
Power (Daily): Immediate Reaction. Trigger: An ally within
your line of sight hits with an attack. Effect: You roll a
d20. If your roll is higher than the d20 roll of the trigger-
ing ally's attack, that attack scores a critical hit. If your


roll is lower than the d20 roll of the triggering ally's at-
tack, you take a -2 penalty to attack rolls until the end of
your next turn.

Holy symbol
of Dol Dorn

C H A P T E R 4 | Character Options
Holy symbol Holy symbol Holy symbol of
of Balinor of Kol Korran the Sovereign Host

Horns of Balinor Level 8+ Leaves of Death Level 3+


These horns fashioned from blackened bone help focus attention The blacfe leaves that make up this symbol replenish themselves
against your prey. Through the blessing of Balinor, its death will when you consume one to gain the aid of the ancestors.
be swift and merciful.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 1 7,000 gp Lvl 28 +6 2,125,000 gp Lvl 13 +3 1 7,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp Implement (Holy Symbol)
Implement (Holy Symbol) Prerequisite: You must worship the Undying Court to use
Prerequisite: You must worship Balinor or the Sovereign this holy symbol.
Host to use this holy symbol. Enhancement: Attack rolls and damage rolls
Enhancement: Attack rolls and damage rolls Critical: +1 d6 necrotic damage per plus
Critical: +1 d8 damage per plus, or +1 d12 damage per plus Power (Daily): Free Action. Trigger: You spend an action
against a creature marked by you or an ally point to take an extra action. Effect: You can make a
Property: W h e n e v e r you deal maximum damage to saving throw. You gain a bonus to the saving throw equal
an enemy with an implement power using this holy to this item's enhancement bonus.
symbol, you also mark that enemy until the end of your
next turn.
Medallion of Dol Arrah Level 7+
The light from the sun face adorning this golden medallion pu-
the Silver Flame Level 4+ rifies the body and soul with the fires of heaven.
Whenyou intone prayers to the Silver Flame, argent fire erupts Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
from the flame-shaped icon around your neck. Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp Lvl 17 +4 65,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Implement (Holy Symbol)
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Prerequisite: You must worship Dol Arrah or the Sovereign
Implement (Holy Symbol) Host to use this holy symbol.
Prerequisite: You must worship the Silver Flame to use this Enhancement: Attack rolls and damage rolls
holy symbol. Critical: +1 d6 radiant damage per plus
Enhancement: Attack rolls and damage rolls Power (Daily Radiant): Free Action. Trigger: You reduce
Critical: +1 d6 fire and radiant damage per plus an enemy to 0 hit points with an implement power using
Power (Daily Fire, Radiant): Free Action. Trigger. You this holy symbol. Ejfect: You deal radiant damage equal
hit an enemy with an implement power using this holy to your Charisma modifier plus this holy symbol's en-
symbol. Effect: That enemy takes ongoing 5 fire and hancement bonus to each enemy within 5 squares of the
radiant damage (save ends). enemy you hit.
Level 14: Ongoing 10 fire and radiant damage (save ends).
Level 24: Ongoing 20 fire and radiant damage (save ends).
Nonagon of Kol Korran Level 2 +
The nine-sided coin glimmers even though no light shines upon
its surface.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Implement (Holy Symbol)
Prerequisite: You must worship Kol Korran or the Sovereign
Host to use this holy symbol.
Enhancement: Attack rolls and damage rolls
Critical: +1 d6 damage per plus
Power (Encounter Healing): Free Action. Trigger: An ally
you can see scores a critical hit. Ejffect: The triggering ally can
choose to hit normally and instead spend a healing surge.

C H A P T E R 4 | Character Options
Holy symbol
of Onatar

Octogram of the Sovereign Host Level 3-i Sheaf of Arawai Level 8+


The Celestial Crown of the Sovereign Host embodies the unity of Through this/inely/ashioned bundle of wheat stalks, Arawai's
the deities-a mighty force for light and good. abundance sustains you.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 1 7,000 gp Lvl 28 +6 2,125,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 18 +4 85,000 gp
Implement (Holy Symbol) Implement (Holy Symbol)
Prerequisite: You must worship the Sovereign Host or any Prerequisite: You must worship Arawai or the Sovereign
deity represented by the Sovereign Host to use this holy Host to use this holy symbol.
symbol. Enhancement: Attack rolls and damage rolls
Enhancement: Attack rolls and damage rolls Critical: +1 d6 damage per plus
Critical: +1 d8 damage per plus Property: You do not need to eat or drink. All conditions
Power (Daily): Minor Action. You regain the use of your and effects still affect you normally.
Channel Divinity class feature. Power (Daily): Immediate Reaction. Trigger. You or an ally
you can see is subjected to an effect that a save can end.
EJfect: You or the ally makes a saving throw against the
Onatar's Forge Level 2+
triggering effect with an item bonus to the saving throw
The crossed hammer and tongs blaze white-hot asyou channel equal to the symbol's enhancement bonus.
your deity's wrath.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Spirit Reliquary Level 7H
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 1 3,000 gp Lvl 27 +6 1,625,000 gp You take heart knowing that your ancestors' bones rest inside
Implement (Holy Symbol) the intricately carved box around your neck.
Prerequisite: You must worship Onatar or the Sovereign Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Host to use this holy symbol. Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Enhancement: Attack rolls and damage rolls Lvl 17 +4 65,000 gp
Critical: +1 d6 fire damage per plus Implement (Holy Symbol)
Property: The first implement power you hit with during an Prerequisite: You must worship the Spirits of the Past to use
encounter using this holy symbol deals extra fire damage this holy symbol.
equal to your Wisdom modifier. Enhancement: Attack rolls and damage rolls
Power (Daily): Minor Action. One weapon in your square Critical: +1 d6 damage per plus
or in a square adjacent to you gains a bonus to its next Property: You gain an item bonus to saving throws against
damage roll before the end of your next turn equal to the charm effects and fear effects equal to this symbol's
symbol's enhancement bonus. enhancement bonus.
Power (Daily): Minor Action. You gain an item bonus to
your next attack roll, skill check, ability check, or saving
Psalter of Aureon Level 3-i
throw before the start of your next turn equal to this
The open book depicted by your symbol reveals the world's se-
symbol's enhancement bonus.
crets to you.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 1 7,000 gp Lvl 28 +6 2,125,000 gp
Implement (Holy Symbol)
Prerequisite: You must worship Aureon or the Sovereign
Host to use this holy symbol.
Enhancement: Attack rolls and damage rolls
Critical: +1 d6 damage per plus
Property: You gain an item bonus to knowledge checks
equal to this item's enhancement bonus.

C H A P T E R 4 | Character Options ^
RODS Shieldin Level 2+
The gauges on this thick baton are festooned with elemental
Most artificer rods are e q u i p p e d with dials, levers,
runes, marking it as an artificer's implement. It augments spells
and knobs. T h e y c a n also include fold-out screw-
that protect against energy.
drivers, s p a n n e r s , a n d o t h e r useful tools. S u c h
Lvl 2 +1 520 gp Lvl 1 7 +4 65,000 gp
a c c o u t r e m e n t s do not affect the i t e m s ' usefulness to
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
other classes that use rods as i m p l e m e n t s . Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Implement (Rod)
RODS Enhancement: Attack rolls and damage rolls
Lvl Name Price (gp) Critical: +1 d6 damage per plus
2 Rod of deadly casting +1 520 Power (Daily): Free Action. Trigger: You hit an enemy with
2 Rod of elemental shielding +1 520 an implement power using this rod. Effect You and each
ally adjacent to you gains resistance equal to 5 + your
2 Rod of repair +1 520
Constitution modifier against acid, cold, fire, or lightning
7 Rod of deadly casting +2 2,600
(you choose one) until the end of your next turn.
7 Rod of elemental shielding +2 2,600
7 Rod of repair +2 2,600
12 Rod of deadly casting +3 13,000
This rod's wielder shares in the benefits he or she grants to an
12 Rod of elemental shielding +3 13,000
ally.
12 Rod of repair +3 13,000
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
17 Rod of deadly casting +4 65,000
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
17 Rod of elemental shielding +4 65,000 Lvl 12 +3 1 3,000 gp Lvl 27 +6 1,625,000 gp
17 Rod of repair +4 65,000 Implement (Rod)
19 Ingot liberatis +4 105,000 Enhancement: Attack rolls and damage rolls
22 Rod of deadly casting +5 325,000 Critical: +1 d6 damage per plus
22 Rod of elemental shielding +5 325,000 Power (At-Will): Free Action. Trigger. You hit an enemy
with an implement power using this rod. Effect: Until the
22 Rod of repair +5 325,000
end of your next turn, whenever you use an artificer heal-
24 Ingot liberatis +5 525,000
ing power on an ally, you regain hit points equal to this
27 Rod of deadly casting +6 1,625,000 rod's enhancement bonus.
27 Rod of elemental shielding +6 1,625,000
27 Rod of repair +6 1,625,000
29 Ingot liberatis +6 2,625,000
STAFFS
A r t i f i c e r s prefer staffs m a d e f r o m m e t a l so that they

Level 19+ c a n b e used as tools w h e n a bit o f leverage is n e e d e d .


T h e s e staffs typically feature studs along t h e i r lengths
An entwining runic pattern covers this heavy metal bar, which
aids in freeing your allies from adverse effects. and a r e c a p p e d with c r e s c e n t w r e n c h e s or wedges
not u n l i k e those found on pry b a r s .
Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
Lvl 24 +5 525,000 gp
Implement (Rod) STAFFS
Enhancement: Attack rolls and damage rolls Lvl Name Price (gp)
Critical: +1 d6 damage per plus 4 Battle staff+1 840
Power (Daily): Free Action. Trigger: You hit an enemy with 5 Staff of artifice +1 1,000
an implement power using this rod. Efject: You and each Staff of the blinking artifice +2
8 3,400
ally within 10 squares of you rolls a saving throw with a
9 Battle staff +2 4,200
+2 bonus.
10 Staff of artifice +2 5,000
13 Staff of the blinking artifice +3 17,000
Level 2+
14 Battle staff +3 21,000
Infused with war magic and covered in death symbols, this rod
15 Staff of artifice +3 25,000
amplifies lethal magical strikes.
18 Staff of the blinking artifice +4 85,000
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
19 Battle staff +4 105,000
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
20 Staff of artifice +4 125,000
Lvl 12 +3 1 3,000 gp Lvl 27 +6 1,625,000 gp
Implement (Rod) 23 Staff of the blinking artifice +5 425,000
Enhancement: Attack rolls and damage rolls 24 Battle staff +5 525,000
Critical: +1 d10 damage per plus. W h e n you roll a 10 on 25 Staff of artifice +5 625,000
one of the critical hit damage dice, you can roll the die 28 Staff of the blinking artifice +6 2,125,000
again and add both results to your critical hit damage. 29 Battle staff+6 2,625,000
30 Staff of artifice +6 3,125,000

CHAPTER 4 | Character Options


WANDS
This steel-shod staff is useful for staff wielders who prefer to get
Like other i m p l e m e n t s u s e d by artificers, w a n d s often
into the thick of battle.
serve a double purpose. A sturdy design allows the
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
artificer to employ the w a n d as a tool, usually as a
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
screwdriver or a chisel. S u c h w a n d s a r e m a d e from a
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
m e t a l alloy, most c o m m o n l y b r o n z e .
Implement (Staff)
Enhancement: Attack rolls and damage rolls
Critical: +1 d8 damage per plus WANDS
Property: Whenever you make a weapon attack with this Lvl Name Price (gp)
staff, you can score a critical hit on a roll of 19-20. 4 Master's w a n d of static shock +1 840
Power (Daily): Free Action. Trigger: You miss with a melee 4 Master's w a n d of thundering armor +1 840
attack using this staff. Effect: Reroll the attack roll and use
9 Master's w a n d of static shock +2 4,200
the second result, even if it is lower than the first.
9 Master's w a n d of thundering armor +2 4,200
13 Precise w a n d of runic resistance +3 17,000
Staff of Artifice Level 5H
14 Master's w a n d of static shock +3 21,000
Mechanical parts swirl around the end of this segmented steel
14 Master's w a n d of thundering armor +3 21,000
shaft. When you infuse an artifice with creation, the staff gives
18 Keen bite w a n d +4 85,000
a slight hum.
18 Precise w a n d of runic resistance +4 85,000
Lvl 5 +1 1,000 gp Lvl 20 +4 1 25,000 gp
19 Master's w a n d of static shock +4 105,000
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp 19 Master's w a n d of thundering armor +4 105,000
Implement (Staff) 23 Keen bite w a n d +5 425,000
Enhancement: Attack rolls and damage rolls 23 Precise w a n d of runic resistance +5 425,000
Critical: +1 d6 damage per plus 24 Master's w a n d of static shock +5 525,000
Power (At-Will): Free Action. Trigger. You hit an enemy 24 Master's w a n d of thundering armor +5 525,000
with an implement power using this staff. Effect: Until
28 Keen bite w a n d +6 2,125,000
the end of your next turn, creatures summoned by your
28 Precise w a n d of runic resistance +6 2,125,000
artificer powers gain a +2 bonus to attack rolls and dam
age rolls. 29 Master's w a n d of static shock +6 2,625,000
29 Master's w a n d of thundering armor +6 2,625,000

Staff of the Blinking Artifice Level 8+


Artifices created with this staff flicker from one place to the next
Keen Bite Wand Level 18+

across the battlefield.


Artifices you create with this wand have a vicious bite.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 18 +4 85,000 gp Lvl 28 +6 2,1 25,000 gp
Lvl 13 +3 1 7,000 gp Lvl 28 +6 2,125,000 gp Lvl 23 +5 425,000 gp
Lvl 18 +4 85,000 gp Implement ( W a n d )
Implement (Staff) Enhancement: Attack rolls and damage rolls
Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus
Critical: +1 d6 damage per plus Property: Creatures summoned with your artificer powers
Power (At-Will): Free Action. Trigger: You hit an enemy using this wand can score a critical hit on a roll of 19-20.
with an implement power using this staff. Effect: Until Power (Daily Arcane, Conjuration, Implement): Stan-
the end of your next turn, creatures summoned by your dard Action. As the artificer's barbed automaton power
artificer powers can shift 2 squares as an immediate (page 52).
interrupt action triggered by being hit by a melee or
ranged attack. Master's Wand of Static Shock Level 4 4
You have mastered the static shock spell, and you can bind your
foes with eldritch chains of lightning.
Lvl 4 +1 840gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Implement ( W a n d )
Enhancement: Attack rolls and damage rolls
Critical: +1 d8 damage per plus
Property: W h e n your static shock using this wand reduces
the damage its target would deal, until the end of your
next turn all attacks made by your allies adjacent to
the target deal extra lightning damage equal to your
Constitution modifier.
Power (Encounter Arcane, Lightning, Implement):
Standard Action. As the artificer's static shock power
(page 47).

CHAPTER 4 | Character Options ^ j ^ B f c


Master's Wand of Thundering Armor Level 4-t TOTEMS
Your ally's armor rumbles with the dread power of thunder.
T h e druids a n d s h a m a n s o f the Eldeen R e a c h e s
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp use a variety o f totems, but m e m b e r s o f a specific
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
sect employ totems that e m b o d y their purpose and
Lvl 14 +3 21,000gp Lvl 29 +6 2,625,000 gp
place in the world. As with o t h e r totems, these items
Implement ( W a n d )
a r e fashioned from organic m a t e r i a l s assembled to
Enhancement: Attack rolls and damage rolls
Critical: +1 d8 damage per plus r e s e m b l e the spirit or sect to w h i c h the p r i m a l char-
Property: W h e n your thundering armor using this wand acter is sworn.
pushes a target, it pushes the target a number of squares
equal to your Wisdom modifier.
Avenging Ash Totem Level 2+
Power (Encounter Arcane, Implement, Thunder): Stan-
The ashes staining the totem remind you of civilization's ravages
dard Action. As the artificer's thundering armor power
against nature.
(page 47).
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Precise Wand of Runic Resistance Level 13-
Lvl 12 +3 1 3,000 gp Lvl 27 +6 1,625,000 gp
You are deadly accurate with your runic resistance spell. Implement (Totem)
Lvl 13 +3 17,000 gp Lvl 23 +5 425,000gp Enhancement: Attack rolls and damage rolls
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp Critical: +1 d6 fire damage per plus
Implement ( W a n d ) Property: Constructs take 1 extra damage from primal
Enhancement: Attack rolls and damage rolls implement powers that use this totem.
Critical: +1 d6 damage per plus Level 12: 2 extra damage.
Property: You gain a +1 item bonus to attack rolls using Level 22: 5 extra damage.
runic resistance using this wand. Power (Daily Fire): Free Action. Trigger: You hit an en
Power (Daily Arcane, Implement; Varies): Standard emy with a primal implement power using this totem.
Action. As the artificer's runic resistance power (page 51). Ejffect: The enemy you hit takes 5 extra fire damage.
If your first attack roll with this power hits, you score a Level 12:10 extra fire damage.
critical hit against that target. Level 22: 20 extra fire damage.

TOTEMS
Totem Level 9+

Lvl Name Price (gp) 1 This gray bone, ever shrouded in shadow, symbolizes the ancient
truce between the fey and the druids of the Eldeen Reaches.
2 Avenging ash totem +1 520
2 Oalian's balance totem +1 520 Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
7 Avenging ash totem +2 2,600
Lvl 19 +4 105,000 gp
7 Oalian's balance totem +2 2,600
Implement (Totem)
7 W i n t e r ' s heart totem +2 2,600 Enhancement: Attack rolls and damage rolls
9 Fickle twilight totem +2 4,200 Critical: +1d6 damage per plus
9 Totem of enduring vigilance +2 4,200 Property: You gain a +1 item bonus to Bluff checks and
12 Avenging ash totem +3 13,000 Stealth checks.
12 Oalian's balance totem +3 13,000 Power (Daily Teleportation): Free Action. Trigger. You
hit an enemy with a primal implement power using this
12 W i n t e r ' s heart totem +3 13,000
totem. Effect You teleport a number of squares equal to
14 Fickle twilight totem +3 21,000
the totem's enhancement bonus.
14 Totem of enduring vigilance +3 21,000
17 Avenging ash totem +4 65,000
Oalian's Balance Totem Level 2+
17 Oalian's balance totem +4 65,000
Reflecting the balance between civilization and the wilderness,
17 W i n t e r ' s heart totem +4 65,000
half of this totem is carved with runes, and the other half is un-
19 Fickle twilight totem +4 105,000 shaped except by nature.
19 Totem of enduring vigilance +4 105,000
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
22 Avenging ash totem +5 325,000 Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
22 Oalian's balance totem +5 325,000 Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
22 W i n t e r ' s heart totem +5 325,000 Implement (Totem)
24 Fickle twilight totem +5 525,000 Enhancement: Attack rolls and damage rolls
24 Totem of enduring vigilance +5 525,000 Critical: +1 d6 damage per plus
Property: You gain a +1 item bonus to Diplomacy checks
27 Avenging ash totem +6 1,625,000
and Nature checks.
27 Oalian's balance totem +6 1,625,000
Power (Daily Healing): Free Action. Trigger: You hit an
27 W i n t e r ' s heart totem +6 1,625,000 enemy with a primal implement power using this totem.
29 Fickle twilight totem +6 2,625,000 Effect: An ally adjacent to you or the target enemy can
29 Totem of enduring vigilance +6 2,625,000 spend a healing surge and regain extra hit points equal to
the totem's enhancement bonus.

C H A P T E R 4 | Character Options
Totem of Enduring Vigilance Level 9+ DRAGONSHARD AUGMENTS

This totem is carved with eyes big and small to remind you to be Lvl Name Price (gp)
watchful against daelkyr aberrations. 1 Eberron shard of animosity 360
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp 1 Eberron shard of ruin 360
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp 2 Eberron shard of lightning 520
Lvl 19 +4 105,000 gp 2 Khyber shard of the fiery depth 520
Implement (Totem) 2 Siberys shard of merciless cold 520
Enhancement: Attack rolls and damage rolls 3 Siberys shard of radiance 680
Critical: +1 d6 damage per plus
3 Siberys shard of the mage 680
Property: You gain a +1 item bonus to Arcana checks and
5 Eberron shard of bleeding wounds 1,000
Perception checks.
Property: Creatures with the aberrant origin take 1 extra 8 Khyber shard of death's embrace 3,400
damage from primal implement powers using this totem. 8 Khyber shard of life drinking 3,400
Level 14: 2 extra damage. 11 Eberron shard of animosity 9,000
Level 24: 5 extra damage. 11 Eberron shard of ruin 9,000
Power (Daily): Free Action. Trigger: You hit an enemy with 12 Eberron shard of lightning 13,000
a primal implement power using this totem. Efject: The
12 Khyber shard of the fiery depth 13,000
enemy cannot use teleportation powers or be the target
12 Siberys shard of merciless cold 13,000
of teleportation powers (save ends).
13 Siberys shard of radiance 17,000
13 Siberys shard of the mage 17,000
Winter's Heart Totem Level 7+
18 Khyber shard of death's embrace 85,000
Let your heart-of-pine badge warn everyone of the coming doom
18 Khyber shard of life drinking 85,000
that shall cleanse this world.
21 Eberron shard of animosity 225,000
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
21 Eberron shard of ruin 225,000
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Lvl 1 7 +4 65,000 gp 22 Eberron shard of lightning 325,000
Implement (Totem) 22 Khyber shard of the fiery depth 325,000
Enhancement: Attack rolls and damage rolls 22 Siberys shard of merciless cold 325,000
Critical: +1 d6 necrotic damage per plus 23 Siberys shard of radiance 425,000
Power (Daily Necrotic): Free Action. Trigger: You hit an 23 Siberys shard of the mage 425,000
enemy with a primal implement power using this totem.
28 Khyber shard of death's embrace 2,125,000
Efject The attack's damage type changes to necrotic and
28 Khyber shard of life drinking 2,125,000
the attack deals 2d6 extra necrotic damage.
Level 17 or 22: 3d6 extra necrotic damage.
Level 27:4d6 extra necrotic damage.
This crimson crystalflares whenever it's in the presence of an

DRAGONSHARD AUGMENTS otherworldly being.


Lvl1 360 gp Lvl 21 225,000 gp
T h e innovations a n d a d v a n c e m e n t s in the Five
Lvl 11 9,000 gp
Nations would not b e possible without the discovery Dragonshard Augment (Weapon)
a n d use o f dragonshards. By u n l o c k i n g the power Property: You gain a +1 bonus to damage rolls when using
they c o n t a i n , artificers, magewrights, and o t h e r the augmented weapon against elemental or immortal
artisans power m a g i c items, b i n d e l e m e n t a l s into creatures.
vehicles, create c o n s t r u c t s , a n d build a wide range Level 11: +3 bonus.
Level 2 1 : +5 bonus.
o f fabulous items. W h e n b o u n d to a n existing m a g i c
item, a properly a t t u n e d dragonshard c a n also aug-
m e n t or improve the item's capabilities. Eberron Shard of Bleeding Wounds Level 5

E a c h o f the t h r e e types o f dragonshards is n a m e d Your weapon cuts a bloody swathe through your Joes when pow-
ered by this blood-red dragonshard.
according to their origin: Siberys dragonshards,
K h y b e r dragonshards, and E b e r r o n dragonshards. Lvl 5 1,000 gp
Dragonshard Augment (Weapon)
Siberys dragonshards swirl with veins o f golden light.
Property: Whenever an attack with the augmented
Khyber dragonshards a r e midnight blue with oily
weapon deals ongoing damage to a creature, increase the
black veins. E b e r r o n dragonshards, usually found ongoing damage value by 2.
e n c a s e d in geodes, are c r i m s o n with d a r k e r swirls.
Any c h a r a c t e r c a n a f f i x a dragonshard a u g m e n t
to a m a g i c weapon or remove one already affixed,
during either a short or a n e x t e n d e d rest. Most aug-
m e n t s provide a property, but some also grant access
to a power. A m a g i c weapon c a n accept only one
dragonshard a u g m e n t at a t i m e .

CHAPTER 4 I Character Options ~


This cerulean dragonshard drinks deep the blood you draw with
your weapon.
Lvl 8 3,400 gp Lvl 28 2,125,000 gp
Lvl 18 85,000 gp
Dragonshard Augment (Weapon)
Power (Daily Healing): Free Action. Trigger: You bloody
an enemy with an attack that uses the augmented weap-
on. Effect: You regain 10 hit points.
Level 18: 20 hit points.
Level 28: 30 hit points.

Khyber Shard of the Fiery Depth Level 2 H


This cobalt dragonshard has a molten core and is hot to the
touch.

Lvl 2 520 gp Lvl 22 325,000 gp


Lvl 12 13,000 gp
Dragonshard Augment (Weapon)
Property: You gain a +1 bonus to damage rolls with fire
attacks that use the augmented weapon.
Level 12: +3 bonus.
Level 22: +5 bonus.

Siberys Shard of Merciless Cold Level 2+


This amber dragonshard pulses with blue-white light.
Lvl 2 520 gp Lvl 22 325,000 gp
Lvl 12 13,000 gp
Dragonshard Augment (Weapon)
Property: You gain a +1 bonus to damage rolls with cold
attacks that use the augmented weapon.
When you hind this flashing dragonshard crystal to your weap- Level 12: +3 bonus.
on, sparks fly whenever it strikes an enemy. Level 22: +5 bonus.
Lvl 2 520 gp Lvl 22 325,000 gp
Lvl 12 13,000 gp
Dragonshard Augment (Weapon)
The shard glows with the light of Siberys.
Property: You gain a +1 bonus to damage rolls with light-
ning attacks that use the augmented weapon. Lvl 3 680 gp Lvl 23 425,000 gp
Level 12: +3 bonus. Lvl 13 17,000 gp
Level 22: +5 bonus. Dragonshard Augment (Weapon)
Property: You gain a +1 bonus to damage rolls with radi-
ant attacks that use the augmented weapon.
Level 1 +
Level 13: +3 bonus.
Affixing this pulsing red stone to your weapon helps you smash Level 23: +5 bonus.
through any obstacle. Property: W h e n not affixed to a weapon, this dragonshard
Lvl 1 360 gp Lvl 21 225,000 gp illuminates a 10-square radius with bright light.
Lvl 11 9,000 gp
Dragonshard Augment (Weapon) Siberys Shard of the Mage Level 3+
Property: You gain a +1 bonus to damage rolls when using
This orange dragonsharc crystal enhances a weapon when it is
the augmented weapon against an object.
used as an implement.
Level 11: +3 bonus.
Level 2 1 : +5 bonus. Lvl 3 680 gp Lvl 23 425,000 gp
Lvl 13 17,000 gp
Dragonshard Augment (Weapon)
NfflmfM.B!,lJrrJi!ffg Property: You gain a +1 bonus to damage rolls with imple-
When you affix this sinister deep blue dragonshard, your weap- ment attacks that use the augmented weapon.
on blackens and exudes a deathly aura. Level 13: +3 bonus.
Lvl 8 3,400 gp Lvl 28 2,125,000 gp Level 23: +5 bonus.
Lvl 18 85,000 gp
Dragonshard Augment (Weapon)
Power (Daily): Free Action. Trigger: You score a critical hit
against an enemy with the augmented weapon. EJffect:
That enemy gains vulnerable 5 necrotic (save ends).
Level 18: Vulnerable 10 necrotic (save ends).
Level 28: Vulnerable 15 necrotic (save ends)

C H A P T E R 4 ] Character Options
WARFORGED COMPONENTS WARFORGED COMPONENTS
Lvl Name
Warforged c a n use items just like other races, yet as
2 A r m b l a d e +1 520
living constructs, warforged c a n also utilize items
2 Delver's light 520
specifically designed or e n c h a n t e d for t h e m . A war-
2 Mithral plating +1 520
forged component often grants a special advantage to
3 A r m b o w +1 680
a warforged. W a r f o r g e d components are not worn or
3 W a r s o u l w e a p o n +1 680
carried; instead, they are either attached to or embed-
4 Adamantine plating +1 840
ded in a warforged. Like n o r m a l items, warforged
4 Disk of energy resistance +1 840
components have categories, such as armor, weapons,
4 Essence of the scout +1 840
implements, clothing, rings, and wondrous items, and
5 Command circlet 1,000
they occupy a warforged's item slots.
5 Spiked soles 1,000
6 Final messenger 1,800
COMPONENT TRAITS 7 A r m b l a d e +2 2,600
W h i l e you are conscious, an affixed warforged 7 Mithral plating +2 2,600
component c a n b e removed from you only i f you are 8 A r m b o w +2 3,400
willing to have it removed. W h i l e you are uncon- 8 W a r s o u l weapon +2 3,400
scious, a component c a n b e removed by anyone. 9 Adamantine plating +2 4,200
Affixing or removing an attached component is a 9 Disk of energy resistance +2 4,200
m i n o r action and takes five minutes. 9 Essence of the scout +2 4,200
T h e only difference b e t w e e n an attached com- 12 Armblade +3 13,000
ponent and an e m b e d d e d one is that an e m b e d d e d 12 Mithral plating +3 13,000
component is often hidden or retractable. Perception 13 A r m b o w +3 17,000
c h e c k s to locate an e m b e d d e d component affixed to 13 W a r s o u l w e a p o n +3 17,000
your body take a - 5 penalty. 14 Adamantine plating +3 21,000
Warforged components o f certain item categories 14 Disk of energy resistance +3 21,000
have the following special rules. 14 Essence of the scout +3 21,000
A r m o r : A r m o r is an attached component. 17 Armblade +4 65,000
Attached a r m o r weighs three-fourths its n o r m a l 17 Mithral plating +4 65,000
weight for determining your load. 18 A r m b o w +4 85,000
S h i e l d : A shield is an attached component. A n 18 W a r s o u l w e a p o n +4 85,000
attached heavy shield allows you to hold items in the 19 Adamantine plating +4 105,000
shield arm's h a n d as i f you were using a light shield. 19 Disk of energy resistance +4 105,000
W e a p o n : W e a p o n s c a n b e e m b e d d e d or attached 19 Essence of the scout +4 105,000
components. Two-handed weapons c a n n o t be 22 A r m b l a d e +5 325,000
attached or e m b e d d e d . A one-handed ranged or 22 Mithral plating +5 325,000
m e l e e weapon c a n be attached to a hand, although 23 A r m b o w +5 425,000
you c a n still have only one weapon per h a n d , regard- 23 W a r s o u l weapon +5 425,000
less o f w h e t h e r the weapon is held normally or 24 Adamantine plating +5 525,000
attached. A n attached weapon occupies your hand, 24 Disk of energy resistance +5 525,000
and you must remove it to free the hand. 24 Essence of the scout +5 525,000
A one-handed weapon that has the off-hand or 27 A r m b l a d e +6 1,625,000
light t h r o w n property c a n b e e m b e d d e d . A n embed- 27 Mithral plating +6 1,625,000
ded weapon is retractable, stored in a space within 28 A r m b o w +6 2,125,000
your forearm. W h i l e the weapon is stored, it does not 28 W a r s o u l weapon +6 2,125,000
occupy a hand. A n e m b e d d e d weapon c a n b e drawn 29 Adamantine plating +6 2,625,000
or retracted as a m i n o r action. You c a n have only one 29 Disk of energy resistance +6 2,625,000
e m b e d d e d weapon in each a r m with the exception of 29 Essence of the scout +6 2,625,000
shurikens: You c a n have up to five shurikens embed-
ded in one a r m . wearing or holding m o r e t h a n one holy symbol, none
I m p l e m e n t : Any implement that c a n be wielded o f your symbols function. Two-handed implements,
in one h a n d c a n b e attached or e m b e d d e d . A n such as staffs, c a n n o t b e attached or e m b e d d e d .
attached or e m b e d d e d implement functions exactly
like a n attached or e m b e d d e d weapon. A holy symbol CONVERTING ITEMS TO
is the only implement that need not be e m b e d d e d in
WARFORGED COMPONENTS
a warforged's h a n d or a r m . A holy symbol embed-
N o n m a g i c a l items c a n b e attached or e m b e d d e d at
ded on a warforged's body does not occupy an item
no extra cost. A m a g i c item c a n b e m o d i f i e d into
slot, although as with worn holy symbols, i f you are

C H A P T E R 4 i Character Options
a n a t t a c h e d or e m b e d d e d c o m p o n e n t using t h e T relet Level 5
E n c h a n t M a g i c Item ritual (Players Handbook, page
Granted to the best warforged commanders during the Last
3 0 4 ) . C h a n g i n g a n item in this way works e x a c t l y War, the command circlet is a mark of distinction and honor.
like resizing a r m o r and h a s no c o m p o n e n t cost. I n Item Slot: Head (attached component) 1,000 gp
addition, w h e n you resize m a g i c a r m o r , you c a n also Requirement: You must have the living construct racial trait
t r a n s f o r m it into a warforged c o m p o n e n t as part o f to use this item.
t h e s a m e ritual. Property: You gain telepathy 20. You can communicate with
any other creature that has a language and is within line
of sight.
UNIQUE WAREORGED COMPONENTS Power (Daily): Immediate Reaction. Trigger: A living
A few itemsusually the creations o f House Cannith construct ally is hit by a fear effect that a save can end.
exist solely as warforged c o m p o n e n t s . T h e following Efject: The ally can make a saving throw against the
items are examples o f such creations. triggering effect.

e Plating Level 4+ Delver's Light Level 2

Binding heavy adamantine plates to your body gives you insur Often attached to the forehead or chest, this magic gem gives off
ance against your enemies' attacks. light powered by your life force.

Lvl 4 +1 840 gp
Lvl 19 +4 105,000 gp Wondrous Item (embedded component) 520 gp
Lvl 9 +2 4,200 gp
Lvl 24 +5 525,000 gp Requirement: You must have the living construct racial trait
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp to use this item.
Armor: Plate (attached component) Power (At-Will): Free Action. The delver's light sheds dim
Requirement: You must have the living construct racial trait light to a radius of 20 squares.
to use this item. Power (At-Will): Free Action. The delver's light sheds bright
Enhancement: AC light to a radius of 20 squares.
Property: You gain resist 1 to all damage. Power (At-Will): Free Action. The delver's light sheds no
Level 14 or 19: Resist 2 to all damage. light.
Level 24 or 29: Resist 5 to all damage.
Disk of I Resistance Level 4+
Armblade Level 2+ The runes inscribed around the gemstone set in the center of this
This serrated sword blade/its snugly over one of your arms. metal disk are wards to protect you from magical attacks.

Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp


Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
W e a p o n : Heavy blade, light blade (attached component) Item Slot: Neck (attached component)
Requirement: You must have the living construct racial trait Requirement: You must have the living construct racial trait
to use this item. to use this item.
Enhancement: Attack rolls and damage rolls Enhancement: Fortitude, Reflex, and W i l l
Critical: +1 d6 damage per plus Power (Daily): Immediate Reaction. Trigger: You are hit
Property: You gain a +2 item bonus to opportunity attacks by a fire, force, lightning, psychic, radiant, or thunder
made with this weapon. attack. Effect: You gain resist 5 against one of the attack's
triggering damage types until the end of the encounter.
Level 14 or 19: Resist 10.
Armbow Level 3+
Level 24 or 29: Resist 20.
This magic crossbow generates its own bolts.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Essence of the Scout Level 4+
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
By installing this metal disk in your chest, your movements
Lvl 13 +3 17,000 gp Lvl 28 +6 2,1 25,000 gp
make scarcely a sound.
W e a p o n : Crossbow (attached component)
Requirement: You must have the living construct racial trait Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
to use this item. Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Enhancement: Attack rolls and damage rolls Lvl 14 +3 21,000 gp Lvl 29 +6 2,650,000 gp
Critical: +1 d6 damage per plus Item Slot: Neck (embedded component)
Property: This crossbow becomes a one-handed weapon. Requirement: You must have the living construct racial trait
Property: This crossbow does not expend bolts. to use this item.
Enhancement: Fortitude, Reflex, and W i l l
Property: You gain a +2 item bonus to Stealth checks.
Power (Daily): Minor Action. You gain a +5 power bonus
to your next Stealth check made before the end of your
next turn.

C H A P T E R 4 | Character Options
This warforged communication device is built to resemble a
small winged animal, yet it is an intricate assembly of clock-
work pieces.
Wondrous Item (embedded component) 1,800 gp
Requirement: You must have the living construct racial trait
to use this item.
Property: You have a mechanical messenger within you. The
messenger has speed 8 and can function for 8 hours once
it leaves you (see below). After 8 hours, the messenger
deactivates. A creature can reactivate the messenger
by making a DC 20 Arcana check and then spending a
healing surge, at which point the messenger continues in
its task to deliver a message (see below). A warforged can
reactivate the messenger by embedding it.
A creature that is not the recipient of a message can
make a DC 25 Arcana check to view the messenger's
programmed image and hear its message. A creature that
makes a DC 30 Arcana check can learn the messenger's
intended destination and recipient.
Power (Daily): Standard Action. You program the messen-
ger with an image of what you currently see, a statement
of up to 25 words, and a destination or a message recipi-
ent. The messenger retains this information until you use
this power again or until you die.
Power (At-Will): Free Action. You activate the messenger,
and it leaves for its programmed destination or recipient
and delivers its image and statement.
Power (At-Will): No Action. Trigger: You are killed. Effect:
You activate the messenger, and it leaves for a destina-
tion or a message recipient you choose. The messenger Warsoul Weapon Level 3+
carries an image of the last image that you saw while When this weapon is attached, you strike with superior speed
conscious, and it delivers the message that you have and agility.
been killed.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Plating Level 2H Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
The lightweight metal protects your vitals while still allowing W e a p o n : One-handed melee weapon (attached component)
you maximum flexibility andfull range of motion. Requirement: You must have the living construct racial trait
to use this item.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Enhancement: Attack rolls and damage rolls
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Critical: +1 d6 damage per plus
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Property: You gain a +2 item bonus to initiative checks.
Armor: Plate (attached component)
Power (Daily): Immediate Interrupt. Trigger: An enemy
Requirement: You must have the living construct racial trait
adjacent to you shifts. Effect: Make a melee basic attack
to use this item.
with this weapon against the triggering enemy.
Enhancement: AC
Property: This armor has no armor check or speed penalty.

Spiked Soles Level 5


These sole plates sprout tiny spikes, which aid in climbing and
in keeping your footing.
Item Slot: Feet (attached component) 1,000 gp
Requirement: You must have the living construct racial trait
to use this item.
Property: You gain a +5 item bonus to Athletics checks for
climbing.
Power (Encounter): Immediate Reaction. Trigger: You are
hit by an effect that pushes, pulls, or slides you. Effect:
You ignore the triggering forced movement. You are
slowed until the start of your next turn.

C H A P T E R 4 | Character Options
BANISH ILLUSIONS
W h a t was hidden is now revealed.

T h e world o f Eberron is rife with rituals. W h e t h e r


Level: 1 1
astonishing innovations developed by the A r c a n e
Congress or ancient ceremonies taught by the Great Category: Warding
D r u i d Oalian, rituals are cornerstones o f Eberron's Time: 1 hour
societies. Duration: 24 hours
Component Cost: 720 gp
RITUALS BY LEVEL Market Price: 1,800 gp
Lvl Ritual Key Skill I Key Skill: Arcana (no check)
1 Conceal Dragonmark Arcana You weave a ward against illusions in a close burst 4. Any
2 Fluid Funds Arcana invisible creature within the area or that enters the area
3 Summon Winds Arcana or Nature becomes visible. In addition, illusion powers take a -2
4 Eavesdropper's Foil Arcana penalty to attack rolls, and creatures in the warded area
6 Ancestral W h i s p e r s Religion gain a +5 bonus to Insight checks against illusions.
6 Find the Path Nature
6 Steed S u m m o n s Arcana CONCEAL DRAGONMARK
7 Spirit Idol Heal
8 Inquisitive's Eyes Arcana Before your eyes, the complex marking fades from view.
10 Enhance Vessel Arcana
10 Secure Shelter Arcana or Nature Level: 1
11 Banish Illusions Arcana
Category: Deception
12 Seeming Arcana
Time: 10 minutes
14 Masking Shroud Arcana
Duration: Until broken
16 Fantastic Recuperation Heal
Component Cost: 10 gp
20 Scry Trap Arcana
Market Price: 50 gp
Key Skill: Arcana
ANCESTRAL WHISPERS You conceal a dragonmark on yourself or on an adjacent
You commune with the ancestral spirits, seeking their willing target. Creatures that examine the area where the
wisdom and experience to aid your cause. mark is hidden are entitled to a Perception check against
your Arcana check result to notice the deception. When
Level: 6 you use any powers or effects related to the dragonmark,
Category: Divination the effect is broken and the ritual ends.
Time: 1 hour
Duration: 24 hours EAVESDROPPER'S FOIL
Component Cost: 140 gp
You broach the sensitive topic with confidence, for you are
Market Price: 360 gp
certain that no one will overhear you.
Key Skill: Religion (no check)

Level: 4
You invite the spirit of an ancestor to inhabit your body
Category: Warding
for a time. Choose one skill in which you are not trained.
Time: 10 minutes
For the ritual's duration, you are considered trained in
that skill. Duration: 4 hours
Component Cost: 80 gp
The greater the hero who calls the spirits, the more
Market Price: 175 gp
the spirits demand. The component cost of this ritual
Key Skill: Arcana (no check)
increases to 700 gp for an 11th-level caster, 3,600 gp for
a 16th level caster, 18,000 for a 21 st-level caster, and
You ward an area no more than a close burst 3 against
90,000 for a 26th-level caster.
eavesdropping. Each creature outside the area that
attempts to listen to communication within the area
takes a -10 penalty to its Perception checks. The ward
moves with you for its duration.

C H A P T E R 4 | Character Options
ENHANCE VESSEL your allies gain the benefits of an extended rest without
spending any time resting. You cannot use this ritual if you <
Your chariot is faster, better, and stronger. could not normally begin an extended rest (see Player's
Handbook, page 263). II
Greater heroes accrue greater fatigue and require
-
Level: 10
more effort to recuperate. At 21st level, this ritual costs
Category: Exploration
9,000 gp to perform. At 26th level, this ritual costs
Time: 1 hour
45,000 gp to perform.
Duration: 24 hours
Component Cost: 400 gp
Market Price: 1,000 gp FIND THE PATH
Key Skill: Arcana (no check) THE clouds, the trees, and even the grasses bend to show you
You bolster a vehicle with eldritch power. For the ritual's the way.
duration, the vehicle gains a +2 bonus to speed and to all
defenses. Level: 6
Category: Exploration
FANTASTIC RECUPERATION Time: 1 hour
Duration: 8 hours or until discharged
You wave away your companions' WEARINESS.
Component Cost: 144 gp
Market Price: 360 gp
Level: 16
Key Skill: Nature (no check)
Category: Restoration
Time: 1 hour As part of performing the ritual, you must name a destina-
Duration: Instantaneous tion you have visited at least once. For the duration of the
Component Cost: 3,600 gp ritual, you know in which direction your destination lies
Market Price: 9,000 gp and you can travel 10 extra miles per day when heading
Key Skill: Heal (no check) toward that destination. This ritual is discharged when
you reach your destination.
You absorb the fatigue that you and your allies have suf-
fered and cast it away. At the end of the ritual, you and

C H A P T E R 4 | Character Options
LI
FLUID FUNDS This ritual renders you and up to five allies invisible to
all scrying sensors, such as those created by the View
You can always make change. Location ritual. Although these sensors cannot perceive
you, they can perceive the results of your actions, such as
Level: 2 when you or your allies interact with the environment,
fight enemies, and so on.
Category: Creation
Time: 1 minute
Duration: Instantaneous SCRY TRAP
Component Cost: 0 gp, plus a focus worth 1 0 0 gp
Market Price: 1 0 0 gp He can try to look, but he's going to pay for it.
Key Skill: Arcana (no check)
Special Requirement: You must have the Mark of Ward- Level: 2 0
ing feat to master and perform this ritual. Category: Scrying and Warding
Time: 3 0 minutes
You drop coins, gemstones, or other valuable items into
Duration: 24 hours or until discharged
a specially prepared coffer and close the lid. When you
Component Cost: 5 , 0 0 0 gp
open the lid, a quantity of coins appears in the box equal
Market Price: 2 5 , 0 0 0 gp
to the value of the items deposited inside. With this ritual,
Key Skill: Arcana
you can exchange a number of silver coins for a smaller
number of gold coins of equivalent value, exchange a This ritual creates a ward around you that warns you
gemstone for its worth in gold, or exchange an art object about scrying in your area. You become automati-
for coins. Magic items and mundane equipment are not cally aware of any scrying sensors that perceive you.
affected by this ritual. This awareness wakes you if you are asleep. When you
Focus: A coffer. become aware of a sensor in this manner, you can choose
to destroy it and end the ritual that created it, unless the

INQUISITIVE'S EYES sensor or the creature is higher level than you. You can
also choose to observe the creature that created the
You close your eyes to find your center. When you open
sensor, using your Arcana check result to determine how
them, you see the crime scene in a new light.
long you can observe that creature.

Level: 8
Arcana Check Result Duration
Category: Divination
19 or lower 1 round
Time: 10 minutes
20-24 2 rounds
Duration: Instantaneous
25-29 3 rounds
Component Cost: 125 gp
30-39 4 rounds
Market Price: 6 8 0 gp
4 0 or higher 5 rounds
Key Skill: Arcana

You cast your senses back through time to observe your


SECURE SHELTER
current location as it was up to a number of hours ago no The terrain erupts in a flurry of activity as the land leaps
greater than your Arcana check result. You can observe to your command, erecting a shelter for you and your
the scene as if you were there, although you cannot affect companions.
anything.
Level: 10

MASKING SHROUD Category: Creation


Time: 3 0 minutes
Those who watch from afar have a hard time sensing you. Duration: 8 hours
Component Cost: 2 0 0 gp
Level: 14 Market Price: 1 , 0 0 0 gp
Key Skill: Arcana or Nature (no check)
Category: Warding
Time: 10 minutes
You create a sturdy lodge large enough to accommodate
Duration: 1 day
eight Medium creatures. The ritual uses materials found
Component Cost: 8 4 0 gp
in the area, so the lodge can be formed of snow, stone,
Market Price: 4 , 2 0 0 gp
wood, or even sod. The lodge encloses a close burst 4 in
Key Skill: Arcana (no check)
size. The interior is dry and clean and includes nine bunks,
Special Requirement: You must have the Mark of Ward-
a long table with stools, and a writing desk.
ing feat to master and perform this ritual.
The shelter is not heated or cooled, but it is immune to
fire and impervious to all damage. Access to its interior is

C H A P T E R 4 | Character Options
by two shuttered windows, a single door, and a chimney. If the focus or corpse is destroyed before the target is i/i
Furniture can be removed from the shelter, but it vanishes restored to life, the soul is released and the ritual ends.
along with the lodge when the ritual's duration expires. Focus: A specially prepared phylactery.

SEEMING STEED SUMMONS


You and your allies move through the guarded outpost
without attracting unwanted attention. You whistle andyour mount appears.

Level: 12 Level: 6
Category: Deception Category: Travel
Time: 10 minutes Time: 1 hour
Duration: 4 hours (special) Duration: Until discharged
Component Cost: 6 8 0 gp Component Cost: 75 gp
Market Price: 1,700 gp Market Price: 3 6 0 gp
Key Skill: Arcana Key Skill: Arcana (no check)
Use this ritual to attune yourself to a single nonhostile
Upon completing the ritual, you and up to eight allies creature that has the mount keyword. The creature must
assume the appearance of any Medium humanoid be present for the entire ritual. At any time in the future,
creatures. The ritual allows you to assume the general you can summon the creature into an adjacent space as a
appearance of a particular race, but not of a unique minor action, at which time the ritual is discharged. You
creature. The ritual's effect is centered on you; if any ally can have only one creature attuned to you at a time with
moves more than 5 squares away from you, the ritual's this ritual.
effect ends for that ally.
Creatures viewing or interacting with you or your allies SUMMON WINDS
can make an Insight check to detect the deception. The
check's DC equals your Arcana check result. A creature You send out a call, and a stirring breeze answers.
is allowed a check the first time it sees you and each
time it interacts with you or one of your allies. If the crea- Level: 3
ture touches you or an ally, it automatically realizes the
Category: Exploration
deception.
Time: 10 minutes
Duration: 8 hours
SPIRIT IDOL Component Cost: 50 gp
A mote of light divides in two, each glowing speck settling Market Price: 125 gp
on the eyes of the prepared corpse. W h e n the magic hinds Key Skill: Arcana or Nature (no check)
itself to the dead flesh, it shields it from decay. You conjure a stiff breeze and direct it. You can increase a
sailing vessel's speed by 2 miles per hour while you keep
Level: 7 the winds in the vessel's sails. You can dismiss the winds
Category: Restoration as a free action.
Time: 1 hour
Duration: Instantaneous (see text)
Component Cost: 150 gp, plus a focus worth 150 gp
Market Price: 5 2 0 gp
Key Skill: Heal (no check)

This ritual is performed on an adjacent corpse. It binds


the soul to the focus, preventing its passage to Dolurrh.
The target must be willing to allow the ritual to take
effect, otherwise the ritual fails. Once so bound, the soul
rests in state of torpor.
At any time thereafter, once per day, you can ask a
single question of the corpse as if you had performed the
Speak with Dead ritual, and, as with the ritual, the corpse
knows only the information it knew in life.
You can perform the Raise Dead ritual on a corpse
preserved by this ritual regardless of how long it stays in
stasis. You cannot restore life to a creature that died from
old age.

C H A P T E R 4 | Character Options
CHAPTER 5
I
THE WORLD o f Eberron boasts an enormous
variety o f cultures and societies, as well as multiple
b r a n c h e s o f history and development. This chapter
presents the known regions o f Eberron, divided into
t h r e e categories: the Five Nations, greater Khorvaire,
and the world beyond Khorvaire.
In addition, other elements o f i m p o r t a n c e to
adventurers are discussed. In Eberron, a character's
race, place o f origin, d r a g o n m a r k (or lack o f one), and
other details o f his or her history c a n i n f l u e n c e the
kind o f hero that c h a r a c t e r b e c o m e s . T h i s chapter
offers information about E b e r r o n that a player c a n
use w h e n creating a character's b a c k g r o u n d . Sample
adventurers are presented for each o f the major
regions o f Khorvaire, for each o f the d r a g o n m a r k e d
houses, and for each o f the n e w races introduced
in this book. Each background has skills associated
with it.
This chapter includes the following sections.
G r e a t e r K h o r v a i r e : Information available to any
character from the Five Nations, followed by informa-
tion specific to each region. This section includes an
overview of major c o m m u n i t i e s and other geographic
features, as well as information about each region's
populations, culture, and religions.
B e y o n d K h o r v a i r e : Information c o m m o n l y avail-
able to the inhabitants o f regions outside Khorvaire.
D r a g o n m a r k e d H o u s e s : Examples o f character
backgrounds for m e m b e r s o f each o f the dragon-
marked houses.
O t h e r B a c k g r o u n d E l e m e n t s : Ways in which a
character's history, occupation, and race might influ-
ence his or her adventuring style.

CHAPTER 5 | World of Eberron


PEOPLE OE THE
T H E F I V E NATIONS
| FIVE NATIONS
Most o f the population o f the Five Nations is h u m a n ,
Yes, m u c h o f t h e c o n t i n e n t lies outside t h e i r bor- for Galifar was a h u m a n - d o m i n a t e d kingdom. At var-
ders, a n d yes, t h e so-called " F i v e " are in fact, today, ious places in the Five Nations, half-elves, dwarves,
only four. Still, t h e r e c a n b e n o a r g u m e n t that the gnomes, and halflings are also c o m m o n . All the
Five Nations represent t h e h e a r t o f K h o r v a i r e , and other races o f K h o r v a i r e - s h i f t e r s and orcs, eladrin
p e r h a p s o f E b e r r o n . T h e i r c u l t u r e s and c u s t o m s and changelings, goblins and tieflingsappear in
might differ, a n d t h e i r geography m i g h t vary widely smaller numbers, and nowhere in the Five Nations
from one to the n e x t , but e a c h o f the Five Nations is do they approach d o m i n a n c e . T h e i r realms are found
i n e x t r i c a b l y l i n k e d to the o t h e r s by c h a i n s o f com- elsewhere, outside these "civilized" regions. Precisely
m e r c e , o f history, and o f slow recovery from the how well the n o n h u m a n races are accepted in the
Last W a r . Five Nations depends on the prevailing attitudes o f a
nation or a community. Racial prejudice in the Five
COMMON KNOWLEDGE Nations isn't as c o m m o n as cultural animosity; the
average h u m a n is m o r e accepting o f a m e m b e r o f
T h e Five Nations w e r e o n c e united as the King-
another race from his own nation t h a n he or she is o f
d o m o f Galifar, e n c o m p a s s i n g most o f K h o r v a i r e .
another h u m a n from a different kingdom.
After the death o f King Jarot, however, the kings
and q u e e n s o f the Five Nations vied for control. T h e overwhelming majority o f the citizens o f the
T h e result was the Last W a r , a devastating c o n f l i c t Five Nations grant their devotion to the Sovereign
that raged for over a c e n t u r y and left no c o r n e r o f Host, and worshipers of the Silver F l a m e m a k e up
the c o n t i n e n t u n t o u c h e d . T h e destruction o f Cyre the next most c o m m o n faith. T h e Blood o f Vol has an
established following in K a r r n a t h : Devotees o f other
on t h e D a y o f M o u r n i n g , followed by the Treaty o f
religions in the Five Nations are so scattered as to
T h r o n e h o l d , finally put a n e n d to the war a n d left
constitute only an insignificant minority.
K h o r v a i r e divided into the various nations, king-
doms, and regions o f today. Yet few citizens o f the
Five Nations believe that t h e struggle is truly over, FIVE NATIONS
and e a c h nation glares with suspicion and resent-
m e n t at its neighbors.
ADVENTURERS
Today, as the kingdoms o f the Five Nations strug- M a n y adventurers o f the Five Nations are veterans
gle to rebuild, they are more interested in e c o n o m i c o f the Last Warif not as frontline soldiers then as
recovery t h a n in overt conflict. Nevertheless, a con- infiltrators, saboteurs, sentries, mercenaries, or war
stant cold war o f espionage, border skirmishes, and profiteers such as thieves and smugglers. Although
economic manipulation exists b e t w e e n all four sur- some adventurers have lofty and worthwhile goals,
viving nations, and cultural hatred and bigotry run others turn to adventuring out o f avarice.
rampant. F o r K i n g a n d C o u n t r y : You adventure not on
your own b e h a l f but in the n a m e o f your sovereign
(or, alternatively, your faith, your home city, your
dragonmarked house, or some other organization o f

C H A R A C T E R BACKGROUNDS
When you create a character for an EBERRON campaign, you associated with the dragonmark? Is he or she con-
can enhance your character with rich background details nected with a dragonmarked house?
from the world of Eberron. The information in this chapter Other Background Elements: W h a t other aspects of his
can help you shape your character's history, outlook, and or her life most strongly influenced your character? Was
associations. it race, occupation, or events from childhood? Was your
Although you can choose as many background elements character most shaped by his or her experiences in the
as you wish, most character backgrounds incorporate three Last War?
categories. Regardless of how many background details you use,
Regional: Where is your character from? Is he or she when you create a character, you may (with your DM's
an urbanite from Sharn, an academic from Aundair, or consent) choose one of the following benefits:
a farmer from the Eldeen Reaches? Gain a +2 bonus to checks with one of the skills associ-
Dragonmark: Does your character have a dragonmark? ated with your background.
If so, is it an acknowledged or an aberrant mark? Is Add one skill associated with your background to your
your character's race one of those most frequently class's skill list before choosing your trained skills.

CHAPTER 5 I World of Eberron


which you are a part). You are a loyal servant, doing unsolved war crimes, unexplained disappearances, ^
what you're told regardless o f whether you under- and sightings o f strange creatures that nobody c a n
stand the purpose. Perhaps you feel that you're a n a m e . You have devoted yourself to seeking the
part o f something larger and m o r e important t h a n answers to one or more o f these mysteries, perhaps so <a
-
yourself, or you might just be working for whoever that j u s t i c e might be done, perhaps for fame, or per-
pays the best. Either way, the choices you m a k e aren't haps just out o f simple curiosity.
necessarily your own. Rolevlaying Tips: Nothing grabs your attention like [
Rolevlaying Tips: You speak often and fervently of a good mystery. You probably have one or two spe-
the king or the faith you serve (unless, o f course, your cific questions you want answered, and it is to these 3-
service is secret). You undertake the adventures and matters that you devote most o f your attention. How-
the tasks that you are told to, and you pursue endeav- ever, you treat any lingering mystery as a challenge
ors that benefit your patron, even when you are not you c a n scarcely resist.
c o m m a n d e d to do so. V e n g e a n c e for P a s t W r o n g s : You seek retribu-
tion for wrongs c o m m i t t e d during the Last W a r . This
EYES, WHISPERS, AND DAGGERS reckoning might be broad, such as a hatred o f a par-
Two kingdoms in the Five Nations maintain national ticular nation for their actions against your own, or
intelligence and espionage services: Aundair com- something far more specific, such as the destruction
o f your hometown by a particular military leader. You
mands the Royal Eyes, and Breland operates the
have devoted yourself to revenge, constantly seeking a
King's Citadel. Karrnath lacks such an organization,

i
m e a n s by which you c a n thwart the objectives o f your
but the individual spies of the various Karrnathi
enemy until the day you finally have the power to
lords-all whom are spied on by operatives of King
destroy it.
Kaius Ill-are equally effective. These two organiza-
tions are perfect resources for adventurers who seek Rolevlaying Tins: You are grim and driven, unwill-
to serve their homelands. ing to deviate from the path o f vengeance. You grow
enraged i f anyone sings the praises o f your enemy.
R e l u c t a n t A d v e n t u r e r : You're an adventurer You prefer adventures that bring you n e a r e r to your
by necessity, not by choice. Having grown up with goal and allow you to pit yourself against your e n e m y
or his or her minions, but when you lack such oppor-
the violence o f the Last W a r , you k n o w nothing but
tunities, you undertake other adventures, honing
combat; your skills lend themselves to adventure
your powers for the day o f final confrontation.
and war, and to nothing else. You delve in ancient
ruins purely for profit, and you'll undertake whatever
tasks offer the right m i x o f risk and reward. You don't AUNDAIR
necessarily lack a moral code; you just haven't found Aundair is two nations in one. Pastoral villages and
a higher cause to w h i c h to devote your war-shaped farmlands line its borders or cluster around the
talents. keeps o f the region's feudal lords. T h e people here are
Rolevlaying Tips: You are pragmatic and little simple, even rustic. T h e nation's great cities, however,
impresses you. Outwardly, you scoff at passionate are alive with c o m m e r c e and bustle with a crowd
adventurers who fight for a great cause, but inwardly, nearly as cosmopolitan as that o f S h a r n . T h e houses
you wish you felt the same sense o f purpose. o f government and institutions o f higher learning
U n c o v e r i n g t h e T r u t h : M a n y questions r e m a i n nearly burst with the learned, the scholarly, and the
u n a n s w e r e d from the days o f the Last W a r . T h e magically inclined. Yet whether one is listening to
largest by far is the death o f Cyre on the Day of scholars or farmers, mages or laborers, Aundairians
Mourning. W h a t happened? W h o was responsible? speak o f their nation with pride. They are unified in
C a n it o c c u r again? O t h e r mysteries remain as well:

THRONEHOLD
Thronehold was the home of Galifar's kings for centuries, during the years Thronehold was abandoned. Although
but it was abandoned at the start of the Last War. No the Five Nations returned to the island, the city remains
government holds the castle, and no lord rules the island neutral ground, and the criminal element continues to
on which it stands. Its sole occupants are the Throne thrive. As a character from Throneport, you might be a
Wardens, House Deneith soldiers charged with protect- representative of one of the nations who is hoping one
ing the castle. day to bring order to the city or perhaps take up lordship
Below the castle's walls stands Throneport, a small of the castle. Or you might instead be a member of the
t o w n t h a t a r o s e during t h e old kingdom's height. unlawful e l e m e n t - a n exile or a criminal who is trying
Throneport contains a high population of criminals, to thwart attempts by the Five Nations to bring order to
exiles, mercenaries, and other scum that settled there the city.

CHAPTER 5 j World of Eberron


their identity, and they don't c a r e how greatly their P a s s a g e : T h e only large city in western Aundair,
customs and preferences vary. Passage sits on the shores o f Lake Galifar. Passage is
a major enclave o f House Orien, which runs most of
COMMON KNOWLEDGE the city's c o m m e r c e and government. T h e city is the
Currently ruled by Q u e e n Aurala, Aundair is focused beating heart o f the lightning rail system, for most
on moving into the future and leaving the devastation rail carts are repaired and maintained here. M a n y
consider Passage the gateway b e t w e e n the civilized
of the Last W a r b e h i n d . T h e land-owning aristocracy
lands and the Eldeen Reaches.
works to build up the nation's resources, and Q u e e n
Aurala extends all possible courtesies to the dragon- S t o r m h o m e : T h e primary enclave o f House
marked houses, hoping to transform her nation into Lyrandar, S t o r m h o m e is technically a part o f Aundair
the preeminent center o f c o m m e r c e for the Five but functions as an independent community. Ambas-
Nations. Aundair is also the heart o f a r c a n e studies. sadorsboth official and covertof m a n y nations and
Apprentice wizards and other would-be casters c o m e organizations m e e t in the island's various restaurants,
here to attend various colleges, such as the Arcane taverns, and other establishments.
Congress. I f Aundair is to have any advantage in U n i v e r s i t y o f W y n a r n : T h e most respected
future conflicts with its neighbors, it will stem from institution o f higher learning in all Khorvaire, the
the nation's a r c a n e supremacy. University o f W y n a r n occupies a sprawling complex
of six great structures in the city o f Fairhaven. D u e to
Aundair is still struggling to recover from the war,
the relaxed admissions qualifications put into place
with both its military power and domestic resources
to increase attendance during and after the Last W a r ,
at low ebb. But Aurala's efforts are guiding Aundair
students o f all races and all cultural and social back-
into a relatively swift regrowth, so hopes are high for
grounds c a n b e found here.
the nation's long-term survival. Q u e e n Aurala and her
supporters seem eager for war to resume; Aundairians
are a proud, courageous, stubborn people. These traits PEOPLE OE AUNDAIR
allowed t h e m to stand up to larger, m o r e disciplined T h e people o f Aundair are, by and large, a stubborn
armies during the war, and these traits inspire Aun- and patriotic folk. Over h a l f o f all Aundairians are
dairians to strive for more than mere survival. h u m a n . Among the major cities, half-elves, elves, and
gnomes m a k e up a significant minority, but these
REGIONAL FEATURES races are u n c o m m o n in the pastoral c o m m u n i t i e s .
Although m u c h o f Aundair consists o f small villages Halflings appear with moderate frequency in these
and u n n a m e d c o m m u n i t i e s , it also contains several m o r e distant communities, but shifters are rare; shift-
large cities, and all boast great i m p o r t a n c e to the ers were once more c o m m o n , but they were driven
nation as a whole. B e c a u s e o f its extensive agricul- from Aundair by Silver F l a m e zealots m o r e t h a n 1 5 0
tural trade, the roads are well m a i n t a i n e d in all but years ago. On rare occasions, orcs and half-ores o f
the most distant reaches. Eldeen, and even the occasional tiefling family, settle
A r c a n i x : A small yet vitally important village, on this side o f the border; the c o m m o n folk o f the
A r c a n i x sits on the shores o f Lake Galifar. T h e people region distrust these foreigners but rarely engage in
work to m e e t the needs o f the wizards who dwell open hostility.
in the t h r e e great towers that float in the air above Most Aundairians worship the Sovereign Host,
the village. W i t h i n these towers' labyrinthine halls, but adherents o f the Silver F l a m e account for a sig-
classrooms, laboratories, libraries, and vaults, mages nificant minority. Several o f Aundair's cities contain
struggle to master a r c a n e secrets and teach spells to a enclaves o f Silver Host "puritans," extremists far more
new generation o f students. fanatical than the average T h r a n e .
F a i r h a v e n : T h e capital o f Aundair, Fairhaven is T h e people o f Aundair are acutely fashion-
the nation's e c o n o m i c heart. W i d e , straight streets conscious. Nobles prefer bright colors, feathered
provide easy travel, allowing m e r c h a n t s to deliver hats, long skirts, coats or cloaks, and ruffled or puffy
goods to Fairhaven's bustling markets, including sleeves. Poorer folk c a n n o t afford to keep up with
the famous Distant Exchange. More t h a n anything such fashions, but they often own a single " f a n c y "
else, Fairhaven is a city o f learning, h o m e to an outfit that poorly models the styles o f a generation or
uncountable n u m b e r o f institutions that range from two gone by.
full-fledged universities to tiny private schools, each
educating students in a wide variety o f topics. AUNDAIRIAN ADVENTURERS
F a i r h o l d : T h e ancestral h o m e o f Aundair's rulers, Adventurers from Aundair have the s a m e range o f
the fortress o f Fairhold rises above all other struc- objectives and motivations as adventurers from the
tures in Fairhaven. Its towers, minarets, and walled other nations, but Aundairians are inclined to focus
keeps host the royal family, as well as the various their efforts toward rebuilding and restoring their
courts and the garrison of the Knights A r c a n e . nation. T h e queen's efforts at expanding Aundair's

CHAPTER S | World of Eberron


e c o n o m i c and internal resources have inspired m u c h
COMMON KNOWLEDGE
o f t h e populace, and adventurers have adopted her
T h e people o f Breland are fond o f their venerable
objectives. *
sovereign. King Boranel allows his people an unpar- JZ
alleled degree o f freedom. T h e parliament supporting
AUNDAIR ASSOCIATED SKILLS and enforcing Boranel's rule is elected by popular
If you are from Aundair, you can choose Endurance vote, and this level o f civic participation translates
and Nature (if you are from a small village) or Arcana into a powerful loyalty on the part o f the citizenry.
and History (if you are from one of the cities) as your However, King Boranel's health is failing, and some UJ
associated skill. Brelish are u n c e r t a i n i f any o f his potential heirs c a n ~
live up to his example.
A r c a n e S e e k e r : You've acknowledged that a r c a n e Breland's social advancements c o m e at a cost. Its
supremacy is the last, best hope for Aundair's secu- thriving industries and wide social freedoms are a
rity. You seek out ancient rituals and artifacts, hunt breeding ground for c r i m e and corruption. Although
down potential casters for r e c r u i t m e n t to the nation's the abuses o f Thrane's t h e o c r a c y are m o r e widely
a r c a n e colleges, and even spy on the various mystical known, Breland's various government agencies are
endeavors o f other kingdoms. m o r e generally corrupt. Organized c r i m i n a l guilds
Roleployin^j Tips: You are fascinatedeven and c r i m e families operate throughout the nation's
preoccupiedwith tales and studies o f m a g i c . T h e cities, manipulating the country's f i n a n c e s and even
slightest whisper o f a n c i e n t lore or h i n t o f a m a g i c its legislation.
artifact grabs your attention. You focus specifically Although Breland's farms aren't individually as
on t h e a r c a n e , not necessarily b e c a u s e you t h i n k it's productive as the richest o f Aundair's, the nation
superior to o t h e r forms o f m a g i c but b e c a u s e you boasts a greater a m o u n t o f quality f a r m l a n d t h a n any
k n o w it's Aundair's greatest strength. o f the other Five Nations. This agriculture, c o m b i n e d
R e a c h E x p l o r e r : A u n d a i r i a n s h a r b o r deep with Breland's thriving manufacturing industries,
r e s e n t m e n t for t h e " R e a c h e r s , " w h o m they view as m a k e s the nation economically self-sufficient and
traitors, as well as for the provisions o f the Treaty stable. This status has resulted in the greatest concen-
of T h r o n e h o l d that gave what were once Aundair- tration o f dragonmarked enclaves and businesses in
ian territories to t h e Eldeen R e a c h e s . You might the Five Nations.
share this hatred, or you might b e curious about
this wilderness that spreads beyond your doorstep.
REGIONAL FEATURES
W h i c h e v e r the case, you are d e t e r m i n e d to l e a r n
Although about h a l f o f its population lives outside of
all you c a n about the Eldeen Reachesits people, its
its u r b a n centers, Breland boasts m o r e major cities
c o m m u n i t i e s , its ancient druidic historiesif only to
and trading hubs t h a n any o f its neighbors. Sharn, the
e n s u r e that it c a n n o t t h r e a t e n t h e p e a c e a n d security
famed City o f Towers, is the pride o f B r e l a n d and its
of Aundair.
major trading center.
Rolevlaying Tips: You believe that the safety o f Aun-
A r g o n t h : A floating fortress built b y House Can-
dair hinges upon a firm understanding o f the threats
nith during the war, Argonth is one o f two mobile
posed by the Eldeen R e a c h e s . You might want to see
citadels built during the Last W a r , and it is the only
those territories absorbed b a c k into Aundair, or you
one to have survived. Breland's military uses Argonth
might b e content with peaceful coexistence. Either
to patrol Breland's borders, and only military person-
choice requires you to explore, study, and understand
nel are permitted aboard. W h e n Argonth sets down
the Eldeen R e a c h e s and the surrounding wilderness.
every week, a small village springs up as the locals
gather to supply its needs.
BRELAND T h e B l a c k P i t : A terrible crevice in the earth
O f all the Five Nations, B r e l a n d has m a d e the great- from w h i c h strange creatures emerge, the Black Pit
est social and e c o n o m i c recovery following the war. is located in a valley in the Blackcap Mountains. It
Breland has vast tracts o f workable l a n d - i t is one appears to lead to the depths o f Khyber. A small and
of the major food producers o f K h o r v a i r e - a s well unsavory town o f the same n a m e overlooks the pit.
as a society o f great personal freedoms, w h i c h has B r o k e n b l a d e C a s t l e : T h e h o m e o f King Boranel
inspired i m m e n s e loyalty and patriotism in its citi- and the royal family, this great castle rises from a
zenry. T h e Brelish are proud o f their heritage and small river island in the middle o f the capital city of
consider themselves cosmopolitan, and the nation W r o a t . A fully functioning keep, Brokenblade con-
currently leads all others in social progress. Breland's tains sufficient staff and supplies to survive a siege of
people are convinced that their social and economic m a n y years.
advancements will keep t h e m at the forefront o f the C r a g w a r : Located in the foothills o f the Black-
Five Nations for generations to come. cap Mountains, Cragwar changed hands b e t w e e n
Aundair and Breland n u m e r o u s times during the

CHAPTER 5 I World of Eberron


war. Today, it is primarily a military outpost. T h e
BRELISH ADVENTURERS
surrounding region r e m a i n s unstable b e c a u s e o f its
Brelish adventurers most often focus their attentions
location along the Aundair border and near the Black
on the nation's borders, since most o f the interior is
Pit and the G r e e n h a u n t Forest, both r a m p a n t with
relatively safe. Breland c a n be the stepping stone to
monsters.
greater adventures, however, t h a n k s to S h a r n and to
T h e K i n g ' s F o r e s t : T h i s wooded region is a pre-
Breland's proximity to m o r e dangerous regions.
serve that c a n be legally hunted only at the express
invitation o f the king. Although patrolled by Knight
BRELAND ASSOCIATED SKILLS
Rangers, the forest is also a hotbed o f outlaws, brig-
If you are from Breland, you can choose Diplomacy
ands, and poachers.
or Insight as your associated skill.
M o r g r a v e U n i v e r s i t y : Located in Sharn,
Morgrave is the most famousor, in some circles,
D e f e n d e r o f C i v i l i z a t i o n : D r o a a m , Darguun, the
infamousinstitution o f higher learning in Khor-
Eldeen Reaches, and the M o u r n l a n d stand beyond
vaire. Although not as respected as universities such
Breland's borders. Perhaps no other civilized region
as W y n a r n , it is well known for its easy admissions
is surrounded by so m u c h savagery, mystery, and
policies and for its rough-and-tumble approach to
danger. An e n o r m o u s n u m b e r o f Brelish adventurers
research.
focus on this particular fact, devoting themselves to
N e w C y r e : After the Mourning, King Boranel
studying and fighting one or more o f these threats to
granted this territory to Cyran refugees and allows
Brelish security.
them to live and govern themselves as they see fit.
Rolevlaying Tips: You focus on adventures near
O r c b o n e a n d S t e r n g a t e : These fortresses stand at
Breland's borders, particularly if they allow you to
the forefront of Breland's defenses, guarding against
improve Breland's defenses or weaken its e n e m i e s .
attack from D r o a a m and Darguun, respectively.
You might have a problem working with goblins, orcs,
S h a r n : See the following section for information
and other creatures you consider enemies.
about S h a r n .
H a r d b o i l e d H e r o : You've seen all sides o f civiliza
W r o a t : Breland's capital city rises on both sides
tion, from the stylish to the seedy. You might dislike
of the Howling River. This city is the center o f House
the darker aspects o f society, but you're intimately
Medani's power as well as o f Breland's government.
familiar with t h e m . You k n o w the worst that people
In addition to Brokenblade Castle, W r o a t is h o m e
have to offer, and you've done terrible deeds to sur-
to the obsidian tower that is the headquarters o f the
vive. Yet you hope, eventually, to prove yourself better
King's Citadel and to the great Parliament Hall in
t h a n the shadows through which you walk.
which the government deliberates.
Rolevlaying Tips: You've done a lot you're not proud
of, and you're willing to do it again, although, even i f
PEOPLE OE BRELAND you don't admit it to yourself, you'd rather not have
After h u m a n s , gnomes m a k e up the largest propor-
to. You help others primarily for money or other gain,
tion o f Breland's population, especially in W r o a t and
but in your h e a r t o f hearts, you also do it for a shot at
the various c o m m u n i t i e s along the Zilargo border.
redemption.
Half-elves, elves, and dwarves appear in reasonable
n u m b e r s , and other racesincluding changelings,
the various goblins o f Darguun, and the occasional
SHARN
eladrinlive in Breland as well. Although part o f the nation o f Breland, S h a r n is a
As in Aundair, Breland's population is devoted society in its own right. People and cultures o f nearly
largely to the Sovereign Host, with a significant every imaginable sort are brought together there. They
minority worshiping the Silver F l a m e . Brelish aren't talk, they do business, they travel together, they pass
especially devout; they prefer to put their faith in one another on the street, and the result is a true melt-
themselves, their neighbors, and their government ing pot, perhaps the only one in all the Five Nations.
rather t h a n in deities. In the major cities, cults o f M e m b e r s o f monstrous or disfavored races who
other faithsparticularly the Blood o f V o l - c a n be aren't welcomed in S h a m ' s towers c a n find a place in
found. the shadows deep b e n e a t h the lofty spires and float-
Breland's urban population lacks a unified style ing towers that give the City o f Towers its title.
of dress or decoration, instead focusing largely on
utilitarian garments or on whatever foreign fashions COMMON KNOWLEDGE
strike their fancy. In some cases, this variety o f per- S h a r n isn't j u s t the cultural center of Khorvaire, it's
sonal display seems like a deliberate effort, as though also the e c o n o m i c o n e - a t least as far as its citizens
k Breland's aristocrats are demonstrating that their are c o n c e r n e d . " I f it c a n be bought, it c a n be bought
fashions c a n n o t be restricted any more than their h e r e " is a c o m m o n saying among the city's markets.
other personal freedoms c a n be. Goods and services are available in S h a r n from

CHAPTER 5 I World of Eberron


across the continent and even occasionally from
PEOPLE OE SHARN
across the seas. It's an open secret that not all these
H u m a n s form the greater part o f S h a m ' s population,
goods and services are legal, despite the best efforts o f
but every other major race o f Khorvaire c a n be found
the S h a r n Watch.
in Sharn, and even the rarer peoples constitute a siz-
Travel across Sharn, and between its various levels,
able n u m b e r o f the city's residents.
occurs using massive lifts and, for the wealthy, sky-
That s a m e variety appears in the religious prac-
coaches held aloft by magic or pulled by beasts such as
tices o f S h a m ' s citizenry. Although the Sovereign
hippogriffs. Order is maintained, as m u c h as possible,
Host and the Silver F l a m e have the most followers
by the Watch, and the city is ruled by a city council,
here, the Blood o f Vol, the D a r k Six, and even more
the Lord Mayor, and a vast governmental bureaucracy.
obscure faithssuch as the various druidic beliefs
and the Path o f Lightappear with regularity. Cults
THE CITY OF TOWERS o f the Dragon Below exist in S h a r n as well, but even
Population: Approximately 2 0 0 , 0 0 0 . Humans form here, they must maintain secrecy.
a plurality of the population (roughly one third), but
members of every race are represented in this cos-
SHARN ADVENTURERS
mopolitan city.
Adventurers in S h a r n are often outsiders passing
Government: Seventeen representatives of Sham's
through on their way to m o r e exotic locales. But
wards form a city council that appoints a Lord Mayor
S h a m ' s citizens also turn to adventuring and have
and administers the city's vast bureaucracy.
their own particular objectives.
Defense: The Sharn Watch enforces the laws of the
city and patrols the streets, but the Watch is riddled
SHARN ASSOCIATED SKILLS
with corruption. A branch of the Watch called the
If you are from Sharn, you can choose Insight or
Guardians of the Gate monitors the activities of
Streetwise as your associated skill.
foreigners in the city, alert to the possibility of espio-
nage and subterfuge. The Redcloak Battalion, an
E x p l o r e r o f t h e U n d e r g r o u n d : You k n o w you
elite military unit, activates in situations that require
needn't w a n d e r far from h o m e to find adventure,
extreme force.
since countless ruins exist b e n e a t h your feet. You're

CHAPTER 5 | World of Eberron


d e t e r m i n e d to investigate all the n u m e r o u s cata- staples it requires, but its population barely survives.
combs, hidden c h a m b e r s , lost c o m m u n i t i e s , and A growing n u m b e r o f nobles, generals, and warlords
subterranean ruins on w h i c h the City o f Towers was see the a r m y as a viable solution to this problem, and
b u i l t - p a r t l y for the f a m e and fortune,'bf course, insist that K a r r n a t h c a n take what it needs from its
but also because you c a n n o t help but wonder what neighbors. So far, cooler heads have prevailed.
threats might lurk, u n s e e n and ready to strike, Unlike people elsewhere, K a r r n s aren't horrified
beneath this wondrous city. at the notion o f undeath, due to the large n u m b e r s of
Rolevlaying Tips: You prefer to stay close to h o m e , undead that servedand still servein the K a r r n a t h i
arguing that any experience to b e had in exotic military. Karrnath's culture is focused on military
locales c a n b e had j u s t as well in Sharn, "where the service; K a r r n s value discipline and strength, and
exotic m a k e s deliveries." You're fascinated by the they have m o r e respect for a leader they fear t h a n for
notion o f lost cultures b e n e a t h the m o d e r n world, one they love.
and you wonder i f m o d e r n civilization could benefit
from lost knowledge. REGIONAL FEATURES
M o r g r a v e S c h o l a r : You work for Morgrave Univer- Although ancient structures found across K a r r n a t h
sity as a procurer of antiquities or a scholar of ancient predate Galifar, following the Last W a r K a r r n a t h
lore. You might be a hired adventurer and treasure contains the largest n u m b e r o f m o d e r n military
hunter, dispatched to recover relics for the University, structures o f any o f the r e m a i n i n g Five Nations. Every
or you could be an instructor who moonlights as a territory is ruled by a warlord who swears fealty to
combination o f archeologist and grave robber. King Kaius. Travel within the nation is relatively safe
Roleplaying Tips: You're interested in learning n e a r the major communities, where the roads are
about lost cultures and foreign peoples. You express patrolled by warlords' soldiers, but a j o u r n e y through
far m o r e interest in the scholarly and historical value more rural regions c a n prove dangerous.
o f the treasures you find t h a n in their m o n e t a r y A t u r : T h e City o f Night stands b e n e a t h the peaks
worth or magical power. W h e t h e r this attitude is o f the Ashen Spires, where it r e m a i n s cloaked in
genuine or only a facade to cover up m e r c e n a r y greed shadows for all but a few hours each day. For the
depends on what sort o f person you are. living, the city is k n o w n as a hotbed o f debauchery,
bursting with taverns and bordellos. Below the city
KARRNATH lie the Vaults o f the Dead, where Karrnath's undead
O n c e the strongest bastion o f the Five Nations, soldiers await future orders.
K a r r n a t h suffered terribly during the Last W a r . A T h e C r i m s o n M o n a s t e r y : A large, labyrinthine
proud military tradition and a drive for excellence complex overlooking Atur, the C r i m s o n Monastery is
in all aspects o f life empowered K a r r n a t h before the the h e a r t of the Blood o f Vol faith in Karrnath.
war. However, the reputation of its military proved C r o w n h o m e : A heavily built, thickly walled mili-
false after Aundair delivered several swift defeats tary fortress, C r o w n h o m e is the seat o f government
during the war. K a r r n a t h used n e c r o m a n c y to create and the location o f King Kaius's h o m e in Korth.
undead legions from its fallen soldiers, to no avail. K a r r l a k t o n : Karrlakton, one o f the nation's
Today, K a r r n a t h struggles against plague and f a m i n e . greatest cities, suffers terribly from its proximity to
the M o u r n l a n d . T h e populace lives under a pall of
despair, and m a n y have fled the city. T h e y have b e e n
COMMON KNOWLEDGE
replaced by crazed prophets and doomsayers who
K a r r n a t h is one o f the oldest h u m a n cultures in
predict the end o f the cityif not the worldwhen the
Khorvaire. It is still the mightiest military power on
M o u r n i n g spreads. Still, the city survives as one o f the
the continent, and King Kaius I I I is still Karrnath's
p r e e m i n e n t sources o f a r m s and a r m o r in Khorvaire.
ruler. Although some K a r r n s do not trust the king,
K o r t h : T h e capital and largest city o f K a r r n a t h ,
they acknowledge that he is methodical, powerful,
Korth is a military city with its heavy stone buildings
and skilled. B e t w e e n his own abilities and those of
and straight, n a r r o w roads. T h e city is divided into
the lords, generals, and landowners who support h i m ,
five major wards, each with its own particular flavor
Kaius could transform K a r r n a t h into an unstoppable
and culture and each m a r r e d by the scars o f siege.
force once again. This ambition causes the other
T h e N i g h t w o o d : Ostensibly a forest preserve, the
nations to eye K a r r n a t h with wariness, despite King
Nightwood is k n o w n for the monstrous creatures that
Kaius's public support for peace.
emerge from the forest's center. Local r u m o r claims
T h e nation is hardly in a position to engage in an
that the forest hides a fissure that reaches to Khyber.
extended military campaign. Even though K a r r n a t h
R e k k e n m a r k : R e k k e n m a r k is yet another o f
boasts rich f a r m l a n d , it lacks a sufficient n u m b e r
Karrnath's great cities that has lost its purpose since
of experienced farmers to work it, and m u c h o f it
the war. Located at the terminus o f W h i t e Arch
still lies fallow two years after the end o f the war.
Bridge, the city's role as a center of trade was lost when
T h e nation trades livestock and l u m b e r for the food

CHAPTER 5 I World of Eberron


the bridge was destroyed during the war. Today, the D e f e n d e r o f G o o d w i l l : O f all the Five Nations, i/i
city is known primarily for the R e k k e n m a r k Academy. K a r r n a t h is the most distrusted by the others, with ^
It was once the most prestigious military academy in good reason. K a r r n a t h m a k e s use o f undead on the
the nation, and although it was forced to close during battlefield, boasts a high proportion o f lords and
the war, the academy has recently reopened its doors, generals trying to talk t h e i r king into a n e w war,
bringing some economic life back to the city. allows t h e m a c a b r e Blood o f Vol to flourish w i t h i n w
S e n t i n e l T o w e r : A great fortress in the h e a r t its borders, a n d still associates with the E m e r a l d
o f Karrlakton, Sentinel Tower is a House D e n e i t h Claw. You're d e t e r m i n e d to help your nation main-
enclave and the h o m e to Deneith's Sentinel Marshals. tain the p e a c e by doing what you c a n to counter
T a e r S y r a e n : T h e W i n t e r Citadel is an eladrin such negative perceptions. You engage in selfless
stronghold, a city of needle-thin spires and web-work acts for the b e n e f i t o f others, letting all k n o w that
bridges; a steep wall of ice surrounds it. Every night, K a r r n a t h c a n produce h e r o e s as well as villains.
eladrin knights ride forth, spreading frost throughout You battle undead, work to thwart t h e a m b i t i o n s o f
the surrounding territory. King Kaius is said to be on w a r m o n g e r s , and stand against the endeavors o f the
the verge o f declaring Taer Syraen a threat to Karrnath E m e r a l d Claw.
and unleashing his full military might against it, due to Rolevlaying Tips: You speak frequently o f the glo-
the refusal of the eladrin to accept ambassadors. ries of K a r r n a t h - n o t just its accomplishments but
T h e Z i g g u r a t o f t h e T w e l v e : A great floating also the m o r e positive aspects o f its culture and the
fortress that casts its shadow over Wollvern P a r k in advantages to all i f the other nations would ally with
Korth, the Ziggurat is the headquarters o f the Twelve, it. You grow personally angry, even offended, at evils
an a r c a n e organization founded by the dragon- c o m m i t t e d by K a r r n s or individuals associated with
marked houses during the early days of the Kingdom t h e m , and you take whatever steps you c a n to counter
o f Galifar. these acts.
S e e k e r o f L o s t G l o r y : You're d e t e r m i n e d to
PEOPLE OE KARRNATH restore K a r r n a t h to its rightful place as the pre-
T h e people of K a r r n a t h are a disciplined people e m i n e n t nation o f Khorvaire. You might do this by
accustomed to military law. After h u m a n s , who m a k e seeking magic relics, supplies, and resources for the
up over h a l f the population, dwarves constitute the government's use, or you might be more direct, seek-
second largest group in Karrnath, unsurprising given ing to instigate a n e w war where Karrnath's military
the nation's proximity to the M r o r Holds. Halflings, strength might prove dominant.
often from the Talenta Plains, are the next most Rolevlaying Tips: Everything you do is for the glory
c o m m o n , followed by half-elves and elves. In pursuit of Karrnath. You take offense when anyone speaks
o f Karrnath's efforts to improve its military might, it ill o f your homeland, and you view every adventure
has begun to accept dragonborn warriors immigrat- in terms o f what sort o f benefit it c a n provide your
ing from Q'barra. nation.
For a time, the Blood of Vol was the government-
supported state religion of K a r r n a t h . Those days have THE MOURNLAND (CYRE)
ended under Kaius I I I , but the faith is still practiced Cyre is no m o r e . T h e Purple Jewel of Galifar's Crown,
c o m m o n l y throughout the nation. Most o f Khorvaire's the most beautiful and artistically advanced o f the
citizens devote themselves to the Sovereign Host, and Five Nations, ceased to exist on the Day o f Mourning.
a sizable minority worships the D a r k Six. Four years ago, without warning and without expla-
Karrns favor dark clothing, crisp lines, and military nation, foul gray mists swept out from the nation's
dress; formal wear among civilians closely resembles center, leaving b e h i n d a broken, twisted land of
official uniforms. Bright colors are considered appro- horrors. That the fear inspired by the M o u r n i n g led,
priate only for children, and wearing such colors to a eventually, to the Treaty o f Thronehold and the end o f
formal function is a minor faux pas. the Last W a r is o f little solace to Cyre's survivors, who
struggle today to m a k e their way through a world that
KARRN ADVENTURERS fears and distrusts t h e m .
Individuals with combat-appropriate s k i l l s - m a r t i a l , No P C s live in the M o u r n l a n d . T h e associated
a r c a n e , or otherwisehave few choices in K a r r n a t h . skills are available to P C s who were born in Cyre
They b e c o m e adventurers or serve in the K a r r n a t h i before the D a y o f Mourning and who have struggled
military. S o m e t i m e s , they do both. to survive elsewhere in the following years.

KARRNATH ASSOCIATED SKILLS COMMON KNOWLEDGE


If you are from Karrnath, you can choose Athletics or Cyre was twice the victim o f the Last W a r . King Jarot's
Intimidate as your associated skill. daughter M i s h a n n should have, by all rights and tra-
ditions, assumed the throne, but she was prevented

CHAPTER 5 | World of Eberron


from doing so by her ambitious siblings. For a hun- T h r a n e , and Cyran soldiers, as well as Zil, Valenar,
dred years, Cyrans viewed the Last W a r as a personal and D a r g u u n m e r c e n a r i e s . T h e mists at the forefront
affront, a war against t h e m as a nation. Losing both of the M o u r n i n g swept over the battle here, and to
Cyre and Q u e e n D a n n e l to the Mourning was a this day, the bodies, weapons, and war m a c h i n e s that
doubly heavy blow, and survivors still harbor grudges lie where they fell show no sign o f decay.
against all the other Five Nations. T h e G l a s s P l a t e a u : This enormous stretch o f
During its heyday, Cyre was a land o f plenty, with land around the dead city o f M a k i n g is glass that has
lush farmlands, thriving cities, traditions o f art, and melted into jagged protrusions and dizzying, impos-
elegant styles. As the p r i m a r y battleground o f m u c h sible shapes.
o f the Last W a r , however, it was dying by inches even M e t r o l : T h e former capital o f Cyre sits on the
before the Day of Mourning. Its outlying settlements b a n k s o f the Cyre River, and it is said to b e a study in
were all but razed, and its cities were filled with the contradictions. Even though m a n y wards lie in ruins,
hopeless, the homeless, and the destitute. others appear untouchedexcept for the dead-gray
mists and the absence of any living creatures. Reports
REGIONAL FEATURES c l a i m that the royal palace o f Vermishard, the light-
T h e M o u r n l a n d o f today is a blasted, twisted waste- ning rail station, and the Sovereign Host's Cathedral
land. T h e dead-gray mists that choke the land are still stand today.
poisonous to mind, body, and soul, and the beasts T r o n i s h : Formerly a major stop along the light-
that dwell within are foul abominations. ning rail, Tronish is now a city ruled by aberrant
E s t o n : T h e M o u r n i n g grievously damaged this beasts that are r u m o r e d to take their orders from a
mining townonce the former center o f House monstrosity dwelling deep within Lake Cyre.
Cannithwhen m a n y o f the surrounding hillsides
collapsed into the m i n e shafts. It is a c o m m o n desti- SURVIVORS OE CYRE
nation for treasure hunters since the warehouses are H u m a n s , half-elves, and halflings are c o m m o n sur-
said to hold lost C a n n i t h creations. vivors o f the Mourning, along with the occasional
T h e F i e l d o f R u i n s : T h e site o f the last major mil- shifter or changeling. Most people o f Cyre followed
itary engagement o f the Last W a r , the Field o f Ruins the Sovereign Host, w h i c h is true o f most survivors,
is the final resting place o f thousands o f Brelish, but some have turned away from the religion, or else

CHAPTER 5 I World of Eberron


devoted themselves to darker faiths in their search for You're quick to volunteer for any adventure that offers
vengeance or succor. the opportunity either to prove your worth to someone
Cyran fashion tended toward bright colorssimilar who can aid your endeavors or to explore unclaimed
to Aundairian fashion but without the f l a m b o y a n c e lands in search of a new Cyran homeland.
o f Aundair's hats and ruffles. Cyran style also favored
large amounts o fjewelry, in quantities that others
THRANE
sometimes found gaudy. Although some Cyran survi-
T h e center o f the remaining Five Nations and the
vors try to blend in to their new homes, others cling
heart of the Silver F l a m e , T h r a n e has a heightened
defiantly to the fashions o f the dead nation.
sense o f its own importance. A major military and
economic power in the region, Thrane's theocratic
CYRAN ADVENTURERS government is ostensibly devoted to stamping out
Most Cyrans who survived the Day o f Mourning did evil and m a k i n g life better for all. However, privi-
so because they fled before the mists. W i t h no nation leges o f power c a n sometimes lead to arrogance and
to call their own and others watching t h e m with vigi- corruption. Still, Thrane's people aspire to lead virtu-
lant suspicion, it's unsurprising that Cyran survivors ous lives, and T h r a n e could potentially b e c o m e the
lean toward itinerant, adventuring lifestyles. brightest light in a darkened world.

CYRE ASSOCIATED SKILLS COMMON KNOWLEDGE


If you are from Cyre, you can choose Endurance or T h r a n e is ruled, spiritually and temporally, by the
Streetwise as your associated skill. C h u r c h o f the Silver F l a m e . T h e K e e p e r and the
Council o f Cardinals m a k e all political decisions;
C y r a n A v e n g e r : You burn with a n undying need Q u e e n D i a n i i r ' W y n a r n holds a purely symbolic
for vengeance against the destroyers of your home- position. This arrangement began when the C h u r c h
land. D e p e n d i n g on your beliefs and attitudes, you stepped in to take the reins o f power from P r i n c e
might devote yourself to investigating the mysteries Daslin early in the Last W a r . Although T h r a n e is pri-
of the Mourning, hoping to discover who or what marily k n o w n as a religious center, it has traditions o f
was responsible so that you c a n w r e a k retribution archery that served the kingdom well during the war.
upon t h e m . Your hatred might reach wider, inspiring M a n y T h r a n e s learn to use the bow, and Thrane's sol-
you to act against the governments and militaries o f diers are renowned for their deadly accuracy.
all those nations who battled Cyre during the Last Thrane's p r i m a r y liability is its inability to sup-
W a r , holding t h e m all equally responsible. It's even port itself. It exports textiles, wool, and livestock, but
possible that you hold all citizens o f every nation having suffered deep losses in peasant levies during
responsible, taking your "vengeance" by acting as the war, it has insufficient manpower to produce
an outlaw brigand and waylaying travelers o f every staple grains. Thus, even those factions o f the C h u r c h
stripe (although this attitude probably isn't viable for who would prefer a more isolationist stance for their
a P C in most campaigns). nation reluctantly acknowledge that they must con-
Roleplayin^j Tips: You are bitter and angry. You feel tinue to interact with their neighbors.
that Cyre and its citizens are the v i c t i m s o f history. Those interactions have b e e n strained since the
You derive your only pleasure from contemplating end o f the war. In addition to the n o r m a l distrust
v e n g e a n c e on the parties you d e e m responsible. You felt on all sides, the c o m m o n folk of other nations
might step o f f the path o f retribution long enough view the C h u r c h o f the Silver F l a m e as an oppressive
to help others in needfeeling sympathy for their institution that seeks to convert others by force. How-
plight b e c a u s e o f your ownor the suffering o f ever, this view exaggerates the situation; only a small
others might be m e a n i n g l e s s to you since it c a n n o t faction o f the C h u r c h engages in such practices, and
m a t c h your o w n . other religions are tolerated within T h r a n e proper.
H o m e l a n d S e e k e r : Even though New Cyre in Nevertheless, this opinion spreads wider, as tales o f
Breland is a start, it's not m u c h o f a h o m e l a n d . You're the Church's intolerant few outweigh the words and
d e t e r m i n e d to find a h o m e for all Cyran survivors, deeds of the more moderate.
somewhere worthy o f the great legacy Cyrans carry.
That might m e a n making yourself useful enough to
REGIONAL FEATURES
convince one o f the existing nations to carve out a
Thrane's largest c o m m u n i t i e s are clustered in the
parcel o f land for you, or it could m e a n creating a civ-
east, with the western reaches of the kingdom largely
ilization out o f the wilderness o f Khorvaireor even
given over to ranching and n e w efforts at expanding
o f X e n ' d r i k . W h a t e v e r it takes, you're d e t e r m i n e d to
the nation's available f a r m l a n d . T h e upper class o f the
m a k e it happen.
nation is mostly composed o f a priestly caste and its
Rolevlaying Tips: You speak frequently of the glories
allies; a growing middle class stands b e t w e e n t h e m
o f Cyre and urge that Cyran culture must be preserved.
and the poor who work the land.

CHAPTER 5 | World of Eberron


A r u l d u s k : This rapidly growing city on the appear as well. W h i l e not widely e m b r a c e d in
lightning rail was, through sheer luck or divine inter- T h r a n e , the Blood o f Vol is tolerated. However,
vention, spared the worst o f the ravages o f the Last permitting these other faiths is not the same as
W a r . As such, it is a highly prosperous c o m m u n i t y fully accepting t h e m . S o m e regions of T h r a n e are
and considered blessed by adherents o f the Silver cosmopolitan in this regard, but others are not so
Flame. open-minded, and practitioners o f alternative faiths
D a s k a r a n : O n c e a major trading center, D a s k a r a n often find themselves persecuted by their neighbors.
was damaged hundreds o f years ago by a major fire O t h e r religions, such as worship o f the D a r k Six, are
and has never truly recovered. T h r a n e has put little squelched upon discovery.
effort into rebuilding it. T h r a n e fashion is somewhat ascetic. Even though
F l a m e k e e p : Both the spiritual and political seat they don't focus on dark hues to the extent that the
of power, F l a m e k e e p houses the largest population K a r r n s do, T h r a n e s favor simple, utilitarian garb in
o f any city in T h r a n e . It hosts the Cathedral o f the relatively muted colors. Followers o f the F l a m e wear
Silver F l a m e , the holiest site in the faithpilgrims a symbol o f their faith openly, somewhere on their
c o m e from all over Khorvaire in hopes o f gaining person.
admittance. In addition to the holy sanctuary, the
Cathedral includes the offices and apartments o f the THRANE ADVENTURERS
Keeper o f the F l a m e and the Council of Cardinals, as Although some T h r a n e s take up adventuring for the
well as a full garrison o f soldiers. variety o f reasons presented elsewhere, most o f t h e m
S h a d u k a r : Shadukar was a thriving city until do so for the sake o f the Silver F l a m e .
Karrn's foot soldiers reduced it to a burned-out ruin.
Karrnath's Cyran allies crossed the sound on soar-
THRANE ASSOCIATED SKILLS
wood skiffs to h a m m e r the city's defenses while the
If you are from Thrane, you can choose Intimidate or
K a r r n s attacked.
Religion as your associated skill.
S i g i l s t a r : Sigilstar is the h o m e o f the largest com-
munity o f mages in this largely divine-magic-focused
F l a m e I n q u i s i t o r : O n e of the precepts o f the
nation. T h e presence o f the mages, in addition to the
Silver F l a m e is to destroy evil, and you have taken
city's position at the convergence o f several major car-
this precept to h e a r t . You might set out to find what-
avan routes, the lightning rail, and the T h r a n e River,
ever evil you can, but you c a n also choose a particular
have allowed Sigilstar to grow swiftly from a m i n o r
form o f evil on which to focus your efforts. You could
c o m m u n i t y into a trading center that might soon rival
b e something o f a Church-sanctioned police officer,
Aruldusk.
rooting out c r i m e and corruption, but m o r e likely,
T h a l i n g a r d : This great fortress, standing near the
you're a hunter o f undead or a demon slayer.
Cathedral o f the Silver F l a m e in F l a m e k e e p , is the
Rolevlaying Tips: You are devoted to the hunt,
ancestral h o m e o f Thrane's royal family.
d e t e r m i n e d to m a k e the world a better place by
T h a l i o s t : An Aundairian city captured during the
eliminating evil wherever you find it. You might pick
Last W a r and ceded to T h r a n e formally at Throne-
a particular type or origin o f creature on w h i c h to
hold, Thaliost is a hotbed of trouble. T h e people
focus your efforts. You c a n b e single-minded in the
frequently protest T h r a n e rule, and the response o f
pursuit o f your chosen targets, and at times your zeal
the city's governor, Archbishop Solhar Dariznu, has
borders on obsession.
b e e n to crack down with ever m o r e savagery. (Note:
Silver E v a n g e l i s t : T h e word o f the Silver F l a m e
A P C native to Thaliost gains the regional benefit o f
must be spread for the betterment o f everyone.
Aundair, rather than that o f the rest o f Thrane.)
Although some pilgrims set out to spread the teach-
ings o f the Silver F l a m e , you've chosen a m o r e active
PEOPLE OE THRANE approach. You seek to perform impressive deeds, to
B e c a u s e the religion o f the Silver F l a m e appeals pri- draw people's attentions as you help t h e m in their
marily to h u m a n s , T h r a n e is the only one o f the Five time o f need in order to show t h e m the way to the
Nations in which h u m a n s are predominant. Half- Silver F l a m e .
elves, elves, and dwarves reside in T h r a n e in small Rolevlaying Tips: You seek out every opportunity to
numbers, and other races c a n b e found individually do good for others in the n a m e of the F l a m e and not
here and there, but an overwhelming n u m b e r o f your own. Proselytize when the opportunity arises,
Thrane's inhabitants are h u m a n . offer prayers to the F l a m e before every endeavor, and
Even though the Silver F l a m e is dominant in give t h a n k s after every success. You don't hate the
T h r a n e , the C h u r c h does not forbid other religious followers o f other faiths; you feel sorry for their mis-
practices. Temples to the Sovereign Host are not guided beliefs and hope to show t h e m the true way.
u n c o m m o n , and other good-aligned faiths, such
as the Path o f Light or the occasional druidic sect,

CHAPTER 5 | W o r l d of Eberron
Cyre) during the war. T h e hobgoblin warlord H a r u u c UJ
G R E A T E R KHORVAIRE * instigated the sudden, bloody rebellion against the
goblins' Cyran employers, driving the h u m a n s and
other races out or enslaving t h e m , H a r u u c declared zc
Although the people o f the Five Nations see them- the territory he seized to be the independent goblin 0
selves as the cultural, historical, and economic heart nation o f Darguun. Today, Darguun is ruled by the
o f Khorvaireand indeed, this opinion might be Lhesh H a r u u c Shaarat'kor, the King o f the Crimson ^
t r u e - t h e y are hardly the continent's only people. Blade. H a r u u c is o f the Ghaal'dar, the strongest o f
A vast array o f nations, kingdoms, and regions Darguun's tribes.
stretch across Khorvaire, and the continent t e e m s
Darguun goblins conduct slaving raids on nearby 'T,
with strange people and monsters (precisely w h i c h
c o m m u n i t i e s , and travelers through the nation are
is w h i c h depends on whom you ask). T h e nations subject to attack and capture unless they carry a
outside the five kingdoms have their own cultures, flag o f passage purchased in one o f Darguun's major
their own beliefs, their own agendas, and their own cities or at a Darguun embassy. It is a lawless nation
adventurers. by others' standards. However, the goblins do have a
None o f these regions c a n entirely escape the code o f rule; it's just not one most outsiders generally
influence of the Five Nations, but neither are they recognize. T h e nations o f Khorvaire despise Darguun
necessarily bound to those troubled, tumultuous but consider its existence a necessary evil, preferring
lands. A n d i f another war breaks out, these outside the current situation to having the multitudes o f gob-
nations could end up the conflict's true victorsor its lins completely uncontrolled and uncontained as they
greatest victims. once were.

DARGUUN REGIONAL FEATURES


Depending upon one's point of view, Darguun is Darguun boasts several major communities, most
either the strong rightful heir o f a defeated land, built on the ruins o f prior societies. However, the
or it's a scab growing over the wounds o f deception majority o f goblins still dwell in m o u n t a i n caves or
and deceit. A nation of warriors built on the ruins of below ground. W i d e stretches of farmland surround
Cyran settlements, D a r g u u n was b o r n less than three those caves and underground cities, the fields tilled
decades ago in a single m o m e n t o f betrayal. A harsh, primarily by slaves. Roads w i n d past broken towers
dangerous land, Darguun still struggles to d e t e r m i n e and ruined villages untouched since the days o f the
precisely what sort o f nation it isand what kind it Last W a r .
will b e c o m e . G o r g o n h o r n : A n outpost in the last fertile ground
before the M o u r n l a n d , Gorgonhorn is Darguun's first
COMMON KNOWLEDGE line o f defense against the creatures that emerge from
Before the Last W a r , the region now called D a r g u u n that terrible wasteland.
was a territory o f Cyre. T h e goblins o f the nearby R h u k a a n D r a a l : T h e largest city in D a r g u u n ,
mountains were retained as m e r c e n a r i e s by House R h u k a a n D r a a l is the h o m e o f Lhesh H a r u u c a n d
Deneith and hired out to the various nations (mostly his R a z o r C r o w n Clan. A patchwork metropolis o f

PCS A N D GOBLIN T R I B E S
Goblin, hobgoblin, and bugbear PCs from Darguun should Dhakaani tribes are currently split by internecine strife.
determine which of the various clans and factions they They look down on other goblins and consider them-
c o m e from. The three factions presented here are the selves the true preservers of a noble past. A Dhakaani
primary power groups of Darguun, but players are free to PC might be a noble contending for the leadership of her
discuss with their DM the possibility of playing a member people, an adventurer seeking ancient relics to aid the
of a different tribe. struggle, or a seeker of lost symbols of goblin culture that
Ghaal'dar: Currently the nation's dominant power, the could be used to unite the squabbling clans.
various Ghaal'dar tribes have the least focus on specific Marguul: Bugbears can be full members of the Mar-
goals and traditions and, thus, the greatest personal free- guul tribes, and they possess a violent streak to make
dom for members. A PC might be an honorable warrior even other Darguuls take notice. A Marguul PC might be
trying to make amends for his people's betrayal of Cyre, a slaver (if the campaign allows for such occupations), a
a protege of Lhesh Haruuc seeking to prove her worth, bugbear or other goblin seeking to prove her worth and
or a mercenary out to make a living amid a people she advance through the cut-throat ranks of the tribe, or an
doesn't understand. escaped slave trying to stay one step ahead of his former
The Heirs of Dhakaan: Highly disciplined and devoted masters.
to the restoration of the ancient goblin empire, the

CHAPTER 5 [ World of Eberron


a n c i e n t stone s t r u c t u r e s and canvas shantytowns has b e e n as m e r c e n a r i e s , and although Darguun's
built on the r u i n s o f a C y r a n trade center, R h u k a a n betrayal o f Cyre has destroyed what little trust the
D r a a l is a hotbed o f violence and intrigue. Rep- goblins might have enjoyed, others still find t h e m
resentatives o f the various goblin c l a n s , as well as useful soldiers. You work privately or through the aus-
c r i m i n a l fugitives from o t h e r nations, conduct busi- pices o f House D e n e i t h or House T h a r a s h k ; in either
ness in the shadow o f Haruuc's p a l a c e , t h e 100-foot case, you go w h e r e you're told and fight for w h o m
tower o f c r i m s o n granite c a l l e d K h a a r Mbar'ost, or you're toldas long as the price is right.
the R e d H o u s e . Rolevlaying Tips: You don't have a moral agenda
S h a e J o r i d a l : A city o f emerald spires, this eladrin per se, but you might cling to your own code o f honor.
citadel r e m a i n s u n d e r constant siege by the region's You j u s t want to fight or adventure as you're paid to
goblin tribes. Great magic has allowed the eladrin to do. You know that outsiders don't trust goblin mer-
survive thus far, but Lhesh H a r u u c continues to mar- cenaries, so you m a k e every effort to abide by your
shal forces to wipe out the eladrin resistance. contracts, knowing that even one change o f heart
V o l a a r D r a a l : A n all but impenetrable D h a k a a n i could ruin your c h a n c e s o f ever being hired again.
city built into the side o f a m o u n t a i n and winding E s c a p e d S l a v e : You m a n a g e d to escape your
through its heart, Volaar Draal is the greatest source oppressive Darguul masters, and now you seek to
o f D h a k a a n i weapons. Its vaults are said to hold lore m a k e your way in the world while avoiding capture
and magic dating b a c k to the Age o f D e m o n s . and p u n i s h m e n t . You might adventure to m a k e a
W y v e r n s k u l l : O n e o f the few goblin ports, living on the run, or you might b e looking for a way
W y v e r n s k u l l is a m a j o r hub o f the D a r g u u n slave to achieve revenge or arrange the liberation o f loved
trade. ones b a c k h o m e .
Rolevlaying Tips: You fear capture far m o r e t h a n
PEOPLE OE DARGUUN death, and you resist any notion o f cooperation
Goblins and hobgoblins m a k e up the greater portion with your enslavers. That resistance doesn't have to
o f Darguun's population; although bugbears hold a include all Darguun g o b l i n s - y o u might b e a goblin
great deal o f power, they are not especially numerous. yourselfand it doesn't m e a n you object to slavery as
Slavesmostly h u m a n s , kobolds, and the occasional an institution (although you might). You're j u s t deter-
gnomeround out the populace. A few m e m b e r s m i n e d that it will never again happen to you.
o f these races r e m a i n free, either through having P e a c e - S e e k e r : You recognize that D a r g u u n must
made themselves useful or by w i n n i n g their freedom find a way to live alongside the other nations, even
through skill at a r m s . Darguuls particularly despise if the majority o f Darguuls do not. T h e h a t r e d that
elves due to various grudges against Valenar, and h u m a n s and other races feel for goblins will one day
most consider orcs to b e savages. turn to violence, and though you know your people
No c o m m o n faith unites Darguuls. M a n y goblins, are the greatest warriors in the world, you also know
including Lhesh H a r u u c , worship a pantheon consist- that you could not stand against all o f Khorvaire's
ing o f several Sovereign Host deities; others worship inhabitants. Although you do not turn away from who
the D a r k Six, particularly the Shadow and the Mock- and what you are, you do what you c a n to prove to the
ery. Most D h a k a a n i goblins acknowledge no god at other nations that D a r g u u n n e e d not b e an enemy.
all. Rolevlaying Tips: S e e k out adventure alongside
m e m b e r s o f other races, and do not hesitate to prove
your worth to h u m a n s , dwarves, or gnomes in need.
DARGUUN ADVENTURERS
You n e e d not like t h e m and you don't put up with
Given their violent, militaristic culture, n u m e r o u s
mistreatment, but you do your best to work with
Darguuls adopt an adventuring lifestyle. T h e majority
t h e m , rather t h a n against t h e m . As m u c h as possible,
r e m a i n within the borders o f their own h o m e l a n d ,
you keep your word when you give it to t h e m , and
but some travel far and wide, learning to operate
prevent your fellow goblins from h a r m i n g m e m b e r s
among the other peoples o f the continent. Ventur-
o f other races without just cause.
ing out into the world and living among other races
m a k e D a r g u u n adventurers the most likely to c o m e
to understand and accept m e m b e r s o f other races as THE DEMON WASTES
potential equals. At the northwestern edge o f Khorvaire, the blasted
lands form a twisted window into the past. For here,
DARGUUN ASSOCIATED SKILLS where monsters r o a m and b a r b a r i a n tribes eke out
If you are from Darguun, you can choose Athletics or an existence a m i d the horrors, is the loudest e c h o o f
Endurance as your associated skill. the Age o f D e m o n s , a land that hasn't fully recovered
even after thousands o f years.
D a r g u u n M e r c e n a r y : T h e goblins' most frequent
involvement with other races through the years
COMMON KNOWLEDGE
T h e majority o f creatures native to the D e m o n
<
Wastes are monsters, lesser d e m o n s and fiends who :
have slipped free from Khyber or monstrous human- R:
oids who would slaughter strangers rather t h a n speak C
to t h e m . H u m a n and ore b a r b a r i a n clanscalled I
Carrion Tribes by o u t s i d e r s - r o a m the badlands. Most \:
X
tribes are as violent and twisted as the monsters that _.
dwell here, and they devote themselves to demonic <
powers, but a rare few stand fast against the crushing a.

evil, seeking to defeat it or at least to prevent it from


spreading to the lands beyond. Foremost among these
are the G h a a s h ' k a l a , a confederation o f four clans o f
orcs that devote themselves to containing the malign
i n f l u e n c e of the D e m o n Wastes. Over the years, the
clans have accepted half-ores, h u m a n s , and tieflings
as m e m b e r s .
Despite the dangers, adventurers and expeditions
travel here, seeking to exploit the rich resources, both
mineral and magical, that the D e m o n Wastes have
to offer. Many such foolish explorers never return,
but those who do b e c o m e rich. House T h a r a s h k is
the only civilized entity to have a p e r m a n e n t enclave
herethat anyone knows of, anyway.

REGIONAL FEATURES
T h e D e m o n W a s t e s consists o fjagged m o u n t a i n s and
foothills, cracked and blasted badlands, and shat-
tered deserts. Volcanoes belch toxic smoke into the
air, and portions of the land are poisonous.
A s h t a k a l a : A great brass a n d basalt metropolis
surrounded by a p e r m a n e n t , flesh-ripping sand-
storm, Ashtakala is said to be a city of d e m o n s and
rakshasas left over from a prior age. It is a bastion of
evil and violence, one o f the worst places Khorvaire
has to offer.
B l o o d C r e s c e n t : This small c o m m u n i t y is an
outpost o f House T h a r a s h k , which uses this location
to launch expeditions to search for dragonshards and
other wealth. Citizens hole up here against the occa-
sional raids by Carrion Tribes and other, far more
fearsome foes.
F e s t e r i n g H o l t : O n e o f the few surviving native
c o m m u n i t i e s in the D e m o n Wastes, Festering Holt is
a c o m m o n way station for adventurers seeking Ash-
takala or other infamous (and supposedly wealthy)
places o f adventure. T h e people here are slightly
more civilized t h a n the Carrion Tribes, but travelers
who stop here often vanish.
T h e L a b y r i n t h : T h e Labyrinth is a two-hundred-
mile m a z e o f broken c h a s m s , rocky outcroppings,
sheer walls, and hazards such as geysers and rock-
slides. B a n d s o f demons and savage humanoids
hunt its passageways, barely held at bay by the
G h a a s h ' k a l a who dwell in and around the labyrinth.
T h e L a k e o f F i r e : A great lake of lava in the bowl
o f a mighty volcano, the Lake o f Fire is said to be

CHAPTER 5 I World of Eberron


h o m e to a n imprisoned fiend that attracts all m a n n e r Wastesyou know better t h a n your companions.
o f demons and savage cultists. Although you disparage their poor decisions, you
never hesitate to help your allies out of a j a m . Even
PEOPLE OF THE DEMON WASTES though you scoff at their ignorance and foolishness in
Tribes o f h u m a n s , orcs, half-ores, tieflings, kobolds, coming here, you also a d m i r e their courage and envy
and gnolls wander the D e m o n Wastes, consuming their lives beyond the Wastes.
anything they e n c o u n t e r - i n c l u d i n g one another. S u r v i v o r : Y o u don't c a r e about t h w a r t i n g evil
D e m o n s stalk the badlands as well, and even the or protecting t h e world, you're j u s t happy to have
most fearsome o f tribes know to give these horrors a survived t h e D e m o n W a s t e s . You might b e as
wide b e r t h . adventurous as anyone else, but you're s e a r c h i n g for
Most o f the Carrion Tribes worship a tribal spirit; m o r e tools and powers to aid in your tribe's or fam-
many o f these are fiendish powers from the Age o f ily's survival, not adventuring out o f any desire to
see j u s t i c e d o n e .
D e m o n s . Even tribes that do not engage in evil activi-
ties still practice spirit worship and r e m a i n ignorant Rolevlaying Tips: You prefer to avoid conflict w h e n
o f the religions o f Khorvaire. T h e G h a a s h ' k a l a wor- possible, but w h e n you must fight, you strike hard
ship a variant o f the Silver F l a m e known as the Kalok and fast, without m e r c y or remorse. You u n d e r t a k e
Shash. T h e four clans o f the G h a a s h ' k a l a are the Jaa- adventures only when you t h i n k the rewards out-
weigh the risks.
sakah, the Kastar, the M a r u k , and the Vaanka.

WASTES ADVENTURERS DROAAM


Survival is an adventure in the D e m o n Wastes. Still, a D r o a a m is a land o f monsters, creatures thatto the
rare few devote themselves to a greater purpose. outside e y e - m a k e even the goblin tribes o f Darguun
look civilized. T h e m o u n t a i n passes o f D r o a a m t e e m
DEMON WASTES ASSOCIATED SKILLS with giants and gargoyles, and the forests are thick
If you are from the Demon Wastes, you can choose with trolls and orcs more savage t h a n the fiercest
Endurance or Religion as your associated skill. tribes o f the Eldeen Reaches.
Yet the region contains more t h a n random hor-
G u a r d i a n o f t h e G a t e s : Perhaps you c a n n o t rors. Ruled by the mysterious Daughters o f Sora Kell,
destroy the evil that ravages the D e m o n Wastes, but D r o a a m grows ever more disciplined, ever more
you are not going to permit it to spread to the rest o f s t r u c t u r e d - a n d the people o f Khorvaire grow ever
Khorvaire. You might be one o f the G h a a s h ' k a l a , a m o r e frightened.
m e m b e r o f a Carrion Tribe, or an outsider who dis-
covered the evil here and chose to stay to combat it. COMMON KNOWLEDGE
W h a t e v e r the case, you patrol the passageways o f the T h e Treaty of Thronehold does not recognize D r o a a m
Labyrinth, the Shadowcrags or Icehorn Mountains, as a nation. But its rulers, the Daughters o f Sora
or one o f the other routes out o f this hell on Eberron. Kella covey o f hagsgovern it as one. A decade ago,
None shall pass your vigil. D r o a a m was a region in anarchy, its monstrous tribes
Roleplayin^ Tips: Try to convince outsiders to avoid and people warring against one another. Today, a
the D e m o n Wastes. Allow nothing to pass out o f the n u m b e r o f regional warlords, including the medusa
Wastes, unless you are certain it is not evil. You are S h e s h k a (the Q u e e n o f Stone) and the oni mage D r u l
grim and determined; you know you'll eventually Kantar, rule regions o f D r o a a m , and all swear fealty
face death or worse at the hands o f the evil you fight, to the Daughters. The nation functions, roughly but
but each day you c a n put that o f f is one more day the effectively, as a cohesive whole despite the violence,
people beyond the m o u n t a i n s need not fear. chaos, and bloodshed that is still the n o r m within
O u t l a n d G u i d e : Despite the hazards that you individual territories.
have spent a lifetime avoiding or defeating, people For years, Breland c l a i m e d the region now
still c o m e to the W a s t e s from outside, s e a r c h i n g called D r o a a m , but few h u m a n s ever attempted to
for gold or glory. You're happy to a c c o m p a n y t h e m , establish colonies there; it is the abode o f monsters.
doing your best to guide t h e m around the dangers, or D r o a a m i s h m e r c e n a r i e s were effective during the
at least showing these ignorant outlanders how best Last W a r , and fear o f their strengthand the hope
to battle t h e m . You might b e a guide for payment, or that the D r o a a m i t e s might prove valuable allies
you might see it as a m i n o r way you c a n fight b a c k should war c o m e againhas prevented the Five
against the evils o f your land, facing t h e m alongside Nations from moving against t h e m . This has not
people with powers and resources your fellow tribe c a l m e d public nervousness at having monsters on
m e m b e r s lack. Breland's borders, or halted those monsters' occa-
Rolevlaying Tips: You give advice and direction sional raids into civilized lands.
constantly and assume thatat least in the D e m o n

CHAPTER S I World of Eberron


REGIONAL FEATURES carry whatever goods they c a n afford and are strong UJ
enough to keep.
T h e Daughters o f Sora Kell organized the construc-
M u c h o f Droaam's population rejects gods entirely. ^
tion o f the major D r o a a m i s h fortresses and cities
Others worship the D a r k Six or, m o r e rarely, form
over the past ten years; m a n y o f these c o m m u n i t i e s
cults o f Khyber. T h e worship o f the D a r k Six in
are built on the ruins o f ancient D h a k a a n i goblin
D r o a a m is different from elsewhere, focusing on both ;~
enclaves. Most D r o a a m i t e s dwell in tiny villages,
the positive and the negative aspects o f those deities. ^
without even formal roads to provide connections
(For instance, the Shadow is viewed as the giver o f LU
b e t w e e n towns.
monstrous powers such as the songs o f harpies and TJJ
C a z h a a k D r a a l : T h e seat o f Sheshka's power, the
the petrifying gaze o f medusas.) D r o a a m i t e s have
Stonelands is a rocky region surrounding a n ancient
little to do with the Sovereign Host, and they distrust (j
hobgoblin ruin. A great evil in eons past petrified all
and despise the Silver F l a m e .
life in the region, leaving statues o f hobgoblins, other
goblins, h u m a n o i d slaves, and even plants. Today, the
city is occupied primarily by medusas and their basi- DROAAMISH ADVENTURERS
lisk hounds. Plenty o f opportunity for adventure exists in these
G r a y w a l l : T h e gateway b e t w e e n D r o a a m and wild, monster-claimed lands. T h e trick, o f course, is
Breland, Graywall has a quarter devoted to h u m a n s for the monsters o f D r o a a m to b e the instigators o f
and other nonmonstrous humanoids from beyond adventure, rather t h a n the victims o f it.
the mountains. Legitimate m e r c h a n t s , m e r c e n a r y
employers, and c r i m i n a l s from all over Khorvaire DROAAM ASSOCIATED SKILLS
c a n b e found here a m i d the native goblins, orcs, and If you are from Droaam, you can choose Dun
gnolls. geoneering or Nature as your associated skill.
T h e G r e a t C r a g : T h e capital o f D r o a a m is a
winding city o f n e w construction, old goblin ruins, B l o o d - F e u d F u g i t i v e : T h e ascension o f the
and warrens r u n n i n g through the m o u n t a i n at the Daughters o f Sora Kell has reduced the internecine
nation's center. T h e Daughters o f Sora Kell rule a bloodshed within D r o a a m but hasn't stopped it.
population o f harpies, gargoyles, and other monstrous Family, tribal, racial, a n d regional conflicts rage non-
humanoids. House T h a r a s h k maintains an enclave stop, and losers c a n n o t e x p e c t mercy. You travel to
here, from w h i c h it negotiates m e r c e n a r y contracts escape such a feud, trying to stay a step ahead o f your
with the Droaamites. foes or seeking a way to go b a c k and snatch victory
L o s t : T h e legendary city o f the doppelgangers, from the j a w s o f your neighbors.
Lost is said to be able to change the shape o f its build- Rolevlaying Tips: You're paranoid, waiting for the
ings and even its roads as easily as its inhabitants day your enemy catches up with you. You assume
change theirs. Only the city's inhabitants and the that everyone is lying to you until proven otherwise,
Daughters o f Sora Kell k n o w its location. and you try to keep an eye out for danger at all times.
T h e V e n o m o u s D e m e s n e : This region is a tief- O n c e you're certain you c a n trust someone, you rely
ling fiefdom, ruled by Lord Bal Molesh. Recently on that person heavily and do everything you c a n to
discovered by the Daughters o f Sora Kell, these tief- keep h i m or her alive, grateful that you're no longer
lings are slowly integrating into the feudal structure alone.
of D r o a a m , adding their eldritch might to the physi- L o y a l S e r v a n t : You've found a purpose fighting
cal strength o f the other natives. and adventuring in the n a m e o f one o f Droaam's lead-
Z n i r : T h e D r o a a m i s h gnoll tribes m e e t in ers. You might follow a regional warlord, or you could
Znirone of the p r i m a r y gnoll c o m m u n i t i e s in serve one o f the Daughters; you might b e a warrior,
Droaamonce a year to honor their ancestors and a spy in the service o f Sora Katra's growing c r i m i n a l
r e n e w their pact to avoid the demonic influences that empire, or a hunter o f ancient magic.
rule the gnolls o f other lands. Rolevlaying Tips: You're still adjusting to the idea
that life in D r o a a m c a n have a larger purpose. You're
PEOPLE OE DROAAM unshakably loyal to whatever power you serve, even
T h e inhabitants o f D r o a a m are mostly monsters: w h e n you don't entirely understand why something is
Gnolls, orcs, and goblins m a k e up the greater portion being asked o f you.
of the population. Shifters and doppelgangers are I n n e r B e a s t : You have a monstrous side. You
not u n c o m m o n , and trolls, ogres, primitive giants, adventure b e c a u s e it gives you the c h a n c e to kill
harpies, gargoyles, minotaurs, and even m o r e exotic monsters and take treasure; you don't care all that
beastsas well as small populations o f h u m a n s and m u c h about who or what you're killing.
tieflingsare found in reasonable n u m b e r s as well. Rolevlaying Tips: You snarl and growl a lot. Violence
A populace this diverse has no single, defining style; is your first recourse. T h e only reason you hold your-
the citizens o f D r o a a m dress in whatever finery and self in c h e c k is to stay on your allies' good sides.

CHAPTER 5 ] World of Eberron


T h a r a s h k M e r c e n a r y : Perhaps you fought in best loved of Eldeen's druidic sects. T h e city's popula-
the Last W a r , or maybe you're just good at battle; tion swells during religious ceremonies, and although
at any rate, you've attracted the attention o f House the druids allow no trade with outsiders within the
T h a r a s h k . Fighting is in your blood, and i f you c a n town's borders, they happily provide room and board
earn m o n e y doing itfar more t h a n you ever would to m e r c h a n t s who conduct business elsewhere in the
working for another Droaamiteso m u c h the better. Eldeen R e a c h e s .
Rolevlaying Tips: Initially, you might seek wealth S h a e L o r a l y n d a r : A magnificent city o f eladrin,
and the c h a n c e to wage battle. As you e x p e r i e n c e the Shae Loralyndar appeared in the Towering W o o d at
outside world, however, you might c o m e to under- times throughout history. After the Day o f Mourning
stand how complicated life is and find something rocked the natural world, however, the city appeared
m o r e to believe inor you might react to the hatred once more and has since proved unable to return to
and mistrust you encounter by retreating even fur- the Feywild, leaving its citizens to distrustfully adapt
ther into your bloodlust. to the world around t h e m .
T h e T o w e r i n g W o o d : T h e largest forest in all o f
THE ELDEEN REACHES Khorvaire, the Towering W o o d occupies over h a l f of
the Eldeen R e a c h e s , covering its entire western side.
A largely u n t a m e d region, the Eldeen Reaches is
Everyone knows that the Towering W o o d is h o m e
h o m e to both simple farmers, practitioners o f the
to beautiful, mischievous fey, various predators, and
most primal magic, friendly villagers, and savage
ancient horrors from a bygone age.
tribes. It is a fountain o f life, a land where nature,
T h e Twilight D e m e s n e : This large sylvan grove
u n c h e c k e d by the walls o f civilization, spreads in all
is sacred to both fey and druids. Fey gather here to
its beautifuland terribleglory.
pay homage to the court o f Shae Loralyndar and for a
wide variety o f ceremonies.
COMMON KNOWLEDGE V a r n a : Varna is the trading center o f the Eldeen
Aundair once claimed much o f the R e a c h e s . During R e a c h e s and the doorway to Aundair. Merchants
the Last W a r , w h e n Aundair moved its forces farther travel here to sell and purchase goods, including raw
east and left this region unprotected, the people suf- materials from the woods and exotic creatures such
fered great depredation at the hands o f bandits. T h e as m a g e b r e d a n i m a l s and hippogriffs. M u c h o f this
druidic W a r d e n s o f the W o o d eventually stepped business occurs through the town's House Vadalis
forth to protect the people, and the Reachers angrily enclave. House Vadalis and the W a r d e n s o f the
proclaimed their independence from Aundair. Today, W o o d s cooperate in the effort to rid the town and its
Thronehold recognizes the Eldeen R e a c h e s as an surroundings o f poachers.
independent land, although m a n y Aundairians seek
to r e c l a i m the territory.
PEOPLE OE THE ELDEEN REACHES
T h e druids have b e e n the greatest power in the
H u m a n s m a k e up less t h a n h a l f o f all R e a c h e r s , and
Eldeen R e a c h e s for hundreds o f generations. They
the majority o f those a r e d e s c e n d e d from Aundair-
stand guard against natural threats and warring
ian citizens, although some c a n trace their a n c e s t r y
factions, as well as a vast array o f aberrant horrors
b a c k to the original S a r l o n a n i m m i g r a n t s . Half-elves
that lurk in the depths o f Eldeen's woods, spawned
and shifters e a c h m a k e up a significant minority,
by ancient horrors imprisoned there since t i m e
followed by g n o m e s , halflings, half-ores, orcs, a n d
immemorial.
elves. T h e druidic sects are m a d e up o f orcs a n d
S a r l o n a n - d e s c e n d e d h u m a n s , although other races
REGIONAL EEATURES appear in their r a n k s from t i m e to t i m e . A few par-
T h e eastern R e a c h e s look similar to western Aundair, ticularly wealthy R e a c h e r s dress in old A u n d a i r i a n
with wide expanses o f f a r m l a n d and small, clustered fashions, but the majority dress in heavy wools,
c o m m u n i t i e s . Farther west, towns are u n c o m m o n , fabrics, and leatherswhatever serves t h e m best in
the roads fade away, and Eberron's forests replace t h e i r daily labors.
open fields. W e s t e r n Eldeen is the domain o f the druidic
T h e G l o a m i n g : A semimythical region in the faiths, although the W a r d e n s do not prevent citizens
midst o f the Towering W o o d , the G l o a m i n g is a from following other religions. Near the Aundair
region where nature revels in its ugliness. Sickened border, worship of the Sovereign Host is c o m m o n .
trees droop over parasite-infested soil, and disease-
laden biting insects fill the air with droning. S o m e
ELDEEN ADVENTURERS
believe that the Gloaming formed around a manifest
Most Reachers are simple farmers, but the dangers o f
zone linked to a corrupted plane.
the wild are more t h a n sufficient to inspire some to
G r e e n h e a r t : T h e center o f government of the
take up m o r e adventuresome lifestyles.
Eldeen R e a c h e s , G r e e n h e a r t is also the seat of power
o f the W a r d e n s of the W o o d , the most potent and

CHAPTER 5 I World of Eberron


Khorvaire proper and a vast archipelago, the Lhazaar
ELDEEN REACHES ASSOCIATED SKILLS
Principalities stand at the edge o f civilization, and o f
If you are from the Eldeen Reaches, you can choose
civilized law.
Athletics or Nature as your associated skill.

B o r d e r D e f e n d e r : T h e D e m o n Wastes, the COMMON KNOWLEDGE


Shadow M a r c h e s , D r o a a m , andof courseAundair, T h e Lhazaar Principalities are not a fully unified
with its lingering resentment o f your freedom, sur- nation but are instead a series o f territories, each
round your borders. You are determined to see the ruled by a so-called sea prince. T h e region r e m a i n e d
Eldeen Reaches r e m a i n free and (relatively) safe. A n d largely untouched during the Last W a r . Individual
i f that requires bloodshed at the borders, so be it. sea princes allied with various nations, but the vio-
Rolevlaying Tips: You mistrust all of Eldeen's neigh- lence rarely reached t h e m directly, and this status
bors, convinced that each has ulterior designs on m a d e the Principalities a favored haven for outlaws
your newly freed land. You do not automatically hate and deserters. T h e Principalities struggle to be
everyone who comes from these areas, but you do not accepted as legitimate trading partners today because
they have b e e n unsuccessful in shaking their ram-
easily accept their presence. You avoid adventures
bunctious and violent reputation and in driving the
that take you too far from h o m e unless you have
pirates from their midst.
reason to think that you c a n use the experience and
treasures you find to further your own cause. Laws and statutes vary dramatically b e t w e e n
R e a c h W a r d e n : You have set out to protect different provinces o f Lhazaar, making violence or
nature and the Eldeen R e a c h e s from the aberrant arrest a distinct possibility over even m i n o r misun-
evils lurking in its midst. You might be a m e m b e r , derstandings, but masters o f the region's intricacies
or at least an ally, of the W a r d e n s o f the W o o d , but c a n move about freely. Such folk m a k e a solid living
here, either through trade or through other, illegiti-
you could just b e a lone adventurer with a cause. You
mate enterprises.
might even be a m e m b e r o f one o f the other druidic
sects, although such sects are considered darker than
the W a r d e n s . REGIONAL EEATURES
Rolevlaying Tips: T h e natural world is sacred. You T h e various c o m m u n i t i e s on the islands o f the archi-
don't object to people cutting down trees for fire- pelago c o m e and go; one village springs up even as
wood, but Eberron must be protected from unnatural another is abandoned. No m a p or catalog contains
evils such as aberrant creatures and demons. You'll t h e m all, but the Principalities' major sites and fea-
fight any evil you c o m e across, but you're truly driven tures include the following.
w h e n those forces are clearly aberrant. D r e a d h o l d : T h e most infamous prison in all of
V e n g e a n c e - S e e k e r : T h e horrors of past ages Khorvaire, Dreadhold contains c r i m i n a l s from across
emerged from the wood to slay your family on their the Five Nations. It stands on a tiny island just beyond
farm. An ancestor of yours was slain during the Silver the tip o f Cape Far.
Flame's purge o f lycanthropes more than 1 5 0 years T h e G r a y T i d e : A rolling gray mist cloaks the
ago. T h e druidic Children o f W i n t e r caused a famine waters surrounding the Isle o f Lastpoint. This haze
that nearly wiped out your hometown. You were a loyal clings to wood, flesh, and sail, and it chills the b o n e
soldier during the war and are still bitter about being and shivers the soul. No one has ever explored the
abandoned by Aundair. Any one o f these scenarios, or center o f the mists, but travelers who pass near it
something entirely different, has driven you to seek report strange noises and vile, stench-laden winds.
vengeance against those who have caused you h a r m . T h e P i r a t e E x c h a n g e : Despite the n a m e , the
Rolevlaying Tips: Not every adventure has to revolve Pirate Exchange is no c r i m i n a l gathering; it is the
around the object o f your vendetta, because e a c h largest legitimate market in this region o f Khorvaire.
n e w skill you gain is one more step toward the final Located in Regalport, it is the best place to purchase
confrontation. You're not shy about expressing your any local good imaginable, as well as wonders from
hatred, however, and you take every opportunity to Sarlona and even Argonnessen.
hurt or impede your foe. P o r t K r e z : O n e o f the true pirate havens of the
Principalities, violent a n d vice-riddled Port Krez sits
THE LHAZAAR on the outermost edge o f the region, staring out over
the empty sea. Pirate fleets launch their attacks from
PRINCIPALITIES here, knowing that no outside law c a n touch t h e m .
Lhazaar is either a wretched nation o f pirates, out- P o r t V e r g e : T h e seat o f power for one o f the sea
laws, murderers, and brawlers, or the h o m e o f the princes, Port Verge is not yet a major trading center.
world's best m a r i n e r s and richest seagoing mer- But Port Verge is on the b r i n k o f b e c o m i n g a power
chants, depending on who you askor, for that matter, to rival Regalport; Nobles and merchants are pouring
where you're standing. Consisting o f a tiny strip o f more m o n e y into the Port, and its ambitious prince

CHAPTER S | World of Eberron


continues to m a k e deals with House Lyrandar (which might not have all the comforts o f h o m e , but it is at
hopes to cut into House Thuranni's d o m i n a n c e in the least relatively civilized, and you are certain you'll
region). see your e n e m i e s coming before they spot you. And
R e g a l p o r t : T h e capital o f the Lhazaar Principali- i f worst comes to worst, it's easy enough to hop a ship
ties (insomuch as its inhabitants acknowledge one) and start running again.
and h o m e to High P r i n c e Ryger, Regalport is every- Roleplaying Tips: You never let down your guard.
thing a rich and relatively law-abiding seaport should You might b e mostly safe from the hunters who
b e . T h e courts are fair, the watch is more or less seek you, but "mostly" finds a lot o f people hanged.
honest, and pirates find it easier to bother other cities. Enough c r i m i n a l s and pirates dwell here that the
T e m p e s t I s l e : A mountainous island covered in knife in your gut might not even belong to your old
perpetual storms, Tempest Isle is said to hold the e n e m i e s . You adventure to e a r n coin but try to k e e p a
hidden treasures o f whole generations o f pirates. Still, low profile.
given that no one knows what causes the storms and H i g h - S e a s C o r s a i r : You're not comfortable unless
that few who go there ever return, not m a n y adven- you c a n feel the deck of a ship moving b e n e a t h your
turers are inclined to search for those treasures. feet and taste the salt in the breeze. You might b e
an unscrupulous pirate, out for profit, or you could
be a hero of the seas, tracking down c r i m i n a l s and
PEOPLE OE THE
protecting m e r c h a n t s and passenger ships from sea
LHAZAAR PRINCIPALITIES monsters and other pirates. You might even b e a n
T h e h u m a n majority o f Lhazaar is j o i n e d by a explorer, seeing what strange lands and stranger
substantial population o f gnomes, half-elves, and dop- peoples exist beyond the horizon.
pelgangers. Smaller but still notable n u m b e r s o f elves,
Roleplaying Tips: You choose adventures that take
dwarves, halflings, and dragonborn round out the
you out to, or at least near, the sea. You speak o f the
populace, standing out but fully accepted for the vari-
o c e a n at every opportunity and regale your allies
ous strengths and skills they have to offer.
with tall tales o f your adventures on the high seas.
T h e styles o f the Lhazaar Principalities vary from
You might also curse frequently and use colloquial-
isle to isle, but they tend toward the stereotypical
isms such as "matey" and "ahoy."
" m a r i n e r " look. Long coats and plumed hats are
A s p i r i n g U n i f i e r : You support the efforts o f one
favored, as are loose pants and tunics for ease o f
o f the sea princes to take power from High P r i n c e
mobility; the rich wear high boots, and the working
Ryger and transform Lhazaar into a unified nation.
class tend toward simple sandals or b a r e feet. Bright
You know it'll be difficult, but you truly believe
or rich colors are in style, partly to show that one
that life here would b e better and m o r e stableand
c a n afford the dyes and partly because they show up
c r i m i n a l s and pirates more easily rooted outunder a
better t h a n dark colors i f one falls overboard.
single authority.
Most Lhazaarites have little t i m e for religion. Reli-
Roleplaying Tips: You tout the virtues o f law and
gious followers tend toward worship o f the Sovereign
order, even w h e n doing so makes you unpopular.
Host, particularly Kol Korran, with the occasional
Your efforts are focused on the evils within Lhazaar,
prayer to propitiate the Devourer t h r o w n in for
including c r i m i n a l organizations and pirate groups.
good m e a s u r e . A rare few worship the Blood o f Vol,
although the majority o f Lhazaarites fear that faith
and its strange practices. THE MROR HOLDS
Ancestral h o m e to all o f Khorvaire's dwarves, the
LHAZAAR ADVENTURERS M r o r Holds are located in a rugged frontier region of
Lhazaar is a haven for fugitives and c r i m i n a l s flee- rocky plains and craggy mountains. Here, dwarven
ing from other jurisdictions. It is a relatively lawless clans compete to m i n e the rich veins of ore and for
region where the brave and the skilled c a n m a k e the m o n e y and trade o f the continent's nations.
a hefty amount of coin, so it comes as no surprise
that Lhazaar both draws and creates its fair share o f COMMON KNOWLEDGE
adventurers. T h e M r o r Holds is not a single nation but a confeder-
ation o f dwarven clans. Galifar conquered the M r o r
LHAZAAR PRINCIPALITIES ASSOCIATED SKILLS Holds nearly a thousand years ago, a victory partly
If you are from the Lhazaar Principalities, you can due to the c l a n s ' ceaseless i n t e r n e c i n e wars, a n d
choose Athletics or Thievery as your associated skill. the dwarves declared their i n d e p e n d e n c e during
the Last W a r . T h e clans still c o m p e t e and engage in
F u g i t i v e o n t h e R u n : You have fled your feuds, but these conflicts now take the form o f politi-
homeland and are one step ahead o f the law (or an cal m a c h i n a t i o n s and e c o n o m i c struggles, rather
influential temple, dragonmarked house, or other than open war.
power that holds a grudge against you). Lhazaar

^CHAPTER 5 | World of Eberron


T h e Iron Council, a body consisting o f representa- H u m a n s and gnomes account for a significant minor-
tives o f every c l a n except House K u n d a r a k (which ity: m e r c h a n t s and m i n e r s who c a m e here seeking
r e m a i n s neutral), governs the M r o r Holds. T h e opportunity and were allowed to stay under the aus- <
council's p r i m a r y purpose is to mediate disputes and pices o f one o f the clans. T h e infamous Jhorash'tar
>
m a k e decisions that affect all clans equally. O t h e r ore tribes lurk in the wilds and the u n m a p p e d cav- Z
t h a n these issues, however, the clans govern them- erns. T h e i r hatred o f dwarves has grown to a burning Z.
selves, m a k i n g alliances with outside nations, selling hatred for all humanoids other t h a n orcs.
;::
the finest ores available on Khorvaire, and (through Dwarven styles dominate the region, including
House Kundarak) providing b a n k i n g services. intricate knot-work designs and straight, sharp edges <C
on both decoration and clothing. W o r k outfits are UJ

REGIONAL FEATURES simple tunics with heavy leggings and boots, with no ZL
Z
T h e Ironroot M o u n t a i n s are the source o f Mror's rich real attention given to color or fashion. T h e rich, how-
ores; a specific c l a n claims e a c h vein. M i n e s literally ever, dress in deep-hued robes and cloaks, and large
honeycomb the mountains, and the slopes are dotted gems are favored as the centerpieces o f jewelry.
with cities, fortresses, and c a m p s . T h e Sovereign Host is the m a i n religion regularly
F e r r o u s H o u s e : T h e meeting hall of the Iron practiced within the M r o r Holds; a few dwarves also
Council within the capital o f K r o n a Peak, Ferrous pray to the D a r k Sixto appease m o r e t h a n to honor
House is a center o f power and controversy. T h e hall them.
stands on Clan M r o r a n o n lands, j u s t below the clan
estate, causing other clans to feel C l a n M r o r a n o n MRORIAN ADVENTURERS
is symbolically asserting authority over the entire T h e great m a r t i a l tradition o f the dwarves, combined
nation. with the clan struggles and great riches o f the region,
T h e F i s t o f O n a t a r : This active volcano in the spawn any n u m b e r o f adventuresome folks.
southern reaches o f the Ironroot Mountains is a holy
site to followers o f the Sovereign Host, particularly MROR HOLDS ASSOCIATED SKILLS
Onatar. If you are from the Mror Holds, you can choose Dun-
T h e G o r a d r a G a p : A gash in the e a r t h over a geoneering or Endurance as your associated skill.
hundred miles long, this horrid c h a s m is h o m e to
monstrous beasts. Legend claims that it leads to D e e p S e n t i n e l : T h e m i n e s o f the clans, and the
Khyber. vaults and secure holdings o f House Kundarak, are a
K o r u n d a ' s G a t e : T h e h o m e o f House Kundarak, tempting prize for all m a n n e r o f thieves, raiders, and
Korunda's Gate was once one o f the greatest m i n i n g monsters. S o m e o n e must stand b e t w e e n the m i n e r s
and political powers in the region. T h e House has and the beasts o f the Underdark that c r e e p from
since stepped out o f politics (officially) and leases below, and someone must ensure that Kundarak's
m i n i n g rites to other clans. M a n y o f the Korunda's reputation for absolute impregnability r e m a i n s intact.
Gate m i n e s have b e e n transformed into the famous That someone is you.
K u n d a r a k vaults, where treasures and funds from Rolevlaying Tins: You n e e d not act as a passive
across the continent are stored under great security guard, waiting for trouble to c o m e to you, although
for a fee, of course. you do stand vigil when the need arises. Instead, you
K r o n a P e a k : C l a n Mroranon's ancestral h o m e are active in protecting your fellows from various
haswith that clan's rise in wealth and p o w e r - threats, such as c r i m i n a l conspiracies against the
b e c o m e the seat o f government for the entire Holds. vaults or monsters hunting vulnerable m i n e r s .
T h e city is also the region's greatest trading hub H i r e d H a n d : T h e clans still compete with one
b e c a u s e it sits on the major trading route to the west. another, and w h e n e c o n o m i c and political maneuver-
O f all the cities o f the M r o r Holds, it is here that one ing won't do the trick, espionage and sabotage are the
c a n find the greatest n u m b e r o f races other t h a n order o f the day. Since the clans c a n n o t afford to be
dwarves, or operatives of dragonmarked houses other linked to such activities directly lest they risk a return
t h a n House Kundarak. to the days o f open conflict, they hire outsidersother
N o l d r u n t h r o n e : A n empty ghost town, Nol- dwarves and even m e m b e r s o f other racesto do their
d r u n t h r o n e was the h o m e o f C l a n Noldrun, w h i c h dirty work.
disappeared five centuries ago. Efforts to learn what Rolevlaying Tips: You're something o f a mercenary,
happened to t h e m , or to retake the city, have all met but that doesn't m e a n you're an evil person. You're
with failure. hired for spying, for sabotage, and possibly for guard-
ing against those things, or for protecting a clan's
PEOPLE OE THE MROR HOLDS people, but you're no hired assassin.
T h e dwarven clans o f the M r o r Holds m a k e up over W e a l t h : B e t w e e n the rich veins o f ore and the
h a l f o f the population o f this rich m i n i n g region. K u n d a r a k vaults, the M r o r Holds probably contain

CHAPTER 5 I World of Eberron


more wealth t h a n any t h r e e or four other n a t i o n s -
COMMON KNOWLEDGE
even i f it doesn't all belong to the Holds per se.
Q'barra is divided into two general regions. New Gali-
You might m a k e a living by guarding the wealth o f
far was founded by fugitives who fled the early years o f
others, or you could b e trying to find some for your-
the Last W a r rather than shed the blood o f their neigh-
self, hefting a pickaxe and a shovel w h e n you aren't
bors, and Hope was founded by more recent explorers
wielding a sword or a staff. You might even be a
and fugitives. T h e former is a feudal, highly ordered
t h i e f or a con artist, trying to find your way into the
realm, whereas the latter consists o f largely inde-
world's most impregnable b a n k . W h a t e v e r the case, pendent, self-governed communities. T h e Treaty o f
m o n e y drives you, a n d you won't stop until you have Thronehold recognizes Q'barra as a nation but makes
a lot o f it. no distinction between these two disparate territories.
Rolevlaying Tips: You keep an eye out for your big
T h e remainder o f the region is occupied by reptilian
c h a n c e . You offer your services to the wealthypossi-
tribes. Some lizardfolk and dragonborn are willing to
bly to e a r n your pay, possibly to learn the ins and outs trade with New Galifar and Hope, but others use force
o f their security. You don't trust anyone at first, since to drive the invaders out o f their territories.
they might be trying to con you.

REGIONAL FEATURES
Q'BARRA Q'barra is lush and incredibly dangerous. It is a land
A wild land o f u n t a m e d frontiers extends beyond the of t h i c k forests, j u n g l e foliage, rich soil, and m u r k y
Endworld Mountains. H e r e , fugitives from the Last s w a m p s - a l l o f which swarm with life, particularly
W a r found an u n c l a i m e d regionat least, u n c l a i m e d with reptiles that c a n be deadly to the unprepared
by other h u m a n s , dwarves, or elvesin which they explorer.
could escape the bloodshed b a c k h o m e . H a k a ' t o r v h a k : An enormous citadel carved into
Lizardfolk, dragonborn, and kobold c o m m u n i t i e s the side o f a volcano, Haka'torvhak is said to have
can be found here. T h e s e beings have ties stretching b e e n created by demons in a bygone age. It is the
b a c k thousands of years and no desire to lose their center o f a primitive religion practiced by several
lands to the m a m m a l s o f the west. lizardfolk and kobold tribes as well as by the occa-
sional dragonborn.
K a ' r h a s h a n : Ka'rhashan is both the largest L o n g A r m o f t h e L a w : Q'barra is a favored
dragonborn c o m m u n i t y on Khorvaire and a site holy refuge of fugitives from all nations. S o m e o n e has to
to that race. T h e volcanic glass and stone buildings track these folks down to ensure they face justice
t r i m m e d in brass gleam in the light. This c o m m u n i t y and to prevent c r i m i n a l s from overrunning New
permits outsiders to enter, but a dragonborn must Galifar and Hope. You might be a licensed officer of
accompany nondragonborn visitors to prevent the the law, such as a D e n e i t h Marshal, or you could be
occasional, foolish adventurer from attempting to loot a bounty hunter; in either case, Q'barra is nothing
the city's sacred sites. more to you t h a n a hunting ground o f dangerousbut
M a r ' s a v a l : A sunken city whose towers protrude valuableprey.
from foul waters, Mar'saval is a truly ancient ruin said Rolevlaying Tins: You don't want your quarry to see
to be filled with horrid magic, lost treasures, and cor- you coming. You try to s e e m innocuous, all the while
rupted lizardfolk. asking questions and subtly probing for information.
N e w t h r o n e : Newthrone is a fortified port along L o v e r o f S o l i t u d e : You have no interest in being
the W h i t e c l iff River, the seat o f power o f New Galifar part o f any society. You don't hate people, and you're
and the capital o f the recognized nation o f Q'barra. willing to go into town to trade and have the occa-
It's surprisingly civilized for the region, offering com- sional conversation, but you'd rather b e on your
forts such as House G h a l l a n d a i n n s and taverns as ownor at least with a small, trusted group. You
well as multiple marketplaces where h u m a n s , half- live outside civilization, and you m a k e a living as a
lings, lizardfolk, and dragonborn mingle. hunter, a guide, or treasure seeker.
W y r m w a t c h : T h e heart o f Hope, W y r m w a t c h Rolevlaying Tips: You rarely speak, and you don't
is a small but growing village. It has its own m i n e s waste words when you do. You aren't deliberately
and farms, m a k i n g it a viable e c o n o m i c power in the rude, but you have no patience for the niceties o f
region. W y r m w a t c h is a theocracy, ruled by puritani- social interaction.
cal Silver F l a m e extremists who despise lizardfolk P r e s e r v e r o f t h e P a s t : New Galifar was founded
and distrust dragonborn. to preserve the culture o f shattered Galifar, and the
dragonborn o f Q'barra protect their ruined cities as
PEOPLE OE Q'BARRA r e m n a n t s o f an empire long lost. You might hold such
Lizardfolk o u t n u m b e r h u m a n s in Q'barra; dragon- beliefs, or you might be a pilgrim here to recapture
born and kobolds exist in roughly h a l f o f humanity's something lost in the war. You're determined that a
n u m b e r s . A few other raceshalflings and half-elves, past, a history, and a culture, all o f which the rest of
in particularappear on occasion, but they represent the continent has abandoned, will never fully die.
a small minority. S o m e C h o s e n and Inspired o f Sar- Rolevlaying Tips: You live your life by the precepts
lona dwell in a Riedran quarter in Newthrone, along of a largely dead culture, adhering to old fashions,
with a tiny n u m b e r o f kalashtar who are keeping an customs, and political views. You speak often o f past
eye on their traditional enemy. T h e wealthy o f New glories and o f how bad c i r c u m s t a n c e s have b e c o m e
Galifar attempt to replicate the fashions o f Galifar in the m o d e r n world. Relics o f the past are far more
with flowing gowns and ruffled tunics, but the major- valuable to you t h a n m o r e lucrative treasures.
ity o f Q b a r r a n s dress in whatever heavy garments
c a n stand up to the rigors o f life on the frontier. THE SHADOW MARCHES
Most of the h u m a n s in Q'barra worship the Sover- A land o f fetid marshes and biting insects, primitive
eign Host or the Silver F l a m e , the former being more tribes and slithering serpents, the Shadow M a r c h e s is
c o m m o n in New Galifar and the latter being more a region the rest of Khorvaire could happily i g n o r e -
c o m m o n in Hope. Dragonborn are known to worship were it not startlingly rich in dragonshards, and were
the Sovereign Host in their incarnations as dragon it not the location o f a dragonmarked house's enclave.
sovereigns, whereas the lizardfolk and kobold tribes
revere various spirits or demons.
COMMON KNOWLEDGE
Although not every last i n c h o f the Shadow M a r c h e s
Q'BARRAN ADVENTURERS is swampland, it's true that most o f it isand those
Given the u n t a m e d nature o f the frontier, one could regions that aren't are either thick woods or already
argue that everyone who dwells in Q'barra is an heavily f a r m e d . T h e Shadow M a r c h e s is not a recog-
adventurer o f some sort. nized nation and have no overarching authority, so
no law exists to prevent the few arable regions from
Q'BARRA ASSOCIATED SKILLS being rapidly exhausted. Most inhabitants dwell on
If you are from Q'barra, you can choose Endurance a subsistence level. They construct h o m e s on stilts
or Nature as your associated skill. and raise the few food cropsrice being the most
c o m m o n - t h a t thrive in the m a r s h .

CHAPTER 5 | World of Eberron


T h e majority of M a r c h e r s live in clans scattered T h e citizens of Zarash'ak worship a variety of
across the Shadow M a r c h e s . Although all are primi- faiths. Most other M a r c h e r s follow the teachings of
tive by the standards o f the Five Nations, m a n y have the Gatekeeper druids, although a few others grant
intricate crafts, ancient traditions, and a willing- their devotion to various cults o f the Dragon Below.
ness to interact with outsiders. Others, however, are Most devotees o f Khyber cults keep their rites and
savages in the worst senses o f the word, attacking beliefs hidden, but there are places in the Shadow
outsiders on sight and worshiping strange spirits o f M a r c h e s where such worship is conducted openly.
the wild. T h e former dwell on the outskirts o f the
swamps, whereas the latter m a k e their h o m e s deeper MARCHER ADVENTURERS
in the bog, but this tendency is not a fixed rule. Few c o m e to the Shadow M a r c h e s for any length
o f t i m e unless they are adventurers, and few native
REGIONAL FEATURES M a r c h e r s are m o r e t h a n subsistence farmers or tribal
T h e Shadow M a r c h e s boasts few major features or hunters unless they b e c o m e the same.
communities. Small villages are scattered across
the swamp. Built on stilts or on the rare patch o f SHADOW MARCHES ASSOCIATED SKILLS
dry ground, these towns are h o m e to the region's If you are from the Shadow Marches, you can choose
more civilized tribes or to miners and prospectors Heal or Nature as your associated skill.
searching for dragonshards (usually under the aegis
o f House T h a r a s h k ) . A few ruins, r e m a i n s from the C u l t H u n t e r : You're d e t e r m i n e d to uproot and
age w h e n d e m o n s walked the surface o f Eberron, destroy the region's Khyber cults. This resolution
protrude from the swamps as well, although only could b e for the sake o f the lands beyond the Shadow
the most degenerate tribes are willing to m a k e their M a r c h e s , or you might be a m e m b e r of a local tribe
homes there. who hates these cultists. In either case, you won't
D r a g o n s h a r d F i e l d s : Scattered across the stop until you've exterminated every cultist in the
M a r c h e s are regions where dragonshards c a n b e Marches.
found concealed within the local rock in great quanti- Rolevlaying Tips: You assume that any evil, any
ties. House T h a r a s h k has cataloged and c l a i m e d the threat, is related to a Khyber cult until proven other-
known fields, but others surely await discovery. wise. You're not shy about your hatred o f t h e m ; you
Slug K e e p : A ruined castle from the earliest days know that this behavior might draw their attention,
o f Galifar, Slug Keep got its n a m e from the masses o f but so b e it. It just m a k e s it easier to identify t h e m
slugs, snails, and similar creatures that crawl across when they try to kill you.
its walls on certain nights when the stars and the D r a g o n s h a r d P r o s p e c t o r : I f outsiders are going
Ring o f Siberys align. to b e c o m e wealthy from the resources of your home-
Z a r a s h ' a k : House T h a r a s h k constructed land, you're going to do the s a m e . You might hunt
Zarash'ak, the largest settlement in the Shadow for dragonshards, or you might serve as a local guide
M a r c h e s , to enable trade in the region. B e c a u s e it sits and guard for adventurers who do; either way, you're
far from Zarash Bay, m e r c h a n t s use skiffs to move d e t e r m i n e d to take your share.
their goods to and from the so-called City o f Stilts. Rolevlaying Tips: You are very familiar with the
This practice has created a thriving local economy in k n o w n dragonshard fields, and study the knowledge
skiff building, sales, and steering. o f your tribe or village to find others. You're friendly
to outsiders, since you know that you c a n m a k e a lot
PEOPLE OE THE SHADOW MARCHES more working with t h e m t h a n against t h e m .
W h e t h e r they're wanderers or dwellers in the region's E x p l o r e r o f C i v i l i z a t i o n : You're fascinated with
far-flung villages, M a r c h e r s are an insular, tradition- the notion o f life beyond a tiny village or tribal hunt-
driven people who trust their fellow tribe mates and ing ground. You don't necessarily t h i n k the world
family m e m b e r s , and nobody else. Over h a l f the beyond is better, but it's different and interesting,
population consists o f orcs, who o u t n u m b e r h u m a n s and you might learn secrets and m a k e allies to sup-
more t h a n two to one. Goblins and half-ores m a k e up port your family. You travel the M a r c h e s beyond your
the other significant peoples o f the region. Villagers traditional h o m e region, interact with outsiders, and
dress in loose-fitting, undyed tunics and leggings to adventure into the other nations o f Khorvaire. You
m a k e work m o r e comfortable, and they wear broad- seek wealth and power, yes, but also an understand-
b r i m m e d hats and wooden sandals or stilts while ing o f the larger world.
tilling the fields in the m a r s h . T h e m o r e primitive Rolevlaying Tips: Everything is fascinating to you.
tribes favor leathers or heavy fabrics that keep out the You ask questions about how the world works and
insects, repel at least some water, and serve as make- study your companions as they interact with others.
shift armor. You don't necessarily approve o f everything you see,
but you're determined to take it all in.

CHAPTER 5 | World of Eberron


THE TALENTA PLAINS overnight, ripple in the breeze for a few days, and
then vanish as swiftly as they appeared.
A n enormous stretch o f pristine grasslands and roll-
ing hills that fade slowly into the wastes o f the Blade
Desert, the Talenta Plains r e m a i n largely untouched
PEOPLE OE THE TALENTA PLAINS
by the spread o f civilization. Although military trains T h e Talenta tribes are all halflings, and although
and the lightning rail wend their way across the halflings dwell elsewhere on the continent, the
grasses, the bulk o f the nation r e m a i n s as it was since greater portion of t h e m live here, just as their ances-
before the empire o f Galifar was born. tors have done for m i l l e n n i a . H u m a n s , changelings,
and dwarves comprise the majority o f Talenta's
nonhalfling population, found primarily in Gather-
COMMON KNOWLEDGE hold and the K a r r n garrisons.
Although recognized as a sovereign nation by the
Halfling tribes m a k e no concerted effort at unified
Treaty o f Thronehold, the Talenta Plains lack any
styles o f dress, cuisine, or adornment, but the lifestyle
sort o f traditional governing body. T h e halflings o f
of the plains tends to m a k e t h e m look alike. Tribe
the region live as they have for thousands o f yearsin
m e m b e r s prefer outfits m a d e o f furs and leathers,
small nomadic clans, traveling about the grasslands
with a thickness and degree o f ruggedness dependent
as they hunt, gather, trade, and occasionally skirmish
entirely on the season and the tribe's territory. D e c o -
with one another. A chieftain called a lath, who is
ration tends to take the form of small, multicolored
elected by every adult m e m b e r o f the family, leads
beads, intricate knots, and dyed furs.
each tribe. O t h e r t h a n the lath, adult m e m b e r s o f a
Tribes c o m b i n e a n i m a l spirit and ancestor worship
tribe are considered equals.
with a reverence for Balinor o f the Sovereign Host in
T h e tribes w a n d e r fixed ranges, settling on occa-
his aspect o f god of beasts and the hunt.
sion in tent villages for a few weeks before moving on.
Each o f the clans keeps herds o f dinosaurs as mounts,
beasts o f burden, and food a n i m a l s . T h e bond
TALENTAN ADVENTURERS
T h e lives o f all m e m b e r s o f the Talenta tribes are
b e t w e e n a halfling and her dinosaur m o u n t or com-
adventurous in some ways. They rarely sleep in the
panion is a sacred one, and the tribesfolk consider the
same spot for more t h a n a few nights, they hunt for
dinosaurs invaluable parts o f their families.
survival, and they protect their families against pred-
ators, but some natives take up a m o r e deliberately
REGIONAL FEATURES adventuresome existence.
W i t h the exception o f Gatherhold, the Talenta Plains
boast no p e r m a n e n t settlements. Halfling tribal
TALENTA PLAINS ASSOCIATED SKILLS
villages move with the seasons or with wandering
If you are from the Talenta Plains, you can choose
game, and although treaty permits K a r r n a t h to keep
Athletics or Endurance as your associated skill.
fortresses along the borders, even those settlements
move at least once every few years.
G h a l l a n d a G u a r d i a n : K n o w n for comfort, hospi-
T h e B o n e y a r d : T h e halflings consider this region
tality, and elegance, House G h a l l a n d a is considered
o f the Blade D e s e r t to b e cursed, and they prevent
one o f the least m a r t i a l o f the dragonmarked houses.
all entities that are not draconic from entering. T h e
Yet someone has to do the j o b o f guarding Ghallan-
region is replete with dragon bones, jutting like dying
dan institutions and ensuring that m e r c h a n t s deliver
trees from the desolate earth.
promised goods, inns and taverns r e m a i n peaceful,
G a t h e r h o l d : Built along the coast o f Lake Cyre,
and carnivals and parties reach their destinations. As
Gatherhold is the largest Talenta community, but
a Talenta halfling, you feel obligated to House Ghal-
its population is modest at best. T h e Tribal Council
landa (whether or not you're a m e m b e r ) , and you take
meets at least t h r e e times a year to decide matters
it upon yourself to do what you c a n to k e e p its people
that affect all Talentan clans, and during these times
and places safe.
the city's population swells to several thousand. Gath-
Rolevlaying Tips: You t h i n k some o f the luxuries
erhold is also the h e a r t o f House Ghallanda, w h i c h
that so-called civilized folk enjoy are silly, making
keeps several hundred m e m b e r s here even b e t w e e n
t h e m soft. T h a t said, you fully understand how impor-
council gatherings.
tant their patronage is to House Ghallandaand, in
K r e z e n t : Perhaps the only surviving structure
turn, to the economy o f Gatherholdso you k e e p your
on the face o f E b e r r o n constructed by the ancient
opinions to yourself. You're quick to resort to violence
couatls, Krezent has since b e e n c l a i m e d and occu-
to protect your charges, w h i c h c a n sometimes cause
pied by a tribe o f yuan-ti.
problems w h e n you react more seriously to an insult
T h e W a n d e r i n g I n n : A n enormous traveling
t h a n society's rules normally suggest.
fair and market, the W a n d e r i n g I n n is House Ghal-
H u n t e r a n d T h e n S o m e : Talenta tribesfolk hunt
landa's m e a n s o f providing services and news to the
for the sake o f their t r i b e s - t o obtain food, fur, tools,
roving halfling tribes. Its brightly hued tents appear

CHAPTER 5 I World of Eberron


and the like. You've taken it a step further. Rather W a r , rules the nation, but Valenar remains primarily
t h a n g a m e animals, you hunt monsters, protecting a collection o f warclans. T h e elves have little desire to
your tribe from monstrous rampages and bringing establish extensive bodies of laws or any cultural iden-
b a c k any treasures you've gathered for your people to tity beyond their religious and martial activities.
trade at the next clan meeting. Valenar is well known for the magnificent war-
Rolevlaying Tips: You're alert for signs or tales of horses bred, trained, and ridden into battle by the
monsters, hidden lairs, and ancient ruins. You prefer elves. Originally brought from Aerenal, this b r e e d of
adventures that keep you close to h o m e so that you warhorse is the envy o f all Khorvaire, and the elves
c a n better protect your t r i b e - b u t you'll w a n d e r pretty take great precautions to ensure that no breeding
far afield i f you believe doing so is o f sufficient benefit stock leaves their borders.
to the family.
W o r l d T r a v e l e r : T h e outside world might not REGIONAL FEATURES
have m u c h impact on the Talenta Plains, but it does W a r c l a n s o f Valenar dwell in temporary c a m p s , set-
intrude on a regular b a s i s - t h e operatives o f House ting up wherever their maneuvers take t h e m . T h e
Ghallanda and House Jorasco, the lightning rail, and majority o f Valenar's p e r m a n e n t settlements are
the soldiers o f K a r r n a t h , to n a m e a few examples. farming c o m m u n i t i e s or strategically placed keeps in
You don't have the s a m e fascination with aspects o f w h i c h the elves c a n take shelter i f attacked.
civilization as do some adventurers from regions such P e a s a n t s ' M a r k e t : T h e single largest market in
as the Shadow M a r c h e s . Rather, you're interested in Valenar is the Peasants' Market, located within Taer
seeing how societies function so that you c a n intro- Valaestas. This is the best place in the nation to buy
duce any advances that might m a k e your own tribe's goods from anywhere in Khorvaire. W h i l e the elves
life easier while avoiding the pitfalls that m a k e mem- themselves rarely engage in such m u n d a n e activi-
bers o f those societies soft and weak. ties as shopping at a market, the h u m a n and half-elf
Rolevlaying Tips: You seek out opportunities to inhabitants o f Valenar frequently visit the market on
interact with people from beyond Talenta and to b e h a l f o f their feudal lords.
adventure outside its borders. You're uninterested T h e R o y a l P a l a c e : T h e h o m e of High King
in the larger workings o f civilization and more Vadallia, this building in Taer Valaestas is the largest
interested in the little details: magic and technical p e r m a n e n t structure in Valenar. Despite its size, the
advancements, weaponry, crop growth, and anything Royal Palace is a military k e e p first and foremost.
else that might translate to tribal use without requir- T a e r V a l a e s t a s : A walled c o m m u n i t y built with
ing your people to give up your traditions. military precision, Taer Valaestas was constructed
b e c a u s e the elves o f Valenar recognized that a nation
VALENAR requires a capital city.
T h e only true elven nation in Khorvaire, Valenar T h e T e m p l e o f t h e A g e s : T h e center o f Valenar
is also one o f the youngest. Inhabited by a warrior religion, the Temple serves as a place of worship and
people with no desire to m a i n t a i n any connection training for the Keepers o f the Past, the priests o f the
with their homeland, Valenar is in a state o f constant Spirits o f the Past.
conflict with its neighbors. Valenar might b e the
spark that ignites the next war. PEOPLE OE VALENAR
A n u m b e r of h u m a n s , half-elves, halflings, and hob-
COMMON KNOWLEDGE goblins r e m a i n in Valenar from the days before elven
T h e region now known as Valenar was once claimed rule. T h e elves, however, who n u m b e r nearly h a l f the
by Cyre. A n u m b e r o f Aerenal elves who c a m e to total population, consider themselves the only true
Khorvaire as m e r c e n a r i e s to fight in the Last W a r citizens. M e m b e r s o f all other races are peasants and
staked a claim to the territory as the conflict pro- serfs who primarily perform the farming, physical
gressed. T h e s e elves are m o r e martial in nature t h a n labor, and administrative duties with which the elves
their comrades who worship the Undying Court, and c a n n o t be bothered. As a military people, Valenar's
they want little more from life t h a n the opportunity citizens have little interest in the arts, in fashion, or
for glorious bloodshed. in architecture that serves no military purpose. Battle
T h e elves of Valenar are divided into warclans. dress and fancy dress are one and the same, and dec-
Some clans serve as mercenaries for other nations, oration consists o f trophies won from foes or passed
and others practice and spar constantly with one down through the generations.
another across Valenar. Still others wander the wilds Valenar's elves worship the spirits of their
in search o f glorious battleand they chafe that the ancestorsparticularly great warriors or champions
close of hostilities o f the Last W a r has made their sport o f the people. A few cling to the beliefs o f the Undy-
that much more difficult. High King Vadallia, who ing Court, albeit with a heavier focus on specific past
led a contingent o f elves in Khorvaire during the Last heroes. T h e elves don't care who or what Valenar's

CHAPTER 5 | World of Eberron


other inhabitants worship, as long as they're quiet you to remove great treasures from across the border.
about it. You might restrict yourself to military casualties, or in
a darker campaign, you might be willing to shed civil-
VALENAR ADVENTURERS ian blood in order to sow conflict.
Just about all Valenar elves are soldiers o f some sort P e a s a n t H e r o : Your elven lords t h i n k that your
or another. T h e question is not what sorts o f adventur- people are good only for farming and m a n u a l labor,
ers does Valenar produce, but what sort stands out? but you intend to teach t h e m otherwise. You lived in
Valenar but were not a n elf, so your opportunities for
proving yourself were few. Now you've taken up blade
VALENAR ASSOCIATED SKILLS
or spell and gone out in search o f f a m e and fortune.
If you are from Valenar, you can choose Acrobatics or
Rolevlaying Tips: You take every opportunity to
Athletics as your associated skill.
showcase your prowess. You're not suicidal, but only
e x t r e m e risk will keep you out o f a fight or an adven-
H o n o r a b l e M e r c e n a r y : You're no less anxious for
ture. It might look like you're showing off, but you're
excuses to fight t h a n your comrades are, but you're
trying to prove yourselfto the elves, to the world,
d e t e r m i n e d to lift a blade or fling a spell strictly for
and perhaps to yourself.
honorable causes. You firmly believe that your ances-
tors would disapprove o f r a n d o m bloodshed, and you
struggle instead to find adventures and take merce- ZILARGO
nary commissions that m e e t your ethical standards. H o m e l a n d to a g n o m e culture that predates the rise
Roleplaying Tips: In your search for m e r c e n a r y o f Galifar, Zilargo appears to be a land o f plenty, of
contracts or adventure quests, the cause is at least peace and prosperity, and o f lush farms and well-
as important to you as the money. You look down on ordered cities. Those who observe Zilargo's laws
other Valenar elves who fight without c o n c e r n for never have reason to see it as anything else. But ene-
cause, and you're quick to defend the weaknot nec- mies o f Zilargo find their secrets exposed and their
essarily because you believe it's the right thing to do plans countered before they're executed. A n d indi-
(although you might) but b e c a u s e you feel doing so viduals who b r e a k the peace or incite unrest vanish
impresses the ancestors. swiftly and completely.
M i l i t a n t I n s t i g a t o r : T h e way for your people to
prove themselves is through war, and i f the h u m a n COMMON KNOWLEDGE
nations won't start one on their own, you'll have to Zilargo is ruled by a council o f representatives from
help t h e m along. You conduct raids on neighboring all its major cities rather t h a n by a single sovereign.
military communities, a m b u s h supply caravans, and It has m a i n t a i n e d its independence over the years
do everything in your power to provoke your neigh- through diplomacy and, on occasion, the judicious
bors into attacking Valenar directly. use o f b l a c k m a i l instead o f through military might.
Rolevlaying Tips: You seek out military targets from T h e gnomes here are experts in all matters a r c a n e
other nations, and undertake adventures that allow

CHAPTER 5 | World of Eberron


and alchemical, and Zilargo boasts perhaps the great- most who dwell here develop something o f a taste for
est intelligence and spy network in Eberron. Even secrets and manipulations. G n o m i s h styles favor long
though other nations could probably conquer Zilargo, coats or cloaks and heavy boots, all in bright colors
the cost in information spread to its e n e m i e s and that would be considered garish in other cultures.
a r c a n e secrets lost would far outweigh any benefit. Zilargo has no p r e d o m i n a n t religion; the people of
G n o m e a l c h e m i c a l creations, magic items, and this nation are free to worship whatever pantheons
elemental-bound vessels are in d e m a n d across Khor- they prefer. M e m b e r s o f all major faithsincluding
vaire. Unofficially, gnomes and Zil organizations also the Blood o f Vol, the D a r k Six, and Khyber c u l t s -
m a k e m o n e y by providing intelligence gathering ser- practice without persecution (as long as they don't
vices to outside powers. disturb the peace).

REGIONAL FEATURES ZIL ADVENTURERS


Zilargo is a beautiful nation; its buildings are fantastic Zilargo is a peaceful, quiet nation, but it still offers
meldings o f wood and stone, built to offer comfort substantial opportunity for adventure.
to both g n o m e s and larger creatures like h u m a n s
and elves. Even the smallest villages are bright and ZILARGO ASSOCIATED SKILLS
b e d e c k e d with m i n o r magic. If you are from Zilargo, you can choose Bluff or
K o r r a n b e r g : T h e City o f Knowledge is the ances Insight as your associated skill.
tral h o m e o f House Sivis and a repository o f lore and
texts from across Khorvaire and throughout history. A g e n t o f t h e T r u s t : Zilargo's citizens keep the
It's said that, i f one k n e w how to find it, one could peace not because they want to, but because they
learn anything here. This city is also the h o m e o f the never know who's watching. In fact, you are. You are
Korranberg Chronicle, the most reliable newssheet in an agent o f the Trust, the shadowy cabal that runs
Khorvaire. both Zilargo's espionage services and its law enforce-
T h e L i b r a r y o f K o r r a n b e r g : Occupying nearly ment. W h e n something happens to threaten the
a quarter o f Korranberg, the library consists of enor- peace, be it a conspiracy against the government,
mous underground vaults o f lore and a college almost organized c r i m e , or monsters from the coast, it's your
as prestigious as W y n a r n University. j o b to deal with itquietly.
P y l a s P y r i a l : A glittering tower also called the Rolevlaying Tips: You don't let on that you're more
Gate o f Joy, Pylas Pyrial appeared along with the than you appear, but you keep an eye out for trouble.
other feyspires in recent history. G n o m e s native to the You're an obsessive collector o f information, not just
Feywild o u t n u m b e r the eladrin population here. out of curiosity, but in case it b e c o m e s relevant later.
T h e S t r e e t o f a H u n d r e d T e m p l e s : This district Even you don't know m u c h about the higher levels
of Korranberg boasts m o r e temples than any other o f the Trust; your assignment is to take orders and
city in Khorvaire, and it includes shrines to every report back.
imaginable religion. K o r r a n b e r g C h r o n i c l e r : You don't adventure for
T r o l a n p o r t : The center o f the Zil shipbuilding wealth, for fame, or for glory; you adventure so you c a n
trade, Trolanport is also Zilargo's capital and contains write about it. You're a chronicler for the Korranberg
the tower o f the Triumvirate, the nation's ruling coun- Chronicle (or a similar organization). It's your j o b to
cil. It is said that the goods in Trolanport's markets keep people informed about what's happening in the
are as m a n y and as varied as the lore in Korranberg's world, and that m e a n s traveling the world and seeing
library, and Houses Lyrandar, C a n n i t h , and Kun- even its most dangerous trouble spots for yourself.
darak all have major enclaves here. Rolevlaying Tips: You want the truth, and nothing is
Z o l a n b e r g : T h e smallest o f Zilargo's t h r e e major going to stop you. You are willing to do whatever the
cities, Zolanberg maintains its wealth and power by pursuit o f the story requires.
mining the rich veins o f ore and gems in the Seawall T h i r s t f o r K n o w l e d g e : Like most gnomes,
Mountains. It is the most martial o f gnome cities you consider even the tiniest piece o f information
because its people most frequently repel kobold raids valuable, or at least potentially so. W h e t h e r you're
from the Seawall Mountains. sneaking into secured buildings to eavesdrop on the
rich and powerful or delving into ancient ruins for
PEOPLE OE ZILARGO that one wall o f hieroglyphics that nobody else has
Zilargo is known as the g n o m e homeland, and seen, you're happy only when you're learning some-
gnomes m a k e up well over h a l f the population. thing you didn't k n o w before.
O t h e r significant populations include h u m a n s and Rolevlaying Tips: You pay close attention to
dwarves and smaller n u m b e r s of kobolds and eladrin. everything, fding it away for future use. Nothing is
Although the gnomes are more d e t e r m i n e d and devi- unimportant, no matter how trivial it might s e e m at
\ ous in their thirst for knowledge and local intrigues, the t i m e .

CHAPTER 5 | World of Eberron


Cairdal has the second largest population o f undying LU

BEYOND KHORVAIRE in Aerenal.


S h a e M o r d a i : Shae Mordai is the spiritual h e a r t ^
o f Aerenal. It is the h o m e o f the Undying Court and cc
Although Khorvaire represents the heart of Eberron, contains the largest population o f undying in Aerenal. 0
it is only one of six continents. M a n y exotic lands lie S h a e T h o r i d o r : Shae Thoridor is Aerenal's other ^
beyond Khorvaire's shores, waiting to b e explored. major port besides Pylas Talaear. T h e Tairnadal also Q
control the city, and no undying dwell there. T h e
AERENAL city's combative elven occupants are always eager
T h e ancestral h o m e l a n d o f Eberron's elves, Aerenal to prove their warrior skills, and they c a n present a [j]
is a r e a l m that is alien to most o f Khorvaire's inhabit- danger to foreigners. CO
ants. T h i c k jungles and exotic flora cast deep shadows
across the land, shrouding a society steeped in a fasci- PEOPLE OE AERENAL
nation with death. Proud, haughty, and fascinated with death, the elves
o f Aerenal comprise over two-thirds o f the continent's
COMMON KNOWLEDGE population; the undying account for most of the
Aerenal is open to travelers and traders, although the r e m a i n i n g one-third. A small n u m b e r o f half-elves
Aereni rarely offer a w a r m welcome to foreigners. and traders o f other races are also p e r m a n e n t resi-
T h e Undying Court, a council o f religious and dents o f Aerenal.
noble leaders from prior generations, rules the elves All o f Aerenal's e l f inhabitants worship the Undy-
o f Aerenal. T h e m e m b e r s o f this council are undead; ing Court, the Spirits o f the Past, or both. No other
the Aereni refer to these individuals as the undying. religion is accepted a m o n g the p e r m a n e n t popula-
T h e Undying Court selects the Sibling Kings tion, although foreigners are not persecuted for
currently B a l a e r e t h and Tezaera o f the M e n d y r i a n practicing other beliefs.
lineto handle day-to-day government business. T h e T h e elves o f Aerenal revere the undying, but they
Aereni respect the wisdom o f the Undying Court, harbor a hatred for other forms o f undead, particu-
and their faith recognizes its m e m b e r s as emissaries larly those that feed on the living. Destroying such
o f their ancestors. D e a t h fascinates the Aereni, and creatures is considered to b e a religious duty.
it informs their fashions and arts; they also have a
propensity for the study o f n e c r o m a n t i c and planar AERENAL ASSOCIATED SKILLS
magic. Some Aereni even undergo a l c h e m i c a l pro- If you are from Aerenal, you can choose Arcana or
cesses and mystic rites in order to appear dead. Most Religion as your associated skill.
elves o f Aerenal are m e m b e r s o f vast extended fami-
lies, called lines, that have ties to counselors o f the ARGONNESSEN
Undying Court.
T h e n a m e Argonnessen brings a shudder to even the
T h e Tairnadal elves o f Aerenal's northern plains
bravest explorers, for it is a land o f mystery and fear.
have a warrior culture similar to that o f the Valenar
Vicious tides and murderous rocks surround it, and
elves. Tairnadal family divisions are called warclans,
fierce b a r b a r i a n tribes inhabit its shores. Yet m u c h
and they are less devoted to the Undying Court t h a n
greater perils lie beyond its b e a c h e s .
are other Aereni.
Argonnessen is the ancestral h o m e o f Eberron's
dragons, which guard the land's legendary won-
MAJOR REGIONAL FEATURES ders. Ancient cities, e n o r m o u s structures, and vast
Most Aereni dwell on private estates in the j u n g l e - treasures lie within Argonnessen. A few explorers,
small family villas ruled by a noble line. In the north, adventurers, scholars, and m e r c h a n t s have braved the
the wandering elven warclans practice a nomadic Dragonreach to land on the b e a c h e s o f Seren Island
lifestyle, maintaining only a few fortresses and or upon the coast o f Argonnessen. I f anyone has ever
settlements. traveled beyond these lands' borders, though, they
P y l a s T a l a e a r : This major Aerenal port is the have left no evidence o f their discoveries.
gateway by w h i c h outsiders visit Aerenal, although T h e only region o f Argonnessen k n o w n to outsid-
few traders ever travel beyond the city. T h e residents ers is T o t e m B e a c h , w h e r e most ships m a k e landfall.
o f Pylas Talaear are m o r e tolerant o f outsiders t h a n Huge stone m o n u m e n t s , built by u n k n o w n powers
are other Aerenal elves, and few undying dwell in in a bygone age, j u t from the sands, looking out over
the city. t h e sea. Beyond, a t h i c k j u n g l e a n d the G r e a t Bar-
S h a e C a i r d a l : This city is the capital o f Aerenal rier M o u n t a i n s b l o c k any view o f t h e continent's
and the h o m e o f the Sibling Kings. Much o f the interior.
city stands atop enormous trees, and m a n y o f its Sailors from the Lhazaar Principalities clash fre-
structures are shaped from living tree t r u n k s . Shae quently with the b a r b a r i a n s of Seren, who attempt

CHAPTER 5 | World of Eberron


THE FROSTEELL
T h e Frostfell stretches across Eberron's n o r t h e r n
reaches and is a land o f blinding snow, creaking gla-
ciers, and jagged peaks. W i t h its ancient treasures
and untouched lands, the Frostfell b e c k o n s to adven-
turers and explorers like a gleaming, uncut jewel.
For all the attempted expeditions to the Frostfell,
little is known o f this
enigmatic region. Few
groups have returned
safely from exploration o f the
region. O n e such group is the Way-
finder Foundation, an organization o f
exploration and philanthropy led by the
halfling B o r o m a n ir'Dayne. T h e foundation's
m e m b e r s have reported great devil-ruled cities in
the ice, towers o f frozen bone, and w a r m oases in the
midst o f frosty vales. However, most o f their accounts
are contradictory.
T h e dwarven clans o f the M r o r Holds believe that
they originally hail from the Frostfell.

FROSTFELL ASSOCIATED SKILLS


If you are from the Frostfell, you can choose Endur-
ance or Nature as your associated skill.

KHYBER
It is a r e a l m without hope, without sanity, without
lightbut not without life. Endless darkness, crushing
rock, winding corridors, and sunless seas fill the vast-
ness b e n e a t h the surface of Eberron. This r e a l m is
Khyber, the Dragon Below, an Underdark world that
lurk likes a ravenous m a w beneath the feet o f surface
dwellers.
Khyber is a r e a l m o f nightmare. D e m o n s that
stalked Eberron a thousand generations ago lie
to raid passing ships. Most Seren b a r b a r i a n s are imprisoned within its depths, and beings o f madness
h u m a n , but a few dragonborn tribes exist as well. slither through its twisted passageways. Foulspawn
Most dragonborn believe that Argonnessen is their and other aberrant creatures lurk in Khyber, orches-
ancestral h o m e , but the dragonborn o f Q'barra c a m e trating plans to unleash destruction and madness
to Khorvaire so long ago that they have no better upon Eberron.
knowledge o f Argonnessen t h a n anyone else. T h e passageways to Khyber are few, although
rumors and ancient texts tell o f gaping pits on the
ARGONNESSEN ASSOCIATED SKILLS face o f Eberron that lead into its depths. Despite
If you are from Argonnessen, you can choose Athlet- Khyber's horrors, m a n y surface dwellers have an
ics or Arcana as your associated skill. unhealthy fascination with the denizens o f the
Dragon Below. Khyber cultists grant their devo-
tion and their sanity to the foul beings that dwell in
the Underdark, hatching vile plots to empower the
objects o f their worship through sacrifices o f blood;
they even conspire to loose these creatures upon
Eberron's other inhabitants.
A few individuals brave Khyber's depths in search
o f fortune or to destroy the evil that dwells there.
Treasure hunters seek valuable midnight blue and
oily black Khyber dragonshards, obtainable only in

CHAPTER 5 | World of Eberron


the darkest depths. Adventurers strive to destroy been misled by evil spirits to turn against the Path o f
ancient beings o f evil, for the good o f all or in order to Inspiration.
ensure their place in the legends o f ages to come. In direct opposition to Riedra is Adar, a mountain-
ous, rocky landone o f the few such areas on the
KHYBER ASSOCIATED SKILLS entire continent. Storm-blasted and desolate, Adar
If you have spent a significant amount of time in is h o m e to those who refuse the peace of Riedra, for
Khyber, you can choose Dungeoneering or Endur- they believe it to be a lie. Here, nomadic tribes and
ance as your associated skill. small c o m m u n i t i e s struggle to survive, seeking to
adhere to the Path o f Light and to aid others in throw-
ing o f f the yoke o f the Path o f Inspiration.
SARLONA
Torn by ages o f war, paranoia, rampant magic, and
MAJOR REGIONAL FEATURES
h u m a n exodus, Sarlona is a continent deeply affected
Riedra's population dwells in massive cities and
by the ravages o f the past. Although larger t h a n Khor-
military bastions, where they live under the watch-
vaire, its struggles have reduced the population to
ful protection o f the Inspired. Each such c o m m u n i t y
two primary cultures: one that is grateful for the pros-
boasts at least one monolith; these monoliths are
perity granted by its spiritual overseers and one that
central to R i e d r a n civilization and to the Path o f
believes those spirits to be corrupt.
Inspiration.
Adar boasts fewer population centers, because the
COMMON KNOWLEDGE land won't support t h e m and because living in dis-
T h e continent o f Sarlona is relatively flat, consisting persed c o m m u n i t i e s m a k e s Adarans less vulnerable
of broad plains, the great Tashana Tundra, and a vast to attack from Riedra.
desert. T h e weather is harsh, and fierce storms flay D a r J i n ( R i e d r a ) : Riedra's most renowned port
the land, particularly in Adar. and one of its largest metropolises, D a r Jin receives the
Many details o f Sarlonan history have been lost bulk o f trade with Khorvaire and Stormreach. Like
through war and catastrophe. It is widely believed most Riedran cities, it is divided into districts, and few
that the current civilization arose through the guid- outsiders are permitted to leave the Foreign Quarter.
a n c e o f otherworldly spirits, which steered humanity D v a a r n a v a ( A d a r ) : This hidden port is the only
away from total destruction. Thus, the nations o f Sar- spot in all o f Adar where ships c a n dock. T h e people
lona have coalesced into two distinct regions. here do business with foreigners, but they r e m a i n
Residents o f R i e d r a believe that they represent the alert for R i e d r a n infiltrators.
crown o f civilization. T h e Inspired, fortunate indi- K a s s h t a K e e p ( A d a r ) : Built into the side o f a
viduals possessed and guided by spirits, serve as both great m o u n t a i n overlooking the sea, Kasshta K e e p
religious and secular leaders. Violence and c r i m e is the h o m e o f the Keepers o f the W o r d , the greatest
are rare except for acts of sedition, which, according religious figures o f the Path o f Light. T h e people o f
to the Inspired, are c o m m i t t e d by those who have the keep trade with outsiders by using magical lifts

CHAPTER 5 j World of Eberron ..


that c a n haul cargos or entire ships up to the city Only a small n u m b e r o f settlements established
from the water below. by foreigners have survived on X e n ' d r i k . Most are
tiny frontier towns, m a i n t a i n e d by a rich patron or a
PEOPLE OE SARLONA dragonmarked house. T h e famous port o f S t o r m r e a c h
In Riedra, h u m a n s and the Inspired are the dominant is the only one o f t h e m that has managed to b e c o m e a
race. Sarlona is believed to be the birthplace of human- full-fledged city.
ity. Nonhumanssuch as shifters, changelings, and the
occasional goliath and ogredwell in the region but XEN'DRIK ASSOCIATED SKILL
are second-class citizens. Members o f n o n h u m a n races If you are from Xen'drik, you can choose Nature as
often j o i n the military because such service is one of your associated skill.
the few ways for t h e m to obtain respect or position in
Riedran society. Adar also consists largely o f humans, STORMREACH
although its society is not as racially divided as is Rie- An oasis o f civilization before one reaches the wilds,
dra's. Adar's population includes the same races as S t o r m r e a c h is known as the Gateway to Xen'drik. It
Riedra's, along with a sizable population of kalashtar, is the starting point for nearly all exploration into the
who hide from the agents of the Inspired. Continent o f Mysteries.
T h e Path o f Inspiration is the only faith permitted Stormreach's population is an eclectic m i x o f
in Riedra. Practice o f other religions is a c r i m i n a l races, with styles and fashions from across the world.
offense. In Adar, the most c o m m o n faiths are the Natives o f Xen'drik prefer various forms o f spirit or
Path o f Light and an old form o f worship o f the Sover- ancestor worship, whereas i m m i g r a n t s from Khor-
eign Host. vaire continue their worship o f the Sovereign Host,
the Silver F l a m e , or occasionally the Blood o f Vol.
SARLONA ASSOCIATED SKILLS A c o m m u n i t y o f some sort has existed in Storm
If you are from Sarlona, you can choose Diplomacy reach's location since time i m m e m o r i a l . T h e current
or Endurance as your associated skill. city was constructed under the aegis o f the Kingdom
of Galifar and the dragonmarked houses after they
XEN'DRIK m a n a g e d to clear out a pirate sanctuary, which in
turn was built on ancient giant ruins that still pro-
South o f Khorvaire, beyond the T h u n d e r Sea,
trude from the city's foundation. Buildings o f wood
X e n ' d r i k rises from the waves, beckoning to sage
and stone that would s e e m at h o m e in any city on
and explorer, m e r c h a n t and adventurer. D e e p in
Khorvaire stand beside ancient monoliths and repur-
jungles thick with foul creatures, the ivy-covered
posed pyramids. T h e city is divided into districts and
cyclopean ruins from the empire o f giants still stand,
wards, each with a unique culture and story.
their great secrets waiting to be revealed and their
All thirteen dragonmarked houses have enclaves
fabulous magical treasures waiting to b e u n e a r t h e d .
here, hoping to take advantage o f any discoveries
Vast deserts stretch out like cupped hands to catch
made within the depths o f X e n ' d r i k .
the dragonshards that fall to Eberron from the Ring
of Siberys, and great mountains hide winding tun-
nels and vast c h a s m s that shelter the tribes of the STORMREACH: THE GATEWAY TO XEN'DRIK
scorpion-worshiping drow. Population: Approximately 1 1 , 0 0 0 . No single race
Cartographers take incredible risks to create holds a clear majority here; humans, dwarves, half-
accurate m a p s of X e n ' d r i k , but no m o d e r n explorer lings, elves, half-elves, and changelings walk side by
has successfully mapped the heart o f the Continent side with half-giants, goliaths, ogres, drow, and thri-
o f Mysteries. Giants, the descendants o f ancient kreen, a humanoid insectlike race.
empires, m a k e their h o m e s across the continent, Government: The Storm Lords, a council made
worshiping strange, a r c a n e powers or violent primal up of representatives of Stormreach's five founding
spirits. Relics and ruins o f a past d e m o n i c age occa- families, govern the city with substantial advice from
sionally birth horrors far worse than giants. the dragonmarked houses.
Yet for all its dangers, X e n ' d r i k attracts the inter- Defense: The Stormreach Guard officially keeps
est o f m a n y o f Khorvaire's inhabitants, particularly the peace. Many members are ruffians and former
the dragonmarked houses. Many o f Eberron's criminals, and corruption runs rampant throughout
peopleincluding elves and warforgedcan trace the organization, making the Guard far better at
their lineage to this forgotten land, and they seek to defending the city from outside threats than at keep-
fill in the gaps of their own history. T h e riches of the ing the peace within. The Iron Watch, an elite unit
giants' empire wait for explorers, as do the vast fields of warforged, and the Inquisitives, private detectives
o f dragonshards. T h e j u n g l e lands are verdant, and i f licensed by the Finders Guild or House Tharashk, are
they could be tamed, they would offer grand opportu- better at stopping crime.
nities for farming and settlement.
D R A G O N M A R K E D HOUSES BACKGROUNDS
In Eberron, a character's dragonmark (or lack o f one) would you characterize your relationship with your
is at least as important as the nation in w h i c h he or c o m m a n d i n g officer?
she dwells. (See page 2 1 for a table o f which races
each dragonmark is most closely associated with.) ASSOCIATED SKILLS
If you are a Deneith mercenary, you can choose His-
HOUSE CANNITH tory or Intimidate as your associated skill.
C a n n i t h I n v e n t o r : You can't help thinking up
new inventionswhether they're m e c h a n i c a l , magi- D e n e i t h B o d y g u a r d : A m e m b e r o f House
cal, or a strange m i x o f the two. W h a t ' s the clever Deneith's Defenders Guild, you gave up a life among
invention or technique that got you noticed within the Blademarks to guard an important personage,
the House? D o you have a rival who claimed credit such as a noble, a general, or the scion o f another
for one o f your ideas? And what great invention is in dragonmarked house. W h o m have you guarded,
your head right now, awaiting the right rare materials and did you ever c o m e under attack? W e r e you on
or powerful magic to m a k e it a reality? friendly t e r m s with anyone you guarded? W h a t
events did you witness while acting as a b o d y g u a r d -
ASSOCIATED SKILL including embarrassing, c r i m i n a l , traitorous, or
If you are a Cannith inventor, you can choose Arcana otherwise sinister deeds that only the bodyguard's
as your associated skill. code o f silence prevents you from revealing?

C a n n i t h T i n k e r : You served a stint with Can- ASSOCIATED SKILLS


nith's Tinkers Guild, traveling from town to town If you are a Deneith bodyguard, you can choose
and earning coin for House C a n n i t h by fixing count- Insight or Perception as your associated skill.
less broken items. W h a t strange c o m m u n i t i e s did
you visit? Did you enjoy life on the road, or were you M a r s h a l ' s D e p u t y : As a Sentinel Marshal, you
bucking for a different post within the House? And rode the trails with the best House D e n e i t h has
given that the Tinkers Guild is less hierarchical t h a n to offer, learning what you could while helping to
the rest o f the House, did you find the egalitarian apprehend Khorvaire's most dangerous c r i m i n a l s .
nature o f the Tinkers liberating or frustrating? W h a t fugitives and war c r i m i n a l s have you brought
to justiceand did any escape you? D o any convicted
ASSOCIATED SKILLS c r i m i n a l s have vengeful families or gangs? W h i c h
If you are a Cannith tinker, you can choose Street- Sentinel Marshal did you serve under? W h y aren't
wise or Thievery as your associated skill. you still his or her deputy?

C a n n i t h W a r f o r g e d : You're one of the warforged ASSOCIATED SKILLS


that House C a n n i t h kept rather t h a n sold to one o f If you are a Marshal's deputy, you can choose Intimi-
the Five Nations. W h a t m a d e you worth k e e p i n g - date or Streetwise as your associated skill.
were you unusually capable, or unlikely to do well in
a military environment? How do you feel about your HOUSE GHALLANDA
creators selling your fellow warforged as property? G h a l l a n d a E n c l a v e G u a r d : You were responsible
A n d m o r e broadly, how do you reconcile your loyalty for keeping everyone safe within a Ghallanda enclave,
to the House with your newfound legal freedom? no matter what nations, Houses, or mysterious orga-
nizations wanted to violate the sanctuary o f your
ASSOCIATED SKILLS house. W h i c h enclave did you guard? W h a t unusual
If you are a Cannith warforged, you can choose or famous fugitives did you meet while guarding the
Diplomacy or Insight as your associated skill. enclave? Did you ever break up a conflict among those
who sought Ghallanda's hospitality, and does someone
HOUSE DENEITH owe you thanks or b e a r a grudge as a result? Did you
D e n e i t h M e r c e n a r y : You served with House ever smuggle people out o f your enclaveor kick t h e m
Deneith's Blademarks Guild during the Last W a r . out because they were threatening others?
W h a t major battles did you take part in, and on
w h i c h side? W e r e you ever wounded, and do you still ASSOCIATED SKILLS
b e a r the physical or mental scars? W e r e you ever cap- If you are a Ghallanda enclave guard, you can choose
tured, besieged, or caught b e h i n d e n e m y lines? How Perception or Insight as your associated skill.

CHAPTER 5 j World of Eberron ..


G h a l l a n d a D a w n - B u i l d e r : You were part o f F o l l o w e r o f S a h e m i : S a h e m i t h e E m i s s a r y is a
C h e r v i n a the Architect's Dawn-Builder retinue, con- House J o r a s c o h a l f l i n g w h o c a m e b a c k to the House
structing new House G h a l l a n d a enclaves far from after a sojourn in the Eldeen R e a c h e s , c o n t e n d i n g
civilization. W h a t enclaves b e a r the sweat o f your that t h e M a r k o f H e a l i n g could b e u s e d not j u s t to
brow, and what dangers did you face while making h e a l people but to h e a l t h e landspecifically, t h e
t h e m ? D i d you interact with C h e r v i n a personally, and M o u r n l a n d . You were one o f his first r e c r u i t s , a n d
did you believe that she was guided by prophecyor you l e a r n e d t h e ways o f t h e druids and s h a m a n s o f
touched by madness? t h e R e a c h e s . How did S a h e m i recruit you? W h a t
part o f his message r e s o n a t e d with you? D o you
ASSOCIATED SKILLS still believe in S a h e m i ' s c r u s a d e to h e a l the land,
If you are a Ghallanda Dawn-Builder, you can choose or have you b e c o m e disillusioned along the way?
Diplomacy or History as your associated skill. Have you b e e n inside t h e M o u r n l a n d and s e e n it
firsthand?
W a n d e r i n g I n n T r a v e l e r : You spent m u c h o f
your adolescence in the halflings' ancestral home- ASSOCIATED SKILLS
land, the Talenta Plains. You traveled as part o f a If you are a follower of Sahemi, you can choose Heal
massive Ghallanda caravan, offering a comfortable or Nature as your associated skill.
respite to the nomadic tribes of the plains. W h y aren't
you still there? W h a t great sights did you see on the HOUSE KUNDARAK
plains (think especially o f events or places that no one I r o n G a t e k e e p e r : T h e Iron Gate, part o f the
in Ghallanda's urban enclaves would believe)? W a r d i n g Guild, is a select group o f d w a r f guards who
supplement House Kundarak's magic wards, traps,
ASSOCIATED SKILLS and defenses. W h a t were you assigned to guard, and
If you are a Wandering Inn traveler, you can choose what happened to the unlucky thieves who tested
Endurance or Streetwise as your associated skill. House Kundarak's defenses? Did you have a h a n d in
the creation or m a i n t e n a n c e o f the magic traps? A n d
HOUSE JORASCO are you aware o f any flaws in the House's protective
J o r a s c o M e d i c : House Jorasco sold its services to schemes?
all the major combatants in the Last W a r , and you
tended to wounded soldiers in the aftermath of major ASSOCIATED SKILLS
battles. In what battles were you a m e d i c , and how If you are an Iron Gatekeeper, you can choose
close were you to the actual fighting? W e r e you ever Arcana or Thievery as your associated skill.
tempted to take part in the battle?
G h o r a d ' d i n R e c r u i t : You received extensive
ASSOCIATED SKILL training in the arts o f stealth and subterfuge from the
If you are a Jorasco medic, you can choose Heal as Ghorad'din, a secretive order that answers only to Lord
your associated skill. Morrikan d'Kundarak. You left your training before
attaining full membership in this shadowy group: W h y
J o r a s c o I n v e s t i g a t o r : You have a keen interest did you leave? W h a t drew you to the Ghorad'din in the
in rare poisons, exotic diseases, and mysterious ail- first p l a c e - o r did they seek you out? C a n you still count
ments that have no known cause. I n the company o f on the aid of the Ghorad'din? Or do you fear they'll try
more experienced healers, you have traveled across to knife you in the shadows someday?
Khorvaire looking for rare herbs or magical reagents
that would solve the mystery o f these ailments and ASSOCIATED SKILLS
make healing possible. W h a t are the n a m e s o f the If you are a Ghorad'din recruit, you can choose Bluff
poisons, disease outbreaks, or epidemics you've dealt or Stealth as your associated skill.
with, and where did they take place? Is there a mys-
terious ailment that has vexed your every effort? A n d K o r u n d a V a u l t - K e e p e r : You spent your youth
have you ever b e e n afflicted with the s a m e condition guarding the countless underground vaults below
you're trying to cure? Korunda Gate, the largest enclave o f House Kun-
darak. M a n y o f the vaults contain spectacular but
ASSOCIATED SKILLS m u n d a n e treasure: piles o f gold, platinum, gems, and
If you are a Jorasco investigator, you can choose Heal jewelry. O t h e r vaults contain powerful weapons and
or Insight as your associated skill. armoreither legacies o f bygone ages or examples of
the best in modern dwarven craftsmanship. W h a t
wonders did you see in the c h a m b e r s you guarded?
Did you ever have to deal with thieves or raiders?

CHAPTER 5 | World of Eberron


W e r e you ever tempted to take something from the
vaultsand did you resist the temptation?

ASSOCIATED SKILLS
If you are a Korunda vault-keeper, you can choose
Dungeoneering or History as your associated skill.

HOUSE LYRANDAR
L y r a n d a r A i r s h i p S a i l o r : You are at home on
the d e c k o f an airship, traversing the skies o f Eber-
ron. You have flown through massive thunderstorms
and fought o f f everything from hungry wyverns to
murderous sky pirates. W h a t strings did you pull to
receive such a plum assignment? W h y did you leave
the airship for the life o f a n adventurer?

ASSOCIATED SKILLS
If you are a Lyrandar airship sailor, you can choose
Athletics or Perception as your associated skill.

L y r a n d a r R a i n c a l l e r : You traveled with a c r e w


o f raincallers, p e r f o r m i n g weather-improving ritu-
als for landed nobles, a r m i e s , a n d governments
with the coin to afford House Lyrandar's services.
W h a t places have you visited while p e r f o r m i n g your
duties? W e r e you ever close to the action during the
Last W a r ?

ASSOCIATED SKILLS
If you are a Lyrandar raincaller, you can choose Ath-
letics or Nature as your associated skill.

L y r a n d a r P r i v a t e e r : You served on House Lyran-


dar's elemental galleons, keeping shipping routes
safe from piracy and monster attacks. W h a t was your
specific rank and duty aboard your ship: lookout, cat-
apult operator, boarding m a r i n e , or navigator? W a s
your ship ever capsized, or were you m a r o o n e d on an
island or confronted with mutiny? W h a t Khorvairian
ports o f call did you look forward t o - o r dread? ASSOCIATED SKILLS
If you are a member of the Thousand Yard Stare, you
ASSOCIATED SKILLS can choose Endurance or Perception as your associ-
If you are a Lyrandar privateer, you can choose Acro- ated skill.
batics or Athletics as your associated skill.
B a s i l i s k ' s G a z e : Taldor d'Medani gave you
mental training in preparation for j o i n i n g the Basi-
HOUSE MEDANI
lisk's Gaze, a House M e d a n i group that hunts down
T h o u s a n d Y a r d S t a r e : You've b e e n where few
war c r i m i n a l s . T h e Basilisk's Gaze gave you esoteric
people dare go: inside the M o u r n l a n d . As part o f a
training in observation and reason, but what was the
heavily a r m e d , mounted column, you patrolled the
actual training like? How did you w i n d up learning
periphery o f what was once Cyre, trying to ensure
from Taldor in the first place? A n d why did you sus-
that the T h r a n e and Brelish c o m m u n i t i e s to the
pend your training?
west stayed safe. W h a t made you seek out such a
post? W h a t was your relationship with C h a n n a r a
d'Medani, head o f the Thousand Yard Stare? W h a t ASSOCIATED SKILLS

< was the worst incident you ever saw on patrol? If you are a member of the Basilisk's Gaze, you can
choose Arcana or Perception as your associated skill.

CHAPTER 5 | World of Eberron


P h i a r l a n A r c h i v i s t : T h e headquarters of House
HOUSE ORIEN
Phiarlan's D e m e s n e o f M e m o r y in Fairhaven has a
O r i e n C o u r i e r : You took part in delivering
library containing m u c h o f the intelligence that the
time-sensitive or high-risk parcels for House Orien,
House obtained during the Last W a r . Your j o b was to
including diplomatic packets, rare magic items, and
catalog, collate, and analyze all the information found
sealed containers about which no questions were
in various sources: tattered tomes, precise military
asked. W h a t places did you go, and how did you
orders, or hastily scribbled notes inked in a spy's own
travel there: a fast horse or griffon, a lightning rail,
blood. W h a t was the most incendiary information
or a teleportation portal? Did you ever fail to m a k e
you saw while researching in the Tower of Memory,
a delivery, or find yourself unable to because some-
and under what conditions would you reveal it?
thing sinister happened to the recipient?
W h a t was the key piece o f information that you were
unable to find for your masters? Might a more direct
ASSOCIATED SKILLS
approach obtain the missing secret?
If you are an Orien courier, you can choose Acrobatics
or Stealth as your associated skill.
ASSOCIATED SKILLS
If you are a Phiarlan archivist, you can choose Arcana
O r i e n S m u g g l e r : You work in the part o f the house
or History as your associated skill.
that doesn't officially existthose who use the Mark
of Passage to pass through borders without attracting
legal entanglements. W h a t goods did you smuggle, and HOUSE SIVIS
what was the most c o m m o n origin and destination? P r o p h e c y S a g e : House Sivis tries to k e e p t r a c k
Did you elude border patrols, pay off guards, befuddle o f t h e D r a c o n i c Prophecy, a n d you were part o f
them with c h a r m magic, or slip disguised goods right that effort. You took part in diplomatic missions
under their noses? W e r e you ever caught? to s p e a k with dragons, a n d you studied historical
records and mystical texts to l e a r n what the future
might hold. W e r e you interested in what the Proph-
ASSOCIATED SKILLS
e c y m e a n s for t h e world, for H o u s e Sivis, or for you
If you are an Orien smuggler, you can choose Bluff or
personally? W e r e you part o f any significant dis-
Stealth as your associated skill.
coveries? D o feel t h e D r a c o n i c P r o p h e c y is a f f e c t e d
by t h e actions o f a few key d r a g o n m a r k e d p e o p l e -
C a r a v a n Scout: You're accustomed to scouting out
including you?
ahead o f everyone else, making sure the road is safe
for the valuables aboard a House Orien trade caravan,
not to mention your comrades and the passengers ASSOCIATED SKILLS
traveling with the caravan. W h a t routes do you know If you are a Prophecy sage, you can choose Arcana or
like the back of your hand? W h a t monsters and bandit Diplomacy as your associated skill.
gangs have you had to deal with? W e r e you ever lost in
the wilderness, with or without your caravan? T a s k e r ' s D r e a m : You were involved with House
Sivis's psionics and linguistic research headquarters
in K r o n a Peak. W h a t inquiries were you part of?
ASSOCIATED SKILLS
W h a t did you see to justify the extensive two-way
If you are an Orien caravan scout, you can choose
wards that surround the K r o n a Peak enclave? A n d
Athletics or Perception as your associated skill.
what translationswritten or verbaldid you do?
Did you learn anything particularly sensitive or
HOUSE PHIARLAN dangerous?
S h a d o w A c r o b a t : You were part o f the traveling
troupe known as the Carnival o f Shadows, a group
ASSOCIATED SKILLS
o f dancers, acrobats, and musicians who engage in
If you are a member of Tasker's Dream, you can
cloak-and-dagger work for House Phiarlan under
choose Arcana or Insight as your associated skill.
the guise o f n o m a d i c entertainers. W h a t was your
performer's role in the caravanand what did you
W a r C o u r i e r : During the Last W a r , you were
really do when everyone was distracted by your
responsible for delivering top-secret orders to armies
compatriots? Did you have any particular rivalries or
in the field. W h i c h army did you work for, and what
friendships a m o n g the other m e m b e r s of the Carni-
kind o f relationship did you have with its generals?
val? D o you miss performing before a crowd?
Did you ever c o m e under attack or arrive in the
aftermath of a major battle? D i d you ever p e e k at the
ASSOCIATED SKILLS
orders before delivering themand i f so, what did you
If you are a Shadow acrobat, you can choose Acro-
learn?
batics or Athletics as your associated skill.

CHAPTER 5 World of Eberron


ASSOCIATED SKILLS you're accustomed to working with druids and in
If you are a war courier, you can choose Athletics or the wild places o f the world. How did it feel the first
Stealth as your associated skill. time you encountered a seal you k n e w had a restive,
eons-old d e m o n b e h i n d it? W e r e you friendly with
HOUSE THARASHK the Gatekeeper druids? Is there a particular lost seal
T h a r a s h k P r o s p e c t o r : Dragonshards have had a you're still looking for and hoping to secure before
grip on your h e a r t since you were a child, and you've the ravages o f time u n l o c k the d e m o n beyond?
scoured the Shadow M a r c h e s in search o f Eberron's
most valuable commodity. Have you ever struck it ASSOCIATED SKILLS
rich, only to lose your fortune through fraud, bad If you are a Tharashk Gatekeeper, you can choose
luck, or dissolute living? W o u l d you like to repay any Arcana or Nature as your associated skill.
rivals for j u m p i n g one o f your claims? W h a t monsters
and natural hazards o f the Shadow M a r c h e s have you HOUSE THURANNI
had to deal with? T h u r a n n i S t o n e s p u r R e c r u i t : You received
assassin's training in the warrens b e n e a t h Stonespur
ASSOCIATED SKILLS Island in the Lhazaar Principalities. But you left
If you are a Tharashk prospector, you can choose before j o i n i n g the Shadow Network. D i d you have
Dungeoneering or Nature as your associated skill. q u a l m s about something you were asked to do? Did a
rival orchestrate your washing out o f the program? Or
L i o n d r a k e ' s R o a r M e r c e n a r y : D u r i n g the latter did a high-ranking m e m b e r o f the House ask you to
days o f the Last W a r , you served with the Liondrake's leave Stonespur but refuse to say why?
Roar, a House T h a r a s h k m e r c e n a r y outfit composed
of gnolls, ogres, minotaurs, gargoyles, harpies, and ASSOCIATED SKILLS
other monsters. How did you feel about fighting with If you are a Thuranni Stonespur recruit, you can
these monstrous troops? D o you dread facing any par- choose Acrobatics or Stealth as your associated skill.
ticular monsters in battle b e c a u s e o f your experience?
C l a n d e s t i n e C o u r t i e r : To the gossip traders
ASSOCIATED SKILLS in Khorvaire's noble courts, you were just another
If you are a Liondrake's Roar mercenary, you can T h u r a n n i hanger-on, possessed o f enough m o n e y and
choose Nature or Dungeoneering as your associated personal m a g n e t i s m to m a k e you a welcome guest
skill. at noble courts across the land, often for m o n t h s at a
time. But your masters in House T h u r a n n i k n e w the
T h a r a s h k G a t e k e e p e r : You trained with the truth: You were engaged in espionage at every stop
druidic a r m o f House Tharashk, using the M a r k of on the social calendar. T h e secrets you learned in
Finding to discover and secure the seals that bind the Aundair in s u m m e r were sold to the highest bidder
horrors from Xoriat. W h e t h e r or not you're a druid, in K a r r n a t h before the leaves fellor better yet,

CHAPTER 5 I World of Eberron


exchanged for even m o r e valuable secrets. At what V a d a l i s B o t a n i s t : House Vadalis sends you on
courts did you linger as you m a d e the circuit from expeditions across Khorvaire to find rare herbs,
m a n o r to manor? Did you have to deal with rivals strange fruits, and other of the botanical wonders that
from House Phiarlan? it tends in the greenhouses o f its Foalswood enclave
just outside o f Varna. W h e r e did you go on the House's
ASSOCIATED SKILLS behalf, and what dangers did you face while searching
If you are a clandestine courtier, you can choose the wilderness? Did you ever have to use the rare herbs
Bluff or Insight as your associated skill. you were seeking on your own b e h a l f ? And is there a
particularly potent plant you still seek today?
D r a g o n ' s P a t h : This mystical order within House
T h u r a n n i tries to uncover the secrets of the Draconic ASSOCIATED SKILLS
Prophecy, but unlike the prophecy sages o f House If you are a Vadalis botanist, you can choose Heal or
Sivis, the Dragon's Path wants to shine bright daylight Nature as your associated skill.
on the D r a c o n i c P r o p h e c y and, i f possible, b r e a k
it. W h a t worries you about the Prophecy, or what
brought you to the Dragon's Path in the first place?
Did you see signs o f the D r a c o n i c P r o p h e c y in your
own life? D i d you feel trapped by fate and want to
O T H E R BACKGROUNDS
find a way out? Is there still a specific aspect o f the
T h e s e backgrounds detail some o f the aspects o f your
Prophecy you try to thwart?
birth, upbringing, and history that might affect your
personality and c a r e e r today.
ASSOCIATED SKILLS
If you are a member of the Dragon's Path, you can
choose Arcana or History as your associated skill.
BIRTH AND YOUTH
C h i l d o f T w o W o r l d s : You were either b o r n to
parents on two different sides o f the Last W a r , or you
HOUSE VADALIS were raised h a l f your life in one place and h a l f in a
V a d a l i s H a n d l e r : At the house's Erlaskar M a n o r
rival region. You never felt truly at h o m e in either
enclave, you saw dozens o f monsters gathered from
land, but you l e a r n e d quickly how to blend in with
all over Khorvaire. Your j o b was to study them, learn
the people o f b o t h o f your h o m e s .
how they could b e put to use, train t h e m , and eventu-
ally raise their offspring in captivity. W h a t specific
ASSOCIATED SKILLS
monsters did you work with? Did you feel at ease
If you are a child of two worlds, you can choose an
around t h e m , or were you cautious o f their inherent
associated skill from either region of your origin.
danger? D i d the monsters ever escape or otherwise
pose a danger to you and your fellow handlers?
ADULTHOOD
ASSOCIATED SKILLS D e s e r t e r : You refused to volunteer to fight in the
If you are a Vadalis handler, you can choose Dun- Last W a r , and in the latter years, w h e n m a n y o f the
nations passed laws requiring service, you fled rather
geoneering or Nature as your associated skill.
t h a n b e pressed into the front linesor m a y b e you
were a soldier at one time, but you abandoned your
V a d a l i s G r i f f o n R i d e r : I n the final days o f the
service. Are you still a wanted c r i m i n a l , or has your
Last W a r , armies started deploying Vadalis griffon
h o m e region offered a m n e s t y for deserters? W h y did
riders against other griffon riders. A n d unlike the
you r u n ? W a s it cowardice or a moral objection to the
other dragonmarked houses doing business with
battle? I f you risked i m p r i s o n m e n t to avoid violence,
the warring states, House Vadalis had a b r i e f inter-
then why did you b e c o m e an adventurer?
nal battle. You flew one o f those griffons into battle:
W h a t happened? D i d you down any e n e m y r i d e r s -
and did they survive the battle to seek vengeance? ASSOCIATED SKILLS
W h a t other dangers did you face from the ground? If you are a deserter, you can choose Endurance or
D o you miss the sensation o f flight, or are you glad to Bluff as your associated skill.
be on the ground?
M i s t - T o u c h e d : You have b e e n touched, body and
soul, by the dead-gray mists o f the M o u r n l a n d . D i d
ASSOCIATED SKILLS
you witness the Day o f Mourning? Have you spent
If you are a Vadalis griffon rider, you can choose
longer in the M o u r n l a n d t h a n other adventurers? Or
Acrobatics or Nature as your associated skill.
are you, for some reason, m o r e susceptible to its touch
t h a n others?

CHAPTER 5 [ World of Eberron


C u l t u r a l A s s i m i l a t o r ( C h a n g e l i n g ) : Like most
ASSOCIATED SKILLS
changelings, you've spent your time dwelling among
If you are mist-touched, you can choose Endurance
the m e m b e r s o f the other races. You've paid more
or Intimidate as your associated skill.
attention than most, however, or perhaps you're abnor-
mally fascinated by other peoples. W h a t e v e r the case,
R e f u g e e : Your h o m e is gone, destroyed in the Last
you've b e c o m e skilled at interacting with them.
W a r , or perhaps a n n e x e d by a nation whose oversight
you refuse to accept. (Cyre is one example, and plenty
o f others exist, from T h r a n e - c l a i m e d Thaliost to the ASSOCIATED SKILLS
hundreds o f nameless h a m l e t s devastated by the If you are a changeling cultural assimilator, you can
war.) You have turned to a life o f wandering. But are choose Diplomacy or Insight as your associated skill.
you searching for a new h o m e , or for a way to rebuild
or r e c l a i m your old one? D o you adventure because N a t u r a l C h a m e l e o n ( C h a n g e l i n g ) : During your
there's nothing else left for you? youth, you were forced to hide rather t h a n rely on
your ability to change shape, and you adapted accord-
ingly. W a s your family at war with other changelings?
ASSOCIATED SKILLS
Did you or a relative m a k e an e n e m y o f a caster or
If you are a refugee, you can choose Endurance or
creature capable o f seeing through your disguise? Did
Streetwise as your associated skill.
others o f your own family torment you? A n d do any o f
these enmities linger today?
OCCUPATION
C o m m i s s i o n e d O f f i c e r : You held rank in one o f
ASSOCIATED SKILLS
the various militaries involved in the Last W a r , and
If you are a changeling natural chameleon, you can
you directed soldiers in the thick of combat. Did you
choose Bluff or Stealth as your associated skill.
resign your commission? W e r e you discharged from
the army? I n either case, why?
V i g i l a n t ( K a l a s h t a r ) : T h e kalashtar are watchful
for agents of the quori, the Inspired, or other enemies
ASSOCIATED SKILLS o f the Light. W h e t h e r you've suffered attacks from
If you are a commissioned officer, you can choose those groups in the past or are just naturally para-
Insight or Intimidate as your associated skill. noid, you are watchful and alert. You pay careful
attention to the body language and words of everyone
E n l i s t e d S o l d i e r : You served on the front lines o f you interact with.
the Last W a r , shoulder to shoulder with dozens, even
hundreds, o f others. For years, all you k n e w were
ASSOCIATED SKILLS
long, agonizing days o f waiting, followed by minutes
If you are a kalashtar vigilant, you can choose Insight
or hours o f swinging a blade or slinging a spell at your
or Intimidate as your associated skill.
foes, trying to kill them before they could kill you.

M e n t a l B a s t i o n ( K a l a s h t a r ) : T h e dual spiritual
ASSOCIATED SKILLS nature o f your m i n d is abnormally strong, perhaps
If you are an enlisted soldier, you can choose Athlet- because you are descended from a particularly potent
ics or Endurance as your associated skill. quori. It's far m o r e difficult for others to force you to
act outside your intentions.
I n q u i s i t i v e : For you, adventuring isn't about
great wealth or fighting blatant, monstrous evils in
ASSOCIATED SKILLS
the wildit's about protecting society from the more
If you are a kalashtar mental bastion, you can choose
subtle evils within. You could be a city guard, a
Arcana or Insight as your associated skill.
House Deneith Marshal, or just a private citizen; your
goal is to solve c r i m e s and protect those who c a n n o t
U n s t o p p a b l e S o l d i e r ( W a r f o r g e d ) : You've been
protect themselves.
trainedor builtto be the perfect killing m a c h i n e .
You are quick to take advantage o f any opportunity or
ASSOCIATED SKILLS opening your foes offer. You c a n n o t b e stopped until
If you are an inquisitive, you can choose Insight or you complete your mission.
Streetwise as your associated skill.

ASSOCIATED SKILLS
RACE-SPECIFIC BACKGROUNDS If you are a warforged unstoppable soldier, you can
Player's Handbook and Player's Handbook 2 offer back- choose Athletics or Endurance as your associated skill.
ground options for the races presented in those books.
Those races particular to Eberron are presented here.

CHAPTER 5 | World of Eberron ^-


GIVE YOUR
HERO
AN
T h e Last W a r has ended, but the adventure is just beginning!
Explore a world o f action and intrigue, a world in which
glory and peril walk hand in hand, a world in dire need of
heroes whose names strike fear into the very heart o f evil.

The EBERRON Player's Guide presents everything a


DUNGEONS & DRAGONS* player needs to create and run
a character in the 4 t h Edition EBERRON campaign setting.
This supplement gives players rules, advice, and options
for their Eberron characters, including vital information
about the world of Eberron and character backgrounds
associated with the various regions and dragonmarked
houses. T h e book includes the artificer class, three new
races (changelings, kalashtar, and warforged), and rules
for dragonmarks, as well as new feats, powers, paragon
paths, epic destinies, and more.

U s e this m a t e r i a l t o run an EBERRON c a m p a i g n o r t o


a d d n e w e l e m e n t s t o any D&D g a m e .

or use with these 4th Edition D U N G E O N S & C/RACONS core products:

fi Player's Handbook"

M o n s t e r Manual*
Dungeon

EBERRON"
Master's

Campaign
Guide11

Guide

G E T M O R E AT

INSIDER"
www.dndinsider.com

ISBN: 978-0-7869-5100-0

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