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TO EBERRON
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Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright © 2018 by Keith Baker, and published under the Community
Content Agreement for Dungeon Masters Guild.
E
you can
BERRON WAS BORN IN 2002 WHEN build upon,
Wizards of the Coast launched not a codex of
a worldwide search for a new absolute law.
campaign setting. I imagined a Welcome
world of swashbuckling adventure to Eberron:
and dark fantasy, a place where magic formed let’s explore!
the foundation of civilization. Over the course of
the next year I worked with a team of amazing
IZ\Q[\[IVLOIUMLM[QOVMZ[\WZMÅVMIVLLM^MTWX
that core idea, and the end result was the -JMZZWV
+IUXIQOV;M\\QVO In the years that followed, a
host of authors, designers, and dungeon masters
across the world have continued to expand and
explore this setting.
<PQ[JWWSJZQVO[-JMZZWV\W\PMÅN\PMLQ\QWVWN
DUNGEONS & DRAGONS, providing an overview
of the core themes of the setting and the rules to
connect them to current campaigns. It explores
the continent of Khorvaire and the great city of
Sharn. <PM ?IaÅVLMZ¼[/]QLM provides ideas and
W
WN\PI\JQ\\MZKWVÆQK\ZMUIQV0W_LQL\PM
_IZIٺMK\aW]ZKPIZIK\MZIVLPW__QTTQ\
HAT IS EBERRON? IT’S A WORLD shape your story?
bound by a golden ring • The Mourning. This mystical cataclysm
and surrounded by twelve destroyed an entire nation and created a
moons. It’s the intersection of deadly wasteland in the heart of Khorvaire.
thirteen planes of existence, The Mourning brought the war to an end,
which shift in and out of alignment. It’s a place but it is a mystery and a threat that looms
where magic has been harnessed as a tool—used large over Eberron.
to build cities, to sail ships through the skies, to • Ancient Mysteries. Powerful artifacts
create both wonders and weapons. are hidden in the ruined cities of giants.
Eberron embraces swashbuckling action and Dragons and demons scheme in the
pulp adventure and adds a layer of neo-noir shadows, unraveling a prophecy that could
intrigue. Stories don’t always end well and there shape the future. These ancient mysteries
isn’t a perfect answer to every problem. The can be a source of fantastic adventures and
Last War turned old allies into bitter enemies terrible danger.
and destroyed an entire nation, leaving terrible • If it exists in D&D, it has a place in
scars behind. Crime and corruption lurk in the Eberron… But it may not be the place
great cities of Khorvaire. Hidden dragons shape you’re used to.
\PMKW]Z[MWNPQ[\WZa;QVQ[\MZÅMVL[QVÆ]MVKM These elements are all part of Eberron, but
the dreams of the unwary. Human greed and you don’t have to use all of them in every story.
ambition may prove more dangerous than any As you go through this chapter, decide which
devil or demon. But through this darkness, there \PMUM[IXXMIT\WaW]IVLJM[\Å\\PM[\WZQM[aW]
are opportunities for a group of bold adventurers want to tell.
\WUISMILQٺMZMVKM°NWZJM\\MZWZNWZ_WZ[M
122 CHAPTER
CHAPT
HA
APT
TEER
R1|T
THE
HE
H EL
LAST
AST W
AS WA
WAR
AR
THERE’S A PLACE FOR IT IN these are all the kenku in the world. So just
because it’s possible to put anything you want in
EBERRON the world, don’t assume that the streets of Sharn
IZMIbWWÆWWLML_Q\PM^MZaKPIZIK\MZZIKM\PI\¼[
°*]\1\5Ia6W\*M\PM8TIKMAW]¼ZM=[ML<W ever been suggested.
Chapter 3 provides advice on adding new races
Eberron draws on the core elements of ,,. to Eberron. Here’s a few other ways that you
It’s a world of wizards and rogues, a setting can add something into Eberron with minimal
_Q\PPITÆQVO[IVLL_IZ^M[IVLMT^M[?IV\IV impact on the setting.
otyugh? Orcs? Goblins? Paladins? They’re all • It comes from the vast and largely
there. Eberron draws on the same basic elements unexplored continent of Xen’drik.
as other settings, but it often diverges from the
• It was created or caused by the
traditional archetypes assigned to those things. A
Mourning—the mystical cataclysm that
few factors here:
destroyed Cyre—and has only been around
6WÅ`MLITQOVUMV\[ Mortal creatures
for four years.
are shaped by their culture and personal
circumstances. An orc is just as likely to be lawful • It’s a product of the underworld of Khyber,
good as chaotic evil, depending on their personal the source of many aberrations and
PQ[\WZa)OWTLLZIOWVIJMPWTLMZIPITÆQVO# monsters.
you can’t make automatic assumptions about • It’s the result of recent experiments by
any of them. In part this is because of Eberron’s one of the dragonmarked houses or a mad
distant gods. Orcs aren’t driven by Gruumsh’s IZ\QÅKMZ
fury, and the gnolls aren’t tied to Yeenoghu.
• It comes from one of the planes and slipped
The exceptions to this rule are creatures whose
into the world during a recent convergence.
identities are shaped by magic. Fiends and
celestials embody pure ideals of good and evil; Not everything has to exist in Eberron.
lycanthropes are driven by a curse. AW]KIVÅVLIXTIKMQV-JMZZWVNWZIVa\PQVO
Monsters aren’t always villains, and But it’s also possible to say that something LWM[V¼\
the villains aren’t always monsters. Many exist in Eberron. For example, if you wanted to
of the gnolls of Droaam are more honorable use Gruumsh in Eberron, you could re-imagine
than the human mercenaries of House Deneith. PQUI[WVMWN\PMLMUWVW^MZTWZL[WN\PMÅZ[\
In Karrnath and Aerenal, undead are used as age. You could decide that he’s the classic
tools. You certainly KW]TLÅVLaW]Z[MTNÅOP\QVOI Gruumsh, who has recently found his way to
UMZKQTM[[UQVW\I]ZQV\PM[T]U[WN;PIZV°J]\ Eberron from the core cosmology. But the DM
you’re just as likely to cross swords with a cruel can always say ¹6W\PMZMQ[VW^MZ[QWVWN/Z]]U[PQV
PITÆQVOK]\\PZWI\ Ua-JMZZWVº
There’s a place for everything in This comes to a critical point. Nothing is set
Eberron… but it may not be a prominent in stone. Like every sourcebook that’s come
place. Kenku aren’t mentioned in any of the before it, this book is intended to be a source of
canon sourcebooks of Eberron. There’s many inspiration: use what inspires you, but always feel
ways to add kenku into Eberron, but that doesn’t empowered to change the world to better suit the
mean that there needs to be a kenku nation story you want to tell. There’s a place in Eberron
WZ\PI\SMVS]PI^MXTIaMLI[QOVQÅKIV\ZWTM NWZM^MZa\PQVOQV\PI\M`Q[\[QV,,°J]\Q\¼[]X
to you whether to make use of it.
X
EN’DRIK IS A LAND OF RUINS AND
mysteries. The dragons of
Argonnessen have no love for
lesser creatures. The psychic
tyrants of Sarlona maintain strict
control over their borders and their people. So,
most player characters begin their adventures on
the continent of Khorvaire. While humans make
up the majority of the population in the civilized
nations of Khorvaire, the continent is home a
wide range of peoples and cultures. Once largely
]VQÅML]VLMZ\PM3QVOLWUWN/ITQNIZ\WLIa
Khorvaire is split into many nations—some old,
others newborn from the crucible of war.
This chapter provides an overview of the
nations of Khorvaire, along with a glimpse of
common life, magic, religion, and the world—
and planes—that lie beyond it.
CHAPTER 2 | 21
AUNDAIRIAN CHARACTERS
The Sovereign Host is the dominant faith of
Aundair, with a particular devotion to Aureon.
However, the Silver Flame also has a deeply Regardless of your Intelligence score, if you’re an
devoted following—some might say overzealous Aundairian you’re sure you’re the smartest person
or extreme. in the room. Consider the following things.
Aundair is ruled by Queen Aurala ir’Wynarn. Arcane Talent. If you’re not going to play
Aurala is a just ruler, but she has never a magical class, consider being a high elf or a
abandoned the dream of a Galifar reunited variant human with the Magic Initiate feat.
under her rule. While Aundair is a small nation, ?PM\PMZaW]TMIZVWٺMV[Q^MKIV\ZQX[IVLÅOP\
its arcane superiority allowed it to hold its own as a wandslinger or pick up a few practical
during the Last War. Many believe Aurala tools (XZM[\QLQOQ\I\QWVUMVLQVOUIOMPIVL), every
is pressing Arcanix to develop battle magic Aundairian should know a little magic.
that will ensure Aundair’s victory in whatever Magic Beats Mundane. Why use your hand
KWVÆQK\[TQMIPMIL when you could use UIOMPIVL? Who still uses a
bow when you could use a wand? “;W^MZMQOV[IJW^M
INTERESTING THINGS ABOUT AUNDAIR ?aTTQ[?M¼ZMLIa[I_IaNZWU\PM-TM^MV\P+MV\]ZaIVL
aW]¼ZM[\QTT[PWW\QVOXMWXTM_Q\PXWQV\ML[\QKS['º
• <PMÆWI\QVO\W_MZ[WN)ZKIVQ`IZMIKMV\MZ Show Some Style. Don’t settle for common
for mystical research. Bear in mind that clothes and a squalid meal when you could wear
many of its sages specialize in ritual magic ÅVMOTIUMZ_MI^M and drink the best wine. If you’re
IVLIJ[\ZIK\\PMWZa#Q\¼[VW\ÅTTML_Q\PPQOP IÅOP\MZNWK][WVÅVM[[MIVL,M`\MZQ\aQV[\MIL
level wizards. of crude strength. And never miss an opportunity
• Arcane magic is tied into many aspects for a clever quip.
of Aundairian life—more so than other
CHAPTER 2 | AUNDAIR 23
BRELISH CHARACTERS
Phiarlan and the Trust of Zilargo. The dark side
of all of these things is a strong streak of cynicism,
_PQKPITTW_[KZQUMIVLKWZZ]X\QWV\WÆW]ZQ[P As you develop a Brelish character or NPC,
in Brelish cities and churches. The Sovereign consider the following.
Host is the dominant religion of Breland, but Slightly Shady. Many Brelish have a loose
in general the Brelish aren’t as devout as their relationship with the law. Even if you’re a hero,
cousins in other nations. you may have a few questionable connections
King Boranel ir’Wynarn of Breland rules in or friends in low places. Backgrounds such as
conjunction with an elected parliament. Boranel KZQUQVITWZKPIZTI\IV[XaIZMI_Ia\WZMÆMK\
is a popular leader celebrated for his exploits this, regardless of your class. You could also be a
during the Last War. But his children have yet folk hero who’s challenged the laws to protect the
to prove themselves, and there is a growing innocent, or an entertainer who’s played in every
movement that advocates abandoning royal rule dive in Sharn.
when Boranel passes. Innovative and Independent. Find your
own path in the world; don’t simply follow. As
INTERESTING THINGS ABOUT BRELAND a cleric you might challenge your church and
follow your own divine revelations. As an arcane
• The great city of Sharn is the largest caster you could search for new techniques or to
metropolis in Khorvaire. The City of unravel forgotten secrets.
Towers is almost a nation in its own right Practical. Whether it’s about fashion, food, or
and is a hub for commerce and intrigue. conversation, the Brelish tend to be practical and
Chapter 6 provides more information on pragmatic. Why spend a fortune on a fancy meal
Sharn. when a simple one will do? You’ll use whatever
• The Boromar Clan is the oldest and most tool gets the job done, and you don’t see a need
powerful criminal organization in Breland. NWZ]VVMKM[[IZaÆIQZ
24 CHAPTER 2 | BRELAND
CYRAN CHARACTERS
Cyrans like to say that their culture represents
\PMJM[\\PI\/ITQNIZPIL\WWٺMZ°_PQKPQ[
to say, a little bit of everything. Cyrans value When creating a character from Cyre, consider
diversity and versatility, both in talents and the following.
thought. Cyre couldn’t match Karrnath in What Have You Lost? Did you lose wealth
martial discipline or Aundair in the arcane or status? Did you have family or loved ones lost
arts, but as a nation it was characterized by the in the Mourning? Did you lose something you
ÆM`QJQTQ\aWNQ\[NWZKM[ could one day recover from the Mournland—
While the Sovereign Host was the dominant arcane research, an heirloom artifact? Consider
NIQ\PWN+aZM\PM;QT^MZ.TIUMPILI[QOVQÅKIV\ the impact this has on your background. As a
following. Many survivors have questioned their Cyran noble or soldier, your estates have been
faith in the wake of the Mourning, but some lost and your army scattered; but you still have
believe that this is a divine trial and a time when the respect of your comrades or peers.
faith is needed more than ever. What Do You Hold Onto? Do you have a
Queen Dannel ir’Wynarn was in Metrol on trinket that embodies Cyre for you? Is your wand
the Day of Mourning and is presumed to be or weapon an heirloom of your family? As an
dead. Her son Prince Oargev ir’Wynarn holds entertainer or guild artisan, are you preserving a
court in New Cyre, a massive refugee camp set particular Cyran tradition?
up in Breland. Some refugees support Oargev What Drives You? Are you determined
and the dream of a restored Cyre, while others to solve the mystery of the Mourning? Do
prefer to focus on the future instead of trying to you want to help other refugees? Or are you
reclaim the past. As a Cyran you should decide only concerned with your personal survival? Is
whether you hold tight to your national identity, there something you want to recover from the
or whether consider yourself to be an adventurer Mournland, or would you prefer to never set foot
without a nation. in it again? Do you hold a grudge against the
nations that fought against Cyre in the war, or
are you only concerned with the future?
26 CHAPTER 2 | DARGUUN
DROAAMITE CHARACTERS
\PMaPI^MJMMVOQ^MVVM_X]ZXW[M°IVL\PM
Daughters use an army of ogres and war trolls
to maintain order. To date, the other nations of 5QVW\I]Z[WZK[OVWTT[\QMÆQVO[KPIVOMTQVO[
Khorvaire have refused to recognize Droaam, and other monstrous species all have a place
and it was not part of the Treaty of Thronehold. in Droaam. Consider these when making a
Most people believe that it can’t last—that even Droaamite character.
the Daughters can’t hold this disparate alliance ?PI\5ISM[AW],QٺMZMV\'The people of
together—but currently it is stronger than ever. Droaam aren’t just humans with horns or green
Droaam works closely with House Tharashk, skin. Think about the strengths of your people
selling the services of monstrous soldiers and IVL_PI\UISM[aW]LQٺMZMV\NZWUP]UIVQ\a
laborers and bysehk ore, a form of metal with both physically and culturally.
magical properties. Beyond that, it is a frontier Are You Proud? Many citizens of Droaam
nation that is still expanding. As Droaam are proud of their nation. You know that the rest
isn’t bound by the Treaty of Thronehold, it’s of Khorvaire considers you to be a “monster”. In
become a haven for war criminals and deserters, Droaam, you are going to prove to them that you
along with other criminals and mages pursuing and your kind are capable of things humanity
forbidden paths of magic. can’t even imagine. Or you might ignore this big
Many of the monsters that make up Droaam picture and be driven solely by your personal
have their own unique subcultures. Most worship desires or the goals of your family or warlord.
the Dark Six, but there are other religious Backgrounds. The creatures of Droaam are
traditions as well. very diverse. A Droaamite kobold might be an
urchin rogue. A minotaur could be a outlander
barbarian with little knowledge of the outside
_WZTL_PQTMI\QMÆQVO_IZTWKSKW]TLJMI[IOM
well versed in history and arcana.
28 CHAPTER 2 | DROAAM
INTERESTING THINGS
of them consider arcane and even divine magic
to be such a threat. Ashbound sometimes attack
30 CHAPTER 2 | KARRNATH
LHAZAAR CHARACTERS
win the support of enough ships and people can
claim a principality; if you want to establish your
own tiny kingdom, this is the place to do it. As you develop a Lhazaar character or NPC,
<PM4PIbIIZIZM\PMÅVM[\[IQTWZ[QV3PWZ^IQZM consider the following.
During the Last War, they served all nations as Seafarers and Swashbucklers. Most
privateers and engaged in piracy on the side. Lhazaar spend more time at sea than they do
With the end of the Last War they’ve largely on land. Sailor is an appropriate background
returned to the merchant trade, but there are still for any Lhazaar, but you can also ask your DM
pirates on the open seas. QNaW]KIV[_Q\KPI\WWTXZWÅKQMVKaNWZ^MPQKTM[
The Lhazaars value their independence. This _I\MZXZWÅKQMVKa4PIbIIZIZMÆIUJWaIV\
is a place where anyone can rise to captain a people with little concern for the law, so
ship or even seize a principality. Leadership charlatan, criminal, entertainer, and folk hero
is something earned, not given. High Prince are all strong backgrounds.
Ryger ir’Wynarn of Regalport seeks to forge Local Customs. Each principality is unique.
\PM8ZQVKQXITQ\QM[QV\WI]VQÅMLNWZKM0MPI[ Each has its own martial traditions, fashions,
\PMÅVM[\ÆMM\IVLQ\_I[PQ[MٺWZ\[\PI\[I_\PM IVL[TIVO<PQVSIJW]\PW_aW]ZKPWQKM[ZMÆMK\
8ZQVKQXITQ\QM[ZMKWOVQbMLI\<PZWVMPWTL°NWZ your principality. Your dwarf barbarian could
which he gave himself the title of “High Prince.” be one of the savage Cloudreavers. Your dashing
But so far, the other princes have rejected his swashbuckler rogue could be a colorful Wind
proposals for a greater union. Whisperer. The Bloodsail elves have a strong
There are principalities devoted to the Blood \ZILQ\QWVWNVMKZWUIVKa°IVM`KMTTMV\UI\KPNWZ
of Vol and a few that favor the Sovereign Host. your elf wizard. There are many principalities,
Beyond this, the Lhazaar show little enthusiasm and you can always work with your DM to
for religion, though many will curse the Devourer LM^MTWXWVM\PI\Å\[aW]ZKPIZIK\MZ
when a storm comes. Big Dreams. Whatever their circumstances,
the people of the Principalities are always looking
INTERESTING THINGS ABOUT LHAZAAR \W\PMN]\]ZM?PI\Q[Q\aW]_IV\'<WÅVLI
forgotten treasure hoard? To command your
• The Lhazaar Principalities have the largest own ship? To take your place as a prince? Think
changeling population in Khorvaire. Many big, and chase your dreams.
of these are concentrated in the Gray
INTERESTING THINGS ABOUT THE important than appearance, and you are also
interested in the history of the things you carry;
HOLDS QNaW]ÅVLIUIOQK_MIXWVaW]_IV\\WSVW_
the battles it has seen and the warriors who have
• The Mror Holds have deep reserves of wielded it before you.
gold, silver, and other rare and precious
metals, along with iron and other ores.
CHAPTER 2 | Q’BARRA 33
36 CHAPTER 2 | THRANE
CHAPTER 2 | VALENAR 37
ZIL CHARACTERS
Trust reports to the Triumvirate. The Zil gnomes
built this system, and they are quite happy with
it. Their streets are safe, and as long as you play As you develop a Zil character, consider the
by the rules of the game, the Trust won’t target following things, along with the suggestions in the
aW]7]\[QLMZ[ÅVL\PQ[KI[]ITIKKMX\IVKMWN Gnome section in chapter 3.
preemptive assassination to be terrifying, but the Family Ties. In a nation shaped by intrigue,
Zil actually trust the Trust. aW]PI^M\WPI^M[WUMWVMaW]KIVZMTaWV°
Every Zil gnome is in a web of intrigues. This and for the Zil, that’s family. Unless you’re an
is condoned by the Trust, as long as no laws are orphan, discuss your family with your DM.
broken and the state itself isn’t threatened. It’s What’s their business? Who’s your favorite
ÅVMNWZIOVWUMKPIZTI\IV\WKWVVQ^MIVW\PMZ relative? Are you currently involved in any family
gnome out of a jewel mine—as long as this is schemes? Family members may call on you for
accomplished through cunning, negotiation, or help over the course of your adventurers, but
deception rather than violence or outright theft, they can also be a resource for you.
and as long as the mine stays in Zil hands. The Knowledge and Power. The Zil prize
same applies to adventurers planning schemes knowledge above all else. Sage is a suitable
in Zilargo: violence will get one targeted by the background for any Zil; charlatan and spy are
Trust, but QV\ZQO]Mis perfectly acceptable. IT[WIXXZWXZQI\MZMÆMK\QVO\PMQZTW^MWNQV\ZQO]M
The Trust itself is a network of spies and Classes that specialize in melee combat are rare
assassins. Most agents of the Trust simply pass among the Zil. Rogues, bards, wizards, and
information through dead drops; some estimate IZ\QÅKMZ[IZM\PM[WTLQMZ[WNBQTIZOW
that a third of the nation works for the Trust One unusual option is to play a warlock whose
QV\PQ[KIXIKQ\a?PMV\PM<Z][\QLMV\QÅM[I pact is with the Trust itself. You receive your
threat, it acts preemptively. If a problem can be orders telepathically. Your class abilities can
solved without violence—by sharing a piece of ZMÆMK\[XMKQITQbML\ZIQVQVOWZOZIV\MLIJQTQ\QM[¸
information, or a whispered warning sent via the magical equivalent of super-spy gadgets!
38 CHAPTER 2 | ZILARGO
42 CHAPTER 2 | MAGEWRIGHTS
CHAPTER 2 | WANDSLINGERS 43
COMMUNICATION
Phiarlan operates west of the Mournland, while
House Thuranni is based in Karrnath and the
The Couriers’ Guild of House Orien runs a Lhazaar Principalities. Each house has its own
standard postal service, delivering messages by theatres, companies, and star performers, but
horse and lightning rail. Sending a letter to a you don’t need a dragonmark to get into show
central station in a major city costs a few copper business; the houses train and license all manner
pieces. A direct delivery within a city could run of artists and entertainers.
up to 5 sp. Sending a large or unusual package—
or a rushed delivery—costs considerably more.
Should you need to send a message more
FASHION
quickly, you’ll turn to the message stations of When it comes to fashion, the most common
House Sivis. The basic tool is the [XMISQVO[\WVM, manifestation of magic is OTIUMZ_MI^M: clothing
which allows a dragonmarked operator to send a imbued with illusion. This can involve concrete
short message to any other [XMISQVO[\WVM. Sending images, such as a cloak lined with glittering stars
a message through the stones costs 1 gp for WZIOW_V_Q\PIXI\\MZVWNÆIUM[#\PM_MIZMZ
M^MZaÅ^M_WZL[QV\PMUM[[IOMIVL\ISM[WVM might even be able to adjust the intensity of
minute for every ten miles between the station \PM[MÆIUM[_Q\PI_WZL5WZMMTIJWZI\MIVL
and the destination. The gnomes at the receiving expensive) OTIUMZ_MI^M could even produce the
station will transcribe the message; for an extra MٺMK\WNJMQVO_ZMI\PMLQVÆIUM[0W_M^MZ
gold piece, they’ll have a courier deliver it to OTIUMZ_MI^MKIVIT[WPI^MUWZMIJ[\ZIK\MٺMK\["
the intended recipient. Most large communities slowly shifting colors or a shimmering glow,
will have a message station, but small villages or for example. /TIUMZ_MI^Mcan cost anywhere
frontier towns may not. NZWU\WOXLMXMVLQVOWV\PMMٺMK\#Q\¼[
The [XMISQVO[\WVMnetwork is the backbone of stylish, but certainly a sign of wealth. Zilargo and
communication, but if it’s not fast enough, there Aundair are the primary sources of OTIUMZ_MI^M,
is one more option. A Sivis enclave UQOP\have a and competition between designers has grown in
heir who can perform [MVLQVO, which can send a recent years.
message instantly to any Sivis station—and even
allow a response, if the recipient is present and
waiting at the target station. If available, this
MEDICINE
<PMPITÆQVO[WN0W][M2WZI[KWPI^MTWVO
service generally costs 200 gp.
dominated the business of healing. Most large
communities have a Jorasco healing house, and
ENTERTAINMENT even smaller communities often have a lone
While true bards are uncommon, magewright Jorasco healer. The basic services provided by
entertainers learn to weave magic into their Jorasco involve use of the Medicine skill and
performances. Illusion is a common tool, used herbal remedies. The next tier of treatment is
both to enhance a mundane performance or lesser restorationWٺMZQVOQUUMLQI\MZMKW^MZaNZWU
as an art form in its own right. A gymnastic disease for those willing to pay the price. /ZMI\MZ
performance might incorporate R]UXor NMI\PMZNITT. restoration is possible if the house has an heir with
<PMMٺMK\[WN\PM\PI]UI\]ZOacantrip—booming the Greater Mark of Healing, though this gift
AERENAL
CULTS OF THE DRAGON BELOW 1V)MZMVITaW]UQOP\°
• Consult an elven archmage who’s been
• There is a paradise within the world, a vale dead for twenty thousand years.
bathed in the light of the Inner Sun. Earn • Battle sinister forces that have crawled into
your passage with the blood of worthy foes. Eberron from a realm of eternal night.
• Our existence is a chrysalis state, preparing • Learn secrets of arcane magic unknown on
us for transcendent immortality within the Khorvaire.
bowels of the Gibbering Mouther.
The massive island of Aerenal is the ancient
• The Lord of Eyes sees all secrets. His kingdom of the elves. Its jungles are a source
gaze elevates the worthy and slays the of strange and valuable lumbers: the soarwood
unbeliever. Drive all doubt from your heart used for the hulls of airships, tough bronzewood,
and you will see reality through new eyes. even trees that remain alive after being felled.
The Cults of the Dragon Below are wildly Beyond this, the island is close to the planes of
diverse. The tenets above describe the beliefs 1ZQIVIVL5IJIZ°ITTW_QVO\PMTQVM[JM\_MMV
of three LQٺMZMV\cults, and the image of the holy life and death to become blurred. This can be
symbol is one common example—a piece of dangerous, with dark forces creeping in from the
volcanic glass—not something shared by all plane known as the Endless Night. But it’s also
cults. There are warlocks who draw power from allowed the elves to perform feats of necromancy
demon overlords and daelkyr cultists who serve unmatched in Eberron. Among the Aereni elves,
UQVLÆIaMZ[IVLJMPWTLMZ[7\PMZ[IZM[QUXTa the honored dead walk among the living. Heroes
driven by deep convictions that others see as who died in glorious battle return to serve the
madness. Outsiders use the term “Cult of the Sibling Kings. And in the depths of Shae Mordai,
Dragon Below” as a blanket term to describe the deathless lords of the Undying Court study
all of these things, but the cultists themselves the shifting balance of the planes and the path of
don’t use this name or see themselves as part the Draconic Prophecy.
of a greater whole. New cults can spring up While necromancy is a pillar of Aereni
anywhere at any time, as a seed of madness takes society, it isn’t the dark force you’re used to.
root and spreads. The deathless undead of Aerenal are sustained
If your character is part of a cult, work with the by XW[Q\Q^Menergy—the light of Irian and the
,5\WLMÅVMaW]ZXMZ[WVITJMTQMN[ITWVO_Q\P devotion freely given by their descendants. The
the size and scope of your cult. Does your faith elves of Aerenal despise necromancy that draws
have wide support across the Shadow Marches? on the negative energy of Mabar, and agents of
Or are you and your family the only people who the Undying Court are charged to seek out and
share your particular beliefs? destroy vampires, liches, and other such undead.
SARLONA
In Sarlona, you could...
• 1VÅT\ZI\MIVMUXQZMZ]TMLJa
psychic overlords.
• Defend an ancient mountain
monastery.
• Disable a monolith used to control
the dreams of a city.
Tens of thousands of years ago, the
vast continent of Sarlona was the
cradle of human civilization. Three
\PW][IVLaMIZ[IOW\PMÅZ[\P]UIV
colonists set forth from Sarlona,
setting in motion the events that
would shape modern-day Khorvaire.
Once Sarlona was home to over
a dozen distinct kingdoms, but
today only two established nations
E
IVWTLUIVI[[PMUW^M[IZW]VL\PMKWZVMZ
• Shifters draw on their distant lycanthropic
BERRON CAN BE HOME TO ANY OF THE heritage to manifest bestial traits for short
creatures found across the multiverse periods of time. A diverse race shaped by
of DUNGEONS & DRAGONS. Humans, the beasts within them, shifters often prefer
gnomes, elves, and orcs have all the wilds to the civilized world.
made their marks on the continent
• Warforged IZMIZ\QÅKQITTQNMNWZU[J]QT\\W
of Khorvaire. However, the creatures of Eberron
ÅOP\QV\PM4I[\?IZ+ZMI\MLI[\WWT[WN
KIVJMY]Q\MLQٺMZMV\NZWU\PMQZKW]V\MZXIZ\[WV
JI\\TM\PMaU][\VW_ÅVL\PMQZXTIKMIVL
other worlds. The orcs of Eberron include druids
purpose beyond the war.
IVLXITILQV[_PWÅOP\\WLMNMVL\PM_WZTLNZWU
demons and aberrations. The Valenar elves are
CHAPTER
CHA
H AP
PTTE
ERR3|R
RACES
AC
ACEES
SOOF
FEEBERRON
EB
BE
ERRRO
RON 59
MASKS
HIDDEN PEOPLE AND PERSONAS
Wherever humans can be found, there are
changelings; the question is whether their In their natural form changelings are slender and
presence is known. pale, with colorless eyes and silver-white hair.
Changelings are born to one of three paths. A changeling can alter its physical appearance
A few are raised in stable communities where with a thought. While this can be used to deceive
changelings are true to their nature and deal others, it is a natural form of expression for the
openly with the people around them. Some are changeling. A changeling shifts shapes the way
WZXPIV[ZIQ[MLJaW\PMZZIKM[_PWÅVL\PMQZ others might change clothes. A casual shape—one
way in the world without ever knowing another created on the spur of the moment, with no depth
like themselves. Others are part of nomadic or history—is called a UI[S. A mask can be used
changeling clans spread across the Five Nations \WM`XZM[[IUWWLWZ\W[MZ^MI[XMKQÅKX]ZXW[M
who keep their true nature hidden from the and then never used again. However, many
single-skins. Some clans maintain safe havens in changelings develop identities that have more
major cities and communities, but most prefer to depth. They build an identity over time, crafting
wander the unpredictable path of the Traveler. a persona with a history and beliefs. This focused
In creating a changeling adventurer, consider identity helps a changeling pinpoint a particular
the character’s relationships with people around skill or emotion. A changeling adventurer might
them. Does the character conceal their true have personas for many situations, including
changeling nature? Do they embrace it? Do they negotiation, investigation, and combat. Personas
have connections to other changelines or are they can be shared by multiple changelings; there
alone and in search of companions? might be three healers in a community, but
60 CHAPTER 3 | CHANGELINGS
CHAPTER 3 | CHANGELINGS 61
HUNTED BY NIGHTMARES
source of their psychic gifts.
The bond to the spirit can cause some kalashtar
to display unusual quirks of behavior. You can <PM^QZ\]W][[XQZQ\[\QML\W\PMSITI[P\IZÆMLNZWU
roll or select a trait from the following table. the dream-realm of Dal Quor to escape evil spirits
62 CHAPTER 3 | CHANGELINGS
CHAPTER 3 | CHANGELINGS 63
64 CHAPTER 3 | SHIFTERS
THE JOURNEY YET TO COME Size. Shifters range from 5 to almost 7 feet
tall, depending on their subrace. Your size is
Shifters have a strong presence in the Eldeen Medium.
Reaches, and they often live among humans Speed. Your base walking speed is 30 feet.
and can be found in rural areas across Darkvision. You have superior vision in dark
Khorvaire. While they form powerful bonds and dim conditions. You can see in dim light
to friends and kin, shifters place great value on within 60 feet of you as if it were bright light,
self-reliance and freedom. It’s a shifter proverb and in darkness as if it were dim light. You can’t
to “always be prepared for the journey yet to discern color in darkness, only shades of gray.
come,” and most shifters strive to be ready for Keen Senses. AW]PI^MXZWÅKQMVKa_Q\P\PM
change or opportunity. Perception skill
Shifters have a natural inclination toward Shifting. As a bonus action, you can assume
classes with a primal connection. A shifter a more bestial appearance. This transformation
barbarian draws their rage from the beast within. lasts for 1 minute, until you die, or until you
A shifter ranger indulges their urge to wander revert to your normal appearance as a bonus
and hunt. A shifter rogue harnesses their own action. When you shift, you gain temporary hit
predatory instincts. But shifters can pursue any points equal to your level + your Constitution
path or faith. UWLQÅMZUQVQU]UWN\MUXWZIZaPQ\XWQV\
AW]IT[WOIQVILLQ\QWVITJMVMÅ\[\PI\LMXMVLWV
your shifter subrace, described below.
SHIFTER NAMES Once you shift, you can’t do so again until you
ÅVQ[PI[PWZ\WZTWVOZM[\
Shifters have no language of their own and
Languages. You can speak, read, and write
often live in blended communities. Their names
Common.
typically overlap with the names of other cultures
Subrace. The beast within shapes each shifter
in their region. Many shifters prefer to keep
physically and mentally. Four major subraces
their personal names for their friends and use
of shifter are found among the worlds of D&D:
“wandering names” with strangers. These are
Beasthide, Longtooth, Swiftstride, and Wildhunt.
usually tied to a physical or personality trait.
Choose one of these subraces.
CHAPTER 3 | SHIFTERS 65
SWIFTSTRIDE
Swiftstride shifters are graceful and quick.
Typically feline in nature, swiftstride
[PQN\MZ[IZMWN\MVITWWNIVLLQٻK]T\\WXQV
down physically or socially.
Ability Score Increase. Your Dexterity and
Charisma scores increase by 1.
Graceful. AW]PI^MXZWÅKQMVKa_Q\P\PM
Acrobatics skill.
Swift Stride. Your walking speed increases by
5 feet.
Shifting Feature. While shifted, your
walking speed increases by an additional 5 feet.
66 CHAPTER 3 | SHIFTERS
<PM_IZNWZOML_MZMJ]QT\\WÅOP\QV\PM4I[\
?IZ<PMÅZ[\_IZNWZOML_MZMUQVLTM[[
automatons, but House Cannith devoted vast
resources to improving these steel soldiers.
An unexpected breakthrough produced fully
sentient soldiers, blending organic and inorganic
materials. Warforged are made from wood
and metal, but they can feel pain and emotion.
*]QT\I[_MIXWV[\PMaU][\VW_ÅVLIX]ZXW[M
beyond the war. A warforged can be a steadfast
ally, a cold-hearted killing machine, or a
visionary in search of purpose and meaning.
[IUMJMVMÅ\[\W
LIVING STEEL AND STONE warforged that they do to other humanoids. A
warforged can focus its mind on its body as it
Warforged are formed from a blend of organic
rests, adjusting its shape and form to assume one
and inorganic materials. Root-like cords infused
of a few defensive postures. A warforged who
_Q\PITKPMUQKITÆ]QL[[MZ^MI[\PMQZU][KTM[
expects heavy combat might focus on durability,
wrapped around a framework of steel, darkwood
while during a time of peace they might be
or stone. Armored plates form a protective outer
content to adopt a lighter, less aggressive form.
shell and reinforce joints. All warforged share
a common facial design, with a hinged jaw and
crystal eyes embedded beneath a reinforced
brow ridge. A sigil is engraved into the center of WARFORGED PERSONALITY
the forehead; this is unique to each warforged. <PM_IZNWZOML_MZMJ]QT\\W[MZ^MIVL\WÅOP\
Beyond these common elements of warforged For most of their existence, warforged had a
design, the precise materials and build of a KTMIZTaLMÅVMLN]VK\QWVIVL_MZMMVKW]ZIOML
warforged vary based on the purpose for which it to focus purely on that role. The Treaty of
was designed. A juggernaut warrior is a massive Thronehold gave them freedom, but many
brute with a heavy steel frame, while a skirmisher _IZNWZOML[\Z]OOTMJW\P\WÅVLIXTIKMQV\PM
can be crafted from wood and light mithral to post-war world and to relate to the creatures that
grant it lithe and elegant movement. created them.
While they’re formed from stone and steel, The typical warforged shows little emotion.
warforged are living humanoids. Resting, healing Many warforged embrace a concrete purpose—
magic, and the Medicine skill all provide the protecting allies, completing a contract, or
CHAPTER 3 | WARFORGED 67
68 CHAPTER 3 | WARFORGED
ENVOY
As an envoy, you were designed with a certain
specialized function in mind. You might be an
assassin, a healer, or an entertainer, to name
a few possibilities. Envoys are the rarest of
the warforged subraces, and yours could be a
unique design.
Ability Score Increase. <_WLQٺMZMV\IJQTQ\a
scores of your choice increase by 1.
Specialized Design. You gain one skill
XZWÅKQMVKaWNaW]ZKPWQKMWVM\WWTXZWÅKQMVKa
WNaW]ZKPWQKMIVLÆ]MVKaQVWVMTIVO]IOMWN
your choice.
Sentry’s Rest. When you take a long rest, Integrated Tool. Choose one tool you’re
you must spend at least six hours in an inactive, XZWÅKQMV\_Q\P<PQ[\WWTQ[QV\MOZI\MLQV\WaW]Z
motionless state, rather than sleeping. In this JWLaIVLaW]LW]JTMaW]ZXZWÅKQMVKaJWV][NWZ
state, you appear inert, but it doesn’t render you any ability checks you make with it. You must
unconscious, and you can see and hear as normal. have your hands free to use this integrated tool.
/Äã¦ÙãWÙÊãã®ÊÄ
DŽĚĞ WƌĞƌĞƋƵŝƐŝƚĞ īĞĐƚ
Darkwood Core (unarmored) None ϭϭнLJŽƵƌĞdžƚĞƌŝƚLJŵŽĚŝĮĞƌ;ĂĚĚƉƌŽĮĐŝĞŶĐLJ
ďŽŶƵƐŝĨƉƌŽĮĐŝĞŶƚǁŝƚŚůŝŐŚƚĂƌŵŽƌͿ
ŽŵƉŽƐŝƚĞWůĂƟŶŐ;ĂƌŵŽƌͿ DĞĚŝƵŵĂƌŵŽƌƉƌŽĮĐŝĞŶĐLJ ϭϯнLJŽƵƌĞdžƚĞƌŝƚLJŵŽĚŝĮĞƌ;ŵĂdžŝŵƵŵŽĨϮͿ
нLJŽƵƌƉƌŽĮĐŝĞŶĐLJďŽŶƵƐ͘
,ĞĂǀLJWůĂƟŶŐ;ĂƌŵŽƌͿ ,ĞĂǀLJĂƌŵŽƌƉƌŽĮĐŝĞŶĐLJ ϭϲнLJŽƵƌƉƌŽĮĐŝĞŶĐLJďŽŶƵƐ͖ĚŝƐĂĚǀĂŶƚĂŐĞŽŶ
ĞdžƚĞƌŝƚLJ;^ƚĞĂůƚŚͿĐŚĞĐŬƐ͘
CHAPTER 3 | WARFORGED 69
JUGGERNAUT
You’re an imposing war machine built for close
combat and raw might. You tower over your
comrades; juggernaut warforged stand between
6 and 7 feet in height and can weigh up to 450
pounds.
Ability Score Increase. Your Strength score
increases by 2.
Iron Fists. When you make an unarmed
[\ZQSMaW]KIVLMITLaW]Z;\ZMVO\PUWLQÅMZ
70 CHAPTER 3 | DWARVES
CHAPTER 3 | DWARVES 71
72 CHAPTER 3 | DWARVES
CHAPTER 3 | DWARVES 73
ELVES OF KHORVAIRE
with two hands, the weapon has the ÅVM[[M
trait for your attacks with it, and you gain
+1 AC. Throughout history, elves have occasionally
• On your turn, when you use a bonus action immigrated to Khorvaire—some by choice,
to make a melee attack with the blade at the [WUM\PZW]OPM`QTM5IVaWN\PMÅVM[\_QbIZL[
opposite end of the weapon, the weapon’s in the Five Nations are high elves, along with
damage die for this attack increases to 2d4, renowned artisans. Wood elves are found among
instead of 1d4. the rangers and druids of the Eldeen Reaches,
though you could just as easily be a wood elf who
hunts in the darkest alleys of Sharn. Subrace is a
matter of aptitude as opposed to genetics, and the
people of Khorvaire will see you only as an elf.
As an elf in Khorvaire, you have grown up
among short-lived races. You may not be as
concerned with history and tradition as the
Aereni and Valenar; you could even live your
74 CHAPTER 3 | DWARVES
CHAPTER 3 | DWARVES 75
76 CHAPTER 3 | GNOMES
HALF-ELVES
Zil society is divided into major houses, each of
which is composed of multiple families. Each
gnome has three names: their personal name,
¹1¼UVW\»PITN¼IVa\PQVOAW]P]UIV[KWUMNZWU
their family name, and their house name. For
example, Alina Lorridan Lyrris and Tallian ;IZTWVI<PMMT^M[IZMNZWU)MZMVIT5M'1¼UI\Z]M
<ITQ][4aZZQ[IZMUMUJMZ[WNLQٺMZMV\NIUQTQM[ KPQTLWN3PWZ^IQZMº
within House Lyrris. Gnomish names are long —Nandon Tam, Khoravar activist
and lyrical; a Zil proverb claims “the sweetest
song is the name of a friend.” Personal and clan
Half-elves are spread across Khorvaire, from
names average three syllables in length, and there the Towering Woods of the Eldeen Reaches
is a strong tradition of alliteration.
to the slums of Sharn. New half-elves are born
Male Names: Alian, Castar, Dorius, Elymar,
in every generation as a result of pairings
Haliar, Hasal, Illian, Jassian, Lassius, Sanadal,
between humans, elves, and half-elves, and these
Tallian, Torius
newborns typically cling to the cultures of their
Female Names: Alina, Cassia, Dalia, Jandia,
parents. However, over the course of centuries
Lysse, Myssia, Ranadala, Saralyssa, Talina,
half-elves have developed their own communities
Tandria, Tassi, Vassilia
and traditions; this sense of identity has been
Family Names: Alyre, Alysse, Canatar,
strengthened by the rise of House Lyrandar and
Del, Dorian, Hal, Josilyn, Kan, Lin, Lorridan,
House Medani.
Lyrriman, Sil, Suvius, Syrralan, Talius, Til,
In making a half-elf character, think about
Torralyn
whether you were born into a Khoravar
Clan Names: Adredar, Clebdecher, Dalian,
community, or if you were born to parents of
Davandi, Harlian, Hebberdesh, Korrian,
LQٺMZMV\ZIKM[1[aW]ZPITNMTNQLMV\Q\aI[W]ZKM
Lonadar, Lyrris, Nezzelech, Santiar, Tarliach WNXZQLMWZ[WUM\PQVO\PI\PI[JMMVLQٻK]T\NWZ
you? The elves of Aerenal have never allowed a
GNOMES OF THE FIVE NATIONS half-elf into the Undying Court, and the Valenar
elves don’t consider half-elves to be capable of
Gnomes are found across the Five Nations, and channeling a Valenar ancestral spirit.
most are well-integrated into the local cultures.
Gnomes are often encountered as merchants,
magewrights, chroniclers, scholars, and
scoundrels. While the gnomes of the Five Nations
THE KHORAVAR
aren’t as inherently devious as their Zil cousins, When two half-elves conceive, the child is always
family is usually important to them. You may a half-elf. Over the course of generations, families
have a network of old favors and connections to and communities of half-elves have developed
the community you grew up in. But you might their own cultural identity. Members of these
CHAPTER 3 | HALF-ELVES 77
78 CHAPTER 3 | HALF-ORCS
CHAPTER 3 | HALFLINGS 79
d½Äã,½¥½®Ä¦Yç®Ù»Ý
1d10 YƵŝƌŬ
1 zŽƵĂƌĞĐŽŶƐƚĂŶƚůLJĂŵĂnjĞĚďLJƚŚŝŶŐƐƚŚĞƉĞŽƉůĞŽĨƚŚĞ&ŝǀĞEĂƟŽŶƐƚĂŬĞĨŽƌŐƌĂŶƚĞĚ͘
2 zŽƵƉĂƩĞƌŶLJŽƵƌďĞŚĂǀŝŽƌŽŶĂƉĂƌƟĐƵůĂƌƐƉĞĐŝĞƐŽĨĚŝŶŽƐĂƵƌ͘
3 zŽƵĂƌĞĞdžƚƌĞŵĞůLJĐƵƌŝŽƵƐ͕ĂŶĚLJŽƵ͛ƌĞĂůǁĂLJƐƐĞĂƌĐŚŝŶŐĨŽƌŶĞǁĞdžƉĞƌŝĞŶĐĞƐ͘
4 zŽƵůŽǀĞƚŽďŽĂƐƚ͕ĂŶĚLJŽƵ͛ƌĞĂůǁĂLJƐƚĞůůŝŶŐĞdžĂŐŐĞƌĂƚĞĚƐƚŽƌŝĞƐŽĨLJŽƵƌĂŵĂnjŝŶŐĂĚǀĞŶƚƵƌĞƐ͘
5 You wear a mask that you believe holds the spirit of your former mount, and you talk to it when
you are troubled.
6 You don’t understand the concept of “truth.” To you, everything is a story and it’s all about how
you tell it.
7 zŽƵĂƌĞĂŶŶŽLJĞĚďLJďƵŝůĚŝŶŐƐĂŶĚƚŽŽůƐĚĞƐŝŐŶĞĚǁŝƚŚŽƵƚĐŽŶƐŝĚĞƌĂƟŽŶĨŽƌƐŵĂůůĐƌĞĂƚƵƌĞƐ͘
8 You seek vengeance for a wrong done to your tribe or family.
9 You never forget an insult or injury.
10 You see the hand of the spirits in everything that occurs around you.
80 CHAPTER 3 | HALFLINGS
CHAPTER 3 | HALFLINGS 81
82 CHAPTER 3 | HUMANS
E
ACH OF THESE PEOPLE
possesses a dragonmark,
a symbol etched on the
skin in colors more vivid
than any tattoo. This
sigil is a source of mystical power. A
dragonmark enhances the user’s ability
to perform certain tasks. The Mark of
Making guides the hands of the smith,
while the Mark of Shadows helps its
bearer avoid enemies. The power of a
dragonmark can also manifest in more
dramatic ways. An heir with the Mark of
Storms can scatter enemies with a blast
of wind, while someone with the Mark
of Shadows can weave illusions. While
\PM[MMٺMK\[UIaN]VK\QWVQV\PM[IUM
way as spells, the power is drawn and focused and clinics. Only House Lyrandar heirs with
through the dragonmark. the Mark of Storms can pilot airships. Control
You can’t buy a dragonmark, or simply over vital services—medicine, transportation,
choose to develop one. Each mark is tied to communication, manufacturing— gives the
[XMKQÅKJTWWLTQVM[)LZIOWVUIZSIXXMIZ[ houses tremendous power.
around adolescence, but not every heir In the past, the dragonmarked houses were
manifests the mark. Long ago the families held in check by the united kingdom of Galifar.
that carry the marks joined together to form But in the wake of the Last War, people
the dragonmarked houses. Over the course of wonder if any one nation has the power to
centuries, the houses have used their gifts to enforce its wishes on the houses. Some say the
establish powerful economic monopolies. House dragonmarked barons wield more power than
Jorasco holds the Mark of Healing, and Jorasco kings and queens.
maintains the vast majority of healing houses
CHAPTER 4 | DRAGONMARKS 89
INTUITION DICE
to work your way into a position of power in the
house, despite being an outsider?
A dragonmark improves your ability to perform
Ù¦ÊÄÃÙ»Yç®Ù»Ý
1d6 YƵŝƌŬ
1 Your dragonmark is unusually small or
remarkably large.
2 Your dragonmark slowly moves
around your body.
3 zŽƵƌĚƌĂŐŽŶŵĂƌŬŐůŽǁƐĚƌĂŵĂƟĐĂůůLJ
when you use it.
4 zŽƵƌĚƌĂŐŽŶŵĂƌŬƟŶŐůĞƐǁŚĞŶLJŽƵ͛ƌĞ
near someone with the same mark.
5 zŽƵƌĚƌĂŐŽŶŵĂƌŬƟĐŬůĞƐǁŚĞŶLJŽƵ
use it.
6 Your dragonmark is an unusual color
but a normal shape.
CHAPTER 4 | BACKGROUND 93
HOUSE AGENT
do? Choose your role or roll on the table below.
,ÊçݦÄãZʽ
You have sworn fealty to a dragonmarked house,
one of the mighty mercantile guilds that shapes d8 ZŽůĞ
Khorvaire. If you possess a dragonmark, you’re 1 ĐƋƵŝƐŝƟŽŶ
TQSMTaIUMUJMZWNWVMWN\PMQVÆ]MV\QITNIUQTQM[ 2 /ŶǀĞƐƟŐĂƟŽŶ
within the house, otherwise you’re an outsider 3 Research & Development
who hopes to make your fortune by allying with 4 Security
this great power. Your primary task is to observe,
gathering useful information and serving as the 5 /ŶƟŵŝĚĂƟŽŶ
eyes of your house. But you could be called upon 6 džƉůŽƌĂƟŽŶ
at any time to act as a hand of the house. Such 7 EĞŐŽƟĂƟŽŶ
missions can be dangerous—but they’ll surely be 8 ŽǀĞƌƚKƉĞƌĂƟŽŶƐ
lucrative.
;SQTT8ZWÅKQMVKQM["Investigation, Persuasion
<WWT8ZWÅKQMVKa"Two tools by house:
• +IVVQ\P"alchemist’s supplies and tinker’s
tools
• ,MVMQ\P"one gaming set and vehicles (land)
• /PITTIVLI"brewer’s supplies and cook’s
utensils
• 2WZI[KW"alchemist’s supplies and herbalism
kit
• 3]VLIZIS"tinker’s tools and thieves’ tools
• 4aZIVLIZ"vehicles (sea/air) and navigator’s
tools
• 5MLIVQ"thieves’ tools and disguise kit
• 7ZQMV"vehicles (land) and one gaming set
• 8PQIZTIV"disguise kit and one musical
instrument
• ;Q^Q["calligrapher’s tools and forgery kit
• <PIZI[PS"thieves’ tools and one gaming set
• <P]ZIVVQ: poisoner’s kit and one musical
instrument
• Vadalis: vehicles (land) and herbalism kit
Equipment: )[M\WNÅVMKTW\PM[PW][M[QOVM\
ring, ID papers, and a purse containing 20 gp.
94 CHAPTER 4 | BACKGROUND
d6 ŽŶĚ
SUGGESTED CHARACTERISTICS 1 My house is my family, and I would do
House agents are a diverse lot. Consider the anything for my family.
house you serve and the type of work you do in 2 I love someone from another house, but
developing or selecting characteristics. ƐƵĐŚƌĞůĂƟŽŶƐŚŝƉƐĂƌĞĨŽƌďŝĚĚĞŶ͘
3 Someone I love was killed by a rival
d8 WĞƌƐŽŶĂůŝƚLJdƌĂŝƚ ĨĂĐƟŽŶǁŝƚŚŝŶŵLJŚŽƵƐĞ͕ĂŶĚ/ǁŝůůŚĂǀĞ
revenge.
1 /ŶĞǀĞƌůĞƚĞŵŽƟŽŶĐŽŵƉůŝĐĂƚĞǁŽƌŬ͘
4 I don’t care about the house as a whole,
2 /͛ŵĂůǁĂLJƐůŽŽŬŝŶŐƚŽŝŵƉƌŽǀĞĞĸĐŝĞŶĐLJ͘
but I would do anything for my old
3 I share trivia about my house’s business mentor.
(medicine, ships, warforged).
5 I believe my house needs to evolve to
4 I hold myself and anyone I work with to survive, and I need to lead that change.
ĞdžƚƌĞŵĞůLJŚŝŐŚƐƚĂŶĚĂƌĚƐ͘
6 I am determined to impress the leaders of
5 I never forget an insult made against my house, and to become a leader myself.
myself or my house.
6 /͛ŵǀĞƌLJĞdžĐŝƚĞĚĂŶĚĞŶƚŚƵƐŝĂƐƟĐĂďŽƵƚ d6 &ůĂǁ
everything my house does.
1 I’m overly concerned with following
7 /͛ŵƌĞƉƌĞƐĞŶƟŶŐŵLJŚŽƵƐĞĂŶĚƚĂŬĞŐƌĞĂƚ established procedures and protocols.
pride in my personal appearance.
2 I’m obsessed with conspiracy theories and
8 /͛ŵĐƌŝƟĐĂůŽĨŵŽŶĂƌĐŚŝĞƐĂŶĚŽƉƉŽƐĞĚƚŽ ǁŽƌƌŝĞĚĂďŽƵƚƐĞĐƌĞƚƐŽĐŝĞƟĞƐĂŶĚŚŝĚĚĞŶ
ĂŶLJƌĞƐƚƌŝĐƟŽŶƐŽŶƚŚĞŚŽƵƐĞƐ͘ demons.
3 I believe that my house and bloodline
ŵĂŬĞƐŵĞďĞƩĞƌƚŚĂŶĞǀĞƌLJŽŶĞĞůƐĞ͘
4 I’m concealing a secret that could get me
driven from my house.
5 I have strong religious beliefs that aren’t
shared by others in my house.
6 /͛ŵǁŽƌŬŝŶŐĨŽƌĂŚŝĚĚĞŶĨĂĐƟŽŶŝŶŵLJ
house that gives me secret assignments.
CHAPTER 4 | BACKGROUND 95
DRAGONMARKED CHARACTERS
When tracking your quarry, double the result
of your Intuition die. When your quarry is within
Here are examples of characters with this mark. 60 feet of you, you have a sense of its location: it
Druid House Agent. House Tharashk is KIV¼\JMPQLLMVNZWUaW]OIQV[VWJMVMÅ\NZWU
home to an ancient order of druids who protect invisibility, and your attacks against it ignore half
the world from aberrant threats. Although you cover. Once you use this trait, you cannot use it
IZMWٻKQITTaIVWXMZI\Q^MWN\PMPW][MaW]IZM IOIQV]V\QTaW]ÅVQ[PI[PWZ\WZTWVOZM[\
truly an agent of the Gatekeepers, and investigate Nature’s Voice. When you reach 3rd level
the activities of mad cultists and the Daelkyr. you gain the ability to cast TWKI\MIVQUITWZXTIV\
Criminal Rogue. You’re an inquisitive who but only as a ritual.
works the mean streets of Sharn. You’ve got Languages. You can speak, read, and write
Common and Goblin.
HOUSE VADALIS
Outlander Druid. Your dragonmark gives
you a powerful connection to the natural world.
House Vadalis plays an important role in daily You hate what your house is doing with this
life. Vadalis ranches produce meat, mounts, and power—turning this gift into a J][QVM[[, exploiting
more. Vadalis isn’t one of the most powerful the creatures you’re connected to. You have
houses, but its barons are generally content; abandoned the house and loathe them all now.
they’re more interested in discovering new
HOUSE DENEITH
You love life in the arena and the fans love you,
J]\XMZPIX[Q\¼[\QUM\WÅVLIOZMI\MZX]ZXW[M
House Deneith was born in Karrnath, and war
HOUSE LYRANDAR
that worked out and if you still have the airship; it
turns out they’re hard to hide. Either way, you’ve
House Lyrandar has long ruled the seas. Their been kicked out of the house and you’re looking
galleons harness air and water elementals and are for jobs that cater to your sense of adventure.
faster than any mundane vessel. Control of the
'ÙãÙÙ¦ÊÄÃÙ»ÝÄ¥®ãÝ
^ƉĞůůĐĂƐƟŶŐ ZĞƐƚ
ƌĂŐŽŶŵĂƌŬ ďŝůŝƚLJ ^ƉĞůůƐ ďŝůŝƚLJ ZĞƋƵŝƌĞĚ
ĞƚĞĐƟŽŶ Charisma or See Invisibility, True Seeing Intelligence Long
Intelligence
Finding ĞdžƚĞƌŝƚLJ͕ >ŽĐĂƚĞƌĞĂƚƵƌĞ͕&ŝŶĚdŚĞWĂƚŚ Wisdom Long
Strength, or
Wisdom
Handling ĞdžƚĞƌŝƚLJŽƌ Beast Sense, Dominate Beast Wisdom Long
Wisdom
Healing ĞdžƚĞƌŝƚLJŽƌ Mass Healing Word, Greater Wisdom Long
Wisdom ZĞƐƚŽƌĂƟŽŶ
Hospitality Charisma or ^ĂŶĐƚƵĂƌLJ͕DŽƌĚĞŶŬĂŝŶĞŶ͛ƐDĂŐŶŝĮĐĞŶƚ Charisma Long
ĞdžƚĞƌŝƚLJ Mansion
Making ĞdžƚĞƌŝƚLJŽƌ &ĂďƌŝĐĂƚĞ͕ƌĞĂƟŽŶ Intelligence Long
Intelligence
Passage ĞdžƚĞƌŝƚLJŽƌ ůŝŶŬ͕dĞůĞƉŽƌƚĂƟŽŶŝƌĐůĞ ŽŶƐƟƚƵƟŽŶ Long
ŽŶƐƟƚƵƟŽŶ
Scribing Intelligence Sending, Tongues Intelligence Long or Short
or Charisma
^ĞŶƟŶĞů Strength or ŽŵƉĞůůĞĚƵĞů͕tĂƌĚŝŶŐŽŶĚ Wisdom Long or Short
Wisdom
Shadow Charisma or EŽŶĚĞƚĞĐƟŽŶ͕DŝƐůĞĂĚ Charisma Long
ĞdžƚĞƌŝƚLJ
Storm Charisma or ŽŶƚƌŽůtĂƚĞƌ͕ŽŶƚƌŽůtŝŶĚ Charisma Long
ĞdžƚĞƌŝƚLJ
Warding ĞdžƚĞƌŝƚLJŽƌ <ŶŽĐŬ͕'ůLJƉŚŽĨtĂƌĚŝŶŐ͕>ĞŽŵƵŶĚ͛Ɛ Intelligence Long
Intelligence ^ĞĐƌĞƚŚĞƐƚΎ
A
RCANE MAGIC PLAYS A VITAL ROLE creation of magic items, and
in the Five Nations. Common many powerful tools—such
magic items are widespread in as the lightning rail and
the world. The crystals known as elemental airships—require
dragonshards serve as the fuel an ongoing expenditure of
of the magical economy and are used in focus Eberron dragonshards to
items that amplify the powers of dragonmarks. maintain their enchantments.
Khyber dragonshards are
found deep in the earth, often
DRAGONSHARDS near layers of magma. These living
crystals typically grow on cavern
Dragonshards are crystals imbued with raw
walls, and superstition says they
mystical energy. They are the fuel that drives
ÆW]ZQ[PQVIZMI[_Q\P[QOVQÅKIV\ÅMVLQ[P
the magical economy, playing a vital role in the
activity. Khyber dragonshards are deep
creation of magic items and the performance of
blue or dark violet, laced with gleaming veins.
arcane rituals.
3PaJMZLZIOWV[PIZL[PI^MIIٻVQ\aNWZ
Dragonshards come in three distinct
binding magics. Elemental binding—which
^IZQM\QM[MIKPWN_PQKPIZMNW]VLQVLQٺMZMV\
is behind airships, the lightning rail, and
environments. Eberron dragonshards are
elemental galleons—requires a Khyber shard
found in shallow soil, and often encased in
to hold the elemental. Khyber shards are
geode-like stone shells. Eberron shards can be
used for phylacteries, planar binding, any
NW]VLITUW[\IVa_PMZMJ]\\PMUW[\[QOVQÅKIV\
W\PMZMٺMK\[\PI\\ZIXWZUIVQX]TI\M[XQZQ\[
deposits have been discovered in jungle
Khyber dragonshards are also used for many
environments, notably Q’barra and the distant
necromantic rituals.
land of Xen’drik. In their raw form, Eberron
Siberys dragonshards fall from the Ring
shards are rosy crystals with crimson swirls
of Siberys, the ring of crystals that encircles
ÆW_QVO\PMQZLMX\P[
the world. While rare in Khorvaire, there
Eberron shards are the most common form of
IZM[QOVQÅKIV\[PIZLÅMTL[QV\PMKWV\QVMV\WN
dragonshard. They are primarily
Xen’drik, and this is a potential source of great
ZMÅVMLQV\WIOTW_QVO
wealth for explorers. Siberys dragonshards are
powder. This dragonshard
amber in color, with swirling golding veins
dust can be used to fuel
gleaming within.
almost any act of magic.
Siberys dragonshards have a close
When casting a spell, you
IٻVQ\a\WLZIOWVUIZS[
can use dragonshard
and are a vital
dust in place of any
part of any
spell component
dragonmark
that has a cost,
focus item.
unless the DM
Larger shards
says otherwise.
may be required
Dragonshard dust
for eldritch
is used in the
machines or used in
the creation of legendary
items or artifacts.
SCRIBE’S PEN
?WVLZW][1\MUKWUUWV
If you possess the Mark of Scribing, you can
use this quill to write on any surface. This can
be visible—traced in glowing mystical lines—or
invisible to any creature without the Mark of
Scribing. Invisible writing will be revealed by
,M\MK\5IOQK, ;MM1V^Q[QJQTQ\a, or <Z]M;MMQVO. Any
creature with the Mark of Scribing can also
reveal your writing or make it invisible as an
action. If you mark a living creature, the mark
will fade within a week.
MABARAN RESONATOR
-TLZQ\KPUIKPQVMTMOMVLIZaZMY]QZM[I\\]VMUMV\
<PQ[PWZZQÅKLM^QKMLZI_[WV\PMXW_MZWN
Mabar, infusing the dead with the malign
energies of the Endless Night. While it is
active, any creature that dies within two miles
of the resonator reanimates in one round as a
zombie under the control of creature attuned
to the device. At the DM’s discretion, more
powerful creatures can return as other forms
of undead.
DOCENT
ARMBLADE ?WVLZW][Q\MUZIZMZMY]QZM[I\\]VMUMV\
?MIXWVIVaWVMPIVLMLUMTMM_MIXWVKWUUWV A docent is a small metal sphere, approximately 2
ZMY]QZM[I\\]VMUMV\ inches across, studded with dragonshards. Despite
An IZUJTILM is a weapon designed to integrate a strong magical aura, it has no obvious abilities.
with the forearm of a warforged. If you’re If you’re a warforged, you can attune to the docent,
a warforged, you can attach an IZUJTILM by at which point the sphere becomes embedded in
attuning to it. An attached IZUJTILM cannot be your chest and comes to life—literally.
A
1¼^MJMMVPMZMI_MMSIVLQ\¼[[\QTTPIZLVW\\WJM LL OF THE THEMES OF THE SETTING
126 CHAPTER
HAPTER 6 | SHARN BACKGROUNDS
LOWER CENTRAL
dragonmarked barons, or the ambassadors of
other nations, Central Plateau is a place where
deals are made and gold changes hands. This district is peaceful and largely residential;
it’s the safest and most pleasant of the lower
wards. Services are largely comfortable in quality,
UPPER CENTRAL and the Sharn Watch is plentiful and well paid.
*W\POWTLIVLXW_MZÆW_LW_VNZWU=XXMZ
LOWER DURA
and many consider it to be a blight on the
City of Towers. There are cracks in the stones
and places where enchantments have failed The district of Precarious is the gateway to
and never been restored. Dura is riddled with +TQ[ٺQLMIVL\PMLWKS[WN;PIZV<PM;PIZV
poverty and crime, and overall, it’s the most Watch maintains an active presence in Precarious,
dangerous section of the city. But it also holds securing passage to the docks and watching the
WXXWZ\]VQ\QM[aW]KIV¼\ÅVLIVa_PMZMMT[M° many warehouses. The rest of Lower Dura has
and if you’re looking for smuggled goods or a been left to rot. Ignored by the Watch, it is the
place to lay low, head to Dura. domain of gangs and crimelords. The district
of Fallen is a haunted ruin; this temple district
_I[IJIVLWVMLIN\MZIÆWI\QVO\W_MZKWTTIX[ML
UPPER DURA onto it. Malleon’s Gate is home to the goblins of
This ward is full of life, home to talented artisans Sharn, along with other monstrous immigrants
and successful merchants. There’s a seedy from Droaam and Darguun. Callestan is a center
edge to Upper Dura, and in general it has the for criminal activity.
qualities of a middle ward. But it’s a place that
THINGS TO DO IN DURA
_MTKWUM[ITTUIVVMZWN[][XQKQW][K][\WUMZ[°
_PQKPUISM[Q\IPI^MVNWZIL^MV\]ZMZ[+TQ\ٺWX
is a home away from home for explorers and Talk About the Race. The inhabitants of Dura
mercenaries. The Sharn Watch maintains a are devoted to the Race of Eight Winds and are
fortress garrison in Daggerwatch. The Highhold always willing to discuss the latest news.
district is an upscale dwarven neighborhood; Gamble. Legal gambling is heavily taxed and
it’s said that the strongest spirits in Sharn are limited in its scope. Dura is home to a wide range
served at Morragin’s Tavern. Hope’s Peak is WN[PILQMZIVLUWZMXZWÅ\IJTMOIUM[
a temple district, notable for the Citadel of the Go Shopping. If you’re looking for expensive
Sun. Dedicated to Dol Arrah, this church is goods shop elsewhere. But the Bazaar of Middle
considered to be a true bastion of light. Finally, Dura is an excellent source for M`W\QKOWWL[°
the Overlook district is home to most of the TMOITWZW\PMZ_Q[M+TQ\ٺWXKI\MZ[\WIL^MV\]ZMZ[
kalashtar in Sharn. and has a reasonable selection of magical goods.
A Little Crime. Looking for a fence? Need
\WÅVLI[U]OOTMZWZIVI[[I[[QV',WaW]_IV\
MIDDLE DURA to set up a meeting with a Boromar lieutenant?
Middle Dura caters to the working class of Sharn. Lower Dura is the nexus for criminal activities
It’s inns and taverns are modest in price, but in Sharn.
there’s gold among the dross. The Bazaar is the ;]ٺMZ)<MZZQJTM)KKQLMV\The Sharn
largest commercial district in Sharn, though it’s Watch ignores Lower Dura, and even in the
certainly shadier than the other major markets higher wards they’re spread thin. There are even
in the city. Middle Dura is home to a host of stories of dragonmarked houses and mad wizards
inns and taverns. The King of Fire is a popular conducting dangerous experiments in Lower
tavern and reputable gambling establishment. ,]ZI°_PW¼[OWQVO\W[\WX\PMU'
Ghallanda Hall has the only comfortable rooms
LOWER MENTHIS
Sharn. Whether you’re looking for classical
\PMI\MZIÅVMJWWS[\WZMWZIVQTTMOITÅOP\QVO
ZQVO5MV\PQ[PI[[WUM\PQVO\WWٺMZ Providing cheap entertainment to the masses,
4W_MZ5MV\PQ[Q[KZW_LML1\¼[ÅTTML_Q\P[SM\KPa
taverns and theaters ranging from the innocent to
UPPER MENTHIS the risque. There are gambling halls, brothels, and
Elegant and civilized, Upper Menthis is home spontaneous performances in the streets. Lower
\WNW]ZWN\PMÅVM[\\PMI\MZ[QV*ZMTIVL"<PM 5MV\PQ[Q[IT[WPWUM\W\PM*]ZVQVO:QVOIÅOP\
cutting-edge Art Temple, colorful Khavish club where spectators bet on amateur gladiators.
Theater, traditional Grand Stage, and the open- Technically illegal, the Burning Ring moves
air Stargazer Theater, along with the Kavarrah around the ward. Competitors are armed but
Concert Hall. It’s the location of Morgrave unarmored; matches continue until a contestant
University. It includes upscale shops with a focus yields, but fatalities do happen.
WVÅVMNWWLIVLNI[PQWV#\PMUW[\ZMUIZSIJTM
CLASSES AT MORGRAVE
Morgrave’s physical education classes cover
everything from acrobatics and athletics to
archery, dueling, and various other forms of
combat. The arcane studies program covers
the Arcana skill, as well as honing the abilities
of arcane casters. Divine magic can’t simply be
taught, but Morgrave has classes in theology and
religious history—essentially, the Religion skill.
While these classes may not make for
interesting adventures, Morgrave is famous for
its hands-on teaching style. This often involves
competitions against other students. It can also
involve a professor’s personal projects: ?PaLWV¼\
aW]KWUMPMTX_Q\P\PQ[KWVR]ZI\QWV' <Z][\UMVW\PQVO
_QTTOW_ZWVOOnce students have proven their
competence, it can involve expeditions—trips
into the Depths of Sharn, or even to distant
countries or lands.
Although Morgrave professors are experts
QV\PMQZÅMTL[\PQ[LWM[V¼\UMIV\PMaPI^MITT
the abilities of high level player characters! Just
because that conjuration professor can perform
a summoning ritual doesn’t mean he can cast
ÅZMJITT. Always remember that XTIaMZKPIZIK\MZ[IZM
M`KMX\QWVIT—and as that talent begins to show,
people are sure to take an interest in you.
d«,ÊÊ» d«s®½½®Ä
1d8 WůŽƚ,ŽŽŬ 1d12 sŝůůĂŝŶ
1 One of the PCs is nearly crushed when 1 A dragonmarked baron
a man falls from a high bridge, striking 2 An eccentric noble (Aurum)
the ground near them and dying 3 A local crimelord (Boromar Clan)
instantly. He’s carrying a sealed bag
4 A nefarious necromancer (Emerald Claw)
of holding and the badge of an agent
of the Argentum, a Thrane agency 5 ƐŝŶŝƐƚĞƌĐƵůƟƐƚ;ƌĂŐŽŶĞůŽǁͿ
dedicated to the retrieval of dangerous 6 A misguided paladin (Silver Flame)
ĂƌƟĨĂĐƚƐ͘ 7 A clever doppelganger (Tyrants)
2 The PCs are caught in the middle of a 8 A vengeful warforged (Lord of Blades)
ƉŝƚĐŚĞĚďĂƩůĞ͙ĂŶĚƚŚĞLJĚŽŶ͛ƚŬŶŽǁ 9 A possessed innocent (Dreaming Dark)
the people on either side.
10 An oni mastermind (Daask)
3 dŚĞWƐŶŽƟĐĞĂĐŽƌƉƐĞŝŶĂŶĂůůĞLJ͙Ă
11 ŶĞŶŝŐŵĂƟĐƌĂŬƐŚĂƐĂ;>ŽƌĚƐŽĨƵƐƚͿ
ĐŽƌƉƐĞƚŚĂƚůŽŽŬƐĞdžĂĐƚůLJůŝŬĞŽŶĞŽĨƚŚĞ
player characters. 12 A disguised dragon (The Chamber)
4 A former comrade in arms shows up. d«W½Êã
She’s badly injured, and her enemies
are right behind her. 1d10 WůŽƚ
5 A gargoyle courier delivers a 1 Arrange a dangerous alliance.
mysterious package. 2 ĐƋƵŝƌĞĂƉŽǁĞƌĨƵůĂƌƟĨĂĐƚ͘
6 A delirious street preacher has an 3 Assemble and use a magical weapon.
ĂƉŽĐĂůLJƉƟĐǀŝƐŝŽŶĐŽŶĐĞƌŶŝŶŐŽŶĞŽĨ
4 Defeat a rival.
the player characters.
5 Open a planar portal.
7 The PCs discover a bound-elemental
ĞdžƉůŽƐŝǀĞĚĞǀŝĐĞŝŶƚŚĞŝƌƋƵĂƌƚĞƌƐ͘dŚĞLJ 6 ^ƵŵŵŽŶĮĞŶĚƐŽƌƵŶĚĞĂĚ͘
ŚĂǀĞƚŚƌĞĞƌŽƵŶĚƐƚŽŇĞĞŽƌĂƩĞŵƉƚƚŽ 7 Overthrow a peer or superior.
disarm the device. 8 Cause a riot in the Cogs.
8 A skycoach crashes through the wall. 9 Start a war between two allies.
/ƐƚŚŝƐĂŶĂƩĂĐŬ͕ŽƌƚŚĞƌĞƐƵůƚŽĨ 10 Collapse Skyway or one of the towers.
sabotage?
EBERRON SOURCEBOOKS
new adventure sites. This book also investigates
dragons on the continents of Khorvaire, Sarlona,
and Xen’Drik.
These resources are currently available as ebooks
Dragonmarked (3.5E): This supplement
via the Dungeon Master’s Guild at:
explores each of the thirteen dragonmarked
DMsGuild.com houses in detail and presents advice for playing
The -JMZZWV+IUXIQOV;M\\QVOand -JMZZWV+IUXIQOV dragonmarked characters within a house or guild.
/]QLMboth provide an overview of the world, It also introduces new options for dragonmarked
including advice on creating adventures and characters, including prestige classes, feats, and
a deeper look at the nations of Khorvaire and spells. Finally, it discusses aberrant dragonmarks
the lands beyond it. Either of these books can and their role in a campaign.
be useful for a Dungeon Master who wants Eberron Campaign Guide (4E): Designed for
further insight into the setting. The other books the fourth edition of the DUNGEONS & DRAGONS
IZMTIZOMTa\QML\W[XMKQÅK[]JRMK\[1NaW]_IV\ Roleplaying Game, this book presents a historical
to run a campaign in the mysterious lands of and geographical overview of the setting;
Xen’drik, ;MKZM\[WN@MV¼LZQS and +Q\aWN;\WZUZMIKP information on key locations, personalities, and
PI^MITW\\WWٺMZ1NaW]¼ZMOWQVO\W[\IaPWUM organizations; an introductory adventure; and a
.Q^M6I\QWV[reveals more information about bestiary of monsters and villains.
the nations at the heart of Khorvaire, while Eberron Campaign Setting (3.5E): The
,ZIOWVUIZSMLexpands on the dynasties that ÅZ[\[W]ZKMJWWSNWZ\PM[M\\QVO\PQ[XZW^QLM[I
dominate the magical economy. general overview of the world. This includes the
All of these books were written for the revised IZ\QÅKMZKTI[[IVL[\I\Q[\QK[NWZUWV[\MZ[]VQY]M
third edition (3.5E) or the fourth edition (4E) of to Eberron (deathless, daelkyr, quori), along with
the Dungeons & Dragons Roleplaying Game. a host of spells, feats, prestige classes, and other
The setting material in these books is suitable to game material.
any Eberron campaign but the monsters, spells, Eberron Player’s Guide (4E): This book
classes, feats, or other game material in these presents Eberron from the point of view of the
books require adaptation for use in modern adventurer exploring it. This includes everything
campaigns. a player needs to create Eberron characters in
the fourth edition of the DUNGEONS & DRAGONS
City of Stormreach (3.5E): Stormreach is an Roleplaying Game.
IL^MV\]ZMZ¼[ÅZ[\[\WX_PMVM`XTWZQVO\PMLQ[\IV\ Explorer’s Handbook (3.5E): This book
land of Xen’drik. This book describes the shadowy gives players everything they need to explore a
EBERRON NOVELS
economy, as well as important locations,
communities, organizations, and NPCs.
Forge of War (3.5E): This comprehensive
There are dozens of novels that explore the world
overview of the Last War provides all you need to
of Eberron. Here are a few that are currently
SVW_IJW]\\PMM^MV\[IZUQM[JI\\TMÅMTL[IVL
available as ebooks or audiobooks:
themes of Eberron’s greatest clash of nations.
The Draconic Prophecy trilogy by James
Magic of Eberron (3.5E): In addition to
Wyatt: ;\WZU,ZIOWV,ZIOWV.WZOM,ZIOWV?IZA
presenting new arcane and divine spells, feats,
half-elf seer with the Mark of Storms discovers
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his role in the mysterious Draconic Prophecy—a
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destiny that will take him from the dungeons of
dragon totem magic and the twisted experiments
Dreadhold to Aundair and Argonnessen.
of the daelkyr, sheds light on the process of
The Dragon Below trilogy by Don
elemental binding, and touches on other types of
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magic present in the world.
<ZMM<PM3QTTQVO;WVOBeginning in the gloom of
Player’s Guide to Eberron (3.5E): An
the Shadow Marches, this series draws in the
overview of important locations, events,
Gatekeeper druids, the daelkyr, the kalashtar,
organizations, races, and features of the Eberron
and the Cults of the Dragon Below.
campaign setting, this gives a sense of what a
The Dreaming Dark trilogy by Keith
player character might know about the world,
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while providing additional character options.
WN6QOP\. In the wake of the Mourning, a band
Races of Eberron (3.5E): This sourcebook
of Cyran soldiers travel to the city of Sharn.
delves deeply into changelings, kalashtar, shifters,
Trouble in the City of Towers leads them to the
and warforged. It provides detailed information
ruins of Xen’drik and the planes of Thelanis and
on the psychology, society, culture, behavior,
Dal Quor as they unravel the schemes of the
religion, folklore, and other aspects of these races,
Dreaming Dark.
as well as exploring the role of other core D&D
The Heirs of Ash trilogy by Rich Wulf:
races in the setting.
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Secrets of Sarlona (3.5E): This sourcebook
:Q[MWN\PM;M^MV\P5WWVThis series follows the
explores the continent of Sarlona, home to the
crew of an airship on a journey across Eberron in
kalashtar and the villainous Inspired. It explores
pursuit of a mysterious superweapon.