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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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D U N G E O N S & D R A G O N S , D & D , d20, d20 System, W I Z A R D S O F T H E C O A S T , E B E R R O N , Player's Handbook, Dungeon   Master's Guide, Monster Manual,   all other W i z a r d s of the Coast
nrodiK l names, arid their respective logos are trademarks of W i z a r d s of the Coast in the U.S.A. and other countries. All W i z a r d s characters, character names, and the distinctive
likenesses thereof are property of W i z a r d s of the Coast LLC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized
use of the material or a r t w o r k contained herein is prohibited without the express w r i t t e n permission of W i z a r d s of the Coast LLC. Any similarity to actual people, organizations,
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                                                   VISIT O U R W E B S I T E AT                                  WWW.W1ZARDS.COM/DND
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 heroes—you and your
                                                                         it's least expected. Hidden dragons shape the course
allies—might 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-
supplement—from 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                  dragonmarks—unique, hereditary a r c a n e sigils—that
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 flesh—a 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 legend—Siberys, 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 levels—economic
                                                                          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
                                                                             sight—House 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 forth—and 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 races—medusas, 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
Sarlona—Adar, Syrkarn, and the Tashana Tundra—are
defined by their relationship to Riedra and exist in
its shadow. Occasionally, Adaran travelers c o m e to
Khorvaire, so its culture—although it is exotic and ill-
understood—is 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
  nobles—barons, 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
math—cousins 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
                                                                   adventurer—and surviving—is 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 members—skilled 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 daelkyr—some 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 civilization—community, 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 unknown—texts 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 magic—wizards 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 forces—especially 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 bent—they
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
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  • 1.
  • 2. ROLEPLAYING GAME SUPPLEMENT David Noonan • Ari Marmell • Robert J. Schwalb
  • 3. 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 620-23965720-001 EN U.S., C A N A D A , A S I A , P A C I F I C , EUROPEAN HEADQUARTERS W I Z A R D S OF THE COAST, B E L G I U M 987654321 & LATIN A M E R I C A Hasbro U K Ltd Industrialaan 1 W i z a r d s of the Coast LLC Caswell W a y 1702 Groot-Bijgaarden First Printing: P.O. Box 707 Newport, Gwent N P 9 0 Y H Belgium June 2009 Renton W A 98057-0707 GREAT BRITAIN +32.070.233.277 I S B N : 978-0-7869-5100-0 +1-800-324-6496 Please keep this address for your records D U N G E O N S & D R A G O N S , D & D , d20, d20 System, W I Z A R D S O F T H E C O A S T , E B E R R O N , Player's Handbook, Dungeon Master's Guide, Monster Manual, all other W i z a r d s of the Coast nrodiK l names, arid their respective logos are trademarks of W i z a r d s of the Coast in the U.S.A. and other countries. All W i z a r d s characters, character names, and the distinctive likenesses thereof are property of W i z a r d s of the Coast LLC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or a r t w o r k contained herein is prohibited without the express w r i t t e n permission of W i z a r d s of the Coast LLC. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. © 2 0 0 9 W i z a r d s of the Coast LLC. VISIT O U R W E B S I T E AT WWW.W1ZARDS.COM/DND
  • 4. 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
  • 5. 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 heroes—you and your it's least expected. Hidden dragons shape the course allies—might 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- supplement—from 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
  • 6. 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 dragonmarks—unique, hereditary a r c a n e sigils—that 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 flesh—a 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 legend—Siberys, 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 levels—economic 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^
  • 7. 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
  • 8.
  • 9. 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 sight—House 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 forth—and 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 races—medusas, 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
  • 10. Hitter Sen - » Tilt CONTINLNT Ol KHORVAIRE *,M
  • 11. 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 Sarlona—Adar, Syrkarn, and the Tashana Tundra—are defined by their relationship to Riedra and exist in its shadow. Occasionally, Adaran travelers c o m e to Khorvaire, so its culture—although it is exotic and ill- understood—is not u n k n o w n on that continent. CHAPTER 1 I Life in Eberron
  • 13. 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 nobles—barons, 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
  • 14. 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 math—cousins 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 adventurer—and surviving—is 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 members—skilled 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
  • 15. 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 daelkyr—some 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 civilization—community, 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
  • 16. 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^
  • 17. 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
  • 18. 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 unknown—texts 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 magic—wizards 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
  • 19. 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 forces—especially 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 bent—they 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