Eberron: player's guide to Eberron 9780786939121, 0786939125

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I CONTENTS 2 L- L I F E I N E B E R R O N The World


6 8


Beyond Khorvaire


The Planes


Life Across. Khorvaire




Everyday Life








Naming Conventions

Faiths of Eberron



The Sovereign Host


The Dark Six


The Silver Flame


The Blood of Vol


The Path of Light


The Spirits of the Past


The Undying Court


Evil Deities


Time and History


The Dawn of Time


The Age of Giants


The Age of Monsters


The Current Age




Movers and Shakers

The Draconic Prophecy



The Dragonmarked Houses


Royal Families




Adventures Dungeons

Investigation Intrigue

24 24



The Planes




Z. R A C E S








Other Common Races






























Supporting Cast




3: C L A S S E S






Dragonshard Augments

Warforged Components


Artificer Class Features

Implements and Weapons

44 46

Creating an Artificer


Artificer Powers


Paragon Paths

Alchemist Savant



Battle Engineer




Clockwork Engineer


Exorcist of the Silver Flame


Gatekeeper Mystagogue






Warforged Juggernaut Dragonmarked Paragon Paths

66 67

Cannith Mastermaker


Deneith Protector


Ghallanda Sanctuary Guardian Jorasco Jadehand

69 70

Kundarak Ghorad'din


Lyrandar Wind-Rider


Medani Trueseer


Orien Swiftblade


Ancestral Whispers Banish Illusions

Conceal Dragonmark


116 116



Eavesdropper's Foil


Enhance Vessel


Fantastic Recuperation


Find the Path


Fluid Funds


Inquisitive's Eyes


Masking Shroud


Scry Trap




Spirit Idol


Summon Winds


Secure Shelter

Steed Summons

5: W O R L D O F E B E R R O N The Five Nations

Common Knowledge



120 122


People of the Five Nations




Phiarlan Phantasmist







Sivis Truenamer Tharashk Wayfinder




Thuranni Shadow Killer




Vadalis Griffonmaster

Epic Destinies

Champion of Prophecy

Dispossessed Champion





Five Nations Adventurers

The Mournland (Cyre) Greater Khorvaire Darguun

The Demon Wastes Droaam



129 133


134 136

Mourning Savior


Sublime Flame


The Eldeen Reaches



The Mror Holds


4: C H A R A C T E R O P T I O N S Feats


Dragonmarked Feats


Paragon Tier Feats


Heroic Tier Feats


Epic Tier Feats


Multiclass Feat


Equipment Weapons

Mundane Items

95 95


Dragonmarked House Services Alchemy

Alchemical Items

Magic Items

Holy Symbols Rods

96 98



104 108

The Lhazaar Principalities Q'barra

139 142

The Shadow Marches




TheTalenta Plains Zilargo

Beyond Khorvaire Aerenal


145 147

149 149


The Frostfell








Dragonmarked Houses Backgrounds

Other Backgrounds



ti INTRODUCTION The cauldron of the thirteen dragons boils until one of the five beasts fighting over a single bone becomes 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

IN THE wake o f a long and terrible war, a world struggles to find its destiny. Will it descend once more into brutal conflict and end in spectacular annihilation, or will the world emerge at last into a new era o f peace and prosperity? At this m o m e n t , a handful o f heroes—you and your allies—might hold the fate o f the world in their hands. This is a world whose destiny is hidden in the mysterious prophecies o f dragons, tempered by powerful magic, and forged in bloody warfare.

TEN IMPORTANT FACTS W h a t m a k e s the world o f Eberron unique? H e r e are ten key pieces o f information about the world to b e a r in m i n d . 1. If it exists in the D&D'"' world, then it has a place in Eberron. Eberron is all about using the core elements of the D & D world in new ways and interesting combinations, with some unique elements thrown in. It's still a D & D setting, so any information for players that appears in another D & D core rulebook or supplement—from the classes and races in a Player's Handbook"' to the new powers and other features in a book such as Divine Power "—should fit right in to your 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, your D M always has the final word about what parts o f the D & D game are allowed and not allowed in the campaign.) 1

2. Tone and attitude. Eberron takes all the c i n e m a t i c action and swashbuckling adventure o f traditional D & D games and adds in a strong dose o f mystery and scheming. In this campaign, stories don't always end well, and there isn't always a right answer to every


problem. T h e Last W a r turned old allies into bitter enemies and destroyed an entire nation, leaving terrible scars b e h i n d . C r i m e and corruption lurk in the largest cities. Your character's allies might b e c o m e his or her e n e m i e s in the blink o f an eye, and wellknown agents o f evil might provide assistance when it's least expected. Hidden dragons shape the course o f history. Sinister fiends influence the d r e a m s of the unwary. A n a r m y o f horrors lingers just beyond the edge o f reality, struggling to break through. Nothing is exactly what it seems. 3 . A world of magic. T h e setting supposes a world that developed not through the a d v a n c e m e n t o f 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 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 traditional m e d i e v a l fantasy. B o u n d e l e m e n t a l 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 , and high-speed o c e a n vessels. A working class o f m i n o r mages uses ritual m a g i c to provide energy and o t h e r necessities in towns a n d cities. A d v a n c e s 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 self-propelled f a r m i n g i m p l e m e n t s to sentient, freewilled c o n s t r u c t s . 4 . A world of adventure. From the steaming jungles o f Aerenal to the colossal ruins o f X e n ' d r i k , from the towering keeps o f S h a r n to the blasted hills and valleys o f the D e m o n Wastes, Eberron is a world o f action and adventure. Adventures c a n draw your character and your allies from one exotic location to another across nations, continents, and the entire world. T h e quest for the Mirror o f the Seventh Moon might take you from a hidden desert shrine to a ruined castle in the Shadow M a r c h e s and finally to a dungeon below the Library of Korranberg. Through

the use o f magical transportation, your heroes c a n reach a wider range o f environments during an adventure, and thus deal with a diverse assortment o f monsters a n d challenges. a. The Last War has ended-sort of. T h e Last W a r , which plunged the continent o f Khorvaire into civil war more t h a n a century ago, ended with the signing o f the Treaty o f T h r o n e h o l d and the establishment o f twelve recognized nations occupying what was once the kingdom o f Galifar. At least overtly, the peace has held for just over a year as t h e campaign begins. T h e conflicts, the anger, and t h e bitter pain o f the long war r e m a i n , however, a n d the n e w nations seek every advantage as they prepare for the next war that they believe will inevitably eventually b r e a k out on the continent. 6. The Draconic Prophecy. T h e dragons, long-lived and patient in all things, seek m e a n i n g in the patterns found in the world a n d the heavens. T h e s e patterns play out in t h e Prophecy, a record o f things to come that has b e e n emerging since the creation o f the world. T h e Draconic Prophecy is as complex and unfathomable as the dragons themselves. It hints at events o f doom a n d dread as often as it helps push the world toward exalted events. It seems to point toward transformation rather t h a n destruction, but to most people, the P r o p h e c y r e m a i n s as alien as the dragons themselves. 7. The Five Nations. T h e h u m a n - d o m i n a t e d civilizations on the continent o f Khorvaire trace a lineage to 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 Aundair, Breland, Cyre, K a r r n a t h , and T h r a n e . Four o f these nations survive to t h e present day as independent countries; Cyre was destroyed before the start o f the campaign. T h e devastated territory it once occupied 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 oath or exclamation a m o n g t h e people o f Khorvaire is "By t h e Five Nations," or some version thereof. T h e Five Nations refers to t h e ancient kingdom o f Galifar and evokes a legendary t i m e o f peace a n d prosperity. 8. A world of intrigue. T h e war is over, a n d t h e nations o f Khorvaire now try to build a n e w age o f peace a n d prosperity. Ancient threats linger, however, and the world desperately needs heroes to take up the cause. Nations compete on m a n y levels—economic 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 sabotage 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 wizards, 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.

9. Dragonmark dynasties. T h e great dragonmarked families are the barons o f industry a n d c o m m e r c e throughout Khorvaire and beyond. T h e i r i n f l u e n c e transcends political boundaries, and they r e m a i n e d mostly neutral during the Last W a r . T h e heads o f each house, not technically citizens o f any nation, live in splendor within their enclaves and emporiu m s located throughout Khorvaire. T h e s e dynastic houses o f c o m m e r c e derive their power from the dragonmarks—unique, hereditary a r c a n e sigils—that manifest on certain individuals within t h e family, granting t h e m limited but very useful magical abilities associated with the trade guilds the family controls. D r a g o n m a r k s are said to b e the Prophecy written on mortal flesh—a supposition that incenses the dragons. 10. Dragonshards. A n c i e n t legends a n d creation 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: 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 t h e land b e t w e e n . E a c h o f these world sections is tied to a great dragon o f legend—Siberys, Khyber, and Eberron, respectively. E a c h section o f the world produces dragonshards, stones a n d crystals i m b u e d with a r c a n e power. W i t h t h e aid o f dragonshards, 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 are controlled a n d h a r n e s s e d , a n d magic items o f all sorts a r e crafted a n d shaped. T h e s e shards, however, a r e rare a n d difficult to c o m e by, m a k i n g t h e m expensive a n d often t h e goals o f great quests a n d adventures.

How TO USE THIS BOOK T h i s book is designed to help you create characters 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

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 EBERRON Player's Guide uses the core rules and g a m e m e c h a n i c s of DUNGEONS & D R A G O N S . YOU can use

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 E b e r r o n without any modifications. You c a n create a c h a r a c t e r who could b e found only in Eberron, using the n e w races, classes, backgrounds, a n d feats found 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 elements from m o r e t h a n one setting. T h e EBERRON Player's Guide offers you a wealth o f information to help you design a c h a r a c t e r ready to take on this complex world o f wonders, terrors, a n d adventures.




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 adventure. 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 setting). 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 backgrounds, 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. (K>

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 interact 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 .









Eberron is a world divided into t h r e e parts. Legends tell o f t h r e e great progenitor dragons that created the world and now form its t h r e e segments: Siberys the Dragon Above, K h y b e r the Dragon Below, and Eberron the Dragon Between. T h e s e legends have made their m a r k on philosophy, religion, and folklore across the w o r l d - e v e r y culture has its own version o f the three creator dragons. T h e progenitor dragons correspond to the world's physical structure. T h e Ring o f Siberys, which appear as a ribbon o f gleaming dragonshards, surrounds the world and shines like a gold b a n d across the night sky. O n clear days, it s h i m m e r s with a faint golden haze. Twelve moons glitter like gems in its celestial setting. T h e nearest moons look like gold coins in the night sky, while the farthest s e e m only slightly larger t h a n the brightest stars. Khyber, the Dragon Below, is the cavernous underdark b e n e a t h the world's surface. Labyrinthine passages snake through the depths and open into vaults of every shape and size. In m a n y places, the Elemental Chaos spills into the caverns o f Khyber, creating areas where fire, m a g m a , or lightning stream forth—and where d e m o n s emerge to w r e a k havoc on the world. T h e Dragon B e t w e e n is the world of Eberron— vast oceans and six great continents, mountains and deserts, a patchwork o f fields and forests, swamps and tundra, and m u c h more. Eberron is a world o f extremes: Fantastic natural beauty mingles with terrible corruption and darkness. T h e world's majesties include mountainous ice floes looming over the freezing waters of the Bitter Sea, spectacular bluewood trees forming natural cathedrals in the heart o f the Towering W o o d , and islands like magnificent sculptures in the Straits o f Shargon. At the opposite e x t r e m e , corruption seeps from the R e a l m of Madness and spreads through a sickened forest, the desolate soil of the Labyrinth rejects all life and growth, and the blighted e a r t h o f the M o u r n l a n d lies desolate in the wake o f catastrophe.

KHORVAIRE Six continents support the vast diversity o f life on Eberron. O n e o f these, Khorvaire, is the heart o f the 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



K a r r n a t h , theocratic T h r a n e , and cosmopolitan Breland. T h e s e four kingdoms, together with a dead 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 melting pots of other cultures. Dwarves, elves, halflings, dragonborn, half-elves, and less c o m m o n races m a k e their homes in the towns and cities o f the central nations. Warforged are a particularly c o m m o n sight—House Cannith's h u m a n s fashioned this race in their a r c a n e creation forges. T h e doomed nation o f Cyre is now the M o u r n l a n d , a desolate, haunted r e a l m where gray mists suck the life from travelers. Few c a n survive its hardships, but the treasures of a fallen nation tempt some to try their luck. T h e only creatures here are treasure hunters, travelers, and those beings that do not possess a life force on which the land c a n prey: warforged, undead, and stranger creatures. Aundair, Breland, Cyre, K a r r n a t h , and T h r a n e were called the Five Nations in the distant past, a n d the n a m e is still used despite the loss of one o f their n u m b e r . T h e s e nations once formed the cornerstone of the great Kingdom o f Galifar. Only a few h u m a n lands fall outside the Five Nations. T h e s e countries include the Lhazaar Principalities in the northeast, tropical Q'barra in the southeast, and the wild Eldeen R e a c h e s in the west. H o m e l a n d s o f other races are also found in Khorvaire. T h e dwarves' ancestral h o m e is the M r o r Holds, n e a r K a r r n a t h in the northeast. Nomadic halflings travel across the Talenta Plains in the east. Elves from the island continent o f Aerenal have established a land called Valenar in Khorvaire's southeast. C o m m u n i t i e s o f ores and half-ores are concentrated in the swampy Shadow M a r c h e s to the far west. G n o m e s call southern Zilargo their h o m e land, and tieflings long ago found refuge in western Khorvaire when they fled the r u i n o f their ancient kingdom, O h r Kaluun. Shifters r o a m the wild forests across the continent. Dragonborn enclaves in the east recall the great empire o f their ancient past. Eladrin have long visited Khorvaire from their h o m e s in the Feywild, but m a n y fey are now trapped in the world, and one o f their cities has shared the devastating fate o f the Mournland. Even the monstrous races—medusas, ogres, and the l i k e - c l a i m D r o a a m as their own nation in Khorvaire, although the continent's other countries refuse to acknowledge its sovereignty.

Hitter Sen







Although Khorvaire is the center o f the world to m a n y people, five other continents stretch across Eberron. A e r e n a l : Just southeast of Khorvaire lies the great island o f Aerenal, the ancient h o m e o f the e l f race. T h e Aereni have preserved their traditions unchanged through millennia, guided by their undead ancestors. To outsiders, the elves o f this ancient island kingdom s e e m like sinister n e c r o m a n cers or death cultists, but their reverence for the dead does not m a k e t h e m evil. Even so, the land o f Aerenal holds abundant dangers alongside its plentiful opportunities.

T h e legendary dragons correspond to the t h r e e layers of the universe. T h e Astral Sea, or Sea o f Siberys, lies above the world. It is h o m e to i m m o r t a l angels and devils, and perhaps even to deities. Legends say that the Sea o f Siberys is divided into realms, m u c h like the world below, and that beautiful, ageless creatures inhabit its breathtaking cities. T h e Coils o f E b e r r o n is the world most creatures know, including Khorvaire, Xen'drik, and the other continents. T h e Coils also embrace the Shadowfell (Dolurrh), the Feywild (Thelanis), and Dal Quor, the enigmatic Region o f D r e a m s . Finally, the Elemental Chaos, or the Chaos o f Khyber, is the nether region that forms the foundation of e x i s t e n c e - t h e world below. This tormented reality is h o m e to demons, devils, and worse. T h e s e creatures struggle to b r e a k free from Khyber and into

X e n ' d r i k : To Khorvaire's south stretches the vast wilderness of X e n ' d r i k , once h o m e to a fallen empire o f giants. Ruins o f this empire are buried in the continent's endless jungles. Every expedition that returns from the wilds o f X e n ' d r i k bears new relics and mysteries. W i t h steaming equatorial jungles, a vast desert, and a frozen wasteland to its distant south, X e n ' d r i k is a treasure trove waiting to be plundered. At least, that's how adventurers view it. To the native yuan-ti and drow, the jungles and ruins are home, and they fight to defend t h e m . A r g o n n e s s e n : East o f X e n ' d r i k , beyond Aerenal, is the homeland o f the dragons, Argonnessen. Few nondragons travel to the continent's interior, but reports speak o f dragonborn city-states, ruled by dragon kings. T h e dragons are devoted to the study o f their ancient Prophecy, w h i c h they see revealed in the movement o f the moons and stars, m a r k s written on the earth, and in the strange designs that appear on the skin o f some o f Khorvaire's humanoids. T h e s e designs are the dragonmarks, and m a n y scholars view t h e m as symbols o f power and destiny. T h e F r o s t f e l l : North o f Khorvaire is the frozen waste o f the Frostfell, the source o f brutal winter storms and the h o m e o f terrifying monsters o f ice and destruction. Only two expeditions from Khorvaire have successfully braved the Frostfell's unrelenting cold, and neither has reported any r e d e e m i n g feature o f this b a r r e n land. S a r l o n a : Sarlona is Khorvaire's neighbor to both east and west. T h e vast empire o f Riedra dominates Sarlona. Its ruler-deities are the mysterious Inspired; 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 illunderstood—is not u n k n o w n on that continent.


1 I Life



the Coils o f Eberron, in order to prey upon vulnerable mortal bodies and m i n d s . S o m e believe that there is a fourth layer o f the universe, or perhaps a layer beyond the universe. Scholars call this plane Xoriat, the R e a l m o f Madness. Brave souls shudder at the mention of the creatures said to dwell there. Although most o f what is k n o w n about Xoriat is apocryphal, the existence o f the R e a l m o f Madness and its influence on Eberron is undeniable. Although the planes touch on few peoples' lives, they have an important impact on Eberron. Like the moons or the tides, the i n f l u e n c e o f the planes wanes and waxes. S o m e t i m e s they are distant (or remote) from Eberron, and their influence is small; other times they are near (or coterminous), and their pull is strong. W h e n a plane is at its closest, Eberron feels its effects. W h e n Dolurrh is coterminous, for example, the shadows of E b e r r o n are deeper, the nights longer, and the darkness more dangerous. Even when the planes move away, their influence bleeds into the world at certain key locations. T h e s e spots, called manifest zones, are strange and otherworldly areas. S o m e are verdant r e a l m s o f life and twilight, some are landscapes o f twisted trees and monstrous abominations, and others evince subtler changes. W h a t e v e r the specific consequences, the power o f the planes is great.


L I F E ACROSS KHORVAIRE Almost four years ago, the people o f Khorvaire took the first drastic steps to pull themselves out o f a devastating, century-long conflict called the Last W a r . In its aftermath, the great Kingdom o f Galifar was no m o r e . In Galifar's place were a handful o f smaller, depleted nations nursing long-standing grudges and deep wounds. T h e Last W a r and, to a lesser extent, the m e m o r y o f Galifar's golden age define how the people o f Khorvaire t h i n k and act. Khorvaire is a disparate land. However, m u c h o f it was once a single kingdom, and thus its nations share a n u m b e r o f similarities. T h e Last W a r and the destruction o f Cyre left people with a deep cynicism and smoldering distrust. A feeling o f doom lies heavily on the land. M a n y people see the ravaging o f Cyre as the harbinger o f an even greater apocalyptic event. M a n y speculate that i f Cyre could fall, then all o f Khorvaire is at risk of b e c o m i n g a lifeless gray landscape where only ghosts walk. These dark thoughts are pervasive and profound. S o m e people r e m a i n optimistic despite the hard times (citing the Treaty o f Thronehold as evidence that the nations c a n work together), but, for most Khorvairians, trust is dead. T h e average person suspects his neighbor o f something. His neighbor, in turn, suspects the s a m e of h i m , and going to the market is an experience rife with cold glances and whispered conversations. T h e nations' political leaders foster this sense o f unease. None o f the kings or queens got what they wanted in the Last W a r . National pride is not nearly as strong a feeling as xenophobia, and although the nations work together to some degree, distrust among their leaders is e c h o e d by distrust among their citizenry. Each nation suspects the others o f secretly stockpiling weapons, directing saboteurs, and commissioning spies. T h e general atmosphere is not r e l i e f that the war is finally over. Khorvairians know that although the surviving nations are now exhausted from the brutality and the effort of the war, they will soon leap b a c k into the fight.

GOVERNMENT Galifar was a hereditary, feudal monarchy, and most o f the nations that c a m e from it follow its example. Kings and queens are supported by an array o f nobles—barons, earls, counts, and other landholders— who oversee local affairs. Peasants are taxed and exploited to varying degrees, depending upon the nation in which they live. Although nobles ostensibly rule the nations, other organizations wield comparable power in Khorvaire. i T h e most important o f these groups are the twelve


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dragonmarked houses. Each o f these extended families dominates a particular aspect o f trade, be it transportation, weaponry, or healing. W i t h potent, hereditary magic at their c o m m a n d and scores o f cousins and vassals, central m e m b e r s o f the dragonmarked houses wield power a k i n to that of high nobility. T h e houses' barons possess political and mercantile clout akin to that o f queens and kings. T h e houses' influence stretches across Khorvaire. Breland might be able to survive without a king, but the face o f Khorvaire would change dramatically i f House Lyrandar were leaderless. Two organized religions also m a i n t a i n great power in K h o r v a i r e : the Sovereign Host and the Silver F l a m e . In these u n c e r t a i n , postwar times, the power o f religion is growing. S c a r e d people turn to spiritual authority for comfort. Although the doctrines o f both t h e Sovereign Host and the Silver F l a m e promote virtue and order, high-ranking m e m bers o f these faiths sometimes abuse their status. Although respected, religious officials usually don't wield as m u c h power as their noble or m e r c a n t i l e counterparts. T h e Sovereign Host has no distinct h i e r a r c h y through w h i c h to wield authority, and the 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 outside T h r a n e .

EVERYDAY LITE T h e cornerstone o f life on Khorvaire is the small town: a d i m but important point o f light in the world's darkness. Most K h o r v a i r i a n s are farmers or laborers, living in farmsteads and h a m l e t s within a couple o f miles o f a central town. A larger settlement serves as a trading nexus, to w h i c h farmers bring crops, livestock, wool, and similar goods. Crafters from the town trade plows, leather goods, imported items, and similar objects or services in e x c h a n g e for f a r m goods. F a r m e r s , crafters, and laborers pay taxes to a local lord, who lives nearby. T h e lord uses this tax m o n e y to raise an army, train a militia, or otherwise ensure that the people under his or her protection are safe. In truth, this system isn't perfect. B r i g a n d s many o f t h e m ex-soldiers from the Last W a r - p l a g u e the countryside. Monsters r o a m the vast distances b e t w e e n towns, occasionally attacking farms and trade routes. Corrupt nobles hoard their wealth and let their people suffer. Rural life is simple and sometimes peaceful. Away from the bustle o f the city, people are more connected to the natural world. T h e rural population o f Khorvaire tends to distrust visitors and strangers. News travels slowly, and rural people are often suspicious o f

anything that happens more than a dozen miles away. Many still feel the pain o f the Last W a r and its aftermath—cousins dead, fathers disappeared, and siblings gone to work in the big cities. Just as farms surround a town, towns surround a c i t y - a l t h o u g h usually the city is miles away and travelers must spend a day or more to traverse the distance (if they travel by conventional means). Although Khorvaire's cities are few, they are vital. These points o f light are b e a c o n s o f both civilization and depravity, o f scholarship and corruption, o f organization and filth. Cities are far m o r e cosmopolitan t h a n the countryside. Individuals o f all races a n d backgrounds c o m e together in the great metropolises ot S h a r n and F l a m e k e e p , sharing food, living space, and rumors. City residents are more comfortable with diversit}* and more wary o f the wilderness t h a n are rural people. They also have m o r e opportunities to improve their economic m e a n s . M e m b e r s o f the middle and upper classes are found more often in cities t h a n in the country. Urban dwellers have access to resources that country folk generally lack. M a g i c is c o m m o n residents o f cities regularly enjoy m i n o r spells and enchanted items that improve their lives. Also, the r e m n a n t s o f Galifar's educational system are intact in most o f Khorvaire's cities; public education is free (supported by taxes) for all who c a r e to take 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 magic and monster lore.

MONEY Most rural folk are farmers or laborers, and they m a k e up the majority o f Khorvaire's population. Indeed, six out o f every ten Khorvairians are m e m bers o f the lower class. A rural Khorvairian would rarely have more than a handful o f silver pieces at one time, and might only with difficulty find a few dozen gold pieces in an emergency. T h r e e out o f every ten Khorvairians are m e m b e r s o f the middle class. They are merchants, artisans, skilled professionals, minor nobles, m e m b e r s o f the clergy, professors, or heroic tier adventurers. Each might have several h u n d r e d gold pieces within easy access, and could gather a couple o f thousand or more i f necessary. T h e majority o f the middle class resides in cities, but a few members—skilled artisans, minor lords, and retired adventurers-live in the country. One in ten Khorvairians belongs to the upper class, including high nobles, ranking clergy, masters of the dragonmarked houses, and adventurers in the paragon and epic tiers. T h e s e individuals c a n easily obtain thousands o f gold pieces to support their lifestyles, and c a n access even greater wealth i f need be.

ADVENTURERS Adventurers b r e a k rules and defy stereotypes. Although they are not c o m m o n , most people in Khorvaire know what adventurers are, and have romantic notions about what they do. B e c o m i n g an adventurer—and surviving—is a good way to b e c o m e rich, see interesting places, and gain everlasting fame. News pamphlets such as the Korranberg Chronicle encourage this notion, because the public loves great adventure tales. Such stories are even better when they're true. Adventurers whose stories end badly are rarely featured, and novice do-gooders who disappear in the wild on a first outing are rarely discussed. Adventuring is the epitome o f a high-risk, highreward career. Few adventurers travel alone. T h e y k n o w that there is safety in n u m b e r s , that five heads are b e t t e r t h a n one, and that a group is more t h a n the s u m o f its parts. M a n y adventuring parties work as freelancers, going wherever their noses (and m o r e a r c a n e senses) point. O t h e r s accept the patronage o f wealthy individuals, governments, or organizations. T h e s e patrons supply adventurers with missions and rewards and serve as sources o f information and intrigue. T h e s e relationships work best w h e n the adventurers and their patrons share c o m m o n interests. A party fascinated by Xen'drik's mysteries, for example, would do well to consider patronage from Morgrave University.

LANGUAGES 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 o f Galifar, it b e c a m e nearly universal on the continent. N o n h u m a n races such as elves and dwarves have their own languages, but those tongues are not as well k n o w n . T h e languages in Eberron are the same as those presented on page 2 5 o f the Player's Handbook®, with a few exceptions. Ores speak Goblin (not Giant) from their days as m e m b e r s o f the D h a k a a n i Empire, and drow speak Giant (not Elven) due to their long tenure as slaves o f the giants. In addition, three new languages appear in Eberron. Argon is an altered form of C o m m o n spoken by numerous barbarians, especially those in and around the northern islands and shores o f Argonnessen. Quori is an ancient, mystical language spoken primarily among the most learned and important of Sarlona's kalashtar and Inspired. Riedran is spoken by the Sarlonan lower classes. Its script is an antiquated form o f C o m m o n called Old C o m m o n . Although both Riedran and C o m m o n evolved from the same root language, they are different enough that speakers c a n n o t understand each other.


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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 fearsome and perverse creatures in the cosmos. LANGUAGES Language

Spoken by . . .


Demons, gnolls, sahuagin


Barbarians of Argonnessen




and Seren Humans, halflings,



half-elves, half-ores Deep Speech


Daelkyr, mind flayers, other aberrant creatures


Dragons, dragonborn, kobolds


D w a r v e s , galeb duhrs



Elves, eladrin, fomorians


Giants, ogres, drow


Goblins, ores



Efreets, archons, elementals



Inspired, kalashtar


Lower classes of Sarlona


Angels, devils

Davek Rellanic Davek

Quori Old Common Supernal

NAMING CONVENTIONS In the Five Nations, most people take a s u r n a m e , usually a family n a m e , a n a m e denoting area o f origin, or a n a m e indicating the individual's profession. Examples include Barius Fairshield, Toroth o f Sharn, and S i a n n a Magewright. Scions o f royal or dragonmarked families have additional n a m i n g conventions. T h e kings o f Galifar had m a n y heirs, and they bestowed titles and land upon various families. T h e s e people are o f noble blood, and they attach the prefix " i r " ' before their s u r n a m e s . King Boranel o f Breland, for example, traces his lineage b a c k to King Galifar, so his n a m e is Boranel i r ' W y n a r n . M e m b e r s o f dragonmarked families include the prefix " d " ' before their s u r n a m e s , such as M o r r i k a n d'Kundarak, Elvinor Elorrenthi d'Phiarlan, and Dalin d'Vadalis (the leaders o f House Kundarak, Phiarlan, and Vadalis, respectively). This convention arose fifteen h u n d r e d years ago, after a conflict called the W a r o f the Mark. It serves to solidify the dragonmarked houses and set t h e m apart from the 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 multiple interrelated families. House Phiarlan, for example, includes the Phiarlan, Tialaen, Shol, and Elorrenthi lines. Typically, a m e m b e r o f such a line uses t h e house n a m e alone and adds the family n a m e only on formal occasions. Thus, Elvinor Elorrenthi d'Phiarlan c o m m o n l y goes by Elvinor d'Phiarlan, but w h e n introducing h e r s e l f at court uses her full n a m e .


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FAITHS O F E B E R R O N Religion is important in Eberron, but not because the deities take an obvious and direct interest in the world. Rather, organized faith is important in both a spiritual and a secular sense. Temples and shrines are sources of c o m m u n i t y and peace (or conspiracy and corruption) in villages and towns. In cities, highranking m e m b e r s o f the clergy c a n wield as m u c h power as the nobility. In this war-torn time, numerous Khorvairians have c o m e to scorn deities and higher powers. Just as many, however, actively participate in organized religion as a way to m a k e sense o f the world.

THE SOVEREIGN HOST Good T h e Sovereign Host is a group of n i n e deities collectively representing the entire world, but focusing on aspects o f civilization—community, the protection of the weak, the slaying o f wild beasts, fertility, construction, and the like. T h e Sovereign Host is the most widely worshiped body in Khorvaire. Nearly everyone offers prayers to the Host as a whole and to individual deities for specific actions. For example, a farmer might whisper a prayer o f thanks to Arawai when his baby is b o r n healthy, and a blacksmith might sing the songs o f Onatar when working at her forge. T h e Sovereign Host finds worshipers a m o n g all races and from all walks o f l i f e - p e a s a n t s , kings, and adventurers. T h e faithful worship the pantheon as a whole, rather t h a n devoting themselves to specific deities. Worshipers o f the Sovereign Host are called Vassals. As a group, the Host exhorts its followers to: •

Place your trust in the community. T h e group is stronger by far t h a n the individual. T h e great light o f a city is composed of the thousands o f f l a m e s of its citizens. You must ensure that your f l a m e is as bright as you c a n m a k e it.

• Treat others as they deserve to be treated. I f they haven't h a r m e d you or yours, treat t h e m kindly. •

Bring the light o f civilization to the darkness o f the wilds.

ARAWAI Good Arawai is the goddess o f fertility, abundance, a n d life (particularly plant life). She teaches that the wilderness holds great resources that empower civilization. T h e sister o f Balinor and the Devourer, Arawai is also the m o t h e r of the Fury (as a result o f her rape at the hands o f the Devourer, according to Sovereign Host religious texts). She finds followers among parents, farmers, druids, rangers, sailors, and others who

place great i m p o r t a n c e on nature, fertility, or the weather. Iconography usually depicts her as a halfe l f female, sometimes as a h u m a n or a halfling, and occasionally as a bronze dragon. Her tenets are simple and few: •

Be fruitful and multiply.

Celebrate life, especially new life. A young sapling is a beautiful creation, and children are the world's greatest blessing.

Never turn your b a c k on a child or young creature in need.

AlIREON Unaligned Aureon is the god o f knowledge, a r c a n e lore, and magic. He also values order and law. H e is Onatar's brother and Boldrei's husband, and bears a mysterious connection to the Shadow. Most a r c a n e spellcasters call h i m their patron, as do sages, librarians, scribes, professors, and students. In religious texts, he appears as a h u m a n or g n o m e wizard, and, on rare occasion, as a grand blue dragon. He urges his followers to: •

Respect and acquire knowledge, especially knowledge that was once lost. Knowledge is the most powerful force on Eberron.

• Value reason and sound thought over emotion and rash action. •

Educate yourself, your children, and your allies.

BALINOR Unaligned B a l i n o r rules t h e beasts, the hunt, and the cycle o f life. H e teaches respect for wild a n i m a l s and nature: O n e should t a k e - c a r e f u l l y — o n l y what one needs from the wild to improve civilization. T h a t the intelligent races slay and eat a n i m a l s is p a r t o f the natural cycle. T h a t an occasional hunter falls to 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, B a l i n o r counts rangers, druids, a n d hunters o f all 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 s o m e t i m e s as a g r e e n dragon. His c o m m a n d s are straightforward: • Take what you n e e d from nature, but respect its power. •

Courage invites luck. Never flinch in the face o f danger, but don't court it unprepared.

C h a n g e is constant. T h e only certainty in life is death. Death is not to be feared, but celebrated as part o f the natural cycle.

BOLDREI Good In some ways representative o f the Sovereign Host as a whole, Boldrei's areas o f influence are c o m m u 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 CHAPTER

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Areas of Influence

T h e Sovereign Host


All the w o r l d , focused primarily on aspects of civilized life


Agriculture, fertility, the wilderness as natural resources



Knowledge, law, arcane lore and magic


Beasts, the hunt, the cycle of life

Arawai Balinor


• Boldrei 4- Dol A r r a h

Good Lawful good


Community, home, hearth Light (physical and metaphorical, the goodness of the soul), honor, selflessness, military strategy, w a r

• Dol D o r n


Courage, duty, physical prowess, soldiers and warriors, w a r


W e a l t h , trade, commerce


Fortune, luck, success

Kol Korran

• Olladra 4 Onatar

f — 1


Forges, crafts, industry, fire

The Dark Six


A l l the w o r l d , especially the primal wilderness and nature's destructive

• 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



Gluttony, greed, necromancy

• T h e Mockery


Violence, betrayal, dishonorable victory, love of carnage, w a r

• The Shadow

Chaotic evil

Ambition, dark magic, corruption

• T h e Traveler


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


Divine power of the blood, immortality, undeath

The Path of Light

Lawful good

Light, progress, self-improvement, freedom

Elf Religion


The elf people and society

• The U n d y i n g Court


Immortality, elven society, history

• The Spirits of the Past


Glory, elven history and heroes

Khyber Cults

Chaotic evil

Madness, destruction, aberrant creatures, darkness

T h e Keeper

appointments. She is Aureon's wife and counts commoners, parents, and militia m e m b e r s among her worshipers. She is usually depicted as a c o m m o n e r o f any race, and sometimes as a copper dragon brooding over a clutch o f eggs. Her tenets are: 4- Value your c o m m u n i t y and family above yourself. Ensure that i f you fall, they survive. 4 M a k e your h o m e your haven. W e i g h t y and stressful affairs belong elsewhere, and violence in the h o m e is unconscionable. 4 Help other m e m b e r s o f your c o m m u n i t y with no thought o f r e c o m p e n s e . Rewards c o m e when they are needed.

DOL ARRAH Lawful Good Dol A r r a h is the shining goddess o f honorable combat, selflessness, and sunlight. She brings light to pierce the dark places and blades to pierce the hearts o f monsters. Legends say that Dol D o r n and 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. She appears in religious texts as a h u m a n or half-elf knight alight with holy radiance, and sometimes as a red dragon atop a cloud. Her teachings are: CHAPTER

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4 Bring succor to those who suffer. 4 Bring the light o f truth and goodness to dark and evil places. 4 Bring force o f a r m s against all that is evil.

DOL DORN Unaligned T h e god of courage and physical prowess, Dol D o r n also exemplifies duty and war. H e urges all people to be at their physical best. Soldiers, fighters, and warlords are his p r i m a r y worshipers, along with athletes and acrobats. Said to be the brother o f Dol A r r a h and the Mockery, texts depict Dol D o r n as a musclebound h u m a n , dwarf, or half-ore, and occasionally as a mighty silver dragon. His c o m m a n d s are simple but strong: 4 Shirk your duty only i f your charges have b e c o m e unworthy o f it. 4 Achieve and m a i n t a i n physical perfection. 4 Test your physical powers in contests and in battle. M a y the strongest prevail!

KOL KORRAN Unaligned 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 wealth. In the postwar world, where trade is cautiously

emerging and expanding, his following is on the rise. Merchants, traders, and thieves are his primary Vassals, but anyone who has money, or wants more, pays h i m homage. Religious texts say he .and his twin brother the Keeper are the sons o f Olladra and Onatar. These same books depict h i m as a plump, cheerful h u m a n or dwarf in fine clothes. A few ancient depictions show h i m as a white dragon atop a bed o f ice-blue gemstones. He teaches his worshipers to: • Acquire wealth. • Travel. New lands offer n e w trading partners to cultivate and n e w resources to gather. • R e m e m b e r that a c h a r m i n g smile and a kind word are often m o r e powerful t h a n a blade and a strong a r m .

OLLADRA Good T h e goddess o f luck and plenty, Olladra's n a m e is a popular one. People toast her at parties and festivals. G a m b l e r s , rogues, bards, and hedonists pay her homage throughout the year. She is Onatar's wife and m o t h e r to the twins Kol Korran and the Keeper. In imagery, she is a young halfling, an old female h u m a n , and occasionally a black dragon. Her tenets are: • Eat, drink, and be merry, for life is good and luck comes to those who need it. • Olladra favors the bold. Fashion your own destiny to enjoy her favor. • Fight against oppression. Any who woidd deny you your freedoms should feel Olladra's anger.

ONATAR Unaligned Onatar is the god o f forge and fire, o f industry and craft. His n a m e is invoked in factories and smithies, and his symbol appears on forges throughout Khorvaire. Dwarves in particular revere h i m , as do those who specialize in fiery magic—wizards and warlocks o f the appropriate bent. Religious texts say he is husband to Olladra and father to Kol Korran and the Keeper. In these same sources, he appears c o m m o n l y as a d w a r f and occasionally as a brass dragon. His c o m m a n d s are: • Create. To craft an object or forge a weapon is to create a tool that m a n y workers c a n use.

THE DARK SIX Evil Complementing the Sovereign Host and its focus on the light o f civilization, the D a r k Six represent the darkness o f the wilds. T h e two pantheons were once c o m b i n e d , but a great schism separated t h e m . T h e D a r k Six now oppose the Host on all fronts. W h e r e the Sovereign Host is generally good, the D a r k Six are by and large evil. W h e r e the Sovereign Host values c o m m u n i t y and government, the D a r k Six value individuality and anarchy. T h e D a r k Six are cruel, passionate, brutal, and wild. Although worship o f the D a r k Six is not c o m m o n , the people o f Khorvaire haven't forgotten that these deities have power over aspects of the world. 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. Everyone knows that the neighbors do the same, although none ever speak o f it. W i t h the exception o f the mysterious Traveler, the D a r k Six are evil deities, and thus inappropriate sources o f veneration for P C s . (As described in the Player's Handbook, a character c a n worship an evil deity without sharing that alignment, but doing so is tricky.) For that reason, only the Traveler is discussed below (the other m e m b e r s o f the Six are described briefly at the end o f this section).

THE TRAVELER Unaligned T h e great trickster, the Traveler is a deity o f cunning, deception, and change. T h e Traveler is a consummate shapechanger and master o f disguises, and thus the being's true nature is unknown—texts variously refer to the Traveler as "it" rather than " h e " or "she." Many doppelgangers, shifters, lycanthropes, thieves, and rogues revere the Traveler, as do a few artificers who focus on the deity's innovation and cleverness. T h e Traveler is sometimes called the Giver o f Gifts, but proverbs warn that one must b e wary o f its gifts. Ostensibly a m e m b e r o f the D a r k Six, the Traveler seems to have no connection, familial or otherwise, to its fellows. T h e Traveler's c o m m a n d m e n t s must often be inferred, for its holy texts are few. Its tenets are: • Revealing your true self is weakness. Shroud yourself in misdirection and disguise so that even you 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 communities.

• Nothing is p e r m a n e n t . Ensure that change improves your lot and damages your enemies.

• Respect fire. It is a n invaluable tool and a powerful weapon.

• T h e best weapons are c u n n i n g plans and intricate deceptions. Mortal m i n d s are predictable and easily manipulated.


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THE SILVER FLAME Lawful Good 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, steadfastness, charity, and, above all, the destruction o f evil. As such, paladins are its most fervent worshipers, but crusaders from all walks o f life look to the F l a m e for guidance. T h e Silver F l a m e is an abstraction, not a deity. It represents powerful forces o f good and self-sacrifice that keep evil locked away. I n ages long past, a female h u m a n n a m e d Tira M i r o n transcended her h u m a n 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 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 and the vast majority o f mortals who haven't attained the purity necessary to c o m m u n i c a t e directly with the divine force. T h e C h u r c h o f the Silver F l a m e is m u c h more organized t h a n the hierarchy o f the Sovereign Host. 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 m e m b e r s aren't afraid to wield their power in secular affairs. F l a m e k e e p , in T h r a n e , is the Church's capital 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) are: •

Destroy evil in all its forms. Undead are particularly abhorrent to the Silver F l a m e .

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 BLOOD OE VOL Unaligned T h e faithful o f the Blood o f Vol are captivated by the literal and figurative m e a n i n g o f blood and o f heredity, seeing blood as a source o f power and divinity. They focus their energy on self-improvement, shunning higher forces. Worshipers believe in the power o f what is physical and present, and focus on the affairs of day-to-day life, not on an illusory otherworldly power. Blood is the divinity within, the source o f life, and, i f one's faith is strong and one's abilities mastered, the only true path to immortality. Adherents o f the Blood o f Vol are often distrusted by m e m b e r s o f other faiths because o f r u m o r s that the Blood o f Vol worships the undead. Widely misunderstood, 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 followers. T h e Blood o f Vol's exhortations are simple: •

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 power, and the blood flows through m e , the power is m i n e . "


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• W o r k to improve yourself and your capacities. A complete understanding o f the divinity within opens the door to immortality. • M e e t with other m e m b e r s o f the Blood o f Vol to share in the power o f each other's blood.

THE PATH OE LIGHT Lawful Good R a r e in Khorvaire but prevalent among Adar's kalashtar (page 3 0 ) , the Path o f Light is equal parts philosophy and religion. Its adherents don't worship a deity, but instead recognize a universal force of positive energy they call il-Yannah, "the Great Light." Followers o f the Path o f Light strive for physical and m e n t a l perfection through meditation and c o m m u n i o n with this Great Light. Such perfection is necessary, for followers o f the Path o f Light expect to do battle with evil forces—especially the sinister D r e a m i n g Dark. T h e central teachings o f the Path o f Light are: •

S e e k excellence in both m i n d and body, for a great war against the dark is brewing.

4- D o not look to deities for divinity. Divinity is within the grasp o f mortals i f they but touch the Great Light. • Use your honed skills to discover and vanquish evil beings.

THE SPIRITS OE THE PAST Unaligned M a n y elves o f Aerenal, in particular the Valenar, revere their ancestors. This practice stops short of worship, but the spirits o f the past represent glorious deeds and the rich history o f the elven race. Even elves who follow other religions often m a i n t a i n shrines to great ancestors. Elves w h o venerate the Spirits o f the Past devote themselves to emulating patron spirits. Such elves have a m a r t i a l bent—they are often rangers, fighters, or warlords. Particularly devout warriors sometimes attain the title K e e p e r of the Past; they are often bards or clerics. Although each practitioner honors an ancestor in his or her own way, followers o f the Spirits o f the Past share some c o m m o n principles: •

R e m e m b e r the great deeds and people o f the past, and try to emulate and even to surpass t h e m .

4- Look to history and tradition for strength. • Nothing is true today that wasn't true in the past; it just wears different trappings.

THE UNDYING COURT Unaligned Some Aereni elves revere dead ancestors, and some revere ancestors who have eluded death's grasp.

Long ago, the elves o f Aerenal discovered the secret o f extending their life spans. Only the wisest m e m bers o f their race received this treatment, and these deathless creatures rule the elven h o m e l a n d just as they did m i l l e n n i a ago. T h e Undying Court counts all Aereni elves as its followers, as well as Valenar and Khorvairian elves and half-elves. Its priests are clerics who dress in white and black; they wear death masks or paint or tattoo their faces with stylized skull images. T h e Court's c o m m a n d s are ancient: •

Obey the c o m m a n d s o f the Undying Court and its seneschals.

Immortality is within reach i f you prove yourself worthy o f the gift.

• This world is but one stop on the soul's j o u r n e y toward perfection, and death is merely a passage.

EVIL DEITIES Creatures and people who revere evil powers are likely to battle against the P C s , although a few might be occasional allies. W i t h the exception of Khyber cults, all the deities below are m e m b e r s o f the D a r k Six. T h e Devourer is lord o f deep waters, o f maelstrom and reef. He represents nature's destructive power, and his c h i e f worshipers are sahuagin. T h e Fury is a deity o f passion—fervor driven to madness. T h e K e e p e r is the master o f death and decay. He hungers for souls. T h e M o c k e r y is the god o f treachery and brutality. Evil assassins and fighters are among those who revere h i m . T h e Shadow promotes dark magic and the corruption o f nature. Khyber cults are diverse groups who share an obsession with the vast underdark and the power said to stir in the body o f the Dragon Below.

T I M E AND HISTORY Eberron is a n old world. Throughout its lengthy history, empires have risen from the dust o f previous centuries, thrived for a time, and then fallen into ruin. This rubble still dots the wilderness (and even some civilized areas), resting unexplored for millennia. Treasure, mysteries, and the answers to age-old questions might b e hidden in the t h i c k shadows.

THE DAWN OE TIME Different cultures and races have various ideas about the world's origin, but one particular tale has achieved widespread acceptance. Priests and philosophers o f varied beliefs teach this story to their

f o l l o w e r s - i f not as true history, then at least as a valuable allegory and the most accurate tale they have.


T h r e e great dragons existed in the t i m e before t i m e : Siberys the Dragon Above, Eberron the Dragon A B e t w e e n , and K h y b e r the Dragon Below. Unable to coexist, the progenitor dragons fell to fighting. K h y b e r tore Siberys apart after a great battle. Eberron wrapped Khyber in sinuous coils and imprisoned the Dragon Below. T h e pieces o f the Dragon Above b e c a m e the Ring o f Siberys overhead, Eberron's body formed the continents and o c e a n s , and imprisoned K h y b e r twisted into labyrinthine tunnels b e n e a t h the e a r t h . T h e creation o f all that is was completed when dragons arose from the r e m a i n s o f Siberys, fiends crawled from the depths o f Khyber, and all other living beings were b o r n from Eberron's fertility.

THE AGE OE GIANTS No one knows exactly how m a n y years passed, how m u c h life thrived, and how m a n y cultures rose, fell, and were forgotten before a civilization o f giants arose on the continent now called X e n ' d r i k . T h e giants e x p a n d e d their empire, enslaved races o f smaller humanoids and gathered vast knowledge. T h e greatest legacy o f the Age o f Giants, however, is the cyclopean structures that dot X e n ' d r i k . Scholars claim that such buildings could not have b e e n raised without powerful magic—magic the giants must have learned from a mighty creature or creatures. T h e giants ruled for tens o f thousands o f years. Scholars are not certain what brought about the civilization's collapse, but r u m o r s abound. S o m e say the dragons destroyed it to protect the world. Others claim that the giants' slaves rebelled and overthrew their masters. A few whisper that horrific creatures from another plane appeared in the world and brought down the giant empire. W h a t e v e r X e n ' d r i k was like in the time o f the giants, it is now a steaming j u n g l e o f disease, carnivorous plants, vicious beasts, sinister yuan-ti, and cruel drow. Various archeological expeditions have attempted to penetrate the jungle, but few return. Real evidence o f the giant empire is sparse, and scholars are hungry for more information. B e c a u s e of this, Xen'drik's n a m e has b e c o m e synonymous with adventure: It holds great dangers, great rewards, great mysteries, and the c h a n c e to find places, objects, and creatures unseen for m i l l e n n i a .

THE AGE OE MONSTERS In the wake o f the giants' fall, their slaves were freed. T h e elves hid in the ruins o f Xen'drik, or disappeared into the jungles o f Aerenal. More active were the goblins and the ores. Lead by the D h a k a a n i goblins, they built an empire on the continent o f Khorvaire that lasted for thousands o f years. CHAPTER

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As with the Age of Giants, the end o f the Age of Monsters is shrouded in mystery. S o m e priests and philosophers say that, by their nature, savage ores and chaotic goblins could not live long in peace. T h e s e thinkers c l a i m the monsters feuded and ripped their own empire apart. O t h e r scholars point to a n invasion from creatures from another plane as the cause o f the D h a k a a n i Empire's collapse. M a n y historians view the Age o f Monsters as a dark time b e c a u s e monstrous races ruled the world. O t h e r commentators see the Age o f Monsters as a t i m e that never achieved its potential, crushed before it could truly evolve. Goblins and ores look b a c k on it with longing. Many, especially among the hobgoblins, seek to r e c l a i m the empire's former glory. Ruins of the D h a k a a n i E m p i r e are some o f the most prevalent throughout Khorvaire. D h a k a a n i relics are v a l u a b l e - t h e goblins were fine crafters and accomplished magicians. T h e m o r e potent items are highly prized by monstrous races for their power and their historical significance.

THE CURRENT AGE Although life continues to thrive on Sarlona, Xen'drik, Aerenal, and Argonnessen, the nature of those places seems timeless, and little changes. In the Current Age, the events o f the greatest note o c c u r r e d on Khorvaire. Hundreds o f years after the collapse o f the Dhakaani Empire, h u m a n refugees from Sarlona arrived on Khorvaire's northeast coast, led by the famous explorer Lhazaar. T h e h u m a n s quickly pushed inland, seizing the land from monstrous inhabitants, both civilized and wild. T h e r e m n a n t s o f the Dhakaani were in no position to resist the h u m a n s . Fledgling h u m a n nations began to appear. In central Khorvaire, five c o m m u n i t i e s arose. Since that time, the central areas o f Khorvaire and the collective h u m a n civilization on those lands have b e c o m e k n o w n as the Five Nations. Over the years, these nations built, f a r m e d , traded, explored, quarreled, and fought. Periodically, a great leader sought to unite the peoples under one b a n n e r , but all—even the mighty K a r r n , one o f Eberron's greatest conquerors—lacked the combination o f vision, force o f a r m s , diplomacy, and luck needed to accomplish so monum e n t a l a n undertaking. O n e thousand years ago, a m a l e h u m a n n a m e d Galifar succeeded where so m a n y before h i m had failed. H e b o u n d the h u m a n populations into a great


nation and n a m e d it the Kingdom o f Galifar. For nearly a thousand years, the kingdom thrived, creating a golden age for Khorvairians. Arts, culture, scholarship, and civilization flourished. Trade routes crossed the land, sea, and air; great u r b a n centers grew up across the continent; relations were established with Aerenal; a gateway city to the riches and CHAPTER

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mysteries o f X e n ' d r i k , Stormreach, was founded. For hundreds o f years, peace and prosperity reigned. All c a m e to an end with the death o f Jarot, the last king of Galifar. T h e h u m a n lands divided into five feuding nations, and they t u r n e d on each other. T h e war tore the continent apart and killed millions. Some scholars see the Last W a r as the end o f what they call the Age o f H u m a n s . In the aftermath, the Five Nations remain, but they are exhausted and greatly d i m i n i s h e d . Monsters again stalk the wilderness b e t w e e n cities, people turn on each other, and dark creatures stir in the shadows.

CALENDAR People are c o n c e r n e d with the events o f their own era, marking time by reference to the recent past. Not surprisingly, Khorvairians use a calendar devised in the early days o f the Kingdom o f Galifar. Hundreds of years ago, the dragonmarked houses adopted this system o f timekeeping, claiming that it was partially based on draconic m e a s u r e m e n t s . Years are n u m b e r e d , with the founding of the Kingdom o f Galifar m a r k i n g year 1. For 9 9 8 years, since Galifar declared his kingdom, the years have b e e n designated Y K for the Year since the founding of the Kingdom o f Galifar. Years before that t i m e are m a r k e d with a m i n u s sign. Thus, the year o f King Galifar's birth is k n o w n as - 4 5 Y K .

DAYS AMD M O N T H S A day is 24 hours long. Seven days fill a week, and four weeks make a month. A year contains 12 months, which correspond to the 12 moons in the Ring of Siberys. Folklore and tradition associate the moons and months with the twelve dragonmarks, as shown below. DAYS OF THE W E E K (FIRST TO LAST) Sul Mol Zol Wir Zor Far


MONTHS OF THE YEAR (FIRST TO LAST) Associated Season Dragonmark Month Mid-winter Storm Zarantyr Late winter Sentinel Olarune Early spring Healing Therendor Mid-spring Making Eyre Handling Late spring Dravago Nymm Lharvion Barrakas Rhaan Sypheros Aryth Vult

Early summer Mid-summer Late summer Early autumn Mid-autumn Late autumn Early winter

Hospitality Detection Finding Scribing Shadow Passage Warding

M O V E R S AND S H A K E R S T h e world is rife with adventure revolving a r o u n d the struggles and desires o f i n f l u e n t i a l people and organizations. For P C s , these powers c a n act as patrons, opponents, adversaries, and sources o f information and e q u i p m e n t . In their dealings, the PCs will undoubtedly r u n across one or more o f the following. .

THE DRACONIC PROPHECY Although not a particular organization or person, the Draconic Prophecy is once of the most powerful forces in the world. T h e dragons believe that the Prophecy does more than change h i s t o r y - i t is history. T h e dragons see signs o f t h e P r o p h e c y everyw h e r e : in t h e clouds, in t h e p a t t e r n s o f m o u n t a i n ranges, in t h e m e a n d e r i n g o f rivers, a n d particularly in the mysterious d r a g o n m a r k s that a p p e a r on the skin o f some h u m a n o i d s . T h e w y r m s have b e e n collecting, contemplating, and d e c o d i n g e l e m e n t s o f the P r o p h e c y for m i l l e n n i a . S o m e scholars believe that the d r a c o n i c race k n o w s no h i g h e r p u r p o s e . In t h e i r seclusion on A r g o n n e s s e n , t h e dragons observe t h e world a n d c h r o n i c l e t h e evolution o f the P r o p h e c y . S o m e o f the Prophecy's most i m p o r t a n t players a r e those w h o b e a r dragonmarks—especially those who realize their potential and r e a c h out to c l a i m their destiny. Such people a r e often adventurers, for they are c o n c e r n e d with achieving personal power, m a x i m i z i n g their abilities, and searching for their destinies. T h e traditional goals o f the houses—acquiring wealth or e x p a n d i n g a m e r c a n t i l e empire—hold little interest for these individuals.

in key goods and services, and they do not hesitate to crush competitors. Yet they are also patrons o f the arts, sponsors o f scholarship and exploration, and innovators that have e n h a n c e d the lives o f nearly all Khorvairians. H o u s e C a n n i t h : This house was formed by h u m a n s b e a r i n g the M a r k o f M a k i n g . Creators o f the warforged, the airships (with House Lyrandar), and the lightning rail (with House Orien), the m e m b e r s o f House C a n n i t h are the greatest artificers and inventors in the world. In the wake o f the Last W a r , m a n y artificers flocked to House C a n n i t h , where they found work under M e r r i x d ' C a n n i t h . In his service they created magic weapons and warforged without regard for the risks i n h e r e n t in m a k i n g the tools o f battle. Originally from Cyre, m u c h o f the house's assets, including its ancestral estates and its leader, were destroyed in the Mourning. T h e house still reels from the blow, its leadership split and struggling for domin a n c e . After the Treaty o f Thronehold, the warforged have b e e n freed and House C a n n i t h enjoined from m a k i n g m o r e . E a c h faction o f the crafting house strives to replace that aspect o f the house's business with something similarly lucrative. H o u s e D e n e i t h : T h i s house is dominated by h u m a n s with the M a r k o f Sentinel. Its B l a d e m a r k s Guild provided c o m p a n i e s o f m e r c e n a r y troops to all sides during the Last W a r . Today, most m e m b e r s o f the house are veterans of the Last W a r . W h i l e the n e e d for m e r c e n a r i e s has d i m i n i s h e d , it has not disappeared. F u r t h e r m o r e , the dangerous postwar world has m e a n t b o o m i n g business for Deneith's D e f e n d e r s Guild, Khorvaire's p r e m i e r bodyguards.


Some dragons believe that the most powerful mortals b e c o m e part of the Prophecy. Player characters in the epic tier definitely fall into this category, and their epic destinies speak o f their role in the Prophecy.

Each dragonmark tends to appear on a specific race. The list below shows which dragonmarks are associated with particular races, and it identifies the house that usually claims dragonmarked members of that race.


Dragonmark Mark of Detection

T h e thirteen dragonmarked houses collectively wield power on a continental scale; they are arguably the greatest power brokers in Eberron. M e m b e r s h i p in a house is hereditary, and each bloodline has a particular mark associated with it. T h e s e m a r k s grant their bearers a distinct competitive advantage in certain aspects o f trade and c o m m e r c e . Since the marks first started appearing on the skin o f humanoids thousands o f years ago, the dragonmarked houses have consolidated their power and built e n o r m o u s commercial enterprises. They now have near monopolies

Mark Mark Mark Mark Mark Mark Mark

of of of of of of of

Mark Mark Mark Mark Mark

of of of of of

Race Half-Elf

Finding Human and Half-Ore Handling Human Healing Halfling Hospitality Halfling Making Human Passage Human Scribing Gnome Human Sentinel Elf Shadow Elf Shadow Storm Half-Elf Warding Dwarf


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House Medani Tharashk Vadalis Jorasco Ghallanda Cannith Orien Sivls Deneith Phiarlan Thuranni Lyrandar Kundarak


Finally, j u s t as it did before the Last W a r broke out, House D e n e i t h provides the Sentinel M a r s h a l s responsible for chasing down c r i m i n a l s who flee across national borders to escape j u s t i c e . House D e n e i t h is the most militarily powerful dragonmarked house. Although historically neutral, the house has the m e a n s to take advantage o f the current chaos. S o m e m e m b e r s o f the house feel it is time for Deneith to unite the quarreling nations o f Khorvaire into a n e w kingdom. H o u s e G h a l l a n d a : T h i s house is ruled by h a l f lings with the M a r k o f Hospitality, w h o take a broad view o f the m a n d a t e that c o m e s with the m a r k . T h e house m a i n t a i n s and licenses i n n s , restaurants, and similar e s t a b l i s h m e n t s throughout t h e continent, r u n n i n g both roadside i n n s on the frontier a n d self-sufficient enclaves in m a j o r cities. W i t h secret agents, deserters, fugitives, renegades, war criminals, and mysterious strangers o f all sorts crowding the streets, House G h a l l a n d a provides a safe haven for c l a n d e s t i n e m e e t i n g s and a j u m p i n g - o f f point for thrilling escapes from the pursuers waiting just outside a G h a l l a n d a enclave's walls. I f the way to a person's h e a r t is i n d e e d through his s t o m a c h , t h e n House G h a l l a n d a holds the h e a r t s o f all in K h o r v a i r e . Its largest b a s e o f operations is t h e city o f G a t h e r h o l d , the only p e r m a n e n t s e t t l e m e n t a m i d the n o m a d i c h a l f l i n g s o f the Talenta Plains. H o u s e J o r a s c o : This house is especially popular among adventurers because its most valued m e m b e r s b e a r the M a r k o f Healing. T h e Last W a r m e a n t thousands of battlefield wounds and periodic epidemics o f disease, and that in turn m e a n t b o o m i n g business for this halfling house. Its medics were officially noncombatants hired by the armies o f the Five Nations during the war, but House Jorasco healers quickly b e c a m e accustomed to working a m i d the dangers o f the front lines. Recently, some m e m b e r s o f House Jorasco have sought training among druids and sham a n s , responding to a call to heal the land broken by the Last W a r and the Day o f Mourning. House Jorasco m a i n t a i n s hospitals and clinics across Khorvaire that use alchemy, herbalism, and healing talents (both magical and m u n d a n e ) to cure disease and knit wounds. H o u s e K u n d a r a k : This house is responsible for m u c h o f m o d e r n c o m m e r c e . Its d w a r f elites b e a r the M a r k of W a r d i n g , which helps secure items, papers, and m o n e y deposited in their fortresslike facilities. Deeply e n m e s h e d in the world of finance, K u n d a r a k institutions are the b a n k e r s and moneylenders o f Khorvaire. In this role, they provide loans and letters o f credit and serve as moneychangers. Although the house possesses vast wealth, it has other treasures within its vaults, including some o f the most powerful magic items ever fashioned by ^ d w a r f artisans. T h e single-minded zeal with which CHAPTER

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House K u n d a r a k pursues thieves who abscond with house property is both quintessentially dwarven and a demonstration of stubbornness that beggars the imagination. H o u s e L y r a n d a r : T h i s house's half-elves c a r r y the Mark o f Storm, w h i c h allows t h e m great influe n c e over air and sea trade. M a s t e r o f the winds and rain, this house possesses the greatest concentration o f the magnificent airships that sail the skies of Khorvaire. T h e s e ships traverse Khorvaire, taking valuable goods and wealthy passengers from place to place. Even so, the house e a r n s most o f its revenue from its elementally augmented sea galleons and its ability to magically improve the weather—an ability that both farmers and generals are willing to pay dearly for. H o u s e M e d a n i : T h i s house is one o f the m o r e mysterious of the d r a g o n m a r k e d houses. T h e house is composed of half-elves with the Mark o f D e t e c t i o n who take great pride in their m e n t a l and magical training. T h e y h i r e out as specialists in everything from poison detection to personal security to old-fashioned inquisitive work. Although they aren't spies, House Medani's m e m b e r s are adept at catching spies—a field just as important now as it was during the war. At times, this specialty draws t h e m into conflict with House P h i a r l a n and House Thuranni—two houses whose m e m b e r s travel widely and gain access to important places, allowing t h e m access to details unavailable to others. H o u s e O r i e n : This house dominates transportation, especially on land. Its h u m a n m e m b e r s b e a r the Mark o f Passage. High-value goods and wealthy passengers with cause to travel quickly board the war-damaged lightning rail network, while m o r e m u n d a n e goods and less wealthy travelers ride in Orien's horse-drawn caravans. Powers over teleportation allow the house to transport important people and objects instantaneously—for a price, o f course. T h e i r dragonmarks also help House Orien's m e m b e r s with the house's most notorious not-quite-secret: smuggling. H o u s e P h i a r l a n : This house is dominated by elves and eladrin, and its m e m b e r s are known across Khorvaire as superlative musicians, dancers, and entertainers. T h e i r concerts and exhibitions are the highlight o f the social season for m a n y nobles o f the Five Nations. T h e best o f the best—those m e m b e r s with the M a r k o f Shadow—can be found in perform a n c e halls and manors all across the continent. T h e i r marks allow t h e m to create illusions that excite awe and wonder in their audiences. Given t h e i r extensive travels and association with citizens high a n d low, H o u s e Phiarlan's m e m b e r s l e a r n m u c h that is h i d d e n to others. T h e y a r e great storytellers a n d potential sources o f fascinating i n f o r m a t i o n . T h e house has a t u r b u l e n t history;

a faction o f it b r o k e away during t h e Last W a r to form House T h u r a n n i . H o u s e Sivis: This house is heavily invested in the lines o f c o m m u n i c a t i o n across Khorvaire. Its gnomes possess the M a r k of Scribing. T h e y operate traditional post offices, a magical message service, and speaking stones that allow conversations between speakers h a l f a world apart. Although it's rarely the stuff o f adventures, House Sivis also has a monopoly on the notary and accounting business and extensive clout in the legal system. I f you are arrested for a c r i m e you didn't c o m m i t (or even one you did), a House Sivis barrister is one o f the best ways to spend the gold you e a r n e d adventuring. House Sivis is famous for its impartiality and its complicated bureaucracy. H o u s e T h a r a s h k : This house consists o f h u m a n s and half-ores with the Mark o f Finding. T h e majority o f this house's business is extracting and processing dragonshards for myriad magical uses. It entered the m e r c e n a r y business in the waning days o f the Last W a r , using monstrous shock troops from D r o a a m , and it also has a steady d e m a n d for its inquisitives, who specialize in locating stolen goods and missing persons. H o u s e T h u r a n n i : T h i s house split from House P h i a r l a n 2 6 years ago, after a series o f assassination plots converged into a fratricidal b l o o d b a t h . There's no love lost b e t w e e n the rival houses today. House T h u r a n n i is strongest in n o r t h e r n a n d easte r n K h o r v a i r e , although it r e m a i n s m u c h s m a l l e r t h a n House P h i a r l a n . Also m a n i f e s t i n g t h e M a r k o f Shadow, its e n t e r t a i n e r s a r e darker, m o r e audacious, a n d m o r e i c o n o c l a s t i c . T h e y c o m p e t e directly with House P h i a r l a n , offering similar, i f less refined, services. H o u s e V a d a l i s : M e m b e r s o f this house b e a r the Mark o f Handling, which grants t h e m great facility in the breeding and training o f a n i m a l s . Although famous for their magebred horses and the griffons used by most a r m i e s in the latter days o f the Last W a r , House Vadalis e x p e r i m e n t s with both traditional a n i m a l s and captured monsters. Recently it has begun to t u r n the power o f its m a r k toward the cultivation o f rare herbs and other plants.

ROYAL FAMILIES Galifar i r ' W y n a r n united the Five Nations into one kingdom and established a hereditary monarchy. His sons and daughters and their descendants ruled interconnected but distinct areas o f the kingdom. W h e n Galifar splintered, the regents declared themselves kings and queens o f whatever lands they governed and began separate royal lines. Although e a c h dynasty suffered significantly during the war years, the royal families o f the Five Nations r e m a i n some o f the most influential individuals in Khorvaire. They attempt to maneuver their

nations into a s c e n d a n c y through careful political dealings, espionage, sabotage, posturing, and any other tactics they c a n devise. A u n d a i r : Q u e e n Aurala i r ' W y n a r n rules Aundair from her capital o f Fairhaven. She is k n o w n as a cunning leader and a c h a r m i n g diplomat. B r e l a n d : King Boranel i r ' W y n a r n of Breland is getting on in years. Although he is not ailing, m a n y Brelish have b e g u n to worry about their nation's future. Boranel's heirs are unpopular, or at least unimpressive. T h e king's throne is in W r o a t . C y r e : M u c h o f Cyre's ruling family was destroyed on the Day o f Mourning. T h e most powerful remaining m e m b e r , and the de facto king in exile, is Oargev i r ' W y n a r n . H e is based in the town o f New Cyre, w h i c h B r e l a n d graciously provided for Cyran refugees. K a r r n a t h : Kaius I I I m a i n t a i n s K a r r n a t h by m e a n s o f a traditional military dictatorship. A great proponent o f the c u r r e n t peace, he seeks to stabilize his nation, rebuild infrastructure, and otherwise m a k e K a r r n a t h a progressive kingdom. He rules from Korth. T h r a n e : T h e C h u r c h of the Silver F l a m e governs T h r a n e , and its Keeper, eleven-year-old Jaela D a r a n , resides in F l a m e k e e p . M e m b e r s o f Thrane's royal family, led by Q u e e n Diani i r ' W y n a r n , serve primarily as figureheads.

UNIVERSITIES T h e Five Nations boast several institutions o f higher education. Perhaps the most well k n o w n are the Library o f Korranberg in Zilargo and Morgrave University in Sharn, Breland. T h e s e universities, and similar facilities in Aundair and elsewhere, wield significant clout through their scattered alumni, their e n o r m o u s endowments, and their knowledgeable faculties and administrators. A m o n g adventurers, the colleges are known to b e eager recipients o f information, relics, or dusty old artifacts. T h e universities regularly f i n a n c e treasure-hunting expeditions, particularly to mysterious X e n ' d r i k . In addition, each facility maintains at least one teleportation circle for use with the Linked Portal ritual. T h e Library of Korranberg has eight associated colleges. It is p r e s t i g i o u s - n o b l e s from both royal and dragonmarked families c o m e here to study. It is also famous as the largest repository o f knowledge in Khorvaire. Morgrave University doesn't possess the prestige o f other universities. Instead, it boasts an outstanding collection o f ancient treasures and relics. T h e institution's expeditions are often glorified treasure hunts. Still, its scholars and professors are learned and ardent, and the university m a k e s a good resource for adventurers o f the heroic tier who might not be able to catch the attention o f the other universities. C II A I' I E R I




(VENTURES Adventures abound i n E b e r r o n . W h a t e v e r a party's level or area o f interest, there are countless places to explore a n d ways to get there.

DUNGEONS Sneaking through ancient ruins, infiltrating e n e m y strongholds, a n d delving into perilous caverns are staples o f t h e D U N G E O N S & D R A G O N S g a m e , a n d E b e r r o n

has plenty o f underground locales to explore. M a n y caverns are tied to the world's rich history, a n d ruins c a n often b e traced b a c k to various cultures. P r e h i s t o r y : A few sites date from a t i m e before the Age o f Giants. S o m e scholars c l a i m that a n Age o f D e m o n s existed at this time; whatever their origins, a few r e m n a n t s o f this age lie buried throughout the world. Most c a n b e found in the D e m o n W a s t e s , in Khorvaire's northwest, with a few in OJbarra, Xen'drik, a n d other places forgotten for millennia. T h e A g e o f G i a n t s : T h e giants' empire left numerous ruins. These places are o f great mystery and great size; a n adventurer's footsteps ring hollowly in their vast granite halls. Most such ruins are in X e n ' d r i k , surrounded by jungles teeming with insects, illness, a n d predatory beasts. Scholars are fascinated by the Age o f Giants, and universities regularly sponsor expeditions to t h e lost continent. M o r e t h a n a few expeditions never return. T h e A g e o f M o n s t e r s : T h e D h a k a a n i E m p i r e rose and fell i n t h e Age of Monsters, leaving goblin ruins throughout Khorvaire. T h e s e locations possess relics of m u c h interest to collectors and archivists, particularly among t h e monstrous races. C e r t a i n magic items o f great power are mentioned in D h a k a a n i histories, a n d m o r e t h a n one has b e e n recovered in the current age. Ruins o f structures built by t h e elves o f Valenar also date from this t i m e period. T h e C u r r e n t A g e : A great n u m b e r o f ruins were created by the Last W a r . T h e M o u r n l a n d is the most obvious source o f treasure a n d dungeons, but fortresses, strongholds, a n d towns all across t h e continent n o w lie vacant (or, at least, vacated by their original owners). M a n y locales that were once points o f light are n o w part o f the darkness. I n some ways, that m a k e s t h e m even m o r e frightening—they are symbolic o f civilization's collapse.


I s o l a t e d D u n g e o n s : Numerous dungeons across Eberron b e a r n o relation to historical events. They, and the adventures that o c c u r within t h e m , stem from isolated incidents. A mysterious force wiped out the dwarves o f one fortress deep in t h e Ironroot Mountains; a sand-covered labyrinth is all that r e m a i n s o f some forgotten desert culture; a deep forest r e c l a i m e d an odd settlement o f ritualists. Any


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of these could supply t h e setting for a n exciting a n d dangerous dungeon. B e n e a t h t h e S t r e e t s : T h e u r b a n nature o f Eberron's cities m a k e s t h e m good spots for adventures focused on intrigue a n d investigation, but dungeons appear in cities j u s t as they do in t h e wild. T h e s e dungeons c a n b e found i n tunnels b e n e a t h t h e city, in sewer systems co-opted by wererats or street gangs, in t h e ruins o f older civilizations that honeycomb the city's foundation, a n d in even deeper tunnels from which monstrous foes attempt to infiltrate t h e city. Those pursuing clandestine s c h e m e s in a city often hole up below t h e streets and buildings. T h e U n d e r d a r k : T h e tunnels o f Khyber offer plenty o f adventure for those brave or foolish enough to tackle t h e m . I n this subterranean hell, aberrations lurk a n d demons d r e a m o f breaking free. T h e Elemental Chaos bleeds into caverns, creating strange areas where physical laws are b e n t or broken.

INVESTIGATION Eberron is sometimes described as fantasy noir, and an investigative adventure is one o f the best ways to experience this aspect o f the setting. Although parts o f E b e r r o n are civilized, civilization breeds its own brand o f brutality. Mysteries must b e solved, stolen goods must b e returned, and murderers must b e punished. Investigations often take place in cities, or at least begin there. A search for clues c a n lead characters across the nation, t h e continent, or t h e world, depending on the mystery's scope. Heroic tier adventurers might try to determine why t h e local gangs have b e c o m e more violent; paragon tier adventurers might unravel a multinational plot to assassinate the K e e p e r o f the Silver F l a m e ; a n d epic tier adventurers might piece together aspects o f the D r a c o n i c Prophecy to d e t e r m i n e h o w to prevent yet another extraplanar invasion.

INTRIGUE Some say t h e Last W a r is over, but most people believe that this peace is only a temporary stalemate. T h e r e m a i n i n g nations o f Khorvaire don't trust each other; they plot against each other, send spies and saboteurs across borders, a n d slowly rebuild armies and arsenals. O n top o f this scheming, forces within each government a n d organization plot to wrest power for themselves. T h e political climate in E b e r r o n is tense a n d intricate. It offers numerous opportunities for adventurers who are interested in such affairs. Characters might be liaisons b e t w e e n nations, silver-tongued spies in enemy courts, espionage specialists who sneak about in the shadows, or desperate p e a c e m a k e r s w h o seek to quell i m m i n e n t hostilities. T h e y might also have

ambitions o f their own, angling to topple kings and take their crowns.

THE PLANES Eberron is c o n n e c t e d to otherworldly planes by portals, manifest zones, spells, and other a r c a n e m e a n s . Even heroic tier adventurers c a n venture in the Shadowfell or the Feywild, while paragon and epic tier adventurers c a n battle the mighty inhabitants o f the E l e m e n t a l C h a o s or Xoriat. T h e s e dimensions are strange places where monsters hold sway and unfam i l i a r forces are part o f the landscape. T h e y have their own dungeons, their own histories, and their own opportunities for investigation and intrigue. T h e a p p e a r a n c e o f such creatures is perhaps coincidental, but it might also hint at some alien intelligence taking an interest in the world. In addition, manifest zones and t h e planes' tendency to w a x and w a n e c a n m a k e any adventure rich with extraplanar danger and imagery.

TRAVEL Adventures usually involve travel. A hero needs to hike to a remote dungeon, arrive in X e n ' d r i k somehow, ride the lightning rail to the city in time to w a r n the duke, or escape from the angry dragon as quickly as possible. Eberron's technology allows for world travel m u c h m o r e readily than in most other settings, a n d there are numerous ways to get from one spot to another.

THE OLD-FASHIONED WAY Some people walk from one place to another. That's okay, but it's not particularly fast. Riding an a n i m a l is also popular—in Eberron, these beasts c a n b e mundane creatures such as horses and donkeys, or more esoteric creatures such as dinosaurs, griffons, and magebred mounts. House Vadalis c a n be contacted for the loan or purchase o f such creatures. A n i m a l s pull wagons and carts as well, and the caravan is a popular choice among m e r c h a n t s . Magebred a n i m a l s and m o r e exotic beasts c a n pull vehicles faster and for a longer t i m e t h a n their mundane counterparts. Similarly, m u n d a n e water vessels are c o m m o n across Khorvaire. Barges ply the rivers and ships travel the seas. Although not as fast or impressive as m o r e a r c a n e vessels, they do the j o b for a fraction of the cost.

AIRSHIPS O n e o f the most advanced, most expensive, and most prestigious ways to travel, an airship resembles an oceangoing vessel that flies. A b o u n d elemental powers the ship, surrounding it in a distinctive ring o f fire, lightning, or air, depending on the elemen-

tal's nature. Airships travel quickly, bypass difficult terrain, n e e d not follow rivers or roads, and are i m m u n e to m a n y o f the m u n d a n e dangers (bandits and monsters, for example) that plague other forms o f travel.

ELEMENTAL GALLEONS As with the airship, a contained elemental powers the e l e m e n t a l galleon. T h e s e ships ply the waters around Khorvaire and are m u c h m o r e c o m m o n t h a n other elemental vehicles. House Lyrandar in particular m a k e s extensive use o f elemental galleons, employing t h e m to transport cargo and passengers swiftly and safely. Most adventurers agree that e l e m e n t a l galleons are the best way to travel from Khorvaire to Xen'drik—the ride is fast, reliable, and relatively c h e a p .

ELEMENTAL LAND CARTS A n elemental land cart resembles a n o r m a l wagon, but it is not hitched to any a n i m a l . A captured earth spirit powers the cart. T h e creature propels the cart at great speeds and across even the roughest o f terrain. Land carts c a n c a r r y more passengers or cargo t h a n c a n n o r m a l carts.

LIGHTNING RAIL T h e lightning rail is the most popular choice for overland travel b e t w e e n distant spots. House O r i e n maintains the rail tracks that cross Khorvaire. Bound elementals propel lightning rail coaches at great speed along lines o f conductor stones, spitting lightning as they go. Lightning rail lines c o n n e c t all o f Khorvaire's major cities and include stops at the larger towns.

PORTALS Adventurers on urgent missions c a n take advantage of the Linked Portal ritual to transport themselves to one o f dozens o f teleportation circles throughout Khorvaire. House Orien maintains most o f these circles and guards t h e m jealously. Use o f these a r c a n e addresses is expensive. Most circles are located within stations that also provide accommodation, shops, and other services geared toward wealthy travelers. O f course, House Orien isn't the only possessor o f teleportation circles. M a n y organizations—including universities, a r c a n e collectives, and royal f a m i l i e s have their own circles, although they are unlikely to permit use o f the circles by outsiders. Persistent rumors also speak o f teleportation circles on other continents—Sarlona, Xen'drik, Aerenal, and even Argonnessen—but the nature o f these mystic sites is known to few.


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








in plain


RACIAL TRAITS Average Height: 5 ' 7 ' - 6 ' 0 " Average Weight: 1 2 0 - 1 6 0 lb. Ability Scores: +2 Dexterity or Intelligence, +2 Charisma Size: Medium Speed: 6 squares Vision: Normal Languages: Common Skill Bonuses: +2 Bluff,+2 Insight Shapechanger: You are a shapechanger; you can alter your appearance. As such, you are subject to effects and conditions that affect shapechangers. Mental Defense: You have a +1 racial bonus to Will. Change Shape: You have the changeling disguise power. Changeling Trick: You have the changeling trick power. Changeling Disguise

Changeling Racial Power

You alter your form to look like another person. At-Will • Polymorph

Minor Action Personal Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.

Changeling Trick

t hangeling Ra< i.il Power

Your feint tricks a foe into giving you an advantage. Encounter Minor Action

Target: One creature

Melee 1

Effect: You make a Bluff check opposed by the target's

passive Insight. If your check succeeds, you gain combat

advantage against the target until the end of your next


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


2 | Races

Play a changeling i f you w a n t . . . • to excel at deception, misdirection, and trickery. • to fit in wherever you go. • to b e a m e m b e r o f a race that favors the bard, rogue, sorcerer, and warlock classes.

PHYSICAL QUALITIES Changelings wear m a n y masks, concealing their true identities b e h i n d false faces. As shapechangers, changelings c a n appear to be m e m b e r s o f any humanoid race, playing the part o f a d w a r f one day and a dragonborn the next. This propensity for disguise leads people to distrust changelings, so most keep their true nature hidden. Although changelings c a n adopt any persona, most rely on a few established guises, each with a developed history and a network o f friends and acquaintances. These guises provide a changeling with b a c k u p identities should one persona b e c o m e compromised. A changeling who travels frequently might change identities from town to town, swapping genders, appearances, and voices to blend in within each new community. I n true form, a changeling has a startling yet vague appearance. A changeling's skin is uniformly pale with white or light gray tones. Its oversized eyes are often sunken in dark rings, b e t w e e n w h i c h lies a subtle nose. Changelings are slender, bordering on frail. T h e i r hair tends to have light coloring with hints o f blue, green, and even pink; pale silver is the most c o m m o n hair color, followed by platinum and blond. Aside from the hair on their heads, changelings have little or no hair. Changelings reach maturity at about fifteen years o f age, and they live about as long as h u m a n s do.

PLAYING A CHANGELING Lacking a culture or a civilization to call their own, changelings adopt other races' societies. T h e y seek out c o m m u n i t i e s that have values and interests that parallel their own. Changelings prefer cities because they are ideal places to blend in with others or to vanish i f necessary. Cities also contain people too interested in their own affairs to notice the oddities of strangers. Changelings are inoffensive and peaceful by nature, and they have few c o n c e r n s about political and social affairs. T h e i r mercurial nature breeds distrust and suspicion in other races. People are intent on seeing the worst in changelings; they assume the race uses its shapechanging ability for malicious ends. S o m e changelings do use their talents for evil, but such individuals exist in no greater n u m b e r s t h a n among other races.

J grand civilizations and sweeping edifices devoted 2 to their people, changelings are content to treat the works o f other races as their own. T h e i r willingness LL to identify with a variety of societal structures is vital U to maintaining their false identities. For most change- z lings, the arts, customs, and practices they uphold are < more t h a n tools to reinforce their identities. T h e s e z aspects o f society and culture are a part o f their beliefs and values, j u s t as they are for other m e m b e r s o f their adopted c o m m u n i t i e s . C h a n g e l i n g C h a r a c t e r i s t i c s : Adaptable, compelling, cunning, devious, evasive, furtive, insightful, mysterious, prudent, sly, subtle M a l e a n d F e m a l e N a m e s : Bin, Dox, Fie, Hars, Jin, L a m , Nit, Ot, Paik, Ruz, Sim, Toox, Yog

CHANGELING ADVENTURERS T h r e e sample changeling adventurers are described below. D o x is a changeling bard who constantly tries to escape the infamy o f her people. She swaps personalities and appearances like another person would change clothes. D o x sees h e r s e l f as m a n y people. W h e n she assumes one o f her personas, she b e c o m e s that person until she's ready for a new identity. She uses her shapechanging talents to augment her performances as a bard, switching her form to m a t c h a c h a r a c t e r she presents in stories and songs. Hars is a changeling rogue, a trained killer with an intellect as sharp as the knives he wields. H e keeps his changeling nature a secret, using it as a hidden weapon to take enemies by surprise. W h e n he settles on a guise, he rarely changes it. He keeps a facade for m o n t h s or years, switching only w h e n no one is around or w h e n it is absolutely necessary to discard the identity. A u n n is a changeling artificer, a spy who works for Aundair's Royal Eyes. H e was raised to b e c o m e a m e m b e r o f the Royal Eyes, instilled with deep loyalty to the queen but taught not to care for anyone or anything else. Friendship and sympathy are distractions that only interfere with completing a j o b . W h e n Aunn was sent to X e n ' d r i k on an expedition, although, he b e c a m e strangely drawn to one o f his companions, a paladin o f the Silver F l a m e . W h e n the expedition c l a i m e d her life, A u n n found h i m s e l f in turmoil, questioning everything he learned in his childhood and training. Now adventuring with a new group o f companions, he again finds h i m s e l f drifting away from the ideal o f d e t a c h m e n t he was taught, b e c o m i n g increasingly c o n c e r n e d with his allies' goals and—to his horror—genuinely caring for t h e m .

I n a way, changelings are parasitic in their relationships with other races. R a t h e r t h a n constructing CHAPTER

2 | Races

Refugees from the realm of dreams as sharp as their swords

whose minds


RACIAL TRAITS Average Height: 5 ' 8"-6' 3 " Average Weight: 1 3 0 - 2 2 0 lb. Ability Scores: +2 Wisdom, +2 Charisma Size: Medium Speed: 6 squares Vision: Normal Languages: Common, telepathy 5 (you can communicate with any other creature that has a language and is within line of sight and within 5 squares of you; this allows for two-way communication) Skill Bonuses: +2 Insight, +2 to choice of one other Dual Soul: At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn. Bastion of Mental Clarity: You have the bastion of mental clarity power.

Bastion of Mental Clarity

Kalashtar Racial Power

You erect a psychic shield to protect your mind from assault, and you ward your allies as well. Encounter

Immediate Interrupt

Close burst 5

Trigger: An enemy hits or misses you with an attack against your W i l l

Target: You and each ally in burst

Effect: Each target gains a +4 power bonus to W i l l until the end of your next turn.

Kalashtar look similar to humans, but their outward appearance masks an inner demeanor that is at once serene and wild—cerebral and mad. T h e kalashtar fled Dal Quor, the region o f dreams, eighteen centuries ago and c a m e to Eberron. Today, they are strangers in Khorvaire, seeking refuge from agents of the Dreaming Dark in temple-keeps in the mountains o f Adar. Play a kalashtar i f you w a n t . . . • to play a wise and contemplative character who is capable o f m o m e n t a r y madness. • to b e a stranger in a strange land, where every place you visit is full of wonder. • to b e a fugitive on the run from enemies that could be anyone, anywhere. • to b e a m e m b e r o f a race that favors the bard, cleric, paladin, and warlock classes.

PHYSICAL QUALITIES Kalashtar, w h i c h in Quori m e a n s "wandering d r e a m s , " first c a m e to Eberron 1 , 8 0 0 years ago. They c a m e as a renegade group from Dal Quor that sought to escape religious and philosophical persecution. Agents o f D a l Quor k n o w n as the D r e a m i n g D a r k hunted t h e m until finally the group's leader, Taratai, found an audacious way to escape Dal Quor. She convinced A d a r a n m o n k s to accept a p e r m a n e n t fusion o f their own souls with those o f the renegade quori. From that synthesis c a m e kalashtar, and as a result, kalashtar today look similar to the m o n k s who served as the first willing vessels. The monastery where the sixty-seven h u m a n s b e c a m e kalashtar was a place o f refuge, so the h u m a n s who lived there were diverse. Kalashtar have thus retained a diversity o f appearance, possessing the same variety of skin, hair, and eye colors found among h u m a n s . They are usually slimmer and taller than humans, although short or stocky kalashtar exist. Kalashtar physically develop at the s a m e rate as h u m a n s do and have similar life spans. A kalashtar child passes for h u m a n at first glance, but a few minutes o f observation reveals the key difference. All kalashtar have a m a n n e r that is graceful, serene, and serious b e c a u s e o f the fragment o f quori soul b o u n d within t h e m . W h i l e h u m a n c h i l d r e n run, laugh, and play, kalashtar c h i l d r e n engage in the s a m e meditative exercises, m a r t i a l training, a n d telepathic conversations as adult kalashtar. For a kalashtar, growing up is a physical process, not a m e n t a l or emotional one.

PLAYING A KALASHTAR Most k a l a s h t a r r e m a i n in t h e t e m p l e - k e e p s o f Adar, so any k a l a s h t a r traveling a r o u n d K h o r v a i r e probably has a good r e a s o n for doing so. A k a l a s h t a r might b e driven by a desire to b r e a k t h e R i e d r a n siege o f Adar, or could be on the r u n from t h e Dreaming Dark. The typical kalashtar is contemplative and serene. They are compassionate and friendly, but in a cerebral way. Perhaps due to the turmoil within their conjoined souls, kalashtar keep a tight rein on their emotions. A kalashtar demonstrates c a m a r a d e r i e with a w r y grin and an offhand remark rather t h a n with a backslap or a ribald j o k e . T h e fragment o f quori soul in a kalashtar recalls the escape from Dal Quor. Kalashtar on the r u n from the D r e a m i n g D a r k are wary, although they still try to maintain polite and kind behavior. Kalashtar struggle to integrate the thoughts and sensibilities o f their h u m a n halves with the strange, intangible m e m o r i e s o f their quori souls. Kalashtar flirt with madness. Occasionally, a kalashtar's serene counten a n c e drops to reveal crazed and baffling behavior that is inappropriate or even dangerous.

K a l a s h t a r C h a r a c t e r i s t i c s : B a l a n c e d , c o m m a n d i n g , cc compassionate, contemplative, disciplined, graceful, ^ insightful, intellectual, spiritual, thoughtful t/i

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