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Eberron: Rising from the Last War PDF

324 Pages·2019·29.46 MB·English
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EBERROtf RISING FROM THE LAST WAR . .. . . . -· • . . . ••• CREDITS Lead Designers: Jeremy Crawford, James Wyatt, Keith Baker Producers: Dan Tovar, Bill Benham Designers: Ben Petrisor, Bill Benham, Dan Dillon, James lntrocaso, Product Engineer: Cynda Callaway Adam Lee Imaging Technicians: Sven Bolen, Carmen Cheung, Kevin Yee Art Administrator: David Gershman Developers: Jeremy Crawford, Dan Dillon, Mike Mearls, Christopher Prepress Specialist: Jefferson Dunlap Perkins, Ben Petrisor Editors: Christopher Perkins, F. Wesley !Schneider, Michele Carter, Franchise & Global Brand Strategy: Nathan Stewart Kim Mohan, Scott Fitzgerald Gray Director of Licensing & Publishing: Liz Schuh Licensing Manager: Hilary Ross Art Director: Kate Irwin Marketing & Communications: Bart Carroll, Pelham Greene, Graphic Designer: Trish Yochum Greg Tito, Anna Vo Concept Art Director: Richard Whitters Brand Manager: Shelly Mazzanoble Creative Art Director: Shauna Narciso Game Designers: Ari Levitch, Kate Welch Art Director: Emi Tanji Cover Illustrators: Wesley Burt, Vance Kelly Product Marketing Specialist: Chris Lindsay Interior Illustrators: Dave Allsop, john Avon, Mark Behm, Eric Belisle, Zoltan Boros, Colin Boyer, Christopher Burdett, Paul The following D&D books provided material and inspiration: Scott Canavan, Sidharth Chaturvedi, Chippy, Adam Cook, Eric Baker, Keith. Wayfinder's Guide to Eberron. 2018. Deschamps, Olga Drebas, Jason A. Engle, Caroline Gariba, Baker, Keith, Bill Slavicsek & James Wyatt. Eberron Campaign Tomas Giorello, Brian Hagan, Leesha Hannigan, Suzanne Setting. 2004. Helmigh, Fred Hooper, Lake Hurwitz, Miles Johnston, Andrew Baker, Keith & James Wyatt. Sham: City of Towers. 2004. Jones, Sam Keiser, Julian Kok, Michael Komarek, Ron Lemen, Noonan, David, Frank Brunner & Rich Burlew. Explorer's Handbook. Titus Lunter, Howard Lyon, Efflam Mercier, Lee Moyer, Ben 2005. Oliver, Lucio Parillo, Claudio Pozas, Steve Prescott, Vincent Slavicsek, Bill, David Noonan & Christopher Perkins. Five Nations. Proce, Jenn Ravenna, Wayne Reynolds, Dan Scott, Craig) 2005. Spearing, Zack Stella, Matt Stewart, Philip Straub, Matias Tapia, Wyatt, James, Keith Baker, Ari Marmel/, Robert J. Schwalb & Chris Mark Tedin, Cory Trego-Erdner, Brian Valenzuela, Brian Valeza, Sims. Eberron Campaign Guide. 2009. Charlie Wen, Shawn Wood, Ben Wootten, Kieran Yanner, Wyatt, James, Wolfgang Baur & Ari Marmell. The Forge of War. 2007. James Zhang Concept Illustrators: Richard Whitters, Shawn Wood Many thanks to the hundreds of fans who playtested this book! Interior Cartographers: Dyson Logos, Lee Moyer Poster Map Cartographer: Lee Moyer ON THE COVER ON THE ALTERNATIVE COVER The investigations of a warforged wizard, Talenta halfling, and their Its ring of fire ablaze, an airship soars over the skycrapers of the dinosaur companion lead from the ruins of the Last War into the towering city of Sham, where creatures from all over the war-torn depths of the Demon Wastes, in this image by Wesley Burt. world of Eberron gather. Vance Kelly brought this image to life. 620C7287000001 EN CE DisclaPiumbelri:s bhyte hdbe r ilfginaonmteo sfH ousSevi i tsh,i isl lustvroilouuemsxe ­ postersu tyhosuw on'bte lievet haLeba osuWtta r! mYioguht th itnhka te'nso utgohs atisfy ISBN: 978-0-7869-6692-9 youd,e arre adbeurtt,h ermeo'rseT !h eb ooakl scoo ntadiincse -fruuellfeeosrdr e enacting First Printing: November 2019 thrilelviennigtnt s h weo rlodfE berr(odnin coeit n cfudAefds)do.o,n f'otr gteort e charge thibso okm'asg iwci tahd ragonsahbaoruodtn caew eekI.yf o ud on'tth,be o owki tlul rn bacikn taop otato. 987654321 DUNGEONS& DRAGONSD,& D,W izarodfst heC oasEtb,e rrotnhe,d ragoanm persanPdl,a yeHra'nsd boMookn,s tMearn uaDlu,n geMoans teGru'isd ael,olt her Wizoaftr hdeCs o ast produncatm esa,n dt heirre spectliovgeoa sr et rademaorfkW si zarodfst heC oasitnt heU SAa ndo thecro untrAileclsh. a ractaenrdts h eidri stincltiikveen esasreeps r operotfWy i zards oft heC oasTth.i msa teriiaspl r otecutnedde trh ec opyrilgahwtos f t heU niteSdt atoefsA mericAan.yr eproducotriu onna uthoruiszeeod ft hem aterioaral r twocrokn tainheedr eiisn prohibited without the express written permission of Wizardosft heC oast. Printientd h eU SA.© 2019 Wizarodfst heC oasLtL CP,O Box70 7, RentoWnA, 9 8057·0707, USA.M anufactubryHe ads brSoA ,R ue Emile·Boe3c1,h 2a80t0 DelemonCtH,. Represented By· Hasbro De Entre e 240 ]JOJ EEA mste rdamNL CONTENTS Welcomet oE berro..n... ............................ 4 DemonW aste...s... ............................... 112 AdventurienSs h ar.n... ........................... 239 HistoorfyE berro...n... ................................ 5 Droaa.m... .............................................. 114 Crimei nS har.n... .................................... 245 Lifien K horvai...r...e... ................................ 6 EldeeRne ache...s... ............................. 115 TheB oromarC la.n... ..........................2 46 PulpA dventu..r...e... .................................... 7 Karrna..t...h... ........................................ 117 Daas.k... ................................................. 249 NaiIrn tri.g...u...e... ....................................... 8 LhazaaPrr incipal...i...t...i...e....s... .... 119 HouseT arkan.a...n... ........................... 253 A MagicWaolr l.d... .................................... 10 MrorH old.s... ....................................... 120 TheT yrant..s.... .................................... 254 TheL asWta r. ............................................. 12 Q'bar..r...a... ........................................... 122 SharnWa tc.h... ..................................... 256 TheD raconic Pro..p...h...e...c...y... .......... 15 ShadowM arche..s.... .......................... 123 AdventuFroer:g ottReenl i.c...s... ..........2 60 TalenPtlaa i.n...s... ............................... 125 Ch.1 : CharactCerre ati..o....n... ............. 17 Ch.S : Treasur..e...s... ............................. 275 Thran..e... .............................................. 126 Race.s... ........................................................ 17 Dragonsha..r...d...s... ................................ 275 Throneho...l...d.... ................................. 128 Changeli..n...g...s... ................................. 17 MagiIct em...s... ......................................... 275 Valena...r....... ......................................... 129 Dragonbo..r...n.... ................................... 19 EverydMaayg iIct em..s... .......... :. ........... 281 Zilar..g...o... ........................................... 130 Dwarve..s... ............................................. 19 Ch.6 : Friendasn dF oes... ....................2 83 Distant L..a...n...d....s... ............................ 132 GEnlvoem...se... s...... ................................................................................................ 2202 Aerena....l... ........................................... 132 BeDsateila..k.r...y..y....r.. .... ......................................................................................2 28833 Goblino..i...d...s.... ................................... 24 Argonness...e...n... ............................... 134 Belashyr....r...a... ...............................2 86 Half-El...v...e....s... ................................... 26 NKohyrbtaeh.n.r ..d. .S.. .o...u....t..P.h..o. ...l...e.....s...... .................................. 113356 Dyrr.n... ............................................. 288 HHuamlaflnisn..... g......s...... .................................................................................... 2297 XSeanr'ldo.rn......ia......k ...... ................................................................................ 113387 DiCnloaswafuo....ro......s.t..... .. ........................................................................ 22 8899 OKraelsaa snhdHt. .a.a..l.r..f. ...-...O....r......e........s...... ........................................ 2391 FaithosfK horvai...r...e... ........................ 140 DoFlagsatui..ne......tt...... ..h...... ........................................................................22 9809 SovereiHgons t.... ................................ 141 Shift.e..r....s... .......................................... 33 Dolgrim .........................................2..9...1.. . DarkS ix... ............................................. 143 Tieflin...g...s... .......................................... 35 DuskH ag. .............................................2 92 Churcohf t heS ilvFelra me.... .......... 144 Warforg..e...d... ....................................... 35 Bloodo fVo..l... ..................................... 145 Homuncu.l...i... ..................................... 293 Dragonmar...k...s... ..................................... 37 Marko fD etect.i...o...n... ....................... 40 Cultosf t heD ragoBne low... ............. 145 ExpeditioMuess seng..e...r... .......... 293 Patho fL ight................ ......................... 146 IroDne fend..e...r... ........................... 293 Marko fF indi..n...g... ............................. 41 Inspir...e...d... ........................................ 294 MMaarrkkoo ffHH aenadlli.in....ng........g ...... .................................................... 4432 USnpdiyriiontCftgso h uePr a..t.s.. ...t...... ...................................................... 114487 Karrnathi Undead.. ...S...o....l...d. 2i9e5 r DruidosfK horvai...r...e... .................. 149 LadyI llmarr...o...w.... .......................... 296 Marko fH ospita..l...i...t...y... ................. 44 LivinSgp el.l...s... .................................2 98 Marko fM akin.g.... ................................ 45 Ch.3 : Sham, CiotfyT ower...s... ......... 151 LiviBnugr ninHga nd.s... ................ 298 Marko fP assag...e... .............................. 46 TheS hapeo fS har.n... ............................ 151 LivinCgl oudk.i...l....l... .................... 299 Marko fS cribi...n...g... .......................... 47 Guidteo t he C.i....t...y... ........................... 152 LivinLgi ghtnBionlgt .............. ........ 299 Marko fS entin.e...l............... ................. 48 Wardso fS har.n... .................................... 159 TheL ordo fB lade..s... ....................... 300 Marko fS hadow.... ................................ 49 CentrPalla te.a...u... ................................. 165 Mordakhe.s...h.... ................................. 301 Marko fS tor.m.... ................................... 50 Dura... ......................................................... 166 Overlo.r...d...s... .....................................3 02 Marko fW ardin..g.... ............................. 51 MenthiPsl ate..a...u... ............................... 169 RakT ulkhes...h... ............................. 303 AberraDnrta gonmar...k...s... ................... 52 Northed...g...e... ......................................... 171 SulK hates...h... ............................... 304 BackgrounHdo:u se Ag.e...n...t... ............ 53 TavickL'asn di.n...g... ............................... 172 Quor..i... .................................................3 05 ClasAsr:t ific...e...r... .................................. 54 Abovea ndB elow... .................................. 175 HashalaQqu or..i... ...........................3 05 Alchemi...s...t... ....................................... 58 DungeonosfS har.n... ............................. 177 KalaraQqu or..i... ............................. 306 Artill.e...r...i...s....t... ................................ 59 CriminAaclt ivi.t...i...e....s... .................... 178 TsucorQau or..i... ..............................3 07 BattlSem it.h... ....................................... 60 Forceosft heL aw. ................................... 180 RadianItd o..l.... ................................... 308 ArtificIenrf usi..o...n...s... ...................... 61 Ch.4 : BuildiEnbge rron RakshasZaa,k y.a... ............................ 309 GroupP atro.n...s... ..................................... 64 Adventur..e...s.... .................................. 183 Undyin...g... ........................................... 310 AdventureGruisl'...d ... .......................... 65 AdventuTrhee me.s... .............................. 183 UndyinCgo uncil....o...r... ................ 311 CrimeS yndic.a...t...e... .......................... 68 TheA urum.. .............................................. 187 UndyinSgo ldi..e...r.... ...................... 311 DragonmarkHeodu se... ...................... 72 Cultosft heD ragon Bel....o...w... .......... 188 ValenaArn imal...s... ............................ 312 EspionaAggee nc..y.... ........................... 75 DragonmarkHeodu se..s... ..................... 190 ValenaHra wk.. ................................. 312 Heado fS tat...e... .................................... 79 Dragon...s.... ............................................... 193 ValenaHro und... .............................. 312 Immortal B.e...i...n...g... ........................ 82 TheD reaming D..a...r...k....... ................. 196 ValenaSrt ee..d... .............................. 313 InquisiAtgievnec ..y.... ........................... 85 Droaam... ................................................... 198 WarforgeCdo loss..u...s... ................... 314 MilitaFroyr c..e... ................................... 88 Gatekeep..e...r...s... ................................... 202 WarforgeTdi ta...n... ............................ 315 Newspap.e...r.... ...................................... 92 Goblino(iHdesi rosfD hakaan....)... .....2 04 GeneriNcP Cs. ......................................... 316 ReligiOorudse .r.... ................................ 95 TheL asWta r.. ......................................... 206 BoneK nigh...t... ................................... 316 Univers...i...t...y.... ................................... 98 Lordo fBlade..s... ..................................... 211 Changel.i...n...g... .................................. 317 Ch.2 : KhorvaiGraez ette...e...r.... ....... 103 TheL ordosf D ust... ................................ 215 Kalasht...a...r... ..................................... 317 NatioonfsK horvai...r...e... ..................... 103 TheM ournla.n...d... ................................. 218 Magewrig..h...t.... ................................. 318 Aundai...r....... ........................................ 103 Ordeorf t heE meralCdl aw... ................ 225 Shift...e...r... ........................................... 319 Brelan...d... ............................................ 107 PlaneosfE xiste.n...c...e... .......................2 28 TaraknanA ssass..i...n... ..................... 320 Cyre( TheM ournlan...d...)... .............. 109 Trave..l... ..................................................... 233 Warforged So...l...d...i...e....r... ........... 320 Darguu..n... ........................................... 110 NAN ANCIENT RUIN BENEATH THE DEMON WASTES, USING THIS BOOK a band of heroes races to claim the Reaper's This book is a gateway to using Eberron as a setting for Heart. If the agents of the Emerald Claw reach it first, they'll reignite the Last War and un­ your D&D campaign. It guides players and the Dungeon I leash an army of undead. Master through the process of creating characters and adventures set in this world. In the city of Sham, a team of spies pulls off an impos­ This introduction presents an overview of the world: sible scheme-breaking into the impenetrable vaults of its history, its calendar, and the themes that drive it. House Kundarak. But instead of gold, they find a secret that could shatter the fragile peace between the nations. Chapter 1 details how to create Eberron characters. It offers race options and a new class, the artificer, that Aboard an airship, a wizard debates the interpretation reflect the flavor of the world. It also presents group pa­ of an ancient prophecy with a blood-red dragon. If the trons, a new concept that adds a shared purpose to your sage loses the argument, the dragon will destroy the air­ party of adventurers. You can use this material in Eber­ ship and everyone on it. But if she wins the debate, the ron or any other D&D setting. dragon will take them to distant Argonnessen, and no human has ever seen the land of dragons and returned! Chapter 2 provides an overview of the nations of Khorvaire (and beyond) and the religions of Eberron, The world of Eberron has a rich history built on heroic handy details whether you're a player seeking inspira­ deeds, evolving magic, and the wounds of a long, devas­ tion for your character's backstory or a DM looking for tating war. Action, adventure, good, evil, and a thousand an intriguing place to set an adventure. shades of gray paint the landscape in broad strokes. An­ Chapter 3 focuses on Sham, the City of Towers. cient mysteries await discovery so they can influence the Sham is one of the wonders of Khorvaire, and a source world and its people. of endless adventures. This chapter presents a host of Magic is built into the very fabric of the world. It interesting locations and activities you can explore in pervades everyday life. It provides comforts and con­ this towering metropolis. veniences unknown in either the modern world or any Chapter 4 provides ideas for adventures in Sham world of medieval fantasy. Great cities where castles and beyond. It introduces sinister forces at work in the scrape the sky prosper throughout the continent of world, along with the impact of the Last War and the Khorvaire, and a thriving aristocracy of merchant fam­ dreadful Day of Mourning. It also includes a short ad­ ilies controls much of the world's economy thanks to venture you can use to launch your campaign in Sham. the edge given them by the mysterious and rare drag­ Chapter 5 includes magic items and other treasures onmarks. Its people harness magic as a tool-to build for an Eberron campaign. It also explores the vital role cities, to sail ships through the skies, and to create both of dragonshards. wonders and weapons. Chapter 6 presents new monsters and NPCs drawn Heroes come in all shapes and sizes, all classes and from the world of Eberron. From mighty archfiends to races. They travel the world, battling villains in in­ helpful homunculi, these creatures add challenges to stants of over-the-top action. And they unearth fabulous your adventures in Eberron (or any other D&D world). treasure, and deal with narrow escapes and ominous mysteries that are as likely to shed light on centuries of SEVEN THINGS TO KNOW secrets as they are to threaten the world's safety. What is Eberron? Here are the key things to know: Eberron embraces swashbuckling action and pulp adventure while adding a layer of noir intrigue. Stories 1. The Last War Has Ended-Sort Of. The Last War don't always end well, and there isn't a perfect answer to plunged the continent of Khorvaire into civil war every problem. The Last War turned old allies into bitter more than a century ago, shattering the Five Nations enemies and destroyed an entire nation, leaving behind that made up the kingdom of Galifar.Just two years terrible scars. Crime and corruption lurk in the great ago, the war ended with the signing of the Treaty of cities of Khorvaire. Hidden dragons shape the course Thronehold and the establishment of twelve recog­ of history, and sinister fiends influence the dreams of nized nations and a tenuous peace. The conflicts, the the unwary. Yet mortal greed and ambition might prove anger, and the pain of the long war remain, however, more dangerous than any dragon or fiend. This dark­ and the new nations seek every advantage as they pre­ ness affords opportunities for a group of bold adventur­ pare for the next war to break out on the continent. ers to make a difference-for better or for worse. WELCOME TO EBERRON 2. Dragonmarked Dynasties. The great dragonmarked merged with human hosts, giving them telepathic families are the barons of industry and commerce abilities. Shifters developed from the mixing of hu­ throughout Khorvaire and beyond. Their influence mans and lycanthropes, a union that grants them lim­ transcends political boundaries, and they remained ited bestial abilities and feral instincts. The warforged mostly neutral during the Last War. Not technically are a constructed race created during the Last War, citizens of any nation, the matriarchs and patriarchs seeking to find its place in a post-war world. of each house live in splendor within their enclaves 7. Dl9-D with a Twist. Every race, monster, spell, and and emporiums located throughout Khorvaire. These magic item in the Player's Handbook, Dungeon dynastic houses of commerce derive their power from Master's Guide, and Monster Manual has a place dragonmarks-hereditary arcane sigils that manifest somewhere in Eberron, but it might not be the place on certain individuals within the family, granting you expect. Eberron has a unique spot in the D&D them limited but useful magical abilities associated multiverse, and many familiar elements of the game with the trade guilds each family controls. play different roles in the world. In particular, mortal 3. Lands oflntrigue. The war is over, and the nations creatures are products of culture and circumstances, of Khorvaire now try to build a new age of peace and rather than the direct influence of the gods. As a re­ prosperity. Ancient threats linger, however, and the sult, you can't assume that a gold dragon is good or a world needs heroes to take up the cause. Nations beholder is evil; only in the case of celestials, fiends, compete on many levels-over economic dominance, and certain other creatures whose identity and world­ political influence, territory, magical power, and view are shaped by magic (such as the curse of lycan­ more-each looking to maintain or improve its status thropy) is alignment a given. by any means short of all-out war. Dragonmarked HISTORY OF EBERRON houses, churches both pure and corrupt, crime lords, monster gangs, psionic spies, arcane universities, Every child knows the story of the Progenitor Dragons: secret societies, sinister masterminds, dragons, and Siberys, Eberron, and Khyber. In the dawn of time, a multitude of organizations and factions join the these three cosmic beings created thirteen planes of struggle for position and power in the aftermath of existence, each embodying a concept. Their final work the Last War. was the Material Plane, where all ideas would become 4. A Continent of Adventure. From the jungles of manifest: a realm that could know war and peace, life Q'barra to the blasted hills and valleys of the Demon and death, order and chaos. But cruel Khyber sought Wastes, from the skyscrapers of Sham to the dino­ ultimate dominion over this new reality. She struck Sib­ saur-filled Talenta Plains, Eberron is a world of ad­ erys without warning and tore him apart. Eberron wres­ venture. Adventures can draw heroes from one exotic tled with Khyber and bound the traitor in her coils but location to another across the continent of Khorvaire. could not defeat her. So Eberron became a living prison, The quest for the Mirror of the Seventh Moon might a world that would forever contain Khyber's evil. take the heroes from a hidden mountain shrine in Almost every culture in the world shares this story as Darguun to a ruined castle in the Shadow Marches a myth that explains the world. Shattered Siberys be­ and finally to a dungeon deep below the Library of came the ring of golden dragonshards wrapped around Korranberg. Through the use of magical transporta­ the planet, said to be the source of magic. Eberron is tion, heroes can reach a wide range of environments the world, the source of all natural life. And Khyber is over the course of an adventure, and thus deal with a the Underdark and the source of aberrations and fiends, diverse assortment of monsters and other challenges. forever struggling against her bonds and yearning to de­ 5. A World of Magic. The technology of Eberron has stroy the world above. developed not through the advance of science but by Another tale shared across cultures describes one the mastery of magic. The widespread use of magic more conflict that occurred in the first age of the world. pervades life in the cities and towns. Airships and Long ago, powerful archfiends known as the Overlords rail transport make rapid travel across the continent and their armies of rakshasa and lesser fiends domi­ possible. A working class of minor mages, called nated Eberron. Forces of light-some versions of the magewrights, uses spells to provide energy and other story say the nine gods of the Sovereign Host, others necessities. Advances in magic item creation have led say an alliance of dragons and celestials-eventually to everything from self-propelled farming implements defeated the Overlords. But these fiends couldn't be de­ to sentient, free-willed beings created in artificers' stroyed; instead, their immortal essences were bound in forges. With the aid of rare crystals called dragon­ Khyber. Whatever the true details of this tale, this much shards, dragonmarks can be made more powerful, el­ is true: if the Overlords ever break their bonds, the con­ ementals can be controlled and harnessed, and magic sequences would be catastrophic. items can be crafted and shaped. Over the course of millennia, numerous civilizations 6. New Races. In addition to the common player charac­ rose only to fall. Giants built mighty kingdoms on the ter races found in the Player's Handbook, players can continent of Xen'drik that were devastated by a war choose to play ore or goblinoid characters in Eberron. with the dragons of Argonnessen. The goblin empire of Or they can choose one of four new races: change­ Dhakaan ruled Khorvaire until its reign was shattered lings, kalashtar, shifters, am;! warforged. Changelings by an invading army of mind flayers, beholders, and the have minor shapechanging abilities similar to those foul creatures that created them. Today these civiliza­ of doppelgangers. Kalashtar are planar entities tions are known only through the remnants left behind. WELCOME TO EBERRON 5 THE FIVE NATIONS With the DM's approval, you can exchange a language granted by your race for a different language from the In the modern age, the greatest power was the king­ Standard Languages of Eberron table. If your halfling dom of Galifar, which covered most of the continent was raised in the Mror Holds, you might replace of Khorvaire. The Five Nations-Aundair, Breland, Halfling with Dwarvish to reflect that background. The Karrnath, Thrane, and Cyre-formed the heart of the DM may change the languages assigned to a monster kingdom. Although each has a unique cultural identity, or NPC. An ogre from Droaam likely speaks Goblin in­ they share this unified foundat�on. Families are spread stead of Giant. across the Five Nations; the rulers of the Five Nations descend from the Wynarns, the royal bloodline of Gal­ STANDARD LANGUAGES OF EBERRON ifar. Despite their differences, an Aundairian has more Language Main Speakers Script in common with a Thrane than with a Zil gnome or a Lhazaar pirate. Common The Five Nations, trade Common A century ago Galifar collapsed into civil war, and the language of Khorvaire Five Nations became separate countries at odds with Dwarvish Mror Holds Dwarvish their neighbors. The Last War came to an end after Cyre Elvish Aerenal, Valenar Elvish was destroyed in a cataclysm known as the Mourning. Giant Inhabitants ofXen'drik Giant The Five Nations remain divided today, sharing Khor­ Gnomish Zilargo Dwarvish vaire with the new nations established by the Treaty of Goblin Darguun, Droaam, Shadow Goblin Thronehold. The remaining Five Nations remain the Marches, monsters of Khorvaire largest and most powerful countries in Khorvaire. Halfling Talenta Plains Common THE TREATY OF 'THRONEHOLD Riedran People of Sarlona Common The Treaty of Thronehold officially ended the Last War. The treaty recognized the following nations as sover­ EXOTIC LANGUAGES OF EBERRON eign states: Aundair, Breland, Darguun, the Eldeen Language Main Speakers Script Reaches, Karrnath, the Lhazaar Principalities, the Mror Celestial Celestials Celestial Holds, Q'barra, the Talenta Plains, Thrane, Valenar, and Daelkyr Aberrations, denizens of Khyber Daelkyr Zilargo. These nations abide by a common set of laws and maintain diplomatic relations. The Demon Wastes Draconic Dragons, dragonborn Draconic and Shadow Marches regions have no unified govern­ Infernal Fiends Infernal ment. Droaam has declared itself a nation but has yet to Ore Isolated ore tribes Goblin be recognized by the treaty nations. Primordial Elementals Primordial Quori Inspired, kalashtar, quori Quori LIFE IN KHORVAIRE Sylvan Fey creatures Elvish Although Eberron is a vast world with many continents NAMES AND SURNAMES and cultures, your adventures begin in the land of Khor­ vaire. Here are a few details about everyday life there. The naming conventions among the people of Khorvaire tend to follow language, rather than being linked to race. LANGUAGES A Brelish dwarf who doesn't speak Dwarvish might also In Eberron, languages reflect culture and geography; a carry a name with a human origin rather than a tradi­ dwarf raised in Breland might not know Dwarvish, but tional Dwarvish name. a halfling raised in the Mror Holds might. The historical Most citizens of Khorvaire have a given name followed development of languages and cultures also explains by a surname. A surname associated with the Common the scripts used to write various languages. For exam­ language is usually either a family name or related to an ple, the Ore language is written using the Goblin script occupation or region of origin. So Sorn Fellhorn, Kara (rather than Dwarvish, as stated in the Player's Hand­ of Windshire, and Tellan Magewright are all names you book), because the ores of Khorvaire learned writing might find among the common folk. from the goblins. The noble families of Galifar-along with those Common is the language of the Five Nations and the granted land and titles by one of the sovereigns of the language of trade in Khorvaire, known by most of its Five Nations-add the prefix ir' to their surname. The people. Goblin was the trade language of the goblin em­ name Darro ir'Lain tells you that this individual is a pire of Dhakaan and survives as the primary language landed noble. The Wynarns were the royal line of Gal­ in Darguun, Droaam, and the Shadow Marches. Goblin ifar, and the current rulers of Aundair, Breland, and displaced the Ore language; the people of the Shadow Karrnath are all heirs of the Wynarn bloodline. Thus, Marches typically speak Goblin, and Ore is an exotic Queen Aurala of Aundair is Aurala ir'Wynarn. language (see the Exotic Languages of Eberron table). Another common prefix is d', used by any heir of a Members of all races in Xen'drik speak Giant and use it dragonmarked house who has manifested a dragon­ as their trade language. Abyssal is the common tongue mark. So Merrix d'Cannith is a member of House Can­ of all fiends. Abyssal is sometimes called "Khyber's nith who has manifested the Mark of Making. Speech," while Celestial is "the tongue of Siberys." WELCOME TO EBERRON 6 CALENDAR A number of other coins remain in circulation, such as the double crown of Breland (2 cp) and the silver throne In the common calendar of Khorvaire, days are 24 of Cyre (5 sp). However, all the major nations of Khor­ hours long, divided into day and night. Seven days make vaire make use of the four basic coins described above. up a week, four weeks a month, and twelve months a year. The months correspond to the twelve moons of PULP ADVENTURE Eberron (see the Eberron Months table), and the prom­ inent moon carries the name of the month in which its Eberron is a world of swashbuckling adventure. orbit brings it closest to the planet. Whether you're a DM developing an adventure in the The seven days of the week, in order, are Sul, Mo!, world or a player preparing to explore it, consider the Zol, Wir, Zor, Far, Sar. following elements. The common calendar of Khorvaire tracks the years EXOTIC LOCATIONS since the founding of the kingdom of Gali far, using the abbreviation YK. The last king of Galifar, Jarot Lightning rails, airships, and other forms of transporta­ ir'Wynarn, died on 12 Therendor 894 YK. The Day of tion facilitate travel to exotic locations. Adventures could Mourning occurred a century later, on 20 Olarune 994 take you to the colossal ruins left behind by the giants YK. By default, a new Eberron campaign begins on 1 of Xen'drik, the warped landscape of the Mournland, or Zarantyr 998 YK. the dark demi planes within the underworld of Khyber. Even if you prefer to stay in a town, you could explore EBERRON MONTHS the mile-high towers of Sharn or the ancient goblin tun­ Month Name nels that lie beneath it. Zarantyr (mid-winter) REMARKABLE HEROES 2 Olarune (late winter) 3 Therendor (early spring) Eberron is a world in need of heroes. Lingering ten­ 4 Eyre (mid-spring) sions of war remain. From the fanatics of the Emerald Claw and the mad cults of the Dragon Below to the 5 Dravago (late spring) flesh-warping daelkyr and ancient archfiends, Eberron 6 Nymm (early summer) faces many threats, and few people besides the player 7 Lharvion (mid-summer) characters are able to stop them. The gods are distant 8 Barrakas (late summer) and don't directly intervene. The Silver Flame is a divine 9 Rhaan (early autumn) force of light, but it can act only through mortal cham­ 10 Sypheros (mid-autumn) pions. The few powerful benevolent NPCs have limita­ 11 Aryth (late autumn) tions: the Keeper of the Flame loses her powers if she 12 Vult (early winter) leaves her citadel. The Great Druid, the spiritual leader of the Eldeen Reaches, is a tree. Most of the powerful CURRENCY people in the world focus on selfish goals. If an angry dragon attacks Sharn, there's no one else to deal with Merchants and nobles use letters of credit to handle the problem: the fate of the city is in your hands. large transactions, drawing on the reserves of the dwar­ Consider a dynamic backstory when developing your ven banks of the Mror Holds. But most day-to-day trans­ character and choosing your background, whether you actions use coins of precious metal. With the collapse of take a background from the Player's Handbook or the the kingdom of Galifar, each of the Five Nations began house agent background in chapter 1 of this book. If to mint its own currency, along with the Mror bankers. you take the soldier background, you might have played However, while the designs imprinted on these coins a role in events of the last few years. What did you do vary based on the source, each of these factions has during the Last War? What was your greatest triumph continued to use the same metals, weights, and denom­ or defeat? If you're a spy, are you a prized agent or did inations set forth in the days of Galifar, maintaining a you disavow your organization after they pushed you too simple standard for commerce across Khorvaire. far? Don't think of your character as a set of numbers: The copper crown (cp) traditionally depicts the crown even at 1st level, you're remarkable in Eberron. of Galifar on one face. The crown is the lowest denom­ ination of coin minted under the rule of Galifar, which spawned the saying, "In Galifar, even the beggars DM TIP: HIGH STAKES have crowns." What's better than a battle on the deck of an airship? A The silver sovereign (sp) bears the face of a living or battle on the deck of an airship that's about to crash! A DM should look for ways to raise the stakes of an Eberron recent ruler. An unskilled laborer can expect to earn a scene, so players feel that every decision matters. This sovereign for a day's work. could be driven by the consequences of failure: your ac­ The gold galifar (gp) bears the image of Galifar I, the tions protect your friends, your house, or your nation. It founder of the old kingdom. could involve time: the alarm's been triggered, and you The platinum dragon (pp) bears the image of one of only have 6 rounds before security arrives. Such things can the dragons of legend. With a value of one hundred sov­ even be incidental. Did you start a fight in an alley behind ereigns, these coins are used only by the wealthiest citi­ a bar? Now you notice the drunk ogre sleeping in the shad­ zens of Khorvaire, and the average peasant might never ows. If she wakes up, this could get ugly. see such a coin. WELCOME TO EBERRON 7 To create a compelling villain, the DM and players might develop a villain's backstory together. ADM might ask a player: When you fought in the Last War, Halas Martain served in your unit until he betrayed you. What did he do, exactly? Likewise, when a pulp villain appears to die, they can devise remarkable escapes from death. Perhaps Halas had a ring that cast an illusion of his death while stabilizing him or cast feather fall when he leapt from that tower in Sham. ADM could engage the players in determining the answer: It's Halas Martain, all right. How do you think he survived your last encoun­ ter? This collaboration can produce a compelling story and a sense of investment in the world. NOIR INTRIGUE Eberron draws inspiration from noir and hard-boiled fiction. It's a world where stories don't always end well, and where there isn't a perfect solution for every prob­ lem. In developing characters or stories in Eberron, con­ sider the following concepts. EVERYONE HAS REGRETS Player characters are remarkable people, but they aren't perfect. As you consider a flaw for your character, you can add a little hard-boiled flavor by considering the past: Did you make a tragic mistake, and if so, is it some­ thing you can ever undo? Did you hurt or betray some­ one who now seeks revenge? The Regrets table provides a few examples of missteps that might haunt you. REGRETS dlO Regret While you were serving in the Last War, you were forced to abandon an injured comrade. You don't know if they survived. 2 You placed your faith in a lover who betrayed you. You don't know if you can ever trust anyone again. 3 You murdered a rival. Your actions may have been justified, but their face still haunts you. 4 You made a promise to a child or a lover that you failed to keep. 5 You squandered your family's fortune and brought shame and ruin to your household. 6 You made a bargain with an extraplanar entity that you now regret. 7 You abandoned your family to pursue a life of adven­ ture. Your village was destroyed in the war and you don't know ift hey survived. 8 You engaged in covert operations for a nation as a spy REMARKABLE VILLAINS or soldier. While you were serving your country, you Eberron is rich in villains, from two-bit hoods to con­ did unforgivable things. tinental masterminds. It might be a long time before 9 Someone put their trust in you and you betrayed you're ready to face the sinister leader behind the them for personal gain. You might regret it now, but Order of the Emerald Claw in battle. But part of the you can never repair the damage you've done. flavor of pulp adventure includes recurring villains who 10 You volunteered for mystical experiments. These may closely match the heroes-rivals who advance in power be responsible for your class abilities, but you might as you do. experience side effects. WELCOME TO EBERRON 8 WHY Do You NEED 200 GOLD PrncEs? PERSONAL MOTIVES A regret helps shape your personality as an element of Not every conflict involves a fight between light and your past that plays an ongoing role in your story. But darkness. The vast majority of people are driven by sim­ perhaps you have a problem that needs to be resolved ple motives: greed, fear, pride, or ambition. One person right now. Another way to define a character's flaw is to just wants to get some gold in their pocket. Another roll on the Debts table. wants to impress a paramour. A leader guiding their na­ Why would you want to take on a debt? The obligation tion into war is motivated both by fear of their neighbors adds depth to a character and provides a compelling, and the sincere belief that Khorvaire would be better off immediate motive for adventuring-you're not just out to under their rule. get rich; you need gold to get that bounty off your head. Primordial forces strive to change or destroy Eberron. It's also an opportunity to establish an element that can But more often, characters encounter misguided patri­ be part of a character moving forward. If you're trying ots, religious extremists, dragonmarked houses looking to reclaim a magic item from a pawnshop, you declare to wring a few more pieces of gold out of Khorvaire, that your character once owned that magic item-an spies who will do anything to protect their nations, and heirloom, something you created, or a gift from a men­ petty criminals trying to build empires. Eberron holds a tor-you've just temporarily lost it. If you're trying to place for selfless heroes and truly vile villains, as well as raise money to join a secret society, it suggests that everyone in between. membership in this organization may be a part of the story later on. SHADES OF GRAY Establishing a debt requires collaboration and ap­ proval by both player and DM. Work together to develop In Eberron, it's not always easy to separate the heroes the details: Who's blackmailing you? Which secret so­ from the villains. Good people can do terrible things, ciety are you trying to join? What's the story behind the while cruel or heartless people might serve the greater magic item you've pawned, and what sort of item is it? good. An inquisitor might torture innocents in a quest You can present ideas, but the DM has final approval. to root out a cult of the Dragon Below; if she's stopped, the cult will survive and flourish. A group of ores peri­ DEBTS odically raids a human settlement because the settlers dlO Debt built their village on land sacred to the ores and are disrupting wards that hold evil at bay. The heroes find a You committed a crime during the Last War, and now powerful magic weapon in a tomb, but the artifact is the you're being blackmailed by someone who has proof. sword of an ancient hobgoblin general, whose descen­ You can justify your actions, but the law won't care. dants want it back. The ways to resolve these problems 2 You've got a gambling problem. If you can't repay aren't always simple. Daask (see chapter 3), you're going to be playing tag Certain situations demand straightforward decisions. with a cockatrice. If Emerald Claw cultists are about to detonate a necrotic resonator that will kill half of Sham, they need to be 3 You own an uncommon magic item, but you had to stopped. But in a good Eberron story, the simplest solu­ sell it to a pawn shop. If you can't reclaim it within the tion may not be the best one. month, they'll sell it off. 4 You were making a delivery on behalf of the Boromar SOMETHING TO LOSE Clan (see chapter 3) and you lost the merchandise. In a noir story, things don't necessarily end well. But any 5 Someone knows the whereabouts of a sibling or loved adventure carries a risk of death or failure, so what ad­ one you thought lost in the Mourning, but that infor­ ditional factors might be at risk for the characters? They mation is going to cost you. should have something to lose beyond hit points, vul­ 6 You have a degenerative disease that can't be cured nerabilities not reflected in game statistics: fear of a tar­ by mundane means. If you can't get a lesser restoration nished reputation, a threat to a friend or lover, a favorite soon, you're going to start showing symptoms. business destroyed or taken over. Character relation­ 7 Your family lost everything in the Last War. You could ships require players to invest in the story and work best when the DM and player collaborate to develop details get them a stake in a new farm, inn, or stagecoach (the group patrons in chapter 1 provide a framework for with 200 gp. fleshing out such details). 8 You've got a price on your head. Until you settle ADM who introduces an old buddy who served with things with House Tharashk, you'd better keep an eye the player characters during the war could describe the out for bounty hunters. person and then ask each player to define a connection 9 You have an opportunity to join an influential secret to them. Present each player with a prompt: Player society. But you've got only one month to raise the one, how did Smitty save your life? Player two, you and membership dues. Smitty were both in a prison camp; how did you escape? 10 Roll again. It's not your debt: it's your lover's problem. The answers to these questions provide details to use in a campaign, and they give the players a personal invest­ Can you solve the problem before they have to face ment, which makes it more significant when the Emer­ the consequences? ald Claw targets Smitty for assassination! WELCOME TO EBERRON 9

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Eberron: Rising from the Last War PDF is a popular Mysterious Fictional Book written by Wizards RPG Team. The book was originally published on November 19, 2019.
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