Wayfarers guide to eberron pdf download
Magic serves many purposes: It lights the streets at night, and it binds the most powerful d e m o n s deep below the earth. Powerful spellcaster can blast foes with fire, heal the wounded, s u m m o n powerful monsters, or even stop time.
Skill in arcane magic is gained t h r o u g h study or i n b o r n talent. Use of divine magic comes from intense devotion and prayer. Those capable of casting powerful spells might be sages, priests, advisors, or adventurers. Everyone sees the products of magic daily, though only a few master magic. In the cities, magical services are c o m m o n. Magewrights are tradesfolk but also spellcasters. They work magic into their products, making weapons stronger, fabric more beautiful, and other items better.
One dragonmarked house. House Sivis, operates a communication network. The house members cast spells or use paired magic items called sending stones to send messages over a distance. They draw on the magic inside objects, changing the flow of power to make an item temporarily magical. Dragonmarked houses are merchant houses that offer spellcasting or use of dragonmark effects.
A spellcaster uses magic normally. A dragonmarked heir has a dragonmark—a hereditary symbol on his body—that creates a magical effect and allows h i m to use mystical tools. T h o u g h various dragonmarked houses provide similar spellcasting services, only specific houses have members with particular dragonmarks.
Simple magic items and spells make everyday life easier. Everbright lanterns light city streets, arcane seals validate documents, and magical alarms secure r o o m s. Architecture uses magic, too. T h e most notable example is Sharn, the City of Towers.
In Sharn, magic allows buildings to be extremely tall—and enables some of them to float in the air. T h e three types are n a m e d after the dragons of myth. G o l d e n Siberys shards rain down from the sky, falling from the i m m e n s e Ring of Siberys. Prospectors and adventurers dig up smoky p u r p l e rChyber shards from deep u n d e r g r o u n d. Magic item shops are easy to find in large cities.
G a r ments, tools, and weapons can all be magically enhanced, and one can buy or sell such items. Magic has improved transportation and architecture. It has also created the warforged, which are so advanced that they are alive. A magical air elementa fused into a lightning rail coach provides propulsion for the coach and cause it to hover 5 feet above the g r o u n d. C o n ductor stones embedded in the g r o u n d interact with the ai elemental to keep the coach traveling on its path.
T h e lightning rail gets its name from the electric bolts that j u m p between conductor stones and to a coach when it passes over t h e m. Large cities have huge lightning rail stations, but even some small towns have modest stations. T h o u g h it's safer than a caravan, lightning rail travel can still be dangerous. Because coaches carry wealthy citizens, bandits often target them. T h e price keeps most people from traveling by lightning rail. However, it is a cheap way for somewhat wealthy people to cross long distances quickly in safety.
Customers who desire extra privacy can lease or purchase custom carts with their own cargo areas. Even the lightning rail operators won't bother people in a custom cart.
Flying ships are c o m m o n sights in the skies over Khorvaire. A flying ship uses magic to imprison an elemental usually an air elemental or fire elemental in an elemental ring that provides propulsion.
Flying ships are one of the fastest ways to travel across Khorvaire. I ravelers who want to take a lying ship on less-traveled routes must persuade a captain to take them on a risky voyage.
Elemental galleons are seagoing ships made with bound water elementals. Some of these ships can even travel underwater. A dragonmarked pilot of House Lyrandar steers an elemental vessel.
Without a dragonmark, a would-be pilot must overcome the will of the b o u n d elemental. All elemental vessels, whether they fly or sail, must be built of soarwood, a rare wood with magical buoyancy.
Passengers and cargo board airships via docking towers, as the elemental ring prevents the ship from landing on the g r o u n d. Life rings are placed around the deck of an airship as a safety measure in case of airship failure or imminent crash.
By breaking a piece of twine that crosses the wooden h o o p of a life ring, a passenger can use the r i n g s magic to let up to four people float safely to the g r o u n d. Artificers have mastered the technique of imprisoning elementals into objects.
To bind an elemental into an item, a crafter must call the elemental into the world, trap it, and imbue its essence into the item. This technique is used not only in airships and galleons but also in other magic items.
A suit of a r m o r with a b o u n d water elemental could allow its wearer to breathe underwater. A weapon that ripples with flames and b u r n s those it hits might have a fire elemental b o u n d within it.
I b e r r o n is a world of dangerous lands and sneaky villains. Only a few brave souls fight against the dangers. These adventurers though some seek only fortune and glory are often all that prevents E b e r r o n from falling into chaos, war, or total r u i n. Adventurers lead high-risk lives. They dig into ancient tombs, fight off agents of evil, and collect vast treasures—if they survive.
Warriors, rogues, wizards, and clerics, a m o n g others, can all be adventurers. All adventurers can have different personal motivations and goals. Adventurers who defy the odds find great rewards, and even a sort of immortality t h r o u g h story and song. A wily wizard, stuffy cleric, and untrustworthy rogue might form an adventuring party if all of them share a similar goal.
Likewise, an urbane half-elf could travel alongside a wild halfling. A battle-scarred warforged and a naive but powerful spellcaster become friends as they fight off horrible monsters. An inquisitive a detective investigating a political m u r d e r , a chronicler seeking news, or a traveling guild representative could suddenly step into adventure.
H u m a n s are diverse and adaptable, bold and c u r i ous. They conform to no obvious physical, mental, or spiritual stereotype. O n e h u m a n might be a fanatic of an obscure religion, her b r o t h e r might be a scoundrel, and her father might be a c o m m o n merchant. A particular group of h u m a n s might descend into barbarism and begin worshiping demons. A n o t h e r could peacefully settle in a fertile area and integrate itself with the surroundings and the natives.
H u m a n s can become or create just about anything they set their minds to. They're among E b e r r o n ' s greatest heroes and vilest villains. Although few know it, the h u m a n race originated on the continent of Sarlona.
Many humans left Sarlona thousands of years ago to explore or to escape the wars that regularly erupted among Sarlona's kingdoms. Most of these explorers and refugees arrived in Khorvaire. No more than a thousand years after their arrival in K h o r vaire, h u m a n s dominated that land. O n e h u m a n king—Galifar I—united the entire continent a thousand years after that.
Anything can happen on an adventure, and a big part of adventure preparation is selecting the best gear. Weapons are a must. An adventurer needs options for fighting close up and at range. Suitable a r m o r a n d shields are essential. Some choose heavy a r m o r for maximum protection.
O t h e r s wear lighter leather a r m o r for mobility. Adventurers also need magic items. These can range from simple potions for healing wounds I to clothing that makes you faster or tougher.
Most elves are b o t h. Apart from their slender bodies, fine features, and pointed ears, elves look much like h u m a n s. Elves from different regions o E b e r r o n have little in c o m m o n with each other. T h e elves of central Khorvaire d o n ' t have strong ties to elven culture. Instead, they identify with the nations in which they live. An elf from Aundair is more likely to identify with another A u n d a i r i a n than another elf. An elf w h o has the Mark of Shadow is a member of one of t w o dragonmarked houses: House Phiarlan or House Thuranni.
These houses are powerful rivals. T h e i r most striking trait is how they revere their ancestors. This reverence is not just a custom—the ancestors walk a m o n g them. The most p r o m i n e n t is Shae Mordai, the City of the Dead.
Though the Aereni d o n ' t like outsiders, their magical forests attract those from other nations who want to exploit Aerenal's natural resources. T h e varieties of magic wood that grow in the forests can be used for airship building or for crafting weapons and a r m o r. T h e elves of Valenar, a nation on the southeastern coast of Khorvaire, are aggressive warriors. Valenar elves venerate their ancestors by following in the tradition of great warriors.
In ancient times, elves enslaved by giants fought for their freedom and won. To emulate these heroes of old, Valenar elves crave the action of battle and glorious victory over a challenging foe.
Valenar elves are masters of horse riding and training. They form fearsome cavalry units. T h e flashing scimitars of a charging Valenar warband are a scary sight. The Valenar double scimitar consists of t w o curving blades attached to a single long handle. The elves of Valenar are adept at using it on foot or on horseback.
The streets are full of deathless soldiers and advisors. An eerie quiet always cloaks the city. I Between the b a r r e n desert on the n o r t h e r n b o r d e r of Valenar and the lush forest on the southern coast lie vast plains and steppes.
These lands are perfect for the Valenar elves, who travel on fast, majestic horses. These elves rarely stay in one place for long. T h e city of Taer Valaestas is h o m e to the king of Valenar. T h e city is built for war. It is fortified with towers and walls built of stone and durable densewood. Aereni who die are reanimated. They are restored by positive energy to become walking dead.
T h o u g h u n d e a d animated by evil magic are plentiful in E b e r r o n , the Aereni deathless are different. They are n o t evil, n o r are they mindless. T h e deathless fight alongside their descendants to protect Aerenal and the elf race. Aereni elves have many ways of showing their devotion to the dead. An elf might wear an elaborate death mask, tattoo his face in the image of a skull, or use magic to make his flesh look decomposed.
Khorvaire's h u m a n settlers and elves who migrated from Aerenal blended to create the half-elf bloodline. Although humans and elves still form relationships, and even produce half-elf offspring, half-elves have become a distinct race. Half-elves are naturally friendly with one another, and they form close b o n d s quickly. They call themselves the Khoravar—the C h i l d r e n of Khorvaire—since their race was b o r n on that continent.
Half-elves have no overarching culture. They integrate easily into h u m a n society. They can be found living all across Khorvaire a m o n g h u m a n s. O t h e r half-elves are raised by an elf parent or become curious about their elven heritage. These half-elves explore that legacy by practicing elven rites or traveling to elven lands. Half-elves are rarely welcome a m o n g their m o r e raditional elf kin.
Few half-elves form lasting ties with communities in Aerenal or Valenar. Half-elves tend to naturally group themselves based on shared traits. T h e two most p r o m i n e n t groups are d r a g o n marked houses: House Lyrandar, whose members carry the Mark of Storm, and House Medani, whose members bear the Mark of Detection. House Lyrandar's half-elves tend to be free spirits who love nature, weather, and travel. Those of House Medani are more sober, but nonetheless bold and curious.
T r u e to their h u m a n half, half-elves are adaptive and daring. They are an unpredictable people, and many half-elves take to the road as explorers. Others become inquisitives in large cities, such as Sharn, or take exciting and risky j o b s as airship pilots or bodyguards. Half-elves have u n i q u e styles and outgoing attitudes. Life as a half-elf—or with a half-elf—is rarely boring. A captain from House Lyrandar pilots his airship using a magic wheel of w i n d and water and the power of his dragonmark.
A half-elf master inquisitive is at home investigating crime or exploring ancient ruins. T h e i r lack of height is n o t their defining trait, though.
Gnomes think every bit of information is worthwhile. They use knowledge as a tool and a weapon. Although many people think that gnomes are all librarians, bards, or accountants, some are skilled spies or adventurers. A gnome's outgoing d e m e a n o r serves h i m or h e r well in jobs that require social grace. Many become diplomats, translators, and advocates, as well as poets and bards. In fact, gnomes are careful to make sure everyone else thinks they are harmless. Few outsiders realize the importance and power of i n f o r mation in gnome society.
Relationships are built on favors and secrets. Gnomes rely on blackmail, espionage, and assassination rather than physical might. T h e i r natural mastery of illusion magic carries over to the art of deception. They are skilled at tricking others to get what they want.
Religion is a personal choice for gnomes. G n o m e ands have churches of all religions, and a gnome might experiment with several religions before settling on o n e. It is famous for its vast stores of knowledge and prestigious schools. Its architecture is beautiful. Its streets are full of color and cheer. Zilargo accepts outsiders. T h e people are friendly and helpful. In fact, gnomes make time to talk to strangers because they think that even what seems to be trivial information will someday have value.
Zil gnomes make money from exporting many goods and services. T h e jewel mines of Zalanberg provide mineral wealth for the economy. T h e gnomes of Zilargo have mastered magical artisan ship. They specialize in elemental b i n d i n g and alchemy. They build the airships and elemental galleons used by House Lyrandar.
Seafarers from across the c o n t i n e n t commission ships from Zil shipwrights. KorranbergChronicle, comes from Zilargo. People across the c o n t i n e n t read the Korranberg Chronicle, cementing the gnomes' status as information experts.
A male dwarf values his beard, g r o o m ing and styling it carefully. A female dwarf prizes the hair that grows on her head as much as a male dwarf prides h i m self on his beard. All dwarves value gold and other precious metals, gems, and mineral wealth.
T h e first dwarves came from Frostfell, a frozen continent at the top of the world. Over time, dwarves moved south to the n o r t h e r n sections of Khorvaire and Sarlona. Although small tribes of dwarves still live in Frostfell, most dwarves now reside somewhere else. In Khorvaire, dwarves inhabit a m o u n t a i n o u s nation they call the M r o r Holds.
T h e M r o r Holds were once part of the kingdom of Galifar, but the area seized its independence d u r i n g the Last War. Twelve major Khorvairian dwarf clans compete for supremacy in the I r o n r o o t and Hoarfrost Mountains.
They feud using money and influence rather than the axes and shields of their forebears. Clan Kundarak, now the dragonmarked House Kundarak, claims neutrality in this complex game, but it holds the greatest a m o u n t of power. In Sarlona, in the highlands of the Tashana T u n d r a , the dwarves are isolated. D o r a n n dwarves live in the n o r t h e r n tundra, warring among their own clans as the Mror dwarves of Khorvaire did long ago. Akiak dwarves lived in the Paqaa Mountains in the southern t u n d r a until Riedra, a h u m a n nation controlled by the wicked Inspired, destroyed their holds.
T h e Akiak now wander as nomads, fighting a rebel campaign against the Riedrans. Dwarves are fierce soldiers with a p r o u d martial t r a d i tion. Dwarf priests are highly influential and often lead in battle in times of war. Talenta halflings are imposing despite their size. T h e i r nomadic culture based a r o u n d the h u n t makes them tough and deadly. They cross the vast plains on dinosaur m o u n t s , following the herds they rely on for food.
T r a d i t i o n is vital to Talenta halflings. Civilization intrudes into tradition with its politics and its technological comforts. To outsiders, Talenta halflings appear fierce and barbaric. Talenta halflings make no excuses for the brutality of their lifestyles, but they accept others' ways of life. U r b a n halflings are cultured and adaptable. Most are friendly by nature and tend to form close friendships. They believe in being prepared for any challenge.
T h e halfling dragonmarked houses are House Jorasco healers and House Ghallanda hospitality providers. Members of these houses move freely between many societies. They get along both in cities and on the plains. The vast grasslands of the Talenta Plains are home to herds of dinosaurs, tribex, cattle, and the many halfling tribes. The halflings live in tent cities. Any tribe can use the only permanent city they maintain, Gatherhold. During the Last War, Karrnath and Cyre each claimed parts of the Talenta Plains, and the flat, open terrain made it a perfect battleground.
The halflings, by stayed away from these conflicts. I rained dinosaurs particularly fast ones such as the clawfoot and the fastieth serve halflings as mounts. Dinosaur riders feel a close bond to their mounts. They demonstrate respect for the creatures by wearing handcrafted masks. These sacred masks are w o r n only. Talenta halflings use boomerangs w h e n they hunt, as well as a scythelike weapon called the Talenta sharrash. Adventuring halflings use these items in combat.
The Korunda's Gate, a dwarf fortress-city in e Ironroot Mountains of Khorvaire sharrash is especially useful for tripping foes. For m o r e than thirty thousand years, its swamps and moors have been h o m e to ores, burly and strong h u m a n o i d s with gray skin and short tusks. Ores saw little of the history of Khorvaire.
They were unaware even of the rise of the K i n g d o m of Galifar. Nine thousand years ago, Xoriat, the Realm of Madness, came close to the world. T h e rulers of Xoriat staged a huge invasion of E b e r r o n. War divided the ore tribes. Some served the forces of madness, while others worked to force Xoriat away from E b e r r o n. Divisions created by the war against Xoriat still exist. Some ores worship the forces of madness, practicing dark rites and savagely warring on their neighbors.
The ores of the hazardous D e m o n Wastes make war on the evil in that land, although some succumb to it. A m o n g the ores , in the monster nation of Droaam, the strong rule the weak and take what they want—similar to how all o t h e r creatures of Droaam behave. In the southern reaches of the M r o r Holds, the orash'ter ores, little m o r e than rapacious monsters, prey on e dwarves, receiving war and hatred in r e t u r n.
Tribal ores remain p u r e blooded. They deny h u m a n s entry to their society and lands because they believe that only ores have a true connection to the land. Clannish ores have mixed with h u m a n society, leading to the creation of half-ores. Whatever their beliefs or ways, ores maintain a strong tie to the Shadow Marches.
They thrive in places where others could barely survive. Zarash'ak, the City of Stilts, is the heart of trade in the Shadow Marches. Among the clans of the Shadow Marches, these crossbreeds are referred to as the Jhorgun'taal, the 'children of two bloods.
Halfores are stronger and tougher than h u m a n s , and they are smarter than ores. These traits make up for their lack of winning personalities and good looks. Many early h u m a n immigrants to Khorvaire mingled with the ores of the Shadow Marches.
Although some ores fought and killed the newcomers, most of the druidic tribes integrated the humans, adopted some of their customs, and even interbred. Today, the Shadow Marches are full of clans that contain a mix of ores, half-ores, and h u m a n s.
In wider Khorvaire, half-ores are sometimes treated as second-class citizens, which might come as a shock to a half-ore from the Shadow Marches. A m o n g the people of the Marches, half-ores are trusted to look out for their p u r e b l o o d e d kin.
They were invented before the Last War, but a breakthrough d u r i n g the war gave them true intelligence. They were created to be perfect soldiers, with size, strength, and a single-minded focus on battle. Unlike mindless constructs, warforged can think tactically and fight intelligently.
Although this mindset served them well in battle, they find it hard to adapt to a world without war. Some attempt to j o i n society, others wander, and many seek battle as mercenaries, thugs, or adventurers. Warforged were initially property, and were sold to people who could afford them.
T h e treaty that ended the Last War also freed the warforged. In some lands, however, a system of i n d e n t u r e d servitude still keeps warforged u n d e r strict control.
Some people resent the warforged, seeing them as a symbol of the h o r r o r s of the Last War. Those who come to know warforged personally discover that they have much to offer the nations of Khorvaire in times of peace. They have th capacity for all h u m a n emotions, b u t many are still learning to express these feelings. Others often see them as rude or cold. For most warforged, freedom meant losing their sense of purpose. They were built to fight using teamwork and develop camaraderie with their fellow soldiers.
Warforged now find it difficult to fit in and find friends. C o m m a n d e r s are people whom a warforged is willing to take orders from. Comrades are people the warforged fights alongside on a regular basis. Allies are those who share a goal with the warforged, though warforged are well aware that alliances can be short-lived.
Civilians are neither enemies n o r allies, and warforged were trained to ignore civilians. Foes are those whose goals contradict those of the warforged, b u t warforged rarely feel hatred toward foes. Magic items called warforged components function only when attached to warforged. They might be weapons or protective items. The most curious are those recovered from Xen'drik, whic were crafted long before House Cannith made the first warforged. ART Since they are tireless, warforged have m o r e 'free time' than other races.
Many busy themselves with hobbies, including art. They have plenty of time to practice and h o n e their skills to make detailed work. Warforged art is either representational or entirely abstract. Warforged are created from stone, metal, wood, and organic materials.
Their flexible plates are connected with fibrous bundles that give warforged surprising flexibility. They can modify their bodies using magic and training. They might replace their armor plates with stronger ones or add built-in weaponry to their bodies.
Since they don't need to eat, sleep, or even breathe, warforged can be active all day and night. Warforged d o n ' t really understand other races' need to n a m e everything.
Most accept whatever names others choose for t h e m. Warforged emerged from the creation forges of House Cannith. After the Last War ended, it became illegal to create new warforged. However, some secret creation forges still operate. Other varieties of warforged can be shaped differently, such as the gorilla-shaped warforged charger or the smaller warforged scout.
They have evolved into a t r u e - b r e e d i n g race that shows signs of its shapeshifting heritage. All shifters are lithe, and most are tough. T h r o u g h shifting, they become able to move faster, become m o r e durable, or even grow claws and fangs.
T h e different varieties of shifter have many names: longtooth, cliffwalk, longstride, wildhunt, dreamsight, beasthide, and razorclaw, to name a few. Lycanthropes can change shape between a humanoid form, an animal form, and a hybrid form. Werewolves, wererats, and werebears are all lycanthropes.
Lycanthropy can be spread like a disease, or a creature can be born a lycanthrope. The Church of the Silver Flame long ago carried out a purge of lycanthropes, and the creatures are now rare across Khorvaire.
Although the Church of the Silver Flame acknowledges the similarity between shifters and lycanthropes, it has never openly condoned attacks against shifters or their settlements. Nevertheless, shifters remain cautious when visiting the nation of Thrane, where the Silver Flame holds sway. Shifter personalities reflect their animal natures. A cliffwalk shifter will likely be quiet a beasthide crude, and a longtooth almost feral.
All shifters have strong instincts, and their emotions can fluctuate to extremes. This aspect of their personality makes many shifters unpredictable, but causes others to carefully keep their emotions in check. Adaptability and self-reliance are highly valued among shifters.
They refer to these traits as 'preparing for the j o u r ney yet to c o m e , ' and an ideal shifter would be ready for any challenge at any time. Along with self-reliance comes freedom, and there is n o t h i n g shifters value m o r e. Shifters don't have a nation of their own. Shifters prefer simple, portable gear they can carry with them at all times.
Likewise, shifter spellcasters pass up ostentatious magic for m o r e personal, natural magic. Consequently, shifter spellcasters tend to be druids calling on the power of nature instead of wizards who use bulky spellbooks. They evolved from the offspring of humans and shapechanging doppelgangers.
Changelings have gray skin, fair hair, and long limbs. Their faces in natural form look indistinct, with just a hint of a nose and lips. Their yes are blank and white. When a changeling shapeshifts, he can change 'skin tone, facial features, and even height and weight. This ability doesn't allow a changeling to change into a monster, but it can disguise him as any human-shaped being of roughly the same size as his own. Changelings make excellent spies and criminals, and those vho live in u r b a n areas can easily find such work.
Beyond their shapechanging ability, they are also adept at learning languages and mannerisms. This trait makes them effective diplomats and entertainers.
More than members of most other races, changelings have trouble fitting in and finding a place in the world. T h e i r changing forms make it seem to others that n o t h i n g is certain about them. T h e i r greatest challenge is the prejudice they face from other races, who assume changelings are all assasins, spies, or untrustworthy at best. Changelings follow three distinct philosophies. Passers stay in one disguised form constantly to avoid the mistrust others feel toward changelings, and to live comfortably in society.
Becomers change often; they believe that by convincingly portraying many different individuals, they follow their heritage. Reality seekers believe it's possible to perfect their true forms and create a flawless changeling society. Changelings often try new looks shapechangers that can assume any humanoid form. The doppelganger and changeling races share gray skin and indistinct features, but changelings have a more limited shapechanging ability than doppelgangers.
They were b o r n o n the continent of Sarlona as a fusion of quori incorporeal entities from a realm of dreams and ascetic h u m a n monks who were willing to j o i n with and protect the q u o r i. T h e u n i o n of dream spirit and h u m a n created a distinct and beautiful species known for its powers of the m i n d. T h e blending of quori spirit and h u m a n host led the kalashtar to their mastery of amazing mental powers. Such powers, called psion ics, are n o t u n i q u e to the kalashtar, but the kalashtar take to t h e m naturally.
Psionic discipline is more rare than magical ability is. As the kalashtar spread to different regions of the world, mastery of psionics becomes m o r e c o m m o n in E b e r r o n , even in unlikely places. Enemies of these quori became the Inspired, who now rule the Sarlonan empire of Riedra. On E b e r r o n today, the Inspired h u n t the kalashtar relentlessly.
Kalashtar abide in their besieged and m o u n t a i n o u s h o m e l a n d of Adar, u n d e r constant threat of invasion by the forces of the Inspired. Some kalashtar have left Adar to learn m o r e of the world so they can better resist and protect other peoples from the Inspired. Strong empath and powerful insight make them compassionate and receptive, but their thought patterns are not h u m a n. They believe that o t h e r races are incapable of u n d e r s t a n d i n g the war against the Inspired, but they also see it as their duty to protect others from any force of c o r r u p t i o n.
Kalashtar genuinely care for the welfare of living creatures, and they use their pes to guard and defend those in need. T h e alien n a t u r e of the kalashtar is a double-edged sword.
Cut c the Region of Dreams, which is h o m e to part of their minds, kalashtar teeter on the edge of insanity. They d o n ' t rely on logic, and their p e r c e p tions of the world can be affected by their otherworldly point of view. Scholars speculate that kalashtar devote themselves to discipline and create complex forms of art and expression in o r d e r to remain g r o u n d e d in tl world—to keen themselves sane.
T h e current Q u o r Tarai is a nightmare, but the kalashtar trust that the darkness will eventually give way to light. Inspired and the d o m i n a n t quori of Dal Q u o r wish to delay the coming of the light, keeping Dal Q u o r locked forever in nightmare. An Inspired overlord dominates hapless Riedran citizens, t u r n i n g them into slaves. Two apparently u n a r m e d kalashtar telepathically communicate their plan of assault, then spring into action using blades created instantly from their m i n d s.
Psionic ability also called psionics represents the power of m i n d over matter, matter created by mind, and even o n e m i n d over a n o t h e r. A p e r s o n who can manifest psionic powers can potentially accomplish anything he can imagine. Some creatures can use psionics as well, whether through innate ability or development of a monstrous m i n d. In many ways, psionic abilities are like magic.
Both create paranormal effects beyond the power of muscle or machine. Manifesting a power is like casting a spell, and magic and psionics interact readily with each other.
Magic and psionics differ in a subtle way. Psionics is, instead, the raw power of the m i n d freed from the need for outside energy or religious devotion. T h e i r races include goblins, bugbears, and hobgoblins. These different breeds share feral features, including sharp teeth, large pointed ears, dark and coarse hair, and yellow-green to orange skin that sometimes darkens on the nose.
Hobgoblins are humanlike in stature, though a head taller than an average h u m a n. Bugbears are taller still, and more heavily built than even ores. Goblins, on the other hand, are short—about the same size as gnomes—with bowed legs that belie their speed and grace. Goblinoids once ruled Khorvaire before the coming of h u m a n s.
With few aside from scattered tribes of ores to oppose t h e m , they built great nations on Khorvaire. T h e greatest a m o n g these was the unified Empire of Dhakaan. O n e of the greatest m o n u m e n t s still standing in Khorvaire is the Six Kings in the Graywall Mountains of Breland. T h e r e , carved from the rock, six hobgoblin warlords stand over a thousand feet high, overlooking a narrow valley.
M o d e r n goblinoid warlords trek to the valley to pay homage to their ancestors. Those who have d o n e so have had great successes. Caves u n d e r the kings are said to be full of ancient Dhakaani artifacts, guarded by ghosts of Dhakaani champions. Goblinoids have always worshiped the dark forces of the world, such as the deities of the Dark Six or the Dragon Below. Missionaries brought the goblinoids the worship of the Sovereign Host.
Haruuc reinforced this new religion by personally following the Host's god of war, Dol Dorn. Hobgoblins ruled the Empire of Dhakaan, and in that d o m i n i o n , it's said, they b r e d goblins as workers and bugbears as warriors. T h e Dhakaani nation lasted eleven thousand years, until the coming of the cruel daelkyr from the Realm of Madness spelled the end of their age. Although the daelkyr were eventually banished, the Empire of Dhakaan was left in shambles.
By the time h u m a n s arrived on Khorvaire, all that remained were isolated goblinoid clans surviving on the few useful remains of their fallen realm. With no one to unite them, the goblinoids stood no chance against h u m a n expansion. They fell to h u m a n swords, went into hiding, or integrated with humans—often as slaves. It quickly became popular for the wealthy to employ hobgoblin bodyguards.
Soon afterward, the Last War began, and it was only a small step for House Deneith to provide goblinoid troops where it had before provided exotic security forces. Goblinoid mercenaries eventually supplemented several nations' armies, which relied heavily on such soldiers as the war dragged on. Lhat dependence proved catastrophic. Seventy-five years into the war, a shrewd hobgoblin warlord named Haruuc secretly united goblinoid warlords and chieftains to his cause, and then t u r n e d on his employers.
Haruuc's forces carved a massive chunk of land from the borderlands, killing many of the people they had been contracted to protect. As H a r u u c calculated, n o n e of the kingdoms from which he carved Darguun could commit military forces to reclaim the land. Breland's king quickly made terms with Lhesh Haruuc, recognizing the land of Darguun in exchange for an alliance.
When the treaty to end the war was crafted, most nations recognized Darguun as a state u n t o itself. For his part, Lhesh Haruuc vowed to be at peace with the nations that recognized Darguun—a promise he has thus far kept. Goblinoids are warlike. They often fight with themselves as well as with others. The warlord Haruuc and his followers created Darguun during the Last War.
He became the ruler of a new goblinoid nation. Each k i n d of d r a g o n m a r k grants a particular magical power, anything from speaking with animals to t e l e p o r t a t i o n. The Mark of Making helps repair and create goods. The hurnans of House Cannith create war machines and wondrous magical constructs, including the warforged. The Mark of W a r d i n g creates magical The Mark of Sentinel has protective barriers and a l a r m s - a n d even phantom powers.
The humans of House Deneith watchdogs. The dwarves of House offer highly trained bodyguards and Kundarak are bankers and moneylend- mercenaries. The Mark of Storm can control weather. The halflings of House agriculture and control transport across I Ghallanda operate cozy inns. The Mark of Healing cures wounds and diseases.
The halflings of House Jorasco provide health c a r e - f o r anyone w h o can afford their fees. The Mark of Detection discerns danger. The half-elves of House Medani serve as scouts, detectives, and counterspies.
An underground House Kundarak vault is secured w i t h powerful magic that detects intruders. Marks come in many sizes. The most powerful marks-Siberys marks-can cover the bearer's entire torso. They are very rare and incredibly powerful. Most guild members are not b o u n d to the house by blood, but get more business because the house's b a n n e r is seen as a sign of quality and reliability. The Mark of Passage has movement The Mark of Scribing aids w r i t i n g and powers, including teleportation.
The communication. The gnomes of House humans of House Orien control transport Sivis run a vast communication network of packages and passengers, and they and serve as translators, notaries, and operate the lightning rail. The Mark of Shadow can both deceive and see through deception. The elves of House Phiarlan have used the mark for espionage in secret, but in public they act as artisans and entertainers.
The Mark of Finding discovers hidden objects and creatures. The humans and half-ores of House Tharashk are prospectors, inquisitives, and bounty hunters. After a faction w i t h i n House Phiarlan split off, House Thuranni was created.
This house competes directly w i t h Phiarlan, both in public w i t h entertainment and artisan w o r k and in secret w i t h its Shadow Network. The Mark of Handling calms and controls animals. The humans of House Vadalis breed and train magnificent beasts. The elf dragonmarked houses, House Phiarlan and House Thuranni, appear to be entertainers and artisans.
However, espionage is far more lucrative. The houses were once one, but w h e n Thuranni split off, the houses became competitors. As the war g r o u n d on and the strength of the Five Nations waned, separatist regions arose that formed new nations. Dragonmarked houses and their guilds, even with their supposed neutrality, further confuse the tangled web of relations between c o u n tries.
Tossed into the mix were the might of realms on other continents, secret deals, and the aims of factions—secret and public—across Khorvaire and the world. Five major nations made up the K i n g d o m of Galifar, which stretched from coast to coast on Khorvaire. These nations coexisted in peace until the Last War began. At that point, the Five Nations divided, each of its rulers laying claim to the t h r o n e of Galifar.
T h r e e rulers of the four nations that survived the Last War are Galifar's descendants. Aundair's Q u e e n Aurala still seeks the t h r o n e of Galifar, though she would rather acquire it through skill with words than skill at arms. T h e war-weary K i n g Boranel of Breland desires peace m o r e than he seeks a united Galifar, and he supports Breland's strong parliament. K a r r n a t h ' s king is Kaius III, who rules his nation as a military dictator.
K a r r n a t h , however, was one of the most vocal supporters of peace, and Kaius seems m o r e focused on rebuilding his nation than on rekindling war. A royal n a m e d Thalin ruled T h r a n e at the beginning of the Last War, but after Thalin's death the people of T h r a n e rejected his heir. Faith in the religion of the Silver Flame caused t h e m to instead t u r n to that church for rulership.
Now, T h r a n e is a theocracy, and although the nation's leader, Jaela Daran, the Speaker of the Flame, doesn't want war, the majority of her followers want all nations to bow to the sovereignty of their religion.
As mercantile enterprises, the houses need to remain welcome wherever they go. Of course, this appearance of neutrality is sometimes secondary to the private agendas of those who rule a particular house.
T h e needs of business also dictate that representatives of the houses seek influence in royal courts all over Khorvaire. Law is often shaped by such needs, and by the power of money. Identification papers are common in the civilized regions of Khorvaire.
They allow for ease of travel, and they aid in law enforcement. Magic even allows for sophisticated picture IDs. T h e tenuous peace after the Last War could be broken at any time, and espionage is one way to get the upper h a n d if war breaks out again.
Some m i n o r espionage missions are given to adventurers. T h o s e who prove their worth take on m o r e vital missions, such as infiltration or counterespionage against spies from rival organizations. Adventurers and others not affiliated with the spying organization are used because they are expendable and can't be traced directly back to their employer.
For the most sensitive jobs, though, spymasters must be certain the person they send is totally loyal. Changelings and gnomes make good thieves and spies. With their powers of disguise, changelings can become anyone. Gnomes are small and cunning, with a voracious appetite for knowledge and a natural talent for illusions.
Spies of these races don't have house ties as the elves of the Mark of Shadow do, and they're usually less picky about whom they work for. The magic image projector created for House Phiarlan can record and play back events. It can record up to 10 minutes of an event and show it as an illusion later.
The device can't replicate sounds, however. It is crafted with a Siberys dragonshard suspended in a silver hoop. Deities d o n ' t walk the earth in E b e r r o n , n o r do they produce ostentatious displays of power. No one can provide evidence that the gods exist, but the faithful are certain in their belief. A priest could be an agent of a sinister group, a shapeshilter in disguise, or simply motivated by self-interest or greed.
In Eberron, nothing is certain—not even in the arena of faith. Vassals can worship either a single deity or the entire p a n t h e o n , and they make offerings to different deities depending on the situation.
They cart be considered part of the Sovereign Host or a separate p a n t h e o n. Devious schemers, they are worshiped by villains and m o n sters alike. T h e Purified of the Silver Flame, as followers call themselves, believe that evil is an active, supernatural force and are devoted to purging it from the world. They call this force il-Yannah 'the Great Light'. They meditate to perfect themselves in body and mind and prepare to fight the forces of darkness.
Since the elves believe the dead to be incarnate deities, they seek advice and favor from them. T h e i r greatest champions are often reanimated alter death to continue to fight for lor the cult.
Vol is an ancient lich an intelligent undead spellcaster and a master master of of necromancy. T T hh ee matriarch matriarch of of the the house house crossed crossed the the bloodlines bloodlines of of elves elves and and dragons.
This act act angered angered both both races, dragons. This races, which banded together to destroy which banded together to destroy the the House House of of Vol. Lady Lady Erandis Erandis d'Vol, d'Vol, an an undead undead wizard, wizard, survived survived the the destruction destruction of the of her her house, house, and and she she alone alone carries carries the Mark of Death.
Sotne wish to free Khyber, the Dragon Below. O t h e r s traffic with demons or seek a lost paradise deep belowground. It is a land that has a rich variety of people and environments. Territories vary widely.
T h e blasted landscape of the D e m o n Wastes borders the lush forests of the Eldeen Reaches. T h e vast expanse of the Talenta Plains rises into the m o u n t a i n o u s M r o r Holds, which b o r d e r the peninsulas and islands of the Lhazaar Principalities. To the n o r t h of Khorvaire is the frozen Frostfell. To the south are Aerenal the elf nation and the wild, monster-infested jungles of Xen'drik. T h e d r a g o n - i n h a b i t e d continent Argonnessen lies to the east, as does Sarlona, the h o m e of the psionic Inspired.
These were once united as the kingdom of Galifar, but they broke apart d u r i n g the Last War. In fact, Cyre was destroyed near the end of the war and became known as the M o u r n l a n d.
These nations are so populous and powerful that they drive the direction of the entire c o n t i n e n t. Trade across Khorvaire falls under the control of the dragonmarked houses. Their enclaves appear in most large cities and in many small ones as well. The Wayfinder's Guide to Eberron can serve as your jumping off point to create your own monsters, adventure modules, and other tabletop content set within Eberron and put it up for sale on the Dungeon Masters Guild.
Need more information? Discover new books on Goodreads. Sign in with Facebook Sign in options. Join Goodreads. Want to Read saving…. Want to Read Currently Reading Read. Wayfinder's Guide to eberron. Explore the world of Eberron in this campaign prototype for the world's greatest roleplaying game. Your email address will not be published. File Name: wayfarers guide to eberron pdf download.
Wayfinders Guide to Eberron.
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