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the cauldron of the thirteen dra80lls boils until aile of thefive beasts fi8htin8 over a sin81e bone becomes a thin8 of desolation desolation spreads over that land like wildfire like pla8ue and eberron bears the scar of it for thirteen cycles of the battle8round life ceases within its bounds and ash covers the earth -the draconic prophecy in the wake of a long and terrible war a world struggles to find its destiny will it descend once more into brutal connict and end in spectacular annihilation or will the world emerge at last into a new era of peace and prosperity at this moment a handful of heroes-you and your allies-might hold the fate of the world in their hands this is a world whose destiny is hidden in the mys· terious prophecies of dragons tempered by powerful magic and forged in bloody warfare ten important facts what makes the world ofeberron unique here are ten key pieces ofinformat ion about the world to bear in mind i.lfit exists in the d&d®world then it has a place in eberron eberron is a ll about using the core elements of the d&d world in new ways and interesting com· binations with some unique elements thrown in it s still a d&d setting so any information for play· ers 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 into you r dungeon master s eberron campaign of course your om always has the final word about what parts of the 0&0 game are a llowed and not a llowed in the campaign 2 tone and attitude eberron takes all the cinematic action and swashbuckling adventure of traditional 0&0 games and adds in a strong dose of mystery and scheming [n this campaign stories don t a lways end well and there isn t always a right answer to every problem the last war turned old a llies into bitter enemies and destroyed an entire nation leaving terrible scars behind crime and corruption lurk in the largest cities your character s all ies might become hi s or her enemies in the blink of an eye and well · known agents of evi l might provide assistance when it s least expected hidden dragons shape the course of history sinister fiends innuence the dreams of the unwary a n army of horrors lingers just beyond the edge of rea lity struggling to break through nothing is exactly what it seems 3 a world ofma8ie the se tting supposes a world that developed not through the advancement of scie nce but by the mastery of magic magic a llows for conveniences and services undreamed of in traditional medieval fantasy bound elemental creatures power elemental airships rail transport and high -speed ocean vesse ls a working class of minor mages uses ritual magic to provide energy and ot he r necessities in towns and cities advances in magic item creation have led to everything from se lf·propelled farming implements to sentient fre e· willed constructs 4 a world of adventure from the steaming jungles of aerenal to the colossal ruins ofxen drik from the towering keeps ofsharn to the blasted hills and va lleys of the demon wastes eberron is a world of action and adventure adventures can draw your character and your a llies from one exotic location to another across nations continents and the entire world the quest for the mirror of the seventh moon might take you from a hidden desert shrine to a ru ined castle in the shadow marches and finally to a dungeon below the library of korranberg through ·
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· the use of magica l tran sportation your he roes ca n reach a wider ra nge of environme nts during a n adventure and thus dea l with a dive rse assortment of monste rs and challenges 5 the last war has ended sort of the last war which plunged the contine nt of khorvaire into civil war more than a century ago e nd ed with the signing of the treaty of throne hold and the establishment of twelve recognized nation s occupying what was once the kingdom ofgalifar at least overtly the peace has held for just over a yea r as the ca mpaign begins the conflicts the a nger and the bitter pain of the long war remain however and the new nations seek eve ry advantage as they pre pare for the next war that they believe will inev itably eve ntually break out on the continent 6 the dra conic prophecy the dragons long-lived and patient in all things seek mea ning in the patterns found in the world and the heavens these patterns play out in the prophecy a record of things to come that has been e merging since the creat ion of the world the draconic prophecy is as complex and unfathomable as the dragons the mselves it hints at events of doom and dread as often as it helps push the world toward exa lted events it seems to point toward transformati on rathe r than destruction but to most people the prophecy remains as alien as the dragons themselves 7 the five nations the human-dominated civilizations on the continent of khorvaire trace a lineage to the ancient kingdom ofgalifar which was made up offlve distinct regions or nation s these were aundair breland cy re karrnath and thrane four of these nations survive to the present day as indepe ndent countries cyre was destroyed before the start of the campaign the devas tated territory it once occu pied is now known as the mournland a common oath or excla mation among the people ofkhorvaire is by the five ations or some version thereof the five nations refers to the ancient kingdom ofgalifar and evokes a legendary time of peace and prosperity 8 a world 0!intri8ue the war is over and the nations of khorva ire now try to bu ild a new age of peace and prosperity ancient threats linger howeve r and the world desperately needs heroes to take up the cause nations compete on many levels-economic might politica l influence territory magical powe reach look ing to mainta in or improve its current statu s by any mea ns short of all -out war espionage and sabotage services create big business in certain circles the dragonmarked houses temples both pure and corrupt crime lords monster gangs psionic spies arcane unive rsities royal orders of knights and wizards secret societies sinister maste rmind s dragons and a multitude of organizations and factions jockey for position in the afterglow of the last war eberron teems with conflict and intrigue 9 dra8onl11ark dynasties the g reat dragon marked families are the barons of indu stry a nd comme rce throughout khorvaire and beyond t heir influence transce nds political boundaries and they remained mostly ne utral during the last war t he heads of each house not technically citizens of any nation live in sple ndor within their e nclaves a nd empori ums located throughout khorvaire t hese dynastic hou ses of commerce derive their power from the dragonmarks unique he reditary arcane sigil s that manifest on certain individuals within the family granting the m limited but very useful magical abilities associated with the trade guilds the family controls dragonmarks are sa id to be the prophecy written on mortal fl esh-a supposit ion that incenses the dragons 10 dra8onshards ancient lege nd s and creat ion myths desc ribe eberron as a world in three parts the ring above the subterra nea n rea lm below and th e land betwee n each of these world sect ions is tied to a great dragon oflegend siberys khyber and eberron res pec tive ly eac h sec tion of the world produces dragonshards stones and crystal s imbu ed with arcane power with the aid of dragon shard s dragonmarks become more powerful eleme nta ls a re controlled and harnessed and magic items of a ll so rts are crafted a nd shaped these shard s how· eve r are ra re and difficult to come by ma king them ex pe nsive and often the goals of great quests and adventures o iu :l 0 iz z o o how to use this book this book is des igned to help you create characters in th e dungeons dnagons®ga me using the unique flavor and details of the ebennon setting the euehhon playe r s guide uses th e core rules and ga me mec hanics of dungeons dnagons you ca n use a c ha racte r from another d&d ca mpa ign setting in eberron without a ny modifica tions you ca n create a characte r who could be found only in eberron using the new races classes bac kgrou nd s a nd feats found in this book or you ca n ma ke a hero who combines e leme nts from more than o ne sett ing the euehhon playe r s guide offers you a wealth of information to help you des ign a cha racte r ready to take on this complex world of wonders terrors a nd adve ntures.
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chapter 1 welcome to the world ofeberron this book is your guide to exploring everything eberron has to ofter the euerilon®campaign setting abounds with sinister conspiracies a mysterious prophecy and constant opportunity for exploration and adven ture the setting might be 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 the tools to customize a character for the eberron world or any d&d®setting the ene/lhon player s guide features three races essential to the setting kalashtar changelings and warforged· lt also introduces the artificer class and provides over two dozen new 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.lf you are a dungeon master interested in running an eberilon campaign the eblmhon campai8 guide explores this setting in even greater detail this chapter includes the following sections the world an introduction to the politics and geography ofeberron khorvaire s five nations the distant continents of sari on a argonnessen and xen drik and the other planes life across khorvaire the qualities that shape the people ofkhorvaire how faith and politics interact to shape the everyday lives ofkhorvairians faiths ofeberron each of the major religions and figures revered by eberron s inhabitants including the deities of the sovereign host and the dark six time and history the ages and events that have shaped present-day eberron and how people in the world track time movers and shakers some of eberron s most powerful forces including dragonmarked houses noble families and the draconic prophecy adventures the fundamentals of being an adventurer in eberron where you can go and how to get there life in ebe ron
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the world eberron is a world divided into three parts legends tell of three great progenitor dragons that created the world and now form its three segments siberys the dragon above khyber the dragon below and eberron the dragon betwee n these legends have made their mark on philosophy religion and folklore across the world-every culture has its own version of the three creator dragons the progenitor dragons correspond to the world s physical structure the ring ofsiberys which appear as a ribbon of glea ming dragonsha rds surrounds the world and shines like a gold band across the night sky on clear days it shimmers with a fa int golden haze twelve moons glitter like gems in its celest ia l setting the nea rest moons look like gold coins in the night sky while the farthest seem only slightly larger than the brightest stars khyber the dragon below is the cavernous underda rk beneath the world s surface laby rinthine passages snake through the depths and open into vaults of eve ry shape and size in many places the elemental chaos spills into the caverns of khyber creating a reas where fire magma or lightning strea m forth a nd where demons emerge to wreak havoc on the world the dragon between is the world of eberronvast ocea ns a nd six great continents mounta ins and deserts a patchwork of fields and forests swa mps and tundra a nd much more eber ron is a world of ex tremes fantastic natural beauty mingles with terrible corruption a nd darkness the world s majesties includ e mountainous ice floes looming over the freezing waters of the bitter sea spectacular bluewood trees forming natural cathedral s in the hea rt of the towering wood a nd island s like magnificent sc ulptures in the straits ofshargon at the opposite extreme corruption seeps from the rea lm of mad ness and spreads through a sicke ned forest the desolate soil of the labyrinth rejects all life and growt h a nd the blighted ea rth of the mournland lies desolate in the wake of catastrophe khorvaire six conti nents support the vast diversity of life on eberron one of these khorva ire is the hea rt of the world at least as far as humans are conce rned on this continent the last a nd greatest of the human empires grew a nd thrived before the last war tore it asunder most pl ayer characters are from khorva ire since members of most of the races ofeberron ca n be found there humanity s great nations were once one then five and now four sc holarly aundair militaristic c hapter i karrnath theoc ratic thrane and cosmopolitan breland these four kingdoms together with a dead nation once ca lled cyre occ upy central khorvaire in add ition to being home to humans the nations are melting pots of ot her cultures dwarves elves halflings dragonborn half-elves and less common races make their homes in the towns and cities of the ce ntral nations wa rforged are a particularly common sight house ca nnith s humans fashioned this race in their a rca ne creation forges the doomed nation ofcyre is now the mournland a desolate haunted realm where gray mists suck the life from travelers_few ca n survive its hardships but the treasures of a fa llen nation tempt some to try their luck the only creatures here are treasure hunters travelers a nd those beings that do not possess a life force on which the la nd ca n prey warforged undead and stra nger creatures aundair breland cy re karrnath and thrane were called the five nations in the distant past and the name is still used despite the loss of one of their number these nations once formed the cornerstone of the great kingdom ofga lifar only a few human lands fall outside the five nations these countries include the lhazaar principalities in the northeast tropical q barra in the southeast and the wild eldeen reac hes in the west homelands of other races are also found in khorva ire the dwarves a ncest ra l home is the mror holds near karrnath in the northeast nomadic halflings travel ac ross the talenta plains in the east elves from the island co ntinent of aerena l have established a land ca lled va lenar in khorvaire s southeast communities of orcs and half-orcs are concentrated in the swa mpy shadow marches to the far west gnomes ca ll southern zilargo their homela nd and tieflings long ago found refuge in western khorvaire when they fled the ruin of their ancient kingdom ohr ka luun shifters roam the wild forests across the continent dragonborn enclaves in the east recall the great empire of their a nc ient past eladrin have long visited khorva ire from their homes in the feywild but many fey are now trapped in the world a nd one of their cities has shared the devastating fate of the mournland eve n the monstrou races medusas ogres and the like-cla im droaam as their own nation in khorvaire a lthough the conti nent s other countries refuse to acknowledge its sovereignty i life in eberron ·
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beyond khorvaire although khorvaire is the ce nter of the world to many people five other continents stretch across eberron aerenal just southeast of khorva ire lies the great isla nd of aerena l the a ncie nt home of t he elf race the aereni have preserved their traditions unchanged through millen nia guided by their undead ancestors to outsiders the elves of thi s ancient isla nd kingdom seem li ke sini ster nec roma ncers or deat h cultists but their reverence for the dead does not make them ev il even so the la nd of ae rena l holds abundant dangers a longs id e its plentiful opportu n ities xen drik to khorva ire s south stretc hes the vast wilderness ofxen drik once home to a fa llen e mpire of gia nts ruin s of this e mpire are buried in the continent s e ndless jungles every exped ition that returns from the wilds ofxe n drik bears new relics and mysteries with stea ming equato ria l jungles a vast desert a nd a frozen wasteland to its distant south xen drik 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 a nd ruin s a re home and they fight to defend them argonnessen east ofxen drik beyond aerena l is the homela nd of the dragons argonnessen few nondragons travel to the continent s interior but re ports spea k of dragonborn city·states ruled by dragon kings the dragons a re devoted to the study of their a ncie nt prophecy which they see revea led in the movement of the moons a nd stars ma rks written on the ea rth a nd in the strange designs that appear on the skin of some of khorva ire s huma noid s these designs are the dragonma rks a nd many scholars view them as sy mbols of power a nd destiny the frostfell north of khorvaire is the frozen waste of the frost fell the source of brutal winter storms and the home of terrifying monsters of ice a nd destruction o nly two expeditions from khorva ire have successfully braved the frostfell s unrele nting cold a nd neither has re ported any redee ming feature of this barren land sarlona sa rlona is khorva ire s neighbor to bot h east and west the vast em pire of ried ra dominates sa rlona its ruler-deities are the mysterious inspired its li aisons a nd diplomats ca n be found in every major khorva iri a n population center the other regions of sa rlona ada r syrkarn and the tashana tundra are defin ed by their relationship to riedra and ex ist in its shadow occasiona lly adara n travelers come to khorvaire so its culture although it is exotic a nd ill understood is not unknow n on that continent the planes the lege ndary dragons correspond to the three layers of the uni verse the ast ral sea or sea ofs iberys lies above the world it is home to immorta l angels and dev ils a nd perhaps even to deities legends say that the sea ofs iberys is divided into realms much like the world below a nd th at beautiful age less creatures inhabit its breathtaking cities the coils ofeberron is the world most creatures know including khorvaire xen drik and the other continents the coils also embrace the shadowfel l dolurrh the feyw ild thelani s a nd dal quor the enig matic reg ion of dreams finally the elementa l chaos or the chaos of khybe r is the net her region that forms the found a· tion of ex istence the world below this tormented rea lity is home to demons dev ils and worse these creatures struggle to brea k free from khyber a nd into the coils of eberron in order to prey upon vulnerable morta l bod ies a nd minds some believe that there is a fourth layer of the universe or perhaps a layer beyond the universe schola rs ca ll this plane xoriat the rea lm of mad ness brave souls shudder at the mention of the creatures sa id to dwell the re although most of what is known about xoriat is apocrypha l the ex istence of the rea lm of madness and its innuence on eberron is unde niable although the pla nes touch on few peoples lives they have a n important impact on eberron like the moons or the tides the innuence of the planes wa nes and waxes sometimes they are distant or remote from eberron a nd t heir innuence is sma ll other times t hey are near or coterminous and their pull is strong when a plane is at its closest eberron fee ls its effects whe n dolurrh is coterminous for exa mple the shadows of eber ron a re deepe r the nights longe r a nd the darkness more dange rous even when the planes move away their innuence bleeds into the world at certa in key locations these spots ca lled ma nifest zones a re strange and ot herworldly a reas some are verdant rea lms of life a nd twilight some are landscapes of twisted trees and monstrous abominations and others ev ince subtler cha nges w hatever the spec ific conseq uences the power of the planes is great in e b er ro ·
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l1f£ across khorva1r£ almost four years ago the people ofkhorvaire took the first drastic steps to pull themselves out of a devastat ing century-long conflict ca lled the last war in its aftermath the great kingdom ofgalifar was no more_in galifar s place were a handful of sma ller depleted nations nursing long-stand ing grudges and deep wounds the last war and to a lesser extent the memory ofgalifar s golden age define how the people of khorvaire think and act khorvaire is a disparate land however much of it was once a single kingdom and thus its nations share a number of similarities the last war and the destruction ofcyre left people with a deep cy nicism and smoldering distrust a feeling of doom lies heavily on the land many people see the ravaging ofcy re as the harbinger of an even greater apocalyptic event many specu late that ifcyre cou ld fall the n all of khorvaire is at risk of becoming a lifeless gray la nd scape where on ly ghosts walk these dark thoughts are pervasive and profound some people remain optimistic despite the hard times citing the treaty ofthrone hold as ev ide nce that the nations can work together but for most khorvairians trust is dead the average person suspects his neighbor of someth ing his neighbor in turn suspects the same of him and going to the market is an experience rife with cold glances a nd whispered conversations the nations political leaders foster this se nse of unease none of the kings or queens got what they wanted in the last war national pride is not nea rly as strong a feeling as xenophobia and although the nations work together to some degree distrust among their leaders is echoed by distrust among their c itizenry each nation suspects the others of secretly stockpiling weapons directing saboteurs and commissioning spies the general atmosphere is not relief that the war is finally over khorvairians know that a lthough the surviving nations are now ex hausted from the brutality and the effort of the war they will soon leap back into the fight dragonmarked houses each of these extended families dominates a particular aspect of trade be it transportation weaponry or healing with potent hered itary magic at their command and scores of cousins and vassals ce ntra l members ofthe dragonmarked houses wield power akin to that of high nobility the houses barons possess political a nd mercantile clout akin to that of queens and kings the houses influe nce stretches across khorvaire breland might be able to survive without a king but the face ofkhorvaire would c hange dramatically if house lyrandar were leaderless two organized religions a lso maintain great power in khorvaire the sovereign host and the silver flame i n these uncertain postwar times the power of religion is growing scared people turn to spiritual aut hority for comfort although the doctrines of both the sovereign host a nd the silver flame promote virtue and order high -ra nking members of these faith s sometimes abuse their status although respected religious officials usually don t wield as much power as their noble or mercant ile cou nterparts the sovereign host has no distinct hiera rc hy through which to wield authority and the church of the silver flame has limited influence outside th rane everyday life the cornerstone of life on khorvaire is the small town a dim but important point of light in the world s darkness most khorvairians are farmers or laborers living in farmsteads a nd hamlets within a couple of miles of a cent ral town a larger settlement serves as a trading nexus to which farmers bring crops li vestock wool and similar goods crafters from the town trade plows leat her goods imported items and similar objects or services in exchange for farm goods farmers crafters and laborers pay taxes to a loca l lord who lives nearby the lord uses this tax money 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 brigandsmany of them ex-soldiers from the last war plague the cou ntryside monsters roam the vast distances between towns occasionally attac king 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 of the city people are more connected to the natura l world the rural population ofkhorvaire tends to distrust visitors and strangers news travels slowly a nd rura l people are often suspicious of government galifar was a hereditary feudal monarchy and most of the nations that came from it follow its example kings and queens are supported by an a rray of nobles barons earls counts and other land holderswho 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 the most important of these groups are the twelve c hapter i i life in eberron ·
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anything that happens more than a dozen miles away many still feel the pa in of the last war and its after· math-cousins dead fathers disappeared a nd siblings gone to work in the big cities just as farms surround a town towns surround a city-a lthough 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 a re vital these points of light are beacons of both civilization and dep ravity of sc holarship and corruption of orga· nization a nd filth cities are far more cos mopolita n than the countrys ide individuals of all races and backgrounds come together in the great metropolises ofsharn a nd flamekeep sharing food living space and rumors city residents are more comfortable with diver· sity a nd more wary of the wilderness than a re rura l people they a lso have more opportunities to improve their economic mea ns members of the middle and upper cl asses are found more often in cities than in the country urban dwell ers have access to resources that country folk generally lack magic is common residents of cities reg ularly e njoy minor spells and encha nted items that improve their lives also the remnants of ga lifar s educational syste m a re intact in most of khorvaire s cities public educa tion is free supported by taxes for all who ca re to take advantage of it higher education is available at a few universities that teac h subjec ts such as hi story and geography as well as more esote ric topics suc h as magica nd monste r lore adventurers adventurers break rules and defy stereotypes although they a re not common most people in khorva ire know what adventurers a re a nd have romantic notions about what they do becoming an adventurer a nd surviving is a good way to become rich see inte resting places a nd ga in everlasting fame news pamphlets such as the korra nber8 chronicle encourage thi s notion because the public loves great venture tales such stories are eve n better when they re true adventurers whose stories end badly are rarely featured and novice do ·gooders who disap· pea r in the wild on a first outing a re ra rely discussed adventuring is the epitome of a high·risk high· rewa rd career few adventurers trave l alone they know that the re is safety in numbe rs that five heads are better than one a nd that a group is more than the sum of its parts many adve nturing parties work as freelancers going where ve r their noses and more arcane senses point others accept the patron age of wea lthy individuals governments or organizations these patrons supply adventurers with mission s and rewards and serve as sources of information a nd intrigue these relationships work best when the adventurers a nd their patrons share common inter· ests a party fascinated by xen drik s myste ries for exa mple would do well to consider patronage from morgrave unive rsity 0 j uj languages across khorvaire people of all races spea k common as the official language of the kingdom ofgalifar it beca me nea rly unive rsa l on the conti · ne nt nonhuman races suc h as elves and dwa rves have their own languages but those tongu es are not as well known the languages in ebe rron a re the sa me as those prese nted on page 25 of the player s handbook® with a few exceptions orcs spea k goblin not giant from their days as me mbe rs of the dhakaani empire a nd drow speak giant not elven due to their long tenure as slaves of the giants in add ition three new ian· g uages a ppear in ebe rron argon is an a lte red form of common spoken by nume rous ba rbar ians espec ially those in and around the northe rn islands and shores of argonnessen quori is an ancient mystica l language s poke n primarily alllong the most lea rned and important of sarlona s kalashta r and inspired riedran is spoke n by the sa rlonan lower classes its script is an a ntiquated form of common ca lled old common although both riedran a nd common evolved from the sa me root la ng uage they are dif· ferent enough that spea ke rs ca nnot unde rsta nd each othe r c hapter i money most rural folk a re farmers or laborers and they make up the majority of khorvaire s population indeed six out of every te n khorva irians are me mo bers of the lower class a rural khorva irian would rarely have more than a handful of silver pieces at one time and might only with difficulty find a few dozen gold pieces in an eme rge ncy three out of eve ry te n khorvairians are me mbers of the middle class they a re merc hants arti sa ns sk illed professionals minor nobles me mbe rs of the clergy professo rs or heroic tier adve nture rs each might have severa l hundred gold pieces within easy access a nd could gathe r a couple of thou sa nd or more if necessa ry the majority of the middle class res ides in cities but a few me mbe rs-skilled artisa ns minor lord s and retired adventurers-live in the country one in te n khorvairians belongs to the uppe r class including high nobles ranking clergy maste rs of the dragonmarked houses a nd adventurers in the paragon a nd epic tiers these individua ls ca n easi ly obtain thousa nd s of gold pieces to support their life· styles a nd ca n access eve n greater wealth if need be i life in iiberron
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the sc ript for deep speech is daelkyr rathe r tha n rella nic eberron s fa r rea lm is ca lled xoriat a nd its inhabitants a re the daelkyr-some of the most fearsome a nd perverse creatures in the cosmos languages spoken by demons gnolls sahuagln barbarians of argonnessen a nd se re n common humans halflings half-elves half-orcs deep speech daelkyr mind flaye rs othe r aberrant creatures fa1ths of eberron language abyssal argon script barazhad common common daelkyr draconic dwarven elven giant goblin primordial quori rledran supernal dragons dragon born kobolds lokharl dwarves galeb duhrs davek elves eladrlnj fomorlans rellanlc giants ogres draw dave k goblins orcs common efreets archo ns e le mentals ba ra zhad inspired kalashtar quori lower classes of sarlona old co mmon angels devils supernal religion is importa nt in eberron but not because the deities ta ke an obvious and d irect interest in the world rather orga nized faith is importa nt in both a spir itual a nd a sec ula r sense te mples a nd shrines are sources of commun ity and peace or conspi racy and corruption in vill ages a nd towns in cities highranking membe rs of the cle rgy can wield as much power as t he nobility in this war-torn time nume rous khorvai rians have come to scorn deities and higher powe rs just as ma ny however actively participate in organized reli gion as a way to ma ke sense of the world the sovereign host good the sove reign host is a group of nine deities collectively re present ing the e ntire world but focu sing on aspects of civili zation community the protection of th e weak the slaying of wild beasts fertil ity construction and the like the sovereign host is the most widely worshiped body in khorvaire nea rly eve ryone offers praye rs to th e host as a whole a nd to individual deities for specific actions for example a fa rmer might whisper a prayer of thanks to arawai when his baby is born hea lthy a nd a blacksmith might sing the songs ofonatar whe n working at her forge the sovereig n host fi nds worshipers a mong all races a nd from a ll walks of li fe peasants kings a nd adve nturers the fa ith ful worship the pa ntheon as a whole rather tha n devoting the mselves to specific deities worshipers of the sovereign host a re ca lled vassa ls as a group the host exhorts its followers to · place your tr ust in the community the group is stronge r by fa r tha n t he individ ua l the g reat light of a city is composed of the thousa nds of n a mes of its cit ize ns you must ensure that your n a me is as bright as you ca n make it · treat others as they dese rve to be treated if they haven t ha rmed you or yours treat the m kind ly · bring the lig ht of civili zation to the da rkness of the wild s naming conventions in the five nations most people take a surna me usually a fa mily na me a name denoting area of origin or a na me ind icating the individu al s profession exa mples includ e ba rius fa irshield toroth of sha rn a nd sia nna magewright sc ions of roya l or dragonma rked fa m ilies have addition al naming conventions the kings of ga li far had ma ny heirs and they bestowed titles and land upon various families these people a re of noble blood a nd they attac h the prefix ir before their surna mes king bora nel of brela nd for example traces his lineage back to king ga lifa r so hi s na me is bora nel ir w yna rn members of dragonma rked fa mil ies includ e the prefi x d before their surna mes such as morrika n d kunda ra k elvi nor elorrenthi d phia rlan and dalin d vadalis the leaders of house kund a rak ph ia rl a n and vad alis respectively this conven tion arose fifteen hund red yea rs ago afte r a conn ict ca lled the war ofthe mark it ser ves to solidi fy the dragon ma rked houses a nd set the m apa rt from the rest ofkh orva ire pa rticula rly from those who have aberrant dragonma rks eac h dragonma rked house is composed ofmul tiple interrelated fa milies h ouse phia rla n for exa mple includes t he phi a rla n tialae n shol a nd elorrenth i lines ty pica lly a me mbe r of such a line uses the house na me a lone a nd add s the fa mily na me on ly on formal occasions thu s elvinor elorrenthi d phi a rl a n commonly goes by elvinor d phiarla n but w he n introducing he rself at court uses her fu ii na me in e b e rron a r awai good arawai is the goddess of fertility abunda nce a nd life pa rticularly pla nt life she teac hes t hat the wilderness holds grea t resources that e mpowe r civili zation the sister of ba li nor a nd the devourer arawai is also the mother of the fury as a result of he r rape at the ha nds of the devourer according to sovereign host relig ious texts she find s followers among pa re nts farmers druids ra ngers sailors a nd othe rs who ·
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· uj o cl uj z o iii u j i
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the pantheons and deities of eberron aureon balinor boldrel dol arrah dol dorn arawal good unaligned unaligned good lawful good unaligned unaligned good unaligned evil chaotic evil chaotic evil evil evil chaotic evil unaligned lawful good unaligned lawful good unaligned unaligned unaligned chaotic evil ag riculture fertility the wilderness as natural resources knowledge law arcane lore and magic beasts the hunt the cycle of life community home hearth light physical and metaphorical the goodness of the soul honor selflessness military strategy war kol korran olladra onatar the dark six courage duty physical prowess soldiers and warriors war wealth trade commerce fortune luck success forges crafts industry fire the devoure r the fury the keeper the mockery the shadow the traveler the silver flame the blood of vol the path of light elf religion the undying court the spirits ofthe past khyber cults all the world especially the primal wilderness and nature s destructive forces storm flood famine other aspe cts of nature s wrath also the sea wrath passion vengeance gluttony greed necromancy violence betrayal dishonorable victory love of carnage war ambition dark magic corruption change cunning innovation deception protection gene rosity destruction of evil and the unnatural divine power of the blood immortality undeath light progress self-improvement freedom the elf people and society immortality elven society history glory elven history and heroes madness destruction aberrant creatures darkness appoi ntments she is aureon s wife a nd counts commoners pa re nts a nd militia me mbers a mong her worshipers she is usua lly depicted as a commoner of a ny race a nd sometimes as a copper dragon brood ing over a clutch of eggs he r tenets a re bring succor to those who suffer bring the light of truth a nd goodness to da rk a nd evil places bring force of a rms aga inst a ll that is evil va lue your community and fam ily above yourself ensure that if you fall t hey surv ive ma ke your home your have n weighty a nd stressfu l affairs belong elsewhe re and viole nce in t he home is unconsc ionable thought of recompense rewa rds come when they a re needed dol dorn unalia ned the god of courage a nd physica l prowess dol dorn also exemplifies duty and wa r he urges all people to be at their phys ica l best sold iers fighters and wa rlords a re his pr ima ry worshipe rs a long wit h athletes and acrobats sa id to be the brot her of dol arra h a nd the mocke ry texts depict dol dorn as a musclebound huma n dwa rf or half-ore a nd occasionally as a mighty silve r dragon his comm a nds a re simple but strong help othe r membe rs of your commun ity wit h no dol arrah la wfu l good dol arra h is the shining goddess of honorable combat selnessness a nd sunlight she br ings light to pierce the da rk places a nd blades to pierce the hea rts of monsters legends say that dol dorn a nd the mockery a re her brot he rs palad ins wa rlords a nd good-aligned fighte rs reve re her as do d iplomats who fi ght their batt les with word s instead of sword s she appea rs in religiou texts as a huma n or half-elf s knight alight with holy radia nce a nd sometimes as a red d ragon atop a cloud her teac hings a re i shirk your duty only if your cha rges have become unworthy of il achieve a nd mainta in phys ical perfection test your physica l powe rs in contests and in batt le may the strongest preva il kol korran unalia ned kol korra n s likeness appea rs on coins throughout the five nations for he is the god of com merce and wea lth in the postwa r world where trade is cautiously i life inebe rro n ·
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· emerging a nd expanding his following is on the rise merchants traders and thieves a re his primary vassals but anyone who has money or wants more pays him homage religious texts say he and his twin brother the keeper are the sons ofoljadra and onatar these same books depict him as a plump cheerful human or dwarfin flne clothes a few ancient depictions show him as a white dragon atop a bed of ice·blue gemstones he teaches his worshipers to · acquire wea lth · travel new lands offer new trading partners to culti vate a nd new resources to gather · remember that a cha rming smile and a kind word a re often more powerful than a blade and a strong arm the dark six evil complementi ng the sovereign host and its focus on the light of civili zation the dark six represent the darkness of the wilds the two pantheons were once combined but a great schism sepa rated them the dark six now oppose the h ost on all fronts where the sovereign host is generally good the dark six are by and large ev il where the sovereign host values community a nd government the dark six value individua lity a nd anarchy the dark six are cruel pass ionate brutal a nd wild although worship of the dark six is not common the people of khorva ire 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 dark six when appropri ate everyone knows that the neighbors do the sa me a lthough none ever spea k of it with the exception of the mysterious trave ler the dark six are ev il deities and thu s inappropriate sources of veneration for pcs as described in the player s handbook a character ca n worship a n ev il deity without sharing that alignment but doing so is tricky for that reason only the traveler is di scussed below the other members of the six a re described briefly at the end of this section 0 u vl j i :1 olladra good the goddess ofluck and plenty olladra s name is a popular one people toast her at parties a nd festi · vals ga mblers rogues bards and hedonists pay her homage throughout the yea r she is onatar s wife and mother to the twins kol korran and the kee per in imagery she is a young ha lfling an old fema le human and occasionally a black dragon her tenets a re · 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 aga inst oppression any who would deny you your freedoms should feel olladra s anger the traveler vnali8 ned onatar unalianed onatar is the god of forge and flre of industry and craft his name is invoked in fa ctories a nd smithies and his symbol appea rs on forges throughout khor· va ire dwarves in particular revere him as do those who spec iali ze in flery magic-wizard s a nd warlocks of the appropriate bent religious texts say he is hus· band to olladra and father to kol korran and the keepe r in these sa me sources he appea rs commonly as a dwarf a nd occas ionally as a brass dragon his com mands are · create to craft an objec t or forge a weapon is to create a tool that many workers ca n use · work work gives mea ning to life a nd st rength to communities · respect fire it is an inva luable tool a nd a powerful weapon t he great trickster the trave ler is a deity of cunning decept ion and change the traveler is a cons um · mate shapecha nger a nd master of disguises and thus the being s true nature is unknown-texts va riously refer to the traveler as it rather than he or she ma ny doppelgangers shifters iyca nthropes thieves a nd rogues revere the traveler as do a few a rti fl cers who focus on the deity s innovation a nd cleverness the traveler is sometimes ca lled the giver of gifts but proverbs wa rn that one must be wary of its gifts ostensibly a member of the dark six the traveler seems to have no connection fa milial or otherwise to its fellows the traveler s commandments must often be inferred for its holy texts a re few its tenets are · revealing your true selfis weakness shroud your· self in misdirec tion and di sguise so that even you do not know what dwells in your core · nothing is perma nent ensure that cha nge improves your lot a nd da mages your enemies · the best weapons a re cunning plan s a nd intricate deceptions mortal minds are predictable a nd easily ma nipulated c hapter 1 i life in eberron
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