An Eberron Primer Kalashtar psions and the Inspired lords of Riedra have found a way to harness the power of Siberys shards by undergoing a painful process that embeds a shard in their body, providing enhanced mental or physical abilities. They do not age as the other races do, and it is not known what effects time will have on them. Two years prior to the end of the Last War, the nation of Cyre was destroyed in an incident known as the Day of Mourning. Eberron shard items store magical energy or psionic power as spellbooks, spell-storing items or psionic power stones. The book also contains dice-fueled rules for reenacting thrilling events in the world of Eberron (dice not included). They see blood as a path to divinity, and are fascinated by the literal and figurative meanings of blood. Of the Quori, 6 subspecies are known. Since Eberron’s release we’ve gained extensive familiarity with the materials in the campaign source books and accessories from 3e and 4e as well as the novels. The majority of the lore and world is set as it is, but since 100 years passed since the Last War, plenty of things have happened. New Eberron . The Inspired are the psionically gifted rulers of Sarlona and willing hosts of their quori overlords. Truedive shifters receive a bonus to their Constitution score, a bonus to their Swim skill, and an increase in their swimming speed while shifting. Sharn is the largest city in the kingdom of Breland. This book provides everything players and Dungeon Masters need to play Dungeons & Dragons in Eberron—a war-torn world filled with magic-fueled technology, airships and lightning trains, where noir-inspired mystery meets swashbuckling adventure. The Dhakaani goblinoids could not stand against the might and madness of the alien invasion. They are masters of manipulation, capable of twisting the thoughts of mortals and spirits. The Inspired also show an open interest in the continent of Xen'Drik, and have established numerous bases there, though likewise the precise goals of the Inspired there are left to the discretion of the DM. Since Eberron’s release we’ve gained extensive familiarity with the materials in the campaign source books and accessories from 3e and 4e as well as the novels. Items that you can really hand your characters. Xoriat has been likened to a stack of translucent parchment, an apparently infinite connection of layers and dimensions. Pincers or blades, and a red and black coloration seem to be among the common features. Daanvi's orbit brings it particularly close - coterminous - to the Material Plane in which the world of Eberron is located one century out of four, and takes it particularly remote from the Material Plane for an equal length of time starting one century after the end of a coterminous period. This question comes up a fair bit. Some examples are: Note that the number 13 is known as a "baker's dozen." By the time the Gatekeeper druids bound the Daelkyr and their servants in the depths of Khyber, the empire was a shadow of its former glory. Valenar elves hold different traditions from Aerenal elves, and stress bringing glory to their Xen'drik ancestors through combat. Aerenal is the ancient island kingdom of the Aereni elves, who take their name from Aeren, a mythical hero said to have freed the elves from the giants of Xen'drik. An Eberron Primer - Free download as PDF File (.pdf), Text File (.txt) or read online for free. Aerenal is heavily forested, and many exotic plants grow there, such as the soarwood tree, whose wood is used to build airship hulls, and the necromatically charged Covadish plant. The current quori are servants of a potent evil, called Il'Lashtavar or “the Dreaming Dark”, which dwells within the heart of Dal Quor. Only a handful in number, several Daelkyr were trapped in Khyber by potent seals of magic that were established by the Gatekeepers thousands of years ago. Stupid and bred for obedience to superiors such as dolgaunts, they are the basic footsoldiers of the daelkyr forces. It is the influence of these monoliths that has recently allowed Quori to possess any willing human, as opposed to being restricted to Inspired hosts. The three sections of Eberron's world, Siberys, Eberron and Khyber, each produce a distinct form of dragonshard, with a unique appearance and distinct magic affinity. Compre online World of Eberron, de Surhone, Lambert M. na Amazon. The domains of the deity are Exorcism, Good, Law and Protection, and its favored weapon is the longbow. This document attempts to balance the race using the methods detailed within the Detect Balance sheet. Before the orc and hobgoblin druids known as the Gatekeepers managed to end the planes' alignment, the mind flayers and lesser minions of the daelkyr had decimated the hobgoblin empire of Dhakaan. They can consume and trap souls, preserving their knowledge in their essence. Changelings lack a distinct culture and history of their own, instead using their abilities to blend into the societies they live in, in many cases keeping their true race a secret to all. Kobolds of Eberron. The Path of Light is a lawful neutral religion followed by the kalashtar of Adar. Dolgaunts train to become monks and rarely use weapons or armor. Invented by the il-Lashtavar as a way to control their population, the Path of Inspiration is propagated by the Inspired and is integrated into every element of Riedran society. This Is Playtest Content Half-giants themselves can be played as characters from Xen'drik or Sarlona. The world of Eberron has twelve moons; some sages believe there is a thirteenth moon that has vanished or is invisible to the naked eye. There they established their own nation where a court of Undying rules over the living. Gameplay begins in the town of Drakewatch, which is a lakeside town of the nation of Ossia. Massive, drifting entities too large to notice visitors to the plane; free-floating rivers of milk-white liquid; rains of blue globes falling from unseen heights, only to burst and release horse-sized ticks when they strike another object—such are the madness-inducing features of Xoriat. Churning seas divide the continents, broken only by minor archipelagos and isolated rocks that stab up from the frothing waves. Xoriat's last period of being coterminous with the Material Plane was a disastrous period of warfare. World Your character is a brave adventurer willing to explore the heights and depths of Sharn before making your way into the Mournland. Races of Eberron This document presents versions of several races from the D&D world of Eberron: changelings, kalashtar, shifters, and warforged. The continents are named: Aerenal, Argonnessen, Everice, Frostfell, Khorvaire, Sarlona, and Xen'drik. This is the starting point of Dungeons & Dragons Online: Stormreach. The three sections of Eberron's world, Siberys, Eberron and Khyber, each produce a distinct form of dragonshard, with a unique appearance and distinct magic affinity. The Path of Light was developed as a series of actions that, she believed, would accelerate this process. Why just explain the contract your players made with the Dark Lanterns, when you can hand it to them? Below her is, in theory, the Council of Cardinals. Most of Sharn's wealthiest inhabitants live in the upper regions of the city, enjoying the freshest air and least claustrophobic views. The Prophecy was scattered across the width and breadth of existence and lost. In order to accomplish this the Quori are served by two primary organisations on Eberron, namely the government of Riedra and the secret organization known as the Dreaming Dark.[5]. They contain a pulsating swirl of golden veins. The plane is periodically destroyed along with all its inhabitants to emerge in a different state of being/age. Eberron . After a period of research, Taratai discovered that the current Dream of the Age would eventually expire, and the one that will replace it will be one of joy and light. Explore the lands of Eberron in this campaign sourcebook for the world’s greatest roleplaying game. The Dhakaani goblinoids could not stand against the might and madness of the alien invasion. Spellcasters can attune Eberron shards to a specific spell, enhancing the power of that spell when it's cast on the shard, and they can encode their spells in shards instead of scribing them. Siberys shards are the rarest type of dragonshard, and the type most closely associated with the dragonmarked houses. However, Aarren and Merrix had a disagreement over their use. Eberron: Rising from the Last War. Beyond words or comprehension, Xoriat is called the Realm of Madness. They resemble handsome humans bearing armor and weapons made from chitin and raw muscle. Players who wish to play a psionic race or focus on the quori/kalashtar conflict are encouraged to play kalashtar[vague]. Even when not shifting, a Truedive shifter can hold their breath for amazing amounts of time. In 4th edition, dragonmarks are gained by taking the feat associated with the mark, and its power can be increased by choosing the corresponding dragonmark paragon path. Magic robots, robot magic, and a whole lot of swashbuckling, spying, and scheming abound in the world of Eberron. In their desperation to escape the Dreaming Dark Taratai found a passage out of Dal Quor and into the body of a meditating monk in the Sarlonan nation of Adar. Like most quori, a tsoreva typically acts through its human host rather than by a physical presence of its own, though the tsoreva are very capable warriors in their own right. They are commonly known as bloodstones. The warforged that Aarren's creation forges created were fully sentient, with the ability to have emotions, relationships, even to experience death; each new generation increased in sophistication and intelligence, ranging from the barely sentient titans to the youngest versions of warforged who were fully capable of achieving advanced education and ability in magic. Its inhabitants exist on multiple layers simultaneously. Others maintain that he was the last Warforged to come out of the Creation Forges before they were destroyed, as per the orders of the Thronehold Accord. To that end they visit many mortal dreams, planting the necessary dream seeds that will usher in a new age of Quori rule. As the families of the original hosts grew and expanded, the Quori found themselves spread thinner and thinner. Couatl — good creatures of positive energy — are responsible (with the aid of the dragons) for bringing an end to the Age of Demons 100,000 years before the campaign begins. Over the centuries, the Quori, in the guise of the Inspired, have supervised the building of great monoliths all over Sarlona, that somehow tap into the background psionic energy of the human population and use it to slowly draw Dal'Quor closer to Eberron. The Host's favored weapon is the longsword. Spellcasters can attune Eberron shards to a specific spell, enhancing the power of that spell when it is cast on the shard, and they can encode their spells in shards instead of scribing them. Once home to many kingdoms, it is now dominated by the empire of Riedra, home to the Inspired. The eneko are the offspring of half-giants and ogres, who now breed true. Due south is the jungle continent of Xen'drik, once ruled by an empire of giants that collapsed, now largely wilderness, with some areas under tribal dominion of the drow (with a polar continent to the south called Everice). Khyber shards have a smoky appearance, with writhing midnight blue to oily black veins running through them. Dragonshards are hard, translucent rock or crystal fragments with swirling, pulsating veins of color suspended within them. While shifting, they gain a bonus to their Wisdom as well as the ability to speak with animals in a supernatural manner. Southeast is the small continent of Aerenal, ruled by elves. Daelkyr are extremely powerful, evil creatures from the plane of Xoriat, the Realm of Madness. Over seven thousand years ago, Xoriat became coterminous and the daelkyr sent their minions into Khorvaire to conquer it. Many of the continent's dragons are members of a group known as the Chamber, which interprets the Draconic Prophecy and uses it to shape the world to the dragons' liking. Off of Argonnessen lies the island of Seren. Also, don’t forget to recharge this book’s magic with a dragonshard about once a week. If they do, it’s only because it’s tied to the Prophecy and there’s a very specific outcome that they want — in which case, it’s likely they still can’t defeat the Tarrasque … The daelkyr invasion was the main cause of the fall of the Dhakaan empire. Through the Cults of the Dragon Below, sages know the names of a few of these individual daelkyr. These dragonmarks are designated by taking the Least, Lesser or Greater Dragonmark feat or taking levels in the Dragonmark Heir prestige class. [11][12] However, because of widespread migration, any race can be found anywhere on Khorvaire. Within the houses, only a small percentage of every generation manifest dragonmarks, which are marks on the body that grant spell-like abilities to those born with them. A vertical city, Sharn is linked with the plane of Syrania, granting enhanced power to flight and levitation magic, a feature that the city's residents have used to build towers that rise higher into the sky than any other place on Khorvaire and possibly the world of Eberron. Using this technique they brainwash highly placed nobles, politicians, generals, merchants and other valuable pawns and use their influence to subvert the organizations under their command, in order to prepare for the domination of Khorvaire by either the Inspired or a new breed of Quori hosts. Across Eberron presents the… This pocket guide for DMs, players, and content creators provides a concise overview of the fascinating world of Eberron. "Arcane Upgrade: warforged Magic Items." No one is sure where he came from, or where the Warforged-Mecca is. While the Dreaming Dark is assigned to carry out any task advantageous to Il'Lashtavar that would be too impractical or politically damaging for Riedra, the Dreaming Dark's primary tasks are the hunting down of the Kalashtar all over the world (in order to harvest their Quori spirits and reincarnate them as servants of the darkness) and the domination of Khorvaire through covert means. When an outer plane is as "close" to the material plane as it can be on the Astral Plane, it is said to be "coterminous" with the material plane and it's influence is especially strong. Forty thousand years before the "present" of the Eberron setting, the quori attempted to invade and conquer the Material Plane. Upon the discovery of the cycle by the quori, two factions emerged leading to the creation of the kalashtar and the Inspired. Races from the world of Eberron return to Unearthed Arcana this month, with the kalashtar joining revised versions of the changeling, shifter, and warforged. For all these reasons, few people enter the region. However, Taratai was inherently good, unlike her brethren, and felt at odds with the age into which she was created. The Sovereign Host is the most commonly worshipped pantheon of deities in Khorvaire. Dragonshards are rock or crystal fragments originating from the three legendary dragons of Eberron's creation myth. It is believed that several large island land masses exist beneath the sheet of ice, though it is unknown. The other two main continents are Sarlona (a continent ruled by quori, creatures from the Region of Dreams) and Argonnessen (a continent inhabited by dragons). The cult's domains are Death, Evil, Law and Necromancy, and the favored weapon is the dagger. The World of Eberron consists of a number of features for the Eberron campaign setting for the Dungeons & Dragons fantasy role-playing game. Over the decades that an Inspired is possessed, it develops a portion of the quori's considerable psionic power (represented by gaining levels in psychic classes) even as its personality shifts to completely match that of its master[original research?]. Eberron shards are found buried in shallow soil in clusters encased in geodes. Stupid and bred for obedience to superiors such as dolgaunts, they are the basic footsoldiers of the daelkyr forces. Before the orc and hobgoblin druids known as the Gatekeepers managed to end the planes' alignment, the mind flayers and lesser minions of the daelkyr had decimated the hobgoblin empire of Dhakaan. Siberys shard items focus or enhance the power of dragonmarked characters, and can enhance psionic powers. Eberron is the campaign world in which the Dungeon’s Master team plays every week. They seek to, through spiritual meditation and other subtle means, bring about the Turn of the Wheel of Dal Quor, which would result in the destruction of the current Dal Quor and its evil Quori denizens. In their own world they appear as great red and black worms with two massive pincered arms and many smaller, useless arms beneath them, and chitinous armor plates. If the Tarrasque appears and is going to destroy Sharn, the dragons won’t show up to help you, because they do not care what happens to Sharn. Enhanced magic related to levitation in Sharn makes for magnificent architecture such as the Skyway. The battle split the world into three parts. Over the centuries, the Quori, in the guise of the Inspired, have supervised the building of great monoliths all over Sarlona, that somehow tap into the background psionic energy of the human population and use it to slowly draw Dal'Quor closer to Eberron. While likely not intentional, in 5E the Artificer Class, introduced in Eberron Rising from the Last War is the thirteenth official class to be introduced, and also the first class introduced outside the Player's Handbook. warforged scout (MM3) – smaller versions of the traditional warforged. That’s right. Not only do its alien geometry and unspeakable inhabitants seem like the product of a madman's nightmare, but any who visit Xoriat risk finding their minds shattered by the experience. Eberron is a world of Magic, not high magic, rather it is a world of mundane simple magic used for every day purposes. A highly secretive organisation, kept entirely separate from Riedra (so as not to damage Riedra politically should the Dreaming Dark's numerous crimes be discovered) few people in Eberron other than the Kalashtar and the Inspired are aware of their existence. The Kalashtar are a race of psionic people and are descendants of a group of human monks from Adar who allowed themselves to be possessed by good-aligned Quori fleeing Dal Quor. Eberron is intentionally designed as a world in need of heroes because the PCs are expected to fill that role. The whole quori/kalashtar war is about halting or furthering the cycle, as this renewal would destroy all the current quori. The world of Eberron has a lot to offer in terms of food and drinks, and keen adventurers know where to find inns that suit their regional tastes. To be selected as a host is a tremendous honor and the sole goal of virtually all Inspired. A manifest zone of Irian is thought to make the existence of the Undying Court possible. In other words, as in other settings, a paladin in Eberron must be lawful good. This goes all the way back to one of the basic principles of Eberron: The world needs heroes. When the mortal creatures of Eberron dream, they project their minds to Dal Quor. However, becoming a Lich caused Vol to lose access to the power of her dragonmark, which she seeks to restore. After the fall of the giant civilization in Xen'drik much of the elven race fled to Aerenal. They are human-like in appearance, possessed of great physical beauty and were created over the course of hundreds of years through the mixing of human stock with blood of demons and elves by the quori. Later this month, a survey will appear on the D&D website. Magic is a part of Eberron. Aarren felt that House Cannith had created life, and refused to see his creations used as tools. Followers revere a positive energy they call il-Yannah ("the Great Light"). They can consume and trap souls, preserving their knowledge in their essence. Additionally, only races listed in the Player's Handbook can manifest a dragonmark at all – however, this was revised in the 4th Edition Eberron Player's Guide. The Gatekeepers' magic was less cataclysmic than the giants' attempt to close the connection to Dal Quor, however; Xoriat moved quickly out of alignment but is sure to return one day. The world of Eberron has twelve moons; some sages believe there is a thirteenth moon that has vanished or is invisible to the naked eye.[2]. Only a handful in number, several Daelkyr were trapped in Khyber by potent seals of magic that were established by the Gatekeepers thousands of years ago. They are divided into Kech Volaar and Kech Shaarat clans. [6] This bonding first happened thousands of years ago and resulted in a new and distinct race with minor physical differences from humans and significant mental ones; kalashtar have psionic abilities and some degree of shared memory due to the common spirit they share with their ancestors. The Dreaming Dark will stop at nothing to prevent the turning of the age while the Kalashtar following the Path of Light attempt to push the cycle forward. They sometimes work with the Cults of the Dragon Below and often command lesser aberrations, such as chokers and dolgrims. According to the teachings of Tarantai the Quor Tarai slowly shifts and changes, eventually passing away. The trade city of Stormreach is located at the northernmost point of Xen'drik, and is the only modern city on the continent. During a period of great upheaval several hundred years ago (presumably engineered by the Quori) the Inspired appeared among the nations of Sarlona, and presented themselves as ambassadors of powerful and beneficent gods. Wildhunt shifters gain the extraordinary ability to smell as well as a predatory animal, allowing them to track by scent, as well as a bonus to Constitution. Gelatinous worms wriggle from layer to layer, wending through tentacled vegetation encrusted with orange moss, all suspended above an amoebic sea. 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