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Wayfinders guide to eberron 5e pdf download

Wayfinders guide to eberron 5e pdf download

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WebWayfinder’s Guide to Eberron provides ideas and hooks for compelling adventures, as well as an appendix with a list of sources you can use to learn more about the setting. This WebPrevious Page. Next Page. Last WebFeb 19,  · View flipping ebook version of D&D 5E - Wayfinders Guide to Eberron published by Void on Interested in flipbooks about D&D 5E - Wayfinders WebJan 16,  · Wayfinder’s Guide to Eberron pdf download free is the campaign setting for the 5 th edition of Dungeons and Dragons world’s greatest roleplaying game. This WebJan 20,  · The Wayfinder's Guide to Eberron contains a wealth of information about the realm of Eberron for players and dungeon masters. It contains thorough information ... read more




creating dragonmarked characters. Such things can even be incidental. developing an adventure in the world or a Did you start a fight in an alley behind a bar? player preparing to explore it, here are a few Now you notice the drunk ogre sleeping in the corner… if things to consider. he wakes up, this could get ugly. Exotic Locations. Lightning rails, airships, Player Characters Are Remarkable. and other forms of transportation can facilitate Eberron is a world in need of heroes. Lingering travel to exotic locations. Adventures could tensions of war remain. The Silver Flame is a tunnels that lie beneath it. divine force of light, but it can only act through What Are the Stakes? The few powerful benevolent a battle on the deck of an airship? Look loses her powers if she leaves her citadel. The for ways to raise the stakes of a scene, so players mighty great druid is… well… a tree.


Most of feel that every decision matters. This could be the powerful people in the setting are driven by driven by the consequences of failure: through selfish goals. If the Tarrasque comes to Sharn,. Chapter 1 PULP ADVENTURE 7. This is something to consider in developing Optional Rule: your character and choosing your background. If you take the soldier background, you can be Environmental Elements more than just a grunt. The the Last War? What was your greatest triumph gnome rogue leaps from the landing and swings or most tragic defeat? a mighty blow that knocks her enemy into the Hero Points. The heroes of pulp adventure blazing hearth; the bandit shrieks as the flames are often able to overcome seemingly impossible spread to his clothes. One way to reflect this is to use the Combat can feel very mechanical. I move 10 optional hero points rule from chapter 9 of the feet.


I make an attack roll. I use a reaction. This is optional; hero points way for the DM to encourage more cinematic change the balance of the game and give player action is to present a list of Environmental characters an opportunity to turn certain failure Elements. In a tavern, this list could include into success. If every story. One reason the world be Pile of Gold Coins, Scattered Bones, needs heroes is because it already has villains. It Rotting Tapestry, Moss-Covered Statue. But part of elements into their description of their action. The primary purpose of this is to give players the flavor of pulp adventure is to have recurring ideas; interesting details to use while describing villains who are closely matched with the their actions.


But if a player comes up with a heroes—rivals who advance in power as you do. The rogue needs to together. As a DM, you might ask a player: When cross a room full of enemies and wants to swing you fought in the Last War, Halas Martain served in your on the chandelier? What did he do, exactly? make a simple Dexterity Acrobatics check to Likewise, even when a pulp villain appears to avoid opportunity attacks, essentially getting a die, they can have their own remarkable escapes free Disengage action. from death. Perhaps Halas had a ring that cast Environmental elements are always optional and largely cosmetic. But presenting a list can help players tower in Sharn. on a map and challenge them to add more How do you think he survived your last encounter? cinematic flair to their actions. But for some groups, this sort of collaboration can produce a compelling story and a sense of investment in the world. But there are also misguided While Eberron embraces the swashbuckling patriots, religious extremists, and dragonmarked action of pulp adventure, it also draws inspiration houses looking to wring a few more pieces of from neo-noir and hardboiled fiction.


petty criminals trying to build empires. easy to separate the heroes from the villains. Good people can do terrible things, while cruel or heartless people may be serving the greater good. A group of orcs are raiding a human settlement; but the settlers have built their village on land sacred to the orcs and may be disrupting wards that hold evil at bay. The heroes find a powerful magic weapon in an ancient tomb; but this artifact is the sword of an ancient hobgoblin general, and his descendants want it back. There can certainly be times when decisions are straightforward. If the Emerald Claw is about to detonate a necrotic resonator that will kill half of Sharn, they need to be stopped. But a good Eberron story challenges you to think about your actions, and the simplest solution may not be the best one. Human Motives. Not every conflict is a fight between light and darkness. In Eberron, the vast majority of people are driven by simple motives: Greed.


One person just wants to get some gold in their pocket. Another wants to impress their paramour. A leader forcing the Five Nations into war is driven both by fear of their neighbors and the sincere belief that Khorvaire would be better off under their rule. Chapter 1 NEO-NOIR INTRIGUE 9. But if you want to an injured comrade. you might consider a few additional aspects: Do 2 You placed your faith and your you have a debt you need to repay and, if so, do fortune in the hands of a lover who you need to resolve this in a week or in a year?


betrayed you. something you can ever undo? The Regrets table provides a few examples of missteps that might 3 You murdered a rival. Your actions haunt you. may have been justified, but your The Balance of Pulp and Noir. setting, Eberron works with both pulp and noir 4 Someone put their trust in you and themes. This is a spectrum: on one end you have you betrayed them for personal over-the-top swashbuckling adventure—battling gain. You may regret it now, but incarnations of evil on the deck of a burning you can never repair the damage airship! fortune and brought shame and The most interesting path often lies between the ruin to your household. for a nation either as a spy or soldier. While you were serving your country, you did unforgivable things.


But perhaps you have a problem proof. Your actions may have been that needs to be resolved right now. it establishes that your membership in this 6 You have a degenerative disease that organization may be a part of the story later on. but the DM has final approval. Can you solve the problem before they have to face the consequences? Chapter 1 NEO-NOIR INTRIGUE For hundreds of years the continent of Khorvaire While many celebrated the end of the war, was united under the Kingdom of Galifar. This others remain unsatisfied with its outcome. came to an end with the death of King Jarot in No one won the war, and deep scars remain. Conflict over War-torn villages and towns are still rebuilding. the succession spiraled into outright war between Once fertile farmlands are scorched and ruined. the Five Nations. There are refugees in every major city. And The Last War was a bitter struggle that forever even though people optimistically refer to it as changed the shape of Khorvaire.


The mystery of of stalemate interspersed with periods of intense the Mourning is the only thing holding the conflict. This grueling conflict left deep scars on warmongers at bay. If the secret of the Mourning the land and the people, but there was worse can be uncovered—if it can be proven that the to come. The cause of the could begin again. As such, the nations remain in Mourning remains unknown, and many fear that a cold war as each makes preparations and seeks it was a consequence of the extensive use of war advantages in the conflict that could lie ahead. Shock and fear brought the nations to the. Feel free to change the suggested Effects of the War backgrounds. criminal or urchin to the same role.


Dragonmarked Power. The dragonmarked houses sold their services to all sides and Military Backgrounds made considerable profits from the war. interminable war. Soldier Karrnathi Undead. When a series of 2 You served on the open seas, whether famines and plagues crippled the nation of as a marine, a naval officer, a privateer Karrnath, it embraced the Blood of Vol and or a smuggler. Sailor introduced undead into its armies. The religion was largely abandoned toward the end of the 3 You commanded troops and led soldiers war and many of the undead were confined to into battle. Were you a good leader, crypts, but some are still in use.


or are you haunted by your failures? Magical Innovation. Over the course of a Soldier or noble century of war, the nations and dragonmarked 4 You were a spy, gathering intelligence houses developed new spells and tools for use for your nation. Are you out of the in the war. Airships and warforged are recent business, or could you still be called developments, and the wandslinger tradition emerged from the war. back in? Charlatan The Mourning. This magical cataclysm 5 You were tasked with maintaining destroyed Cyre and brought the war to an end. morale and raising the spirits of your Cyre is a vast, unrecoverable wasteland and soldiers. Entertainer those Cyrans who survived the disaster are 6 You provided spiritual support to your scattered across Khorvaire. Were you always devout, or did New Nations. Before the Last War, Galifar you find your faith on the battlefield? laid claim to all of Khorvaire. A host of new states emerged over the course of the war.


Acolyte These include the goblin nation of Darguun, 7 You used your remarkable knowledge as the elf kingdom of Valenar, the druids of the part of a military think tank… or perhaps Eldeen Reaches, the monsters of Droaam, you provided arcane support on the and more. Sage 8 You were a smuggler or a profiteer, taking advantage of the war to line your Military Backgrounds pockets. Criminal or charlatan The current year is YK. The Last War lasted 9 You opposed the war. The actions you for over a century and only came to an end two took to protect the innocent have made years ago. As a player character in Eberron, you you a local legend. Folk hero possess remarkable skills.


Did you take part in 10 You used the connections of your the Last War, and if so, in what capacity? If you influential family to avoid military fought, which nation did you serve? Were you service. Are you haunted by this, or do honorably discharged, or did you abandon your you remain indifferent? Noble cause? The following table provides ideas about how a background could reflect a connection to the. Chapter 1 THE LAST WAR The Last War took of Cyre. Beyond the mists lies a land twisted a heavy toll on Cyre and its citizens, serving as by magic, a wound that will not heal. The land the battleground where all of the Five Nations is blasted and strangely transformed. In some crossed swords.


But no one was prepared for the places the ground has fused into jagged glass. In disaster that struck in YK. others, it is cracked and burned. Broken bodies of Accounts of the Mourning vary. Some say that soldiers from various sides litter the landscape— a blinding light engulfed the battlefield near the soldiers whose dead bodies refuse to decompose. Saerun Road. Others say that the dead-gray The Mournland is a vast open grave. mists began in the capital city of Metrol and In the Mournland, the wounds of war never spread out from there. What is known for certain heal, vile magical effects linger, and monsters is that within the space of one day the nation mutate into even more foul and horrible of Cyre had been engulfed in a wall of mist, creatures. Arcane effects continue to rain upon and that anything caught within the mists was the land, magical storms that never dissipate.


horrifically transformed. Over a million Cyrans Stories speak of living spells—war magic that has were killed on the day of Mourning. Those who taken physical form, sentient fireballs and vile survived were the soldiers fighting in enemy cloudkills that endlessly search for new victims. territory, those living on the borders who were Angry ghosts continue to fight their final battles. On Olarune 20, YK, the sort of monster or horror could be found within nation of Cyre ceased to exist. its borders. And yet, it also holds the wealth The Mourning threw Khorvaire into a state and treasures of an entire nation, along with of shock.


Who could unleash such power? Was the secrets of House Cannith and everything this a weapon, and if so, when would those else that was left behind. Were its mysterious. What was to be done with the Cyran enough to enter the mists. refugees surging into every adjacent nation? Fear of the Mourning brought the Five Nations to the negotiating table, and in YK the The Mourning and You Treaty of Thronehold ended the Last War. But The Mourning transformed Khorvaire. Shock all of those questions remain unanswered. No and fear brought an end to the Last War. In one knows the cause of the Mourning or whether making an Eberron character, think about the it could suddenly expand anew. Breland opened impact it had on you. as de facto ruler in the territory now called New Are there heirlooms or treasures lost in the mists Cyre.


Other refugees you hope to someday see again? Do you feel are scattered across Khorvaire; some are treated loyalty to your nation and hope to see it restored, with pity, others with suspicion or anger. And or have you burned Cyre out of your heart? Could it happen again? Is this how the may have had a profound impact on you. Are world ends? you afraid that the Mourning could expand, or do you prefer not to dwell on such things? Are you comfortable the Mourning cause you to question your faith, using your abilities, or are you afraid that or did it reinforce it? Do you see it solely as a interested in the Mourning and drive you tragedy, or do you hope that this awesome power to learn more about it. Your patron could could somehow be harnessed and controlled? even be part of the Mourning—whether Beyond this, player characters are remarkable a collective of spirits killed on the Day of people. Perhaps you were caught in the Mourning, or even a dark and enigmatic Mourning and survived the experience… but its power that might have been responsible for effects remain with you.


Consider these ideas. this tragedy. powers you are serving the Mourning? Your powers from it and believe that you are barbarian rage represents you channeling actually weakening it with your actions? these vengeful ghosts. Do they have unfinished say that you are actually a creation of the business they want you to resolve? the result of your exposure to the Mourning. Or maybe your tiefling is touched by the Were you physically transformed as well, dark power of the Mourning instead of by or are your powers the only manifestation an infernal power. Chapter 1 THE MOURNING As a DM in Eberron, we of an ancient demon overlord trapped want you to decide the cause of this tragedy… since the dawn of time. This mighty fiend is or if you prefer, to leave it as a mystery that lurking in the Mournland and building its will never be solved. With that said, people in power, but soon it will be ready to act.


Right now, fear of the Mourning holds war of extensive use of war magic. If the nations at bay. harness its power—the war could begin again. The Mourning was the result of research gone horribly awry. The secrets can be found in a Cannith research facility within the Mournland. If this knowledge could be recovered and refined, it could produce a terrifying weapon. The three Progenitor Dragons crafted the planes at the dawn of time, and rested in the space that lies between them. It was then that cruel Khyber turned on the others, killing noble Siberys and scattering the pieces of his body.


And so Eberron wound Khyber in her coils and transformed, becoming a living prison that could forever hold the darkness within. And this is the foundation of our reality. Eberron is the Dragon Between, the world on which we stand. Khyber is the Dragon Below, source of demons and foul things. And the ring around our world is the broken body of Siberys, the Dragon Above, whose blood is the source of all magic. This cosmic struggle was merely the first of many wars that shaped our world. The fiendish children of Khyber spilled out from the underworld and spread chaos across the land. We know little of this time, save that the mighty dragons—the first children of Eberron and Siberys—fought against these demon overlords. In the end, an act of sacrifice kindled the Silver Flame that binds these demons to this day.


But they hunger to escape from their bonds and wreak havoc, and we must always be vigilant. Civilizations rose and fell. This rash action led the reclusive dragons to utterly destroy the giant nations, and conflict with the vile daelkyr. In Khorvaire, Khyber by wise orcish druids, but ruins are all the empire of the goblins was brought down by a that remain of that great empire. Chapter 1 ANCIENT MYSTERIES dreadful impact on the future. According to these tales, the and these may still hold aberrant threats from Dreaming Dark is an alliance of nightmare the war that destroyed their civilization. Older spirits from the plane of Dal Quor, fiends that still are the ruins once inhabited by rakshasa feed on mortal fear and manipulate through and other fiends, and these may hold artifacts dreams. Some stories say the Dreaming Dark can and other treasures far beyond the capabilities possess people through their dreams, while others of any modern artificer.


But there is more to the claim they have psychic agents hidden across past than treasures waiting to be found. Stories Khorvaire. say that demons and dragons are fighting a long, Beyond the enigmatic daelkyr and the cold war in the shadows. These tales speak of Dreaming Dark, other threats have arisen in a Draconic Prophecy… hidden revelations the past century, spinning out of the strife of the that grant the power to shape the future. Hidden Last War. The Lord of Blades is a warforged dragons, undead elves, immortal fiends; all insurgent, a deadly warrior and artificer who may be fighting to determine the path of the seeks vengeance against the humans who Prophecy, and player characters may be pawns created his people as weapons for their war.


The in this great game. As one of the heroes of the Aurum is a cabal drawn from the wealthy elite age, you surely have a role in the Draconic who seek to turn gold into greater power. The Prophecy. Will you be a tool of one of these Emerald Claw was an elite military unit that ancient forces, or will you master the game and served Karrnath during the Last War. Disavowed determine your own destiny? by their king, the Emerald Claw engages in guerrilla strikes across Khorvaire, and includes necromancers, vampires, and undead bound to Dark Forces their service. Some say the Emerald Claw serve an ancient lich known as the Queen of Death, Dragons and demons are just a few of the that their true goal is to place her on the throne dangerous forces at work in the world.


The of Karrnath and the Five Nations. daelkyr came to Eberron from the Plane These are just some of the dark forces working of Madness. They came with armies of in the shadows of Eberron. There are hungry aberrations—forces commanded by mind flayers lycanthropes, clever doppelgangers, and cults and bolstered by beholders. They shattered devoted to the Dark Six. There are stories of a civilizations and spread horrors across Khorvaire. cabal of assassins with aberrant dragonmarks The daelkyr were ultimately bound in Khyber and elves twisted into creatures of nightmare. by druidic magic. power on the world above. This leads to the Cults of the Dragon Below, mad mortals who work with mind flayers and lesser aberrations. ever been suggested. to Eberron. Want an impact on the setting.


A Mourning—the mystical cataclysm that few factors here: destroyed Cyre—and has only been around No fixed alignments. Mortal creatures for four years. are shaped by their culture and personal circumstances. A gold dragon, a beholder, a halfling; monsters. identities are shaped by magic. Fiends and celestials embody pure ideals of good and evil; Not everything has to exist in Eberron. lycanthropes are driven by a curse. You can find a place in Eberron for anything. Many exist in Eberron. For example, if you wanted to of the gnolls of Droaam are more honorable use Gruumsh in Eberron, you could re-imagine than the human mercenaries of House Deneith. him as one of the demon overlords of the first In Karrnath and Aerenal, undead are used as age. You certainly could find yourself fighting a Gruumsh, who has recently found his way to merciless minotaur in the slums of Sharn… but Eberron from the core cosmology.


my Eberron. Nothing is set Eberron… but it may not be a prominent in stone. If Asmodeus has just discovered Eberron, the sages know Eberron has always been a part of the multiverse. nothing about him. He has no power base to Eberron is surrounded by its thirteen planes. work with and will have to recruit new followers. These planes play an important role in the And you might see unusual alliances forming setting, producing dramatic effects as they shift against him, as both celestial and fiend might in and out of alignment with Eberron. But the join forces to drive out the outsider. As with Astral and Ethereal Planes surround and enfold everything else, Eberron provides an opportunity Eberron, and if someone ventures into the Deep to explore existing things in a new way. Shapeshifted their way into Eberron. Most people consider the dragons may be secretly manipulating human tale of the Progenitor Dragons to be a fable: a civilization.


myth to explain the underworld and the golden Elves are split into two cultures. The ring in the sky. What if reclusive Aereni are gifted wizards ruled by three divine beings joined together to build their undying ancestors. The Valenar elves a new creation in the depths of the Ethereal? are ruthless warriors who strive to be avatars Elves, orcs, dragons; all of these could have been of ancient heroes. Other elves live among created in the image of the creatures of the Great humanity and have adopted its customs. Wheel but given a chance to develop beyond Gnomes are schemers and scholars the reach of Lolth and Gruumsh. The Ring of who maintain order through intrigue and Siberys could in fact be a shield: a defense that has assassination. Goblins once had a mighty empire, and hidden Eberron since it was first created.


Their civilization was crushed to other settings, then that shield is still intact. by the daelkyr and their land was stolen by But if you do want to incorporate elements from humanity. Perhaps have good reason to loathe the people of the House Cannith will build a planar gateway and Five Nations. accidentally bring the Blood War into Eberron. Ultimately, dinosaur-riding rangers and barbarians. You can avoid any contact between Orcs are a proud and primal people. While Eberron and other settings. Many continue these the idea of that contact being recent and new ancient traditions and fight to protect Eberron perhaps linked to the Mourning, either as cause from aberrations… while others have fallen or effect. Or you can choose to say that there prey to the madness of the daelkyr. has always been travel between these realms, adjusting things to incorporate these ideas. If you choose to explore the idea that contact between settings is recent and limited, consider what that might mean for everyone involved.


In the Great Wheel Asmodeus is an ancient threat, with well-established cults, lines of tieflings, and a. This map showed one great nation, harmonious and united. Humanity never crossed the Graywall Mountains or explored the jungles of the east. The Five Nations always had cultural differences and those who yearned for independence. But still, the map showed us at our best: one nation, united in a common cause. Galifar has been shattered. The Five Nations are irreparably severed. And if not, will it be another war that brings it down, or will the Mourning consume us all? The dragons of Argonnessen have no love for lesser creatures.


The psychic tyrants of Sarlona maintain strict control over their borders and their people. So, most player characters begin their adventures on the continent of Khorvaire. While humans make up the majority of the population in the civilized nations of Khorvaire, the continent is home a wide range of peoples and cultures. Once largely unified under the Kingdom of Galifar, today Khorvaire is split into many nations—some old, others newborn from the crucible of war. This chapter provides an overview of the nations of Khorvaire, along with a glimpse of common life, magic, religion, and the world— and planes—that lie beyond it. The treaty recognized the following This section provides an overview of the nations nations as sovereign states: Aundair, Breland, of Khorvaire. If you want more details on the culture, the Talenta Plains, Thrane, Valenar, and Zilargo. history, and geography of the nations, you can These nations abide by a common set of laws find additional resources in appendix A.


As you go and maintain diplomatic relations. Wastes and Shadow Marches are regions that The Five Nations. Aundair, Breland, Cyre, have no unified government, while Droaam has Karrnath and Thrane are collectively referred declared itself to be a nation but has yet to be to as the Five Nations. These nations formed the recognized by the others. heart of the Kingdom of Galifar, and while each Getting Around. The Five Nations are has a unique cultural identity they are built on connected by an excellent system of roads, and this shared foundation. Families are spread across travelers can always make their way by horse the Five Nations; the rulers of the Five Nations or coach. Major cities are tied together by the are tied to the Wynarns, the royal bloodline of lightning rail of House Orien, which allows you Galifar. Despite their differences, an Aundairian to avoid the perils—and tedium—of the roads.


has more in common with a Thrane than they do If speed is an issue, you can book passage on a with a Zil gnome or a Lhazaar pirate. Lyrandar airship. This is the fastest way to travel, Aside from Cyre—which was destroyed in the but also the most expensive. and most powerful countries in Khorvaire. Noted for Arcane magic, cheese, education, The Knights Arcane are an elite unit fashion, grains, wine of eldritch knights, and the Royal Eyes of Aundair are spies that specialize in divination magic. Aundair is a realm of grand cities surrounded by fertile farmlands. of Arcanix are the finest institute for mystical Aundair is also home to Baron Jorlanna study in Khorvaire. Only remarkable heirs— From the nobles in the towers of Fairhaven to such as player characters—develop the the common folk working the vast vineyards of full powers of a warlock. Most such lines Bluevine, Aundairians value wit and wisdom. are tied to archfey, but you could explore Aundairians prefer finesse to brute force and other paths.


appreciate cunning wordplay and fine fashions. The Sovereign Host is the dominant faith of Aundair, with a particular devotion to Aureon. in the room. Consider the following things. Arcane Talent. under her rule. While Aundair is a small nation, Whether you learn offensive cantrips and fight its arcane superiority allowed it to hold its own as a wandslinger or pick up a few practical during the Last War. Many believe Aurala tools prestidigitation, mending, mage hand , every is pressing Arcanix to develop battle magic Aundairian should know a little magic. Why use your hand conflicts lie ahead. when you could use mage hand? Who still uses a bow when you could use a wand? Bear in mind that clothes and a squalid meal when you could wear many of its sages specialize in ritual magic fine glamerweave and drink the best wine. of crude strength. of Aundairian life—more so than other. Chapter 2 AUNDAIR Other notable Capital: Wroat criminal organizations include the monsters Noted for Industry, manufactured goods, of Daask and House Tarkanan, an alliance metalwork, processed ore; organized crime, of assassins and thieves with aberrant subterfuge dragonmarks.


Due to its proximity to of the most powerful nations in Khorvaire. Droaam, its cities include more monsters— Possessing a large population and abundant ogres, orcs, goblins, and even sahuagin, resources, Breland leads the Five Nations in harpies, and gargoyles—then are seen industry. elsewhere in the Five Nations. They lack the discipline of than any other nation. The largest refugee Karrns or the faith of the Thranes, but they camp, New Cyre, has a population of over excel at finding new and innovative solutions four thousand and is being converted into to problems. The Brelish also have a talent a town. Prince Oargev of Cyre considers for intrigue and subterfuge.


agencies in Khorvaire, rivaled only by House Phiarlan and the Trust of Zilargo. The dark side of all of these things is a strong streak of cynicism, Brelish Characters which allows crime and corruption to flourish As you develop a Brelish character or NPC, in Brelish cities and churches. The Sovereign consider the following. Host is the dominant religion of Breland, but Slightly Shady. Backgrounds such as conjunction with an elected parliament. You could also be a during the Last War. when Boranel passes. Innovative and Independent. As Interesting Things About Breland a cleric you might challenge your church and follow your own divine revelations.


The City of unravel forgotten secrets. Towers is almost a nation in its own right Practical. conversation, the Brelish tend to be practical and Chapter 6 provides more information on pragmatic. Why spend a fortune on a fancy meal Sharn. when a simple one will do? for unnecessary flair. The house maintained arcane workshops across Cyre. Who knows what treasures wait in Cannith vaults for those Destroyed at the end of the Last War, Cyre now who brave the dangers of the Mournland? only exists in the hearts of the refugees scattered across Khorvaire. The wealth of the kingdom called the Lord of Blades. Some have made a throne of Galifar. While Cyrans take pride that point of continuing this custom. Others they alone were in the right in the Last War, they wear clothing cut in the Cyran style, but unquestionably lost more to the war than any entirely in black; this is generally known as other nation. Cyrans like to say that their culture represents the best that Galifar had to offer… which is Cyran Characters to say, a little bit of everything.


Cyrans value When creating a character from Cyre, consider diversity and versatility, both in talents and the following. Did you lose wealth martial discipline or Aundair in the arcane or status? Did you have family or loved ones lost arts, but as a nation it was characterized by the in the Mourning? Did you lose something you flexibility of its forces. could one day recover from the Mournland— While the Sovereign Host was the dominant arcane research, an heirloom artifact? Consider faith of Cyre, the Silver Flame had a significant the impact this has on your background. As a following. Many survivors have questioned their Cyran noble or soldier, your estates have been faith in the wake of the Mourning, but some lost and your army scattered; but you still have believe that this is a divine trial and a time when the respect of your comrades or peers.


faith is needed more than ever. What Do You Hold Onto? Is your wand the Day of Mourning and is presumed to be or weapon an heirloom of your family? As an dead. up in Breland. Some refugees support Oargev What Drives You? Are you determined and the dream of a restored Cyre, while others to solve the mystery of the Mourning? Do prefer to focus on the future instead of trying to you want to help other refugees? Or are you reclaim the past. As a Cyran you should decide only concerned with your personal survival? Is whether you hold tight to your national identity, there something you want to recover from the or whether consider yourself to be an adventurer Mournland, or would you prefer to never set foot without a nation. in it again? Do you hold a grudge against the nations that fought against Cyre in the war, or are you only concerned with the future?


Chapter 2 CYRE THE MOURNLAND House Deneith introduced Capital: Rhukaan Draal the Sovereign Host to the region, and some Noted for Goblinoid mercenaries goblins have embraced this faith, especially Dol Dorn, Dol Arrah, and Balinor. Goblins and their kin have always been part of Khorvaire. As the goblins have little foundations. This empire collapsed into savagery, interest in the laws of the Five Nations, and when humanity arrived, goblins were driven Rhukaan Draal is a haven for fugitives and from their ancestral lands or enslaved. Galifar smugglers. ended the practice of slavery. While no one will employ goblin shunned by humans. The hobgoblin clans known as the valued for their ferocity and skills.


Late in the war a brilliant hobgoblin hobgoblin, or bugbear characters. the following. you are constantly forced to prove your strength The Five Nations were unprepared, and Breland and skill or to cede dominance to others. Cyre fought the goblins until fight to prove a point, but kill only when you must. the Day of Mourning, but when the Treaty of Loyal to Your Clan. While you may challenge Thronehold was forged the majority of delegates your peers in times of peace, when blades are chose to recognize the new nation of Darguun to drawn you stand by your clan—or those allies ensure peace. you have bonded with—until death. Note that Darguun is a young and volatile nation. Haruuc remains a brilliant Muut and Atcha. Your ancestors once forged strategist and tactician, but many wonder if an empire even greater than Galifar.


The Dhakaani were renowned for their people will be content to abide by the terms of the martial skill, but also for their discipline. Muut treaty. in battle. Rivers of lava cut across plains of black sand The libraries of Ashtakala contain arcane and volcanic glass. The only vegetation you can secrets and details about the Draconic see is blood-red moss and a thick layer of slime, Prophecy and its vaults hold untold and that appears to be moving. A jagged rock treasures. Tens of thousands Khyber—specifically, to demiplanes of years ago, fiends ruled Khorvaire. This region within Khyber. These are similar to the was the seat of power of some of the mightiest layers of the Abyss in the core cosmology, archfiends, holding cities of rakshasas and unearthly realms populated by demons.


Vile get the supplies they need to survive. creatures continue to crawl up from the depths of Khyber. And there are a handful of primordial ruins sustained by dark magic… ruins that may Characters from the Wastes still be home to fiends and their treasures. Due to ancient warding magic, any the harshest lands in Eberron and spent your foul thing that wishes to leave must pass through entire life battling fiends. Why have you left your the Labyrinth. These passes are guarded by the post? Have you had a vision from Kalok Shash? Have you evils of the Waste. be paladins Vengeance or Devotion , clerics The Carrion Tribes are savage barbarians Life, Light, or War or Zealot barbarians. who dwell in the Wastes. These people are mostly the harshest environments. humans, but there are corrupted orcs, half-orcs, Carrion Tribes.


Why have you left the and tieflings mixed in, along with a handful of Wastes? Have you turned your back on the vile other races represented. The Carrion Tribes are traditions of your demon-worshipping clan? savage and cruel, and know almost nothing about Or are you the champion of one of the fiendish the world beyond the Labyrinth. Overlords—but sworn to hunt down and destroy the servants of a different archfiend, who poses a more immediate threat to Khorvaire? Either way, you are a stranger in a strange land: a savage used to a constant battle for survival in a world shaped by demons. Chapter 2 THE DEMON WASTES The second- largest city in Droaam, it is a center for trade, a haven for Brelish criminals, and Droaam is a nation of monsters.


It is ruled by a place where monsters and humans can the Daughters of Sora Kell. Each of these three meet on largely neutral ground. hags is a legend in her own right, the subjects of tales used to frighten children. It is the Mountains and founded the nation of Droaam. largest tiefling community in Khorvaire, While these barren lands were claimed by with arcane traditions developed over the Breland, Galifar had never tamed this wild course of thousands of years. Gnolls, orcs, and goblins are the most its citizens as tools, just as the Five Nations common, but ogres, trolls, harpies, minotaurs, use arcane magic. The Daughters of Sora medusas, tieflings, changelings, lycanthropes Kell keep their people fed with troll sausage and many more dwell in this region. Under could be put to practical use. the leadership of the Daughters of Sora Kell, they have been given new purpose… and the Daughters use an army of ogres and war trolls Droaamite Characters to maintain order.


To date, the other nations of Minotaurs, orcs, gnolls, tieflings, changelings, Khorvaire have refused to recognize Droaam, and other monstrous species all have a place and it was not part of the Treaty of Thronehold. in Droaam. The people of together—but currently it is stronger than ever. Think about the strengths of your people selling the services of monstrous soldiers and and what makes you different from humanity, laborers and bysehk ore, a form of metal with both physically and culturally. magical properties. Beyond that, it is a frontier Are You Proud?


Many citizens of Droaam nation that is still expanding. As Droaam are proud of their nation. In become a haven for war criminals and deserters, Droaam, you are going to prove to them that you along with other criminals and mages pursuing and your kind are capable of things humanity forbidden paths of magic. Or you might ignore this big Many of the monsters that make up Droaam picture and be driven solely by your personal have their own unique subcultures. Most worship desires or the goals of your family or warlord. the Dark Six, but there are other religious Backgrounds.


The creatures of Droaam are traditions as well. very diverse. A Droaamite kobold might be an urchin rogue. A minotaur could be a outlander barbarian with little knowledge of the outside world, while a tiefling warlock could be a sage well versed in history and arcana. Noted for Agriculture, animal husbandry, druidic magic Eldeen Characters A stretch of fertile farmlands borders a vast, Druidic traditions are important to the people of untamed forest. Farmers tend to the fields, while the Eldeen Reaches. As a roam the woods. These are the Eldeen Reaches. variant human, you could take the Magic Initiate Druids and shifters have dwelt in the Towering feat to learn a little druidic magic. Woods for thousands of years, but the eastern Most of these traditions work with the druidic farmlands of the Reaches were part of Aundair Circles of Land, Moon and Shepherd; Beast until the Last War. The lords of Aundair Totem barbarians; clerics with the Nature focused their resources on the war effort, domain; or rangers with the Hunter or Beast ignoring banditry and other problems faced Master archetypes.


Other classes or archetypes by the farmers of the east. The Wardens of the especially suited to a path are called out below. Wood—largest of the druid sects—came to the The Wardens of the Wood seek to maintain aid of these farmers. Fifty years ago, the people of the balance between nature and civilization, eastern Aundair seceded and formed the Eldeen protecting each from the other. The Reaches were recognized as a The Greensingers see the magic of the fey nation by the Treaty of Thronehold, but many as a part of nature. They honor the archfey that fear Aundair will try to reclaim the region. have influence in their regions and try to live in Druidic magic is a central part of life in the harmony with other fey creatures. Bards and Eldeen Reaches. Most of its people seek to archfey warlocks are often found among the live in harmony with the natural world, and Greensingers, and the Circles of Dreams works communities have a druidic advisor who helps well for Greensinger druids.


with planning and planting. The Towering The Gatekeepers protect the natural world Woods are also home to tribes of shifters, who from unnatural threats, such as aberrations and maintain a nomadic existence. The Wardens of fiends. They maintain ancient wards that bind the Wood maintain order and settle disputes, the daelkyr in Khyber. Horizon Walker rangers and the Great Druid Oalian—an awakened and Ancestral Guardian barbarians fit in here. greatpine—is the spiritual leader of the Reaches. The Ashbound are champions of the natural world and fight anything that threatens it. Many of them consider arcane and even divine magic Interesting Things to be such a threat. Ashbound sometimes attack the holdings of dragonmarked houses and seek to About The Reaches release bound elementals. The region with the Storm Herald are logical paths.


strongest ties to the Faerie Court is called The Children of Winter believe that death The Twilight Demesne. is a natural part of life. Extremists to Mabar. and filled with sinister things. Warlocks and Gloom Stalker rangers can be a good fit. Chapter 2 THE ELDEEN REACHES Monsters and undead sometimes slip out of the The people of Karrnath are stoic and grim. Nightwood to threaten the surrounding Karrnath is a nation of storms and long winters, regions. those of the other Five Nations, closer to a First and foremost, Karnath is known for state of martial law. its military tradition. of Aundair or Thrane, which evened the odds during the Last War. Nonetheless, Karrns are proud of their martial history, and most are convinced that they would have eventually won Karrnathi Characters Karrns are somber folk, and generally disapprove the Last War.


Along with many other campaigns for Dungeons and Dragons, this is among the best campaigns. The heavy use of magic in this campaign is what makes it different from other campaigns. If you love a high-tech magical city of the future with magical items and fictional creatures, this is the book. Sign in. Home Biography Mazhar Kaleem History Urdu Romantic social romantic Islamic History. your username. your password. Password recovery. Recover your password. your email. Forgot your password? Get help.


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Sehestedt, Mark Tedin, and James Wyatt. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright © by Keith Baker, and published under the Community Content Agreement for Dungeon Masters Guild. If Sundry is appendix with a list of sources you can use to learn more about the setting. telling the truth, the train holds a fortune in Cyran Bear in mind: this book presents my current gold… a fortune that rightfully belongs to the vision of Eberron. This is the world I run at refugees scattered across Breland.


The game mechanics undead soldiers, the elite warriors of Karrnath. The warforged ranger Pierce holds his sword in These mechanics will evolve based on player his right hand; with his left, he clings to the edge feedback. This is a living document, and as of Revenge. Pierce is a living weapon, built these concepts are refined, this book will also be to fight for the people of Cyre. I hope that this book provides you with lost treasure. limited by these ideas or decisions. He just waits as Revenge passes you can build over the bridge, and then he releases his grip. upon, not. E a codex of berron was born in when absolute law. I imagined a explore! world of swashbuckling adventure and dark fantasy, a place where magic formed the foundation of civilization. Over the course of the next year I worked with a team of amazing artists and game designers to refine and develop that core idea, and the end result was the Eberron Campaign Setting.


In the years that followed, a host of authors, designers, and dungeon masters across the world have continued to expand and explore this setting. It explores the continent of Khorvaire and the great city of Sharn. and the ways that they can affect the stories or characters you create in Eberron. From warforged people of Khorvaire and airships to the mighty dragonmarked In the city of Sharn, a brilliant team of spies houses, magic is a part of the world and its stories. But leaping from an airship or battling demons instead of gold, they find a secret that could shatter in forgotten ruins, Eberron encourages the fragile peace between the Five Nations… cinematic action and swashbuckling adventure. Eberron is a world interpretation of an ancient prophecy with a blood- of difficult choices. The line between hero red dragon.


If the sage loses the debate, the dragon and villain is easily blurred, and even the will destroy the airship and everyone on it. But if champions of the light may have things she wins the argument the dragon will take them they regret. Eberron has just emerged from a century-long civil war, and the scars seen the land of dragons and returned! W of that bitter conflict remain. How did the war affect your character, and how will it hat is Eberron? This mystical cataclysm and surrounded by twelve destroyed an entire nation and created a moons. thirteen planes of existence, The Mourning brought the war to an end, which shift in and out of alignment. Powerful artifacts create both wonders and weapons.


are hidden in the ruined cities of giants. Eberron embraces swashbuckling action and Dragons and demons scheme in the pulp adventure and adds a layer of neo-noir shadows, unraveling a prophecy that could intrigue. The can be a source of fantastic adventures and Last War turned old allies into bitter enemies terrible danger. Crime and corruption lurk in the Eberron… But it may not be the place great cities of Khorvaire. the course of history. Sinister fiends influence These elements are all part of Eberron, but the dreams of the unwary. ambition may prove more dangerous than any As you go through this chapter, decide which devil or demon. But through this darkness, there themes appeal to you and best fit the stories you are opportunities for a group of bold adventurers want to tell.


to make a difference… for better or for worse. Chapter 1 WHAT IS EBERRON? Whether this is truth or mere myth, magic pervades the world. Magic as a Tool. In Eberron, arcane magic is a form of science. The spells and rituals of wizards and artificers have been developed and honed over centuries, and those principles have been incorporated into daily life. Magic is used for entertainment, transportation, communication, warfare, and much more. While magic is widespread, there are limits to is power. You can book passage on an airship or get an illness cured by lesser Everyday Magic restoration, but resurrection, teleportation, and Here are a few examples of how magic is similar effects are hard to come by. True wizards integrated into everyday life in Khorvaire. are rare and remarkable; most common magic The lightning rail uses bound elementals is performed by a working class of magewrights, to drive a train of carriages along a path of professional spellcasters who master a small conductor stones.


The rail links most major handful of rituals or cantrips. The magical cities and is a simple way to travel long distances. services available in Khorvaire are discussed An elemental airship uses a fire or air in more detail in chapter 2, along with the elemental, bound into a ring that holds availability of magic items. the ship aloft and provides motive force. Dragonmarked Dynasties. The magical The airship is a recent innovation that is economy is dominated by a handful of powerful transforming the business of transportation. families and the guilds they maintain. These are Everbright lanterns use continual flame the dragonmarked houses, barons of industry to light the streets of Khorvaire.


The flame whose influence rivals that of kings and queens. never goes out, but metal shutters allow a These dynastic houses derive their power lantern to be dimmed or shut down. from their dragonmarks: arcane sigils that Speaking stones allow communication are passed down through their bloodlines. A between distant communities. A short message can be sent from one stone to dragonmark grants limited but useful magical another, functionally similar to a telegraph. abilities, and over the course of centuries the Warforged are sentient humanoid houses have used these powers to establish golems.


Developed during the Last War, powerful monopolies. House Jorasco dominates warforged were created as weapons. Chapter 3 the golems that survived the war. Rules for provides more details about dragonmarks and making warforged characters can be found in the dragonmarked houses, along with rules for chapter 3. creating dragonmarked characters. Such things can even be incidental. developing an adventure in the world or a Did you start a fight in an alley behind a bar? player preparing to explore it, here are a few Now you notice the drunk ogre sleeping in the corner… if things to consider. he wakes up, this could get ugly. Exotic Locations. Lightning rails, airships, Player Characters Are Remarkable. and other forms of transportation can facilitate Eberron is a world in need of heroes.


Lingering travel to exotic locations. Adventures could tensions of war remain. The Silver Flame is a tunnels that lie beneath it. divine force of light, but it can only act through What Are the Stakes? The few powerful benevolent a battle on the deck of an airship? Look loses her powers if she leaves her citadel. The for ways to raise the stakes of a scene, so players mighty great druid is… well… a tree. Most of feel that every decision matters. This could be the powerful people in the setting are driven by driven by the consequences of failure: through selfish goals. If the Tarrasque comes to Sharn,. Chapter 1 PULP ADVENTURE 7. This is something to consider in developing Optional Rule: your character and choosing your background. If you take the soldier background, you can be Environmental Elements more than just a grunt.


The the Last War? What was your greatest triumph gnome rogue leaps from the landing and swings or most tragic defeat? a mighty blow that knocks her enemy into the Hero Points. The heroes of pulp adventure blazing hearth; the bandit shrieks as the flames are often able to overcome seemingly impossible spread to his clothes. One way to reflect this is to use the Combat can feel very mechanical. I move 10 optional hero points rule from chapter 9 of the feet. I make an attack roll.



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WebJan 16,  · Wayfinder’s Guide to Eberron pdf download free is the campaign setting for the 5 th edition of Dungeons and Dragons world’s greatest roleplaying game. This WebJan 20,  · The Wayfinder's Guide to Eberron contains a wealth of information about the realm of Eberron for players and dungeon masters. It contains thorough information WebWayfinder’s Guide to Eberron provides ideas and hooks for compelling adventures, as well as an appendix with a list of sources you can use to learn more about the setting. This WebPrevious Page. Next Page. Last WebSep 24, · wayfinders guide to eberron pdf,wayfinders guide to eberron pdf download,eberron 5e,wayfinders guide to eberron. Eberron became born in when WebFeb 19,  · View flipping ebook version of D&D 5E - Wayfinders Guide to Eberron published by Void on Interested in flipbooks about D&D 5E - Wayfinders ... read more



Even during by taking the Magic Initiate feat. Want an impact on the setting. While Aundair is a small nation, Whether you learn offensive cantrips and fight its arcane superiority allowed it to hold its own as a wandslinger or pick up a few practical during the Last War. A host of new states emerged over the course of the war. The Five Nations are has a unique cultural identity they are built on connected by an excellent system of roads, and this shared foundation. of Arcanix are the finest institute for mystical Aundair is also home to Baron Jorlanna study in Khorvaire.



of the natural world. Many big, and chase your dreams. myth to explain the underworld and the golden Elves are split into two cultures. has more in common with a Thrane than they do If speed is an issue, you can book passage on a with a Zil gnome or a Lhazaar pirate. Soldier Karrnathi Undead.

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