Wayfarers guide to eberron free download






















It includes an overview of Khorvaire and the fantastic city of Sharn, along with a host of background ideas and story hooks. Playtest material includes the unique races of Eberron, the mystical dragonmarks including greater dragonmarks and aberrant dragonmarks , and new magic items; this is a living document, and this content will evolve and be updated in response to feedback.

The Wayfinder's Guide to Eberron can serve as your jumping off point to create your own monsters, adventure modules, and other tabletop content set within Eberron and put it up for sale on the Dungeon Masters Guild. Need more information? These PDF files are digitally watermarked to signify that you are the owner. File Name: wayfinders guide to eberron pdf free download. Wayfinder's Guide to Eberron. The secret in marathi pdf free download. The vast grasslands of the Talenta Plains are home to herds of dinosaurs, tribex, cattle, and the many halfling tribes.

The halflings live in tent cities. Any tribe can use the only permanent city they maintain, Gatherhold. During the Last War, Karrnath and Cyre each claimed parts of the Talenta Plains, and the flat, open terrain made it a perfect battleground. The halflings, by stayed away from these conflicts. I rained dinosaurs particularly fast ones such as the clawfoot and the fastieth serve halflings as mounts. Dinosaur riders feel a close bond to their mounts. They demonstrate respect for the creatures by wearing handcrafted masks.

These sacred masks are w o r n only. Talenta halflings use boomerangs w h e n they hunt, as well as a scythelike weapon called the Talenta sharrash. Adventuring halflings use these items in combat. The Korunda's Gate, a dwarf fortress-city in e Ironroot Mountains of Khorvaire sharrash is especially useful for tripping foes.

For m o r e than thirty thousand years, its swamps and moors have been h o m e to ores, burly and strong h u m a n o i d s with gray skin and short tusks. Ores saw little of the history of Khorvaire. They were unaware even of the rise of the K i n g d o m of Galifar. Nine thousand years ago, Xoriat, the Realm of Madness, came close to the world. T h e rulers of Xoriat staged a huge invasion of E b e r r o n. War divided the ore tribes. Some served the forces of madness, while others worked to force Xoriat away from E b e r r o n.

Divisions created by the war against Xoriat still exist. Some ores worship the forces of madness, practicing dark rites and savagely warring on their neighbors. The ores of the hazardous D e m o n Wastes make war on the evil in that land, although some succumb to it.

A m o n g the ores , in the monster nation of Droaam, the strong rule the weak and take what they want—similar to how all o t h e r creatures of Droaam behave. In the southern reaches of the M r o r Holds, the orash'ter ores, little m o r e than rapacious monsters, prey on e dwarves, receiving war and hatred in r e t u r n.

Tribal ores remain p u r e blooded. They deny h u m a n s entry to their society and lands because they believe that only ores have a true connection to the land. Clannish ores have mixed with h u m a n society, leading to the creation of half-ores.

Whatever their beliefs or ways, ores maintain a strong tie to the Shadow Marches. They thrive in places where others could barely survive. Zarash'ak, the City of Stilts, is the heart of trade in the Shadow Marches. Among the clans of the Shadow Marches, these crossbreeds are referred to as the Jhorgun'taal, the 'children of two bloods. Halfores are stronger and tougher than h u m a n s , and they are smarter than ores.

These traits make up for their lack of winning personalities and good looks. Many early h u m a n immigrants to Khorvaire mingled with the ores of the Shadow Marches. Although some ores fought and killed the newcomers, most of the druidic tribes integrated the humans, adopted some of their customs, and even interbred.

Today, the Shadow Marches are full of clans that contain a mix of ores, half-ores, and h u m a n s. In wider Khorvaire, half-ores are sometimes treated as second-class citizens, which might come as a shock to a half-ore from the Shadow Marches.

A m o n g the people of the Marches, half-ores are trusted to look out for their p u r e b l o o d e d kin. They were invented before the Last War, but a breakthrough d u r i n g the war gave them true intelligence.

They were created to be perfect soldiers, with size, strength, and a single-minded focus on battle. Unlike mindless constructs, warforged can think tactically and fight intelligently. Although this mindset served them well in battle, they find it hard to adapt to a world without war. Some attempt to j o i n society, others wander, and many seek battle as mercenaries, thugs, or adventurers.

Warforged were initially property, and were sold to people who could afford them. T h e treaty that ended the Last War also freed the warforged. In some lands, however, a system of i n d e n t u r e d servitude still keeps warforged u n d e r strict control.

Some people resent the warforged, seeing them as a symbol of the h o r r o r s of the Last War. Those who come to know warforged personally discover that they have much to offer the nations of Khorvaire in times of peace.

They have th capacity for all h u m a n emotions, b u t many are still learning to express these feelings. Others often see them as rude or cold. For most warforged, freedom meant losing their sense of purpose. They were built to fight using teamwork and develop camaraderie with their fellow soldiers. Warforged now find it difficult to fit in and find friends.

C o m m a n d e r s are people whom a warforged is willing to take orders from. Comrades are people the warforged fights alongside on a regular basis. Allies are those who share a goal with the warforged, though warforged are well aware that alliances can be short-lived.

Civilians are neither enemies n o r allies, and warforged were trained to ignore civilians. Foes are those whose goals contradict those of the warforged, b u t warforged rarely feel hatred toward foes. Magic items called warforged components function only when attached to warforged. They might be weapons or protective items. The most curious are those recovered from Xen'drik, whic were crafted long before House Cannith made the first warforged.

ART Since they are tireless, warforged have m o r e 'free time' than other races. Many busy themselves with hobbies, including art. They have plenty of time to practice and h o n e their skills to make detailed work. Warforged art is either representational or entirely abstract. Warforged are created from stone, metal, wood, and organic materials. Their flexible plates are connected with fibrous bundles that give warforged surprising flexibility. They can modify their bodies using magic and training.

They might replace their armor plates with stronger ones or add built-in weaponry to their bodies. Since they don't need to eat, sleep, or even breathe, warforged can be active all day and night.

Warforged d o n ' t really understand other races' need to n a m e everything. Most accept whatever names others choose for t h e m. Warforged emerged from the creation forges of House Cannith. After the Last War ended, it became illegal to create new warforged. However, some secret creation forges still operate. Other varieties of warforged can be shaped differently, such as the gorilla-shaped warforged charger or the smaller warforged scout.

They have evolved into a t r u e - b r e e d i n g race that shows signs of its shapeshifting heritage. All shifters are lithe, and most are tough. T h r o u g h shifting, they become able to move faster, become m o r e durable, or even grow claws and fangs. T h e different varieties of shifter have many names: longtooth, cliffwalk, longstride, wildhunt, dreamsight, beasthide, and razorclaw, to name a few.

Lycanthropes can change shape between a humanoid form, an animal form, and a hybrid form. Werewolves, wererats, and werebears are all lycanthropes.

Lycanthropy can be spread like a disease, or a creature can be born a lycanthrope. The Church of the Silver Flame long ago carried out a purge of lycanthropes, and the creatures are now rare across Khorvaire. Although the Church of the Silver Flame acknowledges the similarity between shifters and lycanthropes, it has never openly condoned attacks against shifters or their settlements.

Nevertheless, shifters remain cautious when visiting the nation of Thrane, where the Silver Flame holds sway. Shifter personalities reflect their animal natures. A cliffwalk shifter will likely be quiet a beasthide crude, and a longtooth almost feral. All shifters have strong instincts, and their emotions can fluctuate to extremes. This aspect of their personality makes many shifters unpredictable, but causes others to carefully keep their emotions in check.

Adaptability and self-reliance are highly valued among shifters. They refer to these traits as 'preparing for the j o u r ney yet to c o m e , ' and an ideal shifter would be ready for any challenge at any time.

Along with self-reliance comes freedom, and there is n o t h i n g shifters value m o r e. Shifters don't have a nation of their own. Shifters prefer simple, portable gear they can carry with them at all times. Likewise, shifter spellcasters pass up ostentatious magic for m o r e personal, natural magic. Consequently, shifter spellcasters tend to be druids calling on the power of nature instead of wizards who use bulky spellbooks.

They evolved from the offspring of humans and shapechanging doppelgangers. Changelings have gray skin, fair hair, and long limbs. Their faces in natural form look indistinct, with just a hint of a nose and lips. Their yes are blank and white. When a changeling shapeshifts, he can change 'skin tone, facial features, and even height and weight. This ability doesn't allow a changeling to change into a monster, but it can disguise him as any human-shaped being of roughly the same size as his own.

Changelings make excellent spies and criminals, and those vho live in u r b a n areas can easily find such work. Beyond their shapechanging ability, they are also adept at learning languages and mannerisms. This trait makes them effective diplomats and entertainers.

More than members of most other races, changelings have trouble fitting in and finding a place in the world. T h e i r changing forms make it seem to others that n o t h i n g is certain about them. T h e i r greatest challenge is the prejudice they face from other races, who assume changelings are all assasins, spies, or untrustworthy at best. Changelings follow three distinct philosophies.

Passers stay in one disguised form constantly to avoid the mistrust others feel toward changelings, and to live comfortably in society. Becomers change often; they believe that by convincingly portraying many different individuals, they follow their heritage. Reality seekers believe it's possible to perfect their true forms and create a flawless changeling society.

Changelings often try new looks shapechangers that can assume any humanoid form. The doppelganger and changeling races share gray skin and indistinct features, but changelings have a more limited shapechanging ability than doppelgangers. They were b o r n o n the continent of Sarlona as a fusion of quori incorporeal entities from a realm of dreams and ascetic h u m a n monks who were willing to j o i n with and protect the q u o r i.

T h e u n i o n of dream spirit and h u m a n created a distinct and beautiful species known for its powers of the m i n d. T h e blending of quori spirit and h u m a n host led the kalashtar to their mastery of amazing mental powers.

Such powers, called psion ics, are n o t u n i q u e to the kalashtar, but the kalashtar take to t h e m naturally. Psionic discipline is more rare than magical ability is. As the kalashtar spread to different regions of the world, mastery of psionics becomes m o r e c o m m o n in E b e r r o n , even in unlikely places. Enemies of these quori became the Inspired, who now rule the Sarlonan empire of Riedra. On E b e r r o n today, the Inspired h u n t the kalashtar relentlessly.

Kalashtar abide in their besieged and m o u n t a i n o u s h o m e l a n d of Adar, u n d e r constant threat of invasion by the forces of the Inspired. Some kalashtar have left Adar to learn m o r e of the world so they can better resist and protect other peoples from the Inspired. Strong empath and powerful insight make them compassionate and receptive, but their thought patterns are not h u m a n.

They believe that o t h e r races are incapable of u n d e r s t a n d i n g the war against the Inspired, but they also see it as their duty to protect others from any force of c o r r u p t i o n. Kalashtar genuinely care for the welfare of living creatures, and they use their pes to guard and defend those in need. T h e alien n a t u r e of the kalashtar is a double-edged sword.

Cut c the Region of Dreams, which is h o m e to part of their minds, kalashtar teeter on the edge of insanity. They d o n ' t rely on logic, and their p e r c e p tions of the world can be affected by their otherworldly point of view. Scholars speculate that kalashtar devote themselves to discipline and create complex forms of art and expression in o r d e r to remain g r o u n d e d in tl world—to keen themselves sane.

T h e current Q u o r Tarai is a nightmare, but the kalashtar trust that the darkness will eventually give way to light. Inspired and the d o m i n a n t quori of Dal Q u o r wish to delay the coming of the light, keeping Dal Q u o r locked forever in nightmare. An Inspired overlord dominates hapless Riedran citizens, t u r n i n g them into slaves. Two apparently u n a r m e d kalashtar telepathically communicate their plan of assault, then spring into action using blades created instantly from their m i n d s.

Psionic ability also called psionics represents the power of m i n d over matter, matter created by mind, and even o n e m i n d over a n o t h e r. A p e r s o n who can manifest psionic powers can potentially accomplish anything he can imagine. Some creatures can use psionics as well, whether through innate ability or development of a monstrous m i n d.

In many ways, psionic abilities are like magic. Both create paranormal effects beyond the power of muscle or machine. Manifesting a power is like casting a spell, and magic and psionics interact readily with each other.

Magic and psionics differ in a subtle way. Psionics is, instead, the raw power of the m i n d freed from the need for outside energy or religious devotion. T h e i r races include goblins, bugbears, and hobgoblins. These different breeds share feral features, including sharp teeth, large pointed ears, dark and coarse hair, and yellow-green to orange skin that sometimes darkens on the nose.

Hobgoblins are humanlike in stature, though a head taller than an average h u m a n. Bugbears are taller still, and more heavily built than even ores. Goblins, on the other hand, are short—about the same size as gnomes—with bowed legs that belie their speed and grace. Goblinoids once ruled Khorvaire before the coming of h u m a n s. With few aside from scattered tribes of ores to oppose t h e m , they built great nations on Khorvaire. T h e greatest a m o n g these was the unified Empire of Dhakaan.

O n e of the greatest m o n u m e n t s still standing in Khorvaire is the Six Kings in the Graywall Mountains of Breland. T h e r e , carved from the rock, six hobgoblin warlords stand over a thousand feet high, overlooking a narrow valley. M o d e r n goblinoid warlords trek to the valley to pay homage to their ancestors. Those who have d o n e so have had great successes. Caves u n d e r the kings are said to be full of ancient Dhakaani artifacts, guarded by ghosts of Dhakaani champions.

Goblinoids have always worshiped the dark forces of the world, such as the deities of the Dark Six or the Dragon Below. Missionaries brought the goblinoids the worship of the Sovereign Host. Haruuc reinforced this new religion by personally following the Host's god of war, Dol Dorn. Hobgoblins ruled the Empire of Dhakaan, and in that d o m i n i o n , it's said, they b r e d goblins as workers and bugbears as warriors.

T h e Dhakaani nation lasted eleven thousand years, until the coming of the cruel daelkyr from the Realm of Madness spelled the end of their age. Although the daelkyr were eventually banished, the Empire of Dhakaan was left in shambles. By the time h u m a n s arrived on Khorvaire, all that remained were isolated goblinoid clans surviving on the few useful remains of their fallen realm.

With no one to unite them, the goblinoids stood no chance against h u m a n expansion. They fell to h u m a n swords, went into hiding, or integrated with humans—often as slaves. It quickly became popular for the wealthy to employ hobgoblin bodyguards.

Soon afterward, the Last War began, and it was only a small step for House Deneith to provide goblinoid troops where it had before provided exotic security forces. Goblinoid mercenaries eventually supplemented several nations' armies, which relied heavily on such soldiers as the war dragged on. Lhat dependence proved catastrophic. Seventy-five years into the war, a shrewd hobgoblin warlord named Haruuc secretly united goblinoid warlords and chieftains to his cause, and then t u r n e d on his employers.

Haruuc's forces carved a massive chunk of land from the borderlands, killing many of the people they had been contracted to protect. As H a r u u c calculated, n o n e of the kingdoms from which he carved Darguun could commit military forces to reclaim the land. Breland's king quickly made terms with Lhesh Haruuc, recognizing the land of Darguun in exchange for an alliance.

When the treaty to end the war was crafted, most nations recognized Darguun as a state u n t o itself. For his part, Lhesh Haruuc vowed to be at peace with the nations that recognized Darguun—a promise he has thus far kept.

Goblinoids are warlike. They often fight with themselves as well as with others. The warlord Haruuc and his followers created Darguun during the Last War. He became the ruler of a new goblinoid nation. Each k i n d of d r a g o n m a r k grants a particular magical power, anything from speaking with animals to t e l e p o r t a t i o n.

The Mark of Making helps repair and create goods. The hurnans of House Cannith create war machines and wondrous magical constructs, including the warforged. The Mark of W a r d i n g creates magical The Mark of Sentinel has protective barriers and a l a r m s - a n d even phantom powers.

The humans of House Deneith watchdogs. The dwarves of House offer highly trained bodyguards and Kundarak are bankers and moneylend- mercenaries. The Mark of Storm can control weather. The halflings of House agriculture and control transport across I Ghallanda operate cozy inns. The Mark of Healing cures wounds and diseases. The halflings of House Jorasco provide health c a r e - f o r anyone w h o can afford their fees. The Mark of Detection discerns danger. The half-elves of House Medani serve as scouts, detectives, and counterspies.

An underground House Kundarak vault is secured w i t h powerful magic that detects intruders. Marks come in many sizes. The most powerful marks-Siberys marks-can cover the bearer's entire torso. They are very rare and incredibly powerful. Most guild members are not b o u n d to the house by blood, but get more business because the house's b a n n e r is seen as a sign of quality and reliability.

The Mark of Passage has movement The Mark of Scribing aids w r i t i n g and powers, including teleportation. The communication. The gnomes of House humans of House Orien control transport Sivis run a vast communication network of packages and passengers, and they and serve as translators, notaries, and operate the lightning rail. The Mark of Shadow can both deceive and see through deception.

The elves of House Phiarlan have used the mark for espionage in secret, but in public they act as artisans and entertainers.

The Mark of Finding discovers hidden objects and creatures. The humans and half-ores of House Tharashk are prospectors, inquisitives, and bounty hunters.

After a faction w i t h i n House Phiarlan split off, House Thuranni was created. This house competes directly w i t h Phiarlan, both in public w i t h entertainment and artisan w o r k and in secret w i t h its Shadow Network. The Mark of Handling calms and controls animals. The humans of House Vadalis breed and train magnificent beasts. The elf dragonmarked houses, House Phiarlan and House Thuranni, appear to be entertainers and artisans. However, espionage is far more lucrative.

The houses were once one, but w h e n Thuranni split off, the houses became competitors. As the war g r o u n d on and the strength of the Five Nations waned, separatist regions arose that formed new nations. Dragonmarked houses and their guilds, even with their supposed neutrality, further confuse the tangled web of relations between c o u n tries.

Tossed into the mix were the might of realms on other continents, secret deals, and the aims of factions—secret and public—across Khorvaire and the world. Five major nations made up the K i n g d o m of Galifar, which stretched from coast to coast on Khorvaire. These nations coexisted in peace until the Last War began.

At that point, the Five Nations divided, each of its rulers laying claim to the t h r o n e of Galifar. T h r e e rulers of the four nations that survived the Last War are Galifar's descendants. Aundair's Q u e e n Aurala still seeks the t h r o n e of Galifar, though she would rather acquire it through skill with words than skill at arms. T h e war-weary K i n g Boranel of Breland desires peace m o r e than he seeks a united Galifar, and he supports Breland's strong parliament.

K a r r n a t h ' s king is Kaius III, who rules his nation as a military dictator. K a r r n a t h , however, was one of the most vocal supporters of peace, and Kaius seems m o r e focused on rebuilding his nation than on rekindling war. A royal n a m e d Thalin ruled T h r a n e at the beginning of the Last War, but after Thalin's death the people of T h r a n e rejected his heir. Faith in the religion of the Silver Flame caused t h e m to instead t u r n to that church for rulership.

Now, T h r a n e is a theocracy, and although the nation's leader, Jaela Daran, the Speaker of the Flame, doesn't want war, the majority of her followers want all nations to bow to the sovereignty of their religion. As mercantile enterprises, the houses need to remain welcome wherever they go. Of course, this appearance of neutrality is sometimes secondary to the private agendas of those who rule a particular house.

T h e needs of business also dictate that representatives of the houses seek influence in royal courts all over Khorvaire. Law is often shaped by such needs, and by the power of money. Identification papers are common in the civilized regions of Khorvaire. They allow for ease of travel, and they aid in law enforcement. Magic even allows for sophisticated picture IDs. T h e tenuous peace after the Last War could be broken at any time, and espionage is one way to get the upper h a n d if war breaks out again.

Some m i n o r espionage missions are given to adventurers. T h o s e who prove their worth take on m o r e vital missions, such as infiltration or counterespionage against spies from rival organizations. Adventurers and others not affiliated with the spying organization are used because they are expendable and can't be traced directly back to their employer. For the most sensitive jobs, though, spymasters must be certain the person they send is totally loyal. Changelings and gnomes make good thieves and spies.

With their powers of disguise, changelings can become anyone. Gnomes are small and cunning, with a voracious appetite for knowledge and a natural talent for illusions. Spies of these races don't have house ties as the elves of the Mark of Shadow do, and they're usually less picky about whom they work for. The magic image projector created for House Phiarlan can record and play back events.

It can record up to 10 minutes of an event and show it as an illusion later. The device can't replicate sounds, however. It is crafted with a Siberys dragonshard suspended in a silver hoop. Deities d o n ' t walk the earth in E b e r r o n , n o r do they produce ostentatious displays of power. No one can provide evidence that the gods exist, but the faithful are certain in their belief. A priest could be an agent of a sinister group, a shapeshilter in disguise, or simply motivated by self-interest or greed.

In Eberron, nothing is certain—not even in the arena of faith. Vassals can worship either a single deity or the entire p a n t h e o n , and they make offerings to different deities depending on the situation.

They cart be considered part of the Sovereign Host or a separate p a n t h e o n. Devious schemers, they are worshiped by villains and m o n sters alike. T h e Purified of the Silver Flame, as followers call themselves, believe that evil is an active, supernatural force and are devoted to purging it from the world. They call this force il-Yannah 'the Great Light'.

They meditate to perfect themselves in body and mind and prepare to fight the forces of darkness. Since the elves believe the dead to be incarnate deities, they seek advice and favor from them. T h e i r greatest champions are often reanimated alter death to continue to fight for lor the cult. Vol is an ancient lich an intelligent undead spellcaster and a master master of of necromancy.

T T hh ee matriarch matriarch of of the the house house crossed crossed the the bloodlines bloodlines of of elves elves and and dragons. This act act angered angered both both races, dragons. This races, which banded together to destroy which banded together to destroy the the House House of of Vol. Lady Lady Erandis Erandis d'Vol, d'Vol, an an undead undead wizard, wizard, survived survived the the destruction destruction of the of her her house, house, and and she she alone alone carries carries the Mark of Death.

Sotne wish to free Khyber, the Dragon Below. O t h e r s traffic with demons or seek a lost paradise deep belowground. It is a land that has a rich variety of people and environments.

Territories vary widely. T h e blasted landscape of the D e m o n Wastes borders the lush forests of the Eldeen Reaches. T h e vast expanse of the Talenta Plains rises into the m o u n t a i n o u s M r o r Holds, which b o r d e r the peninsulas and islands of the Lhazaar Principalities. To the n o r t h of Khorvaire is the frozen Frostfell.

To the south are Aerenal the elf nation and the wild, monster-infested jungles of Xen'drik. T h e d r a g o n - i n h a b i t e d continent Argonnessen lies to the east, as does Sarlona, the h o m e of the psionic Inspired.

These were once united as the kingdom of Galifar, but they broke apart d u r i n g the Last War. In fact, Cyre was destroyed near the end of the war and became known as the M o u r n l a n d. These nations are so populous and powerful that they drive the direction of the entire c o n t i n e n t. Trade across Khorvaire falls under the control of the dragonmarked houses. Their enclaves appear in most large cities and in many small ones as well.

Long-distance travel-by land, sea, air, and even teleportation-depends mostly on House Orien and House Lyrandar. The gnomes of House Sivis control magical communication. These services are vital to the way Khorvaire's people and nations operate. Long after the demons had been defeated and the goblins' empire had fallen, h u m a n settlers arrived on Khorvaire from the c o n t i n e n t of Sarlona.

Many races, including dwarves and halflings, already had homelands on Khorvaire. H u m a n s began to trade with these races and establish ties. Elves seeking a new way of life migrated from their h o m e in Aerenal. They created the nation of Valenar and settled in many other nations as well. In time, the h u m a n s and their allies controlled the entire central region of the continent. Dragonmarks first appeared on Khorvaire, leading to the rise of the dragonmarked houses as mercantile powers.

W h e n Galifar was established, uniting the Five Nations, an age of prosperity and advancement followed. Magic was mastered, leading to the sparkling towers of Sharn, agricultural abundance, and conveniences such as the lightning rail. Galifar encompassed the entire continent for a time, but the Last War splintered the kingdom. T h e Five Nations separated again.

Many chieftains and would-be kings in uncivilized areas petitioned to create i n d e p e n d e n t nations. T h e C h u r c h of the Silver Flame rules the nation as a theocracy. Religion plays a major role in everyday life. T h e first day of the week is entirely devoted to prayer, fasting, and ritual.

T h r e e times a day, priests and devout followers celebrate the Mass of Silver Fire. Art and architecture are made to h o n o r the Flame. Buildings use light and soaring spaces to symbolize the glory of the Flame, giving the nation a distinct, religious look. T h e nation is devoted to good, and the destruction of supernatural forces of evil is its stated goal. However, many see contradictions in the way T h r a n e operates.

Its laws are repressive, many of the church's leaders are corrupt, and fanatics have carried out inquisitions and crusades in the Silver Flame's name in the past. Still, most citizens and church leaders are honest and tolerant. Its relatively new government has caused T h r a n e to become somewhat isolated from other nations.

T h r a n e has attempted to develop an economy that doesn't depend on imports, but hasn't been totally successful. Many nations other than T h r a n e worry that T h r a n e ' s religious government will interfere with their plans. T h e most p r o m i n e n t envoys of T h r a n e in other nations are missionaries of the Silver Flame.

Most preach a tolerant version of the faith, but some believe that any religion other than the Silver Flame is evil. She is quite literally the Flame's v o i c e - t h e only way it can communicate w i t h people. The Keeper of the Flame is an intermediary between the Flame and the clergy. Destroyed by the Karmathi rent Keeper. After famine and disease almost ruined Karrnath, the nation turned to necromancy to provide new troops. The Karrnathi raised the dead f r o m the battlefields, creating zombies and skeletons to fill their armies.

Since most people consider undead to be pure evil, other nations are concerned about Karrnath's use of t h e m. The Twelve, an institute for arcane magic, has its headquarters in the city of Korth. The dragonmarked houses fund this organization. Today, though, K a r r n a t h works to preserve the peace, both with the rest of the Five Nations and with other countries on Khorvaire. Possessing strong ties with Breland, the dwarves of the M r o r Holds, and the halflings of the Talenta Plains, K a r r n a t h also seeks a better relationship with Aundair and T h r a n e , its two main adversaries d u r i n g the Last War.

Every Karrnathi citizen must serve in the military, and many make careers of military service. For centuries, officers have attended the Rekkenmark Academy.

Before the Last War, nobles from across Galifar came to the academy for part of their training. King Kaius Ill's extended family rules K a r r n a t h , along with nobles who have become generals and admirals.

T h e entire nation is u n d e r martial law, despite the progressive attitudes Kaius sometimes King Kaius III looks almost exactly like his grandfather, Kaius I. Report Wayfinders Guide to Eberron. Wayfinders Guide to Eberron brings the eponymous campaign setting to the fifth edition of Dungeons. The wayfarers guide to eberron hooks for compelling adventures as well as an appendix with a list of sources you can use to learn more about the setting.

Wayfinders Guide to Eberron has tools and options for a Dungeons and Dragons player to create Eberron inspired story. Screaming with joy as I did so. Wayfarers Guide to Eberron 5e now available. Races from the DD world of Eberron. Please fill this form we will try to respond as soon as possible. Read: Organic Chemistry John Mcmurry 8th Edition Free Pdf Download This page book gives you everything you need to create an Eberron story or character exploring the core themes of the setting and the rules to implement them in the fifth edition.

Changelings kalashtar shifters and warforged.



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