Session Zero in Eberron
Player Questions
What was your character doing during the Last War?
What brings your character to Sharn?
How did your character learn their class?
What is Eberron?
Eberron is a campaign setting for the Dungeons & Dragons (D&D) roleplaying game, created by Keith Baker and first introduced in 2004. The setting is set in a world that blends traditional high fantasy elements with pulp fiction, film noir, and steampunk influences. Eberron is a world of magic-infused technology, intrigue, and swashbuckling adventure, where the lines between good and evil are often blurred.
The central continent of Eberron is Khorvaire, which is home to many nations and diverse cultures shaped by the aftermath of the Last War, a century-long conflict that ended with a tenuous peace. This continent is where most of the campaign action takes place, although the world of Eberron also includes other continents, such as Xen'drik, Sarlona, and Argonnessen, each with its own unique history, cultures, and secrets.
Magic is pervasive in Eberron, with magical technology integrated into daily life. Elemental airships and the lightning rail serve as transportation, while magical constructs called warforged were created as soldiers during the Last War. The Dragonmarked Houses, powerful dynastic families bearing unique magical marks, have significant influence over various industries and aspects of life in Khorvaire.
The world of Eberron is home to many traditional fantasy races, such as humans, elves, dwarves, and halflings, as well as unique races like warforged, changelings, kalashtar, and shifters. The traditional fantasy tropes are often subverted or reimagined in Eberron, with orcs as druidic protectors of nature, goblins as part of a once-great ancient empire, and dragons as secretive schemers.
The pantheon of deities in Eberron is different from other D&D settings, with the Sovereign Host representing the primary gods and the Dark Six as their darker counterparts. The Silver Flame is a powerful force for good, while the enigmatic draconic Prophecy shapes the world's destiny. Faith and religion are less about direct divine intervention and more about the personal beliefs and motivations of individuals.
In summary, Eberron is a D&D campaign setting that combines high fantasy with pulp adventure, film noir, and steampunk themes. It is a world of magic-infused technology, diverse cultures, morally complex characters, and swashbuckling adventure, making it an exciting and unique setting for roleplaying games.
Sharn
Sharn, often referred to as the City of Towers, is one of the most iconic and significant cities in the world of Eberron. Located in the southeastern part of the nation of Breland, Sharn sits atop a manifest zone connected to the plane of Syrania, which enhances the power of magic related to flight and levitation. This unique magical property allows the city to reach incredible heights, with its many towers stretching skyward, creating a breathtaking and imposing skyline.
The city is built upon layers of history, with ancient goblin ruins and old districts buried beneath the more recent construction. The city's architecture is a mix of old and new, with modern, magically-enhanced towers standing alongside ancient and crumbling edifices. Sharn is divided into several distinct districts and levels, each catering to different social classes, races, and interests. The city is vertically stratified, with the wealthiest and most influential residents living in the lofty heights of the Upper Wards, while the lower levels are home to the city's working class and criminal underworld.
As a major hub of commerce, politics, and culture, Sharn attracts a diverse population of inhabitants, including humans, goblinoids, warforged, shifters, changelings, and members of other races from across Khorvaire and beyond. The city is a melting pot of different cultures and traditions, making it a vibrant and exciting place for adventurers and residents alike.
Sharn's complex political landscape is shaped by the presence of powerful factions, including the Dragonmarked Houses, various criminal organizations, and the city's own governing body, the City Council. These factions vie for power and influence, often using intrigue, espionage, and covert operations to further their goals.
In addition to its political and economic importance, Sharn is also a center of magical research and innovation. The city is home to the prestigious Morgrave University, which attracts scholars and researchers from all over the world. The influence of the Dragonmarked Houses, particularly House Cannith, has also led to the development of cutting-edge magical technology, such as the lightning rail and the elemental airships that connect the city to the rest of Khorvaire.
Overall, Sharn is a city of contrasts, where breathtaking beauty and wealth coexist with poverty and danger. Its diverse population, unique magical properties, and complex political landscape make it a perfect setting for thrilling adventures and intrigue in the world of Eberron.
Heroes and Villains
In the world of Eberron, player characters have the opportunity to become heroes or villains, shaping the course of events through their actions and decisions. The setting is designed to provide a rich backdrop for storytelling, offering a wide range of opportunities for characters to make their mark and leave a lasting impact on the world.
Here are a few ways player characters can shape the world at the tabletop in Eberron:
- Align with or oppose factions: Eberron is filled with various factions and organizations, each with its own goals and agendas. Player characters can choose to ally themselves with these groups, working to advance their causes, or they can stand against them, thwarting their plans and seeking to bring about change in the world. Examples of factions include the Dragonmarked Houses, the Emerald Claw, the Aurum, and the various religious sects.
- Uncover ancient secrets: Eberron is a world steeped in history and mystery, with countless ancient ruins and forgotten artifacts waiting to be discovered. Player characters can embark on quests to uncover these secrets, delving into long-lost dungeons or deciphering the enigmatic Draconic Prophecy. The knowledge and power they gain from these pursuits can shape the course of events and influence the balance of power in the world.
- Influence political events: The nations of Khorvaire are still recovering from the devastating effects of the Last War, and the political landscape is ripe for change. Player characters can become embroiled in the intrigues and machinations of the various rulers and power brokers, working to advance their own interests or those of their allies. By doing so, they can play a role in shaping the future of the continent, whether by helping to broker peace, stoking the fires of conflict, or anything in between.
- Combat threats and protect the innocent: Eberron is a dangerous place, filled with monsters, malevolent forces, and hidden dangers. Player characters can take on the role of heroes, standing against these threats and working to protect the innocent. Whether they are battling rampaging aberrations from the depths of Khyber, foiling the schemes of nefarious cults, or defending a village from marauding bandits, the actions of the characters can have a lasting impact on the world and the lives of those they encounter.
- Pursue personal goals and stories: Every character in Eberron has their own personal goals, motivations, and backstory. As the campaign unfolds, player characters can choose to pursue these personal objectives, shaping the world around them through their actions and decisions. Whether they are seeking revenge against a hated enemy, searching for a lost loved one, or striving to unlock the secrets of their own mysterious past, these personal stories can become an integral part of the larger narrative of the world.
In Eberron, the line between heroes and villains can often be blurred, and characters may find themselves facing difficult moral dilemmas and making choices that have far-reaching consequences. By engaging with these challenges and taking an active role in shaping the world, player characters can become truly memorable and impactful figures in the rich and dynamic setting of Eberron.
STOP HERE IF YOU DON'T WANT TO SPEND YOUR WAKING HOURS THINKING ABOUT IMAGINARY STORIES IN AN IMAGINARY WORLD
Brief History of Eberron
Creation
In the world of Eberron, the creation myth revolves around three progenitor dragons: Siberys, Khyber, and Eberron. These dragons are considered the fundamental forces that shaped the world, and their story is deeply ingrained in the setting's lore.
According to the myth, in the beginning, there was only the vast emptiness of the cosmos. Out of this void, the three progenitor dragons emerged. Siberys represented the celestial and spiritual realm, Khyber embodied darkness and the underworld, and Eberron was the dragon of balance and the material plane.
The dragons worked together to create a new world. Siberys crafted the stars and heavens, while Eberron shaped the land and seas. Khyber, on the other hand, became envious of their creations and sought to claim it all for itself. This jealousy led to a great conflict between the three dragons.
In the end, Siberys was slain by Khyber, and its body became the Ring of Siberys, a celestial ring of golden dragonshards encircling the world. Eberron and Khyber continued their struggle, with Eberron eventually entangling and trapping Khyber within its own body. This act of sacrifice created the world as it is known in the Eberron setting.
Khyber's body now forms the underworld, teeming with fiends and other dark creatures, while Eberron's body makes up the land, seas, and skies. The lingering energies of the progenitor dragons are said to be the source of all magic in the world. As a result, the creation myth plays a significant role in the cosmology, religions, and cultures of Eberron.
Before the Last War
Before the Last War, the history of Eberron was marked by various periods, conflicts, and the rise and fall of different empires. Here is a brief overview of the significant events and developments:
- Age of Dragons: This age saw the birth of dragon civilization on the continent of Argonnessen. The dragons began studying the Draconic Prophecy, which is a mysterious collection of omens and signs that predict the future and guide the actions of dragonkind.
- Age of Demons: During this period, the fiends of Khyber, known as the rakshasa rajahs or demon overlords, emerged and began to dominate the world. The dragons and couatls, serpent-like celestials, allied against the demon overlords and eventually defeated them. Many of the demons were imprisoned, while the couatls sacrificed themselves to create the Silver Flame, a force of divine power, to contain the remaining evil.
- Age of Giants: This age saw the rise of the giant civilization on the continent of Xen'drik. The giants harnessed powerful magic and built a vast empire, but they eventually fell into decadence and slavery. The dragons, fearing the misuse of magic, waged war against the giants, leading to the collapse of the giant civilization and the shattering of Xen'drik into a mysterious, fragmented landscape.
- Age of Monsters: After the fall of the giants, the goblinoid races (goblins, hobgoblins, and bugbears) formed the vast empire of Dhakaan on the continent of Khorvaire. The Dhakaani Empire lasted for thousands of years but eventually succumbed to infighting and the invasion of the daelkyr, aberrations from the plane of Xoriat.
- Age of Humanity: Human settlers from the continent of Sarlona arrived in Khorvaire around 3,000 years ago. They established the Kingdom of Galifar, which grew to encompass the entire continent. The kingdom was built on the principles of unity, peace, and progress, and under its rule, the Five Nations—Aundair, Breland, Cyre, Karrnath, and Thrane—prospered.
- The Kingdom of Galifar: The Kingdom of Galifar lasted for nearly a thousand years. The monarchy, led by a line of wise and benevolent rulers, fostered a golden age of art, learning, and magic. The Dragonmarked Houses, powerful families with innate magical abilities, rose to prominence during this time, driving advancements in trade, industry, and technology.
The Last War
tldr
The Last War was a devastating conflict that raged across the continent of Khorvaire in the world of Eberron for over a century, lasting from 894 YK to 996 YK. It began when the ruling family of the Kingdom of Galifar, the nation that once united the entire continent, failed to agree on a successor after the death of King Jarot. This dispute led to a violent struggle for power among the five scions of the royal family, each of whom ruled over one of the Five Nations that comprised Galifar: Aundair, Breland, Cyre, Karrnath, and Thrane. As these nations turned on each other, the fragile unity of the continent shattered, plunging Khorvaire into a bloody and protracted war that would ultimately reshape the political landscape of the region.
Over the course of the Last War, alliances shifted, new nations emerged, and countless battles were fought, leaving a trail of death and destruction in their wake. The conflict saw the rise of powerful military forces, the emergence of innovative magical technologies, and the creation of the warforged, a race of sentient constructs built for war. The war finally came to an abrupt and shocking end with the cataclysmic event known as the Day of Mourning, which transformed the nation of Cyre into the deadly and mysterious Mournland. This horrifying event served as a grim reminder of the terrible cost of war, prompting the remaining nations to negotiate a tenuous peace through the signing of the Treaty of Thronehold in 996 YK. While the Last War has officially ended, tensions between the nations still simmer, and many fear that a new conflict may be on the horizon.
Details
The Last War was a devastating, continent-spanning conflict that raged across Khorvaire for over a century, lasting from 894 YK (Year of the Kingdom) to 996 YK. The war began when King Jarot of Galifar died without a clear heir, leading to a power struggle among his five children, who each ruled one of the Five Nations: Aundair, Breland, Cyre, Karrnath, and Thrane. What follows is a detailed summary of the key events and developments during the Last War:
- The Succession Crisis: Upon King Jarot's death, his children could not agree on a successor, and each declared themselves the rightful ruler of Galifar. This dispute marked the beginning of the Last War, as the Five Nations mobilized their armies and fought for control over the kingdom.
- The War Evolves: Over the course of the conflict, the war evolved from a straightforward struggle for succession into a complex web of shifting alliances and rivalries. Nations forged and broke alliances, often driven by self-interest and opportunism rather than loyalty or ideology.
- The Dragonmarked Houses: During the war, the Dragonmarked Houses played a crucial role as their services were in high demand. They maintained a policy of neutrality, providing their unique magical talents and resources to any nation willing to pay. This neutrality allowed the houses to amass considerable wealth and influence, further complicating the political landscape.
- The Emergence of New Nations: As the conflict continued, new nations emerged from the chaos. The goblinoid nation of Darguun broke away from Cyre, and the monstrous nation of Droaam declared its independence from Breland. The Eldeen Reaches seceded from Aundair, and the Mror Holds, home to the dwarves, gained independence from Karrnath.
- The War of the Mark: A side conflict, known as the War of the Mark, took place within the Last War. It was a brutal, internal struggle among the Dragonmarked Houses, as they attempted to eradicate "aberrant" dragonmarks – unpredictable and dangerous manifestations of the dragonmarks that threatened the established order of the houses.
- The Mourning: In 994 YK, a cataclysmic event known as the Mourning occurred, transforming the once-prosperous nation of Cyre into a deadly, magical wasteland called the Mournland. The exact cause of the Mourning remains a mystery, and the fear of a similar fate befalling other nations played a significant role in bringing the Last War to an end.
- The Treaty of Thronehold: The Last War officially concluded with the signing of the Treaty of Thronehold in 996 YK. The treaty recognized the independence of the former Five Nations and several new nations that emerged during the war. Additionally, the treaty disbanded the military forces of the Dragonmarked Houses, limiting their influence on future conflicts.
The Last War left deep scars on the continent of Khorvaire, with countless lives lost and political tensions still lingering. The legacy of the conflict continues to shape the world of Eberron, with the balance of power in constant flux and the threat of a new war always on the horizon.
Eberron Now
Nations
In the world of Eberron, the continent of Khorvaire is home to numerous nations, each with its own unique history, culture, and political landscape. The continent has been significantly shaped by the Last War, with old alliances broken and new nations emerging from the conflict. Some of the key nations in Khorvaire include:
- Aundair: A nation known for its fertile farmlands, prestigious arcane universities, and a tradition of excellence in both the magical and mundane arts. Aundair is ruled by Queen Aurala, who seeks to restore the nation's former glory and expand its influence.
- Breland: A progressive and industrialized nation, Breland is known for its bustling cities, advanced technology, and a diverse population that includes humans, goblinoids, and the warforged. King Boranel rules Breland with a commitment to freedom and democracy, promoting tolerance and cooperation among its citizens.
- Karrnath: A proud and martial nation with a long history of military prowess, Karrnath is ruled by King Kaius III. The nation has a strong focus on discipline, duty, and martial skill, and is known for its formidable army and its use of undead soldiers during the Last War.
- Thrane: A theocratic nation governed by the Church of the Silver Flame, Thrane is dedicated to the cause of fighting evil and spreading its faith. Queen Diani ir'Wynarn serves as the nation's figurehead, while the true power lies with the church's leaders, particularly the Keeper of the Flame.
- The Mournland: Formerly the nation of Cyre, the Mournland was created during the cataclysmic event known as the Day of Mourning. The region is now a dangerous and magically twisted wasteland, filled with strange phenomena, deadly creatures, and the remnants of Cyre's shattered civilization.
- Zilargo: The homeland of the gnomes, Zilargo is a small but influential nation known for its arcane knowledge, elemental binding technology, and a pervasive culture of intrigue and espionage. The nation is governed by the Triumvirate, a council of representatives who maintain order through the secretive intelligence agency known as the Trust.
- Valenar: A nation founded by the Valenar elves during the Last War, Valenar is a land of fierce warriors, skilled cavalry, and a strong connection to the spirits of their ancestors. The nation is ruled by the warlord High King Shaeras Vadallia, who seeks to expand Valenar's territory and influence.
- Darguun: A goblinoid nation established in the wake of the Last War, Darguun is a land of violence and strife, ruled by the ruthless warlord Lhesh Haruuc. The nation is home to goblins, hobgoblins, and bugbears, many of whom dream of reclaiming the glory of their ancient empire, Dhakaan.
- The Eldeen Reaches: A vast and untamed region dominated by dense forests, the Eldeen Reaches is home to various races, including humans, shifters, and orcs. The region is known for its strong druidic traditions, and its inhabitants live in harmony with the land and its creatures.
- The Mror Holds: A confederation of dwarven clans, the Mror Holds are renowned for their mines, skilled artisans, and a complex web of political alliances and rivalries. The Iron Council, a gathering of representatives from each clan, governs the Holds and oversees their shared interests.
Mournland
The Mournland is a region in the world of Eberron, located in the southeast of the continent of Khorvaire. Once the prosperous nation of Cyre, the Mournland emerged as a result of a mysterious cataclysmic event known as the Mourning, which took place on the 20th of Olarune, 994 YK. The exact cause of the Mourning remains unknown, and the fear of a similar disaster befalling other nations played a significant role in bringing the Last War to an end.
The Mournland is a twisted, magical wasteland filled with unnatural phenomena, deadly hazards, and bizarre creatures. The Mourning's aftermath transformed the region in several ways:
- Magical Mutations: The Mourning's arcane energies have caused bizarre mutations in the landscape, flora, and fauna of the region. The Mournland is filled with strange, twisted creatures, many of which are unique to the area. Some of these creatures possess new and unpredictable abilities, making them even more dangerous.
- Dead-Gray Mist: The Mournland is shrouded in a pervasive dead-gray mist that obscures vision and hampers navigation. This mist also has a numbing effect on those who venture into the Mournland, dampening their emotions and dulling their senses. The mist's origin is unknown, but it serves as a clear and ominous reminder of the Mourning.
- Warped Magic: The arcane energies unleashed during the Mourning have left their mark on the Mournland, causing spells to behave unpredictably. Magic cast within the Mournland may fizzle, fail, or produce unintended effects. This unpredictability poses a significant risk to spellcasters who venture into the area.
- Stasis of Life and Death: The Mourning has somehow disrupted the natural processes of life and death in the Mournland. Wounds do not heal naturally, and even magical healing is unreliable. Similarly, dead bodies do not decay, leaving the gruesome remains of the fallen to linger in the eerie silence of the Mournland.
- The Glass Plateau: A vast stretch of land within the Mournland has been transformed into a smooth, glass-like surface, known as the Glass Plateau. This peculiar feature is thought to be the result of intense heat from the Mourning, fusing the soil and rock into glass. The Glass Plateau is both a visually striking and treacherous terrain.
Despite the dangers and mysteries surrounding the Mournland, treasure hunters, adventurers, and survivors seeking lost loved ones are drawn to the region. Some factions seek to uncover the cause of the Mourning, hoping to prevent a similar disaster in the future, while others look for ways to exploit the powerful and unstable arcane energies that now pervade the Mournland.
Dragonmarked Houses
In the world of Eberron, the Dragonmarked Houses are powerful families that possess unique, hereditary magical abilities known as dragonmarks. These dragonmarks manifest as intricate, tattoo-like patterns on the skin and grant their bearers access to powerful magical abilities that are associated with their respective houses. The Dragonmarked Houses play a crucial role in the world's economy and politics, using their gifts to control key industries and services.
There are a handful of Dragonmarked Houses, each associated with a specific race and type of dragonmark. They are:
- House Cannith: Associated with the Mark of Making and primarily composed of humans, House Cannith is known for its innovations in artifice, crafting, and magical item creation. They played a significant role in the creation of the Warforged during the Last War.
- House Deneith: Bearing the Mark of Sentinel, House Deneith is a human house that specializes in personal security and mercenary services. They are known for their elite Blademark soldiers and Defenders Guild.
- House Ghallanda: Members of this halfling house possess the Mark of Hospitality. House Ghallanda operates inns, taverns, and restaurants across Khorvaire and is known for its exceptional service and ability to provide safe havens for travelers.
- House Jorasco: Another halfling house, Jorasco bears the Mark of Healing. They provide medical services, from mundane healing to magical cures, through their renowned Healers Guild.
- House Kundarak: Bearing the Mark of Warding, this dwarven house specializes in banking, security, and the protection of valuable goods. House Kundarak operates the Kundarak Bank, which is known for its impenetrable vaults and secure transport services.
- House Lyrandar: Members of this half-elf house possess the Mark of Storm. House Lyrandar controls the shipping and transportation industry, using their weather manipulation abilities to ensure smooth travel by air and sea.
- House Medani: Bearing the Mark of Detection, this half-elf house specializes in intelligence, investigation, and espionage. House Medani operates the Warning Guild, offering divination and magical protection services.
- House Orien: Members of this human house possess the Mark of Passage. House Orien controls land-based transportation and courier services, including the famous Lightning Rail system that connects major cities across Khorvaire.
- House Phiarlan: Bearing the Mark of Shadow, this elven house specializes in entertainment, art, and espionage. House Phiarlan operates the Serpentine Table, an information-gathering and spy network.
- House Sivis: Members of this gnome house possess the Mark of Scribing. House Sivis specializes in communication, record-keeping, and translation services, making them an essential part of Khorvaire's bureaucracy and infrastructure.
- House Thuranni: Also bearing the Mark of Shadow, this elven house is a splinter faction of House Phiarlan that formed during the Last War. Like Phiarlan, Thuranni is involved in espionage and information brokering, as well as entertainment.
- House Tharashk: Bearing the Mark of Finding, this house is composed primarily of humans and half-orcs. House Tharashk is known for its exceptional prospectors, bounty hunters, and inquisitives. They excel at locating people, items, and resources, making them an essential player in the world of Eberron's mining and extraction industries, as well as in law enforcement and intelligence gathering.
- House Vadalis: Bearing the Mark of Handling, this human house specializes in animal breeding and training. House Vadalis is known for creating exotic and magical beasts, as well as providing superior mounts and animal companions.
The Dragonmarked Houses wield immense influence in Eberron, often transcending national borders and political affiliations. They are bound by strict rules to remain neutral in political conflicts and are prohibited from maintaining standing armies. However, their wealth, resources, and unique abilities make them significant players in the world's power dynamics.
Faith
In the world of Eberron, faith plays a complex and multifaceted role. Unlike many other fantasy settings, the deities in Eberron are distant and enigmatic, rarely intervening directly in the affairs of mortals. As a result, faith in Eberron is often more about personal beliefs and philosophies rather than concrete evidence of divine intervention. Here are some of the major faiths and belief systems in Eberron:
- The Sovereign Host: The most widespread faith in Khorvaire, the Sovereign Host is a pantheon of nine deities that represent various aspects of civilization and the natural world. The Sovereign Host is seen as a source of guidance and protection, and its teachings emphasize community, cooperation, and the importance of upholding social order.
- The Dark Six: The Dark Six are a group of deities that split from the Sovereign Host and represent darker aspects of existence, such as destruction, deception, and ambition. While often seen as malevolent, the Dark Six are also revered by some as necessary forces of change and growth.
- The Silver Flame: The Church of the Silver Flame is a monotheistic faith centered around the Silver Flame, a divine force created by the sacrifice of the couatls to imprison the demon overlords during the Age of Demons. The church promotes the ideals of justice, protection, and the eradication of evil, and it is highly organized and hierarchical.
- The Blood of Vol: This faith is built around the idea of personal divinity and the pursuit of immortality. Followers of the Blood of Vol believe that divinity lies within their own blood and that by unlocking its power, they can achieve immortality and transcendence. The faith has a darker side, as it is often associated with necromancy and the manipulation of life and death.
- The Path of Light: Practiced primarily by the kalashtar in the continent of Sarlona, the Path of Light is a philosophy that seeks to attain enlightenment and harmony by balancing the forces of light and darkness within oneself. Followers of the Path of Light believe in the existence of a cosmic force called il-Yannah, or "the Great Light," which they seek to merge with through meditation and personal growth.
- The Cults of the Dragon Below: These cults worship the dark powers that dwell beneath the surface of Eberron, including the daelkyr, the aberrations, and the spirits of Khyber. Cults of the Dragon Below are diverse and often secretive, and their practices can range from benign earth worship to sinister and destructive rituals.
- The Undying Court: Unique to the elves of Aerenal, the Undying Court is a faith centered around the veneration of the ancestors. The elves believe that their departed ancestors can provide guidance and wisdom, and through the use of powerful necromancy, they sustain these ancestors as deathless beings, granting them a form of immortality.
- The Path of Inspiration: The official religion of the Riedran people in Sarlona, the Path of Inspiration teaches that mortal beings can achieve divinity by following the guidance of the Inspired, who are believed to be mortal vessels for the divine Quori spirits from the plane of Dal Quor. In reality, the Path of Inspiration is a tool of control used by the Quori to manipulate and dominate the people of Riedra.
Faith in Eberron is diverse and often deeply personal, and the lines between religious belief, philosophy, and cultural identity can be blurred. The absence of direct divine intervention means that the nature of the gods is open to interpretation, and faith often plays a more subtle and nuanced role in the lives of the people of Eberron.
Some Key Figures
Here are a few key figures from the world of Eberron. Keep in mind that there are many more important characters within the setting, but these should provide you with a good starting point:
- King Boranel ir'Wynarn: The current ruler of the nation of Breland, King Boranel is known for his wisdom, diplomacy, and military prowess. Under his leadership, Breland has emerged as a strong and influential power in the aftermath of the Last War. He is well-respected by his people and other nations for his commitment to peace and cooperation.
- Queen Aurala ir'Wynarn: The ruler of the nation of Aundair, Queen Aurala is an intelligent and ambitious monarch who seeks to strengthen her nation's position on Khorvaire. She is a skilled diplomat and strategist, and her reign has been marked by efforts to expand Aundair's influence through both diplomatic and arcane means.
- King Kaius III: The ruler of Karrnath, King Kaius III has worked tirelessly to rebuild his nation after the devastation of the Last War. He is a pragmatic and determined leader, focused on improving the lives of his people and strengthening Karrnath's military and economic power.
- Jaela Daran: The young leader of the Silver Flame, a powerful religious organization based in the theocratic nation of Thrane. Jaela Daran serves as the Keeper of the Silver Flame, a position that grants her divine power and authority. She is a compassionate and dedicated leader, working to promote the values of the Silver Flame and combat the forces of darkness and corruption.
- Merrix d'Cannith: The patriarch of House Cannith, one of the Dragonmarked Houses of Khorvaire, Merrix d'Cannith is a brilliant artificer and businessman. Under his leadership, House Cannith has become a leading force in the fields of magical crafting, artifice, and innovation. Merrix was also responsible for the creation of the warforged, a race of sentient constructs initially created to serve as soldiers during the Last War.
- Mordain the Fleshweaver: An infamous and feared figure in the world of Eberron, Mordain is a powerful and twisted wizard who specializes in the dark art of fleshcrafting. He is known for his horrifying creations and experiments, which have earned him the enmity of many throughout Khorvaire.
- Lady Vol: Also known as Erandis d'Vol, Lady Vol is the last scion of the House of Vol, a Dragonmarked House that was destroyed long ago due to its ties to the forbidden art of necromancy. She is a powerful necromancer and a scheming mastermind, working from the shadows to manipulate events and further her own mysterious goals.
These are just a few of the many important figures in the world of Eberron. As a DM or a player, you can use these characters as allies, adversaries, or sources of inspiration for your own stories and adventures within the setting.
Some (But Not All) of the Races
Warforged
The Warforged are a unique race of sentient constructs in the world of Eberron. They were originally created as living weapons during the Last War, designed to serve as tireless soldiers for the various nations of Khorvaire. The Warforged were primarily created by House Cannith, a Dragonmarked House known for its innovations in artifice and magical item creation, using a combination of magic and advanced technology.
Physically, Warforged are humanoid in shape but made from a blend of organic and inorganic materials. Their bodies are composed of a complex mix of metal, stone, and wood, and their internal structure incorporates fibrous muscles and a circulatory system filled with a fluid called "alchemical blood." This unique composition grants them the ability to withstand immense physical punishment and to function without the need for rest, food, or air.
Despite their artificial origins, Warforged possess sentience, emotions, and self-awareness. They are capable of forming their own beliefs, desires, and goals, and can develop deep personal connections with other beings. While they were originally created to be soldiers, the Warforged have since sought to find their place in the world following the end of the Last War.
The Treaty of Thronehold, which marked the end of the Last War, recognized the Warforged as sentient beings and granted them their freedom. This newfound freedom has led to a wide range of experiences for the Warforged as they attempt to navigate their place in a post-war society. Some Warforged choose to continue a life of combat as mercenaries or adventurers, while others seek a more peaceful existence, exploring their creative or intellectual capabilities.
Many Warforged struggle with questions of identity, purpose, and self-worth, as they grapple with their origins as living weapons and their desire to be more than just tools of war. This internal struggle, combined with the prejudices and misunderstandings they often face from other races, makes the Warforged a compelling and complex addition to the world of Eberron.
Kalashtar
The Kalashtar are a unique race of beings in the world of Eberron, native to the continent of Sarlona. They are the result of a fusion between human hosts and Quori spirits, a race of psychic beings from the plane of Dal Quor, the Region of Dreams. This fusion gives the Kalashtar their distinct appearance, abilities, and traits.
The origin of the Kalashtar can be traced back to when a group of renegade Quori spirits, who were opposed to the evil ambitions of the Dreaming Dark, sought refuge in the material plane by merging with human hosts. This act of rebellion created the Kalashtar and marked the beginning of their ongoing struggle against the Dreaming Dark and their own Quori kin.
Physically, Kalashtar resemble humans but possess several distinguishing features. They are often described as having an otherworldly beauty, with subtly angular facial features and an ethereal, almost dreamlike presence. Their eyes are typically larger and more expressive than those of humans, and they frequently have a slight psychic glow.
The Kalashtar possess a number of unique abilities and traits as a result of their Quori heritage:
- Telepathy: Kalashtar have the innate ability to communicate telepathically with other creatures, allowing them to silently exchange thoughts and ideas without speaking.
- Psychic Resistance: Due to their Quori spirits, Kalashtar have a natural resistance to psychic damage and are less susceptible to the effects of charm spells and abilities.
- Enhanced Mental Abilities: Kalashtar often possess heightened mental faculties, with many excelling in the areas of intelligence, wisdom, and charisma.
- Spiritual Connection: Each Kalashtar shares a bond with their Quori spirit, which grants them access to unique psionic abilities and powers. This bond also connects the Kalashtar to other members of their lineage, creating a sense of shared purpose and unity.
The Kalashtar are a deeply spiritual people who follow the Path of Light, a philosophy that seeks to attain enlightenment and harmony by balancing the forces of light and darkness within oneself. They believe in the existence of a cosmic force called il-Yannah, or "the Great Light," which they seek to merge with through meditation, personal growth, and acts of compassion.
The Kalashtar are a relatively rare and enigmatic race in Eberron, with most residing in their homeland of Sarlona. However, some Kalashtar travel to Khorvaire and other continents as refugees, emissaries, or adventurers, bringing their unique abilities and beliefs with them.
Changelings
Changelings are a shape-shifting race native to the world of Eberron, primarily found in the continent of Khorvaire. They are the descendants of doppelgangers and humans, inheriting their doppelganger ancestors' ability to change their appearance at will. This unique gift makes Changelings highly adaptable and versatile, allowing them to blend seamlessly into various societies and cultures.
Physically, Changelings have a natural, or "true," form that is pale, slender, and androgynous, with large, pupil-less eyes and almost featureless faces. However, they can alter their physical appearance to mimic that of other humanoid races, such as humans, elves, or dwarves. This shape-shifting ability is not limited to merely altering their physical appearance; they can also mimic voices and mannerisms, making them highly skilled at infiltration and deception.
Changelings possess several unique abilities and traits related to their shape-shifting nature:
- Shapechanger: Changelings can change their appearance at will, assuming the shape of any humanoid race of similar size. This transformation includes altering their height, weight, facial features, skin color, hair color, and voice.
- Fluid Identity: Due to their shape-shifting abilities, Changelings often have a fluid sense of identity, frequently adopting different personas and exploring various aspects of their personality.
- Social Adaptability: Changelings are naturally skilled at blending into different cultures and societies, making them excellent at espionage, diplomacy, and other roles that require social finesse.
Changelings do not have a unified culture, as their shape-shifting abilities enable them to integrate into the societies of other races with ease. Many Changelings choose to live among humans and other races, assuming various roles and identities as needed. Others prefer to maintain their natural form and embrace their unique heritage, often forming small, tight-knit communities.
The shape-shifting abilities of Changelings often lead to mistrust and suspicion from other races, who fear that they may be infiltrated or deceived by these enigmatic beings. As a result, Changelings often face prejudice and discrimination, which can lead to lives of crime, espionage, or rebellion. However, many Changelings use their unique talents for good, serving as diplomats, spies, or agents of change in a world full of intrigue and danger.
Orcs
In the world of Eberron, orcs have a distinct and unique cultural background that sets them apart from the typical portrayal of orcs in other fantasy settings. While they can still be found as warriors and raiders, Eberron's orcs are more diverse and complex, with rich histories and spiritual traditions.
Orcs in Eberron are primarily found on the continent of Khorvaire, with significant populations in the Shadow Marches, the Demon Wastes, and the Eldeen Reaches. They have been part of the continent's history for thousands of years and have developed their own customs, beliefs, and societies.
In the Shadow Marches, orcs live in tribal societies that are deeply connected to the land and the natural world. They maintain a strong spiritual tradition, with many orcs serving as druids, rangers, or spiritual leaders known as Gatekeepers. The Gatekeepers, in particular, have played a crucial role in the history of Eberron, as they were instrumental in sealing away the evil aberrations known as the Daelkyr during the Age of Monsters. The orcs of the Shadow Marches continue to stand as guardians against the forces of darkness and the encroachment of aberrations from the depths of Khyber.
In the Eldeen Reaches, orcs live alongside humans, shifters, and other races in a region known for its druidic traditions and strong connection to nature. The orcish inhabitants have integrated into the wider society, contributing to the unique cultural tapestry of the Eldeen Reaches. Many orcs in this region have embraced the teachings of the druidic sects, such as the Wardens of the Wood or the Ashbound, working to protect the land and its inhabitants from harm.
The orcs of the Demon Wastes are a more brutal and warlike people, shaped by the harsh environment and the ever-present threat of demonic forces. They have been influenced by the malevolent spirits that dwell within the region, and as a result, many orcs from the Demon Wastes follow dark and destructive paths. However, there are also orcs in the Demon Wastes who struggle against this darkness, seeking to protect their people from corruption and ruin.
Orcs in Eberron are a diverse and multifaceted race, with a range of beliefs, traditions, and cultural practices. They are not inherently evil or savage but are instead shaped by their history, environment, and the choices they make as individuals. This nuanced portrayal of orcs allows for a more complex and engaging exploration of their role in the world of Eberron.
Goblins
Goblins in Eberron have a rich and complex history that sets them apart from their traditional portrayal in other fantasy settings. In Eberron, goblinoids (including goblins, hobgoblins, and bugbears) once had a powerful and advanced civilization known as the Dhakaani Empire, which dominated the continent of Khorvaire long before the rise of the current human nations.
The Dhakaani Empire was a highly organized and sophisticated society, boasting advanced technology, a well-structured military, and a complex system of governance. The empire was ruled by the hobgoblins, who served as administrators and military commanders, while goblins and bugbears filled various roles, from laborers and soldiers to artisans and scholars. The Dhakaani civilization lasted for thousands of years, but eventually collapsed due to a combination of internal strife and the invasion of extraplanar beings known as the Daelkyr.
In the aftermath of the empire's collapse, the goblinoids became fractured and disorganized. Over time, they were displaced by the rising human nations and other races, leading to the current situation in Khorvaire, where goblinoids are often found living in marginalized communities, as mercenaries, or in the service of more powerful factions.
Goblins in Eberron have a diverse range of roles and lifestyles, reflecting their complex history and the legacy of the Dhakaani Empire:
- Dhakaani Remnants: Some goblinoids still cling to the traditions and heritage of the Dhakaani Empire, striving to reclaim their lost glory and rebuild their civilization. These goblinoids are often highly disciplined, skilled in martial arts, and adhere to a strict code of honor.
- Urban Goblins: In many of the cities and towns across Khorvaire, goblins can be found living in the lower strata of society, often working as laborers, thieves, or members of criminal organizations. They are resourceful and adaptable, making the best of their circumstances.
- Darguun: In the southeastern part of Khorvaire lies the nation of Darguun, a goblinoid state founded by the warlord Lhesh Haruuc after the Last War. Darguun is ruled by hobgoblins and serves as a homeland for many goblinoids, offering them a chance to forge their own destiny, free from the influence of other races.
- Mercenaries and Adventurers: Many goblinoids, particularly goblins and bugbears, find work as mercenaries, soldiers, or adventurers. Their natural agility, cunning, and combat prowess make them valuable assets in a world filled with conflict and intrigue.
In Eberron, goblins are not inherently evil or simple-minded, but rather a product of their history, culture, and circumstances. They are a diverse and multifaceted race, capable of both great heroism and terrible cruelty, making them an engaging and complex addition to the world of Eberron.
Gnomes
Gnomes in Eberron have a unique culture and identity that sets them apart from their counterparts in other fantasy settings. Native to the continent of Khorvaire, gnomes are primarily found in the nation of Zilargo, which is known for its advanced magical knowledge, intricate craftsmanship, and a pervasive culture of intrigue and espionage.
Zilargo is a relatively small nation, but its influence extends far beyond its borders due to the gnomes' expertise in various fields, such as elemental binding, artificing, and the creation of magical items. Zilargo is also home to the prestigious Library of Korranberg, one of the largest and most extensive repositories of knowledge in all of Eberron, drawing scholars and researchers from around the world.
Gnomes in Eberron are known for their sharp intellect, curiosity, and penchant for diplomacy and manipulation. They are skilled in the art of gathering information and using it to their advantage, making them excellent spies, diplomats, and negotiators. The gnomish society values knowledge and intellectual pursuits, and many gnomes are drawn to careers in academia, research, or the arcane arts.
In addition to their intellectual pursuits, gnomes are also known for their exceptional craftsmanship and artistry. They are masters of creating intricate clockwork devices, magical items, and exquisite works of art. This talent has made them valuable allies to the Dragonmarked Houses and other powerful factions in Khorvaire.
The gnomes of Zilargo are governed by a council of representatives known as the Triumvirate, which enforces a strict code of conduct to maintain social harmony and stability. This code emphasizes loyalty, obedience, and discretion, and those who violate it may find themselves targeted by the secretive and deadly gnomish intelligence agency known as the Trust. The Trust operates in the shadows, monitoring the activities of the gnomish population and dealing swiftly with any threats to the nation's stability or the Triumvirate's authority.
In summary, gnomes in Eberron are a race defined by their intellect, curiosity, and skill in both arcane and mundane arts. Their culture values knowledge and craftsmanship, and their society is built upon a complex web of intrigue and diplomacy. This unique identity makes them a fascinating and engaging part of the world of Eberron.
Elves
Elves in the world of Eberron are a diverse and complex race with a rich history and several distinct subcultures. There are three primary groups of elves in Eberron, each with their own unique cultural traits, beliefs, and traditions: the Aerenal elves, the Valenar elves, and the Khorvaire elves.
- Aerenal Elves: The Aerenal elves are native to the island-continent of Aerenal, located to the southeast of Khorvaire. They are an ancient and spiritual people, known for their reverence for their ancestors and their mastery of the art of necromancy. Aerenal society is centered around the Undying Court, a council of powerful and ancient undead elves who have achieved a form of immortality through necromantic magic. The Aerenal elves venerate the Undying Court as both wise leaders and divine beings, seeking their guidance in matters both spiritual and temporal.
The Aerenal elves are skilled in both arcane and divine magic, with many pursuing careers as wizards, clerics, or artificers. Their society is highly structured, with a rigid caste system and a strong emphasis on tradition and the preservation of knowledge. Aerenal elves are often seen as aloof, reserved, and enigmatic, even by other elves.
- Valenar Elves: The Valenar elves originated from Aerenal but have since established their own nation in the southeastern part of Khorvaire. They are a fiercely martial and nomadic people, known for their skill as cavalry warriors and their deep connection to their warhorses. Valenar elves revere the spirits of their ancestors, particularly those who were great heroes or legendary warriors, seeking to honor their memory through acts of courage and martial prowess.
Valenar society is organized around a system of warbands, each led by a powerful and charismatic warlord. They place great importance on personal honor, martial skill, and the strength of their bond with their warhorses. Valenar elves are often seen as passionate, impulsive, and aggressive, with little patience for diplomacy or negotiation.
- Khorvaire Elves: The elves of Khorvaire are a diverse and widespread group, living among the various nations and cultures of the continent. Many of these elves are descendants of Aerenal or Valenar elves who have chosen to leave their ancestral homes and forge their own path. Khorvaire elves can be found in many different roles and professions, ranging from arcane scholars and artificers to diplomats, spies, and adventurers.
Khorvaire elves have adopted aspects of the cultures and societies in which they live, leading to a diverse array of beliefs, traditions, and practices. Some Khorvaire elves may still adhere to the spiritual beliefs of the Aerenal or Valenar elves, while others may have embraced the faiths and philosophies of their adopted homes.
In summary, elves in Eberron are a complex and multifaceted race with several distinct subcultures and traditions. From the ancient and spiritual Aerenal elves to the fierce and martial Valenar elves, and the diverse and adaptable Khorvaire elves, the elves of Eberron offer a wide range of possibilities for players and storytellers to explore.
Dwarves
In the world of Eberron, dwarves are a proud and industrious race, renowned for their craftsmanship, skill in mining, and martial prowess. While many aspects of dwarven culture are similar to their counterparts in other D&D settings, there are some unique features that set Eberron's dwarves apart.
Dwarves in Eberron primarily hail from the Mror Holds, a rugged and mountainous region in the northeastern part of the continent of Khorvaire. The Mror Holds are a confederation of independent dwarf clans, each with its own distinct traditions, culture, and territory. The clans maintain a complex web of political alliances, rivalries, and feuds, which shape the dynamics of dwarven society in the region.
The governing body of the Mror Holds is the Iron Council, a gathering of representatives from each of the clans. The Iron Council serves as a forum for diplomacy and negotiation, as well as a means of addressing matters of shared concern, such as trade, defense, and the management of the Holds' abundant mineral wealth.
Dwarves in Eberron are known for their exceptional skills in mining and metalworking, producing some of the finest weapons, armor, and other crafted goods in the world. Many dwarves are also skilled in the art of arcane magic, particularly in the fields of earth and metal-related spells, as well as artificers who imbue items with magical properties.
The dwarves of Eberron have a strong martial tradition, with many serving as formidable warriors, skilled tacticians, and proficient in the use of heavy armor and weapons. Dwarven mercenaries and military units are highly sought after for their discipline, loyalty, and expertise in siege warfare.
In addition to their prowess in battle, dwarves in Eberron are also known for their connection to the Dragonmarked Houses. House Kundarak, one of the thirteen Dragonmarked Houses, is a dwarven house that bears the Mark of Warding. This house specializes in banking, security, and protection services, using their unique magical abilities to safeguard valuables, create impregnable vaults, and provide secure transportation for valuable cargo.
In summary, dwarves in Eberron are a proud and industrious race, renowned for their skill in mining, craftsmanship, and martial abilities. Their society is centered around the rugged Mror Holds, with the Iron Council governing their shared interests, and their connection to House Kundarak provides them with unique magical resources and influence.
Humans
Humans are the most populous and widespread race in the world of Eberron, particularly on the continent of Khorvaire. They are a versatile and adaptable people, known for their ability to excel in a wide range of pursuits, from martial prowess and arcane studies to diplomacy and commerce. Human societies in Eberron are diverse and complex, with numerous nations and cultures that have shaped the history and politics of the continent.
Before the founding of the Kingdom of Galifar, humans in Khorvaire were divided into several distinct cultures and regions. The most prominent of these were the Five Nations: Aundair, Breland, Cyre, Karrnath, and Thrane. Each of these nations had its own unique history, traditions, and government, with regional differences in language, religion, and cultural practices. The Kingdom of Galifar was formed by King Galifar I, who united the Five Nations under a single banner, bringing about a period of relative peace and prosperity that lasted for nearly a thousand years.
The Last War, a century-long conflict that shattered the unity of the Five Nations, has had a significant impact on human societies in Khorvaire. With the signing of the Treaty of Thronehold, the once-united Kingdom of Galifar has now been divided into numerous independent nations, each with its own goals, aspirations, and challenges. Humans are now the rulers and inhabitants of many of these nations, such as the theocratic nation of Thrane, the industrial powerhouse of Breland, or the magically-inclined Aundair.
Humans in Eberron also play a significant role in the Dragonmarked Houses, powerful families that possess unique magical abilities through their dragonmarks. These houses exert considerable influence on trade, politics, and other aspects of life in Khorvaire, with human-led houses including House Cannith, which bears the Mark of Making and specializes in artifice and magical crafting; House Deneith, which bears the Mark of Sentinel and provides protection and mercenary services; and House Vadalis, which bears the Mark of Handling and focuses on breeding and training animals.
Human adventurers in Eberron can come from a wide variety of backgrounds, reflecting the diversity and complexity of their societies. They may be soldiers who fought in the Last War, scholars from the arcane universities of Aundair, diplomats from the court of Breland, or countless other roles and professions. This versatility and adaptability make humans a vital and dynamic part of the world of Eberron, shaping its history and defining its future.
Tieflings
Tieflings in the world of Eberron are a relatively rare and diverse race, descended from humans who made ancient pacts with fiends or were exposed to powerful planar energies. They possess various infernal traits, such as horns, tails, and unique skin colors, reflecting their fiendish heritage. Tieflings in Eberron are not as widespread or well-established as in some other D&D settings, and their origins and roles in society can differ significantly.
In Khorvaire, tieflings are most commonly found in the nation of Karrnath, where the influence of the plane of Mabar, the Endless Night, has been historically strong. Tieflings are often viewed with suspicion and fear due to their fiendish appearance, and many struggle to find acceptance within mainstream society. Some tieflings may find a place within the Karrnathi military or among the Blood of Vol, a religion focused on the pursuit of immortality and power over death.
Another notable group of tieflings in Eberron can be found on the continent of Sarlona, specifically in the nation of Riedra. In Riedra, tieflings are the result of fiendish bloodlines that were introduced into the population during the height of the Empire of Dhakaan on Khorvaire. The tieflings in Riedra are a marginalized and persecuted minority, often forced into servitude or hunted by the nation's ruling class, the Inspired.
In Eberron, tieflings do not have their own Dragonmarked House or strong cultural identity, as their population is relatively small and scattered. Individual tieflings may find their way into various roles and professions within the larger world, often driven by a desire to prove themselves or overcome the stigma associated with their heritage.
Tiefling adventurers in Eberron can come from a wide range of backgrounds and experiences. They may be outcasts from Karrnath seeking to forge a new life away from persecution, rebels fighting against the tyranny of the Inspired in Riedra, or wandering scholars and explorers drawn to the mysteries of the planes. Their unique abilities and fiendish heritage make them a compelling and intriguing part of the world of Eberron.
Dragonborn
Dragonborn in Eberron are a race of proud and powerful dragon-like humanoids, with a distinct culture and history that sets them apart from the other races in the setting. In Eberron, dragonborn are not native to the continent of Khorvaire, and they are relatively rare in comparison to the other races.
The majority of dragonborn in Eberron are native to the continent of Argonnessen, the ancient and mysterious homeland of the dragons. On this continent, dragonborn live in the shadow of their powerful dragon cousins and serve as both their allies and their subordinates. Dragonborn in Argonnessen form the backbone of the draconic civilization, working as soldiers, scholars, and artisans.
While it is uncommon for dragonborn to venture far from Argonnessen, some have found their way to Khorvaire and other parts of the world, driven by curiosity, ambition, or exile. These dragonborn are often viewed with awe and suspicion by the people of Khorvaire, as their presence is a reminder of the distant and enigmatic world of the dragons. Dragonborn who find themselves in Khorvaire may struggle to fit into the established cultures and societies, often seeking out others of their kind or forming their own communities.
In terms of culture, dragonborn in Eberron value strength, honor, and self-improvement. They have a deep respect for the power of dragons and their own draconic heritage, which is reflected in their reverence for the Draconic Prophecy, an enigmatic collection of writings and symbols that is said to shape the destiny of the world.
Dragonborn adventurers in Eberron may come from a variety of backgrounds, such as exiles from Argonnessen, emissaries of the dragons, or simply curious wanderers seeking to explore the world beyond their homeland. Their powerful abilities and unique perspective on the world make them an interesting addition to any adventuring party and can bring new layers of depth and intrigue to a campaign set in the world of Eberron.
Halflings
Halflings in the world of Eberron are a resourceful and adaptable race, known for their quick wits, agility, and small stature. They possess many similarities to halflings in other D&D settings, but also have unique cultural traits that set them apart in the world of Eberron.
The majority of halflings in Eberron hail from the Talenta Plains, a vast, open expanse of grasslands located in the southeastern part of the continent of Khorvaire. The Talenta Plains are home to numerous nomadic halfling tribes, who live a simple and traditional lifestyle, following the migration patterns of the herds they hunt and traveling across the plains on the backs of their dinosaur companions.
Talenta halflings are skilled hunters, trackers, and riders, relying on their close bond with their dinosaur mounts to survive and thrive in the harsh environment of the plains. They value community, cooperation, and harmony with nature, living in close-knit tribal groups and maintaining a deep respect for the land and its creatures.
In addition to the nomadic tribes of the Talenta Plains, halflings can also be found in the cities and settlements of Khorvaire, where they have adapted to the diverse cultures and societies that make up the continent. Halflings in urban environments often make a living as merchants, artisans, entertainers, or thieves, using their small size and agility to their advantage.
Halflings in Eberron are also connected to one of the Dragonmarked Houses, House Ghallanda, which bears the Mark of Hospitality. House Ghallanda is known for its inns, taverns, and other establishments that provide comfort, safety, and hospitality to travelers across Khorvaire. House Ghallanda is well-respected and influential, using its network of establishments to gather information and facilitate trade and communication throughout the continent.
Halfling adventurers in Eberron can come from a wide range of backgrounds, such as nomadic hunters from the Talenta Plains, urban rogues from the streets of Sharn, or skilled negotiators and diplomats from House Ghallanda. Their versatility and adaptability make them a valuable and interesting addition to any adventuring party in the world of Eberron.
Shifters
Shifters, also known as weretouched, are a unique race in the world of Eberron. They are descendants of humans and lycanthropes, and as a result, they possess some of the traits and abilities of their shape-shifting ancestors. Shifters are known for their keen senses, agility, and connection to nature, which set them apart from other races in Eberron.
Shifters are most commonly found in the wild and untamed regions of Khorvaire, particularly the Eldeen Reaches. The Eldeen Reaches are a vast expanse of forests, plains, and swamps that stretch across the western part of the continent. Shifters in the Eldeen Reaches live in small, tight-knit communities and tribes, often alongside druids and rangers who share their respect for the natural world.
There are several subraces of shifters in Eberron, each with its own unique abilities and traits that reflect the particular lycanthrope ancestor from which they are descended. The most common shifter subraces are:
- Beasthide Shifters: Known for their tough skin and resilience, Beasthide Shifters are particularly well-suited to life as warriors or front-line combatants.
- Longstride Shifters: Agile and swift, Longstride Shifters excel as scouts, skirmishers, and hunters, thanks to their enhanced speed and dexterity.
- Swiftwing Shifters: With their feathered arms and limited flight capability, Swiftwing Shifters are at home in the air, often taking on roles as aerial scouts or ranged combatants.
- Wildhunt Shifters: Possessing a powerful connection to their primal instincts and the natural world, Wildhunt Shifters are skilled trackers and hunters, able to sense the presence of their quarry with uncanny precision.
Shifters in Eberron are not directly connected to any of the Dragonmarked Houses, as their lycanthropic heritage sets them apart from the more established and influential races of Khorvaire. However, individual shifters may find themselves in the employ of Dragonmarked Houses or other organizations, using their unique abilities to serve as scouts, spies, or bounty hunters.
Shifter adventurers in Eberron can come from a variety of backgrounds, such as members of the druidic sects of the Eldeen Reaches, outcasts seeking a new life in the cities of Khorvaire, or skilled hunters drawn to the challenges and mysteries of the world beyond their homeland. Their keen senses, agility, and shape-shifting abilities make them an intriguing and versatile addition to any adventuring party in the world of Eberron.