4. I CONTENTS 2
L- L I F E I N E B E R R O N 6 Tieflings 40 Staffs 108
The World 8 Supporting Cast 40 Wands 109
Khorvaire 8 Totems 110
Beyond Khorvaire 10 3: C L A S S E S 42 Dragonshard Augments 111
Artificer 44 Warforged Components 113
The Planes 10
Artificer Class Features 44 Rituals 116
Life Across. Khorvaire 12
Implements and Weapons 46 Ancestral Whispers 116
Government 12
Creating an Artificer 46 Banish Illusions 116
Everyday Life 12
Artificer Powers 47 Conceal Dragonmark 116
Money 13
Paragon Paths 58 Eavesdropper's Foil 116
Adventurers 13
Alchemist Savant 58 Enhance Vessel 117
Languages 13
Battle Engineer 59 Fantastic Recuperation 117
Naming Conventions 14
Faiths of Eberron 14 Chameleon 60 Find the Path 117
Clockwork Engineer 61 Fluid Funds 118
The Sovereign Host 14
Exorcist of the Silver Flame 62 Inquisitive's Eyes 118
The Dark Six 17
Gatekeeper Mystagogue 63 Masking Shroud 118
The Silver Flame 18
Lightwalker 64 Scry Trap 118
The Blood of Vol 18
Self-Forged 65 Secure Shelter 118
The Path of Light 18
Warforged Juggernaut 66 Seeming 119
The Spirits of the Past 18
Dragonmarked Paragon Paths 67 Spirit Idol 119
The Undying Court 18
Cannith Mastermaker 67 Steed Summons 119
Evil Deities 19
Deneith Protector 68 Summon Winds 119
Time and History 19
Ghallanda Sanctuary
The Dawn of Time 19
Guardian 69 5: W O R L D O F E B E R R O N 120
The Age of Giants 19
Jorasco Jadehand 70 The Five Nations 122
The Age of Monsters 19
Kundarak Ghorad'din 71 Common Knowledge 122
The Current Age 20
Lyrandar Wind-Rider 72 People of the Five Nations 122
Calendar 20
Medani Trueseer 73 Five Nations Adventurers 122
Movers and Shakers 21
Orien Swiftblade 74 Aundair 123
The Draconic Prophecy 21
Phiarlan Phantasmist 75 Breland 125
The Dragonmarked Houses 21
Sivis Truenamer 76 Sharn 126
Royal Families 23
Tharashk Wayfinder 77 Karrnath 128
Universities 23
Thuranni Shadow Killer 78 The Mournland (Cyre) 129
Adventures 24
Vadalis Griffonmaster 79 Thrane 131
Dungeons 24
Epic Destinies 80 Greater Khorvaire 133
Investigation 24
Champion of Prophecy 80 Darguun 133
Intrigue 24
Dispossessed Champion 81 The Demon Wastes 134
The Planes 25
Mourning Savior 82 Droaam 136
Travel 25
Sublime Flame 83 The Eldeen Reaches 138
Z. R A C E S 26 The Lhazaar Principalities 139
4: C H A R A C T E R O P T I O N S 84 The Mror Holds 140
Changeling 28
Kalashtar 30 Feats 86 Q'barra 142
Warforged 32 Dragonmarked Feats 86 The Shadow Marches 143
Other Common Races 34 Heroic Tier Feats 86 TheTalenta Plains 145
Paragon Tier Feats 93 Valenar 146
Devas 34
Epic Tier Feats 94 Zilargo 147
Dragonborn 34
Multiclass Feat 94 Beyond Khorvaire 149
Dwarves 35
Equipment 95 Aerenal 149
Eladrin 35
Weapons 95 Argonnessen 149
Elves 36
Mundane Items 96 The Frostfell 150
Gnomes 36
Dragonmarked House Khyber 150
Goliaths 37
Services 96 Sarlona 151
Half-Elves 38
Alchemy 98 Xen'drik 152
Halflings 38
Alchemical Items 98 Dragonmarked Houses
Half-Ores 39
Magic Items 104 Backgrounds 153
Humans 39
Holy Symbols 104 Other Backgrounds 158
Shifters 40
Rods 108
5. ti INTRODUCTION
The cauldron of the thirteen dragons boils
until one of the five beasts fighting over a single bone becomes a
thing of desolation.
Desolation spreads over that land like wildfire, like plague,
and Eberron bears the scar of it for thirteen cycles of the
Battleground.
Life ceases within its bounds,
and ash covers the earth.
- T h e D r a c o n i c Prophecy
problem. T h e Last W a r turned old allies into bitter
IN THE wake o f a long and terrible war, a world
enemies and destroyed an entire nation, leaving ter-
struggles to find its destiny. Will it descend once
rible scars b e h i n d . C r i m e and corruption lurk in the
more into brutal conflict and end in spectacular
largest cities. Your character's allies might b e c o m e
annihilation, or will the world emerge at last into a
his or her e n e m i e s in the blink o f an eye, and well-
new era o f peace and prosperity?
known agents o f evil might provide assistance when
At this m o m e n t , a handful o f heroes—you and your
it's least expected. Hidden dragons shape the course
allies—might hold the fate o f the world in their hands.
o f history. Sinister fiends influence the d r e a m s of the
This is a world whose destiny is hidden in the mys-
unwary. A n a r m y o f horrors lingers just beyond the
terious prophecies o f dragons, tempered by powerful
edge o f reality, struggling to break through. Nothing
magic, and forged in bloody warfare.
is exactly what it seems.
3 . A world of magic. T h e setting supposes a world
TEN IMPORTANT FACTS that developed not through the a d v a n c e m e n t o f
W h a t m a k e s the world o f Eberron unique? H e r e are s c i e n c e , but by the m a s t e r y o f m a g i c . M a g i c allows
ten key pieces o f information about the world to b e a r for c o n v e n i e n c e s and services u n d r e a m e d o f in
in m i n d . traditional m e d i e v a l fantasy. B o u n d e l e m e n t a l
1. If it exists in the D&D'"' world, then it has a place in c r e a t u r e s power e l e m e n t a l airships, rail t r a n s p o r t ,
Eberron. Eberron is all about using the core elements and high-speed o c e a n vessels. A working class o f
of the D & D world in new ways and interesting com- m i n o r mages uses ritual m a g i c to provide energy
binations, with some unique elements thrown in. and o t h e r necessities in towns a n d cities. A d v a n c e s
It's still a D & D setting, so any information for play- in m a g i c i t e m c r e a t i o n have led to e v e r y t h i n g from
ers that appears in another D & D core rulebook or self-propelled f a r m i n g i m p l e m e n t s to sentient, free-
supplement—from the classes and races in a Player's willed c o n s t r u c t s .
Handbook"' to the new powers and other features in a 4 . A world of adventure. From the steaming jungles
book such as Divine Power "—should fit right in to your
1
o f Aerenal to the colossal ruins o f X e n ' d r i k , from
D u n g e o n Master's E B E R R O N c a m p a i g n . ( O f course, the towering keeps o f S h a r n to the blasted hills and
your D M always has the final word about what parts valleys o f the D e m o n Wastes, Eberron is a world o f
o f the D & D game are allowed and not allowed in the action and adventure. Adventures c a n draw your
campaign.) character and your allies from one exotic location
2. Tone and attitude. Eberron takes all the c i n e m a t i c to another across nations, continents, and the entire
action and swashbuckling adventure o f traditional world. T h e quest for the Mirror o f the Seventh Moon
D & D games and adds in a strong dose o f mystery and might take you from a hidden desert shrine to a
scheming. In this campaign, stories don't always end ruined castle in the Shadow M a r c h e s and finally to a
well, and there isn't always a right answer to every dungeon below the Library of Korranberg. Through
INTRODUCTION
6. the use o f magical transportation, your heroes c a n 9. Dragonmark dynasties. T h e great dragonmarked
reach a wider range o f environments during an families are the barons o f industry a n d c o m m e r c e
adventure, and thus deal with a diverse assortment o f throughout Khorvaire and beyond. T h e i r i n f l u e n c e
monsters a n d challenges. transcends political boundaries, and they r e m a i n e d
a. The Last War has ended-sort of. T h e Last W a r , mostly neutral during the Last W a r . T h e heads o f
which plunged the continent o f Khorvaire into civil each house, not technically citizens o f any nation,
war more t h a n a century ago, ended with the signing live in splendor within their enclaves and empori-
o f the Treaty o f T h r o n e h o l d and the establishment o f u m s located throughout Khorvaire. T h e s e dynastic
twelve recognized nations occupying what was once houses o f c o m m e r c e derive their power from the
the kingdom o f Galifar. At least overtly, the peace has dragonmarks—unique, hereditary a r c a n e sigils—that
held for just over a year as t h e campaign begins. T h e manifest on certain individuals within t h e family,
conflicts, the anger, and t h e bitter pain o f the long granting t h e m limited but very useful magical
war r e m a i n , however, a n d the n e w nations seek every abilities associated with the trade guilds the family
advantage as they prepare for the next war that they controls. D r a g o n m a r k s are said to b e the Prophecy
believe will inevitably eventually b r e a k out on the written on mortal flesh—a supposition that incenses
continent. the dragons.
6. The Draconic Prophecy. T h e dragons, long-lived 10. Dragonshards. A n c i e n t legends a n d creation
and patient in all things, seek m e a n i n g in the pat- m y t h s d e s c r i b e E b e r r o n as a world in t h r e e parts:
terns found in the world a n d the heavens. T h e s e the ring above, t h e s u b t e r r a n e a n r e a l m below, and
patterns play out in t h e Prophecy, a record o f things t h e land b e t w e e n . E a c h o f these world sections is
to come that has b e e n emerging since the creation o f tied to a great dragon o f legend—Siberys, Khyber,
the world. T h e Draconic Prophecy is as complex and and Eberron, respectively. E a c h section o f the world
unfathomable as the dragons themselves. It hints at produces dragonshards, stones a n d crystals i m b u e d
events o f doom a n d dread as often as it helps push the with a r c a n e power. W i t h t h e aid o f dragonshards,
world toward exalted events. It seems to point toward d r a g o n m a r k s b e c o m e m o r e powerful, e l e m e n t a l s
transformation rather t h a n destruction, but to most are controlled a n d h a r n e s s e d , a n d magic items o f
people, the P r o p h e c y r e m a i n s as alien as the dragons all sorts a r e crafted a n d shaped. T h e s e shards, how-
themselves. ever, a r e rare a n d difficult to c o m e by, m a k i n g t h e m
7. The Five Nations. T h e h u m a n - d o m i n a t e d civiliza- expensive a n d often t h e goals o f great quests a n d
tions on the continent o f Khorvaire trace a lineage to adventures.
the ancient kingdom o f Galifar, which was m a d e up
o f five distinct regions, or nations. T h e s e were Aun- How TO USE THIS BOOK
dair, Breland, Cyre, K a r r n a t h , and T h r a n e . Four o f
T h i s book is designed to help you create charac-
these nations survive to t h e present day as indepen-
ters in t h e D U N G E O N S & D R A G O N S ® g a m e using t h e
dent countries; Cyre was destroyed before the start o f
u n i q u e flavor a n d details o f the E B E R R O N setting. T h e
the campaign. T h e devastated territory it once occu-
EBERRON Player's Guide uses the core rules and g a m e
pied is n o w known as t h e M o u r n l a n d . A c o m m o n
m e c h a n i c s of DUNGEONS & D R A G O N S . YOU can use
oath or exclamation a m o n g t h e people o f Khorvaire
a c h a r a c t e r from a n o t h e r D & D c a m p a i g n setting in
is "By t h e Five Nations," or some version thereof. T h e
E b e r r o n without any modifications. You c a n create a
Five Nations refers to t h e ancient kingdom o f Galifar
c h a r a c t e r who could b e found only in Eberron, using
and evokes a legendary t i m e o f peace a n d prosperity.
the n e w races, classes, backgrounds, a n d feats found
8. A world of intrigue. T h e war is over, a n d t h e
in this book. O r you c a n m a k e a h e r o w h o c o m b i n e s
nations o f Khorvaire now try to build a n e w age o f
elements from m o r e t h a n one setting. T h e EBERRON
peace a n d prosperity. Ancient threats linger, however,
Player's Guide offers you a wealth o f information to
and the world desperately needs heroes to take up the
help you design a c h a r a c t e r ready to take on this
cause. Nations compete on m a n y levels—economic
complex world o f wonders, terrors, a n d adventures.
might, political influence, territory, magical p o w e r -
each looking to m a i n t a i n or improve its c u r r e n t status
by any m e a n s short o f all-out war. Espionage and sab-
otage services create big business in certain circles.
The dragonmarked houses, temples both pure a n d
corrupt, c r i m e lords, monster gangs, psionic spies,
arcane universities, royal orders o f knights and wiz-
ards, secret societies, sinister m a s t e r m i n d s , dragons,
and a multitude o f organizations and factions j o c k e y
for position in the afterglow o f the Last W a r . Eberron
teems with conflict and intrigue.
INTRODUCTION^
7. CHAPTER 1
W E L C O M E TO the world o f Eberron! This
book is your guide to exploring everything Eberron
has to offer. T h e EBERRON® campaign setting abounds
with sinister conspiracies, a mysterious Prophecy,
and constant opportunity for exploration and adven-
ture. T h e setting might b e described as fantasy noir,
combining pulp action with dark fantasy for a unique
experience at the game table.
In this book you'll find all t h e tools to customize
a character for the Eberron world (or any D&D set- (K>
ting). T h e EBERRON Player's Guide features t h r e e races
essential to the setting: kalashtar, changelings, and
warforged. It also introduces the artificer class a n d
provides over two dozen n e w options for paragon
paths and epic destinies. You'll find feats to create
a dragonmarked character, as well as all the back-
grounds, rituals, and items you'll need to create a
character ready to adventure in Eberron. I f you are a
D u n g e o n M a s t e r interested in running a n E B E R R O N
campaign, t h e EBERRON Campaign Guide explores this
setting in even greater detail.
This chapter includes t h e following sections.
T h e W o r l d : A n introduction to t h e politics and
geography o f Eberron, Khorvaire's Five Nations, t h e
distant continents o f Sarlona, Argonnessen, a n d
Xen'drik, and t h e other planes.
Life A c r o s s K h o r v a i r e : T h e qualities that shape
the people o f Khorvaire. H o w faith and politics inter-
act to shape t h e everyday lives o f Khorvairians.
F a i t h s o f E b e r r o n : E a c h o f the m a j o r religions
and figures revered by E b e r r o n ' s i n h a b i t a n t s ,
including t h e deities o f t h e Sovereign Host a n d t h e
D a r k Six.
T i m e a n d H i s t o r y : T h e ages and events that have
shaped present-day Eberron, a n d how people in the
world track t i m e .
M o v e r s a n d S h a k e r s : S o m e o f Eberron's most
powerful forces, including dragonmarked houses,
noble families, a n d the D r a c o n i c Prophecy.
A d v e n t u r e s : T h e f u n d a m e n t a l s o f b e i n g an
adventurer in E b e r r o n : w h e r e you c a n go a n d h o w
to get t h e r e .
CHAPTER 1 | Life in Eberron
8.
9. K a r r n a t h , theocratic T h r a n e , and cosmopolitan
THE WORLD Breland. T h e s e four kingdoms, together with a dead
I nation once called Cyre, occupy central Khorvaire.
In addition to being h o m e to h u m a n s , the nations are
Eberron is a world divided into t h r e e parts. Legends
melting pots of other cultures. Dwarves, elves, half-
tell o f t h r e e great progenitor dragons that created
lings, dragonborn, half-elves, and less c o m m o n races
the world and now form its t h r e e segments: Siberys
m a k e their homes in the towns and cities o f the cen-
the Dragon Above, K h y b e r the Dragon Below, and
tral nations. Warforged are a particularly c o m m o n
Eberron the Dragon Between. T h e s e legends have
sight—House Cannith's h u m a n s fashioned this race in
made their m a r k on philosophy, religion, and folklore
their a r c a n e creation forges.
across the w o r l d - e v e r y culture has its own version o f
T h e doomed nation o f Cyre is now the M o u r n l a n d ,
the three creator dragons.
a desolate, haunted r e a l m where gray mists suck the
T h e progenitor dragons correspond to the world's
life from travelers. Few c a n survive its hardships, but
physical structure. T h e Ring o f Siberys, which appear
the treasures of a fallen nation tempt some to try their
as a ribbon o f gleaming dragonshards, surrounds the
luck. T h e only creatures here are treasure hunters,
world and shines like a gold b a n d across the night
travelers, and those beings that do not possess a life
sky. O n clear days, it s h i m m e r s with a faint golden
force on which the land c a n prey: warforged, undead,
haze. Twelve moons glitter like gems in its celestial
and stranger creatures.
setting. T h e nearest moons look like gold coins in the
Aundair, Breland, Cyre, K a r r n a t h , and T h r a n e
night sky, while the farthest s e e m only slightly larger
were called the Five Nations in the distant past, a n d
t h a n the brightest stars.
the n a m e is still used despite the loss of one o f their
Khyber, the Dragon Below, is the cavernous
n u m b e r . T h e s e nations once formed the cornerstone
underdark b e n e a t h the world's surface. Labyrinthine
of the great Kingdom o f Galifar. Only a few h u m a n
passages snake through the depths and open into
lands fall outside the Five Nations. T h e s e countries
vaults of every shape and size. In m a n y places, the
include the Lhazaar Principalities in the northeast,
Elemental Chaos spills into the caverns o f Khyber,
tropical Q'barra in the southeast, and the wild Eldeen
creating areas where fire, m a g m a , or lightning
R e a c h e s in the west.
stream forth—and where d e m o n s emerge to w r e a k
H o m e l a n d s o f other races are also found in Khor-
havoc on the world.
vaire. T h e dwarves' ancestral h o m e is the M r o r
T h e Dragon B e t w e e n is the world of Eberron—
Holds, n e a r K a r r n a t h in the northeast. Nomadic
vast oceans and six great continents, mountains and
halflings travel across the Talenta Plains in the east.
deserts, a patchwork o f fields and forests, swamps
Elves from the island continent o f Aerenal have
and tundra, and m u c h more. Eberron is a world o f
established a land called Valenar in Khorvaire's
extremes: Fantastic natural beauty mingles with
southeast. C o m m u n i t i e s o f ores and half-ores are
terrible corruption and darkness. T h e world's maj-
concentrated in the swampy Shadow M a r c h e s to the
esties include mountainous ice floes looming over
far west. G n o m e s call southern Zilargo their h o m e -
the freezing waters of the Bitter Sea, spectacular
land, and tieflings long ago found refuge in western
bluewood trees forming natural cathedrals in the
Khorvaire when they fled the r u i n o f their ancient
heart o f the Towering W o o d , and islands like mag-
kingdom, O h r Kaluun.
nificent sculptures in the Straits o f Shargon. At the
Shifters r o a m the wild forests across the continent.
opposite e x t r e m e , corruption seeps from the R e a l m
Dragonborn enclaves in the east recall the great
of Madness and spreads through a sickened forest,
empire o f their ancient past. Eladrin have long visited
the desolate soil of the Labyrinth rejects all life and
Khorvaire from their h o m e s in the Feywild, but m a n y
growth, and the blighted e a r t h o f the M o u r n l a n d lies
fey are now trapped in the world, and one o f their
desolate in the wake o f catastrophe.
cities has shared the devastating fate o f the Mourn-
land. Even the monstrous races—medusas, ogres, and
KHORVAIRE the l i k e - c l a i m D r o a a m as their own nation in Khor-
Six continents support the vast diversity o f life on vaire, although the continent's other countries refuse
Eberron. O n e o f these, Khorvaire, is the heart o f the to acknowledge its sovereignty.
world, at least as far as h u m a n s are c o n c e r n e d . O n
this continent, the last and greatest o f the h u m a n
empires grew and thrived before the Last W a r tore it
asunder. Most player characters are from Khorvaire,
since m e m b e r s o f most o f the races o f Eberron c a n be
found there.
Humanity's great nations were once one, then
five, and now four: scholarly Aundair, militaristic
[
CHAPTER 1 I Life in Eberron
10. Hitter
Sen - » Tilt CONTINLNT Ol
KHORVAIRE
*,M
11. BEYOND KHORVAIRE THE PLANES
Although Khorvaire is the center o f the world to T h e legendary dragons correspond to the t h r e e layers
m a n y people, five other continents stretch across of the universe. T h e Astral Sea, or Sea o f Siberys, lies
Eberron. above the world. It is h o m e to i m m o r t a l angels and
A e r e n a l : Just southeast of Khorvaire lies the devils, and perhaps even to deities. Legends say that
great island o f Aerenal, the ancient h o m e o f the e l f the Sea o f Siberys is divided into realms, m u c h like
race. T h e Aereni have preserved their traditions the world below, and that beautiful, ageless creatures
unchanged through millennia, guided by their inhabit its breathtaking cities.
undead ancestors. To outsiders, the elves o f this T h e Coils o f E b e r r o n is the world most creatures
ancient island kingdom s e e m like sinister n e c r o m a n - know, including Khorvaire, Xen'drik, and the other
cers or death cultists, but their reverence for the dead continents. T h e Coils also embrace the Shadowfell
does not m a k e t h e m evil. Even so, the land o f Aer- (Dolurrh), the Feywild (Thelanis), and Dal Quor, the
enal holds abundant dangers alongside its plentiful enigmatic Region o f D r e a m s .
opportunities. Finally, the Elemental Chaos, or the Chaos o f
X e n ' d r i k : To Khorvaire's south stretches the vast Khyber, is the nether region that forms the founda-
wilderness of X e n ' d r i k , once h o m e to a fallen empire tion of e x i s t e n c e - t h e world below. This tormented
o f giants. Ruins o f this empire are buried in the con- reality is h o m e to demons, devils, and worse. T h e s e
tinent's endless jungles. Every expedition that returns creatures struggle to b r e a k free from Khyber and into
from the wilds o f X e n ' d r i k bears new relics and the Coils o f Eberron, in order to prey upon vulnerable
mysteries. W i t h steaming equatorial jungles, a vast mortal bodies and m i n d s .
desert, and a frozen wasteland to its distant south, S o m e believe that there is a fourth layer o f the
X e n ' d r i k is a treasure trove waiting to be plundered. universe, or perhaps a layer beyond the universe.
At least, that's how adventurers view it. To the native Scholars call this plane Xoriat, the R e a l m o f Mad-
yuan-ti and drow, the jungles and ruins are home, ness. Brave souls shudder at the mention of the
and they fight to defend t h e m . creatures said to dwell there. Although most o f what
A r g o n n e s s e n : East o f X e n ' d r i k , beyond Aerenal, is k n o w n about Xoriat is apocryphal, the existence o f
is the homeland o f the dragons, Argonnessen. Few the R e a l m o f Madness and its influence on Eberron is
nondragons travel to the continent's interior, but undeniable.
reports speak o f dragonborn city-states, ruled by Although the planes touch on few peoples' lives,
dragon kings. T h e dragons are devoted to the study they have an important impact on Eberron. Like the
o f their ancient Prophecy, w h i c h they see revealed in moons or the tides, the i n f l u e n c e o f the planes wanes
the movement o f the moons and stars, m a r k s written and waxes. S o m e t i m e s they are distant (or remote)
on the earth, and in the strange designs that appear from Eberron, and their influence is small; other
on the skin o f some o f Khorvaire's humanoids. T h e s e times they are near (or coterminous), and their pull is
designs are the dragonmarks, and m a n y scholars strong. W h e n a plane is at its closest, Eberron feels its
view t h e m as symbols o f power and destiny. effects. W h e n Dolurrh is coterminous, for example,
T h e F r o s t f e l l : North o f Khorvaire is the frozen the shadows of E b e r r o n are deeper, the nights longer,
waste o f the Frostfell, the source o f brutal winter and the darkness more dangerous.
storms and the h o m e o f terrifying monsters o f ice and Even when the planes move away, their influence
destruction. Only two expeditions from Khorvaire bleeds into the world at certain key locations. T h e s e
have successfully braved the Frostfell's unrelenting spots, called manifest zones, are strange and other-
cold, and neither has reported any r e d e e m i n g feature worldly areas. S o m e are verdant r e a l m s o f life and
o f this b a r r e n land. twilight, some are landscapes o f twisted trees and
S a r l o n a : Sarlona is Khorvaire's neighbor to both monstrous abominations, and others evince subtler
east and west. T h e vast empire o f Riedra dominates changes. W h a t e v e r the specific consequences, the
Sarlona. Its ruler-deities are the mysterious Inspired; power o f the planes is great.
its liaisons and diplomats c a n be found in every major
Khorvairian population center. T h e other regions of
Sarlona—Adar, Syrkarn, and the Tashana Tundra—are
defined by their relationship to Riedra and exist in
its shadow. Occasionally, Adaran travelers c o m e to
Khorvaire, so its culture—although it is exotic and ill-
understood—is not u n k n o w n on that continent.
CHAPTER 1 I Life in Eberron
13. L I F E ACROSS KHORVAIRE
Almost four years ago, the people o f Khorvaire took
HHBra
dragonmarked houses. Each o f these extended
the first drastic steps to pull themselves out o f a dev- families dominates a particular aspect o f trade, be it
astating, century-long conflict called the Last W a r . transportation, weaponry, or healing. W i t h potent,
In its aftermath, the great Kingdom o f Galifar was hereditary magic at their c o m m a n d and scores o f
no m o r e . In Galifar's place were a handful o f smaller, cousins and vassals, central m e m b e r s o f the dragon-
depleted nations nursing long-standing grudges and marked houses wield power a k i n to that of high
deep wounds. T h e Last W a r and, to a lesser extent, nobility. T h e houses' barons possess political and
the m e m o r y o f Galifar's golden age define how the mercantile clout akin to that o f queens and kings. T h e
people o f Khorvaire t h i n k and act. houses' influence stretches across Khorvaire. Breland
Khorvaire is a disparate land. However, m u c h o f might be able to survive without a king, but the face
it was once a single kingdom, and thus its nations o f Khorvaire would change dramatically i f House
share a n u m b e r o f similarities. T h e Last W a r and the Lyrandar were leaderless.
destruction o f Cyre left people with a deep cynicism Two organized religions also m a i n t a i n great
and smoldering distrust. A feeling o f doom lies heav- power in K h o r v a i r e : the Sovereign Host and the
ily on the land. M a n y people see the ravaging o f Cyre Silver F l a m e . In these u n c e r t a i n , postwar times,
as the harbinger o f an even greater apocalyptic event. the power o f religion is growing. S c a r e d people
M a n y speculate that i f Cyre could fall, then all o f turn to spiritual authority for comfort. Although the
Khorvaire is at risk of b e c o m i n g a lifeless gray land- doctrines o f both t h e Sovereign Host and the Silver
scape where only ghosts walk. F l a m e promote virtue and order, high-ranking m e m -
These dark thoughts are pervasive and profound. bers o f these faiths sometimes abuse their status.
S o m e people r e m a i n optimistic despite the hard Although respected, religious officials usually don't
times (citing the Treaty o f Thronehold as evidence wield as m u c h power as their noble or m e r c a n t i l e
that the nations c a n work together), but, for most counterparts. T h e Sovereign Host has no distinct
Khorvairians, trust is dead. T h e average person h i e r a r c h y through w h i c h to wield authority, and the
suspects his neighbor o f something. His neighbor, C h u r c h o f the Silver F l a m e has limited i n f l u e n c e
in turn, suspects the s a m e of h i m , and going to the outside T h r a n e .
market is an experience rife with cold glances and
whispered conversations. EVERYDAY LITE
T h e nations' political leaders foster this sense o f
T h e cornerstone o f life on Khorvaire is the small
unease. None o f the kings or queens got what they
town: a d i m but important point o f light in the
wanted in the Last W a r . National pride is not nearly
world's darkness. Most K h o r v a i r i a n s are farmers or
as strong a feeling as xenophobia, and although the
laborers, living in farmsteads and h a m l e t s within a
nations work together to some degree, distrust among
couple o f miles o f a central town. A larger settlement
their leaders is e c h o e d by distrust among their citi-
serves as a trading nexus, to w h i c h farmers bring
zenry. Each nation suspects the others o f secretly
crops, livestock, wool, and similar goods. Crafters
stockpiling weapons, directing saboteurs, and com-
from the town trade plows, leather goods, imported
missioning spies. T h e general atmosphere is not r e l i e f
items, and similar objects or services in e x c h a n g e
that the war is finally over. Khorvairians know that
for f a r m goods. F a r m e r s , crafters, and laborers pay
although the surviving nations are now exhausted
taxes to a local lord, who lives nearby. T h e lord uses
from the brutality and the effort of the war, they will
this tax m o n e y to raise an army, train a militia, or
soon leap b a c k into the fight.
otherwise ensure that the people under his or her
protection are safe.
GOVERNMENT In truth, this system isn't perfect. B r i g a n d s -
Galifar was a hereditary, feudal monarchy, and most many o f t h e m ex-soldiers from the Last W a r - p l a g u e
o f the nations that c a m e from it follow its example. the countryside. Monsters r o a m the vast distances
Kings and queens are supported by an array o f b e t w e e n towns, occasionally attacking farms and
nobles—barons, earls, counts, and other landholders— trade routes. Corrupt nobles hoard their wealth and
who oversee local affairs. Peasants are taxed and let their people suffer.
exploited to varying degrees, depending upon the Rural life is simple and sometimes peaceful. Away
nation in which they live. from the bustle o f the city, people are more connected
Although nobles ostensibly rule the nations, other to the natural world. T h e rural population o f Khor-
organizations wield comparable power in Khorvaire. vaire tends to distrust visitors and strangers. News
i T h e most important o f these groups are the twelve travels slowly, and rural people are often suspicious o f
V
CHAPTER 1 I Life in Eberron
14. anything that happens more than a dozen miles away.
Many still feel the pain o f the Last W a r and its after-
ADVENTURERS
math—cousins dead, fathers disappeared, and siblings Adventurers b r e a k rules and defy stereotypes.
gone to work in the big cities. Although they are not c o m m o n , most people in
Khorvaire know what adventurers are, and have
Just as farms surround a town, towns surround
romantic notions about what they do. B e c o m i n g an
a c i t y - a l t h o u g h usually the city is miles away and
adventurer—and surviving—is a good way to b e c o m e
travelers must spend a day or more to traverse the
rich, see interesting places, and gain everlasting fame.
distance (if they travel by conventional means).
News pamphlets such as the Korranberg Chronicle
Although Khorvaire's cities are few, they are vital.
encourage this notion, because the public loves great
These points o f light are b e a c o n s o f both civilization
adventure tales. Such stories are even better when
and depravity, o f scholarship and corruption, o f orga-
they're true. Adventurers whose stories end badly are
nization and filth. Cities are far m o r e cosmopolitan
rarely featured, and novice do-gooders who disap-
t h a n the countryside. Individuals o f all races a n d
pear in the wild on a first outing are rarely discussed.
backgrounds c o m e together in the great metropolises
Adventuring is the epitome o f a high-risk, high-
ot S h a r n and F l a m e k e e p , sharing food, living space,
reward career.
and rumors.
Few adventurers travel alone. T h e y k n o w that
City residents are more comfortable with diver-
there is safety in n u m b e r s , that five heads are
sit}* and more wary o f the wilderness t h a n are rural
b e t t e r t h a n one, and that a group is more t h a n the
people. They also have m o r e opportunities to improve
s u m o f its parts. M a n y adventuring parties work as
their economic m e a n s . M e m b e r s o f the middle and
freelancers, going wherever their noses (and m o r e
upper classes are found more often in cities t h a n in
a r c a n e senses) point. O t h e r s accept the patronage o f
the country.
wealthy individuals, governments, or organizations.
Urban dwellers have access to resources that
T h e s e patrons supply adventurers with missions and
country folk generally lack. M a g i c is c o m m o n -
rewards and serve as sources o f information and
residents o f cities regularly enjoy m i n o r spells and
intrigue. T h e s e relationships work best w h e n the
enchanted items that improve their lives. Also, the
adventurers and their patrons share c o m m o n inter-
r e m n a n t s o f Galifar's educational system are intact
ests. A party fascinated by Xen'drik's mysteries, for
in most o f Khorvaire's cities; public education is
example, would do well to consider patronage from
free (supported by taxes) for all who c a r e to take
Morgrave University.
advantage o f it. Higher education is available at a few
universities that teach subjects such as history and
geography, as well as m o r e esoteric topics such as LANGUAGES
magic and monster lore. Across Khorvaire, people o f all races s p e a k
C o m m o n . As the official language o f the K i n g d o m
MONEY o f Galifar, it b e c a m e nearly universal on the conti-
nent. N o n h u m a n races such as elves and dwarves
Most rural folk are farmers or laborers, and they
have their own languages, but those tongues are not
m a k e up the majority o f Khorvaire's population.
as well k n o w n .
Indeed, six out o f every ten Khorvairians are m e m -
T h e languages in Eberron are the same as those
bers o f the lower class. A rural Khorvairian would
presented on page 2 5 o f the Player's Handbook®, with
rarely have more than a handful o f silver pieces at
a few exceptions. Ores speak Goblin (not Giant) from
one time, and might only with difficulty find a few
their days as m e m b e r s o f the D h a k a a n i Empire, and
dozen gold pieces in an emergency.
drow speak Giant (not Elven) due to their long tenure
T h r e e out o f every ten Khorvairians are m e m b e r s
as slaves o f the giants. In addition, three new lan-
o f the middle class. They are merchants, artisans,
guages appear in Eberron.
skilled professionals, minor nobles, m e m b e r s o f the
Argon is an altered form of C o m m o n spoken by
clergy, professors, or heroic tier adventurers. Each
numerous barbarians, especially those in and around
might have several h u n d r e d gold pieces within easy
the northern islands and shores o f Argonnessen.
access, and could gather a couple o f thousand or more
Quori is an ancient, mystical language spoken
i f necessary. T h e majority o f the middle class resides
primarily among the most learned and important of
in cities, but a few members—skilled artisans, minor
Sarlona's kalashtar and Inspired.
lords, and retired adventurers-live in the country.
Riedran is spoken by the Sarlonan lower classes.
One in ten Khorvairians belongs to the upper
Its script is an antiquated form o f C o m m o n called
class, including high nobles, ranking clergy, masters
Old C o m m o n . Although both Riedran and C o m m o n
of the dragonmarked houses, and adventurers in the
evolved from the same root language, they are dif-
paragon and epic tiers. T h e s e individuals c a n easily
ferent enough that speakers c a n n o t understand each
obtain thousands o f gold pieces to support their life-
other.
styles, and c a n access even greater wealth i f need be.
CHAPTER 1 | Life in Eberron
15. T h e script for D e e p S p e e c h is Daelkyr, rather t h a n
Rellanic. Eberron's Far R e a l m is called Xoriat, and its
inhabitants are the daelkyr—some o f the most fear-
FAITHS O F E B E R R O N
some and perverse creatures in the cosmos.
Religion is important in Eberron, but not because
LANGUAGES the deities take an obvious and direct interest in the
Language Spoken by . . . Script world. Rather, organized faith is important in both
Abyssal Demons, gnolls, sahuagin Barazhad a spiritual and a secular sense. Temples and shrines
Argon Barbarians of Argonnessen Common are sources of c o m m u n i t y and peace (or conspiracy
and Seren and corruption) in villages and towns. In cities, high-
Common Humans, halflings, Common ranking m e m b e r s o f the clergy c a n wield as m u c h
half-elves, half-ores power as the nobility.
Deep Speech Daelkyr, mind flayers, Daelkyr In this war-torn time, numerous Khorvairians
other aberrant creatures have c o m e to scorn deities and higher powers. Just as
Draconic Dragons, dragonborn, kobolds lokharic many, however, actively participate in organized reli-
Dwarven D w a r v e s , galeb duhrs Davek gion as a way to m a k e sense o f the world.
Elven Elves, eladrin, fomorians Rellanic
Giant Giants, ogres, drow Davek THE SOVEREIGN HOST
Goblin Goblins, ores Common
Good
Primordial Efreets, archons, elementals Barazhad
T h e Sovereign Host is a group of n i n e deities collec-
Quori Inspired, kalashtar Quori
tively representing the entire world, but focusing on
Riedran Lower classes of Sarlona Old Common
aspects o f civilization—community, the protection of
Supernal Angels, devils Supernal
the weak, the slaying o f wild beasts, fertility, construc-
tion, and the like. T h e Sovereign Host is the most
NAMING CONVENTIONS widely worshiped body in Khorvaire. Nearly everyone
In the Five Nations, most people take a s u r n a m e , usu- offers prayers to the Host as a whole and to individual
ally a family n a m e , a n a m e denoting area o f origin, deities for specific actions. For example, a farmer
or a n a m e indicating the individual's profession. might whisper a prayer o f thanks to Arawai when his
Examples include Barius Fairshield, Toroth o f Sharn, baby is b o r n healthy, and a blacksmith might sing the
and S i a n n a Magewright. songs o f Onatar when working at her forge.
Scions o f royal or dragonmarked families have T h e Sovereign Host finds worshipers a m o n g all
additional n a m i n g conventions. T h e kings o f Galifar races and from all walks o f l i f e - p e a s a n t s , kings, and
had m a n y heirs, and they bestowed titles and land adventurers. T h e faithful worship the pantheon as
upon various families. T h e s e people are o f noble a whole, rather t h a n devoting themselves to specific
blood, and they attach the prefix " i r " ' before their deities. Worshipers o f the Sovereign Host are called
s u r n a m e s . King Boranel o f Breland, for example, Vassals.
traces his lineage b a c k to King Galifar, so his n a m e is As a group, the Host exhorts its followers to:
Boranel i r ' W y n a r n . • Place your trust in the community. T h e group is
M e m b e r s o f dragonmarked families include the stronger by far t h a n the individual. T h e great light
prefix " d " ' before their s u r n a m e s , such as M o r r i k a n o f a city is composed of the thousands o f f l a m e s of
d'Kundarak, Elvinor Elorrenthi d'Phiarlan, and its citizens. You must ensure that your f l a m e is as
Dalin d'Vadalis (the leaders o f House Kundarak, bright as you c a n m a k e it.
Phiarlan, and Vadalis, respectively). This conven-
• Treat others as they deserve to be treated. I f they
tion arose fifteen h u n d r e d years ago, after a conflict
haven't h a r m e d you or yours, treat t h e m kindly.
called the W a r o f the Mark. It serves to solidify the
• Bring the light o f civilization to the darkness o f
dragonmarked houses and set t h e m apart from the
the wilds.
rest o f K h o r v a i r e - p a r t i c u l a r l y from those who have
aberrant dragonmarks.
Each d r a g o n m a r k e d house is composed o f mul- ARAWAI
tiple interrelated families. House Phiarlan, for Good
example, includes the Phiarlan, Tialaen, Shol, and Arawai is the goddess o f fertility, abundance, a n d life
Elorrenthi lines. Typically, a m e m b e r o f such a line (particularly plant life). She teaches that the wilder-
uses t h e house n a m e alone and adds the family ness holds great resources that empower civilization.
n a m e only on formal occasions. Thus, Elvinor T h e sister o f Balinor and the Devourer, Arawai is also
Elorrenthi d'Phiarlan c o m m o n l y goes by Elvinor the m o t h e r of the Fury (as a result o f her rape at the
d'Phiarlan, but w h e n introducing h e r s e l f at court hands o f the Devourer, according to Sovereign Host
uses her full n a m e . religious texts). She finds followers among parents,
farmers, druids, rangers, sailors, and others who
CHAPTER 1 I Life in Eberron
16. place great i m p o r t a n c e on nature, fertility, or the BALINOR
weather. Iconography usually depicts her as a half- Unaligned
e l f female, sometimes as a h u m a n or a halfling, and B a l i n o r rules t h e beasts, the hunt, and the cycle
occasionally as a bronze dragon. o f life. H e teaches respect for wild a n i m a l s and
Her tenets are simple and few: nature: O n e should t a k e - c a r e f u l l y — o n l y what one
• Be fruitful and multiply. needs from the wild to improve civilization. T h a t
• Celebrate life, especially new life. A young sapling the intelligent races slay and eat a n i m a l s is p a r t o f
is a beautiful creation, and children are the world's the natural cycle. T h a t an occasional hunter falls to
greatest blessing. a rampaging b o a r or angry b e a r is also part o f the
cycle. B r o t h e r to b o t h Arawai and t h e Devourer,
• Never turn your b a c k on a child or young creature
B a l i n o r counts rangers, druids, a n d hunters o f all
in need.
types a m o n g his followers. In images, he appears as
a c r u d e but good-natured h u m a n or half-ore, and
AlIREON s o m e t i m e s as a g r e e n dragon.
Unaligned His c o m m a n d s are straightforward:
Aureon is the god o f knowledge, a r c a n e lore, and
• Take what you n e e d from nature, but respect its
magic. He also values order and law. H e is Ona-
power.
tar's brother and Boldrei's husband, and bears a
mysterious connection to the Shadow. Most a r c a n e • Courage invites luck. Never flinch in the face o f
spellcasters call h i m their patron, as do sages, librar- danger, but don't court it unprepared.
ians, scribes, professors, and students. In religious • C h a n g e is constant. T h e only certainty in life is
texts, he appears as a h u m a n or g n o m e wizard, and, death. Death is not to be feared, but celebrated as
on rare occasion, as a grand blue dragon. part o f the natural cycle.
He urges his followers to:
• Respect and acquire knowledge, especially knowl- BOLDREI
edge that was once lost. Knowledge is the most Good
powerful force on Eberron. In some ways representative o f the Sovereign Host
• Value reason and sound thought over emotion and as a whole, Boldrei's areas o f influence are c o m m u -
rash action. nity and the safety and comfort o f h e a r t h and h o m e .
Her n a m e is invoked at weddings and government
• Educate yourself, your children, and your allies.
CHAPTER 1 I Life in Eberron^
17. THE PANTHEONS AND DEITIES OF EBERRON
Faith, Pantheon, or Deity Alignment Areas of Influence
T h e Sovereign Host Good All the w o r l d , focused primarily on aspects of civilized life
• Arawai Good Agriculture, fertility, the wilderness as natural resources
4-Aureon Unaligned Knowledge, law, arcane lore and magic
• Balinor Unaligned Beasts, the hunt, the cycle of life
• Boldrei IHHHi Good
Community, home, hearth flHHHHHHHHHHIHHHHHHl
Light (physical and metaphorical, the goodness of the soul), honor,
4- Dol A r r a h Lawful good
selflessness, military strategy, w a r
• Dol D o r n Unaligned Courage, duty, physical prowess, soldiers and warriors, w a r
• Kol Korran Unaligned W e a l t h , trade, commerce
Good Fortune, luck, success
• Olladra f — 1
4 Onatar Unaligned Forges, crafts, industry, fire
The Dark Six Evil A l l the w o r l d , especially the primal wilderness and nature's destructive
forces
• The Devourer Chaotic evil S t o r m , flood, famine, other aspects of nature's w r a t h ; also, the sea
• The Fury Chaotic evil W r a t h , passion, vengeance
• T h e Keeper Evil Gluttony, greed, necromancy
• T h e Mockery Evil Violence, betrayal, dishonorable victory, love of carnage, w a r
• The Shadow Chaotic evil Ambition, dark magic, corruption
• T h e Traveler Unaligned Change, cunning, innovation, deception
T h e Silver Flame Lawful good Protection, generosity, destruction of evil and the unnatural
T h e Blood of Vol Unaligned Divine power of the blood, immortality, undeath
The Path of Light Lawful good Light, progress, self-improvement, freedom
Elf Religion Unaligned The elf people and society
• The U n d y i n g Court Unaligned Immortality, elven society, history
• The Spirits of the Past Unaligned Glory, elven history and heroes
Khyber Cults Chaotic evil Madness, destruction, aberrant creatures, darkness
appointments. She is Aureon's wife and counts com- 4 Bring succor to those who suffer.
moners, parents, and militia m e m b e r s among her 4 Bring the light o f truth and goodness to dark and
worshipers. She is usually depicted as a c o m m o n e r o f evil places.
any race, and sometimes as a copper dragon brooding
4 Bring force o f a r m s against all that is evil.
over a clutch o f eggs.
Her tenets are:
DOL DORN
4- Value your c o m m u n i t y and family above yourself.
Unaligned
Ensure that i f you fall, they survive.
T h e god of courage and physical prowess, Dol D o r n
4 M a k e your h o m e your haven. W e i g h t y and stress- also exemplifies duty and war. H e urges all people to
ful affairs belong elsewhere, and violence in the be at their physical best. Soldiers, fighters, and war-
h o m e is unconscionable. lords are his p r i m a r y worshipers, along with athletes
4 Help other m e m b e r s o f your c o m m u n i t y with no and acrobats. Said to be the brother o f Dol A r r a h
thought o f r e c o m p e n s e . Rewards c o m e when they and the Mockery, texts depict Dol D o r n as a muscle-
are needed. bound h u m a n , dwarf, or half-ore, and occasionally as
a mighty silver dragon.
DOL ARRAH His c o m m a n d s are simple but strong:
Lawful Good 4 Shirk your duty only i f your charges have b e c o m e
Dol A r r a h is the shining goddess o f honorable unworthy o f it.
combat, selflessness, and sunlight. She brings light 4 Achieve and m a i n t a i n physical perfection.
to pierce the dark places and blades to pierce the
4 Test your physical powers in contests and in battle.
hearts o f monsters. Legends say that Dol D o r n and
M a y the strongest prevail!
the M o c k e r y are h e r brothers. Paladins, warlords,
and good-aligned fighters revere her, as do diplomats,
who fight their battles with words instead o f swords. KOL KORRAN
She appears in religious texts as a h u m a n or half-elf Unaligned
knight alight with holy radiance, and sometimes as a Kol Korran's likeness appears on coins throughout
the Five Nations, for he is the god o f c o m m e r c e and
red dragon atop a cloud.
wealth. In the postwar world, where trade is cautiously
Her teachings are:
CHAPTER 1 I Life in Eberron
18. emerging and expanding, his following is on the
rise. Merchants, traders, and thieves are his primary
THE DARK SIX
Evil
Vassals, but anyone who has money, or wants more,
Complementing the Sovereign Host and its focus on
pays h i m homage. Religious texts say he .and his twin
the light o f civilization, the D a r k Six represent the
brother the Keeper are the sons o f Olladra and
darkness o f the wilds. T h e two pantheons were once
Onatar. These same books depict h i m as a plump,
c o m b i n e d , but a great schism separated t h e m . T h e
cheerful h u m a n or dwarf in fine clothes. A few ancient
D a r k Six now oppose the Host on all fronts. W h e r e
depictions show h i m as a white dragon atop a bed o f
the Sovereign Host is generally good, the D a r k Six are
ice-blue gemstones.
by and large evil. W h e r e the Sovereign Host values
He teaches his worshipers to:
c o m m u n i t y and government, the D a r k Six value
• Acquire wealth.
individuality and anarchy. T h e D a r k Six are cruel,
• Travel. New lands offer n e w trading partners to passionate, brutal, and wild.
cultivate and n e w resources to gather. Although worship o f the D a r k Six is not c o m m o n ,
• R e m e m b e r that a c h a r m i n g smile and a kind the people o f Khorvaire haven't forgotten that
word are often m o r e powerful t h a n a blade and a these deities have power over aspects of the world.
strong a r m . Although the average peasant reveres the Sovereign
Host, few people are so assured that they refuse to
offer a prayer to the D a r k Six when appropriate.
OLLADRA
Everyone knows that the neighbors do the same,
Good
although none ever speak o f it.
T h e goddess o f luck and plenty, Olladra's n a m e is
W i t h the exception o f the mysterious Traveler,
a popular one. People toast her at parties and festi-
the D a r k Six are evil deities, and thus inappropriate
vals. G a m b l e r s , rogues, bards, and hedonists pay her
sources o f veneration for P C s . (As described in the
homage throughout the year. She is Onatar's wife
Player's Handbook, a character c a n worship an evil
and m o t h e r to the twins Kol Korran and the Keeper.
deity without sharing that alignment, but doing so is
In imagery, she is a young halfling, an old female
tricky.) For that reason, only the Traveler is discussed
h u m a n , and occasionally a black dragon.
below (the other m e m b e r s o f the Six are described
Her tenets are:
briefly at the end o f this section).
• Eat, drink, and be merry, for life is good and luck
comes to those who need it.
THE TRAVELER
• Olladra favors the bold. Fashion your own destiny
Unaligned
to enjoy her favor.
T h e great trickster, the Traveler is a deity o f cunning,
• Fight against oppression. Any who woidd deny you deception, and change. T h e Traveler is a consum-
your freedoms should feel Olladra's anger. mate shapechanger and master o f disguises, and thus
the being's true nature is unknown—texts variously
ONATAR refer to the Traveler as "it" rather than " h e " or "she."
Unaligned Many doppelgangers, shifters, lycanthropes, thieves,
Onatar is the god o f forge and fire, o f industry and and rogues revere the Traveler, as do a few artificers
craft. His n a m e is invoked in factories and smithies, who focus on the deity's innovation and cleverness.
and his symbol appears on forges throughout Khor- T h e Traveler is sometimes called the Giver o f Gifts,
vaire. Dwarves in particular revere h i m , as do those but proverbs warn that one must b e wary o f its gifts.
who specialize in fiery magic—wizards and warlocks Ostensibly a m e m b e r o f the D a r k Six, the Traveler
o f the appropriate bent. Religious texts say he is hus- seems to have no connection, familial or otherwise, to
band to Olladra and father to Kol Korran and the its fellows.
Keeper. In these same sources, he appears c o m m o n l y T h e Traveler's c o m m a n d m e n t s must often be
as a d w a r f and occasionally as a brass dragon. inferred, for its holy texts are few. Its tenets are:
His c o m m a n d s are: • Revealing your true self is weakness. Shroud your-
• Create. To craft an object or forge a weapon is to self in misdirection and disguise so that even you
create a tool that m a n y workers c a n use. do not know what dwells in your core.
• W o r k . W o r k gives m e a n i n g to life and strength to • Nothing is p e r m a n e n t . Ensure that change
communities. improves your lot and damages your enemies.
• Respect fire. It is a n invaluable tool and a powerful • T h e best weapons are c u n n i n g plans and intricate
weapon. deceptions. Mortal m i n d s are predictable and
easily manipulated.
CHAPTER 1 | Life in Eberron
19. THE SILVER FLAME • W o r k to improve yourself and your capacities. A
complete understanding o f the divinity within
Lawful Good
opens the door to immortality.
Second only to the Sovereign Host in popularity and
p r o m i n e n c e , the Silver F l a m e espouses purity, stead- • M e e t with other m e m b e r s o f the Blood o f Vol to
fastness, charity, and, above all, the destruction o f share in the power o f each other's blood.
evil. As such, paladins are its most fervent worship-
ers, but crusaders from all walks o f life look to the THE PATH OE LIGHT
F l a m e for guidance. Lawful Good
T h e Silver F l a m e is an abstraction, not a deity. It R a r e in Khorvaire but prevalent among Adar's
represents powerful forces o f good and self-sacrifice kalashtar (page 3 0 ) , the Path o f Light is equal parts
that keep evil locked away. I n ages long past, a female philosophy and religion. Its adherents don't wor-
h u m a n n a m e d Tira M i r o n transcended her h u m a n - ship a deity, but instead recognize a universal force
ity to b e c o m e the i m m o r t a l Voice o f the F l a m e . She of positive energy they call il-Yannah, "the Great
serves as the i n t e r m e d i a r y b e t w e e n the sacred F l a m e Light." Followers o f the Path o f Light strive for physi-
and the vast majority o f mortals who haven't attained cal and m e n t a l perfection through meditation and
the purity necessary to c o m m u n i c a t e directly with c o m m u n i o n with this Great Light. Such perfection
the divine force. is necessary, for followers o f the Path o f Light expect
T h e C h u r c h o f the Silver F l a m e is m u c h more to do battle with evil forces—especially the sinister
organized t h a n the hierarchy o f the Sovereign Host. D r e a m i n g Dark.
T h e C h u r c h has a definite c h a i n o f c o m m a n d , and its T h e central teachings o f the Path o f Light are:
m e m b e r s aren't afraid to wield their power in secular
• S e e k excellence in both m i n d and body, for a great
affairs. F l a m e k e e p , in T h r a n e , is the Church's capital
war against the dark is brewing.
and h o m e to its leader, the K e e p e r o f the F l a m e .
T h e teachings o f the Silver F l a m e (and its Church) 4- D o not look to deities for divinity. Divinity is
are: within the grasp o f mortals i f they but touch the
Great Light.
• Destroy evil in all its forms. Undead are particu-
larly abhorrent to the Silver F l a m e . • Use your honed skills to discover and vanquish
evil beings.
• Bring r e l i e f to those who suffer.
• Protect those who c a n n o t protect themselves.
Offer aid to those who c a n .
THE SPIRITS OE THE PAST
Unaligned
M a n y elves o f Aerenal, in particular the Valenar,
THE BLOOD OE VOL revere their ancestors. This practice stops short of
Unaligned worship, but the spirits o f the past represent glori-
T h e faithful o f the Blood o f Vol are captivated by ous deeds and the rich history o f the elven race.
the literal and figurative m e a n i n g o f blood and o f Even elves who follow other religions often m a i n t a i n
heredity, seeing blood as a source o f power and divin- shrines to great ancestors. Elves w h o venerate the
ity. They focus their energy on self-improvement, Spirits o f the Past devote themselves to emulating
shunning higher forces. Worshipers believe in the patron spirits. Such elves have a m a r t i a l bent—they
power o f what is physical and present, and focus on are often rangers, fighters, or warlords. Particularly
the affairs of day-to-day life, not on an illusory oth- devout warriors sometimes attain the title K e e p e r of
erworldly power. Blood is the divinity within, the the Past; they are often bards or clerics.
source o f life, and, i f one's faith is strong and one's Although each practitioner honors an ancestor in
abilities mastered, the only true path to immortality. his or her own way, followers o f the Spirits o f the Past
Adherents o f the Blood o f Vol are often distrusted share some c o m m o n principles:
by m e m b e r s o f other faiths because o f r u m o r s that
• R e m e m b e r the great deeds and people o f the past,
the Blood o f Vol worships the undead. Widely mis-
and try to emulate and even to surpass t h e m .
understood, the teachings o f the religion are dark
and driven, but not evil. T h e s a m e c a n b e said o f its 4- Look to history and tradition for strength.
followers. • Nothing is true today that wasn't true in the past; it
T h e Blood o f Vol's exhortations are simple: just wears different trappings.
• Believe in yourself. A c o m m o n recitation w h e n
faced with a challenge or event: "As the blood is THE UNDYING COURT
the power, and the blood flows through m e , the Unaligned
power is m i n e . " Some Aereni elves revere dead ancestors, and some
revere ancestors who have eluded death's grasp.
CHAPTER 1 | Life in Eberron