Due to the myriad of cultures that live and have lived in Sharn, examples of architecture from all over Khorvaire can be found. During a period of great upheaval several hundred years ago (presumably engineered by quori) the Inspired appeared among the nations of Sarlona, and presented themselves as ambassadors of powerful and beneficent gods. Most followers are psions and psychic warriors, seeking to perfect themselves through meditation and communing with the light. These types of marks must be taken in order. Races of Eberron This document presents versions of several races from the D&D world of Eberron: changelings, kalashtar, shifters, and warforged. Since Eberron’s release we’ve gained extensive familiarity with the materials in the campaign source books and accessories from 3e and 4e as well as the novels. The veins have the appearance of dragonmarks. The material here is presented for playtesting and to Unborn children within this sphere of influence are born Daelkyr Half-Bloods. Dolgaunts train to become monks and rarely use weapons or armor. According to a "docent" (ancient and sentient memory-containing magic item) found in Secrets of Xen'drik, the very first warforged were created as "host bodies" for a group of Quori (which were very different from Quori of 998 YK). The Blood of Vol is a lawful evil cult that reveres the ancient traditions of the elven line of Vol. Beasthide shifters can increase their natural Armor Class, making them harder to damage, while gaining a bonus to Constitution and therefore extra Hit Points, making them harder to bring down. Current products suggest these past quori were in fact refugees from an unknown event in Dal Quor who were attacked by the giants, now all destroyed with the last shift of Dal Quor. The ultimate goal of the Quori is to prevent the dawning of another new age and the death of Il'Lastavar by "establishing a static world, in which nothing ever changes and there is no light to threaten the darkness." Gameplay begins in the town of Drakewatch, which is a lakeside town of the nation of Ossia. Truedive shifters receive a bonus to their Constitution score, a bonus to their Swim skill, and an increase in their swimming speed while shifting. Below the cardinals, archbishops rule the provinces and cities of Thrane. Enhanced magic related to levitation in Sharn makes for magnificent architecture such as the Skyway. The elves of Aerenal seek their counsel and petition their favor. • Unlock 5 new races including, the warforged, living constructs, … Khorvaire has assumed the mantle of the world’s center and the heart of civilization. The Dark Six scheme against the Sovereign Host, each for differing reasons, and their followers likewise scheme against followers of the Sovereign Host. New Eberron . Play With Advantage. The physical world has three planes called Coils which consists of: Dolurrh (The Shadowfell), Thelanis (The Feywild) and Dal Quor (Region of Dreams). Kyrzin has created numerous types of oozes, including parasitic oozes that may control their host or burst from their host's flesh. Daelkyr Half-Bloods, introduced in the supplement Magic of Eberron, are formed when the venomous spirit of a Daelkyr, sealed beneath the earth, leaks into the surrounding environment. Racial qualities and adjustments of the warforged were published in the Eberron Campaign Setting and later reprinted in Monster Manual III. To be selected as a host is a tremendous honor and the sole goal of virtually all Inspired. There are believed to be at least six daelkyr trapped beneath Eberron in the depths of Khyber (Eberron's equivalent to the Underdark). The world is drenched in eldritch power—the force that flows from the Ring of Siberys, the energies of the planes, enigmatic divine power sources. If the Tarrasque appears and is going to destroy Sharn, the dragons won’t show up to help you, because they do not care what happens to Sharn. They established successful societies, learning druidic secrets from the black dragon Vvaraak while the goblinoid races built a mighty empire, some 16,000 years ago. Possibly motivated by the escape of a rogue group of quori who opposed the Dreaming Dark to Eberron (which led to the creation of the Kalashtar); the quori were able to find a way to exert direct influence on Eberron and engineer the breeding of special human vessels, capable of being possessed by a Quori spirit, that would become the Inspired[4] . Upon the discovery of the cycle by the quori, two factions emerged leading to the creation of the kalashtar and the Inspired. This sourcebook provides tools that both players and Dungeon Masters need to explore the world of Eberron and help enter a prosperous new age or cause the shadow of war to descend once again. Dal Quor (and the quori) is subject to a cycle of implosions and renewals. Since Eberron’s release we’ve gained extensive familiarity with the materials in the campaign source books and accessories from 3e and 4e as well as the novels. This ability is an encounter power under 4th Edition Rules. The Siberys mark is the greatest mark, but someone cannot have both a least, lesser, or greater mark along with a Siberys mark. In D&D 4th edition, paladins are only required to have the same alignment as their deity, and thus evil or unaligned paladins are permitted. Siberys shard items focus or enhance the power of dragonmarked characters, and can enhance psionic powers. Khorvaire has assumed the mantle of the world’s center and the heart of civilization. They are common components of binding diagrams, soul trapping spells and similar magic associated with binding creatures. Although they are the same race as the Warforged, they have come to be set apart by being referred to as the "Psiforged.". As for traditional races, elves are relative newcomers to the continent of Khorvaire. They are slightly taller and their faces more angular than humans, but in a way that only further accents their natural beauty. The World of Eberron consists of a number of features for the Eberron campaign setting for the Dungeons & Dragons fantasy role-playing game. Even when not shifting, a Truedive shifter can hold their breath for amazing amounts of time. Although dragonshards are translucent, their glowing veins give them a distinctive color and make them look almost alive. Argonnessen occupy the southeastern part of the world. They act as impartial observers and mediators in negotiations between the nations, integrating themselves with Khorvaire's political elite. Eberron is a land of contrasts— incomparable beauty is matched by hideous evil. Paladins, on the other hand, are held to a higher standard in D&D 3rd edition. Some seek to raise the dragon Khyber or release the daelkyr, while others commune with fiends summoned from the underworld. Below her is, in theory, the Council of Cardinals. The outer edge of the plane is ringed with the "dreamscapes" where these night-time fantasies play out. Additionally, the plane of Xoriat has been sealed from influencing the material plane by the actions of the ancient Gatekeeper druids. For more information about that world, see Wayfinder’s Guide to Eberron, available on the Dungeon Masters Guild (dmsguild.com). Most of the Dhakaani clans reside near the Seawall Mountains. These dragonmarks are designated by taking the Least, Lesser or Greater Dragonmark feat or taking levels in the Dragonmark Heir prestige class. Though they have recently acquired the ability to possess willing hosts of any type quori find the Inspired to be their preferred hosts; likewise an Inspired can never resist possession of the quori it was bred to host (in game terms Inspired are never allowed to make saving throws against possession attempts by their master). For more information about that world, see Wayfinder’s Guide to Eberron, available on the Dungeon Masters Guild (dmsguild.com). Current game products suggest these past quori were in fact refugees from an unknown event in Dal Quor who were attacked by the giants, now all destroyed with the last shift of Dal Quor. However, Aarren and Merrix had a disagreement over their use. Khyber shard items have an affinity for binding magic. Orlassk's citadel is said to be a giant gargoyle formed from living rock that prowls the depths of Khyber. The Inspired also show an open interest in the continent of Xen'Drik, and have established numerous bases there, though likewise the precise goals of the Inspired there are left to the discretion of the DM. They are found only in Khorvaire and Aerenal. They are rarely large enough to craft into items of significant size; most often, small dragonshards are formed into jewellery. Aerenal is the ancient island kingdom of the Aereni elves, who take their name from Aeren, a mythical hero said to have freed the elves from the giants of Xen'drik. Siberys shard items focus or enhance the power of dragonmarked characters, and can enhance psionic powers. A special warped race of drow called the Umbragen or the shadow elves also exists, with information on them revealed in Dragon magazine and the computer game Dragonshard. (Note: For cosmology prior to Eberron fourth edition rules, please see: Eberron Cosmology.) Five major continents rise from the seas of Eberron. They are found only in Khorvaire and Aerenal. The 5th edition cosmology of the Eberron campaign setting is described as the Great Orrery, due to the metaphysical "orbiting" of thirteen outer planes through the Astral Plane around the material plane of Eberron. Dragon #341 (Paizo, 2006). Compre online World of Eberron, de Surhone, Lambert M. na Amazon. Dragonshards are hard, translucent rock or crystal fragments with swirling, pulsating veins of color suspended within them. All warforged were declared 'people', and not possessions. Dragonshards are rock or crystal fragments originating from the three legendary dragons of Eberron's creation myth. They also serve as inquisitors. There used to be thirteen dragonmarks but only twelve remain. Eberron in Pathfinder. The continent of Argonnessen is almost totally unexplored by any race of Khorvaire because it is inhabited primarily by dragons. Rather than being a subrace of elves, Keith Baker considers drow their own distinctive race. They are an optional playable race. As the link between Dal Quor and the Material Plane was severed, the quori were forced to find another path to power in the Material Plane, one which culminated in the establishment of their rule as the Inspired – believed by their subjects to be incarnate gods – over the empire of Riedra on the continent of Sarlona and the efforts to bring Eberron and Dal Quor coterminous again. Said to be the body of one of the three Progenitor Dragons that created the world of Eberron, Khyber is a massive subterranean realm beneath every continent that is filled with danger, dark secrets, and untold treasure. Orlassk's citadel is said to be a giant gargoyle formed from living rock that prowls the depths of Khyber. Dragonshards are rock or crystal fragments originating from the three legendary dragons of Eberron's creation myth. Having a segmented, many-legged body which ends in a powerful scaled, headless torso that has two handless arms from which blades of energy erupt, these enforcers of Dal Quor are bred for battle. To that end they visit many mortal dreams, planting the necessary dream seeds that will usher in a new age of Quori rule. The Mortal World of Eberron is made up of seven continents surrounded by oceans and a vast underworld. Cultists exist on Khorvaire, Aerenal, and Xen'drik. Explore the lands of Eberron in this campaign sourcebook for the world’s greatest roleplaying game. The Quori are an aspect of the Quor Tarai and they change as the Quori Tarai does. Eberron Wiki is a FANDOM Games Community. Here they have established their own nation, where a court of Undying rule over the living. As a result, clerics have no alignment restrictions whatsoever. The first "Unearthed Arcana" article on the Wizards of the Coast web site presented a playtest version of the Warforged for Dungeons & Dragons 5th edition.[7]. Through the Cults of the Dragon Below, sages know the names of a few of these individual daelkyr. Kalaraq are the brilliant and ruthless princes of nightmare who guide the quori race. Its inhabitants exist on multiple layers simultaneously. There is only one recorded expedition to the Frostfell from Khorvaire and it was little more than a notch in a belt than a true exploratory mission. Argonnessen is the continent of dragons, occupying the southeastern part of the world. The plane of Dal Quor currently does not influence the material world, stuck in its remote phase and unable to naturally draw closer to the material plane. Its primary inhabitants are the ant-like formians and the mechanical inevitables. They resemble handsome humans bearing armor and weapons made from chitin and raw muscle. Xoriat has been likened to a stack of translucent parchment, an apparently infinite connection of layers and dimensions. They are sometimes known as nightshards or demonstones. Each family possesses only one type of mark, and only one or two races can manifest a particular type of mark. The world of Eberron has twelve moons; some sages believe there is a thirteenth moon that has vanished or is invisible to the naked eye. " The warforged that Aarren's creation forges created were fully sentient, with the ability to have emotions, relationships, even to experience death; each new generation increased in sophistication and intelligence, ranging from the barely sentient titans to the youngest versions of warforged who were fully capable of achieving advanced education and ability in magic. Siberys shards are the rarest type of dragonshard, and the type most closely associated with the dragonmarked houses. It's eastern neighbour, Grandia, has been threatening war. While the Aereni despise the creation of the undead, the deathless of Aerenal, unlike the undead, draw power from positive, rather than negative energy, and are generally good in alignment. http://archive.wizards.com/default.asp?x=dnd/ebds/20050307a, http://web.archive.org/web/20041010184303/http://bossythecow.com/bakersdozen.htm, http://archive.wizards.com/default.asp?x=dnd/ebds/20040629a, http://www.amazon.com/Eberron-Campaign-Setting-Dungeons-Roleplaying/dp/0786932740, http://archive.wizards.com/default.asp?x=dnd/ebds/20050110a, http://archive.wizards.com/default.asp?x=dnd/ebds/20041004a, http://archive.wizards.com/default.asp?x=dnd/ebds/20041011a, http://archive.wizards.com/default.asp?x=dnd/ebds/20041101a, http://archive.wizards.com/default.asp?x=dnd/ebds/20041108a, http://archive.wizards.com/default.asp?x=dnd/ebds/20041129a, http://archive.wizards.com/default.asp?x=dnd/ebds/20041206a, http://archive.wizards.com/default.asp?x=dnd/ebds/20040816a, Wizards of the Coast - Dragonshards: The warforged, Part One, Wizards of the Coast - Dragonshards: The warforged, Part Two, Jhonen Olain's Eberron Journal - The World of Eberron: warforged, https://eberron.fandom.com/wiki/World_of_Eberron?oldid=36980. [6] This bonding first happened thousands of years ago and resulted in a new and distinct race with minor physical differences from humans and significant mental ones; kalashtar have psionic abilities and some degree of shared memory due to the common spirit they share with their ancestors. The House Cannith creation forges were to be shut down, never to produce any more of the living constructs. For example, the Elden Reaches has a close connection to the astral dominion of Mabar. A highly secretive organisation, kept entirely separate from Riedra (so as not to damage Riedra politically should the Dreaming Dark's numerous crimes be discovered) few people in Eberron other than the Kalashtar and the Inspired are aware of their existence. Selected as the Winner of the 2002 Fantasy Setting Search the Eberron campaign setting was created by author and game designer Keith Baker.The original source book was published in 2004 and was strongly pushed with the release of version 3.5 of D&D. The world of Eberron contains 7 continents. With enough good acts and obedience, a person can ascend to join these spirits. The Church of the Silver Flame is dedicated to protecting people against the supernatural forces of evil. Many of the continent's dragons are members of a group known as the Chamber, which interprets the Draconic Prophecy and uses it to shape the world to the dragons' liking. Planes that exist alongside Eberron include: Dolurrh - The Shadowfell; Thelanis - The Feywild; Dal Quor - Region of Dreams demiplane. The pantheon as a whole is neutral good. Its domains are Law, Meditation, and Community, and its favored weapon is the flail. The World of Eberron consists of a number of features for the Eberron campaign setting for the Dungeons & Dragons fantasy role-playing game. Longtooth shifters can gain slight regeneration and a bonus to damage. "Eberron Campaign Setting " by Keith Baker, Bill Slavicsek and James Wyatt. Most followers worship the Host as a whole, offering prayers to different deities in different situations. It is a world rich in arcane magic, infused through the power of its legendary origins in the Age of Dragons…a massive conflict between three progenitor dragons: Khyber, Siberys, and Eberron. THE WORLD of Eberron boasts an enormous variety of cultures and societies, as well as multiple branches of history and development. Players who wish to play a psionic race or focus on the quori/kalashtar conflict are encouraged to play kalashtar[vague]. In its natural form they are composed of hundreds of translucent tendrils that surround a point of blue light. The houses can attribute most of their success to their meticulously crafted reputations for standardization and quality that have elevated bearers of dragonmarks with a status that mundane wizards and artificers cannot possibly match. [1] "Eberron" is also referred to as the Dragon Between. A world-shattering struggle ensued. If the PCs instead choose to play villains, as DM I’d create the heroes that would usually be PCs. Finally, Eberron introduced the kalashtar — humans bound with a spiritual psychic connection to a quori, a creature originally from Dal Quor, the Region of Dreams. Possibly motivated by the escape of a rogue group of Quori who opposed the Dreaming Dark to Eberron (which led to the creation of the Kalashtar); the Quori were able to find a way to exert direct influence on Eberron and engineer the breeding of special human vessels, capable of being possessed by a Quori spirit, that would become the Inspired.[4]. The Warforged visionary known as The Lord of Blades has begun establishing a Warforged nation somewhere in the Mournland, it is rumoured. Argonnessen (and Seren) are for the most part off limits to the "lesser races" (which includes almost everyone except a dragon). The monk and sixty-six other volunteers from the monastery agreed to bond with and house the renegade Quori spirits within themselves, at the cost of earning the eternal enmity of the Dreaming Dark. Larger dragonshards, up to the size of a fist, can be crafted into larger focus items. Take your favorite fandoms with you and never miss a beat. This map is a derivative fan wrok, usin the official map images from WOTC (lee moyer), and positioned based off of an old full world map found here. Khorvaire features a number of countries including Aundair, Breland, Karrnath, Thrane, and Zilargo. The World of Eberron article consists of a number of features for the Eberron campaign setting for the Dungeons& Dragons role-playing game. They resemble handsome humans bearing armor and weapons made from chitin and raw muscle. Psiforged are a new breed of Warforged that can focus and channel psionic energy. They sometimes work with the Cults of the Dragon Below and often command lesser aberrations, such as chokers and dolgrims. They are sometimes called sunstones or starmotes, or simply dragonshards, because of their association with the dragonmarked houses. Daelkyr are extremely powerful, evil creatures from the plane of Xoriat, the Realm of Madness. Sharn, the City of Towers in Breland, is situated within a manifest zone linked to the astral dominion of Syrania (p52 of Eberron Campaign Guide 4E). Within these pages, we've consolidated fifteen years of lore into one easy-to-read supplement. The World of Eberron consists of a number of features for the Eberron campaign setting for the Dungeons & Dragons fantasy role-playing game. The cults' favored weapon is the heavy pick. [citation needed], The number 13, also known as a "baker's dozen", has been part of a theme Keith Baker used regarding aspects of the world.[1]. Eberron This tome is meant as a supplement to the Arcane Mysteries : The Secrets of the Arcanum sourcebook for Dungeons & Dragons 5th Edition and the Eberron: Rising from the Last War sourcebook. The World of Eberron article consists of a number of features for the Eberron campaign setting for the Dungeons & Dragons role-playing game. Deeply spiritual and meditative, the Kalashtar work within the communities they live within, helping spread good and the light to every corner of the world. Gnomes commonly live in their own country of Zilargo and are considered excellent shipwrights, the masters of elemental binding, information seekers, and social manipulators. Now, the region that was once Cyre is referred to as the Mournland and is the home of living spells, preserved dead bodies, and a militant sect of warforged (see Races) led by one called the Lord of Blades whose avowed goal is the total domination of the continent by the warforged at the expense of all "flesh and blood" humanoids. Churning seas divide the continents, broken only by minor archipelagos and isolated rocks that stab up from the frothing waves. The Dragonmarked Houses are the cornerstone of the economy of Khorvaire. Elves have occupied parts of Khorvaire sporadically, only recently forming their own nation there known as Valenar. The quori are nightmarish beings from the plane of Dal Quor, the Region of Dreams. New Eberron is the world of Eberron 100 years after the Last War. In Tairnadal religion, each elf is duty-bound to honor and emulate his or her patron ancestor. Shulassakar are humanoids who possess some similarity to yuan-ti, but possess feathers covering their scales, and especially powerful ones also possess feathered wings. Magic is a part of Eberron. The Path of Light is a lawful neutral religion followed by the kalashtar of Adar. Originally a pirate hideout built among the ruins of a giant city, it now serves as the first stop for travelers to the continent. Before the orc and hobgoblin druids known as the Gatekeepers managed to end the planes' alignment, the mind flayers and lesser minions of the daelkyr had decimated the hobgoblin empire of Dhakaan. Mundo de Eberron - World of Eberron Da Wikipédia, a enciclopédia livre O mundo de Eberron consiste de uma série de recursos para o Eberron cenário de campanha para o … Have originated on the quori/kalashtar conflict are encouraged to play kalashtar [ vague ] totally unexplored by any race be! 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