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Wayfinders guide to eberron pdf download

Wayfinders guide to eberron pdf download

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WebJan 13,  · DnD/5e/Books/D&D 5E - Wayfinders Guide to blogger.com Go to file. kwmorris Create D&D 5E - Wayfinders Guide to blogger.com Latest commit WebApr 14,  · Wayfinder's Guide to Eberron - Free PDF Download - pages - year: Categories College Comic Books Computer Programming Personal Development WebWayfinder's Guide to Eberron PDF: Authors: Wizards of the Coast: Release Date: July 23, Total Pages: pages: Size: MB: Language: English: Format: PDF: Best WebWayfinder’s Guide to Eberron PDF free Download; Ghosts of Saltmarsh PDF Free Download; Domains of Delight PDF (5e) Download for Free; Guildmaster’s Guide To WebDownload Wayfinders Guide To Eberron. Type: PDF. Date: July Size: MB. Author: Anonymous yCn0cw. This document was uploaded by user and they confirmed ... read more




Whether this is truth or mere myth, magic pervades the world. Magic as a Tool. In Eberron, arcane magic is a form of science. Magic is used for entertainment, transportation, communication, warfare, and much more. While magic is widespread, there are limits to is power. The lightning rail uses bound elementals to drive a train of carriages along a path of conductor stones. The rail links most major cities and is a simple way to travel long distances. The airship is a recent innovation that is transforming the business of transportation. Speaking stones allow communication between distant communities.


A short message can be sent from one stone to another, functionally similar to a telegraph. Warforged are sentient humanoid golems. Developed during the Last War, warforged were created as weapons. The Treaty of Thronehold forbid the creation of new warforged, while granting freedom to the golems that survived the war. Rules for making warforged characters can be found in chapter 3. Exotic Locations. Lightning rails, airships, and other forms of transportation can facilitate travel to exotic locations. What Are the Stakes? This is something to consider in developing your character and choosing your background. If you take the soldier background, you can be more than just a grunt. What did you do during the Last War? What was your greatest triumph or most tragic defeat? Hero Points. Remarkable Villains.


One reason the world needs heroes is because it already has villains. As a DM, you might ask a player:? But for some groups, this sort of collaboration can produce a compelling story and a sense of investment in the world. In developing characters or stories in Eberron, consider the following concepts. Shades of Gray. Good people can do terrible things, while cruel or heartless people may be serving the greater good. But there are also misguided patriots, religious extremists, and dragonmarked houses looking to wring a few more pieces of gold out of Khorvaire. There are spies who will do anything to protect their nations and petty criminals trying to build empires.


You placed your faith and your fortune in the hands of a lover who betrayed you. While you were serving your country, you did unforgivable things. You abandoned your family to pursue a life of adventure. You made a promise to a child or a lover that you failed to keep. Did you make a tragic mistake, and if so, is it something you can ever undo? The Regrets table provides a few examples of missteps that might haunt you. The Balance of Pulp and Noir. As a setting, Eberron works with both pulp and noir themes. This is a spectrum: on one end you have over-the-top swashbuckling adventure—battling incarnations of evil on the deck of a burning airship! WHY DO YOU NEED GOLD PIECES? Why would you possibly want to take on a debt? Establishing a debt requires collaboration and approval by both player and DM. Work together to develop the details: who is blackmailing you?


You own an uncommon magic item, but you had to sell it to a pawn shop. Your family lost everything in the Last War. Roll again. Can you solve the problem before they have to face the consequences? CHAPTER 1 NEO-NOIR INTRIGUE 11 THE LAST WAR For hundreds of years the continent of Khorvaire was united under the Kingdom of Galifar. This came to an end with the death of King Jarot in! The Last War was a bitter struggle that forever changed the shape of Khorvaire. War-torn villages and towns are still rebuilding. Once fertile farmlands are scorched and ruined. There are refugees in every major city. The mystery of the Mourning is the only thing holding the warmongers at bay. Dragonmarked Power. Karrnathi Undead.


When a series of famines and plagues crippled the nation of Karrnath, it embraced the Blood of Vol and introduced undead into its armies. Magical Innovation. Over the course of a century of war, the nations and dragonmarked houses developed new spells and tools for use in the war. Airships and warforged are recent developments, and the wandslinger tradition emerged from the war. The Mourning. This magical cataclysm destroyed Cyre and brought the war to an end. Cyre is a vast, unrecoverable wasteland and those Cyrans who survived the disaster are scattered across Khorvaire. New Nations. Before the Last War, Galifar laid claim to all of Khorvaire. A host of new states emerged over the course of the war. These include the goblin nation of Darguun, the elf kingdom of Valenar, the druids of the Eldeen Reaches, the monsters of Droaam, and more. The Last War lasted for over a century and only came to an end two years ago.


As a player character in Eberron, you possess remarkable skills. Did you take part in the Last War, and if so, in what capacity? If you fought, which nation did you serve? Were you honorably discharged, or did you abandon your cause? Feel free to change the suggested backgrounds. While charlatan is an obvious background for a spy, you could easily adapt criminal or urchin to the same role. Charlatan 5 You were tasked with maintaining morale and raising the spirits of your soldiers. Entertainer 6 You provided spiritual support to your troops.


The Last War took a heavy toll on Cyre and its citizens, serving as the battleground where all of the Five Nations crossed swords. But no one was prepared for the disaster that struck in YK. Accounts of the Mourning vary. Others say that the dead-gray mists began in the capital city of Metrol and spread out from there. On Olarune 20, YK, the nation of Cyre ceased to exist. The Mourning threw Khorvaire into a state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were its borders stable, or could they expand at any moment? What was to be done with the Cyran refugees surging into every adjacent nation? Fear of the Mourning brought the Five Nations to the negotiating table, and in YK the Treaty of Thronehold ended the Last War. But all of those questions remain unanswered. No one knows the cause of the Mourning or whether it could suddenly expand anew.


Breland opened its borders to refugees, and Prince Oargev serves as de facto ruler in the territory now called New Cyre. Despite its grand name, New Cyre is little more than a vast refugee camp. Other refugees are scattered across Khorvaire; some are treated with pity, others with suspicion or anger. And fear of the Mourning hangs like a shadow across Khorvaire. Beyond the mists lies a land twisted by magic, a wound that will not heal. The land is blasted and strangely transformed. In some places the ground has fused into jagged glass. In others, it is cracked and burned. Broken bodies of soldiers from various sides litter the landscape— soldiers whose dead bodies refuse to decompose.


The Mournland is a vast open grave. And yet, it also holds the wealth and treasures of an entire nation, along with the secrets of House Cannith and everything else that was left behind. THE MOURNING AND YOU The Mourning transformed Khorvaire. Shock and fear brought an end to the Last War. In making an Eberron character, think about the impact it had on you. Do you feel loyalty to your nation and hope to see it restored, or have you burned Cyre out of your heart? Are you afraid that the Mourning could expand, or do you prefer not to dwell on such things? Do you see it solely as a tragedy, or do you hope that this awesome power could somehow be harnessed and controlled? Beyond this, player characters are remarkable people.


Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts. Are you comfortable using your abilities, or are you afraid that you may be increasing the power of the Mourning with each spell you cast? As a warlock your patron could be interested in the Mourning and drive you to learn more about it. Your patron could even be part of the Mourning—whether a collective of spirits killed on the Day of Mourning, or even a dark and enigmatic power that might have been responsible for this tragedy. If you take the latter approach, do you feel that by using your warlock powers you are serving the Mourning? As a member of an unusual race, you could say that you are actually a creation of the Mourning. CHAPTER 1 THE MOURNING 15 WHAT CAUSED THE MOURNING? The Mourning was the result of research gone horribly awry.


The secrets can be found in a Cannith research facility within the Mournland. Many of the modern cities of Khorvaire are built on the foundations of ancient goblin cities and fortresses, and these may still hold aberrant threats from the war that destroyed their civilization. As one of the heroes of the age, you surely have a role in the Draconic Prophecy. Will you be a tool of one of these ancient forces, or will you master the game and determine your own destiny? DARK FORCES Dragons and demons are just a few of the dangerous forces at work in the world.


The daelkyr came to Eberron from the Plane of Madness. They shattered civilizations and spread horrors across Khorvaire. The daelkyr were ultimately bound in Khyber by druidic magic. They linger in the darkness— the Lord of Eyes, the Prince of Slime, Dyrrn the Corruptor—creating new aberrations and waiting for the day they can unleash their full power on the world above. Some stories say the Dreaming Dark can possess people through their dreams, while others claim they have psychic agents hidden across Khorvaire. Beyond the enigmatic daelkyr and the Dreaming Dark, other threats have arisen in the past century, spinning out of the strife of the Last War. The Aurum is a cabal drawn from the wealthy elite who seek to turn gold into greater power. The Emerald Claw was an elite military unit that served Karrnath during the Last War. Disavowed by their king, the Emerald Claw engages in guerrilla strikes across Khorvaire, and includes necromancers, vampires, and undead bound to their service.


Some say the Emerald Claw serve an ancient lich known as the Queen of Death, that their true goal is to place her on the throne of Karrnath and the Five Nations. These are just some of the dark forces working in the shadows of Eberron. There are hungry lycanthropes, clever doppelgangers, and cults devoted to the Dark Six. There are stories of a cabal of assassins with aberrant dragonmarks and elves twisted into creatures of nightmare. Eberron draws on the same basic elements as other settings, but it often diverges from the traditional archetypes assigned to those things. The exceptions to this rule are creatures whose identities are shaped by magic. Fiends and celestials embody pure ideals of good and evil; lycanthropes are driven by a curse. Many of the gnolls of Droaam are more honorable than the human mercenaries of House Deneith. In Karrnath and Aerenal, undead are used as tools.


Chapter 3 provides advice on adding new races to Eberron. Not everything has to exist in Eberron. Nothing is set in stone. Eberron is surrounded by its thirteen planes. Most people consider the tale of the Progenitor Dragons to be a fable: a myth to explain the underworld and the golden ring in the sky. What if three divine beings joined together to build a new creation in the depths of the Ethereal? Elves, orcs, dragons; all of these could have been created in the image of the creatures of the Great Wheel but given a chance to develop beyond the reach of Lolth and Gruumsh. But if you do want to incorporate elements from other realms, this shield is starting to fail. Perhaps House Cannith will build a planar gateway and accidentally bring the Blood War into Eberron. Maybe Tiamat has only just discovered Eberron and is slowly corrupting its dragons.


You can avoid any contact between Eberron and other settings. If you choose to explore the idea that contact between settings is recent and limited, consider what that might mean for everyone involved. If Asmodeus has just discovered Eberron, the sages know nothing about him. He has no power base to work with and will have to recruit new followers. As with everything else, Eberron provides an opportunity to explore existing things in a new way. Shapeshifted dragons may be secretly manipulating human civilization. Elves are split into two cultures. The reclusive Aereni are gifted wizards ruled by their undying ancestors. The Valenar elves are ruthless warriors who strive to be avatars of ancient heroes. Other elves live among humanity and have adopted its customs. Gnomes are schemers and scholars who maintain order through intrigue and assassination.


Goblins once had a mighty empire, and a tradition based on honor and martial discipline. Orcs are a proud and primal people. The dragons of Argonnessen have no love for lesser creatures. The psychic tyrants of Sarlona maintain strict control over their borders and their people. So, most player characters begin their adventures on the continent of Khorvaire. While humans make up the majority of the population in the civilized nations of Khorvaire, the continent is home a wide range of peoples and cultures.


This chapter provides an overview of the nations of Khorvaire, along with a glimpse of common life, magic, religion, and the world— and planes—that lie beyond it. CHAPTER 2 21 NATIONS OF EBERRON This section provides an overview of the nations of Khorvaire. The focus is on what you need to know to create characters and NPCs from these places. The Five Nations. Aundair, Breland, Cyre, Karrnath and Thrane are collectively referred to as the Five Nations. These nations formed the heart of the Kingdom of Galifar, and while each has a unique cultural identity they are built on this shared foundation. Aside from Cyre—which was destroyed in the Last War—the Five Nations remain the largest and most powerful countries in Khorvaire. These nations abide by a common set of laws and maintain diplomatic relations. Getting Around. The Five Nations are connected by an excellent system of roads, and travelers can always make their way by horse or coach.


Major cities are tied together by the lightning rail of House Orien, which allows you to avoid the perils—and tedium—of the roads. If speed is an issue, you can book passage on a Lyrandar airship. This is the fastest way to travel, but also the most expensive. AUNDAIR nations. Capital: Fairhaven Noted for Arcane magic, cheese, education, fashion, grains, wine Aundair is a realm of grand cities surrounded by fertile farmlands. Magic is a part of daily life throughout the Five Nations, but it is especially common in Aundair; the nation produces more magewrights and wandslingers than any other. From the nobles in the towers of Fairhaven to the common folk working the vast vineyards of Bluevine, Aundairians value wit and wisdom. However, the Silver Flame also has a deeply devoted following—some might say overzealous or extreme.


Aurala is a just ruler, but she has never abandoned the dream of a Galifar reunited under her rule. While Aundair is a small nation, its arcane superiority allowed it to hold its own during the Last War. Only remarkable heirs— such as player characters—develop the full powers of a warlock. Most such lines are tied to archfey, but you could explore other paths. Consider the following things. Arcane Talent. Magic Beats Mundane. Who still uses a bow when you could use a wand? And never miss an opportunity for a clever quip. CHAPTER 2 AUNDAIR 23 BRELAND Capital: Wroat Noted for Industry, manufactured goods, metalwork, processed ore; organized crime, subterfuge In the wake of the Last War, Breland is one of the most powerful nations in Khorvaire.


Possessing a large population and abundant resources, Breland leads the Five Nations in industry. The Brelish are known for their pragmatism and independence. The Brelish also have a talent for intrigue and subterfuge. Boranel is a popular leader celebrated for his exploits during the Last War. But his children have yet to prove themselves, and there is a growing movement that advocates abandoning royal rule when Boranel passes. The City of Towers is almost a nation in its own right and is a hub for commerce and intrigue. Chapter 6 provides more information on Sharn. Due to its proximity to Droaam, its cities include more monsters— ogres, orcs, goblins, and even sahuagin, harpies, and gargoyles—then are seen elsewhere in the Five Nations.


The largest refugee camp, New Cyre, has a population of over four thousand and is being converted into a town. Slightly Shady. Many Brelish have a loose relationship with the law. Innovative and Independent. As a cleric you might challenge your church and follow your own divine revelations. As an arcane caster you could search for new techniques or to unravel forgotten secrets. Why spend a fortune on a fancy meal when a simple one will do? Before the war, Cyre was the seat of the kings and queens of Galifar. While Cyrans take pride that they alone were in the right in the Last War, they unquestionably lost more to the war than any other nation. Cyrans value diversity and versatility, both in talents and thought. Many survivors have questioned their faith in the wake of the Mourning, but some believe that this is a divine trial and a time when faith is needed more than ever.


Some refugees support Oargev and the dream of a restored Cyre, while others prefer to focus on the future instead of trying to reclaim the past. As a Cyran you should decide whether you hold tight to your national identity, or whether consider yourself to be an adventurer without a nation. The house maintained arcane workshops across Cyre. Who knows what treasures wait in Cannith vaults for those who brave the dangers of the Mournland? Some have made a point of continuing this custom. What Have You Lost? Did you lose wealth or status? Did you have family or loved ones lost in the Mourning? Did you lose something you could one day recover from the Mournland— arcane research, an heirloom artifact? Consider the impact this has on your background. As a Cyran noble or soldier, your estates have been lost and your army scattered; but you still have the respect of your comrades or peers. What Do You Hold Onto? Do you have a trinket that embodies Cyre for you?


Is your wand or weapon an heirloom of your family? As an entertainer or guild artisan, are you preserving a particular Cyran tradition? What Drives You? Are you determined to solve the mystery of the Mourning? Do you want to help other refugees? Or are you only concerned with your personal survival? Is there something you want to recover from the Mournland, or would you prefer to never set foot in it again? Do you hold a grudge against the nations that fought against Cyre in the war, or are you only concerned with the future? CHAPTER 2 CYRE THE MOURNLAND 25 DARGUUN Capital: Rhukaan Draal Noted for Goblinoid mercenaries Goblins and their kin have always been part of Khorvaire.


Their ancient empire spread across the lands now held by the Five Nations, and many human cities are built on goblin foundations. This empire collapsed into savagery, and when humanity arrived, goblins were driven from their ancestral lands or enslaved. Galifar ended the practice of slavery. But goblins have long been a disenfranchised people, living in the shadows of the Five Nations or in wild lands shunned by humans. Late in the war a brilliant hobgoblin named Haruuc recognized that the goblins had become the dominant power in the region. The Five Nations were unprepared, and Breland quickly negotiated an alliance with Haruuc to secure the border.


Cyre fought the goblins until the Day of Mourning, but when the Treaty of Thronehold was forged the majority of delegates chose to recognize the new nation of Darguun to ensure peace. Darguun is a young and volatile nation. House Deneith introduced the Sovereign Host to the region, and some goblins have embraced this faith, especially Dol Dorn, Dol Arrah, and Balinor. As the goblins have little interest in the laws of the Five Nations, Rhukaan Draal is a haven for fugitives and smugglers. Constant Struggle. While you may challenge your peers in times of peace, when blades are drawn you stand by your clan—or those allies you have bonded with—until death.


Muut and Atcha. Your ancestors once forged an empire even greater than Galifar. Perhaps you believe that your people can reclaim this lost glory. The Dhakaani were renowned for their martial skill, but also for their discipline. Muut is expected; if you have no muut, you have no place in battle. THE DEMON WASTES Capital: None Noted for Fiends, pestilence, violence Rivers of lava cut across plains of black sand and volcanic glass. The only vegetation you can see is blood-red moss and a thick layer of slime, and that appears to be moving.


This is the Demon Wastes. These are similar to the layers of the Abyss in the core cosmology, unearthly realms populated by demons. Have you had a vision from Kalok Shash? Are you pursuing a rogue demon? Have you been given a quest by the leader of your tribe? Hermit and outlander are logical backgrounds: you know little about the ways of civilization, but you have have insights and the skills to survive in the harshest environments. Carrion Tribes. Why have you left the Wastes? Have you turned your back on the vile traditions of your demon-worshipping clan? Either way, you are a stranger in a strange land: a savage used to a constant battle for survival in a world shaped by demons. CHAPTER 2 THE DEMON WASTES 27 DROAAM Capital: The Great Crag Noted for Monstrous mercenaries, byeshk Droaam is a nation of monsters. It is ruled by the Daughters of Sora Kell. Each of these three hags is a legend in her own right, the subjects of tales used to frighten children.


Eleven years ago they laid claim to the lands west of the Graywall Mountains and founded the nation of Droaam. While these barren lands were claimed by Breland, Galifar had never tamed this wild region. It had long been a haven for host of creatures. In the past these creatures fought one another more often than they raided human settlements. To date, the other nations of Khorvaire have refused to recognize Droaam, and it was not part of the Treaty of Thronehold. Droaam works closely with House Tharashk, selling the services of monstrous soldiers and laborers and bysehk ore, a form of metal with magical properties. Beyond that, it is a frontier nation that is still expanding. Many of the monsters that make up Droaam have their own unique subcultures. Most worship the Dark Six, but there are other religious traditions as well. The secondlargest city in Droaam, it is a center for trade, a haven for Brelish criminals, and a place where monsters and humans can meet on largely neutral ground.


Consider these when making a Droaamite character. Are You Proud? Many citizens of Droaam are proud of their nation. Or you might ignore this big picture and be driven solely by your personal desires or the goals of your family or warlord. The creatures of Droaam are very diverse. A Droaamite kobold might be an urchin rogue. These are the Eldeen Reaches. Druids and shifters have dwelt in the Towering Woods for thousands of years, but the eastern farmlands of the Reaches were part of Aundair until the Last War. The Wardens of the Wood—largest of the druid sects—came to the aid of these farmers. Fifty years ago, the people of eastern Aundair seceded and formed the Eldeen Reaches.


The Reaches were recognized as a nation by the Treaty of Thronehold, but many fear Aundair will try to reclaim the region. Druidic magic is a central part of life in the Eldeen Reaches. Most of its people seek to live in harmony with the natural world, and communities have a druidic advisor who helps with planning and planting. The Towering Woods are also home to tribes of shifters, who maintain a nomadic existence. The region with the strongest ties to the Faerie Court is called The Twilight Demesne. Most of these traditions work with the druidic Circles of Land, Moon and Shepherd; Beast Totem barbarians; clerics with the Nature domain; or rangers with the Hunter or Beast Master archetypes. Other classes or archetypes especially suited to a path are called out below. The Wardens of the Wood seek to maintain the balance between nature and civilization, protecting each from the other.


The Greensingers see the magic of the fey as a part of nature. Bards and archfey warlocks are often found among the Greensingers, and the Circles of Dreams works well for Greensinger druids. Karrnath is a nation of storms and long winters, and Karrns are accustomed to enduring hardship without complaint. First and foremost, Karnath is known for its military tradition. Strength, strategy, and discipline are the core values of Karrnath. Nonetheless, Karrns are proud of their martial history, and most are convinced that they would have eventually won the Last War. This caused the king to embrace the Blood of Vol as the national religion. Monsters and undead sometimes slip out of the Nightwood to threaten the surrounding regions.


As you develop a Karrnathi character or NPC, consider the following. Military Service. Karrns have a strong tradition of military service, and soldier or sailor are appropriate backgrounds for any character. While they were recognized as an allied nation under the Treaty of Thronehold, the Principalities are a loose alliance. Each island domain has its own traditions, values, and goals— and each has a long list of vendettas and feuds with other princes. Beyond this, anyone who can win the support of enough ships and people can claim a principality; if you want to establish your own tiny kingdom, this is the place to do it. Many of these are concentrated in the Gray Tide, a domain founded by changelings. However, changelings are found across the Principalities and the Lhazaar are generally used to them.


The Wind Whisperers want to obtain airships, by any means necessary. Said to be inescapable, Kundarak houses both infamous criminals and mystical threats. Seafarers and Swashbucklers. Most Lhazaar spend more time at sea than they do on land. Local Customs. Each principality is unique. Other clans have tried to claim the Noldrun lands, but this has always met with disaster. Capital: Krona Peak Noted for Dwarves, banking, mining precious and nonprecious metals , metalwork Long ago, the Mror Lords were forced to swear fealty to Karrnath and Galifar.


In the early days of the Last War, they declared their independence and the sovereignty of the Mror Holds. That declaration was less than a century ago and that makes it fresh in the mind of many dwarves. The Mror are proud of the wealth of their nation and the talents of their smiths, of the skills of their warriors and the strength of their impregnable fortresses. The Mror star is rising. Over the centuries, they turned their energies to harnessing the astonishing natural resources of their mountain home.


The dwarves were reborn as merchant princes. And along the way they made a remarkable discovery: ruins of an ancient dwarven empire. This forgotten realm was destroyed by the daelkyr and its vast halls are held by aberrations and other dark things. Nonetheless, these ruins are another source of pride for the Mror. The Mror Holds are a loose confederation. Each hold includes a number of lesser clans, who owe fealty to the noble line. The Sovereign Host is the dominant faith of the Mror Holds. Kol Korran is the most beloved of the Sovereigns, but Onatar, Olladra, Boldrei, and Dol Dorn are also revered. It includes a summary of Khorvaire and the city of towers — Sharn, along with a host of background ideas and story hooks.


Furthermore, it includes some unique races of Eberron, the mystical dragon marks including more significant dragon marks and aberrant dragon marks , and new magic items. The manual starts with a twenty-page introduction to the setting followed by thirty-eight pages detailing the various nations and the world. Each of the sixteen provinces gets a one-page description. The book proceeds with rules and lore for the four Eber. The next twenty-four pages concentrate on the twelve dragonmarks and various dragonmarks Houses.


There are ten pages on magic items and finally forty-odd pages on Sharn, the city of towers. The rules for the four unique Eber. Races are changed and improved. The warforged are expanded and clarified and have been made more flexible as well, with subtypes one that was a Prestige Class in 3. In addition to this, Dragonmarks are different from what appeared in Unearthed Arcana. They are brought much more in line with other Feats in 5 th Edition; Rather than looking like the innate casting that creatures like drow get, which improves as you level up. They have also added some bonus dice to proficiency rolls.


The setting material remains the same — there is no jump in time as there might have been, and no changes in the setting that is visible. There are six chapters and three appendices. The chapters give a detailed image of Eberron. They also show how to set a campaign from Eberron. The chapters discuss the fictional and magical world of Eberron and show an intricate image of different races from Eberron and what the campaign gives. The storyline and missions are illustrated in detail. The appendices provide additional and extra information regarding Eberron and Dungeons and Dragons campaigns. The races of humans, half-elves, half ores, halflings, changelings, shifters, and other races are explained in detail. Sharn, an advance and futuristic city with magical and technologically advanced things, is described in detail.


The feature of Dragon marks in the Eberron increases the experience. The dragon marks give a unique adventure in this campaign. The special feature of magic and magical inspiration is well described. The lethal weapons, flying cities, and magical items are well explained. The explanation of magical items is mesmerizing. The design of the rulebook is extraordinary and unique. The layout of the book is straightforward and easy to understand. The illustrations are fascinating and help in a better understanding of the campaigns and conquests.



This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA. Home current Explore. Home Wayfinders Guide To Eberron Wayfinders Guide To Eberron Uploaded by: Anonymous yCn0cw 0 0 July PDF Bookmark Embed Share Print Download. Words: 70, Pages: Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright © by Keith Baker, and published under the Community Content Agreement for Dungeon Masters Guild. I imagined a world of swashbuckling adventure and dark fantasy, a place where magic formed the foundation of civilization. Eberron embraces swashbuckling action and pulp adventure and adds a layer of neo-noir intrigue.


The Last War turned old allies into bitter enemies and destroyed an entire nation, leaving terrible scars behind. Crime and corruption lurk in the great cities of Khorvaire. Human greed and ambition may prove more dangerous than any devil or demon. From warforged and airships to the mighty dragonmarked houses, magic is a part of the world and its stories. Whether this is truth or mere myth, magic pervades the world. Magic as a Tool. In Eberron, arcane magic is a form of science. Magic is used for entertainment, transportation, communication, warfare, and much more. While magic is widespread, there are limits to is power. The lightning rail uses bound elementals to drive a train of carriages along a path of conductor stones. The rail links most major cities and is a simple way to travel long distances. The airship is a recent innovation that is transforming the business of transportation. Speaking stones allow communication between distant communities. A short message can be sent from one stone to another, functionally similar to a telegraph.


Warforged are sentient humanoid golems. Developed during the Last War, warforged were created as weapons. The Treaty of Thronehold forbid the creation of new warforged, while granting freedom to the golems that survived the war. Rules for making warforged characters can be found in chapter 3. Exotic Locations. Lightning rails, airships, and other forms of transportation can facilitate travel to exotic locations. What Are the Stakes? This is something to consider in developing your character and choosing your background. If you take the soldier background, you can be more than just a grunt. What did you do during the Last War? What was your greatest triumph or most tragic defeat?


Hero Points. Remarkable Villains. One reason the world needs heroes is because it already has villains. As a DM, you might ask a player:? But for some groups, this sort of collaboration can produce a compelling story and a sense of investment in the world. In developing characters or stories in Eberron, consider the following concepts. Shades of Gray. Good people can do terrible things, while cruel or heartless people may be serving the greater good. But there are also misguided patriots, religious extremists, and dragonmarked houses looking to wring a few more pieces of gold out of Khorvaire.


There are spies who will do anything to protect their nations and petty criminals trying to build empires. You placed your faith and your fortune in the hands of a lover who betrayed you. While you were serving your country, you did unforgivable things. You abandoned your family to pursue a life of adventure. You made a promise to a child or a lover that you failed to keep. Did you make a tragic mistake, and if so, is it something you can ever undo? The Regrets table provides a few examples of missteps that might haunt you. The Balance of Pulp and Noir.


As a setting, Eberron works with both pulp and noir themes. This is a spectrum: on one end you have over-the-top swashbuckling adventure—battling incarnations of evil on the deck of a burning airship! WHY DO YOU NEED GOLD PIECES? Why would you possibly want to take on a debt? Establishing a debt requires collaboration and approval by both player and DM. Work together to develop the details: who is blackmailing you? You own an uncommon magic item, but you had to sell it to a pawn shop. Your family lost everything in the Last War. Roll again. Can you solve the problem before they have to face the consequences? CHAPTER 1 NEO-NOIR INTRIGUE 11 THE LAST WAR For hundreds of years the continent of Khorvaire was united under the Kingdom of Galifar. This came to an end with the death of King Jarot in!


The Last War was a bitter struggle that forever changed the shape of Khorvaire. War-torn villages and towns are still rebuilding. Once fertile farmlands are scorched and ruined. There are refugees in every major city. The mystery of the Mourning is the only thing holding the warmongers at bay. Dragonmarked Power. Karrnathi Undead. When a series of famines and plagues crippled the nation of Karrnath, it embraced the Blood of Vol and introduced undead into its armies. Magical Innovation. Over the course of a century of war, the nations and dragonmarked houses developed new spells and tools for use in the war. Airships and warforged are recent developments, and the wandslinger tradition emerged from the war.


The Mourning. This magical cataclysm destroyed Cyre and brought the war to an end. Cyre is a vast, unrecoverable wasteland and those Cyrans who survived the disaster are scattered across Khorvaire. New Nations. Before the Last War, Galifar laid claim to all of Khorvaire. A host of new states emerged over the course of the war. These include the goblin nation of Darguun, the elf kingdom of Valenar, the druids of the Eldeen Reaches, the monsters of Droaam, and more. The Last War lasted for over a century and only came to an end two years ago.


As a player character in Eberron, you possess remarkable skills. Did you take part in the Last War, and if so, in what capacity? If you fought, which nation did you serve? Were you honorably discharged, or did you abandon your cause? Feel free to change the suggested backgrounds. While charlatan is an obvious background for a spy, you could easily adapt criminal or urchin to the same role. Charlatan 5 You were tasked with maintaining morale and raising the spirits of your soldiers. Entertainer 6 You provided spiritual support to your troops. The Last War took a heavy toll on Cyre and its citizens, serving as the battleground where all of the Five Nations crossed swords. But no one was prepared for the disaster that struck in YK. Accounts of the Mourning vary. Others say that the dead-gray mists began in the capital city of Metrol and spread out from there. On Olarune 20, YK, the nation of Cyre ceased to exist.


The Mourning threw Khorvaire into a state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands?



Wayfinder's Guide to Eberron (PDF),Explore PDF

WebWayfinders Guide to Eberron - Guset User Flip PDF | AnyFlip. Guset User Download PDF. Publications: 1. Followers: 2. Wayfinders Guide to Eberron. Wayfinders Guide WebWayfinder’s Guide to Eberron PDF free Download; Ghosts of Saltmarsh PDF Free Download; Domains of Delight PDF (5e) Download for Free; Guildmaster’s Guide To WebDownload. This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report WebJan 16,  · Wayfinder’s Guide to Eberron pdf download free is the campaign setting for the 5 th edition of Dungeons and Dragons world’s greatest roleplaying game. This WebApr 14,  · Wayfinder's Guide to Eberron - Free PDF Download - pages - year: Categories College Comic Books Computer Programming Personal Development WebJan 13,  · DnD/5e/Books/D&D 5E - Wayfinders Guide to blogger.com Go to file. kwmorris Create D&D 5E - Wayfinders Guide to blogger.com Latest commit ... read more



Such faiths assert that what appears to be dissolution is the natural process of the soul moving to a higher plane of existence that mortals can never touch: joining with the Sovereigns, merging with the Silver Flame, or simply rejoining the cycle of life in a new form. In developing characters or stories in Eberron, consider the following concepts. College Comic Books Computer Programming Personal Development Psychology Survival Health Physics Fantasy Food Recipes English All Categories. Eberron is a place where supernatural evil is a very real threat. Do you seek vengeance for the death of a friend or ally?



Shock and fear brought an end to the Last War. But a good Eberron story challenges you to think about your actions, and the simplest wayfinders guide to eberron pdf download may not be the best one. New Nations. The warforged are expanded and clarified and have been made more flexible as well, with subtypes one that was a Prestige Class in 3. This mystical cataclysm and surrounded by twelve destroyed an entire nation and created a moons. A typical cost would be 25 gp for a 1st level ritual, 50 gp for a 2nd level ritual, doubled for each subsequent level; but this is only a basic guideline. Its jungles are a source of strange and valuable lumbers: the soarwood used for the hulls of airships, tough bronzewood, even trees that remain alive after being felled.

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