/tg/ wayfarers guide to eberron pdf download






















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Diehard fans have homebrewed content for it. Popular streamers like Maze Arcana have embraced it wholeheartedly. Eberron was born sixteen years ago. Action Cats. And now Eberron has come to fifth edition. What impact could the Last War have on your character or your campaign? Let me know what you want to see first! Eberron was born in when Wizards of the Coast launched a worldwide search for a new campaign setting.

Magic item shops are easy to find in large cities. G a r ments, tools, and weapons can all be magically enhanced, and one can buy or sell such items. Magic has improved transportation and architecture. It has also created the warforged, which are so advanced that they are alive. A magical air elementa fused into a lightning rail coach provides propulsion for the coach and cause it to hover 5 feet above the g r o u n d.

C o n ductor stones embedded in the g r o u n d interact with the ai elemental to keep the coach traveling on its path. T h e lightning rail gets its name from the electric bolts that j u m p between conductor stones and to a coach when it passes over t h e m. Large cities have huge lightning rail stations, but even some small towns have modest stations. T h o u g h it's safer than a caravan, lightning rail travel can still be dangerous.

Because coaches carry wealthy citizens, bandits often target them. T h e price keeps most people from traveling by lightning rail. However, it is a cheap way for somewhat wealthy people to cross long distances quickly in safety. Customers who desire extra privacy can lease or purchase custom carts with their own cargo areas. Even the lightning rail operators won't bother people in a custom cart. Flying ships are c o m m o n sights in the skies over Khorvaire.

A flying ship uses magic to imprison an elemental usually an air elemental or fire elemental in an elemental ring that provides propulsion. Flying ships are one of the fastest ways to travel across Khorvaire. I ravelers who want to take a lying ship on less-traveled routes must persuade a captain to take them on a risky voyage.

Elemental galleons are seagoing ships made with bound water elementals. Some of these ships can even travel underwater. A dragonmarked pilot of House Lyrandar steers an elemental vessel. Without a dragonmark, a would-be pilot must overcome the will of the b o u n d elemental.

All elemental vessels, whether they fly or sail, must be built of soarwood, a rare wood with magical buoyancy. Passengers and cargo board airships via docking towers, as the elemental ring prevents the ship from landing on the g r o u n d. Life rings are placed around the deck of an airship as a safety measure in case of airship failure or imminent crash. By breaking a piece of twine that crosses the wooden h o o p of a life ring, a passenger can use the r i n g s magic to let up to four people float safely to the g r o u n d.

Artificers have mastered the technique of imprisoning elementals into objects. To bind an elemental into an item, a crafter must call the elemental into the world, trap it, and imbue its essence into the item. This technique is used not only in airships and galleons but also in other magic items. A suit of a r m o r with a b o u n d water elemental could allow its wearer to breathe underwater. A weapon that ripples with flames and b u r n s those it hits might have a fire elemental b o u n d within it.

I b e r r o n is a world of dangerous lands and sneaky villains. Only a few brave souls fight against the dangers. These adventurers though some seek only fortune and glory are often all that prevents E b e r r o n from falling into chaos, war, or total r u i n.

Adventurers lead high-risk lives. They dig into ancient tombs, fight off agents of evil, and collect vast treasures—if they survive. Warriors, rogues, wizards, and clerics, a m o n g others, can all be adventurers.

All adventurers can have different personal motivations and goals. Adventurers who defy the odds find great rewards, and even a sort of immortality t h r o u g h story and song. A wily wizard, stuffy cleric, and untrustworthy rogue might form an adventuring party if all of them share a similar goal. Likewise, an urbane half-elf could travel alongside a wild halfling. A battle-scarred warforged and a naive but powerful spellcaster become friends as they fight off horrible monsters.

An inquisitive a detective investigating a political m u r d e r , a chronicler seeking news, or a traveling guild representative could suddenly step into adventure. H u m a n s are diverse and adaptable, bold and c u r i ous. They conform to no obvious physical, mental, or spiritual stereotype.

O n e h u m a n might be a fanatic of an obscure religion, her b r o t h e r might be a scoundrel, and her father might be a c o m m o n merchant. A particular group of h u m a n s might descend into barbarism and begin worshiping demons.

A n o t h e r could peacefully settle in a fertile area and integrate itself with the surroundings and the natives. H u m a n s can become or create just about anything they set their minds to. They're among E b e r r o n ' s greatest heroes and vilest villains. Although few know it, the h u m a n race originated on the continent of Sarlona. Many humans left Sarlona thousands of years ago to explore or to escape the wars that regularly erupted among Sarlona's kingdoms. Most of these explorers and refugees arrived in Khorvaire.

No more than a thousand years after their arrival in K h o r vaire, h u m a n s dominated that land. O n e h u m a n king—Galifar I—united the entire continent a thousand years after that. Anything can happen on an adventure, and a big part of adventure preparation is selecting the best gear. Weapons are a must.

An adventurer needs options for fighting close up and at range. Suitable a r m o r a n d shields are essential. Some choose heavy a r m o r for maximum protection. O t h e r s wear lighter leather a r m o r for mobility.

Adventurers also need magic items. These can range from simple potions for healing wounds I to clothing that makes you faster or tougher.

Most elves are b o t h. Apart from their slender bodies, fine features, and pointed ears, elves look much like h u m a n s. Elves from different regions o E b e r r o n have little in c o m m o n with each other. T h e elves of central Khorvaire d o n ' t have strong ties to elven culture. Instead, they identify with the nations in which they live.

An elf from Aundair is more likely to identify with another A u n d a i r i a n than another elf. An elf w h o has the Mark of Shadow is a member of one of t w o dragonmarked houses: House Phiarlan or House Thuranni. These houses are powerful rivals. T h e i r most striking trait is how they revere their ancestors. This reverence is not just a custom—the ancestors walk a m o n g them.

The most p r o m i n e n t is Shae Mordai, the City of the Dead. Though the Aereni d o n ' t like outsiders, their magical forests attract those from other nations who want to exploit Aerenal's natural resources.

T h e varieties of magic wood that grow in the forests can be used for airship building or for crafting weapons and a r m o r. T h e elves of Valenar, a nation on the southeastern coast of Khorvaire, are aggressive warriors. Valenar elves venerate their ancestors by following in the tradition of great warriors. In ancient times, elves enslaved by giants fought for their freedom and won.

To emulate these heroes of old, Valenar elves crave the action of battle and glorious victory over a challenging foe. Valenar elves are masters of horse riding and training. They form fearsome cavalry units.

T h e flashing scimitars of a charging Valenar warband are a scary sight. The Valenar double scimitar consists of t w o curving blades attached to a single long handle. The elves of Valenar are adept at using it on foot or on horseback. The streets are full of deathless soldiers and advisors.

An eerie quiet always cloaks the city. I Between the b a r r e n desert on the n o r t h e r n b o r d e r of Valenar and the lush forest on the southern coast lie vast plains and steppes. These lands are perfect for the Valenar elves, who travel on fast, majestic horses.

These elves rarely stay in one place for long. T h e city of Taer Valaestas is h o m e to the king of Valenar. T h e city is built for war. It is fortified with towers and walls built of stone and durable densewood. Aereni who die are reanimated. They are restored by positive energy to become walking dead. T h o u g h u n d e a d animated by evil magic are plentiful in E b e r r o n , the Aereni deathless are different.

They are n o t evil, n o r are they mindless. T h e deathless fight alongside their descendants to protect Aerenal and the elf race. Aereni elves have many ways of showing their devotion to the dead.

An elf might wear an elaborate death mask, tattoo his face in the image of a skull, or use magic to make his flesh look decomposed. Khorvaire's h u m a n settlers and elves who migrated from Aerenal blended to create the half-elf bloodline.

Although humans and elves still form relationships, and even produce half-elf offspring, half-elves have become a distinct race. Half-elves are naturally friendly with one another, and they form close b o n d s quickly. They call themselves the Khoravar—the C h i l d r e n of Khorvaire—since their race was b o r n on that continent. Half-elves have no overarching culture. They integrate easily into h u m a n society.

They can be found living all across Khorvaire a m o n g h u m a n s. O t h e r half-elves are raised by an elf parent or become curious about their elven heritage. These half-elves explore that legacy by practicing elven rites or traveling to elven lands. Half-elves are rarely welcome a m o n g their m o r e raditional elf kin.

Few half-elves form lasting ties with communities in Aerenal or Valenar. Half-elves tend to naturally group themselves based on shared traits. T h e two most p r o m i n e n t groups are d r a g o n marked houses: House Lyrandar, whose members carry the Mark of Storm, and House Medani, whose members bear the Mark of Detection.

House Lyrandar's half-elves tend to be free spirits who love nature, weather, and travel. Those of House Medani are more sober, but nonetheless bold and curious. T r u e to their h u m a n half, half-elves are adaptive and daring.

They are an unpredictable people, and many half-elves take to the road as explorers. Others become inquisitives in large cities, such as Sharn, or take exciting and risky j o b s as airship pilots or bodyguards.

Half-elves have u n i q u e styles and outgoing attitudes. Life as a half-elf—or with a half-elf—is rarely boring. A captain from House Lyrandar pilots his airship using a magic wheel of w i n d and water and the power of his dragonmark.

A half-elf master inquisitive is at home investigating crime or exploring ancient ruins. T h e i r lack of height is n o t their defining trait, though. Gnomes think every bit of information is worthwhile. They use knowledge as a tool and a weapon. Although many people think that gnomes are all librarians, bards, or accountants, some are skilled spies or adventurers. A gnome's outgoing d e m e a n o r serves h i m or h e r well in jobs that require social grace.

Many become diplomats, translators, and advocates, as well as poets and bards. In fact, gnomes are careful to make sure everyone else thinks they are harmless.

Few outsiders realize the importance and power of i n f o r mation in gnome society. Relationships are built on favors and secrets. Gnomes rely on blackmail, espionage, and assassination rather than physical might. T h e i r natural mastery of illusion magic carries over to the art of deception. They are skilled at tricking others to get what they want. Religion is a personal choice for gnomes. G n o m e ands have churches of all religions, and a gnome might experiment with several religions before settling on o n e.

It is famous for its vast stores of knowledge and prestigious schools. Its architecture is beautiful. Its streets are full of color and cheer. Zilargo accepts outsiders. T h e people are friendly and helpful. In fact, gnomes make time to talk to strangers because they think that even what seems to be trivial information will someday have value.

Zil gnomes make money from exporting many goods and services. T h e jewel mines of Zalanberg provide mineral wealth for the economy. T h e gnomes of Zilargo have mastered magical artisan ship. They specialize in elemental b i n d i n g and alchemy. They build the airships and elemental galleons used by House Lyrandar. Seafarers from across the c o n t i n e n t commission ships from Zil shipwrights.

KorranbergChronicle, comes from Zilargo. People across the c o n t i n e n t read the Korranberg Chronicle, cementing the gnomes' status as information experts. A male dwarf values his beard, g r o o m ing and styling it carefully. A female dwarf prizes the hair that grows on her head as much as a male dwarf prides h i m self on his beard. All dwarves value gold and other precious metals, gems, and mineral wealth.

T h e first dwarves came from Frostfell, a frozen continent at the top of the world. Over time, dwarves moved south to the n o r t h e r n sections of Khorvaire and Sarlona. Although small tribes of dwarves still live in Frostfell, most dwarves now reside somewhere else. In Khorvaire, dwarves inhabit a m o u n t a i n o u s nation they call the M r o r Holds. T h e M r o r Holds were once part of the kingdom of Galifar, but the area seized its independence d u r i n g the Last War.

Twelve major Khorvairian dwarf clans compete for supremacy in the I r o n r o o t and Hoarfrost Mountains. They feud using money and influence rather than the axes and shields of their forebears. Clan Kundarak, now the dragonmarked House Kundarak, claims neutrality in this complex game, but it holds the greatest a m o u n t of power. In Sarlona, in the highlands of the Tashana T u n d r a , the dwarves are isolated. D o r a n n dwarves live in the n o r t h e r n tundra, warring among their own clans as the Mror dwarves of Khorvaire did long ago.

Akiak dwarves lived in the Paqaa Mountains in the southern t u n d r a until Riedra, a h u m a n nation controlled by the wicked Inspired, destroyed their holds. T h e Akiak now wander as nomads, fighting a rebel campaign against the Riedrans. Dwarves are fierce soldiers with a p r o u d martial t r a d i tion. Dwarf priests are highly influential and often lead in battle in times of war.

Talenta halflings are imposing despite their size. T h e i r nomadic culture based a r o u n d the h u n t makes them tough and deadly. They cross the vast plains on dinosaur m o u n t s , following the herds they rely on for food. T r a d i t i o n is vital to Talenta halflings. Civilization intrudes into tradition with its politics and its technological comforts.

To outsiders, Talenta halflings appear fierce and barbaric. Talenta halflings make no excuses for the brutality of their lifestyles, but they accept others' ways of life. U r b a n halflings are cultured and adaptable. Most are friendly by nature and tend to form close friendships.

They believe in being prepared for any challenge. T h e halfling dragonmarked houses are House Jorasco healers and House Ghallanda hospitality providers. Members of these houses move freely between many societies. They get along both in cities and on the plains. The vast grasslands of the Talenta Plains are home to herds of dinosaurs, tribex, cattle, and the many halfling tribes.

The halflings live in tent cities. Any tribe can use the only permanent city they maintain, Gatherhold. During the Last War, Karrnath and Cyre each claimed parts of the Talenta Plains, and the flat, open terrain made it a perfect battleground.

The halflings, by stayed away from these conflicts. I rained dinosaurs particularly fast ones such as the clawfoot and the fastieth serve halflings as mounts. Dinosaur riders feel a close bond to their mounts. They demonstrate respect for the creatures by wearing handcrafted masks. These sacred masks are w o r n only. Talenta halflings use boomerangs w h e n they hunt, as well as a scythelike weapon called the Talenta sharrash.

Adventuring halflings use these items in combat. The Korunda's Gate, a dwarf fortress-city in e Ironroot Mountains of Khorvaire sharrash is especially useful for tripping foes. For m o r e than thirty thousand years, its swamps and moors have been h o m e to ores, burly and strong h u m a n o i d s with gray skin and short tusks. Ores saw little of the history of Khorvaire. They were unaware even of the rise of the K i n g d o m of Galifar. Nine thousand years ago, Xoriat, the Realm of Madness, came close to the world.

T h e rulers of Xoriat staged a huge invasion of E b e r r o n. War divided the ore tribes. Some served the forces of madness, while others worked to force Xoriat away from E b e r r o n.

Divisions created by the war against Xoriat still exist. Some ores worship the forces of madness, practicing dark rites and savagely warring on their neighbors. The ores of the hazardous D e m o n Wastes make war on the evil in that land, although some succumb to it. A m o n g the ores , in the monster nation of Droaam, the strong rule the weak and take what they want—similar to how all o t h e r creatures of Droaam behave. In the southern reaches of the M r o r Holds, the orash'ter ores, little m o r e than rapacious monsters, prey on e dwarves, receiving war and hatred in r e t u r n.

Tribal ores remain p u r e blooded. They deny h u m a n s entry to their society and lands because they believe that only ores have a true connection to the land. Clannish ores have mixed with h u m a n society, leading to the creation of half-ores. Whatever their beliefs or ways, ores maintain a strong tie to the Shadow Marches. They thrive in places where others could barely survive. Zarash'ak, the City of Stilts, is the heart of trade in the Shadow Marches.

Among the clans of the Shadow Marches, these crossbreeds are referred to as the Jhorgun'taal, the 'children of two bloods. Halfores are stronger and tougher than h u m a n s , and they are smarter than ores. These traits make up for their lack of winning personalities and good looks. Many early h u m a n immigrants to Khorvaire mingled with the ores of the Shadow Marches.

Although some ores fought and killed the newcomers, most of the druidic tribes integrated the humans, adopted some of their customs, and even interbred. Today, the Shadow Marches are full of clans that contain a mix of ores, half-ores, and h u m a n s. In wider Khorvaire, half-ores are sometimes treated as second-class citizens, which might come as a shock to a half-ore from the Shadow Marches.

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

They were created to be perfect soldiers, with size, strength, and a single-minded focus on battle. Unlike mindless constructs, warforged can think tactically and fight intelligently. Although this mindset served them well in battle, they find it hard to adapt to a world without war.

Some attempt to j o i n society, others wander, and many seek battle as mercenaries, thugs, or adventurers. Warforged were initially property, and were sold to people who could afford them. T h e treaty that ended the Last War also freed the warforged. In some lands, however, a system of i n d e n t u r e d servitude still keeps warforged u n d e r strict control.

Some people resent the warforged, seeing them as a symbol of the h o r r o r s of the Last War. Those who come to know warforged personally discover that they have much to offer the nations of Khorvaire in times of peace. They have th capacity for all h u m a n emotions, b u t many are still learning to express these feelings.

Others often see them as rude or cold. For most warforged, freedom meant losing their sense of purpose. They were built to fight using teamwork and develop camaraderie with their fellow soldiers. Warforged now find it difficult to fit in and find friends.

C o m m a n d e r s are people whom a warforged is willing to take orders from. Comrades are people the warforged fights alongside on a regular basis. Allies are those who share a goal with the warforged, though warforged are well aware that alliances can be short-lived. Civilians are neither enemies n o r allies, and warforged were trained to ignore civilians. Foes are those whose goals contradict those of the warforged, b u t warforged rarely feel hatred toward foes. Magic items called warforged components function only when attached to warforged.

They might be weapons or protective items. Fazer o download agora mesmo. Salvar Salvar Pesquisar no documento. In Spaaaaace! Go and get it! Documentos semelhantes a Rogue Games. Zachery Mixdorf. Richard Evans. Michael Aung. Phoenix Rising.

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