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FRG’s Savage Eberron Player’s Guide DRAFT Disclaimer: Everything contained within this guide is solely intended for the private use of the players participating in the FRG Savage Eberron campaign and is not intended for public distribution in any fashion.

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Page 1: Savage Eberron 4 - Fat Rat Games of Tallahasseefatratgames.net/FatRatGames/Downloads/Eberron/SEPlayerGuide.pdf · 2 Savage Eberron! Welcome to FRG’s combination of the Savage Worlds

FRG’s Savage Eberron Player’s Guide DRAFT

Disclaimer: Everything contained within this guide is solely intended for the private use of the players participating in the FRG Savage Eberron campaign and is not intended

for public distribution in any fashion.

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Table of Contents Savage Eberron!.............................................................................2

What is this guide?.....................................................................2 Getting Started...........................................................................2

What is Eberron? ............................................................................3 The Last War...............................................................................3 Magic in Eberron.......................................................................4 Religion in Eberron...................................................................5 The Dragonmarked...................................................................6

The Lands of Eberron ....................................................................7 The Five Nations........................................................................7

Aundair ..................................................................................7 Breland...................................................................................7 Thrane....................................................................................7 Karrnath.................................................................................7 The Mournland.....................................................................7

Other Nations of Khorvaire.....................................................8 Zilargo ....................................................................................8 Valenar...................................................................................8 The Mror Holds.....................................................................8 The Lhazaar Principalities...................................................8 Q'Barra...................................................................................8 Darguun.................................................................................9 Droaam..................................................................................9 The Shadow Marches ..........................................................9 The Demon Wastes ..............................................................9

Beyond Khorvaire ...................................................................10 Character Creation ......................................................................12 Races of Khorvaire.......................................................................14

Changelings.........................................................................14 Dwarves ...............................................................................14 Elves .....................................................................................14 Goblins.................................................................................14 Gnomes ...............................................................................14 Half-elves.............................................................................14 Half-Orcs .............................................................................14 Halflings ...............................................................................15 Hobgoblins ..........................................................................15 Humans................................................................................15 Kalashtar..............................................................................15 Orcs ......................................................................................15 Shifters .................................................................................15 Warforged............................................................................15

Edges and Hindrances.................................................................17 New Hindrances ......................................................................17 New Edges ................................................................................17

Dragonmark Edges ............................................................17 Racial and Regional Edges ...............................................19

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Savage Eberron! Welcome to FRG’s combination of the Savage Worlds ruleset (by Pinnacle Entertainment Group) and the setting of Eberron (by Wizards of the Coast). Welcome to Savage Eberron! Savage Worlds is a generic, award-winning role-playing game and miniatures wargame, written by Shane Lacy Hensley, and published by Great White Games doing business as Pinnacle Entertainment Group. The game emphasizes speed of play and reduced preparation over realism or detail. Its tagline is Fast! Furious! Fun! Eberron (EB-bur-on) is a campaign setting normally for the Dungeons & Dragons role-playing game, set in a period after a vast destructive war on the continent of Khorvaire. Eberron is designed to accommodate traditional fantasy elements and races within a differently toned setting; Eberron combines a fantasy tone with pulp and dark adventure elements, and some non-traditional fantasy technologies such as trains, skyships, and mechanical beings which are all powered by magic. This guide provides the necessary information to use the Savage Worlds core ruleset in the Eberron setting. Fast! Furious! Fun! Fantasy Pulp!

What is this guide? This Player Guide provides some basic information on the Eberron setting and the various rules required for converting it to the Savage Worlds’ rules. It is not a replacement for the Savage Worlds core rules or for the various Eberron books. Reference will be made to various books throughout this guide but none of them are actually required…you’ll just need to ask your GM for the info if you don’t have the book that is being referenced.

Getting Started Here’s what you’ll need to play. Dice Savage Worlds uses all the traditional dice of D&D and many other role-playing games. You’ll need at least one of each of the following and may want at least a couple of each: d4, d6, d8, d10, d12, and d20. Cards Savage Worlds also uses a deck of cards (jokers included) for initiative in combat. You won’t need to bring a deck…the GM will have one for this. Player’s Guide You’ll need a copy of this guide. Savage Worlds Explorer’s Edition A copy of the core rules for Savage Worlds is a very useful thing to have as this guide will make reference to it. There will, of course, always be a copy or two floating around the game table. If you don’t have the core book, download the Test Drive Rules from the Pinnacle Entertainment Group

website. These have the basic rules of the system and will provide you with enough of a foundation to play a character. Eberron Books The various setting books for Eberron (from Wizards of the Coast) are useful for setting information. Although there are some differences between the 3.5 and 4e versions of the setting, they are small enough that books from either edition can be useful. These books are completely optional however. You’ll have the opportunity to learn about the setting as you play and the GM will provide you with basic setting information to help start the game. Figure or Token As the Savage Worlds core rules note, miniatures are useful for playing Savage Worlds. We will use a combination of battlemats, figures, and, whenever possible, a projector and electronic maps with electronic tokens. You’ll need to provide an electronic image that you’d like to use to represent your character when do things hi-tech and an appropriately sized miniature (25mm or 28mm) when we go low-tech. Character Sheet Of course, you’ll need your character sheet (a blank one can be found on the next page) and a character but now we’re getting ahead of ourselves.

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What is Eberron? So what exactly is Eberron? Eberron is Intrigue and Mystery The world of Eberron is ravaged by a century of war that has only recently ended. Enemy nations that fought each other to a standstill over countless, bloody battlefields now turn to subtler methods of conflict. The assassin's dagger replaces the warrior's sword, and the conspirator's whisper speaks more loudly than the general's bellow. While nations scheme and merchants bicker, priceless secrets from the past lie buried and lost in the devastation, waiting to be tracked down by intrepid scholars and rediscovered by audacious adventurers. Eberron is Ancient, Widespread Magic Magic pervades the world of Eberron. It creates wonders of engineering and architecture that rival the boldest dreamscapes. Magic transforms life into bizarre shapes and creates artifacts in intricate patterns for purposes that are lost in time. Magic is prevalent in the everyday lives of practically everyone, from everbright lanterns lighting the streets of cities and towns, to elemental-powered carriages and airships for long-distance travel. Many types of magic are commonplace and ordinary, but others remain rare and mysterious. It also leaves its mark on members of a gifted aristocracy. The economy of Khorvaire is based upon the influences of thirteen distinct Great Houses, each overseeing a different aspect of trade and commerce. These Dragonmarked Houses are so-called because of the unique hereditary markings borne by the members of each one's controlling family. Known as Dragonmarks, these tattoo-like symbols provide each family with unique abilities upon which their trade is based. For instance, the half-elves of House Lyrandar, who control much of the shipping in the seas around Khorvaire, and more recently the airships that ply the continent's skies, bear the Mark of Storm, which grants its bearers powers over wind and weather. Some of these gifted individuals use their powers wisely and well, but many are simply driven by ruthless greed, seeking only to expand their own dominance and power. Eberron is Swashbuckling Adventure The heroes of Eberron are bold champions. Cinematic action and dark legends fill their quests with danger and excitement while careening from one heart-pounding thrill to the next. Eberron is no place for the meek or hesitant. Courage, strength, and quick thinking are needed to survive and prosper in this land of peril and high adventure. Eberron is Attitude The heroes of Eberron come in every size and shape. They are set apart by boldness and a drive to succeed. Power in Eberron comes in many forms beyond swords and spells. Money and influence are as mighty as armies. In a world teetering on an upturned blade separating war and peace, anyone can become great who possesses the strength and courage to walk that knife's edge.

The heroes of Eberron are exceptional people who can perform actions and survive escapades that a normal person could never perform or survive. As your characters succeed and survive, they will quickly become well known throughout the lands. Don’t let it go to your head though…all that fame attracts attention and your characters are not the only exceptional or gifted people. Eberron is Shades of Gray The difference between evil and good in Eberron is more often a shade of gray than the clear black and white of many campaign settings. Good people may do bad things through poor judgement and bad people may do good things. Even those one may typically think of as being good, such as a Templar of the Silver Flame or a Priest of the Sovereign Host, may stray from the very tenets of their religions but still wield power. Other creatures, too, may not be as you would expect them to be. Orcs, for example, are often treated as barbaric savages but in Eberron many of them follow an ancient spiritual tradition as protectors of the world. The Last War The stormship dropped from the night sky. The sleek longboat's black hull was almost invisible from the ground. A ring of elemental air held the ship aloft, only revealed when lightning flashed around the ring. A roll of thunder heralded the arrival of the warship, and a wave of arrows rained down upon the Cyran army. Sorcerous blasts of fire shattered the battlefield, killing friend and enemy alike. Within minutes, hundreds of soldiers were dead, and the tide of battle had been irrevocably altered. The kingdom of Galifar ruled the continent of Khorvaire for almost 900 years. This peace was far from perfect. The western coast was a haven for all manner of beasts and monsters. Hostile goblins and kobolds lurked in the high mountains. Lhazaar lords sought profit on the seas. Occasionally a prince of Galifar would turn against tradition and fight the laws of succession. Such rebellions were rare, however, and the royal family always managed to put aside its differences in the face of these would-be usurpers. That was the situation in the kingdom for 894 years. Why, at that point, did three of Jarot's heirs turn against centuries of tradition? Perhaps it was merely a matter of time. Since the founding of the Kingdom, the five nations had grown apart, with national pride and identity growing more pronounced with each century. Maybe it was an unfortunate conflict of strong personalities. Thalin of Thrane saw a chance to spread his faith; Kaius of Karrnath believed his sister lacked the strength to hold the throne; Wroann of Breland had long been an agent of change. All three may have acted on their own accord ... but perhaps they were the pawns of darker forces with a vested interest in the fall of Galifar. The Dreaming Dark has always used discord as a weapon. The Lords of Dust love chaos in all forms, and the Blood of Vol surely saw war as a way to increase its power in Karrnath. The full truth may never be known but the results are plain to see.

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The conflict lasted far longer than the lives of the rulers that began it. Over the course of 102 years, the tides of war rose and fell. Alliances formed and collapsed. Nations were torn apart by civil strife and betrayal as Valenar, Darguun, and the Eldeen Reaches were born. Truces were temporary, and never was there a time when all five nations were at peace; sooner or later the old conflicts would flare up again from the glowing coals of resentment. Only the utter destruction of Cyre brought all combatants to the table. In 996, the twelve nations of Khorvaire were recognized by the Treaty of Thronehold, and the Last War officially came to an end. The Last War is a central element of an Eberron campaign. The war lasted more than a century and it has been over for less than two years and it took its toll on Khorvaire. Any time a party travels near the borders of nations–the old front lines–the signs of conflict should be easy to see. Burnt-out villages are choked with ashes and weeds. Shattered bridges lay in heaps. Conductor stones that were torn out of the ground prevent use of the lightning rail. Magical scorch marks scar the earth. In larger communities, there may be signs of occupation or sorcerous attack. Bands of refugees seeking to rebuild their lives clog the roads or barely survive in squalid camps. The largest monument to the war is the Mournland, the remains of Cyre. Its ruins are recent rather than ancient but it is still filled with the treasures of a nation, guarded by strange monsters and terrible magic. The psychological effects of the war are even more pervasive than the physical damage and can be felt across the continent. A general aura of pessimism grips the population. Beyond the horror of the war, the Mournland casts a pall across the psyche of Khorvaire. No one knows what caused the terrible destruction or even whether it could strike again. Some Khyber cults and druid sects believe the Mournland is the first sign of a coming apocalypse. This fear is coupled with suspicion and anger. King Kaius's signature on the Treaty of Thronehold means nothing to the former Karrn soldier whose family was slaughtered during a Thrane offensive. The people of Thrane hate Karrnath with a passion. Aundair has never forgiven the Eldeen Reaches. No one trusts the Valenar. A former soldier who advertises his allegiance may receive hostile or unfriendly reactions in enemy nations but there may be smaller touches as well. Perhaps the innkeeper lost his only daughter in the battle of Keldan Ridge, and he wants the Karrnish fighter in the party to remember her name. When creating a party, players should think about how the war affected the characters. Did they fight; if so, who for? Did they lose family and friends? Everyone from Khorvaire was impacted by the Last War in some fashion…in what ways did the war leave its mark upon your character?

Magic in Eberron Aldred flinched when he heard the scream. The halfling paused, holding himself as still as a board. But his symbiont, the damned thing, kept twining and twisting on his arm.

“Quiet,” he hissed. He doubted it would do any good. The stormstalk had a mind of its own. Ahead, beyond the high, swaying grass that hid him, Aldred saw something move. Something…large? Is that what had screamed? Or…He’d have to risk moving closer. If Aldred had glimpsed his quarry, then he had no choice. He fitted an arrow to his composite longbow and pressed forward, almost to the edge of the tall grass. A rude track stamped through the waving plain of yellow grass, under the damp gray sky. The track was used just often enough to keep it mostly clear of the crowding yellow blades. To Aldred’s right, the path wandered away to hide around a grassy bend. To his left, the way ascended a bald hill. A dull gray obelisk squatted there. “Gotcha,” whispered Aldred. He recognized the style. It was like the Moon Portal. Despite his zeal and dedication to his life’s work, he knew he wasn’t yet strong enough to brave the corrupt gates of the Moon Portal, where horrors unimaginable were pulled up from Khyber. Upon the hill was but a small temple, by its looks. It was in his power to slink in and see what his enemies were up to. The horrors of the daelkyr were unmitigated nightmares to the average citizen of the Five Nations. But Aldred knew the enemy better than most. In fact, the halfling’s fight against corruption had been infused with new strength after he had…co-opted some of the daelkyr’s progeny for his own use. The symbiont squirmed on his arm again, as if reacting to his thoughts and seeking to lunge free. Aldred stroked the wriggling snakelike creature, and looked into a single staring white eye, where static danced with impotent fury. “Soon,” crooned the halfling, “I’ll let you discharge. The dolgrim trail ends here.” Indeed, he thought, what am I waiting for? The impure prince stepped from the grass and ascended the hill. When one speaks of magic in Eberron, one is also speaking of weather, or philosophy, or life itself. Magic is as varied, changing, and as little understood as all these, and it suffuses everything. It is part of the fabric of existence, dancing in the Ring of Siberys and echoing in the vaults of Khyber. Magic, whether it comes from some external but hidden source, or whether it seeps from the land itself as one more renewable resource that can be tapped and utilized, is without question the single most important aspect of the world. But the word “magic” hides myriad categories of thaumaturgical workings, from essentially pedestrian alchemical marvels to the true miracles of artifice, elemental binding, and the magic of dragons. Beyond even that, the term “magic” can cover the corruptive influence of the

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daelkyr and their aberrational progeny, psionic power of the quori, and even more esoteric arts. For instance, the homunculi employed by artificers can provide far more options for the experimenter than is generally understood. Indeed, enterprising artificers can choose not only different types of homunculi, but also to enhance homunculi they already own, increasing their constructs’ armor, strength, and other qualities. Just how are elementals bound into items or vessels? The process developed by the Zil is extensive and exacting, but if followed can lead to the perfect binding every time. Adventurous binders have gone so far as to develop elemental grafts, which function similarly to magic items, but which tie the essence of a living elemental to another creature’s body. What of the elves of Aerenal? They are little understood, and often feared because of their obsession with death. Solitary, mysterious, and disturbing, these elves form the basis of any number of rumors throughout Khorvaire. More truly diabolical are the necromantic arts of Karrnath. While Kaius III, current ruler of Karrnath, has publicly made plain that his nation no longer supports the creation of undead for military purposes, the truth is more nuanced. In sum, the magic of Eberron is a vast field encompassing far more than can easily be identified in a brief summary. It is a world in itself, filled with islands of thought and use that can be identified, clarified, and described in greater depth. Regardless, magic and reliance upon it, shapes and defines the societies of Eberron. For thousands of years, its practitioners–both arcane and divine–have brought their magical talents to bear to solve the problems life poses. These solutions have helped humanoid society develop and thrive on every continent–particularly on Khorvaire. The result is a society suffused with magic. The areas of communication, healing, hospitality, transportation, and others have all been enhanced via magic. Skycoaches fly among the soaring towers of Sharn. Blacksmiths chant spells over forges to improve the way they work. Airships ferry passengers from Zilargo to Karrnath. Weavers draw threads of shadow into their fabrics. Streets are illuminated with continual flame spells, and arcane marks emblazon letters of credit and other important documents. Magic has even brought forth a new race, the Warforged. Artificers The great towers of Sharn, the flying ships of House Lyrandar, and the warforged that fought for the Five Nations during the Last War owe their existence, in part, to artificers. Artificers practice a craft which binds magic into a technological form. The more prominent the artificers’ role in the world has become, the more necessary they are to the day-to-day existence of the average Eberron inhabitant.

Dragonshards Much of the great magic of the Five Nations would not be possible without the existence of dragonshards, and the economies of Khorvaire demand a steady supply of all three dragonshard varieties. The Siberys shards that fall from the sky, the Eberron shards dug from the earth, and the Khyber shards mined from the caverns deep beneath the surface are all vital elements of magic in the world. Some believe dragonshards to be the physical remnants of the ancient progenitor wyrms, though many concern themselves more with the harvesting and selling of the peculiar crystal shards.

Religion in Eberron Sadrian scowled as he watched the archierophant conduct the Ritual of Cleansing. He could sense the darkness in her soul; like so many of the priests in Sharn, she was filled with ambition and greed. But the Council of Cardinals had invested Ythana Morr with her position, and he had seen her perform miracles with the power of the Flame; it was not the place of a lowly Templar to challenge her faith. As with most fantasy settings, religion is a common and important component of life in Eberron. The peoples of Khorvaire largely worship one of the members of the Sovereign Host, the Dark Six, or the Silver Flame. A number of smaller religious groups and cults also exist such as various druidic sects, the Path of Light, and the Undying Court. Despite the popularity and importance of religion, the gods do not walk the mortal planes or even the known planes. If the gods exist, and many scholars argue that they do not, they inhabit a higher plane of existence. They also have little direct influence or intervention in the affairs of mortals. Ultimately, belief in a deity is a matter of faith. Each deity represents an ideal and espouses a certain code and approach to life. When you embrace the path of a god, you become part of a community in the mortal world. Perhaps, if you are deeply spiritual, you will gain the power to perform miracles of divine magic. This is what people expect of the gods of Eberron: they affect the world by guiding and empowering their followers, not by manifesting and taking direct action. The Sovereign Host The dominant religion on Khorvaire, the Sovereign Host is a pantheon of nine gods who are considered good and civilized. Many Khorvairians do not worship one Sovereign over any other, but hold them all in equal respect, and may call on different gods as per their situation. A blacksmith working his forge may ask for the blessings of Onatar, while a farmer might call on Arawai to bless his crops. Priests may follow one member of the Host, or the pantheon as a whole. The Silver Flame The deity called the Silver Flame is an abstract, disembodied force closely associated with a once-human woman named Tira Miron. Herself now immortal, the Voice of the Silver Flame (as Tira is now called) serves as the intermediary between the holy Silver Flame and the mortals who follow it. The Church of the Silver Flame, which also serves as the

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government of Thrane, is dedicated to protecting the common people against supernatural forces of evil. The Dark Six In some ways, the Dark Six can be considered a part of the pantheon of the Sovereign Host. It would be more accurate, however, to say that these deities have been cast out of the pantheon because of their evil ways. The Dark Six are the patrons of criminals, outcasts, and villains, as well as of various kinds of monsters. The Blood of Vol The Blood of Vol is a cult that attracts those interested in death and the undead. Members of the Blood see death as the ultimate evil, an evil which intelligent undead such as liches and vampires have conquered. The teachings of the cult also center on blood as a source of life. While the Blood of Vol has many sinister undertones, many normal people are members, especially in Karrnath. The Order of the Emerald Claw is a fanatical and violent sect of the Blood, and its members are almost entirely evil. The Blood and the Claw are both strongly opposed to the religion of the Undying Court. il-Yannah, The Path of Light The kalashtar of Adar follow no deity, but they do revere a universal force of positive energy they call il-Yannah, or “the Great Light.” Most followers of the Path of Light seek to perfect their bodies and minds through meditation and communions with this light and to prepare themselves for conflict with the forces of darkness. The Undying Court The elves of Aerenal revere their ancient dead as incarnate deities, seeking advice from deathless councilors and petitioning their favor. Unlike undead creatures, the deathless elves of the Undying Court are animated by the positive energy of Irian, the Plane of Eternal Day, and are powerful beings who oppose typical undead. The Cults of the Dragon Below The Cults of the Dragon Below consist of a diverse group of fanatical sects that revere the power of the subterranean realms. Some of these cults seek to draw Khyber, the Dragon Below, up from the depths of the world, while others traffic with demons conjured from the deep regions of Khyber. The Dragonmarked With the stolen deeds in hand, Lyzanthar d’Orien turned to Spymaster Rylock and his bewildered henchmen. ”Lady Azalthia of Fairhaven sends her regards! Consider this her farewell kiss.” Rylock had been a fool to trust him. As Fareshka and Tarath drew their weapons, Lyzanthar’s dragonmark pulsed with power, and in a flash of light he found himself outside the tower, plunging toward the city below. His “message” delivered, Lyzanthar smirked as he fell. Thank the Host for feather fall tokens!

Activating his other surprise, a fireball exploded in the tower above him, obliterating Spymaster Rylock, his minions, and their dark ambitions. Magic is the lifeblood of Eberron, encircling it like the Ring of Siberys and seeping up through the earth from the bones of Khyber. Perhaps the clearest manifestation of this pervasive magic is the appearance of dragonmarks among seven of Khorvaire’s common races. Dragonmarks are elaborate skin patterns–more intricate and colorful than birthmarks, more distinctive than any tattoo–that also grant their bearers innate magical abilities. There are twelve families of dragonmarks, each one associated with a number of closely related manifestations. These dragonmarked houses are the descendants of the families that first manifested the marks, and a character with a dragonmark can always find a connection to a dragonmarked house somewhere in the roots of his family tree. The wealth of Khorvaire is built on magic, and the dragonmarked houses are the mortar that holds this magical economy together. Communications, transport, banking, animal husbandry, security–the cornerstones of Eberron’s culture are all effectively owned by the dragonmarked houses. The wealth and influence of the modern houses extends far beyond the power of dragonmarks, however. Though the unique magical abilities of the Mark of Making might have given Cannith smiths an edge over their mundane competitors in centuries past, the magical abilities of the dragonmarked are hardly novel in a modern society where adepts, artificers, and other spellcasters are far from rare. Rather, it is the carefully crafted histories and reputations of the dragonmarked houses that are responsible for their commercial dominance in present-day Khorvaire. The skillful manipulation of magic and artifice has allowed the houses to use the dragonmarked as the keys by which even greater magic is controlled. House Sivis’s speaking stones, the lightning rail of House Orien, Lyrandar airships, and the Cannith creation forges have all kept the dragonmarked houses at the center of Khorvaire’s economic, military, and social development. As a result, the dragonmarked enjoy a status in Khorvaire that “mundane” wizards and artificers simply cannot match. The wealth and dominance of the dragonmarked houses and the innate magical abilities of the dragonmarked are only part of the importance of the dragonmarks. These marks also are part of the Draconic Prophecy. The Draconic Prophecy The dragons of Argonnessen study the world around them for signs and portents. They study the sky above, the pits and caverns below, and the land between, watching for anything that might suggest an omen. The dragons, long-lived and patient in all things, seek meaning in the patterns they see all around them. These patterns play out in the Prophecy, a record of things to come that has been emerging since the creation of the world.

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The draconic Prophecy is as complex and unfathomable as the dragons themselves. A few among the lesser races learn and study snippets of the huge and constantly accumulating text, but only the dragons have the time and perspective to see the Prophecy for what it truly is. There are few traditional texts containing parts of the Prophecy. Instead, the dragons believe that the world itself is a living text that carries and reveals passages of the Prophecy to those who can see it. Passages appear throughout the world, above, below, and between. Signs are revealed in the changing shape of the Ring of Siberys. Dragonmarks appear on the sides of mountains or the walls of caves, though some of these can only be read when the moons and stars are in certain alignments, or through the application and proximity of certain dragonshards. Recently, at least as far as dragons are concerned, a new canvas for dragonmarks appeared in the world: the lesser races (as reckoned by the dragons), particularly humans and their closest kin, began to manifest dragonmarks about three thousand years ago. The appearance of dragonmarks on the lesser races has led to much debate among the dragons. For whatever reason, the Prophecy apparently has decided to reveal a portion of itself through the humans and their kin. As always, the dragons continue to watch and study, contemplate and discuss, as they seek meaning and understanding in the signs and portents all around them.

The Lands of Eberron The continent of Khorvaire is the central setting of Eberron. Until 100 years ago, it was largely ruled by the Empire of Galifar, a human empire that spanned the continent. This ended in the Last War, the once unified Five Nations of Galifar are now independent and nearly a dozen different lands have seized their independence as well.

The Five Nations Aundair Aundair (Awn-DARE) is a moderate, egalitarian nation to the north of Khorvaire, a pastoral and fertile land. It is a centre of learning, the site of both the Arcane Congress and the University of Galifar, as well as two of the Dragonmarked Houses. House Orien runs Khorvaire's land-based transport systems, in the form of well-maintained trade roads and organised caravans, as well as the Lightning Rail, a network of lines of magical conductor stones, on which the elemental-powered Lightning Train carriages run. Transport via lightning rail is fast and reliable, but expensive. House Lyrandar operates most of Khorvaire’s coastal and river trading fleets, and over the last few decades has begun using elemental-powered airships which ply trade routes throughout Khorvaire. With the advent of these new vessels, House Lyrandar and House Orien are in direct competition as never before. Queen Aurala is considered an even-handed ruler who governs her country well. Breland South of Aundair, Breland (BREL-und) is perhaps the most industrially advanced nation in Khorvaire, its economy divided roughly equally between rural and urban

communities. Breland is egalitarian and welcoming, and has become the home of a large number of refugees from Cyre (see below). Breland is the site of Khorvaire's largest and most diverse city, Sharn, known as the City of Towers. Breland houses a large faction of House Cannith, which has become a fractured House since its leadership was destroyed during the Last War. House Cannith is responsible for producing and selling a large proportion of Khorvaire's manufactured goods, and were also responsible for creating the Warforged during the Last War. Thrane Thrane is a theocracy, situated east of Aundair and north of Breland. Seven hundred years ago, a divine phenomenon known as the Silver Flame manifested in Thrane. Whilst not in itself a deity, the Silver Flame incorporates the spirits of a paladin and a couatl who were transfixed within it in the act of slaying a great demon, and their influence can be felt by those sensitive to it throughout Thrane and beyond. This uniting force–the Voice of the Flame–remade Thrane from the Galifaran kingdon it once was to a nation dominated by the Church of the Silver Flame. The people of Thrane are ardent believers in this religion so the Church does not rule by force. Church members, however, are highly evangelical and seek to spread belief in the Flame across Khorvaire while righteously battling against evil in any form. Although it maintains its royal family as a figurehead, Thrane is now ruled by the Council of Cardinals. They are nominally guided by the current Keeper of the Flame, the child-priest Jaela Daran, whose wisdom and power as a conduit of the flame belies her appearance as an eleven year-old girl. However, she is generally kept concerned with spiritual matters whilst the Cardinals deal with more practical matters. Some say they are a little too practical–there are rumours of extensive corruption within the Cardinals' ranks. Karrnath East of Thrane and Aundair, Karrnath (KAR-nath) is a nation with a proud martial history. A largely urban society, Karrnath is highly industrialised. Its current ruler, King Kaius III, is dedicated to his people, and was instrumental in creating the Treaty of Thronehold which ended the Last War, and subsequently in keeping the peace. There is a dark side to Karrnath, its extensive use of necromancy during the Last War. Where other nations turned to Warforged to supplement their armies, Karrnath's necromancers created vast armies of undead. Even today, they still maintain large numbers of skeletons and zombies both as armed forces and laborers. A common religion in Karrnath is the Blood of Vol, an unusual religion which venerates the spritual and metaphysical powers of blood, and sees undeath as a path to immortality. Karrnath houses two Dragonmarked Houses: House Deneith, who hire out security personnel and mercenary forces to all comers, and House Jorasco, whose hospices and other healing centers throughout Khorvaire provide care for the ill and injured, at reasonable prices. The Mournland South of Karrnath, and east of Thrane, Aundair and Breland, there once existed the oldest of the Five Nations, Cyre (SEER-

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ee). A proud nation with a rich history and economy, Cyre was hit hard by the war, its central position meaning it was often the battleground for the worst conflicts of the Last War. House Cannith had its headquarters here, and Cyre was where the majority of Warforged were manufactured. Four years ago, a strange and terrible cataclysm hit Cyre. The land was enveloped in strange, unearthly fog, and all life within it was either snuffed out or twisted to new and terrible forms. This tragic event, known as the Day of Mourning, destroyed Cyre as a nation, and was the main trigger for the beginning of the peace overtures which ended the war two years later. The Mournland is still enclosed by a wall of fog known as the Dead Grey Mists, and is a terrible place inimical to life. Strange aberrations, living spells and other terrors stalk the land, and its very nature disturbs the course of life and death. Natural and magical healing is impossible within its bounds, and battlefields of corpses still lie perfectly preserved, as though they had perished just moments ago.

Other Nations of Khorvaire Zilargo Homeland of the Gnomes, Zilargo (Zil-AR-go) has maintained its independence since the first days of the Galifaran empire through negotiation, trickery and intrigue. When King Galifar's forces advanced upon them, they met them at the border and immediately surrendered, negotiating the status of an independent province within his kingdom. They spent the first half of the Last War as independent observers, before allying with their northern neighbors Breland, supplying them with intelligence and weapons whilst remaining non-combatant. Zilargo's gnomes are keen shipwrights and the only people in Khorvaire who know the ancient secrets of elemental binding, which allows them to produce unique magic items from elemental-bound weapons to the lightning coaches used by House Orien and House Lyrandar's elemental galleons and airships. They are highly inquisitive, and practice intrigue, espionage and even blackmail as a natural part of their everyday life. House Sivis (run by gnomes bearing the Mark of Scribing) are based here, and are responsible for mediation, communications, record-keeping and notarizing throughout Khorvaire. Over their long existence, they have established a solid reputation for absolute neutrality and confidentiality. Talenta Plains East of Karrnath and the Mournland, the Talenta (TUH-len-tuh) Plains are the homeland of the halflings, and while many of their kin have become integrated into civilized society (notably those of the two halfling Dragonmarked Houses, Jorasco and Ghallanda), the barbarian tribes still maintain their existence here much as they have done for thousands of years, roaming the plains and living off the land. Aside from halflings, the Talenta Plains are best known for the variety of dinosaurs which roam there. Although there are few of the larger breeds rumored to stalk the southern continent of Xen'Drik, many varieties roam the Plains and some of them have been domesticated by the halfling tribes as mounts and livestock.

Valenar Most Elves of Eberron still live on the island of Aerenal, but a small, martially-inclined faction arrived in Khorvaire during the Last War, answering a call for help from Cyre. In return for their mercenary services, they exacted a surprisingly high price, annexing a large area of formerly Cyran territoty as their new homeland, claiming a prior territorial claim that dated back to before humans came to Khorvaire. Cyre might have argued matters, but the Day of Mourning eliminated that possibility and the Elves' claim to Valenar (VAL-en-ar) was acknowledged in the Treaty of Thronehold. The Valenar Elves, like all Elves, seek to venerate their ancestors, but they choose a very particular way of doing so. Drawing upon legends of their distant ancestors' successful rebellion against the Giants, they seek to venerate these ancestors by emulating their legendary feats in battle. As a result, Valenar elves are a martial culture above all else, seeking conflict for its own sake. Divided into highly-mobile horse-clans, they regularly conduct raids on the neighboring Talenta Plains, even pushing north as far as Karrnath in search of worthy challenges. They are not truly expansionistic, they just want to fight, as gloriously as possible. The Mror Holds East of the Talenta Plains lie the massive twin mountain ranges of the Ironroot and Hoarfrost Mountains. Here, the twelve ancient clans of the Mroran Dwarves reside. Once prone to constant inter-clan battles, they live these days in a loose confederation. The Mror Holds are perhaps the richest single area in Khorvaire with a wealth of minerals, metals and gems, and the Mroran Dwarves are excellent metalworkers. They also have one other industry. House Kundarak, the Dwarvern House governed by a clan bearing the Mark of Warding, are Khorvaire's premier banking institution and have banks and other interests throughout Khorvaire. The Lhazaar Principalities An even looser confederation than the Mror Holds, the Lhazaar (Lah-ZAR) Principalities occupy both Khorvaire's north-eastern coastline and the many islands bordering it. These islands are ruled by merchant-princes for whom the size of one's fleet is more important than how much land one owns. Borderline pirates (and some well over the line), they compete for control of the rich trading routes along Khorvaire's coastline. The Principalities are the only coastal region in which House Lyrandar have failed to dominate the naval trade, a situation they would very much like to correct. Q'Barra One of the last true frontiers of mainland Khorvaire, this dense jungle region lies on Khorvaire's south-eastern edge. Its main human population includes a large number of Cyran refugees, and also a faction composed of members of all the Five Nations who wish to preserve and eventually re-create the Empire of Galifar. However, most of the occupants of Q'Barra (KUH-BAR-ruh) are not humans, but lizardfolk. Living deep in the jungle, these tribes have formed a civilization whose extent is hardly guessed by most of Khorvaire's civilized nations. They have a

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large city in northern Q'Barra, and also guard a large number of ancient ruins dating back to the Age of Demons. Darguun The region encompassed by the Seawall Mountains east of Zilargo had always been home to many goblinoid tribes, largely ignored by the human nations, until House Deneith came up with the idea of employing hobgoblins as mercenaries. This practice was highly profitable for them, until just under thirty years ago. During the Last War, a hobgoblin chieftain, Haruuc, realized that the human forces were overstretched, and began secretly forming alliances within the other goblinoid tribes. Rebelling against their human employers, they took the region now known as Darguun as their own territory, killing or enslaving many of their former employers. Breland and Cyre, the owners of this territory, were completely unprepared and had no free forces to respond to this. The King of Breland struck a deal with the goblinoids but conflict continued with Cyre right up until the Day of Mourning. Eager to end the War, the remaining nations acknowledged Darguun's sovereignty at the Treaty of Thronehold and it has remained independent since then. It has and even renewed its mercenary contracts with House Deneith. The goblinoids are unused to civilization and Darguun is still a very dangerous place for outsiders. Haruuc, however, is doing his best to civilize the nation. Haruuc rules the lowland goblinoids but within the Seawall Mountains another faction, largely unregarded by the outside world, holds sway–the Heirs of Dhakaan. These martial tribes retain the traditions and knowledge of the Dhakaani Empire, the goblinoid empire that once ruled all Khorvaire. They are a powerful force, backed by ancient knowledge that surpasses that of current human civilization in some respects. They remain divided amongst themselves, however. If ever a single ruler emerges to unite them, they could pose a significant threat to the balance of power within Darguun and beyond. Droaam Darguun's formation east of Breland during the Last War was in some ways echoed by that of Droaam to the west. This land, largely claimed by Breland, was wild and largely uninhabited by humans, due to the large number and variety of monstrous inhabitants, including goblins, gnolls and ogres. Disorganized and ungoverned, it presented neither a major attraction nor a threat to the other nations. During the Last War, Breland was unable to spare troops to defend or patrol the land, and drew its people back beyond the Greywall Mountains. Meanwhile, a new organizing force had arrived in the form of three powerful hags, known as the Daughters of Sora Kell. Already powerful individually, the stuff of legends and spine-chilling fairytales, the trio were nigh unstoppable when united. They united the monstrous races into a coherent nation in a remarkably short time, claiming all of the barrens as the domain of Droaam. They unsuccessfully petitioned to be included in the Treaty of Thronehold and Droaam remains–at least officially–unrecognized as a nation. No other nation, however, has challenged the borders they have

established. The hags' long-term plans for their new nation remain a mystery. The Eldeen Reaches The massive forest lands west of Aundair are one of the richest remaining areas of untamed wilderness in Khorvaire and the inhabitants like it that way. Part of what is now the Eldeen Reaches used to belong to Aundair but, as with Breland, Aundair's forces were overstretched during the Last War. The independent-minded inhabitants of the Reaches claimed and kept the land as their own becoming a fully independent nation. The Reaches are home to Khorvaire's widest variety of Druidic sects, including the nihilistic Children of Winter, the arcane-phobic Ashbound, the fey-revering Greensingers, and the protective Wardens of the Wood. The spiritual leader to most of these sects is one of the oldest living beings on Khorvaire, the Great Druid Oalian. Oalian is an awakened greatpine tree who was taught the Druidic principles four thousand years ago by a long-dead Gatekeeper druid. He has remained in the Reaches ever since, passing on his wisdom down the ages. The Shadow Marches The Shadow Marches are a large area of fens and fells in the west of Khorvaire, largely cut off from the rest of the continent by mountain ranges. Inhabited by a wide variety of tribes composed largely of humans, orcs and half-orcs, the Shadow Marches would still be considered marginal if not for the fact that it contains the richest deposits of Eberron Dragonshards on the continent. Essential for the creation of magic items, these crystals are worth more than gold, platinum or mithral. House Tharashk, the youngest Dragonmarked House, runs most of the dragonshard prospecting business in the Shadow Marches and beyond. The powers of their Mark make them excellent prospectors, but also excellent at finding clues and people, so they have diversified into providing private inquisitives and bounty hunters across Khorvaire. Aside from House Tharashk, there is little civilization in the Shadow Marches. They are home to the Gatekeeper faction of Druids, an ancient Orcish sect who were once instrumental in foiling an invasion of aberrant extraplanar forces from Xoriat, the Plane of Madness, by sealing the most powerful of the invaders in the subterranean depths of Khyber. Their descendents still check and maintain the seals, amongst the ruins of that time, many of which are strewn throughout the Shadow Marches. However, there is a darker legacy of that invasion - the Cults of the Dragon Below. These chaotic Khyber-worshippers revere the sealed aberrations as deities and seek to release them from their prison. Fortunately, the Cults are scattered and uncooperative; still, they pose a serious danger in themselves and are prone to violent and terrible practices. The Demon Wastes This blasted and terrible land on Khorvaire’s north-western extremity is a horrific, deadly place. It is well named. Demonic forces, the remnants and offspring of the ancient Age of Demons, still prowl here. Barbarian tribes with cruel

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and warlike natures inhabit the canyons of the Labyrinth. The fiendish forces of the Lords of Dust inhabit the city of Ashtakla, hatching terrible plans to spread chaos through the civilized lands and to release their ancient masters, the godlike Rakshasa Rajahs who were trapped in the depths of Khyber eons ago. There are some forces for good here–some tribes revere an aspect of the Silver Flame and dedicate their lives to fighting the demonic forces. It is a deadly place but it has its rewards for those who somehow survive–relics and artifacts dating back as far as the Age of Demons still wait to be discovered here.

Beyond Khorvaire There are several lands beyond Khorvaire. On the island of Aerenal, to the southeast, the ancient Aereni Elves keep to their secluded and highly traditionalist lives. They venerate their dead in a highly literal manner. Upon their death, particularly worthy Aereni, may be transformed into a Deathless–imbued with the energy of Irian, they became a form of undead who retains all memories from life. The oldest and wisest of the Deathless, the Undying Councilors, rule the Aereni and guide their nation. The Aereni incorporate symbols of the afterlife, such as skulls, into everyday decoration and design. Many families tattoo their bodies in emulation of the shrunken flesh and prominent bones of the Deathless and some even alter themselves to look more zombie-like. Far to the east of Khorvaire lies the continent of Sarlona, home to the Riedran Empire. Closed to outsiders, little is known of these people, who call themselves the Inspired, though they do maintain some embassies in Khorvaire. They are highly accomplished psionicists. South of Khorvaire is the continent of Xen'Drik, mysterious and largely unexplored. Once home to an ancient civilization of the Giants and their Elven slaves, the continent was shaken by a terrible cataclysm that ended the Giant empire many thousands of years ago. The Elves rebelled and most of them left for Aerenal, though the nocturnal Drow remained behind, most now living as scattered tribes across the continent. Expeditions to Xen'Drik are dangerous but highly profitable–the Giants' civilization was more advanced than any since. Many secrets and treasures still lurk in the ruins. Xen'Drik is also the primary source of Siberys Dragonshards. Most mysterious of all is the continent of Argonnessen, south-east of Khorvaire. This continent is the domain of the dragons and they guard their privacy well. No Khorvairan expedition has ever returned. Most don't even reach the mainland–savage savage tribes known as the Serens, who revere the Dragons, occupy the islands off Argonnessen's coast and drive off or destroy any outsiders who approach.

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Character Creation Creating your hero is a fairly easy task. Grab a character sheet (found at the end of this guide) and follow these steps.

1) Select a Race and Region In the Eberron campaign, you can play changelings, dwarves, elves, goblins, gnomes, half-elves, half-orcs, halflings, hobgoblins, humans, kalashtar, orcs, shifters, and warforged. Note that when you select a race, you also must select a region of origin as well. Nationality plays as important a role during play as race.

2) Traits After selecting a race and region, choose your hero’s Attributes and Skills. Unless a racial description states otherwise, you start with a d4 in each of the five Attributes: Agility, Smarts, Spirit, Strength, and Vigor. You have 5 points to distribute among them as you choose. It costs 1 point to raise an Attribute by one die type. You cannot raise an Attribute above d12. You also have 15 points to buy Skills. It costs 1 point to raise a skill by a die type (including the initial d4) as long as it is no higher than the attribute to which it is linked. If the die type is higher than the linked attribute, it costs 2 points per die type to raise the skill. The standard skills are available in Savage Eberron except Driving. Riding covers the control of animal-drawn conveyances. Piloting covers the control of various elemental-bound vehicles. Characters with an Arcane Background will have access to special arcane skills. Note that the selection of Region and/or House will impact starting Skills. A character will receive one skill that starts at d6 rather than d4. Heroes also begin the game knowing a number of languages equal to half of their Smarts die. A hero with a d4 Smarts knows three languages while one with a d10 Smarts knows five languages. The first language selected must be the character’s racial language. Languages are not rated by a die…if the character knows the language, it is assumed that the character is fluent and, unless the character has the Illiterate hindrance, she can also read and write any languages she speaks. The sidebar describes the common languages of Khorvaire. After play begins, a character can learn a new language by spending an advancement to learn it…assuming she has been practicing and learning it during her adventures. Raising a hero’s Smarts, once play begins, does not automatically learn a new language.

Derived Statistics Charisma is a measure of your hero’s likeability and it is added to all Persuasion and Streetwise rolls. Charisma is equal to +0 unless it is changed by Edges or Hindrances.

Pace is equal to 6” unless changed by Edges or Hindrances. Note: Unlike the Savage Worlds core rules, Pace is measured in squares instead of inches (each square is one-inch). Parry is equal to 2 plus your Fighting die type. It may also be modified by Edges, Hindrances, and various types of Equipment. If the Fighting die increases beyond a d12, round down all fractions. Toughness is equal to 2 plus half your Vigor die type. Edges, Hindrances, and Armor can modify your toughness. If Vigor goes above a d12, round down all fractions.

3) Edges and Hindrances Heroes are far more than a collection of Skills and Attributes. It is their gifts, special talents, and tragic flaws that make them truly unique. All characters, regardless of race, receive one free Novice Edge. Characters receive the Edges and Hindrances from their selection of Race. In addition, they can take additional Edges by balancing them out with Hindrances. A full list of Edges and Hindrances, and what they do, on page xx. A character can take one Major Hindrance (worth 2 points) or two Minor Hindrances (worth 1 point each). For 2 points you can:

Languages of Eberron Language Spoken by Alphabet Abyssal Demons of Shavarath Infernal Argon Barbarains of Argonnessen and

Seren Common

Celestial Archons of Shavarath Celestial Common Most people of Khorvaire Common Daan Formians, denizans of Daanvi Daan Daelkyr Daelkyr, mindflayers, other

aberrations, creatures of Xoriat Daelkyr

Draconic Dragons Draconic Druidic Druids (only) Druidic Dwarven Dwarves Dwarven Elven Elves, drow Elven Giant Ogres, giants, drow Giant Gnoll Gnolls Common Goblin Goblinoids Goblin Halfling Halflings Common Infernal Devils of Shavarath Infernal Irial Ravids and other inhabitants of

Irian Draconic

Kyrthic Slaadi, creatures of Kyrthi Daan Mabran Nightshades, shadows,

creatures of Mabar Draconic

Orc Orcs Goblin Primordial Elemental Creatures Draconic Quori Quori, the Inspired, Kalashtar Quori Riedran Lower classes of Sarlona Old

Common Sylvan Dryads, creatures of Thelanis Elven Syranian Angels of Syrania Celestial Terran Xorn and other earth-based

creatures Dwarven

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Raise an Attribute one die type (keep in mind that this may impact the cost of your Skills).

Choose an Edge. For 1 point you can:

Gain another Skill Point.

Gain additional money equal to your starting funds.

4) Gear A list of gear can be found in the Gear chapter starting on page xx. Unless you’ve acquired Edges or Hindrances that change this, your hero starts with the clothes on her back and 500 Gold. You may spend as much of this as you like on weapons, armor, and gear before play begins.

5) Fame All characters have a Fame number, which reflects the Hero’s fame and standing within society. Unless you have an Edge or Hindrance that modifies it, Fame starts at 0 but this will change during play based on a character’s actions. For more on Fame, see page xx.

6) Background Details Before starting the game, finish your hero by filling in any history or background you care to. Ask yourself why your character is where she is, how she got there, what her goals are, and who she is. Try to incorporate her Edges and Hindrances into any background details that you come up with. Of course, you can just start playing and fill in these details as they become important (that’s what GMs typically do), but a good background helps your GM create adventures that cater to your character. Oh, don’t forget a name for your character…

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Races of Khorvaire This section lays out the Racial Edges and Hindrances for each playable race found in Khorvaire. For fluff, review the appropriate Eberron books (3.5 Eberron Campaign Setting, pp. 12-24; 4e Eberron Player’s Guide, pp. 26-41, and 3.5 Races of Eberron). Many of these racial Edges and Hindrances are similar (or exactly the same as existing Edges and Hindrances). A character cannot pick the Edge or Hindrance again (the GM is the final arbiter of this). Regardless of race, a Wild Card character receives one free Novice Edge prior to taking any Hindrances.

Race Changelings (+4) Minor Change Shape: Can alter physical appearance at

will. This is limited to facial features, hair, skin color and minor adjustment of build / height. (does not apply to items worn or carried) (+2)

Deceptive: +2 bonus on Persuasion, intimidate and streetwise rolls when attempting to deceive or sense motives (+1)

Outsider: If discovered to be a changeling, people tend to distrust you and you suffer a -2 Charisma (-1)

Dwarves (+4) Low Light Vision: Dwarven eyes are accustomed to the

dark of the underearth. They ignore attack penalties for Dim and Dark lighting (+1)

Slow: Dwarves have a Pace of 5 squares (-1)

Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4 (+2)

Elves Elven characters may be either Khorvaire Elves or Valenar Elves. Khorvaire Elves (+5)

Agile: Khorvaire Elves are graceful and agile. They start with a d6 in Agility instead of a d4 (+2)

Alertness: With keen senses, Khorvaire elves often notice things that other, less perceptive, races do not; +2 to Notice checks (+2)

Delicate: Khorvaire Elves are lithe and less hardy than other races and suffer a -1 Toughness (-2)

Low Light Vision: The character’s eyes amplify light like a cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting (+1)

Valenar Elves (+4)

Agile: Graceful and agile, Valenar Elves start with a d6 in Agility instead of a d4 (+2)

Arrogant: Valenar elves are convinced of their superiority over races and express it per the Arrogant Hindrance (-2)

Born to the Saddle: Start with a d6 in Riding (+1)

Low Light Vision: The character’s eyes amplify light like a cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting (+1)

Outsider: Due to their warlike reputation, Valenar are distrusted outside of their own society and suffer a -2 Charisma modifier outside of their own people (-1)

Warlike: Valenar start with a d6 in Fighting (+1)

Goblins (+4) Agile: Goblins start with a d6 Agility instead of a d4 (+2)

Sneaky: Goblins start with a d6 in Stealth (+1)

Darkvision: Goblins suffer no penalties for darkness of any sort and can see in Pitch Darkness (+1)

Perceptive: Start with Notice d6 (+1)

Small: -1 Toughness (-2)

Outsider: Goblins suffer a -2 Charisma modifier when not dealing with goblinoids (-1)

Gnomes (+4) Arrogant: See SW, pg. 14 (-2)

Knowledge is Power: Gnomes begin with a d6 in both Investigation and Streetwise (+2)

Low Light Vision: The character’s eyes amplify light like a cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting (+1)

Perceptive: Start with Notice d6 (+1)

Studious: Gnomes begin with a d6 in one Knowledge skill of choice (+1)

Slow: Pace is 5 squares (-1)

Small: -1 Toughness (-2)

Half-elves Most half-elves of Khorvaire are those that have shared a culture and society of their own for two thousand years. Others, much less common, are those that result from the union of an elf and a human. Typical Half-Elf (+5)

Charismatic: Half-elves have a knack for getting along with anyone and everyone and receive a +2 Charisma (+2)

Low Light Vision: The character’s eyes amplify light like a cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting (+1)

Union Half-Elf (+5)

Elven Heritage: Union half-elves retain the grace of their elven parent and start with a d6 in Agility instead of a d4. (+2)

Low Light Vision: The character’s eyes amplify light like a cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting (+1)

Half-Orcs (+5) Low Light Vision: The character’s eyes amplify light like a

cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting (+1)

Strong: Half-Orcs have some of the strength of their fathers. They start with a d6 Strength attribute instead of a d4 (+2)

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Halflings Halflings come from one of two backgrounds: Khorvaire or Talenta. Khorvaire Halflings (+4)

Avoid Notice: Khorvaire Halflings have a knack at avoiding notice and begin with a d6 in Stealth rather than a d4 (+1)

Luck: Things just seem to work out well for Khorvairan Halflings and they begin each session with one extra benny (+2)

Silver Tongue: Khorvaire Halflings have a natural knack for persuading others and start with a d6 in Persuasion instead of a d4 (+1)

Small: Half-folk average only about 4’ tall. Their small size subtracts 1 from their Toughness. (-2)

Talenta Halflings (+5)

Mounted Hunter: Shooting from the back of a moving dinosaur teaches Talenta Halflings to compensate for an unsteady platform; your character has the Steady Hands Edge (+2)

Nomad: Coming from a nomadic background, Talenta Halflings start with a d6 in Riding rather than a d4 (+1)

Plainsborn: Talenta Halfings get a +2 bonus to Stealth, Survival, and Tracking in wilderness areas (+2)

Small: -1 Toughness. (-2)

Hobgoblins (+4) Bloodthirsty: The only good foe is a dead foe to a

hobgoblin. Your character has the Bloodthirsty Hindrance (-2)

Cool in Combat: Hobgoblins have lived a life of war and have the Level Headed Edge (+3)

Low Light Vision: The character’s eyes amplify light like a cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting (+1)

Outsider: Due to the brutish and warlike nature of hobgoblins along with the distrust most races have against them, Hobgoblins suffer a -2 Charisma modifier outside of other goblinoids. This can combine with the Charisma penalty from the Bloodthirsty Hindrance (-1)

Trained Warrior: Hobgoblins begin with a d6 in Fighting instead of a d4 (+1)

Humans (+4) Versatile: Humans start with a second Edge of their

choice (+2)

Kalashtar (+5) Attractive: Kalashtar are almost too beautiful and receive

a +2 Charisma (+2)

Dual Spirit: Kalashtar begin play with a d6 in Spirit. Additionally Kalashtar who have an Arcane Background (Psionics) may base their Arcane Skill on Spirit instead of Smarts (+2)

Enemy (Major): Kalashtar are constantly hunted by the Dreaming Dark and the Inspired of Reidra (-2)

Telepath: A Kalashtar can telepathically communicate with any other creature that has a language, is above animal intelligence, and is within a range of the

Kalashtar’s Spirit. The telepathy is two-way and can only work on a willing subject. The communication is “verbal” only…images and such are not included (+2)

Unfamiliarity with Artifice: Although most of Eberron commonly uses various forms of artifice, Kalashtar have been exposed to a different form of technology (based on psionics). Kalashtar suffer from the All Thumbs Hindrance (-1)

Orcs (+5) This entry assumes the Orc is from the Shadow Marches.

Low Light Vision: The character’s eyes amplify light like a cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting (+1)

Outsider: The combination of their brutish appearance and different cultural values make it difficult for orcs to understand other peoples. They suffer a -2 Charisma modifier outside of their own peoples (-1)

Proud History: Orcs have lived on Khovaire for tens of thousands of years. They are a strong, proud race and saved the world in the past. Orcs take pride in this history and tell others about it–especially those who don’t pay it the proper respect (-1)

Strong: Orcs are strong and start with a d6 Strength attribute instead of a d4 (+2)

Swamp Born: Having grown up in the wilds of the Shadow Marches, orcs start with a d6 in Boating and Swimming rather than d4s (+2)

Shifters (+4) All Thumbs: Shifters are bestial in nature and cannot use

artifice well; they suffer the All Thumbs Hindrance (-1)

Enemy: Although Shifters are not lycanthropes, many members of the Church of the Silver Flame still consider them inherently evil and treat them as such (-1)

Hearty and Hale: Shifters begin play with a d6 in Vigor (+2)

Low Light Vision: The character’s eyes amplify light like a cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting (+1)

Outsider: Most are uncomfortable around shifters in the same way the are uncomfortable around any large predator; shifters receive a -2 Charisma when dealing with most other races (-1)

Shifting: Shifter begins play with one Shifter only Edge (see the Edges section beginning on pg. xx) that can be invoked once per day at Novice level, twice at Seasoned level, three times a day at Veteran, etc. Each shifting lasts a number of rounds equal to half Vigor (+2)

Warforged (+4) Built for Battle: Warforged begin play with a d6 in Vigor

(+2)

Living Construct: Warforged have the Living Construct ability (see sidebar) (+0)

Composite Plating: A warforged is covered in tough plating made of magically-treated woods and metals. Warforged are always treated as wearing armor that provides a +1 bonus. As a result, warforged are also unable to wear armor (+1)

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Outsider: With a long history of being dedicated soldiers of war, warforged have difficulty blending into post-war Khorvaire. Most non-warforged strongly distrust warforged as they stand as living reminders of the horror that was the Last War. Additionally, warforged have difficulty relating to other creatures making them seem aloof or even hostile. As such, warforged have -2 Charisma (-1)

Enemy: There are many who wish to see Warforged destroyed altogether. Warforged are often targets of hate crimes and revenge (-1)

Steel Fists: Warforged may attack with their fists and deal Strength + d4 damage (+1)

Living Construct A Living Construct shares many of the same characteristics of both constructs and living creatures. Living Constructs have the following characteristics:

Living constructs add +2 when attempting to recover from being Shaken (+2)

Living construct Wild Cards do not suffer from Wound modifiers (+2)

Living constructs do not suffer from disease or poison (+2)

Living constructs do not need to eat, sleep or breathe (+1)

Living constructs do not heal damage naturally (-2)

Living constructs use the following rules when dealing with Incapacitation:

A living construct who takes more than three wounds (Incapacitation) automatically becomes unconscious (inert) (-2)

A living construct's Vigor roll never can benefit from a raise (-2)

A living construct's Vigor roll never can result in failure except for critical failures (+1)

Living constructs do not heal damage naturally (-2)

Use of the Healing or Greater Healing powers or use of the Healing skill recovers only half as many wounds (rounded down) than results indicate. Like all constructs in Eberron, living constructs can fully remove Wounds with a Repair skill or the Repair or Greater Repair powers, using rules for vehicle repair (-2)

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Edges and Hindrances The following new Edges and Hindrances are available in Savage Eberron. Where Edges or Hindrances are duplicated from the Core Rules, those presented here take precedence. Players should be free to suggest new Edges and Hindrances but the GM has final say.

New Hindrances …

New Edges

Dragonmark Edges A Dragonmark Edge is a type of Arcane Background. For fluff information on Dragonmarks see the 3.5 Eberron Campaign Setting, pp. 62-67 and the 3.5 Dragonmarked book. Arcane Background (Dragonmark) Requirements: Member of the appropriate race Arcane Skill: Dragonmark (Spirit) Starting Power Points: 3 Starting Powers: 1 You have a Dragonmark which grants you magical powers and an edge at certain activities. You may take additional Edges to further enhance your Dragonmark powers (see below). Each time you take an Edge to enhance your Dragonmark, the patterns of it grow larger and more intricate. Each time a Dragonmark power is used, the colors of the mark shimmer and flow and the mark grows warm to the touch. It grows warmer each time it is used and takes time to cool. You may take the New Power Edge to gain one of the powers granted by your Dragonmark that you do not yet know. You may also take the Power Points Edge. The Power Points granted by any such Edge (and the starting Power Points from this Edge) can only be used for your Dragonmark powers. You may apply each Edge to your dragonmark only once per rank. Taking this Edge does not restrict you from taking any other Arcane Background. Listed below are the required race, skill bonuses, and available powers for each of the Dragonmarks. You must be of the appropriate Rank in order to use a listed Power (e.g., you cannot use Transparency until Seasoned). A character may only have one Dragonmark. Mark of Detection Race: Half-Elf Bonus: +2 to Notice rolls Powers: Detect Arcana, Detect Poison, Detect Scrying, See Invisible, Transparency Mark of Finding Race: Human, Half-Orc

Bonus: +2 to Track rolls Powers: Locate, Wandering Senses, Object Reading Mark of Handling Race: Human Bonus: +2 Charisma when dealing with animals Powers: Beast Friend, Boost Trait (animals only), Growth (animals only) Mark of Healing Race: Halfling Bonus: +2 to Healing Rolls Powers: Healing, Greater Healing, Succor Mark of Hospitality Race: Halfling Bonus: +2 Charisma when dealing with creatures of non-animal intelligence Powers: Peace, Purify, Environmental Protection, Sentry Mark of Making Race: Human Bonus: +2 to Repair Rolls Powers: Repair Damage, Creation, Fabricate Mark of Passage Race: Human Bonus: +2 to Survival Rolls Powers: Speed, Teleport, Bridge, Fly Mark of Scribing Race: Gnome Bonus: +2 to Investigation Rolls Powers: Decipher, Speak Language, Sending Mark of the Sentinel Race: Human Bonus: +2 to Intimidation Rolls Powers: Armor, Bodyguard, Deflection Mark of Shadow Race: Elf Bonus: +2 to Stealth Rolls Powers: Invisibility, Obscure, Wandering Senses, Zone of Silence Mark of Storm Race: Half-Elf Bonus: +2 to Piloting or Boating Rolls (choose one) Powers: Bellow (wind), Summon Elemental (air only), Tempest, Whirlwind Mark of Warding Race: Dwarf Bonus: +2 to Notice Rolls Powers: Barrier, Lock, Sentry Arcane Background (Aberrant Dragonmark) Requirements: None Arcane Skill: Dragonmark (Spirit) Starting Power Points: 3 Starting Powers: 1

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Although not a member of one of the dragonmarked families, you have manifested a dragonmark that provides you with magical powers. Select one of the powers from the below and, as with normal Dragonmarks, you can take the New Power Edge and Power Points Edge to gain more. Note: Aberrant Dragonmarks are considered evil mutations by most inhabitants of Khorvaire. Although they may appear like a normal Dragonmark at a quick glance, closer inspection makes the difference readily apparent. Aberrant Mark Powers: …

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Racial and Regional Edges Adamantine Body (Background Edge) Requirements: Novice, Warforged. Must be selected at Character generation. You have a +3 Armor bonus rather than +1. Your base Pace also decreases by 2". Beasthide Shifter (Shifter Edge) Requirement: Shifter The Shifter’s skin thickens and hardens, +1 Toughness.

Beasthide Elite (Shifter Edge) Requirements: Veteran, Shifter with the Beasthide Edge The Toughness bonus while shifting increases to +2.

Bladebearer of the Valenar Requirements: Seasoned, Valenar Elf, Fighting d10 Your extensive training and experience with the curved blades of the Valenar Scimitar. You gain the Trademark Weapon Edge with such weapons. Bonecrusher Shifter (Shifter Edge) Requirement: Shifter The Shifter’s muscles bulge and strengthen, Strength is increased by one die type.

Bonecrusher Elite (Shifter Edge) Requirements: Seasoned, Shifter with the Bonecrusher Edge While shifting, the character gains the Brawny Edge.

Cliffwalker Shifter (Shifter Edge) Requirement: Shifter The shifter’s sense of balance and reflexes are heightened, Agility is increased by one die type.

Cliffwalk Elite (Shifter Edge) Requirements: Seasoned, Shifter with the cliffwalk trait While shifting, the character gains the Acrobat Edge.

Expanded Telepathy Requirements: Kalashtar The range of your Telepathy extends to triple your Spirit and you can facilitate conversation between others. Willing targets within range of your telepathy can communicate with you and any other willing target you have designated. Extra Shift (Shifter Edge) Requirements: Novice, Shifter Each time this Edge is taken, the Shifter may shift one more time than normal per day. This Edge may only be taken once per Rank. Gorebrute Shifter (Shifter Edge) Requirement: Shifter The Shifter grows horns and gains a Gore Attack which deals Str+d6 damage.

Gorebrute Elite (Shifter Edge) Requirements: Seasoned, Shifter with the gorebrute trait

Any creature that takes damage from your horns during your charge attack must succeed on an opposed Strength check or be knocked prone.

Longstrider Shifter (Shifter Edge) Requirement: Shifter The Shifter’s legs and stride lengthen and gains the Fleet-Footed Edge.

Longstrider Elite (Shifter Edge) Requirements: Seasoned, Shifter with the longstride trait While shifting, your Pace improves by an additional 2" (4 yards).

Longtooth Shifter (Shifter Edge) Requirement: Shifter The Shifter’s jaws strengthen and teeth sharpen and gains a Bite attack which deals Str+d6 damage.

Longtooth Elite (Shifter Edge) Requirements: Veteran, Shifter with the Longtooth Edge Wounds dealt by your bite attacks bleed copiously. Each time you make a successful damage roll from a bite attack, it is automatically treated as a raise, causing an additional wound. This raise is in addition to any raises from the damage roll.

Mithral Body (Background Edge) Requirements: Novice, Warforged. Must be selected at Character generation. You have a +2 Armor bonus rather than +1. Prolonged Shift (Shifter Edge) Requirements: Seasoned, Shifter, Vigor d6 Prolonged Shift increases the duration of a Shift a number of rounds equal to Vigor (effectively doubling the duration). Raging Shifter (Shifter Edge) Requirements: Seasoned, Shifter, Spirit d6 While Shifting, the Shifter automatically succeeds at any Spirit Roll to recover from being Shaken. With a success on the roll, the Shifter recovers instantly and may act normally. Razorclaw Shifter (Shifter Edge) Requirement: Shifter The Shifter grows claws and gains a Claw attack (and may attack with each hand) which deals Str+d6 damage.

Razorclaw Elite (Shifter Edge) Requirements: Veteran, Shifter with the razorclaw trait When you make a charge attack, you can make two claw attacks at the end of the charge. You also add +4 to your damage rolls for each claw attack.

Shifter Savagery (Shifter Edge) Requirements: Veteran, Shifter with the gorebrute, longtooth, or razorclaw trait, Berserk Edge If shifting and berserk at the same time, the damage dealt by your natural weapons improves by two die. Wildhunt Shifter (Shifter Edge) Requirement: Shifter

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The Shifter’s senses are heightened and gains a +2 bonus to Notice and Tracking rolls.

Wildhunt Elite (Shifter Edge) Requirements: Seasoned, Shifter with the Wildhunt trait While shifting, your non-visual senses improve to such a degree that your Notice skill increases to d12. This increase applies to non-visual senses only.

Shifter Ferocity (Shifter Edge) Requirements: Seasoned, Shifter, Spirit d8 While shifting, you continue to fight without penalty if Shaken or Incapacitated by damage. This benefit has the following effects:

When Shaken, you can act as if you weren’t Shaken (i.e., no penalties).

When Incapacitated, you do not fall unconscious regardless of the result of your Vigor roll. You do not apply Wound modifiers to your vigor rolls. Critical failures on Vigor rolls are treated as normal.

Shifter Stamina (Shifter Edge) Requirements: Seasoned, Shifter with the Beasthide or Wildhunt trait While shifting, you are immune to nonlethal damage and the effects of fatigue and exhaustion are suppressed. When your shifting ends, any fatigue or exhaustion effects that would have taken effect during your shifting (or that were in effect when you began shifting) take effect normally. Spiked Body (Background Edge) Requirements: Novice, Warforged. Must be taken at character creation You were created with hundreds of protruding spikes that can deal damage to foes. Grappling becomes a damaging attack for you, doing Str + d4 damage along with entangling the target on a successful attack. Unarmored Body (Background Edge) Requirements: Novice, Warforged. Must be taken at character creation You were not created with armor like most warforged; you lose the composite plating racial ability, and the armor bonus it confers, but you may wear any armor sized to fit a large human. In addition, your pace is increased by 1". Undead Empathy Requirements: Karrnathi Origin You gain a +2 bonus on Persuasion checks made against intelligent undead. You can also attempt to influence mindless undead though you do not receive the +2 bonus.

Other Edges Arcane Background (Alchemist) Requirements: Arcane Background (Artificer) Requirements: Arcane Background (Child of Winter) Requirements:

Arcane Background (Church of the Silver Flame) Requirements: Arcane Background (Gatekeeper Initiate) Requirements: Arcane Background (il-Yannah Initiate) Requirements: Arcane Background (Sovereign Host) Requirements: Arcane Background (Warden of the Wood Initiate) Requirements: Favored in House Requirements: Dragonmarked You are a favored member of one of the mercantile houses and wield some influence in that House. You can call in Favors from your House up to, at most, once a week.