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Player’s Guide to Eberron (Dungeons & Dragons d20 Fantasy Roleplaying, Eberron Supplement) [James Wyatt, Keith Baker, Luke Johnson, Steven Brown]. Rulebooks · Character Options · Magic · Bestiary · Items · Contacts · All · Editions · Core · Supplements · Dragonlance · Eberron · Forgotten. Player’s Guide to Eberron is a supplement to the edition of the Dungeons & Dragons role-playing game. Contents. 1 Contents; 2 Publication history.

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No port ion of this work may be reproduced in any form without written permission. Player’s Guide to Eberron, all other Wizards of the Coast product names, and their respective logos are trademarks of Rberron of the Coast in the U.

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Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U. Bui lding an Eberron Character. Key rules e lements i n t r o d u c e d in that book for new charac ters inc lude four new raceschangelings, kalashtar, shifters, and warforgedand one new class, the ar t i f iceras well as a n u m b e r of feats, prest ige classes, and spells.

It also offers gu idance in choos ing race, class, feats, and pres -tige class based on a charac ter ‘ s region of o r ig inso you can make a Brel ish charac te r feel more Brel ish t han one from A u n d a i r.

Tha t ‘ s what this sect ion does. It out l ines a dozen charac te r archetypesbasic personal i ty and background packages that can help you make a char-acter who feels like a coheren t par t of the set t ing.

Some of these a rche types are fairly gene r i c: Any se t t ing could feature o u t l a n d e r sfor exampleor restless wande re r s. Others are uite specific to Ebe r roninc lud ing chroniclers and inquis i t ives. Most archetypes work just fine for characters of any class and race. An out landerfor example, could be a half-ling barbar ian from the Talenta Plains or a half-orc warlock from the Shadow Marches.

[D&D ] Eberron – Player’s Guide To

Not every combinat ion of race, class, region of o r ig inand archetype will make sense to you, though. Try to find a combina t ion that appeals to you and work from there.

T h e r e is no game-mechan ica l benefit to choos ing a character archetype. Rather, each archetype consists solely of suggestions for developing the background, personality, and manner i sms of your character. You seek out adventure wherever you can find itbut you sometimes act more like an observer than a par t i c ipan t.

You grew up read ing about the Last War in the playerd of the Korranberg Chronicle, and thought that it sounded excit ing. You imagined yourself huddled in a tent near the front l ines, scrawling a dispatch that you would send back to Kor r anbe rg to be read across the Five Nations.

Of course, once you finally got a playwrs wri t ing for a small local chronicleeberrn spent more time talking to farm-ers about their crops than you did doing anything remotely resembl ing adven tur ing. Now you’ve made it: You travel with a group of adventurerswrite about your experiences, and sell the stories to any chronicle that buys them.

Ghide least, sometimes you sell the stories. The pr imary cr dberron ter ion by which you judge whether to under take an adventure is whether or not you th ink it will make a good story. By “good story,” you might mean one that’s dramatic and exciting, or you might mean one that will sell. O enerron r factors are less impor tan t: Will your part icipation make a difference in the world?

Are innocent lives at stake? Does the adventure itself pay well? It guiide matteras long as it makes a good story. If no th ing else, an adventure could at least get you close to a big story that’s otherwise unrela ted to the adventure itself. If someone wants to p,ayers a group of bodyguards for an airship journey, you might not show any interest at alluntil you learn that an impor tan t noble or famous ghide will be on the same airship, on a mysterious mission.


Now that’s a good story! Young chron ic le r s approach the i r task with exuberant enthusiasm, excited at the prospect of t u r n -ing their experiences into gr ipping tales that will thr i l l a new generat ion of readers. Guise that playfrs, or has your pplayers devolved into a bitter cynicism? It’s easy to fall into the jaded view that chronic l ing is a pretty word for lying, t rying to make the hor rors of war or the terrors of the world sound exciting.

But hey, excitement sells stories, so you’ll make the story as lurid as possible to make eeberron sale. Take notes about everything your com-panions do. You might even be tempted to hang back out of combat for a moment or two while you finish scribbling your notes about the events that led to the combat.

Don’t take this to the point where your allies become angry at your inact ion. Finish jo t t ing down notes instead of moving in between spells or other helpful actions. Most impor tantact as though you were a character in an exciting story that will be told a round the worldbe dramaticbe dynamic, take risks, and live large.

Words are your l ivelihood, so talk a lot. Describe your own actions as if you were wri t ing them for a popular audience. You might refer to yourself in the third pe rsone i ther by name or as “your in t r ep id ch ron ic l e r ” or “your humble scr ibe.

When your companions do something dramatic or memorable, narrate what happened, even as you cont inue fighting. You could be an aspir ing storyteller hoping to gain experience so you can “write what you know. Or you might simply enjoy being where things are happen-ing, or being a r o u n d famous and i m p o r t a n t people, and wri t ing for a chronic le is an effective way of accomplishing that goal.

You were brought up to show them proper reverence, and devotion to the ideals they represent guides your every step. You have been profoundly influenced by a par t icular cycle of myths relat ing to the Sovereign Host and the Dark Sixmyths that are no longer widely told, but that have inspired countless generat ions of heroes to take up arms against the forces of evil in the world.

Eberron Player’s Guide

These myths are collectively called the Rebellion Saga, and they speak of the or iginal and ongoing rebel l ion of the Dark Six against the ru le of the Sovere igns. A c c o r d i n g to these ancient tales, it is the work of the devout to b r ing the Dark Six back into the fold, which will be accomplished by quel l ing their rebellious followers. Naturally, r eun i t i ng the Dark Sixwith the rest of the p a n t h e o n is not likely Gaven, a house renegade to happen any t ime soon, a l though cer ta in apocalyptic groups believe in its inevitability.

Thusfor most adventur-ing devotees, quel l ing the rebel l ion by slaying monstersimpr i son ing necromancersand proselytizing changelings is little more than a good long-term justification for actions that also make sense in the short term, by making the world safer for the civilized races of Khorvai re. Your devotion to the Host shines through every th ing you doat least, you hope it does.

You offer prayers to Olladra, Arawaiand Ba l inor before eat ing, to O n a t a r before using your craf t ing skills, and to A u r e o n every t ime you cast a spell. You protect families and villages in imi ta t ion of Boldreiand you guard caravans and merchants for Kol Kor ran ‘ s sake.

Your devotion is your def in ing charac-teristic, but it describes little about your personal i ty. You are not necessarily a p rudea pacifist, or a ph i l an th rop i s tthough you might be any of those th ings. You try to wrap everything you do in a shroud of rel igious devotion. You probably don’ t do it consciously to try to impress o thers ; ra theryou do it because that ‘s how you’ve learned to do th ings.


You might feel that everyth ing you make should be dedicated to Ona ta rbut the prayers you recite out of habit while crafting are only the outward expression of that in t r ins ic belief. Prayers, oathsand invocat ions peppe r your speech. Gener ic invocations of the Sovereigns serve many purposes, such as “Sovereigns preserve us!

Curses often use the names of the Dark Six: Feel free to improvise short prayers to Dol Dorn for wading into battle, to Olladra before eating, and so on.

You might be devoted to a par t icular deity of the Sovereign Host rather than the ent i re pan theon. If you follow the Path of Light or revere the Undying Courtyour specific motivations and oaths will vary, but your basic personality could resemble either this archetype or the Silver Flame templar. Congratulationsyou’ve found a way. You adventure because it’s better than the alternative, a tightly controlled life as part of a dragon-marked house.

Your family th inks you should be home, pu t t ing your talents to use in the service of your house. Your mother wants you where she can keep an eye on you and make sure you don’t get into any t rouble.

Your father wants to find you someone appropriate to marry and keep your ch i ldren close at hand. Fundamental ly, you adventure because you know your family hates it. You might not know yet what you want to do with your lifeadventuring might just be something you’re doing to kill t ime unt i l you figure it outbut you know it won’t involve the work of your house.

Clearly, you’ve got a rebel l ious streak. You don’t necessarily reject all authority, but you certainly don’t like to be under anyone’s thumb. You can be sardonic, cynical, and harsh sometimes, especially when the people around you start sounding like they think they own you. But you’re not bad at hear t. Is it so wrong to want to shape your own destiny?

Even though you’ve probably been d is -owned, you’re used to a life of relative luxury, and your habits and m a n n e r i s m s reflect that. You prefer to stay in upper-class hotels ra ther than common innsand to feast in a private d in ing room rather than squeeze in to a spot at the board to get your share of stew with the peasants. Tha t said, you have a lot more respect for the working classes than most people of your station, and you’re not incl ined to boss people a round or expect dot ing service.

These people have aspirations and dreams of their ownyou can’t followyours without encouraging them to follow theirs.

Olayers were brought up well, and your manner of speaking reflects that. You have an educated vocabulary and a solid grasp of correct g r a m m a r. You avoid slang and vulgar languageunless you in t end to shock or provoke. Of course, house renegades live to shock and provoke, especially when giide know that o thers have preconceived notions of how they ought to behave and want to shake up those opinions.

You eerron be a younger child of guiee noble family ra ther than a dragonmarked house, or even a former rising star in a church hierarchy fleeing from the control-l ing influence of a rel igious mentor. In addi t ionyour reasons for fleeing your family might vary: Perhaps you committed a cr ime, or a change in power in your house left you out of favor.

You are a member of one of those houses, and though power comes with any n u m b e r of responsibi l i t iesyou welcome your familial duties as a reasonable price to pay for the social, political, economic, and magical power to which you are heir.