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2255601-Exploringeberronpdf PDF
2255601-Exploringeberronpdf PDF
CREDITS
Designer: Keith Baker
Lead Designer: Keith Wayne Chang
Producer: Wayne
Producer:
Designers: Will Brolley,
Additional Designers: Will B rolley, Laura Hirsbrunner,
Wayne Chang Playtesters: Alex D’Amico, Andrew Bishkinskyi, Anne
Playtesters: Alex
Consultants: Don Bassingthwaite,
Goblin Language Consultants: Don Gregersen, Colin Marriott, Dorius Alyre ir’Korran,
Jarrod Taylor Imogen Gingell, Jarrod Taylor, Joseph Meehan, Kristian
Serrano, Patrick Dunning, Sadie Lowry, Steve Fidler,
Editor: Laura Hirsbrunner
Editor: Laura Tim Hirsbrunner
Sensitivity Readers: Gabriel
Readers: Gabriel Hicks, Anne Gregersen, Special Thanks from Keith: Thanks
Keith: Thanks to Jennifer Ellis for her
Imogen Gingell endless inspiration, and to Jeremy Crawford, Christopher
Perkins, Bill Slavicsek, James Wyatt, and the many others
Director: Wayne Chang
Art Director: Wayne who made Eberron the world it is today.
Designer: Laura Hirsbrunner
Layout Designer: Laura
Graphic Designers: Cody
Designers: Cody Faulk, Darrin Scott Wayne: Thanks to all the friends
Special Thanks from Wayne: Thanks
and fans, your enthusiasm along this journey was
Illustrator: Thomas Bourdon
Cover Illustrator: Thomas scintillating! Thank you, most of all, to Abigail, Gabriel,
Cartographer: Marco “MAPS” Bernardini
Cartographer: Marco and Joanne, patiently waiting for their father and
Illustrators: Benjamin Hubel, Carolina Cesario,
Interior Illustrators: Benjamin husband to return from the depths of Eberron.
Dante Ezio Cifaldi, David Auden Nash, Ekaterina
Yastrubetskaya, James Austin, Juho Huttunen, Júlio Disclaimer: Linear time is an illusion. This book, published in the Unseen
Azevedo, Katerina Poliakova, Kelly Brown, Kristóf Citadel of Xoriat, contains secrets that weren’t meant to be revealed for
centuries. By reading it now, you are shifting the focus of the maze of
Köteles, Laura Hirsbrunner, Luca Bancone, Lucas reality and destroying the world that could have been. That future is a
Bonatto Guerrini, Marco “MAPS” Bernardini, Mariana banana that will now remain unpeeled.
Suarez Otero, Matthew Riley, Olie Boldador, Simon
Zhong, Vincentius Matthew
Illustrators: Bob Greyvenstein,
Additional Illustrators: Bob Greyvenstein, Bruno Balixa,
Dean Spencer, Forrest Imel, Juan Diego Dianderas,
Marin Iurii, Storn Cook, Tithi Luadthong, Wren Hunter,
additional art courtesy of Wizards of the Coast
ON THE COVER
With the aid of Droaam's enigmatic
Daughters of Sora Kell, the bold
adventurers known as the Badgers
have opened a portal to Dal Quor—
an achievement long thought to be
impossible. Can the
d’Cannith master the artificer Dela
dream-lost Orb
of Dol Azur before her comrades are
overwhelmed by du’ulora and tsucora
quori? This scene is brought to life
by Thomas Bourdon.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the
dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material
is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by KB Presents and published under the
Community Content Agreement for Dungeon Masters Guild. K-B.
CONTENTS
Preface .........................
......................... ........................... ........................ 5 Khyber: The Worlds within the World ... ........................
.............................
........ 147
Chapter 1: Discovering Eberron................................. 7 Daanvi: The Perfect Order ...............
....................................
....................................
............... 149
Dal Quor: The Region of Dreams.....................
........................................
................... 153
Ages Past ........
................
................
.................
.................
................
.................
.................
.................
.................
...........
... 7
Dolurrh: The Realm of the Dead ..... ..........................
....................................
............... 156
The Dawn of Creation...................
........................................
........................................7
...................7
Concerning Resurre
Resurrection
ction .............................
................................................
................... 159
The Age of Demons ....................
.........................................
..........................................
....................... 7
Fernia: The Sea of Flame ........................
.............................................
.............................
........ 161
The Age of Giants ............
.................................
..........................................
.................................8
............8
Irian: The Eternal Dawn .....
..........................
..........................................
.............................
........ 165
The Age of Monsters .....................
..........................................
........................................9
...................9
Kythri: The Churning Chaos ................................................
................................................ 169
Recent History ....................
.........................................
..........................................
..................................10
.............10
Lamannia: The Twilight Forest..................
.......................................
..........................
..... 173
The War of the Mark ...........
................................
..........................................
...........................12
......12 Mabar: The Endless Night ...................
........................................
.................................
............ 177
The Kingdom of Galifar .. .......................
..........................................
...............................12
..........12
Risia: The Plain of Ice ...................
........................................
........................................
................... 182
The Silver Crusade.....................
Crusade..........................................
.........................................13
....................13
Shavarath: The Eternal Battleground ................................
................................ 185
Untold History.............................
..................................................
.........................................13
....................13
Syrania: The Azure Sky .........
..............................
..........................................
..........................
..... 189
Cyre: Before the Mourning .. .......................
..........................................
...............................14
..........14
Thelanis: The Faerie Court ...............................
..................................................
................... 194
The Last Wa
Warr ......................
...........................................
..........................................
..................................18
.............18
Xoriat: The Realm of Madnes
Madnesss ............
....................
................
.................
................
....... 199
Magic in the World .. .......................
..........................................
..........................................
........................25
...25
Artificers: Invention
I nvention and IInnovation
nnovation ... ............
.................
.................
.................
.........29
.29 Chapter 6: Character Options.................................205
.................................205
4
Fantasy Setting Search in 2002: a call for a
Fantasy for this book.
b ook. From Katerina Poliakova'
Poliakova'ss wonderful portrait
new world for Dungeons & Dragons. They of Tira Miron, which opens chapter 3, to Marco Bernardini's
received thousands of entries, including amazing planar map with its miniature views of every plane,
my world—which would ultimately become it's been thrilling to see these unexplored aspects of the
Eberron. I worked with James Wyatt, Bill world come
come to life. In so
some
me instances, to conv
convey
ey a conce
concept
pt to
Slavicsek, Christopher Perkins, and many more to develop my an artist, I put my own limited artistic skills to work. Below
original idea into Eberron as you know it today. is my first draft of a sahuagin city built around one of the
I’m extremely proud of the world we’ve created. However, there slumbering kar'lassa—and in chapter 4, you can see how
are elements I love that I’ve never had the opportunity to explore Vincentius Matthew made sense of my my sketch!
in an official book. When first designing the world, I included I’d be remiss if I didn’t also call out the community of
aquatic nations—considering the civilizations that the merfolk, Eberron players,
players, DMs, and creators who are all keeping
sahuagin, and other intelligent undersea species might build. Eberron alive—including our excellent playtesters! And, of
W
Wee developed
developed a unique system of planes for EbeEberron,
rron, ssomethin
omething g course, my brilliant wife, creative partner, and co-founder of
with a very different flavor than the well-established
well- established Great Twogether Studios, Jennifer Ellis—who is always willing to
Wheel. WeWe presente
presented d the idea of a proud emp
empire
ire of goblino
goblinoidsids have a conversation about undercover shark people or tourist
that ruled Khorvaire long before humanity arrived. But there attractions on the Plane of Peace.
are only so many pages in any sourcebook, and these ideas Before I lay this book before you, one disclaimer: This is a
had to be trimmed down—or in some cases, cut entirely—in vision of Eberron
Eberron as I run it at my table
table.. Y
You’ll
ou’ll fi
find
nd a few details
our original Eberron Campaign Setting. The planes exist, but that don’t align with previous sourcebooks; it’s up to you to
there was never enough space to describe them in more than decide which to use. But remember that there’s always a third
a paragraph apiece, which isn’t nearly enough to understand option: using your answer.
answer. From the beginning, nearly two
what makes
makes F Fernia
ernia different from the E Elemental
lemental Plane o off Fire, decades ago now—when we chose not to present the cause of
or how you might set an adventure in Mabar. F From
rom canon the Mourning or reveal the powers of the Mark of Death—we
material, we know the sahuagin exist and have ambassadors in wanted Eberron
Eberron
to limit them. to inspire
This is a book players and
of ideas forDungeon Masters,
you to build not
upon—and
Stormreach,, but nothing is revealed about their civilizations.
Stormreach
From the very beginning, I hoped that we might see a some, you might even ignore. This presents my Eberron,
Eberron, but
Planes of Eberron sourcebook, but it never came to pass— I’m always thrilled to see people making the world their own.
and when Eberron returned in the fourth and fifth editions of And now—Eberron
now—Eberron aw awaits!
aits!
D&D, sourcebooks needed to prioritize the key foundations
of the setting, and didn’t have space to explore these hidden
corners. So while I’ve always had dreams of Droaam and
the planes in my head, Eberron is the intellectual property
of Wizards of the Coast, and only they could publish new
Eberron material. That all changed in 2018, when Wizards
of the Coast worked with me to create the Wayfinder’s Guide
to Eberron, a PDF supplement released on the Dungeon
Masters Guild website . . . and with that release, they made Keith Baker, creator of Eberron
it possible, for the first time in Eberron’s history, for anyone
to create new content for Eberron through the Dungeon
Masters Guild. The next year, in creating Eberron: Rising
R ising
from the La st War —the
—the official fifth-edition hardcover—
the design team expanded on the story of the Mror
dwarves. But once again, there wasn’t enough room
to focus on their conflict with the daelkyr and the
mystery of the Realm BelowBelow..
That’s where Wayne
Wayne Chang, who works with me
on the podcast Manifest Zo ne, entered the picture.
Together
ogether,, we sketched out a plan for a b book
ook that
delves into many of the topics I’ve always wanted
to explore—the planes,
pl anes, the Dhakaani, anandd undersea
nations—as well as a few more recent developments,
like the Mror. And so, this book was born!
As it turns out, writing a book of this size is a
tremendous amount of work. Laura Hirsbrunner
accomplished
accomplishe d herculean tasks as both editor and
layout designer, while Will Brolley developed
R
O
D immersive monsters, magic items, archetypes, and
A more. Since working in a vacuum is a good way to
D
L die of asphyxiation, I’m incredibly grateful to Laura,
O
B
E
I
Wayne,
Wa yne, and Will for bei
being
ng a constant source of
L feedback and inspiration.
O
5
6
7
CHAPTER 1 | DISCOVERING EBERRON
8
CHAPTER 1 | DISCOVERING EBERRON
9
CHAPTER 1 | DISCOVERING EBERRON
10
CHAPTER 1 | DISCOVERING EBERRON
11
CHAPTER 1 | DISCOVERING EBERRON
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CHAPTER 1 | DISCOVERING EBERRON
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CHAPTER 1 | DISCOVERING EBERRON
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CHAPTER 1 | DISCOVERING EBERRON
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CHAPTER 1 | DISCOVERING EBERRON
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CHAPTER 1 | DISCOVERING EBERRON
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CHAPTER 1 | DISCOVERING EBERRON
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CHAPTER 1 | DISCOVERING EBERRON
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CHAPTER 1 | DISCOVERING EBERRON
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CHAPTER 1 | DISCOVERING EBERRON
21
CHAPTER 1 | DISCOVERING EBERRON
22
CHAPTER 1 | DISCOVERING EBERRON
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CHAPTER 1 | DISCOVERING EBERRON
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CHAPTER 1 | DISCOVERING EBERRON
25
CHAPTER 1 | DISCOVERING EBERRON
26
CHAPTER 1 | DISCOVERING EBERRON
27
CHAPTER 1 | DISCOVERING EBERRON
28
CHAPTER 1 | DISCOVERING EBERRON
29
CHAPTER 1 | DISCOVERING EBERRON
30
CHAPTER 1 | DISCOVERING EBERRON
31
32
33
CHAPTER 2 | RACES OF EBERRON
34
35
CHAPTER 2 | RACES OF EBERRON
36
CHAPTER 2 | RACES OF EBERRON
37
CHAPTER 2 | RACES OF EBERRON
38
CHAPTER 2 | RACES OF EBERRON
39
CHAPTER 2 | RACES OF EBERRON
40
CHAPTER 2 | RACES OF EBERRON
41
CHAPTER 2 | RACES OF EBERRON
42
CHAPTER 2 | RACES OF EBERRON
43
CHAPTER 2 | RACES OF EBERRON
44
CHAPTER 2 | RACES OF EBERRON
45
CHAPTER 2 | RACES OF EBERRON
46
CHAPTER 2 | RACES OF EBERRON
47
48
49
CHAPTER 3 | FAITHS OF EBERRON
50
CHAPTER 3 | FAITHS OF EBERRON
51
CHAPTER 3 | FAITHS OF EBERRON
52
CHAPTER 3 | FAITHS OF EBERRON
53
CHAPTER 3 | FAITHS OF EBERRON
54
CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
76
CHAPTER 3 | FAITHS OF EBERRON
77
CHAPTER 3 | FAITHS OF EBERRON
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CHAPTER 3 | FAITHS OF EBERRON
79
80
81
CHAPTER 4 | UNCHARTED DOMAINS
82
83
CHAPTER 4 | UNCHARTED DOMAINS
84
85
CHAPTER 4 | UNCHARTED DOMAINS
86
86
87
CHAPTER 4 | UNCHARTED DOMAINS
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CHAPTER 4 | UNCHARTED DOMAINS
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CHAPTER 4 | UNCHARTED DOMAINS
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CHAPTER 4 | UNCHARTED DOMAINS
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CHAPTER 4 | UNCHARTED DOMAINS
96
CHAPTER 4 | UNCHARTED DOMAINS
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CHAPTER 4 | UNCHARTED DOMAINS
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CHAPTER 4 | UNCHARTED DOMAINS
102
CHAPTER 4 | UNCHARTED DOMAINS
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CHAPTER 4 | UNCHARTED DOMAINS
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CHAPTER 4 | UNCHARTED DOMAINS
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CHAPTER 4 | UNCHARTED DOMAINS
110
Rod of
haakar
haakar. Kings
Kings..
. “Panther.” the greatest
imbued withwarriors,
powerfulfinely made and
enchantments
enchantments. . “Silent Blades.”
shaat’aar.
shaat’aar. A A small sweet bun filled with
ja. “Bright..”
ja. “Bright The mere act of drawing a warlord’s honey cream, much loved by golin’dar.
Ja’shaarat. “Bright Blade,” the ancient
Ja’shaarat. blade is a claim to power. “Sword brother,” a solemn bond
shava. “Sword
shava.
name of the hobgoblin metropolis on Kingdom; literally, “the reach of
lheshat. Kingdom;
lheshat. between dar warriors. Accepting the
the Dagger River that later served as a warlord’s power.” status of shava is a formal bond that
the foundations of the city of Sharn. marhuat. An
marhuat. An empire; literally, “the reach carries significant responsibilities and
Compare to Duur’s
to Duur’shaarat
haarat . of an emperor’s power.” expectations,, trusting one another with
expectations
Jhazaal Dhakaan.
Dhakaan. The The greatest duur’kala mor.. “Life.”
mor their lives, and committing to resolve
in history, she united the Six Kings morguur.. “Lifespan.”
morguur the affairs of a fallen sword brother.
to found the Empire of Dhakaan and mur.. “Horn.”
mur anaa. To continue; literally, “to begin
shi anaa. To
become the first marhu. She created the The Dhakaani concept of duty,
muut. The
muut. again.”
Uul Dhakaan and crafted Ghaal’duur something owed to the empire and your shii marhu polto huuntad ka ruuska
and other legendary artifacts. comrades. Compare with atcha
with atcha.. “Even an emperor must think
atchot. “Even
atchot.
kaas. “Hand.”
kaas. also kaas in Numbers
“Hand.” See also kaas Something that belongs to someone
na. Something
na. twice when looking a tiger in the eye,” a
and Parts of Speech. else. Can be applied as a suffix as Dhakaani proverb.
“Helmet,” or more loosely, any head
kaan. “Helmet,”
kaan. emphasis; for example, kur’
example, kur’na
na means
means Shifters.
shiftaa. Shifters.
shiftaa.
covering. “Not my key.” skai. “Great
skai. “Great..”
kaana. A
kaana. A signal of urgency. Emphasized nasaar.. “Night
nasaar “Night..” “Run.”
skiir. “Run.”
skiir.
by repetition— kaana kaana. kaana. “Mother,” nunu
niianu. “Mother,”
niianu. nunu is a diminutive “Pathetic drunkard.”
skuurz’taat. “Pathetic
skuurz’taat.
“Singer.”
kala. “Singer.”
kala. form. “Grandmother,” a term of respect
sora. “Grandmother,”
sora.
“Betrayal,”
kapaa. “Bet
kapaa. rayal,” “treacher y.” niianu duur. “Mother of the Dirge,” an for an elder, even if unrelated to you.
Kapaa’vola.
Kapaa “The Treacherous Word.”
’vola. “The alternate title for a senior duur’kala
duur’kala.. A fungus, staple of the Dhakaan
suur. A Dhakaanii
Created by the daelkyr Dyrrn the noon. A
noon. A starchy grain, often pressed into i nto diet while the clans were deep
Corruptor, this devastating curse compact balls. Noon was a staple of underground, usually eaten in the form
severed
severe d the surface dar from the Uul the traditional Dhakaani diet, though of starchy balls.
Dhakaan and caused cau sed irrational behavior
behavior.. the clans turned to suur during their Elves.
taarn. Elves.
taarn.
“Throne.
karda. “Thron
karda. e.”” long isolation. “Wolf,” can also refer to hounds
taarka. “Wolf,”
taarka.
“Bearer,” “clan.”
kech. “Bearer,”
kech. “Debt.”
nozhii. “Debt.”
nozhii. or worgs.
Kech Dhakaan. “Keepers of Dhakaan,”
Dhakaan. “Keepers “Orc.”
orces. “Orc.”
orces. Taarka’khesh. An
Taarka’khesh. An order within the
also translated “Heirs of Dhakaan,” the “Spell..”
paal. “Spell
paal. Khesh’dar,
Khesh’ dar, golin’
golin’dar
dar specializi
spec ializing
ng in
collective title for the dar clans that fled paaldaask. A
paaldaask. A spellcaster; literally, “spell wilderness reconnaissance
reconnaissance;; literally
literally,,
from the Kapaa’vola and maintained warrior..”
warrior “Silent Wolves.”
Dhakaani
khaar
khaar. . “Blood
“Blood. traditions.
.” paatcha!
spoken Literally,
Literally, to offer honor.
as a compliment, Typically
or delivered taarka’nu.
taarka’nu. “Wolf
endearment “Wolf
forwoman,” a term of
a fierce woman
khaar draguus. “Blood of the dragon,”
draguus. “Blood as an imperative to troops facing peril. (masculine: taarka’te
taarka’te).
). See also
an ancient Dhakaani term for the lava piir.. General term indicating possession.
piir ruuska’te.
ruuska ’te.
pools used to forge weapons and armor, “My stuff,” one’s belongings.
piiroto. “My
piiroto. “Razor.”
taash. “Razor.”
taash.
now beneath the modern city of Sharn. “Thought.”
poltaa. “Thought.”
poltaa. “Dangerous.”
tohiish. “Dangerous.”
tohiish.
khesh. “Silent.”
khesh. “Silent.” “Story.”
raat. “Story.”
raat. “Buy,” “Own.”
tuuv. “Buy,”
tuuv.
Khesh’dar
Khesh ’dar.. “The Silent Folk,” a clan of raat shan gath’kal dor. “The story stops
gath’kal dor. “Dream.”
uul. “Dream.”
uul.
golin’dar scouts and assassins. By but never ends,” the traditional closing Dhakaan. The shared dreamscape of
Uul Dhakaan. The
ancient tradition, the Khesh’dar have of Dhakaani legends. the dar
d ar..
always lived apart from the dar of the raat shi anaa. “The story continues,” uul’kala. “Dream singer,” a dirge singer
empire and serve no single clan, instead the traditional opening to Dhakaani who specializes
specializes in walking in dreams.
acting as impartial mercenaries. legends. “Dream key,” a token that allows
uul’kur. “Dream
uul’kur.
A traditional Dhakaani stringed
kiirin. A
kiirin. “Sacrifice.”
ran. “Sacrifice.”
ran. its bearer to remember its dreams in
instrument. rhukaan. Crown;
rhukaan. Crown; literally, “high status the Uul Dhakaan, and even share with
kor.. “blood red,” “scarlet.”
kor head covering.
c overing.”” others.
korluat. A
korluat. A highly alcoholic beverage; “Friendly stranger.” Someone
roo. “Friendly
roo. “Dusk.”
vanon. “Dusk.”
vanon.
literallyy, ““hero’
literall hero’ss blood.”
bl ood.” unknown to the speaker, but not volaar. “Word,”
volaar. “Word,” more broadly, lore or
“Smithy,” “forge.”
kraat. “Smithy,”
kraat. obviously an enemy. recorded knowledge.
kra’uu
kra ’uul. “Dream forged,” items that
l. “Dream “Tiger.” Often used as battle
ruuska. “Tiger.”
ruuska. “Fire.”
vus. “Fire.”
vus.
accompany their bearer into the Uul mounts by Dhakaani cavalry. vusrii. “Burn.”
vusrii. “Burn.”
Dhakaan.
111
CHAPTER 4 | UNCHARTED DOMAINS
112
CHAPTER 4 | UNCHARTED DOMAINS
114
CHAPTER 4 | UNCHARTED DOMAINS
116
CHAPTER 4 | UNCHARTED DOMAINS
VENTURING BELOW
To an outsider, the idea of pressing into the Realms Below
may seem like madness, but several factors drive the ongoing
Mror presence in the depths. The first is a hunger for the
wonders that lie below. The ancient dwarves possessed
the ability to craft legendary objects and artifacts. They
understood Khyber’s
Khyber’s systems of demiplanes in a way even
the Dhakaani haven’t mastered; many clan lords dream
of bottomless mines or resources that can’t be found in
the natural world. Beyond the innate desire for these
things, for the
t he Mror
Mror,, it’s a matter of pride. Sol Udar is
the work of their ancestors. The knowledge that it
holds, the untold wealth, this is their birthright. It’s
a burning reminder that they could be more than
they are now—they could be greater than the Five
Nations or the Aereni. Additionally, many dwarves
are driven by their desire to know the story—to
understand who their ancestors were and what
became of them.
If a player character is a Mror noble, the
Realm Below can be a tempting opportunity for
advancement. The clans hold all lands below their
territory.. If a noble with a stalwart band of allies can
territory
secure an outpost in Sol Udar and fortify against the
forces of Dyrrn, they can claim it as their personal
estate. This could be a remarkable keep for a party of
adventurers—
adventurers—if
it! The Realm ifBelow
they are powerful
Story Hooksenough to maintain
table contains some
more ideas for why adventurers might delve into the Realm
Below.
118
CHAPTER 4 | UNCHARTED DOMAINS
120
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CHAPTER 4 | UNCHARTED DOMAINS
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CHAPTER 4 | UNCHARTED DOMAINS
are tribes
even of Jhorash
Jhorash’tar
they shun ’tar still
the empty living
cities andon old Noldrun
Korran’s Maw.lands, though the
They Path
canof Bones.
speak Bonecasters
Bonecasters
with aretemporarily
the dead and their priestsconjure
and diviners.
spirits
Today, many assume that the Noldrun must have been the to produce magical effects, but traditionally they don’t create
first victims of the War Below—that they dug too deep and lasting undead. A player character following this path might
were destroyed
destroyed by DDyrrn.
yrrn. Some assume the derro found in Sol be a cleric with the Grave domain (from(from Xanathar’
Xanathar’ss Guide to
Udar are the remnants of the Noldrun dwarves. But that’s all Everything),, though the typical bonecaster doesn’t have access
Everything)
just conjecture.
conjecture. Perhaps it was the w work
ork of a fie
fiendish
ndish over
overlord
lord to all the spells and features of a cleric. Bonesworn
Bonesworn are elite
imprisoned in the region. Perhaps it was an early impact champions strengthened
strengthened by spirits; a player character following
of whatever caused the Mourning, or some sort of Cannith this path could be an Ancestral Guardian or Zealot barbarian
experiment. Or perhaps it was the Jhorash’tar after all, and the (from Xanathar’
(from Xanathar’ss Guide to Ev
Everything
erything).). The Jhorash’tar believe
orcs possess some hidden power they have yet to reveal. that the ghosts of the fallen linger, and continue to guide the
living through whispers and dreams. Tribes often decorate the
entrances of their dwellings with the bones of their own fallen
warriors, believing
believing that th
the
e spirits of th
thee fallen prote
protect
ct them.
The Jhorash’tar don’t work metal, though some are willing
to use metal weapons and armor acquired from the Mror.
Bonecaster rituals allow them to shape and harden bone, and
they often incorporate bones in weapons and armor. While they
often use the bones of large creatures, it’s also common for one
of the bonesworn to carry a weapon or token that incorporates
an ancestor’s bone. The Jhorash’tar also work with other natural
materials, including wood and stone. They have no equivalent to
heavy armor, but can combine bone and leather to create armor
that offers similar protection to a breastplate or scale mail.
Many of the Jhorash’tar
Jhorash’tar tribes wish for peace with the
dwarves, and are working with the Frosthaven clans to reach an
understanding. For the most part, these tribes don’t want to live
alongside Mror in their cities, but wish for their own recognized
lands, and want the right to gather the bones of other orcs
from across the holds. However, there are also tribes hungry
for vengeance, driven by the cries of their fallen. Such tribes
continue to engage in guerilla war and to spread terror however
they can. As far as the Mror know, the orcs have had no contact
with the Realm
Realm Belo
Beloww or the fo
forces
rces of Dy
Dyrrn—but
rrn—but it’s possible
that a tribe has been touched by the Corruptor
Corruptor,, and could
emerge with unusual powers or even allied with aberrations.
It’s up to the DM whether the Jhorash’tar were involved in
the destruction of Noldrunhold. Whatever the truth, Jhorash’tar
tribes live safely in Noldrun territory, though they shun its cities.
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CHAPTER 7 | TREASURES
DHAKAANI MAGIC ITEMS
Though the Empire of Dhakaan has no tradition of arcane
artillery, the sages of the Kech Volaar are carefully studying
the tools and techniques of the Five Nation, working to grasp
the principles of the evoker and the conjurer. But while wands
and siege staffs aren’t yet part of the Dhakaani arsenal, their
daashor artificers are exceptionally talented. The Dhakaani
have mastered techniques of metallurgy and smithing that
Cannith has yet to learn. They know techniques for refining
and working adamantine alloys and other exotic metals, and
for binding arcane energies into their creations. In ancient
times, the empire produced many mighty artifacts. DMs will
have to decide whether the present-day Dhakaani still have
the ability to craft new artifacts, or if their greatest secrets
were lost in the collapse of the empire.
This section describes a few unique Dhakaani relics that
might be found across Khorvaire. Typically these are found
in ancient tombs and ruins; such treasures as adamantine
as adamantine
armor are
are immune to the ravages of time. However, the Heirs
of Dhakaan continue to craft fine weapons and armor, and
Dhakaani champions are well equipped.
The daashor value function over fashion. Their tools and
weapons are impeccably designed, but typicall
typicallyy austere in
form: blackened adamantine or steel, with emblems of clan
and empire woven unobtrusively into the design. In addition
to adamantine weapons, Dhakaani may produce any sort
of magical arms or armor.
armor. Armor
Armor of invulnerability, armor
of resistance, defender weapons,
defender weapons, mace
mace of terror—any
terror—any of
these could be Dhakaani designs. While the Dhakaani use
swords, bows, and spears, their champions often field flails,
maces, and mauls. Other Dhakaani magic items are usually
focused on battlefield use. For example, magical banners or
instruments could inspire allies or instill fear in enemies.
The Heirs of Dhakaan seek to recover Dhakaani artifacts and
legendary items, and they’ll try to claim these most valuable
items from other creatures through force or diplomacy. While
it may disturb a warrior of Dhakaan to see a human wearing
Dhakaani armor or carrying an adamantine blade from an
imperial forge, they don’
do n’tt need to rec
recover
over every relic of the
past, and they may allow this to pass without incident.
BREASTPLATE OF KAMVUUL NOREK
Armor (breastplate),
(breastplate), legendary (re
(requires
quires attuneme
attunement)
nt)
This adamantine breastplate of ancient Dhaakan belonged to
a hobgoblin hero known as a mighty slayer of aberrations.
While wearing
wearing this breastp
breastplate,
late, you gain a +2 bonus to A
AC,
C,
any critical hit against you becomes a normal hit, and you gain
advantage on saving throws against spells and other magical
effects. In addition, if you succeed on your saving throw against
the Mind Blast ability of a mind flayer or other aberration,
you are unaffected,
unaffected, and the e effect
ffect is refle
reflected
cted back tow
toward
ard the
aberration as if the cone originated from you, including the
aberration in its area of effect.
GHAAL’DUUR, THE MIGHTY DIRGE
Wondrous
Wondrous item, artifact (requires attunement by a bard)
This three-foot warhorn, a revered artifact of Dhakaan, is carved
from the tip of a red dragon’s horn, banded with adamantine,
and covered with runes of power. An inscription in Goblin reads
“A mighty dirge for the fallen foe.” Ghaal’duur was
was crafted by
Jhazaal Dhakaan, a legendary dirgdirge
e singer who united the
ancient warring clans. Any kech warlord who obtained it would
gain great influence among the Heirs of Dhakaan—and any non-
Dhakaani that possesses it bears a dangerous burden.
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CHAPTER 7 | TREASURES
CRAWLING GAUNTLET
Wondrous
Wondrous item, uncommon (requires attunement)
Crafted by the daelkyr, the crawling gauntlet appears to be the
forearm of a monstrous humanoid. When you attune to it, it
surrounds your hand and forearm, fusing to your flesh.
When you make an un unarmed
armed strik
strike,
e, you can slash with the HUNGRY WEAPON
talons on the gauntlet. On a hit, you deal slashing damage Weapon (any melee), uncommon (requires attunement)
equal to 1d6 + your Strength modifier, in place of the normal
A
A hungry
hungry weapon,
weapon , a creation of the daelkyr, is formed from
damage of your unarmed strike.
muscle and bone. It may moan, growl, or wail, and it twists
Additionally,, you can pr
Additionally project
oject an ectop
ectoplasmic
lasmic duplicate of the
gauntlet, allowing you to manipulate objects at a distance. While in yourthis
wield grip if it doesn’t
weapon
weapon whilelike
not you.
not If any
attuned creature
to it, attempts toe
it has disadvantag
disadvantage
wearing this gaun
gauntlet,
tlet, yo
you
u can use an action to cast
cast mage
mage hand
hand .
on attack rolls made using the weapon. Additionally, if you are
Symbiotic Nature. The gauntlet can’t be removed from you
attuned to this weapon when another creature tries to wield it,
while you’re attuned to it, and you can’t voluntarily end your
the weapon’s hilt extrudes sharp thorns and that creature takes
attunement to it. If you’re targeted by a spell that ends a curse,
1d4 points of piercing damage each turn.
your attunement
attunement to the gauntle
gauntlett ends, and you can remove it.
While attuned to and wielding this weapon, you can use a
COAT OF MANY EYES
OAT bonus action to bond to it, causing tendrils from the hilt of the
weapon to burrow into yyour our flesh. WWhile
hile bonded to it, you gain
Armor (studded leather); uncom
uncommon,
mon, rare, or very rare (e
(evolves
volves
the following benefits:
with service to Belashyrra, requires attunement)
• The weapon is bound to your hand and can can’t ’t be remov
removed
ed from
This armor is a creation of the daelkyr Belashyrra, the Lord your grasp,
grasp, voluntarily o
orr involunt
involuntarily
arily.. If it’
it’ss a two-hande
two-handedd
of Eyes. Made from a tough, leathery material, a coat of many
weapon, only
only one of yyour
our hands is bound to the w weapon.
eapon.
eyes is warm to the touch. It is covered with eyes—eyes of many • When yoyouu hit a creature with this we
weapon,
apon, you can choose to
different types of creatures, constantly glancing around as it spend one Hit Die to deal additional damage with the attack,
studies your surroundings. When you attune to the armor, it
and as you do, drain the life from your foes. Roll the Hit Die
binds itself to your flesh and shares its insight, granting the
following benefits: and add your
necrotic Constitution
damage modifier;
equal to the result, the
andattack dealsan
you regain extra
equal
• The armor lets you see in all directions, and you have number of hit points.
advantage on Wisdom (Perception) checks that rely on sight. You
You can end tthe
he w
weapon
eapon’’s bond as an action, causing the te
tendrils
ndrils
• You have darkvision with a range of 120 feet. to retract so you can
ca n release the weapon. Y
You
ou can remain attuned
to the weapon regardless of whether you’re bonded to it.
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CHAPTER 7 | TREASURES
have gained from another source, for these spells. short or long
Always rest, after
Vigilant. Thewhich it regains
eye remains
eye all lostwhile
watchful hit points.
you sleep.
Symbiotic Nature. A spellburrow can’t
can’t be removed from
you while
while you
you’re
’re attuned to it, and yyou
ou can
can’t
’t voluntarily
voluntarily end yo
your
ur When you take a long rest, the wandering eye remains
eye remains active,
attunement to it. If you’re targeted by a spell that ends a curse, allowing you to use your passive Wisdom (Perception
(Perception)) score
your attunemen
attunementt to the spellburrow ends, and you can remove it. to notice threats even while asleep. If the eye spots danger,
it sends you a mental alarm in the form of a nightmare that
THROWING SCARAB immediately wakes you up.
Wondrous item, uncommon (requires attunement) Symbiotic Nature. The eye can’t be removed from you
while you’re
you’re attuned to it, and you can’
can’tt voluntarily end your
Bred by the daelkyr Valaara, this bizarre symbiont burrows
attunement to it. If you’re targeted by a spell that ends a curse,
into the palm of its host, secreting razor-sharp chitin blades
your attunement
attunement to the e eye
ye ends, an
and
d you can re remove
move it.
that can also be used as throwing weapons. When you attune
to the scarab, it fuses with one of your hands, visible only as an
iridescent, chitinous growth on your palm.
For every attack you make as part of the Attack action on
your turn, you can extrude a shard
shard of razor-sharp chitin from
the symbiont into your empty hand, using it for the attack.
The shard counts as a magical simple melee weapon with
which you are proficient. It has the finesse, light, and thrown
properties (range 20/60), and deals 1d4 points of piercing
damage and 1d4 points of acid damage on a hit. The shard
dissolves as soon as it hits or misses its target.
231
232
A H
Du’ulora quori Claw of Sha’argon
Valaara Merfolk stormcaller
F M
The Forest Queen Plasmid
The Forgotten Prince
U
Meld
DAELKYR
A daelkyr knows secrets mortals can’t
can’t comprehend and has
plans they can’t understand. Some sages believe that the
daelkyr are artists and that worlds are their canvas; they
destroy civilizations and unleash monsters because, to them,
this is a thing of beauty. Others say that the daelkyr exist
beyond time, and that their actions only make sense when
viewed over the course of of millennia. Still others assert th
that
at
any creature that can understand the motives of the daelkyr
will immediately turn to their cause—that it is dangerous to
study the daelkyr too closely, lest their revelations destroy
all prior understanding and identity. While they may be
enigmatic, the daelkyr are unquestionably evil; they shatter
innocent lives and entire civilizations without any remorse.
Unifying Theme. Each daelkyr has a unique theme;
Belashyrra is tied to sight. Valaara to insects, and Dyrrn
to corruption and evolution. This theme is reflected in
the daelkyr’s appearance, in the minions it employs, and
in the symbionts it creates. If the daelkyr is an artist, the
theme is its medium. If it’s a conqueror, the theme defines
its weapons and the world it seeks to create. Additionally,
each daelkyr holds secrets and revelations relating to its
specific theme—secrets mortal minds can’t comprehend.
While in Belashyrra’
Bel ashyrra’s
s presence, people may remember
things they’ve seen and forgotten. Around Valaara, they
may feel insects burrowing through their flesh, or
sense the thoughts of their allies—a momentary
sensation of being part of a hive.
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