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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 “MA󰀴PS” 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 “MA󰀴PS” 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.

Spells marked with XGE are available in Xanathar’s Guide to Everything.


First Printing: July 2020. PDF Version: 1.02.

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

Chapter 2: Races of Eberron ........


................
................
...............
.............
...... 33 Backgrounds.....................
..........................................
..........................................
.................................
............ 205
Changeling Travele ravelerr ..........................................
.........................................................
............... 205
Changelings .................................................................................33
Dhakaani Goblinoids ......................................................
........................................................ 207
Elves of Aerenal ..........................................................................36
Malenti........................................
.............................................................
........................................
................... 207
Kalashtar ......................................................................................40
Races....................
.........................................
..........................................
..........................................
..........................
..... 208
Shifters .........................................................................................43
 Aasimar ..................
......... .................
................
.................
.................
.................
.................
................
..........
.. 208
 Warforged ..........................................
........................... ...............................
...............................
..........................
...........45
45
 Aereni Elves ........
................
.................
.................
................
.................
.................
.................
.............
.... 209
Chapter 3: Faiths of Eberron ........
................
................
................
............
.... 49 Ruinbound Dwarves.....................
..........................................
....................................
............... 209
The Role of the Divine.....................
..........................................
.........................................49
....................49 Dhakaani Ghaal’
Ghaal’dar dar (Hobgoblins)...................
..................................
............... 210
The Silver Flame ........................................................................52 Dhakaani Golin’dar
Golin’dar (Goblins) ......................
.........................................
................... 211
The Blood of Vol .........................................................................57 Dhakaani Guul’
Guul’dar dar (Bugbears) ....................
.......................................
................... 211
Sovereigns and Six ....................................................................60 Gnolls...................................
Gnolls........................................................
..........................................
..........................
..... 211
The Cults of the Dragon Below ............ .................................
..................................66
.............66 Racial Feats................
eats.....................................
..........................................
........................................
................... 212
Unusual Faith .....................
..........................................
..........................................
..................................74
.............74 Class Options ......
...........................
..........................................
..........................................
..........................
..... 214
 Aasimar.....................
 Aasimar ..........................................
..........................................
..........................................
........................76
...76  Artificer: Forge Adept ......... .................
................
.................
.................
.................
.............
.... 214
 Artificer: Maverick ........ .................
.................
.................
.................
................
.................
......... 215
Chapter 4: Uncharted Domains ........
................
................
...............
......... 81
 Artificer Infusions
I nfusions ........
................
................
.................
.................
.................
.................
...........
... 215
Droaam .....................
..........................................
..........................................
..........................................
........................81
...81 Bard: College of the Dirge Singer ................... ..................................
............... 216
Droaamish History .....................
..........................................
.........................................81
....................81 Cleric: The Mind Domain ...................
........................................
.............................
........ 217
 What Defines Droaam? Droa am? ........................
.................
.................
................
.................
..............8
.....83
3 Druid: Circle of the Forg Forged ed .......................
............................................
....................... 217
The Denizens of Droaam ....................
.........................................
...............................87
..........87 Monk: Way
Way of the Living Weapo Weapon n ...................
..................................
............... 218
The Daughters of Sora Kell ....................
.........................................
...........................90
......90
The Gnolls of the Znir Pact.....................
Pact..........................................
...........................93
......93 Chapter 7: Treasures ................................................221
The Heirs of Dhakaan .......... ...............................
..........................................
...............................96
..........96 Common Magic Items .....
..........................
..........................................
.................................
............ 221

Goblin History ................................


.....................................................
......................................97
.................97 Dhakaani Magic Items ...........
................................
..........................................
..........................
..... 222
 What Defines the
t he Dhakaani? ......... .................
.................
.................
.................
...........99
..99 Dragonmarks ....................
Dragonmarks .........................................
..........................................
.................................
............ 224
The Kech Dhakaan ..........
...............................
..........................................
............................
....... 101 Dragonmark
Dragonmar k Focus Items .......................
..........................................
..........................
..... 224
Goblin Glossary .......
............................
..........................................
..........................................
..................... 110 Siberys Dragonmar
Dragonmarks ks .....................
..........................................
.................................
............ 227
The Mror Holds .....................
..........................................
..........................................
............................
....... 112 Miscellaneous Magic Items .....................
..........................................
.............................
........ 229
Mror History ..............
...................................
..........................................
...................................
.............. 112 Symbionts ......................
...........................................
..........................................
....................................
............... 230
 What Defines the
t he Mror?........ .................
.................
................
.................
.................
.......... 114 Chapter 8: Friends and Foes  ...................................233
The Realm Below ................
.....................................
..........................................
........................
... 116
Daelkyr ....................
Daelkyr ..........................................
...........................................
..........................................
....................... 233
The Ruling Clans ... ........................
..........................................
......................................
................. 121
 Valaara .................
......... ................
.................
.................
................
.................
.................
.................
.............
.... 234
The Thunder Sea ..........
....................
....................
...................
...................
....................
...................
......... 127
Fey Rulers ...........................................
................................................................
....................................
............... 236
Open Waters ............................
.................................................
..........................................
..................... 127
The Forest Queen ................................
.....................................................
.............................
........ 236
The Eternal Dominion:
Dominion: Sahuagin ..............................
.................................
... 131
The Forgotten Prince ..... ..........................
..........................................
.............................
........ 239
Karakala: Merfolk .........
..............................
..........................................
...............................
.......... 136
Meld..................
........................................
...........................................
..........................................
.............................
........ 242
The Valraean Protectorate:
Protectorate: Sea Elves .. .......................
........................
... 138
Merfolk....................
..........................................
...........................................
..........................................
....................... 243
 Aboleths: The Darkest Dept Depths hs ............
....................
................
.................
...........
.. 141
Merfolk Stormcaller .......... ...............................
..........................................
..........................
..... 243
Chapter 5: Planes of Existence ...............................143 Quori .........................................
..............................................................
..........................................
..........................
..... 244
Eberron and Its Planes .....
..........................
..........................................
...............................
.......... 143 Du’ulora
Du’ ulora Quori.........................................
..............................................................
..........................
..... 245
 About the Planes
Planes.....................
..........................................
..........................................
..................... 143 Sahuagin ....................
.........................................
..........................................
........................................
................... 246
The Material Plane .....................
..........................................
......................................
................. 145 Claw of Sha Sha’’argon ...................................
........................................................
..........................
..... 246
The Astral and Ethereal Planes ....................
.....................................
................. 146 Plasmid .....................
..........................................
..........................................
....................................
............... 246
 

4
 

󰁩󰁺󰁡󰁲󰁤󰁳 󰁯󰁦 󰁴󰁨󰁥 C󰁯󰁡󰁳󰁴 󰁡󰁮󰁮󰁯󰁵󰁮󰁣󰁥󰁤 󰁴󰁨󰁥  W


 Wee also worked with
with a host of artists to develop original
original art

 
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

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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

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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

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CHAPTER 1 | DISCOVERING EBERRON

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CHAPTER 1 | DISCOVERING EBERRON

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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

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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

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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

60
 

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

79
 

80
 

81
 

CHAPTER 4 | UNCHARTED DOMAINS

82
 

CHAPTER 4 | UNCHARTED  DOMAINS

83
 

CHAPTER 4 | UNCHARTED DOMAINS

84
 

CHAPTER 4 | UNCHARTED  DOMAINS

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CHAPTER 4 | UNCHARTED DOMAINS

86
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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

Ghaal’duur. “Mighty Dirge,” a powerful


Ghaal’duur. “Mighty  kron rhukaan.  “Six Kings,” the six
rhukaan. “Six  “Tiger man,” a term of
 ruuska’te. “Tiger
 ruuska’te.
horn fashioned by Jhazaal Dhakaan. ghaal’dar warlords who joined with endearment for a fierce man (feminine:
( feminine:
 golin. “Quick,”
 golin. “Quick,” typically referring to  Jhazaal Dhakaan to found the Em Empire
pire  ruuska’nu
 ruuska ’nu).
). See also taarka’nu.
speed, but can also mean intelligence. of Dhakaan.  “Little.”
sar. “Little.”
sar.
 golin’dar.. “Quick people,” the ancient
 golin’dar  kron rhukaan ’kor! “Blood of Six Kings!”
rhukaan’kor!  “Riders.”
sehn. “Riders.”
sehn.
name for the goblin species.  An oath of sincerity
sincerity,, or an expletive.
expletive. shaarat. “Blad
shaarat.  “Blade. e.””
 “Strong.
 guul. “St
 guul. rong.””  kur.. “Key.”
 kur shaarat’dor. A
shaarat’dor.  A martial art practiced by
 guul’dar. “Strong people,” the ancient  kurar.. “Death.”
 kurar the Khesh’dar; literally, “no weapons.”
name for the bugbear species.  kuur.. “Spea
 kuur  “Speak.
k.”” Shaarat’khesh. An
Shaarat’khesh.  An order within the
 “Strength.” The name of a
 guulen. “Strength.”
 guulen.  lhesh shaarat.  “Warlord’s blade,” a
shaarat. “Warlord’s Khesh’dar,
Khesh’ dar, golin’
golin’dar
dar specializi
spec ializing
ng in
legendary artifact also known as the Dhakaani weapon suitable only for espionage and assassination; literally,

 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.
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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.
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NOLDRUNHOLD: THE LOST CLAN THE JHORASH’TAR ORCS


There are twelve holds in the Mror Holds, including House The Jhorash’tar are an alliance of orc tribes that have dwelt in
Kundarak—but there were thirteen exiles in the stories. Noldrun the Ironroot Mountains since before the arrival of the dwarves.
 was clever
clever and curious
curious,, an explore
explorerr who was always fin
finding
ding The Jhorash’tar have no written records, but their tales suggest
new things. Noldrunhold was never a large clan, but its greatest they once held most of the Ironroots, and that many of their
mine—Korran’s Maw—was a rich source for a seemingly tribes were annihilated in the early days of the Exile. However,
impossible array of minerals, including Eberron and Khyber others suggest that the orcs might have been eradicated by the
dragonshards.
dragonshar ds. This made it a strong ally of House Kundarak civilization that built Sol Udar. Indeed, the existence of the Face
and Zilargo, and brought tremendous wealth to the clan. of Mror—a mountain sculpted to resemble a dwarf king, a feat
 And then,
then, a
appro
pproximate
ximately ly fo
four
ur hun
hundred
dred years ago, Noldr
Noldrunhold
unhold of engineering far beyond the capabilities of the modern Mror—
fell silent. Messengers sent into the hold never returned. Noldrun implies the dwarves of Sol Udar were active on the surface of
had previously fought many fierce battles with the Jhorash’tar, the mountains at some point. Whatever the truth, by the time
and blame immediately fell to the orcs; but none could explain of Bal Dulor, the bulk of the Jhorash’tar had been pushed to the
how the Jhorash’tar could have achieved such a massacre. southwestern regions of the Ironroot Mountains, where they
The fate of Noldrunhold remains a mystery to this day. Most continued to clash with Clan Droranath and Clan Noldrun.
contemporary records of what explorers found were passed The Jhorash’tar orcs have a distinct culture, with nothing in
down orally and are unreliable. In some accounts, corpses were common with the Ghaash’kala orcs of the Demon Wastes or
skinned; in others, there were no corpses, as if the Noldrun the Gatekeepers
Gatekeepers of the Shadow Marches. There are at least six
had all simply vanished. Some suggest that the Noldrun all distinct tribes, each split into smaller bands; the DM can add
gathered together and descended into Korran’s Maw; others details to a particular tribe to suit the story. Some dwell on the
say the Jhorash’tar killed them and threw the bodies into the surface of the mountains—ofte
mountains—often n in caves along canyon walls—
Maw. Neighboring clans Soldorak and Droranath both sought  while others dwell unde
underground,
rground, in th
the
e same lay
layer
er the dw
dwarves
arves
to expand into the abandoned territory and claim the empty mined for centuries before breaking through into Sol Udar. The
spires, but all attempts were abandoned—again, the stories of  Jhorash’tar
 Jhorash ’tar ha
have
ve nev
never
er formed large comcommunities,
munities, and usually
 why are unreliable. Som
Some e say the new settle
settlers
rs killed each other split when a band has a hundred or more adult members, or
in an irrational frenzy, others say they simply disappeared. The  whenever
 whenev er a bonecaster
bonecaster—their
—their spiritual le
leader—advises
ader—advises it.
Droranath blame the Jhorash’tar orcs, and mysteriously, there The primary spiritual tradition of the Jhorash
Jhorash’tar
’tar is called

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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203

 
204

 
205

CHAPTER 6 | CHARACTER OPTIONS
206

 
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219

 
220

 
221

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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229

CHAPTER 7 | TREASURES

SYMBIONTS Gifts of the All-Seer. All coats of many eyes are linked to


Belashyrra, and while wearing one you may receive visions—
The daelkyr create living tools and weapons, objects formed flashes of things the Lord of Eyes wishes to see through you.
from chitin, bone, and muscle. Many of these items bond to If you follow through with these tasks, your armor can evolve,
their bearer, drawing sustenance from the creature attuned to gaining additional powers and increasing its effective rarity.
them; for this reason, they are commonly called “symbionts.” • A rare coat also grants yyou
ou a +1 bonus to AC and allow
allowss you
Though symbionts are living tools, they are mechanically to see invisible creatures and objects within 120 feet.
considered a magic item, not a creature. • A very rare coat also grants you a +1 bon
bonus
us to AC and allows
This section introduces eight new symbiont items, like those  you to see invisible cr
creatures
eatures and obj
objects
ects within 120 feet.
in chapter 5 of Eberron:
of Eberron: Rising
Rising from the LaLastst W
War 
ar . In addition,  Additionally,, you can use an action to cast
 Additionally cast arcane
 arcane eye with
eye with it.
 you could present
present any existing mag
magic
ic item as a dae
daelkyr-made
lkyr-made
symbiont by describing the item as being made from organic Once you cast the spell in this manner, you can’t do so again
until you finish a long rest.
materials. A dagger of venom crafted by Valaara could be a
chitin blade that’s warm to the touch. A cloak of the bat might Symbiotic Nature. The armor can’t be removed from
feel like membranous leather, with veins running through the  you while you’
you’re
re attuned to it, and you can
can’t
’t volun
voluntarily
tarily
material. A periapt
A periapt of wound
wound closure could be a scarab that end your attunement to it. If you’re targeted by a
burrows into the flesh of the bearer, enhancing their blood. spell that ends a curse, your attunement to the
Even common magic items can be symbionts; an everbright armor ends, and you can remove it.
 lantern could be a sluglike creature with a luminescent body.
 When presenting
presenting an ex
existing
isting item as a symbiont, the DM
must decide whether to add the Symbiotic Nature feature that
other symbionts have. When such an item is attuned, it can’t be
removed from the bearer, even if they desire it; the only way to
end the attunement and remove a symbiont is to use an effect
that ends a curse. This prevents the item from being taken
away, but limits a character’s free will, so it’s up to the story
 you want to tell. While Sy
Symbiotic
mbiotic Nature is a common at attribute
tribute
for symbionts, it’s
it’s not a requirement. A slug that functions as
an everbright lantern wouldn
lantern wouldn’t ’t requir
require
e attunement. Even if th
the
e
 periapt of wound
wound closure is a scarab that digs into the flesh of
the bearer, perhaps it could be pried loose, or it might release
its grip voluntarily if the bearer ends the attunement.

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.

230

CHAPTER 7 | TREASURES

SHADOW SIBLING Symbiotic Nature. The scarab can’t be removed from you


Wondrous item, rare (requires attunement)  while you’re
you’re attun
attuned
ed to it, and yyou
ou can
can’t
’t vo
voluntarily
luntarily end yo
your
ur
attunement to it. If you’re targeted
targeted by a spell that ends a curse,
Crafted by Dyrrn the Corruptor, this black jewel-like object  your attunement
attunement to the scar
scarabab  ends, and you can remove it.
fuses to the center of your forehead when you attune to it.
 As a bonus action, you can cause the shadow sibling to
sibling to TONGUEWORM
exude or retract an ectoplasmic shadow that t hat surrounds your Wondrous item, uncommon (requires attunement)
body and conceals you from prying eyes. While the shadow
is active, Wisdom (Perception) checks made to see you have This coil of muscle terminates in a sharp barb. When you
disadvantage, and you have advantage on Dexterity (Stealth)
(Stealt h) attune to it, this daelkyr-bred tongueworm attaches to your
checks made to hide. throat and nestles under your tongue.
In addition, when you are hit by an attack, you can use your  You
 You can use a bon
bonus
us action to mak
makee an unarme
unarmed d strike us
using
ing
reaction to spend one Hit Die to shield yourself. Roll the die the tongueworm
tongueworm,, using your choice of Strength or Dexterity for
and add the result as a bonus to your AC, including against the the attack. On a hit, you deal piercing damage equal to 1d4 +
triggering attack. This bonus lasts until the end of your next turn.  your Strength
Strength or Dext
Dexterity
erity modifier (your choice), instead of the
Symbiotic Nature. The shadow sibling can’t
sibling can’t be removed bludgeoning damage normal for an unarmed strike. In addition,
from you while you’re attuned to it, and you can’t voluntarily the target must succeed on a DC 13 Constitution saving throw
end your attunement to it. If you’re targeted by a spell that ends or be poisoned until the start of your next turn.
a curse, your attunement to the shadow sibling ends, and you Symbiotic Nature. The tongueworm can’t be removed from
can remove it.  you while you’
you’re
re attuned to it, and you can
can’t
’t voluntarily
voluntarily end your
attunement to it. If you’re targeted
targeted by a spell that ends a curse,
SPELLBURROW  your attune
attunement
ment to the tongueworm ends, and you can remove it.
Wondrous item, uncommon (requires attunement)
WANDERING EYE
These scarab-like symbionts, bred by the daelkyr Valaara,
Wondrous item, uncommon (requires attunement)
have brilliant, iridescent shells. To attune to a spellburrow ,
 you must place
place it on your head; in the pprocess
rocess of attun
attunement,
ement, This disturbing daelkyr-made symbiont is a leathery tentacle
it digs in and burrows through your skull, establishing  with one end terminating in a single bulbous eye, and the other
a psychic connection with you. While it lacks any sort sporting a barb designed to burrow into flesh. When you attune
of human consciousness, it possesses a strange alien to the wandering eye,eye, it burrows into one of your shoulders, then
sentience that responds to your desires. There are tales rises up from it, studying the world and projecting insights into
of rarer spellburrows that possess greater knowledge and  your mind.
mind. The wandering eye may occasionally take an interest
sentience; such stories sometimes end with the spellburrow in some random element of your current environment; in this
consuming the brain of the wizard who pushed it too far— case, the DM may draw your attention to this object or person.
but these are surely just fanciful stories!  While the eye
eye is unco
uncovered,
vered, yo
you
u gain the follow
following
ing benefits.
 A spellburrow  knows
 knows one cantrip of the DM’s choice drawn Third Eye. When you make a Wisdom (Perception) or
from the sorcerer or warlock spell list, and you can cast this Intelligence (Investigation)
(Investigation) check involving sight, you can roll
cantrip as if you know it. In addition, a spellburrow knows one a d4 and add the number rolled to the ability check.
1st-level spell and one 2nd-level spell from the same spell list
l ist  Periscopic Vision.
Visi on. The eye can stretch up to 18 inches
its cantrip is from. If you have the Spellcasting or Pact Magic and can be used to peer around corners or over cover. When
class feature, you can cast these spells as if you had prepared extended and used in this way, the eye has an AC of 20 and 6
or learned them, and they don’t count against the number of hit points. If it is forced to make an ability check or a saving
spells you can prepare or know. Y You
ou can choose to use either throw,, it uses your statistics. If it is reduced to 0 hit points, you
throw
 your Intelligence modifier,
modifier, or a spellcasting ability modifier you cannot benefit from any of the eye’s properties until you finish a

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.
233

CHAPTER 8 | FRIENDS AND FOES
234

CHAPTER 8 | FRIENDS  AND FOES


235

CHAPTER 8 | FRIENDS AND FOES

From the Towering Wood in the Eldeen Reaches to the


Harrowcrowns of Thrane, from the Greenhaunt of Breland
to the Shadowmount Forest of Karrnath, wherever people
dwell by the deep forest, they share stories of the Forest
Queen. She is the archdryad, linked to every root and bough.
She is proud, and when protecting her subjects, she can
be ruthless; but she shares many wonders with those who
enter her woods with empty hands and open eyes. The
story above is clearly apocryphal, but it’s a common tale
 with many variations, such as her children founding nearby
towns instead of nations. Regardless, the message is the

same: there is a power that watches over the woods. Stories


often depend on the character of the local forest; near the
Towering Woods, the Forest Queen is often depicted as
benevolent, while near the Nightwood of Karrnath, they talk
of how the betrayals of her children froze the heart of the
Forest Queen, leaving her cruel and hungry for revenge.
The Queen of Weald and Wood.  The Forest Queen
Wood. The
rules the Endless Weald within Thelanis, an arboreal realm
inhabited by dire beasts and wild fey. The Weald often leaks
into the wood through manifest zones found in deep forests;
in such places, dryads lurk in the trees and beasts may
possess unusual cunning. Under the right circumstances,
travelers passing through a zone might even slip into the
 Weald. Such forests typically have well-worn paths that avoid
these pitfalls, thus strengthening the story of stay on the path.
The Greensinger druids know rituals to connect a forest to
the Endless Weald, establishing a temporary manifest zone in
any deep wood. The Queen’s influence can also be felt in any
forest in times when Eberron and Thelanis are coterminous.
 Just like the stories, the Queen’s personality often reflects
refle cts the
forest where she’s currently manifesting; the Forest Queen
is more likely to be benevolent in the Twilight Demesne
and cruel in the Nightwood.

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Patron. The Forgotten Prince may


The Prince as Ally or Patron.
reach out to people who have themselves been forgotten or
unappreciated, provided he sees potential in them. Sometimes
he brings them to the Castle of Lost Things; in other cases, he
offers these agents purpose, rewarding them for their service
 with gifts or secrets. The urchin
urchin background is an excellent
option for someone forgotten by the world but chosen by the
Prince, while the hermit background could reflect someone who
spent much of their life in the Castle of Lost Things, with the
Discovery feature being tied to a long-forgotten secret or artifact
they discovered in the Castle. The Forgotten Prince could be
an Archfey patron for a warlock, or a Hexblade warlock could
also receive their weapon as a gift from the Prince; what is the
forgotten history and destiny of this weapon?
weapon? The Forgotten
Forgotten
Prince can also be an interesting patron for a bard of the
College of Lore; the Prince values secrets no one else considers
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