Wayfinders guide to eberron full pdf download free






















This page e-book offers you the whole lot you want to create an Eberron story or character, exploring the core topics of the placing and the regulations to put in force in the fifth edition. Eberron embraces swashbuckling motion and pulp journey and provides a layer of neo-noir intrigue. The Last War became historical allies into bitter enemies and destroyed a whole nation, leaving horrible scars behind.

Crime and corruption lurk in the super cities of Khorvaire. Hidden dragons form the direction of history. Sinister fiends have an effect on the goals of the unwary. Sharn, an advance and futuristic city with magical and technologically advanced things, is described in detail. The feature of Dragon marks in the Eberron increases the experience. The dragon marks give a unique adventure in this campaign. The special feature of magic and magical inspiration is well described.

The lethal weapons, flying cities, and magical items are well explained. The explanation of magical items is mesmerizing. The design of the rulebook is extraordinary and unique. The layout of the book is straightforward and easy to understand. The illustrations are fascinating and help in a better understanding of the campaigns and conquests.

Everything is explained in super detail for easy understanding. The campaign gives an adventure and experience to remember. Think about the strengths of your people selling the services of monstrous soldiers and and what makes you different from humanity, laborers and bysehk ore, a form of metal with both physically and culturally.

Beyond that, it is a frontier Are You Proud? Many citizens of Droaam nation that is still expanding. As Droaam are proud of their nation. In become a haven for war criminals and deserters, Droaam, you are going to prove to them that you along with other criminals and mages pursuing and your kind are capable of things humanity forbidden paths of magic.

Or you might ignore this big Many of the monsters that make up Droaam picture and be driven solely by your personal have their own unique subcultures. Most worship desires or the goals of your family or warlord. The creatures of Droaam are traditions as well. A Droaamite kobold might be an urchin rogue. A minotaur could be a outlander barbarian with little knowledge of the outside world, while a tiefling warlock could be a sage well versed in history and arcana.

Noted for Agriculture, animal husbandry, druidic magic Eldeen Characters A stretch of fertile farmlands borders a vast, Druidic traditions are important to the people of untamed forest. Farmers tend to the fields, while the Eldeen Reaches. As a roam the woods. These are the Eldeen Reaches. Woods for thousands of years, but the eastern Most of these traditions work with the druidic farmlands of the Reaches were part of Aundair Circles of Land, Moon and Shepherd; Beast until the Last War.

The lords of Aundair Totem barbarians; clerics with the Nature focused their resources on the war effort, domain; or rangers with the Hunter or Beast ignoring banditry and other problems faced Master archetypes.

Other classes or archetypes by the farmers of the east. The Wardens of the especially suited to a path are called out below. Wood—largest of the druid sects—came to the The Wardens of the Wood seek to maintain aid of these farmers.

Fifty years ago, the people of the balance between nature and civilization, eastern Aundair seceded and formed the Eldeen protecting each from the other. The Reaches were recognized as a The Greensingers see the magic of the fey nation by the Treaty of Thronehold, but many as a part of nature. They honor the archfey that fear Aundair will try to reclaim the region.

Bards and Eldeen Reaches. Most of its people seek to archfey warlocks are often found among the live in harmony with the natural world, and Greensingers, and the Circles of Dreams works communities have a druidic advisor who helps well for Greensinger druids.

The Towering The Gatekeepers protect the natural world Woods are also home to tribes of shifters, who from unnatural threats, such as aberrations and maintain a nomadic existence. The Wardens of fiends. They maintain ancient wards that bind the Wood maintain order and settle disputes, the daelkyr in Khyber.

The Ashbound are champions of the natural world and fight anything that threatens it. Many of them consider arcane and even divine magic Interesting Things to be such a threat. Ashbound sometimes attack the holdings of dragonmarked houses and seek to About the Reaches release bound elementals. The region with the Storm Herald are logical paths. Extremists to Mabar. Warlocks and Gloom Stalker rangers can be a good fit.

Monsters and undead sometimes slip out of the The people of Karrnath are stoic and grim. Nightwood to threaten the surrounding Karrnath is a nation of storms and long winters, regions. Nonetheless, Karrns are proud of their martial history, and most are convinced that they would have eventually won Karrnathi Characters Karrns are somber folk, and generally disapprove the Last War. This consider the following. Karrns have a strong the national religion. The are appropriate backgrounds for any character.

The new undead, but Karrnath still has a significant Martial Adept feat is a way to give a character a number of skeletons and zombies in service.

Many Karrns still follow the faith of the Blood of Martial Tradition. Karrnathi tradition Vol and approve of the use of undead, but just emphasizes teamwork, focus, and force.

Battlemasters military history… and that the necromancers and Champions are both sound archetypes for themselves might have been responsible for the fighters, while Karrnathi wizards are typically famines and plagues.

Evokers or Necromancers. Are you a follower of the Rekkenmark. Blood of Vol who considers the undead to be a practical tool? Or do you despise the Blood of as the dominant religion of Karrnath, but Vol and the use of necromancy? However, changelings are found across the Capital: Regalport Principalities and the Lhazaar are generally Noted for Ships, fish, mercenaries, merchants, used to them.

The Wind coastline of Khorvaire and the many islands Whisperers want to obtain airships, by any scattered across it. While they were recognized as means necessary. Each island maintained by House Kundarak. Said to domain has its own traditions, values, and goals— be inescapable, Kundarak houses both and each has a long list of vendettas and feuds infamous criminals and mystical threats.

Beyond this, anyone who can win the support of enough ships and people can claim a principality; if you want to establish your Lhazaar Characters own tiny kingdom, this is the place to do it. During the Last War, they served all nations as Seafarers and Swashbucklers. Most privateers and engaged in piracy on the side. Sailor is an appropriate background returned to the merchant trade, but there are still for any Lhazaar, but you can also ask your DM pirates on the open seas.

This water proficiency. Lhazaar are flamboyant is a place where anyone can rise to captain a people with little concern for the law, so ship or even seize a principality. Leadership charlatan, criminal, entertainer, and folk hero is something earned, not given. High Prince are all strong backgrounds. Each principality is unique. He has Each has its own martial traditions, fashions, the finest fleet, and it was his efforts that saw the and slang. Think about how your choices reflect Principalities recognized at Thronehold… for your principality.

Your dashing But so far, the other princes have rejected his swashbuckler rogue could be a colorful Wind proposals for a greater union. The Bloodsail elves have a strong There are principalities devoted to the Blood tradition of necromancy… an excellent match for of Vol and a few that favor the Sovereign Host. There are many principalities, Beyond this, the Lhazaar show little enthusiasm and you can always work with your DM to for religion, though many will curse the Devourer develop one that fits your character.

Big Dreams. Whatever their circumstances, the people of the Principalities are always looking Interesting Things About Lhazaar to the future. What is it you want? To find a forgotten treasure hoard? To take your place as a prince?

Think changeling population in Khorvaire. Many big, and chase your dreams. That Four hundred year ago, the dwarves of declaration was less than a century ago and that Noldrunhold were wiped out; no one knows makes it fresh in the mind of many dwarves. Other clans have tried to claim warriors and the strength of their impregnable the Noldrun lands, but this has always met fortresses. The Mror star is rising.

When humanity first came to Khorvaire, the dwarves were locked in endless feuds. Over the centuries, they turned their energies to Mror Characters harnessing the astonishing natural resources As you develop a Mror character or NPC, of their mountain home. The dwarves were consider the following. And along the way Clan Focus.

Is your clan known for they made a remarkable discovery: ruins of an mercantile power or martial skill? Are you a ancient dwarven empire. Or are you a simple guild artisan are held by aberrations and other dark things. Most Mror have embraced modern Nonetheless, these ruins are another source of martial techniques, but there are a few minor pride for the Mror. The Mror Holds are a loose confederation. Holding Onto the Past. Do you treasure Twelve noble clans each govern a hold and have the legends of the ancient dwarf empire?

As a a representative on the Iron Council, which Mror artificer, you could be a sage determined resolves disputes and issues affecting the entire to reclaim the lost techniques of the past. And nation. Each hold includes a number of lesser how do you feel about the Five Nations? Do you clans, who owe fealty to the noble line. Kol Korran is the most beloved broken kingdom?

From the wealthiest and Dol Dorn are also revered. So far the settlers know little of the history of this region, but the Poison Dusk has ties to fiendish powers. During the golden age both Hope and New Galifar.

Tharashk of Galifar, no human ever bothered to cross the is the primary buyer of Eberron Endworld Mountains to explore the vast jungle dragonshards, and also runs its own large- beyond.

When the Last War broke out, a fleet of scale mining operations. Your cleric could be the town Dusk. Most settlers know very little about preacher. The prospectors of Hope regularly Lizardfolk.

The lizardfolk have a primitive break the terms of the treaty. There have been a culture that blends druidic traditions with the number of clashes with the scales and many here beliefs of the Silver Flame.

You may have been fear that a greater conflict is on the horizon. New them and potentially serve as an envoy for your Galifar is the original colony; it has a feudal people.

Alternatively, you could be following a structure and holds to the laws of the Five personal vision. Its capital city of Newthrone is the Dragonborn. To the north, remnants of ancient glory. They have a proud Hope is a collection of small mining towns. In martial tradition, and a number of dragonborn Hope, the law goes only as far as the people have ventured west in search of worthy willing to enforce it. And beyond these human challenges. If you follow this path, you might regions lie the unexplored lands of the scales.

The When most people think of the Shadow defeated the daelkyr in the past, and Marches, they imagine a fetid backwater where they are sworn to protect Eberron from illiterate humans mingle with orcs and other foul unnatural and extraplanar threats.

The Shadow Marches are a desolate diverse, and often driven by madness. The homeland of the Many worship daelkyr or have ties to orcs, it was scarred in the ancient conflict with aberrations. These fiends left twisted creatures and aberrations in the swamps, and sowed seeds of madness that linger to this day. There are Marcher Characters indeed moonlit rituals in the Marches: some to As a character from the Shadow Marches, honor the daelkyr, others to maintain the wards you could choose to carry the Mark of Finding that keep them trapped in Khyber.

Humans regardless of whether you have ties to House came to the Marches long ago, refugees fleeing Tharashk. Over time As a Marcher, a critical question is whether the two cultures merged, forming the Marches as you have ties to one of the orc tribes or the they exist today. The Marches had little contact with Galifar or The Clans blend the traditions of human and the east until a few hundred years ago, when a orc, building towns and working with steel. They House Sivis expedition made two discoveries: the still rely on skilled hunters, and they have their region contained valuable dragonshards, and a own unique traditions of art and music.

Rangers, number of clans had manifested the Dragonmark rogues, and bards all have a place in the clans, of Finding. This led to the foundation of House and there are gatekeeper druids among them. Tharashk, as these clans joined together to Some in the clans worship a limited form of the master the economic potential of their mark and Sovereign Host focused on Balinor, Boldrei, and leverage their mineral wealth. Arawai; this is a sound path for a Nature cleric.

No one The Tribes maintain traditions that voice speaks for the clans and tribes, and most predate humanity. House Tharashk is the largest faction their tools from stone, hide, wood, and bone. House Tharashk is the main point of contact Tribal Marchers are fierce warriors and skilled between the Shadow Marches and the outside hunters with a close bond to the natural world; world.

Tharashk aside, it remains a collection barbarians, druids, and rangers all have a place of tribes and cultists following their ancient here. Outlander and hermit are both appropriate traditions in the shadows of the swamps. They graveyard holding the bones of dragons.

But they do have dinosaurs. The halflings have domesticated the dinosaurs of the plains, and use Talentan Characters these creatures as mounts, livestock, and beasts of Review the halfling section in chapter 3 for burden.

There is a sacred bond between a hunter quirks and other things relevant to characters and their mount, and few people are prepared to from the Plains. Also consider the following. You were clawfoot raptor. Talenta warriors are often spirits, both departed ancestors and the spirits barbarians or rangers, relying on speed and skill.

Each nomadic tribe has However, cunning and charisma are equally a lath—a chieftain who guides and protects the important, and bards and rogues certainly have tribe—but it is the shamans who consult the a place on the plains. Outlander is a logical spirits and choose the paths of migration. The Surrounded by Spirits. Do you however, it has resulted in more traffic between believe that the spirits guide your actions?

Do the Plains and the outside world. Talentan shamans tend to be Shepherd or Moon Interesting Things druids, often assuming the form of dinosaurs.

Hermit the Talenta Plains. All tribes come to and Outlander are sound backgrounds, but Gatherhold to trade, hold councils, and you could be an acolyte or a sage who consults settle disputes. House Ghallanda maintains with spirits instead of reading books. Warriors Gatherhold, but it is understood that and shamans alike often wear masks in order to Gatherhold belongs to the people, not the present a particular face to the spirit world.

You can find both began in the Talenta Plains and still additional information on this—and statistics for maintain connections to their ancestral a clawfoot raptor—in chapter 3.

However, arcane magic is still a Noted for Divine magic, the Silver Flame; fine part of life in Thrane. The streets are lit crafts, wool, textiles, fruit, livestock with everbright lanterns, and there are magewrights and even wizards, just not as many as in other nations. For the last seventy serving as a symbolic advisor to the Keeper years Thrane has been a theocracy.

The head of of the Flame. There is a small fraction of the state is year-old Jaela Daeran, the divine the population who would like to see the selected Keeper of the Flame; however, Jaela traditional monarchy restored to power. The primary purpose of the Silver Flame is Thrane Characters to defend the innocent from supernatural evil. As you develop a Thrane character or NPC, The faith has always had a militant aspect, consider the following. Are you a follower of prepared to face undead, lycanthropes, or other the Silver Flame?

But compassion and charity magic, but if you want to reflect a close bond are core values of the church, and the templars to the Flame, you could gain a few divine spells are tasked to defend all innocents. Even during by taking the Magic Initiate feat. Archery is a the Last War, if a fiendish threat were to arise in devotional practice of the Silver Flame, so as a Brelish village, Thrane templars would ally with a martial Thrane you might focus on archery- the locals to bring an end to the threat.

With that related combat styles and spells or take the said, this is the ideal. There are zealous Thranes Sharpshooter feat. Any Thrane could take the who believe the Church is destined to reunite acolyte background to reflect a strong connection Galifar under the Silver Flame, and corrupt to the church, or the soldier background based priests interested only in power and wealth. Not all priests are divine spellcasters, and the Church or Crown?

Do you fully support the typical templar is a mundane warrior; however, theocracy? Or would you like to see Queen Diani due to the deep faith of its people, Thrane has restored to the throne?

There are many people more clerics, paladins, and divine spellcasters of faith who believe that miring the church in than any other nation in Khorvaire. How do you react when you encounter seat of the Silver Flame. The Keeper of the corruption and greed?

Are you a compassionate Flame dwells in the great Cathedral of the person who seeks to lead people to the light, or Silver Flame, which holds a pillar of fire a zealot determined to crush all darkness?

How born when Tira Miron sacrificed herself to will you react when you encounter monsters— bind the demon Bel Shalor. The half-elves have no homeland, and some believe that the half- In the midst of the Last War, an army of warrior elves of Lyrandar hopes to make Valenar a elves seized this region from Cyre, invoking a haven for their people.

Their cavalry ancient goblins for control of this region has no equal in Khorvaire, and they combine a many thousands of years ago. Relics of talent for magic with stealth and swordplay. Cyre that struggle can still be found scattered employed the Valenar as mercenaries and was across Valenar and the Blade Desert: ruins, entirely unprepared for betrayal.

When Cyre was haunted fortresses, battlefields that have destroyed in the Mourning, no one wanted to slipped out of alignment with time. Valenar Characters The elves are already pushing the limits of The elf section of chapter 3 provides additional the treaty. The Valenar constantly search for information about creating Valenar elves. Valenar warbands have launched raids into Martial Role. Valenar has always been Darguun and even Karrnath.

While High King on a war footing. As an elf, consider your role Shaeras Vadallia has promised to rein in his in a warband. Are you a simple soldier? An warriors, some believe that the elves will continue outlander scout?

An acolyte devoted to the elven this provocation… that their main interest is ancestors, or a sage familiar both with Valenar conflict with a worthy foe, and that they want history and the lore of potential enemies? As a Darguun or Karrnath to declare war. The elves are a guild artisan working to support the elf army… warrior princes, but they spend little time at or a charlatan seeking seeking intrigue and rest.

They operate in small units called warbands, opportunities. Most of the civic born in Taer Valaestas, or even a folk hero administration is handled by half-elves. Some fighting to protect the common folk. Have you left Valenar behind, Nations in search of opportunity. Below this are or are your aspirations tied to the kingdom? Some hated the Cyrans and to be recognized as a true Valenar—granted a welcome the elves.

Others despise their new bond to a patron ancestor, a place in a warband, leaders and are plotting against them. But life and a chance at immortality? As a native, do you want to work with the elves or do you want to drive them out—and if so, who do you want to replace them? Typically, a target will Noted for Gnomes, alchemy, education, never even see the agent that kills them. The be the finest repository of knowledge in all streets are bright and clean. The universities and of Khorvaire. But Zil society is filled with layers source of news in the Five Nations, and of intrigue and blackmail that are often invisible gnome chroniclers travel across Khorvaire to human eyes.

And below that lies The Trust, in search of stories. Each major city has a Most Zil explore a few faiths before settling democratically elected ruling council and a seat on one; others practice multiple religions. The Zil gnomes built this system, and they are quite happy with Zil Characters it.

Outsiders find this casual acceptance of Gnome section in chapter 3. In a nation shaped by intrigue, Zil actually trust the Trust. Are you currently involved in any family gnome out of a jewel mine—as long as this is schemes?

Family members may call on you for accomplished through cunning, negotiation, or help over the course of your adventurers, but deception rather than violence or outright theft, they can also be a resource for you. The Knowledge and Power. The Zil prize same applies to adventurers planning schemes knowledge above all else. Sage is a suitable in Zilargo: violence will get one targeted by the background for any Zil; charlatan and spy are Trust, but intrigue is perfectly acceptable.

The Trust itself is a network of spies and Classes that specialize in melee combat are rare assassins. Most agents of the Trust simply pass among the Zil. Rogues, bards, wizards, and information through dead drops; some estimate artificers are the soldiers of Zilargo. When the Trust identifies a pact is with the Trust itself. You receive your threat, it acts preemptively. If a problem can be orders telepathically. Your class abilities can solved without violence—by sharing a piece of reflect specialized training or granted abilities— information, or a whispered warning sent via the magical equivalent of super-spy gadgets!

But most day-to-day transactions use their coins? Is there a convention for naming coins of precious metal. With the collapse of the characters? Kingdom of Galifar, each of the Five Nations If you want more information on a particular began to mint its own currency, along with subject, refer to the sources in the Appendix.

However, while the designs But for now, here are a few useful facts about imprinted on these coins vary based on the everyday life in Khorvaire. The week is divided into seven traditionally depicts the crown of Galifar days, with four weeks to a month and twelve on one face. The crown is the lowest months to a year.

Despite the fall of Galifar, the denomination of coin minted under the rule nations of Khorvaire still use this calendar. An unskilled laborer can expect to 1.

Therendor early spring bears the image of Galifar I, the founder of 4. Eyre mid-spring the old kingdom. Nymm early summer With a value of one hundred sovereigns, 7. Lharvion mid-summer these coins are used only by the wealthiest 8. Barrakas late summer citizens of Khorvaire, and the average peasant may never see such a coin.

Rhaan early autumn There are a number of other coins in circulation, Sypheros mid-autumn such as the double crown of Breland or the Aryth late autumn silver throne of Cyre, which has a value of five Vult early winter sovereigns. Still, all of the major nations make use of the four basic coins described above.

By default, a new Eberron campaign begins on Zarantyr 1, YK. A dwarf raised language granted by your race for a different in Breland might not actually know Dwarvish, standard language. Your DM must approve the while the language of the giants is closely tied language you select.

The following character with no ties to the culture of their race. Naming conventions vary by nation. The Zil The Mror dwarves speak Dwarvish and the gnomes always use three names—a given name, Aereni elves speak Elvish, but they know a family name, and a clan name.

Warforged Common as the language of trade. Within the Five Nations, In Eberron, there are a number of other most citizens have a given name followed by a languages that serve this role in different regions surname.

This surname is either a family name or cultures. The DM may change the languages or related to an occupation or region of origin. It Magewright are all names you might find among is rarely encountered on Khorvaire. Monsters in the common folk of the Five Nations. Khorvaire usually speak Goblin. Orcish is a The Wynarns were the royal line of Galifar, dead language; it may be encountered in ancient and the current rulers of Aundair, Breland, and inscriptions, but modern orcs speak Goblin.

Karrnath are all heirs of the Wynarn bloodline. Quori is spoken by the Making. The same is true of uncommon approaching the mile-high towers of Sharn. You magic items. Inside, the halfling bartender still.

Uncommon magic items typically cost uses prestidigitation to chill and flavor an array between — gp, though costs can be higher of exotic beverages. A Phiarlan bard entertains based on scarcity. Spells of 4th through 5th level illusions. An argument between two veterans are beyond the reach of most people.

People are escalates into violence: the Brelish tough familiar with the concept of spells like teleportation produces a knife, but the Aundairian duelist or raise dead, but few people have ever seen either already has a wand in her hand. Only the Magic is a part of life in Khorvaire.

Arcane most remarkable magewrights have access to magic is a form of science, and the Five Nations such magic, so these services usually come from are built on this foundation. Magewrights are the dragonmarked houses—specifically heirs professional spellcasters who use rituals and with Greater Dragonmarks and dragonshard cantrips to provide a host of services.

The focus items. And manifest zones are specific 20, gp. In practice, these things are rare. Of course, Wide Magic, Not High Magic should you have a ridiculous sum of gold burning While magic is widespread, the scope of magic is a hole in your purse, you might be able to limited. Low-level spells are a part of everyday commission House Cannith to create a rare item life, but high-level magic remains remarkable.

Common Magic. Cantrips and 1st Very Rare and Legendary Magic. Spells level spells are commonplace. Magewrights, of 6th level and above are largely the stuff of wandslingers, and dragonmarked heirs can all legends and folktales. Common magic items generally range in price Legendary magic items are generally the work from 50— gp.

Very rare magic items could be tied and dragonmarked heirs who can cast 2nd to similar sources, or they might be masterworks and 3rd level spells, and such services can be of the elves of Aerenal or Valenar heirlooms. There are entirely magical fingers. They may use lengths of wire or iron rods, careers, such as the medium or the oracle. An oracle combined together.

A lamplighter can work with might work with cards or dice, or study charts of mundane lanterns, but also learns continual flame planar conjunctions. The magewright performs to create and maintain the everbright lanterns that magic as both a job and a science. A chef can heat and flavor food Here are some examples of magewrights and with a cantrip. Not every healer can A magewright knows one to four cantrips or cast lesser restoration, and not every oracle can cast spells.

Cantrips divination—these are general guidelines. Proficient with Medicine and time of up to one hour. Mending, prestidigitation; both 25 gp for a 1st level ritual, 50 gp for a 2nd level only affect fabric.

Light, continual flame 1-hour is only a basic guideline. Arcane lock 1-hour ritual, 50 lock they want to create. Speak with dead ritual, gp quite versatile. Prestidigitation can heat or chill component cost. Some mediums use a an object, light or extinguish a flame. Both the form of minor illusion to conjure an image lamplighter and the chef may know prestidigitation, of the deceased. Augury ritual, 50 gp cost ; divination of thaumaturgy that helps project their voice but 1-hour ritual, gp cost.

Artisans often know a version of guidance that only helps The term magewright specifically refers to an with their particular art. This could also result arcane spellcaster. Such a focus. Anyone who can The Last War saw a dramatic increase in the perform arcane magic could be considered a use of magic in battle.

As such, whether your character is found in the armies of most nations. Due to the a wandslinger is really a question of style. If so, who this has remained an elite specialty. The common did you fight for? Within the army, such weapon, or do you hate being forced into a soldier is referred to as an arcaneer. Do you have a diverse range of On the streets, they are called wandslingers. A common use an arcane focus when casting a spell. An comfortable with a focus in your hand.

As long as your DM approves, you could The critical limitation of the wandslinger is a justify the abilities of an arcane class as dependence on an arcane focus. A wandslinger being derived from wandslinger training as must have an arcane focus—a wand, rod, opposed to the usual source. Some choice of Sorcerous Origin or Otherworldly wandslingers use different focuses for their Patron reflects specialized military training. As a with a fiend, your warlock has a connection to result, arcane focuses are regarded as weapons an elite order of arcaneers that share these throughout Khorvaire.

Are you an impetuous duelist, quick to draw your wand at the first provocation? A former soldier trained to use magic as a weapon? Or an arcane scholar who despises hotheaded wandslingers who know nothing about the science of magic? Chapter 3 offers a wider selection of arcane focus items that can add color to your character. The Dragonmarked Houses of Shadow dominate the entertainment industry. Each house has its own standard postal service, delivering messages by theatres, companies, and star performers, but horse and lightning rail.

A direct delivery within a city could run of artists and entertainers. Sending a large or unusual package— or a rushed delivery—costs considerably more. The basic tool is the speaking stone, manifestation of magic is glamerweave: clothing which allows a dragonmarked operator to send a imbued with illusion. This can involve concrete short message to any other speaking stone. Sending images, such as a cloak lined with glittering stars a message through the stones costs 1 gp for or a gown with a pattern of flames; the wearer every five words in the message and takes one might even be able to adjust the intensity of minute for every ten miles between the station these flames with a word.

More elaborate and and the destination. The gnomes at the receiving expensive glamerweave could even produce the station will transcribe the message; for an extra effect of being wreathed in flames. Most large communities slowly shifting colors or a shimmering glow, will have a message station, but small villages or for example.

Glamerweave can cost anywhere frontier towns may not. A Sivis enclave might have a and competition between designers has grown in heir who can perform sending, which can send a recent years. If available, this Medicine The halflings of House Jorasco have long service generally costs gp. Most large communities have a Jorasco healing house, and Entertainment even smaller communities often have a lone While true bards are uncommon, magewright Jorasco healer.

The basic services provided by entertainers learn to weave magic into their Jorasco involve use of the Medicine skill and performances. Illusion is a common tool, used herbal remedies. The next tier of treatment is both to enhance a mundane performance or lesser restoration, offering immediate recovery from as an art form in its own right.

A gymnastic disease for those willing to pay the price. Greater performance might incorporate jump or feather fall. House Jorasco is in a general release of hostile ghosts; or even a also the primary source of healing potions; the marut inevitable manifesting and attacking the quantity and quality available will depend on the spellcaster.

All of which means that resurrection size of the healing house. The Church of the Silver general public. Most of the time, when someone Flame and priests of Boldrei often maintain dies, they stay dead.

House Jorasco has a handful of altars All the standard modes of transportation can be of resurrection, and someone with the Greater found in Khorvaire.



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