EBERRON FOR RUNEQUEST/LEGEND

Credits Contents

AUTHOR Introduction 2 Dan True Chapter 1 – The World 3 Chapter 2 – Races 6 CO-AUTHOR Malte Lund Adamsen Chapter 3 – Cultures 15 Chapter 4 – Handling classes 27 who has written the Psionics chapter and have provided countless useful comments and Chapter 5 – Skills 31 suggestions along the way. Chapter 6 – Religions 38

EDITING & LAYOUT Chapter 7 – Heroic Abilities 54 Dan True Chapter 8 – Equipment 55 Chapter 9 – Magic Items 65 TEST PLAY Nickie Kühnel, Chapter 10 – Magic 79 Malte Lund Adamsen Chapter 11 – Psionics 95 Nikolaj Foli Nielsen Emilie Poulsen Chapter 12 – Friends, Foes and Perils 102 Chapter 13 – Conversions on the fly 145 ILLUSTRATIONS Index 146 Nickie Kühnel

In addition to various free art pieces found on the internet under permission for use non-commercially.

SPECIAL THANKS TO Keith Baker, Pete Nash, Lawrence Whitaker

All the creators of the original RuneQuest.

DISCLAIMER This book contains material converted from Intellectual Property of ®. No material in this book seeks to ownership of copyrighted material. ® and anything associated are owned purely by Wizards of The Coast®.

This work is strictly non-commercial and may not be sold. It is freely available online. The content of this book has been made purely for gaming purposes and any affiliation to real-world persons, places or viewpoints are unintentional and coincidental.

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INTRODUCTION This book introduces the Eberron setting of HOW TO USE D&D to RuneQuest 2. It is a focus throughout To use this book effectively, you should have a the book to make it easy for players to make good understanding of Eberron – or gain it the transition between systems and also for through play. If you know nothing of Eberron, I experienced RuneQuest players to use a would advise using The Forgotten Forge from settings differing from the standard medieval the Eberron Campaign Guide and use it as a . starting point for playing Shadows of The Last , Whispers of The Vampire’s Blade and This book is under constant change and update Grasp of The Emerald Claw – which are all and if you have ideas or corrections, feel free to published adventures made to introduce the make contact. I am especially interested in world to newcomers. Sadly they have gone out people having used this book for gaming and of print, but some game stores still have them having found faults, balance issues or the like – as leftovers. I am planning on including a or just their general experience. If nothing else, starting adventure in this book later. I’d like to hear what you think of it, and whether you use it. You can contact the Author Throughout the book there will be several through the Official RuneQuest 2 forum, mentions of spells. To be able to discern accessed through ’s between them where necessary, they will be homepage. marked with a superscripted letter. Spells bearing an (E) are new spells introduced in But for now, delve into the magnificent world Chapter 10 – Magic. Spells bearing an (C), (D) or of Eberron – Happy Gaming! (S) are common, divine and sorcery WHAT IS THIS BOOK? respectively, from the Core Rulebook. Spells (N) (P) This book is not an exhaustive guide to the bearing an are from Necromantic Arts, are (W) Eberron universe. The book contains next to from RuneQuest Compendium 1, from Wraith (SC) none history, information or ‘fluff’ about what Recon and from SpellCom. Eberron is and how it’s used. This book is merely a collection of rules on how to use the material found in the original books on Eberron, for use in RuneQuest 2. So you can find a culture for Breland in this book, but almost none of the information on how the WHAT BOOKS DO I NEED? country is run or its geography. The fluff that is To use the Eberron for RuneQuest, you need in this book has been included to give setting- access to the Core Rulebook of RuneQuest 2, newcomers a feel of the setting. as well as the Eberron of The focus of the book is to give stats & rules for D&D 3.x/4e. central parts of Eberron. This book introduces Arms and Equipment, Necromantic Arts, the races, cultures, new types of magic, Wraith Recon and SpellCom are all equipment and monsters that Eberron should recommended, but are not strictly not be without. necessary for using this book.

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CHAPTER 1 – THE WORLD The world of Eberron is one of swashbuckling adventure, exploration, mysteries and dark heroic fantasy, a world where magic is harnessed in the form of fantastic technology and conspiracies and intrigue abound.

The features that set Eberron apart from many other worlds, is that it combines traditional medieval fantasy with pulp action and dark, intrigue-laden adventure. In the towns of Eberron life is more alike to a gritty 1930’s gangster town than to a medieval city; in Xen’Drik adventures remind one more of Indiana Jones than of medieval heroes. Yet still, in the countryside monsters still roam and old tombs lay forgotten, ready to be investigated and plundered by the next band of classical adventurers.

The world of Eberron builds on a rich history inhabitants live in apartments, with shifting stretching back for millennia, built on the jobs and opportunities. Now, when the dust of deeds of daring heroes, powerful magic and The Last War is settling, people find that there ancient secrets and the horrors of The Last is a world ripe with opportunity waiting in the War. Unlike in a more traditional fantasy cities: in trade and in industry. setting, The Last War has left a world, where The coinage is, with one addition presented life cannot be painted in the monochromatic here, the same as in RuneQuest 2. Most people shades of black and white but only in a use the slang however, instead of the usual thousand shades of gray. RuneQuest names. Use the table below.

CURRENCY & ECONOMY The coinage is standard over most of There is a huge gap in lifestyle and economic Khorvaire, as most regions were introduced means between the countryside and the large into the economy by the unity of Galifar. cities. On the country, the economy is agricultural and people tend to stay in the same Other areas of Eberron, such as Sarlona, of areas as they were born. In the cities however, course use other currencies. the economy is almost industrialised and the

Name of Coin Slang Abbreviation Worth Copper Pennies Copper Crowns CP 5 LB Silver Pieces Silver Sovereigns SP 10 CP / 50 LB Gold Crowns Golden Galifars GC 20 SP / 200 CP Platinum Pieces Platinum Dragons PP 5 GC / 100 SP

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MAGIC SPIRITS Eberron is steeped in Magic. Magic penetrates, Spirits serve a much different, and much lesser, influences and forms everything – from the role than in ordinary RuneQuest. Spirits do Draconic Prophecy that penetrates the world, exists, such as Ghosts for example, but the to the of The Last War. Magic drives classical nature spirits are practically non- society of Khorvaire: it guides the artisans, it existent - Spirit Magic does not exist on transports the people, it cools the food and it Eberron – although some people worship keeps the Mile-High towers of Sharn from spirits, that are either distant or non-existent. falling. One thing in Eberron that might pass as the As such, there are some differences as to how Spirit Plane, is the Ethereal plane, a shadowy Magic works in Eberron. These will be outlined version or out own world with its own spirit- here. like denizens. However the details of the planes and of spirits, have been left for you to decide First of all, enchanted items are much, much yourself. more common in Eberron than in a standard RuneQuest setting. Everburning lanterns MORALITY provide street illumination, arcane marks Eberron is a world drawn in a thousand shades proves identity, officers of town guards carry of grey. When dealing with NPCs and wands of dispelling and mighty Wizards carry adventures DMs should be just as careful to use staffs of . The details are outlined the word evil or good as one should in the in Chapter 9 – Magic Items, but know for now modern world. that Magic Items are central to the setting, and so are the Artificers who create them. However, good and evil will be used scarcely in this book. They refer to primal forces that has Common Magic is used intensively in Eberron. been at large in the world since its creation, in It is the used to model one form or another, symbolised in the struggle magewrights, magic using artisans, bardic between Siberys & Eberron versus Khyber. Evil magic and low-key wizard magic. refers to the demons of Khyber, the madness of Xoriat or the negative energy from the plane of Divine magic exists as always, with proper Mabar, as found in undead. Good refers to the cults provided in Chapter 6 – Religions. forces trying to stop evil, such as the force of However, the gods are distant or (some say) the Silver Flame or positive energy of the plane non-existing. Service to the gods is a matter of of Syrania. faith, not certainty. Remember though, that these are not moral In Eberron there exist both Sorcerers and viewpoints, but primal forces of nature. That Wizards. Rules wise these are treated almost fought the demons, doesn't mean identically, with both being learned in the art of all dragons are good - that a man is a murderer, Sorcery as presented in the Core Rulebook. It is doesn't mean he's evil and because a paladin important to note this, as all references to follows the Silver Flame, doesn't mean he's Wizardry, simply means sorcery in standard good. Good and evil are not a label for actions RuneQuest terms. or viewpoints, they're primal forces of nature.

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This is especially true when dealing with mortals. A priest of the Silver Flame may be corrupt and decadent, but can still channel positive energy through his association with the flame. Even if he consorted with demons, he would still only be in contact with evil - not himself evil, though many of his fellow men & priests would call him so.

True evil or good is reserved to the servants of these forces of nature, such as celestials, undead or the aberrations of Xoriat. A Detect Evil spell may reveal undead, devils, demons and possibly any mortal who consults with these creatures, depending on amount of exposure - but probably not a simple murderer.

For more information on the world of Eberron, view Chapter 7 – Life in the world, of the Eberron Campaign Guide. I can also greatly recommend using the Eberron Wiki on http://eberron.wikia.com.

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CHAPTER 2 – RACES These are the normal player character races for when using an improvement roll they count Eberron. All races use the normal system for their INT as double what it really is. creating character as given in the RuneQuest II Core Rulebook. Much of the text under the races CHANGELINGS comes from the Eberron Wiki. New traits are Changelings possess a natural ability to alter discussed in Chapter 12. their physical appearance, but are somewhat limited in the forms they can take compared to HUMANS the doppelgangers in their races’ family tree. The dominant race of Eberron, humans That being said changelings are able to alter migrated from Sarlona to Khorvaire nearly their height by as much as a foot growing 4.000 years ago. Over time humans spread across Khorvaire, establishing settlements that either taller or shorter, change their physical would later evolve into what are now known as features to appear as another humanoid race the Five Nations. and even take on the appearance of either gender (though changelings are sexually Humans possess four of the thirteen dimorphic with clear physical differences dragonmarks. Because of this they have between males and females). established themselves as one of the most powerful races in Khorvaire. In their natural forms changelings resemble gray skinned humans but lack some facial Humans also seem to be exceptionally adept definition such as nostrils or lips (though they and skilled at learning all manner of trades. still have noses and mouths). As noted above From blacksmith to anthropologist, to fate- changelings can indeed take on the appearance tempting adventurers humans demonstrate a of either gender but in their natural forms they proficiency in anything they set themselves to. are clearly either male or female. While they don't possess the extreme abilities members of the other races sport, they more Changelings have long been persecuted by than make up for their lack of individual other races, seen at best as tricksters and con- strength with a versatility that is second to artists, at worst as thieves and assassins. Many none. people find it hard to trust changelings, and while their talents make them natural spies Humans and criminals, in reality a changeling is just as Dice Average likely as any creature to turn to good or evil. STR 3D6 11 CON 3D6 11 Changelings SIZ 2D6+6 13 Dice Average INT 2D6+6 13 STR 3D6 11 POW 3D6 11 CON 3D6 11 DEX 3D6 11 SIZ 2D6+6 13 CHA 3D6 11 INT 2D6+6 13 Movement: 8 POW 3D6 11 DEX 3D6 11 Adaptable: Humans are adaptable and easy to CHA 3D6 11 learn new ways of doing things. As a result, Movement: 8

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Minor Shapechange: Changelings can change to further their interests lead by the Iron their appearance at will. They can mould their Council. bodies as they wish, within some limits. They can maximally become about 30 centimetres Dwarves stand only about 1.30 m tall on higher or shorter (within 2 of their original average, but tend to weight the same as size) but can otherwise change facial features, humans due to their compact build. Dwarves become fatter, slimmer, change body type and mature at 50 and can live to be over 400 years so on. They can even appear as members of old. other races or genders within the above limits Dwarves and as long as they are humanoid in nature. Dice Average They revert to the original form when slain. STR 4D6 14 This effect can never have an effect on their CON 3D6+6 17 damage modifier, statistics or hit points. SIZ 1D6+4 8 INT 2D6+6 13 Unwelcome: Changelings have a hard time POW 3D6 11 fitting into society without posing as other DEX 2D6+3 10 CHA 2D6 7 races, as most people feel disquieted around Movement: 6 changelings in their true form. As such they receive 20 less skill points at character creation Traits: Dark sight, Earth Sense than usually (i.e. only 230), due to lesser parental and cultural influence. ELVES In Eberron, modern elves are split into many DWARVES distinct cultures: the Aerenal, the Valenar, the Dwarves are long-lived, short and stout Khorvaire elves, and the of Xen'drik. Each humanoids with a penchant for fine of these distinctive cultures has a common craftsmanship, precious stones, and ale shared belief in ancestor worship but each with (though not necessarily in that order). a unique twist. Inhabiting deep caverns and caves amongst mountain ranges, Dwarven culture tends to be The Aerenal elves worship their ancestors as suspicious of outsiders though they generally Deathless, lifeforms much like undead but kept get along well with most civilized races, with alive by the positive energy plane of Irian. the exception of giants which seem to be a These Deathless serve as advisors and universally hated foe. defenders and are considered by those who worship them to be divine as a whole, in the In the history of Eberron, dwarves are said to form of the Undying Court. have originated in the Frostfell, an icy continent north of Khorvaire. There, they were The Valenar elves worship only their warrior slaves of the various giants (probably settlers ancestors. By emulating the deeds of their from Xen'drik) who had colonized the icy ancestors, they believe their spirits can live terrain. forever. They do not resurrect their fallen or beloved as Deathless. Dwarves in Eberron live almost exclusively in the region known as the Mror Holds. There are The Khorvaire elves are as diverse as the twelve distinct dwarven clans in the Mror race as a whole. They divide themselves by Holds and the clans form a loose confederation nation or by House and often follow the local customs. A few still hold their

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own race's beliefs in ancestor worship, but not Gnomes to the same degree as the Valenar or Aereni. Dice Average Their half-elven descendents, the Khoravar, STR 3D6 11 CON 3D6+3 14 have merged with the human community. SIZ 1D6+4 8 Elves do not sleep; instead an elf meditates in a INT 2D6+6 13 POW 3D6 11 deep trance 4 hours a day. While trancing they DEX 3D6 11 dream, although they do this more as a mental CHA 3D6 11 exercise than letting the mind fly freely. Movement: 7

Elves usually stand about 1.50 meters tall, Traits: Night sight, Excellent Hearing, +5% to weighing in average 40 kg. Elves mature at 110 Evade, Perception and Stealth and can live to be 700 years old Natural spells: A natural affinity and cultural Elves heritage makes gnomes able to manipulate Dice Average magic naturally. A gnome can at will spend one STR 2D6+3 10 magic point to either create a low sound, CON 1D6+4 8 SIZ 3D6 11 glowing lights (which she can move around), INT 2D6+6 13 lift up to ½ kg of material, chill, heat or flavour POW 3D6 11 materials. This effect last at most 15 minutes DEX 3D6+6 17 (spend additional MP to keep going). These CHA 3D6 11 effects are generally not appropriate for use in Movement: 10 battle. The gnomes use these natural spells to Traits: Night sight, Excellent Hearing, Excellent tease and trick those around them. Sight, +10% to Sing, cannot be put to sleep.

GNOMES Gnomes are small humanoids, standing around 1m tall and weighing around 20 kg. Their skin colour ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. They usually live to be about 350 year old, although cases of 500 years have been seen.

Gnomes are among the most inquisitive of races. They seek knowledge in all its forms and tend to careers which allow them to fulfil this thirst: bards, historians, alchemists and librarians, as well as spies.

Because of this drive, gnomish society is a complex network of gossip and intrigues, which would drive most other races mad, but is the bread and butter of gnomish life.

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GOBLINS societies and some even speak of a future for a A goblin stands about a metre tall and weigh half-elven nation – which most however cannot around 20 kg. Its eyes are usually dull and see a reason for, as racial communities within a glazed, varying in colour from red to yellow nation is one thing, but another nation is quite just as their skin do; usually all members of a another. single tribe are about the same colour. Goblins Half-elves fit in well in Khorvarian society, wear clothing of dark leather, tending toward getting along with most races naturally and not drab, soiled-looking colours. Goblins have a having problems conforming to Khorvarian shorter lifespan than humans, maturing quickly culture. but usually only living to be 50 or 60 years old. Half-Elves stand about as tall as humans, but Goblins and their cousins (Bugbears and tend to be slimmer and more graceful, albeit Hobgoblins) ruled the mighty Dhakaani Empire not much. They mature at around age 20 and spanning across Khorvaire nearly 30.000 years they live longer than humans, often reaching ago. Now a pale shadow of their former glory, 120 years of age or more. most goblins either live in the Goblinoid Society of Darguun or are eking out an Half-elves existence in the underbellies of the Cities of Dice Average Khorvaire, especially in Sharn. STR 3D6 11 CON 3D6 11 Goblins SIZ 2D6+6 13 Dice Average INT 2D6+6 13 STR 3D6 11 POW 3D6 11 CON 3D6 11 DEX 2D6+6 13 SIZ 2D6+3 10 CHA 3D6 11 INT 2D6+6 13 Movement: 8 POW 2D6+6 13 DEX 3D6+6 17 Traits: Night sight, +5% to Perception and Sing CHA 2D6 7 Movement: 7 HALF- The half-orcs are originally progeny of human Traits: Dark sight, +10% to Stealth. and procreation, though half-orcs can mate with either species and create half-orc children HALF-ELVES – and the half-orcs have now evolved into a Half-elf are one of the common races. They separate race that breeds true. descend from elves and humans but have since become a new unique race, distinct from both Half-orcs occupy a border in society. Although their elven and human ancestors. Half-elves orcs are recognized as a civilized race under refer to themselves as ‘Khoravar’ and are found the Galifar Code of Justice they are none-the- throughout the continent; they are not less looked down upon by the more civilized concentrated within a specific geographic races and the half-orc inherits enough of their region. savagery to discomfort many by their sheer presence, though the human ancestry in them Many half-elves simply fit into the society they craves social structure and comforts. live in, culturally interchangeable from humans and not even forming communities of their Half-orcs are fairly rare in Eberron though the own. However, some half-elves do form unified half-orcs of House Tharashk in The Shadow

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Marches have developed a society of their own Traits: Excellent Hearing, +10% to Athletics, fuelled by their knack for tracking things down, Evade and Stealth. most notably dragonshards. HOBGOBLINS Half-orcs are roughly as tall as humans, though The hobgoblins of Eberron originated in built more compactly, and they live about as Khorvaire. They are called the ghaal'dar, or long. Their skin is a greyish colour and they "mighty people", in their own tongue. They are sport sloping forehead, jutting jaws, prominent a clever, strong and disciplined race with teeth and coarse body hair. perhaps a tendency to cruelty. Their intelligence and strength, as well as their Half-orcs organizational skills make them the natural Dice Average STR 4D6 14 leaders of the goblinoid races. CON 2D6+6 13 SIZ 2D6+6 13 The hobgoblins of Eberron have a keen artistic INT 3D6 11 and crafting sense and are expert stonemasons POW 2D6+3 10 and weapon and armorsmiths, with the DEX 3D6 11 Dhakaani rivalling even the dwarf clans of the CHA 2D6 7 Mror Holds in skill. The hobgoblins are also Movement: 8 excellent miners and their byeshk mines Traits: Dark sight during the height of the Dhakaani Empire made it possible to make weapons capable of holding back their many enemies. The of Eberron varies from nomadic They are now the warriors and leaders of the dinosaur riding barbarians to wily urban nation of Darguun, a nation of goblinoids merchants and professionals. With the broad where they try to recreate the past glories of expanse of the Talenta Plains, the shelter of their Dhakaani Empire. urban havens spread across Khorvaire and the potency of House Jorasco and House Ghallanda Hobgoblins stand around the same height as the halflings are as pervasive as any other humans, but a broader and more densely built. racial group across Khorvaire. They live slightly shorter than humans; although they live to die of old age. Halflings stand less than 1 metre in height and usually weigh around 15 kg. They mature in the early twenties and generally can live to be around 150 years old.

Halflings Dice Average STR 3D6 11 CON 2D6+6 13 SIZ 1D6+3 7 INT 2D6+6 13 POW 3D6 11 DEX 3D6+6 17

CHA 3D6 11 Movement: 7

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Hobgoblins The kalashtar appear very similar to humans, Dice Average but have a grace and elegance that makes them STR 3D6 11 appear almost too beautiful. They are slightly CON 3D6+3 14 taller than the average human, and their faces SIZ 2D6+6 13 INT 3D6 11 have a slight angularity that sets them apart POW 3D6 11 from the human norm, but their deviation from DEX 3D6+3 14 average only makes them seem more CHA 2D6+2 9 attractive. Movement: 8 Kalashtar Traits: Dark sight, +10% to Stealth. Dice Average STR 3D6 11 Uncivilised: Hobgoblins have a hard time CON 3D6 11 fitting into human society, more so than SIZ 2D6+6 13 goblins. As Darguun shows, they even have a INT 2D6+6 13 hard time building a society of their own. As POW 3D6 11 DEX 3D6 11 such they receive 20 less skill points at CHA 3D6 11 character creation than usually (i.e. only 230), Movement: 8 due to lesser parental and cultural influence. Traits: Slippery mind, Naturally psychic KALASHTAR The kalashtar are a compound race: Mindlink: Most kalashtar have the ability to incorporeal entities from the alien plane of Dal forge links to a subject mind within 10 metres Quor, the Region of Dreams, merged with which must be sentient and self-aware. The human bodies and spirits to form a distinct bond can only be established if the subject is species. They were once a minority among the willing. The kalashtar and subject can quori, the native race of Dal Quor, hunted and communicate over the connection. Range is persecuted for their religious beliefs. irrelevant when the bond has been established and the bond lasts for one round per POW of The Kalashtar are quori who, fleeing the kalashtar and can include up to half POW persecution, transformed their physical forms subjects. All subjects can communicate with into psychic projections that allowed them to each other. enter the Material Plane and merge in a willing partnership with humans. Creating a bond costs 1 magic point. The link can be maintained continuously by spending As a true merge of human hosts and quori extra MPs. spirits, the kalashtar possess keen intellects, but are not ruled by logic. They seek the perfection of their minds and spirits, often to the exclusion of any physical pursuits. They are generally warm and compassionate, but their manners and ways of thinking are alien to the native races of Eberron. They are more interested in psionics than in the magic that pervades Khorvaire, and often lace their discourse with esoteric terms.

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SHIFTERS this chosen shifter trait (see below). Shifting Shifters, also known as the weretouched have costs 3 magic points and lasts for a number of both humans and lycanthropes among their combat rounds equal to CON, and can be distant ancestors. Shifters posses just a small maintained by spending further magic points. portion of their forefathers' shape-shifting The effect when shifting depends on the shifter abilities: They cannot transform wholly into an trait selected. animal but can instead shift parts of their body Since shifting can be hard for the body; if the to become animal-like for short periods of time. shifter fails any fatigue tests due to activity In 832 YK the Church of the Silver Flame led an while in shifter form, he immediately inquisition to wipe out all lycanthropes in transforms back to his natural form. In addition Khorvaire, Shifters included. The inquisition due to the strain on the body, he takes an extra lasted fifty years, killing most lycanthropes and level of fatigue. So, if failing a fatigue test would driving the survivors deep into the Eldeen normally cause him to become winded it will Reaches where they remain to this day. instead causes him to become tired.

Shifters are generally accepted in the nations of Shifter Traits: At character creation the shifter Khorvaire, though some might take personal must choose one of the following special traits: exception to them. They look profoundly Beasthide: While shifting a beasthide shifter human, except for their beastly hair growth, gains a natural armour bonus of 2 AP to all animal like facial features and cat-like reflexes locations. This natural armour stacks with any and speed. armour the shifter may be wearing, but does Shifters not impede the wearers strike rank, skill Dice Average checks or ENC limit. STR 3D6 11 CON 3D6 11 Cliffwalk: While shifting a cliffwalk shifter SIZ 2D6+6 13 gains +2 to DEX and +40% to Athletics checks INT 3D6 11 when climbing and climbs half his movement POW 3D6 11 as a combat action instead of only a quarter. DEX 3D6+6 17 CHA 2D6+2 9 Dreamsight: While shifting a dreamsight Movement: 10 shifter gains +2 to POW and the ability to Traits: Night sight, +10% to Athletics. communicate with some appropriate animals (GM’s discretion). He should also gain Unwelcome: Shifters have a hard time fitting appropriate bonuses to social checks involving into society without posing as other races, as animals (calming a frightened horse for most people feel disquieted around shifters. As example). such they receive 20 less skill points at character creation than usually (i.e. only 230), Gorebrute: While shifting a gorebrute shifter due to lesser parental and cultural influence. gains powerful horns that are great for charging (but too cumbersome to use as other Shifting: A shifter can enter a state called weapons). This increases his damage modifier ‘shifting’, when he takes on the aspect of his when charging a further step, so a gorebrute lycanthrope heritage. Shifting takes a few shifter with a damage modifier with +1D2 seconds (instant in combat) and transforms the would get a modifier of +1D6 (to +1D4 from body of the shifter temporarily, depending on charge and to +1D6 from horns). Furthermore

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the gorebrute shifter receives a severe They need no sleep, cannot tire and are built punishment (usually -40% or -60%) for any armoured. The warforged were made to fight social interaction skill check attempted while in the Last War, and they continue to fulfil their in this form. purpose with distinction. Now that the war has ended the warforged try to adapt to the Longstride: While shifting a longstride shifter relative era of peace. The warforged have a gains +2 to DEX and +2 metres to his range of personalities equal to those of other movement. sentient beings, but most tend to sway towards Longtooth / Razorclaw: The shifter grows discipline and clear command lines, and they either a pair or long fangs or sharp claws which generally have a hard time understanding can be used as weapons. Regardless the shifter leeway and humour. uses his unarmed skill to make attacks, and the Not all warforged were directly built as new weapons deals either 1D6 damage (the frontline troops. Some were made as scouts, fangs) or 1D3 (the claws), furthermore the assassins or bodyguards. Some were mass- claws counts as formidable natural weapons produced and rushed through trained, while and as dual wielding. Furthermore the shifter others are manually designed for a single receives a severe punishment (usually -40% or purpose alone. Many of these warforged -60%) for any social interaction skill check remain in the employ of House Cannith to this attempted while in this form. day, though they now have the blessing or Swiftwing: While shifting a swiftwing shifters curse of choice. arms rapidly grow large flaps of skin, Warforged resembling bat’s wings. This grants him a fly Dice Average movement of 6 metres. STR 3D6+3 14 CON 3D6+3 14 Truedive: While shifting a truedive shifter SIZ 2D6+6 13 gains +2 to CON and grows webbed skin INT 3D6 11 between fingers and toes. This grants him a POW 2D6+2 9 swim movement of 8 metres and a +60% to all DEX 2D6+6 13 CHA 2D6+2 9 swim checks. Movement: 8 Wildhunt: While shifting a wildhunt shifter Traits: Formidable Natural Weapons. gains +2 to CON and a highly enhanced sense of smell. This gives her a +30% to perception Natural Armour: Warforged bodies are built checks involving scent or smell. as armour and as such they always count as wearing armour granting AP to all locations, WARFORGED and they cannot wear armour on top of this. The warforged (or just ‘forged) are a race of What AP bonus is granted is determined by the living constructs created by House Cannith to original purpose of the Warforged (choose one serve as soldiers in the Last War. With the at character creation): signing of the Treaty of Thronehold they have been recognized as sentient beings and given Regular: This Warforged was built for varying freedom. Ever since then they try to fit in into a jobs on the battlefield and at camp. His natural world that apparently has no further use for armour consists of metal plates, but does not them. cover all essential parts, and so he has a

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armour bonus of 3 AP. This armour gives an  Made of metal: A warforged does not armour penalty as usual. heal naturally over time, only by repairs. Magical healing has a soothing Scout: This Warforged was outfitted as a scout effect on a warforged, but does not heal and has such been outfitted with mithral any HP. Instead a caster must use spells armour, for average protection combined with that repair objects, such as the common speed, stealth and gracefulness. The Warforged magic spell ‘Repair’, the sorcery spell armour bonus is 3 AP and does not interfere ‘Form/Set’ or any similar effect. A with his skills for stealth, sleight, climb and warforged cannot be healed by first aid; swim etc.; it does however still interfere with instead a character healing a warforged his strike rank (-5). This outfit cost 30 of the may use any relevant skill1 instead, to skill points received at start due to the extra similar effect as first aid would have on training this Warforged has gone through to an organic creature. Other than this the move fluently in his armour. warforged is rules-wise affected by Warrior: This Warforged was built as a wounds, damage and combat frontline fighter with heavy assault in mind. manoeuvres as any organic. The Warforged is therefore outfitted with an adamantine alloy body, with grants it a Remember that the warforged consists stunning 7 AP. This results in an Armour of metals, rare wood and artificial Penalty of -9. This outfit cost 30 of the skill fibres. Therefore he will react points received at start due to the extra differently to attacks that are normally training this Warforged has gone through to just an annoyance, like magical rust or fight effectively in his armour. Note that even metal shaping. Indeed many nations of though the armour penalty would usually mean Khorvaire have during the last war the warforged cannot climb, it will always have developed weapons specifically for use a climbing movement of at least 2 (except if his against enemy warforged. climbing speed is ruined by other sources, such as encumbrance).  Military Training: Warforged do not have a childhood and a long learning Built to fight: process, and as such they do not gain all the benefits from the culture they  Non-breather: Warforged are immune chose. They only gain Combat Styles to poison, sleep, paralysis, and any and Starting Money from their culture. similar effect such as fatigue or nausea. Regardless of the culture they chose, A warforged does not need to eat, sleep they receive the following: or breathe – he can partake in meals if he wishes to (although the food is Common Skill bonuses: magically removed at no gain), +10 % to Athletics Brawn and including potions (which have an effect Resilience. as normal), although some potions might not work on him - use your best Advanced Skills: judgement. Lore(Military) +30%

1 Mechanism as First aid and Craft(Smith) as medicine are obvious examples. Use common sense here.

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CHAPTER 3 – CULTURES For some culture packages I have given races not exist in the culture, but as always you as a that are not appropriate for the specific DM can decide that the character represents a package. This is often because the race does very special case.

AERENAL Only appropriate for elves The Undying Court is a collection of the most gifted and influential elves that have lived The elves of Aerenal, the island state south of through the long history of their elves - kept Khorvaire, are a distant and strange people to alive through positive magic, that keeps them many in Khorvaire. They have a long and proud in a undying state. The Undying Court act as history, but are very secluded. Except for a their ruling body o government - relying on all single port city, all of the islands are off limits the accumulated experiences and magical to foreign visitors. They guard their culture, power of generations of worthies. their heritage - and their dead. Not undead - indeed the Aereni despise all The elves of Aerenal worship no metaphysical undead - and retaining all their free will and deity. Instead, they worship their ancestors morals, the undying exists in every level of whose deeds freed them from being slaves to Aereni society. From simple bodyguards to the the giants, millennia ago. Indeed, they have near deity-powerful members of the Undying created their own deity through magic and Court. Worship of their worthy ancestors are belief - The Undying Court. central to

Common Skill Bonus Combat Styles Advanced Skills Starting Money All aerenal adventurers Aerenal adventurers All Aereni gain the Aereni begin the gain the following bonuses: choose two combat following advanced skills: game with styles from the following 4D6x70 silver +50% to Culture(Aerenal) and gain +10% to each: Courtesy +20%, pieces and Lore(Aerenal) Language(Elven) + 50%, +20 Influence and Dance 1H Sword, Dagger, Bow, Language(Common) + 30% Rapier, Spear, Polearm, Sling, Spear & Shield In addition they choose two advanced skill from the following:

Art(Any), Boating, Craft(Any), Language(Any), Lore(Any), Track, Play Instrument, Survival, Shiphandling

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AUNDAIR Aundair is one of the original five nations, Other than its extensive educational system located in the north of Khorvaire, near Scion and universities, Aundair is primarily an Sound. agricultural country. They have next to no industry and their exports consists mostly of Aundair is a nation with a long history for wine and cheese. knowledge and agriculture. Indeed, the nation contains the most respected arcane university During the war, Aundairs primarily fought in the world - Arcanix. Many Aundairians are Thrane and Karrnath, except for the civil war well educated, cultured and very well tearing the Eldeen Reaches from their rule. formulated. Fairhaven is the capital and the Their army primarily consists of elite units of largest city of the nation. Most of the populace magic/wand users, aerial cavalry and knights. live on the country.

Common Skill Bonus Combat Styles Advanced Skills Starting Money All aundairian adventurers Aundairian adventurers All aundairians gain the Aundairians begin gain the following bonuses: choose two combat following advanced skills: the game with styles from the following 4D6x50 silver +30% to Culture(Aundair) and gain +10% to each: Language(Common) + 50%, pieces and Lore(Aundair) Courtesy +10% to Dance, Ride, 2H Spear, 2H Sword, Evaluate and Insight Bow, Crossbow, Dagger, In addition they choose two Polearm, Rapier, Spear advanced skill from the and Shield, Spear, Sword following: and Shield Art(Any), Craft(Any), Language(Any), Lore(Any), Play Instrument, Teaching

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BRELAND Breland is the most populous of the original have lost next to everything in the war and five nations, and is arising as the industrial and seek to start anew. As such, no true stereotype economic heavy weight of the continent. It has of the Brelish people exists. an extensive industry, a strong professional army and a large population. Breland is however often very contained in itself and during most of the war both the The metropolis of Sharn, the largest city on leadership and people of Breland was very Khorvaire, lies in Breland and is responsible for hesitant to 'become entangled in foreign a large part of the nation's industrial output. affairs'. Only during the last decades of the war, The capital of Wroat is also a large city, with did Breland truly start awakening the truly many manufactories and craftsmen. immense economic resources at its disposal, and started its ascendancy. The people of Breland are very varied. Many still live in the villages of the country, either as craftsmen or farmers or in the extensive forests. However, a growing number of people are moving to the cities, especially since many

Common Skill Bonus Combat Styles Advanced Skills Starting Money All brelish adventurers Brelish adventurers All brelish gain the Brelish begin the gain the following bonuses: choose two combat following advanced skills: game with styles from the following 4D6x50 silver +30% to Culture(Breland) and gain +10% to each: Language(Common) + 50% pieces and Lore(Breland) Streetwise OR survival, +15% to Evaluate, Influence 2H Spear, 2H Sword, and Insight Bow, Crossbow, Dagger, In addition they choose two Polearm, Rapier, Spear advanced skill from the and Shield, Spear, Sword following: and Shield Art(Any), Craft(Any), Commerce, Language(Any), Lore(Any), Mechanisms, Play Instrument,

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CYRE, DESTROYED Cyre was the jewel of the Kingdom of Galifar changing the laws of nature and destroying the before The Last War split the five nations. It Jewel of Galifar forever. was a proud nation, its produce and art very sought after in the other nations. It was the Now, a thick heavy mists hangs over what was queen of Cyre, Mishann, who was to inherit the once Cyre, almost following the old borders. throne when King Jarot died of old age. As such Within, true horrors are found - bodies will not the Cyrans were some of the first to taste the decay, spells have taken a life of their own and bitterness of the war - and being surrounded monsters too weird to imagine stalk the thick by Karrnath, Thrane and Breland, Cyre bore the mist. brunt of much of the fighting. Most of the survivors of Cyre have been It all ended on 20 Olarune (February) 994 YK, accepted by Breland, and now either lives in now named the day of mourning. A terrible and the refugee district of Sharn or in the city of unknown magical event erupted from within New Cyre, founded in Breland with permission Cyre, killing all, unleashing powerful magic, from the King.

Common Skill Bonus Combat Styles Advanced Skills Starting Money All cyran adventurers gain Cyran adventurers All cyrans gain the Cyrans begin the the following bonuses: choose two combat following advanced skills: game with styles from the following 4D6x30 silver +30% to Culture(Cyre) and and gain +10% to each: Language(Common) + 50% pieces Lore(Cyre) 15% to any one advanced Pick any nation and gain a 2H Spear, 2H Sword, skill known2 +10% to Culture(nation) Bow, Crossbow, Dagger, and Lore(nation) Polearm, Rapier, Spear In addition they choose two +15% to Dance, Resilience and Shield, Spear, Sword advanced skill from the and Persistence and Shield following:

Art(Any), Craft(Any), Language(Any), Lore(Any), Mechanisms, Play Instrument, Survival,

2 Can be either an advance skill gained from culture or purchased for free skill points.

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DARGUUN Only appropriate for goblins and hobgoblins. quickly recognised the nation as sovereign and formed relations with it. The nation kept Darguun is the newly recognised goblinoid supplying mercenaries to the other five nation, forged from the ashes of war in nations, and thus earned some income. imitation of the ancient Dhakaani empire of the goblinoids. The nation was formally recognised in the treat of Thronehold, that ended the war. The new The country was created when many of the nation seems poised to keep the peace with its mercenary armies of goblinoids fighting on the neighbours and accept the influence from the southern frontier, united behind a single dragonmarked houses, to gain the benefits of leader, a fearsome hobgoblin named Haruuc. civilisations. However, there can be no doubt They rebelled against their former masters and that in the long term Darguun can only exists as their contracts with House Deneith, and a means of reclaiming the old continent declared the nation of Darguun in former Cyran goblinoid empire of the Dhakaani. lands.

As the attempts (one by Breland) to crush this new nation was repelled, the other five nations

Common Skill Bonus Combat Styles Advanced Skills Starting Money All darguun adventurers Darguunian adventurers All darguuni gain the Darguuni begin gain the following bonuses: choose two combat following advanced skills: the game with styles from the following 4D6x30 silver +30% to Culture(Darguun) and gain +10% to each: Language(Goblin) + 50% pieces and Lore(Darguun) Language(Common) + 10% +10% to Athletics, Brawn, 2H Axe, 2H Hammer, 2H Perception, Resilience, Spear, Axe and Shield, In addition they choose two Stealth and Unarmed Bow, Crossbow, Dagger, advanced skill from the Spear and Shield, Sword following: and Shield Language(Any), Mechanisms, Play Instrument, Survival, Track

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THE ELDEEN REACHES The Eldeen Reaches are the wild and huge The inhabitants of The Eldeen Reaches are a expanses of land and forests, to the west of peculiar lot. Shifters, humans, dwarfs and elves Aundair. Having been an Aundairian colony for live together in seeming balance with centaurs, many years, the settlers and forest creatures of satyrs and other forest spirits. The settlers who the reaches decided that it was time for came originally from Aundair have embraced independence, when Aundair could no longer the druidic traditions of the land, and thus live protect its borders from foreign insurgence. in partnership with the creatures of the forest.

This lead to a bloody guerrilla war, where The Eldeen Reaches have a very low population Aundairan forays where ambushed by when comparing its extensive size to other centaurs, dryads and the settlers - and the nations. Most of the country is made out of wild troops in turn brutally cut down civilians in the and untamed forests, with scattered towns and fear of them being hiding insurgents. agricultural areas. Its main exports are agricultural products, which House Orien Many of the Aundarians commanders transport over the extreme distances to the responsible have since the war been brought to markets of Khorvaire. justice for war crimes, but relations between the former brother nations is still cool at best.

Common Skill Bonus Combat Styles Advanced Skills Starting Money All eldeenian adventurers Eldeenian adventurers All eldeenians gain the Eldeeni begin the gain the following bonuses: choose two combat following advanced skills: game with styles from the following 4D6x40 silver +30% to Culture(Eldeen and gain +10% to each: Language(Common) + 50% pieces Reaches) and Lore(Eldeen Survival Reaches) 1H Axe, 1H Hammer, 1H +10% to Athletics, Spear, 2H Axe, 2H In addition they choose two Perception, Resilience and Hammer, 2H Spear, Axe advanced skill from the Stealth and Shield, Bow, following: Crossbow, Dagger, sling, Spear and Shield, Sword Craft(Any), Language(Any), and Shield Lore(Agriculture), Play Instrument, Track

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KARRNATH Karrnath is one of the original five nations, and the nation with the largest tradition for the has a very mixed reputation among the other Blood of Vol. Even though many members of nations, and is at some level even morally at this religion are merely commoners who accept war with itself. the inevitability of death and power of eternal life and blood, this made it easier for the The Karrns have a long tradition for discipline, country to go through the transformation it did militarisms and for getting things done. When in the war. the war started it had the largest, best trained and equipped army of all the nations. However, Now that the war is over and the undead several years of famine quickly depleted the legions outlawed and disbanded, Karrnath is Karrns ability to fight outside its borders, and struggling to find its place in the new world. the once stoic and powerful nation was More than any other nation, Karrnath seems besieged by Cyre form the South and Aundair dedicated to making this peace last and most from the west. This desperation led to the building relations to the other nations - as the Karrnathian procedure of using the bodies of leadership of Karrnath has not forgotten the their own and enemies as undead in their hardships of the population in the endless armies... an act that did not prove popular with stream of invasions. the other nations, and with many inhabitants too - especially the tradition and honour bound However, Karrnath remains ever vigilant. It has members of the Karrnathi military and many of forged an alliance with the halflings of the the clerical class, who saw undead as Talenta Plains and established forts in their abominations. country, to safeguard the plains and their southern border against Valenar Raids. Even though Karrnath, as all the other nations except Thrane, is primarily inhabited by followers of the sovereign hosts, Karrnath is

Common Skill Bonus Combat Styles Advanced Skills Starting Money All karrnathian Karrnathian All karrnathians gain the Karrnathians adventurers gain the adventurers choose two following advanced skills: begin the game following bonuses: combat styles from the with 4D6x50 following and gain Language(Common) + 50% silver pieces +30% to Culture(Karrnath) +15% to each: and Lore(Karrnath) In addition they choose two +10% to Evaluate, Athletics, 2H Axe, 2H Spear, 2H advanced skill from the Brawn and Unarmed Sword, Axe and Shield, Bow, following: Crossbow, Dagger, Polearm, Art(Any), Boating, Craft(Any), Rapier, Spear and Shield, Language(Any), Lore(Any) Spear,

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THE LHAZAAR PRINCIPALITIES The Lhazaar principalities take their name Nowadays the Lhazaar principalities are a from Lhazaar - the explorer who led humans to divided people, living with no central Khorvaire from Sarlona some four thousand leadership in petty princedoms in the north years ago. easternmost end of Khorvaire. They are superb traders, sailors ... and pirates.

Common Skill Bonus Combat Styles Advanced Skills Starting Money All lhazaarian adventurers Lhazaarian adventurers All lhazaarians gain the Lhazaarians begin gain the following bonuses: choose two combat following advanced skills: the game with styles from the following 4D6x50 silver +30% to Culture(Lhazaar and gain +10% to each: Language(Common) + 50%, pieces Principalities) and Boating, Shiphandling Lore(Lhazaar 1H Sword, 2H Spear, Principalities) Blowgun, Bow, Crossbow, In addition they choose two +10% to Athletics, Evaluate Dagger, Polearm, Rapier, advanced skill from the and Slight Sling, Spear, Staff following:

Art(Any), Craft(Any), Language(Any), Lore(Any), Play Instrument

THE MROR HOLDS Only appropriate for dwarves claim independence. The Mror Holds are responsible for a lot of the mining powering The Mror holds is the dwarven nation, the industries of Khorvaire, as well as high- consisting of almost-sovereign clans, found in quality manufacture. House Kundarak also has the north eastern mountains east of Karrnath. its headquarters in the Mror Holds, from where Until well into the last war it was a part of it adjusts prices and finance across all of Karrnath, but they used the opportunity to Khorvaire.

Common Skill Bonus Combat Styles Advanced Skills Starting Money All mrorian adventurers Mrorian adventurers All mrorians gain the Mrorians begin gain the following bonuses: choose two combat following advanced skills: the game with styles from the following Language(Dwarven) + 50% 4D6x70 silver +30% to Culture(Mror and gain +10% to each: Language(Common) + 20% pieces Holds) and Lore(Mror Commerce Holds) 2H Axe, 2H Hammer, Axe, +15 to Evaluate and Axe and shield, Crossbow, In addition they choose two Influence Hammer, Hammer & advanced skill from the +10% to Brawn and Shield, Polearm following: Resilience Art(Any), Craft(Any), Language(Any), Lore(Any), Mechanisms, Play Instrument, Streetwise, Survival

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THE TALENTA PLAINS Only appropriate for halflings next to nothing, and even though the plains are beautiful many people view the area as The Talenta Plain is the large, grassy plain that barbaric. stretches south of Karrnath, down to Valenar, between the former Cyre and the Endworld The people of talenta are hardy and live life by Mountains. simple traditions of family, honour and warrior traditions. It is common for young halflings to These plains are inhabited by the Talenta leave the plains , tribes. A people of nomadic halflings, riding returning home to start a family when they and flying their domesticated dinosaurs. have stories and exploits to tell of. As such, These nomadic tribes live off the land and their there is an ample supply of Halfling herds of animals. The Talenta export or import mercenaries about.

Common Skill Bonus Combat Styles Advanced Skills Starting Money All talentan adventurers Talentan adventurers All talentans gain the Talentans begin gain the following bonuses: choose two combat following advanced skills: the game with styles from the following 4D6x40 silver +30% to Culture(Talenta and gain +10% to each: Language(Halfling) + 50%, pieces Plains) and Lore(Talenta Language(Common) + 20% Plains) 2H sword, 2H Spear, Survival +30% to Ride Talenta Boomerang, 1H +10% to Athletics, sword3, Sword & Shield, In addition they choose two Perception and Stealth Talenta Sharrash, 1H advanced skill from the Spear, Staff following: Art(Any), Craft(Any), Language(Any), Lore(Any), Play Instrument

3 1H Sword combat style is also applicable to the Talenta Tangat.

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THRANE Not appropriate for shifters, half-orcs, goblins or Thrane has a reputation for being rural and the hobgoblins. people for being rednecks. During the war, not a few war crimes were committed by religious Thrane is another of the original five nations. extremists, and the fact that Thrane relied on a Since the revolution in 914 YK it has been a hardly trained army of levied conscripts, who theocracy ruled by the Church of The Silver often got carried away doing their 'holy duty'. Flame. Other religions exists in the country, but the flame is by far the most widespread. That said, there are many people in Thrane worthy of respect. The country breeds some Thrane is a very rural and religiously devoted devout clerics, both of the flame and of the host country. Even those not following the tenets of - who are often compassionate healers, the flame, are still often more pious and counsellors and preachers. Some of the most devoted than is ordinary in the other nations. beloved art pieces in Khorvaire has been Most people in Thrane live in the country, and created by devout artists from Thrane. The agriculture and religious products make up country also boasts some of the best heroes most of the commerce. fighting against the forces of evil in all of Khorvaire. Common Skill Bonus Combat Styles Advanced Skills Starting Money All thranian adventurers Thranians adventurers All thranians gain the Thranians begin gain the following bonuses: choose two combat following advanced skills: the game with styles from the following 4D6x40 silver +30% to Culture(Thrane) and gain +10% to each: Language(Common) + 50% pieces and Lore(Thrane) Lore(The Silver Flame) +10% to Athletics, Brawn 2H Hammer, 2H Spear, Ride and Persistence 2H Sword, Bow, In addition they choose two Crossbow, Dagger, advanced skill from the Hammer and Shield, following: Polearm, Rapier, Spear and Shield, Spear, Sword Art(Any), Craft(Any), and Shield Language(Any), Lore(Any), Play Instrument

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VALENAR Only appropriate for elves and half-elves. If using they can bring them no greater honour than for a human from Valenar, use Cyre instead. through battle.

Valenar is an elven nation in the former The Valenar are more an army than a nation. southern Cyre. The elves worked as The former cyran peasants still work the land, mercenaries for Cyre during the last war, but in under new masters and the Valenar don't care 956 YK they declared a sovereign nation on much for trade. For the elves, the last war is not what they perceived as ancestral ground, as an over - as war is their way of life. They regularly elven colony had been in the area some 10.000 make forays into Talenta, Q'Barra and years earlier. occasionally as north as Karrnath.

The Valenar honour and revere their ancestors, The Valenar are cavalrymen, scouts, light as all elves. However, instead of revering the infantry and above all, deadly. They enjoy undying court, the elves of Aerenal try to fighting, the hunt and they enjoy to sport with imitate their ancestors by deeds and through their prey. They always seek worthy song and story. As the ancestors they revere opponents, so that they can honour their are the ones who freed the elves from slavery, ancestors through battle.

Common Skill Bonus Combat Styles Advanced Skills Starting Money All valenari adventurers Valenari adventurers All valenari gain the Valenari begin the gain the following bonuses: choose two combat following advanced skills: game with styles from the following 4D6x50 silver +50% to Culture(Valenar) and gain +20% to each: Language(Elven) + 50% pieces and Lore(Valenar) Language(Common) +30% or +30% to ride 1H Sword, 2H Spear , 2H 4D6x5 silver +5% to Athletics, Brawn, Sword, Bow, Dagger, In addition they choose one pieces and a Dance, Perception, Javelin, Sword & Shield, advanced skill from the Valenar Riding Resilience, and Stealth Sling, Spear, Spear & following: Horse, plus a Shield, Staff, Valenar saddle, and feed Double Scimitar4 Art(Any), Craft(Armourer, for two days. Blacksmith, Fletcher or Leatherworker), Language(Any), Lore(Any), Play Instrument

4 Can be used with the ’1H Sword’ and ‘Sword and Shield’ combat style. However, creatures trained in the Valenar Double Scimitar weapon style can use the weapon in wondrous ways. See Chapter 8 - Equipment.

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ZILARGO Zilargo is the country of the gnomes. It gained Zilargo has a great mining industry and are also independence from Breland early in The Last the prime manufacturers of elementally War, but without bloodshed. They retain close powered vehicles. Indeed, the airships, ties with Breland and the gnomes, who stayed lightning coaches and elemental galleons are a neutral in the conflict, supplied Breland with product of the joining of Zilargo know-how and their wondrous elemental weapons. At a cost of Cannith ingenuity. Zilargo remains a nation course. with great exports of elementally powered items and high-quality products - while also The gnomes of Zilargo enjoy nothing better containing the greatest resource reserves than gossip and have taken this to extremes in outside the Mror Holds. a society where information is the most valued commodity, and surveillance and tight information-control is used to keep their society almost free of any criminal activity.

Common Skill Bonus Combat Styles Advanced Skills Starting Money All zilargonian adventurers Zilargonian adventurers All zilargonians gain the Zilargonians begin gain the following bonuses: choose two combat following advanced skills: the game with styles from the following 4D6x50 silver +30% to Culture(Zilargo) and gain +10% to each: Courtesy, pieces and Lore(Zilargo) Language(Gnomish) + 50% +20% to Evaluate and 2H Hammer, Bow, Language(Common) +30% Influence Crossbow, Hammer, +15% to Insight Gnomish Hooked In addition they choose two Hammer, Polearm, advanced skill from the Rapier, 1H Sword, Sword following: & Shield, Spear, Spear & Shield Art(Any), Boating, Commerce, Craft(Any), Language(Any), Lore(Any), Mechanisms, Oratory, Play Instrument Shiphandling

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CHAPTER 4 – HANDLING CLASSES This chapter will introduce new professions to BARDS properly model the style and feel of Eberron. Bards are persons who roam the cities or countryside of Khorvaire, telling tales, singing ARTIFICERS songs and always collecting new material. To properly model artificers, two new Bards can be created using the Bard profession advanced skills are introduced. They can be in the core book. Many also augment their obtained just like any other magical skill can abilities by learning common magic and some normally. These are described in Chapter 5 – even Sorcery. Some of the common magic Skills. spells introduced in Chapter 10 – Magic, is specifically tailored to bards and their magic Most artificers supplement their magical through song. knowledge by learning common magic on the side. This is well as it gives them a pool of CLERICS common magic to supplement their knowledge As Clerics in Eberron are less stationary than of spells. It is much rarer for a artificer to learn normal clerics, travelling or fighting more than sorcery or divine magic, as the time investment tending to a single temple for long, most clerics takes too much from their studies of the Art of will strive to become High Lords. A few Artifice. however become High Priests late in their lives, to tend to the wellbeing of a flock and the DRAGONMARKS education of a new generation of worshippers. To properly model dragonmarks, a new A cleric will usually have a complement of advance skill is introduced Dragonmark(Mark), divine spells and also a broad knowledge of which is covered in Chapter 5 - Skills. This common magic. advanced skill can only be taken with the GMs permission, cannot be learned through training DRUIDS and the character must be related by blood to Druids will be a member of the divine cult for the appropriate house in some way (and must the druidic sects or more rarely Arawai or thus be of appropriate race). The skill still uses Balinor, as well as having a wide range of up 10 skill points as normal for an advanced different skills. Druids will usually invoke both skill. divine magic and nature-related common magic. Most druids will have an animal OTHER CLASSES companion. In this section we explore how to model some of the classes of D&D in RuneQuest terms MAGEWRIGHTS instead, mainly through professions. This is Magewrights are artisans and craftsmen who purely a section of advice and ideas, and can be use a limited number of common magic spells omitted or changed without giving problems to like Armoursmith’s Boon or Arcane Mark to do other parts of this book. their work. Most of these spells are taught by the Tinker’s Guild and Fabricators Guild, but a If you are converting a character, an NPC from few independent expert craftsmen also utilise a published adventure for example, to magic in their work. RuneQuest Eberron, you can use these guidelines. Most of these are represented by a profession in the end of the chapter.

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PALADINS SORCERERS Paladins are the combat-oriented warriors of In this system, D&D sorcerers functions just as the religions. Paladins will usually be divine wizards, except that they use their CHA for any low-ranking cult members, initiates or acolytes, purposes where an ordinary wizard would use with high skill levels in combat skills. Paladins INT. So CHA limits the number of spells they will usually be members of the cult of Dol can memorise, serves as base for their Arrah, Dol Dorn, Boldrei or The Silver Flame. Sorcery(Grimoire) etc. Paladins rarely strive to attain the rank of High Lord and almost never the rank of High Priest. WIZARDS A paladin will usually have a small selection of The wizards of Eberron are sorcerers in normal divine and common magic spells. RuneQuest terms. However, use the additional rules described in Chapter 10 – Magic. Most PSIONIC CLASSES wizards also learn common magic, to allow for See Chapter 11 – Psionics, on how to use simpler spells for lesser problems. psionic characters.

RANGERS Rangers will be lay-members or low-ranking divine cult members, usually initiates or acolytes, in the druidic sects or more rarely, the cults of Arawai or Balinor. Most rangers will have an animal companion. NEW PROFESSIONS Profession Cultural Common Skill Bonus Advanced Skills Magic Background Airship Sailor Aundair, Athletics +10%, Select Two Breland, Cyre, Lore(Own) +5%, Culture(Other), Karrnath, Resilience +5%, Language(Other), Thrane Lore(Other country), Pilot Artificer Aundair, Evaluate+5%, Lore(Any) Artifice, Use Magic Breland, Cyre, Persistence +5% Device Karrnath, Mror Holds, Common Magic Thrane, Start with 6 Zilargo magnitudes worth of Common Magic. Bard All Culture(Own) +10%, Play Instrument, Common Magic Dance +10%, Start with 6 Influence +5%, Select Two magnitudes worth Lore(Regional) +10, Courtesy, of Common Magic. Perception +5%, Culture(Other), Sing +20%, Sleight Language(Other), Or +5% Lore(History), Lore(Nobility), Pick an additional Lore(Other Region) advanced skill

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Cleric All Influence + 5%, Lore(Any) , Lore(Theology), Resilience +5%, Lore(Religion) Pact(Cult or God) Persistence +5% Select One Common Magic Receive a +5% Lore(History), bonus to a combat Lore(The Planes), Start with 6 style appropriate to Lore(Nobility), magnitudes worth your religion or cult. Oratory, of Common Magic. Teaching, Language(Any)

Druid All First Aid+5%, Lore(Religion), Lore(Theology), Influence +5%, Survival Pact(Cult or God) Lore(Regional)+5%, Persistence +5%, Select one Common Magic Healing, Lore(Any), Survival Start with 6 magnitudes worth of Common Magic.

Inquisitive Aundair, Persistence +5%, Lore(Any), Streetwise Breland, Cyre, Perception +10% Karrnath, Select two Mror Holds, Courtesy, Disguise, Thrane, Language(Other), Zilargo Mechanisms

Magewright Aundair, Evaluate+20%, Craft(Any) Use Magic Device Breland, Cyre, Influence+5%, Karrnath, Persistence +5%, Select one Mror Holds, Craft(Other), Thrane, Engineering, Zilargo Paladin Aundair, Athletics +5%, Lore(Religion) Lore(Theology), Breland, Cyre, Brawn +5%, Pact(Cult or God) Karrnath, Resilience +5%, Mror Holds, Persistence +5%, Common Magic Thrane, Zilargo Pick two Combat Start with 6 Style appropriate to magnitudes worth your culture and of Common Magic. receive a +10% bonus. Psion/Wilder All Insight +10%, Select two5 Persistence +10% Lore(Any), Meditation, Psychic Power(Any), Teaching,

5 Psychic Power(Any) must be taken at least once and can be taken multiple times.

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Psychic Warrior All Brawn +5%, Psychic Power (any) Resilience +5%, Persistence +5%, Unarmed +5%

Pick any two Combat Styles appropriate to your culture, receiving +10% to both.

Wizard/Sorcerer All Insight +5%, Lore(Arcane) Manipulation, Lore(Regional) +5%, Sorcery(Grimoire) Persistence +10% Select one Sorcery(Grimoire) Lore(History), Lore(The Planes), Common Magic Lore(Dungeoneering), Lore(Religion) Start with 6 magnitudes worth Select one of Common Magic. Lore(Any), Meditation, Start with a total Teaching of 6 sorcery spells

Remove the following original RQ2 professions: Alchemist, Bard, Shaman, Priest, Witch, and Sorcerer

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CHAPTER 5 – SKILLS examining it and succeeding on an artifice check (a critical halves the time). If the check is This chapter introduces a number of new skills passed the Artificer learns what spell is carried and clarifications or extensions on existing within, the strength of the effect, how many skills. These are either to extent the game charges are left etc. system to include things such as dragonmarks or artifice, but also to make an easier Lastly, an artificer can also dismantle any conversion from d20 skill to RuneQuest 2 permanent magic item they come across. This skills. requires roughly an hour of work and an artifice check. If successful the Magic Points Note that some of the clarifications or invested in the magic item are added extensions here are merely idea or notes which temporarily (cannot exceed maximum) to the the Eberron universe does not rely on, and they artificers own MP and the item is destroyed. If can thus be easily omitted if you so wish (an the creator of the magic item used his own example of this, is the new clarification or the magic points for creating the item, they return Lore skill). at a rate of one per week.

Artifice (INTx2) Since the MP are only added temporarily, this Artifice is the measure of an artificer’s means that once they are spent they do not knowledge of the foundations of magic and return. An Artificer can decide whether to use how to implement them in the world. This skill his own MP or any temporary ones when affects the ability of the artificer to make casting a spell or creating a magic item. enchanted items, to attune or dismantle Temporary MP disappear if not used, at a rate existing items. of 1 per 2 days. The true strength of an artificer however, is Note that if the item was created by the their skill in creating magic items. The process Artificer himself, then the MP are of course of creation magic items in Eberron is described returned as permanent MP . in Chapter 9 – Magic Items. Example: Elida has just returned from an Artificers excel at creating magic items, and adventure where she found a ring of Babel, they can even create them without using their which she has no interest in. She thus dismantles own magic points as fuel. Artificers have a it to gain its magic points. She spends five hours ‘craft reserve’ which is the amount of magical on it and thus qualifies for the haste modifier of power they can manage to draw out of the +40% which she adds to her artifice skill of 62% world to use. The craft reserve is equal one per for a total of 102%. She makes the roll and 20% of the artifice skill (round up). When therefore gains 1 point of temporary MP. points are spent from the craft reserve, they Normally her MP is 12, but she has spent 4 return after 1D10+3 days regardless of creating items. This means that with the MP whether item is still intact or not. from the Ring of Babel, her MP will be at 9 – but Craft reserve can only be used when creating once she spends the temporary MP on creating a temporary magic items. When an Artificer magic item or casting a spell it disappears. decides to create permanent items, he must use his own MP as usual.

An artificer can also identify the properties of a magic item, by spending 1D6*30 minutes

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Lore (INTx2) This skill is extended with some very specific Summon (INT+CHA) knowledge areas, most which are introduced to This magical advanced skill is described on p ease the categorisation of knowledge. 47 of SpellCom, of the Wraith Recon setting. I cannot include the rules here for copyright Skill Examples of use reasons. Arcane Arcane Symbols, Magical creatures, Note that unlike in SpellCom not all creatures Magical history, summoned are demonic in nature. Some are Identify scrolls, etc. devils, some are celestials and some are Dungeoneering Aberrations, Khyber, magical creatures from Thelanis, such as Oozes, Natural Dungeons, etc. dryads, satyrs or magical animals. They are not Law Knowledge of necessarily inherently malicious or dangerous. permits, House Sivis practise, accords, If you do not posses SpellCom, you can either royal decrees etc. use common sense in deciding what creatures Nobility Noble houses, the can be summoned or simply not use Dragonmark houses summoning – it is not central to the Eberron and their insignias, setting. Noble traditions etc. Religion Broad knowledge of Pilot (INT+CON) many religions, their Pilot works just as shiphandling does, but for dogma and symbols. Airships instead. Many ordinary chores are Grants no ability for similar, and as such a character can use pilot on divine magic. The Planes Knowledge of the ships and shiphandling on airships, albeit with thirteen other planes, only half skill value. Manifest zones, etc. Use Magic Device (INT+CHA) Sorcery (Grimoire) (INTx2) Use Magic Device is the ability to cheat magic Wizards and Sorcerers in Eberron are very items into reacting toward you differently. The different from sorcerers in normal RuneQuest. uses of this skill are abundant, and up to the Armour is cumbersome and interferes with the GMs decisions. Examples include using magic delicate gestures necessary for spellcasting. To items not usable by your race, avoiding wards reflect this, the Sorcery(Grimoire) skill is set against you and so on. altered. However, the skill is mostly used to give non- Sorcery is now affected by how much armour casters the ability to use magic items that the character is wearing. A character wearing require a magic using skill – commonly wands. armour receives a penalty to all his A character with this skill can make a normal Sorcery(Grimoire) skill, which equals the total (+0%) Use Magic Device check to appear as a armour penalty times ten. So a person wearing person with the correct Magic Skill, when full body hard leather (armour penalty 3) trying to activate a magic item. Note that other would receive a -30% on his Sorcery(Grimoire) restrictions (such as needing to know what skills. spell is contained in a scroll) does still apply.

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Dragonmark(Specific mark) (POW) Spell strength Magic Point Cost This skill reflects that the character in question Least 2 has a dragonmark of some specific type. The Lesser 4 dragonmark gives the bearer the ability to Greater 6 naturally cast spells, of either common or CASTING DRAGONMARK SPELLS divine magic or sorcery. Casting dragonmarked spells is pretty simple. There are three strengths of dragonmarks Casting time is determined from the original normally achieved: least, lesser and greater. type of the spell (as described under common, What size of dragonmark you have depends on divine and sorcery). The character wishing to your skill level in this skill. Having a cast the spell, tests against his Dragonmarked dragonmark normally also gives a bonus to a skill. specific skill, due to inherent talent. If this If he fumbles the spell does not work but still bonus is to an advanced skill, the bonus is only costs full magic points. applicable if the character already has this advanced skill. If he fails the spell does not work but still costs one magic point. USING DRAGONMARKS A higher dragonmark gives additional spells in If he succeeds: The spell is cast successful and a progressive manner, as described in the table costs magic points. below together with strength of marks. If the result is a critical success: The spell Skill level Strength Spells known works and does not costs any magic points, 01-40 Least 1 Least spell unless it is a spell of ‘greater’ strength in which 41-85 Lesser 1 Lesser spell, case it costs magic points regardless. 2 least spells 86+ Greater 1 Greater spell, When a dragonmark is used to cast a spell, it 2 lesser spells, glows with an inner light during the casting 3 least spells process. Other than this there is no visible

effect, unless the spell itself generates a sound, Note that a greater strength of Dragonmarks light or similar affects that will allow other exists, called Sibery. These marks are very creatures to detect it. So if the dragonmark is powerful, very rare (currently seven living covered, a spell can with no problem be cast bearers are known) and usually take up space from hiding without revealing the caster. on most of the owner’s body. Rules are not introduced here for Siberys marks, as they The casting time of spells is determined by the should be extremely rare and special – so it is kind of magic they are emulating, and can thus left up to the GMs discretion. vary from spell to spell. The casting of dragonmarked spells are applicable tests to use MAGIC POINT COST the hasten modifiers on page 31 of the Core Using a dragonmark costs Magic Points as Rulebook. So a dragonmarked character can other spells. Regardless of the normal cost of take a longer time to cast a spell and thus make the spell, the cost is determined by the strength it almost certain to succeed. of the spell.

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DETERMINING EFFECT Dragonmarked (Storm) skill is 103%, the spell How the spells work, differ slightly depending will can cast with magnitude of 1 to 11. Since the on whether it is a common, divine or sorcery effect of Call Winds depends on the rank of the spell, as described below. For all types caster, for this casting Taris counts as a Rune however, the caster substitutes his Lord – which allows him to call forth gales. Dragonmark skill level for common magic, Sorcery Lore(Specific Theology) and Sorcery(Grimoire) Dragonmark spells who are sorcery spells, are for determining any effects. casts as if the dragonmarked character had a Common sorcery(Grimoire) and Manipulation skill equal The magnitude of the spell is determined by to his dragonmarked skill. Regardless of how the casters dragonmark skill. The maximum many manipulations are used, the spell costs magnitude the spell can be cast with is one no additional magic points to cast. tenth of the caster’s dragonmarked Skill (round Example: Taris now wants to control the winds up). The caster can choose to cast at a lower he has just called forth. He casts Animate(Air) to specific magnitude if desired. Other than this mould the winds to his will. As his the spell function precisely as other common Dragonmarked(Storm) skill is 103% he can casts magic spells of its type. the Animate(Air) spells with up to 11 manipulation points! He chooses to spend 5 Example: Ari, a character with a lesser Mark of points in duration and 6 points in increasing Detection attempts to cast Detect Gold. Her magnitude. Dragonmarked(Detection) skill is 53%, so the spell can be cast with a magnitude of 1 to 6. A dragonmarked spell emulating a sorcery spell can be combined with any other sorcery Divine spell known from the dragonmark, as well as The magnitude of the spell is determined by any sorcery spell the character knows from the casters dragonmark skill. The maximum studying sorcery. However, if this is the case magnitude the spell can be cast with is one the character must cast the sorcery spell as tenth of the caster’s dragonmarked Skill. The normal (with full cost of magic points for caster can choose to cast at a lower specific manipulation) and then combine it with the magnitude if desired. Furthermore some spells dragonmarked spell (a combination which have different effects depending on the cult itself is free). In other words, when combining rank of the caster, for these, use the following a dragonmarked spell with a learned sorcery table: spell the dragonmarked spell will always be the spell to combine with, not the original. Spell strength Acts as cult rank Least Initiate Example: Taris is also a sorcerer. He is Lesser Acolyte participating in some fine manoeuvring of air, as Greater Rune Lord If a dragonmark spell is a divine spell only part of a house Lyrandar competition in Sharn. available to higher cult ranks, then the acting He therefore wishes to use his Form/Set(Air) cult rank is the minimal possible to allow for spell, which he has learned through sorcery, to the spell. allow fine manipulation in using his Animate(Air) spell from his dragonmark. Taris Example: Taris, a character with a greater Mark has to cast the Form/Set spell first and then of Storm attempts to cast Call Winds. His combine it with Animate(Air).

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His manipulation skill of 87% allows him to use HANDLING 9 points of manipulation, which he puts in range House Mark and duration except for one which he uses to Vadalis Human combine with his Animate(Air) skill from his dragonmark. This costs him 3 magic points (1 as Least: Beast Call(C), Endurance(C), Detect base, 1 from manipulating range, 1 for Species (Choose one); +10% to First Aid, manipulating duration) (plus 4 magic points Influence and Insight when handling animals. from activating his dragonmark) since the spell Lesser: Dominate(Any Animal less than INT he combined with was a dragonmarked spell. 3)(S), Bestial Enhancement(C) Had he combined with another of his learned sorcery spells, the costs would have been 4. Taris Greater: Enhance Size(S) succeeds in making a fine display – using the wind and autumn leaves to make intricate HEALING patterns in the sky and thus impresses the local House Mark house leadership. Jorasco Halfling

THE DRAGONMARKS Least: Heal(C), Endurance(C), Cauterise(C); +10% In this section we explore the different spells to First aid and Healing. each dragonmark gives access to. Lesser: Restoration(S), Treat Wounds(S), Cure Disease/Poison(D) DETECTION House Mark Greater: Heal Body(D) Medani Half-elf HOSPITALITY Least: Bearing witness(C), Detect Magic(C), House Mark (C) Detect Poison ; +10% to Perception. Ghallanda Halfling

Lesser: Second sight(C), Detect (Choose one)(C). Least: Purify food(E), Becalm(S), Warmth(C) (can Greater: Mystic Vision(S) be cast on others by touch); +10% to Influence, Craft(Cook) and Courtesy. FINDING Lesser: Create food(E), Chef’s Boon(E), Shelter(E) House Mark Tharashk Half-orc, Human Greater: Feast(E).

Least: Sense(Choose one)(S), Detect Magic(C), MAKING Detect(Choose one)(C); +10% to Perception House Mark Lesser: Locate(SC) (automatically combined Cannith Human with Project(Sight)(S)), Clear Path(C). Least: Repair(C), Armoursmith’s Boon(C), Greater: Mystic Vision(S). Ignite(C); +10% to Craft(any).

Lesser: Animate(Metal)(S), Animate(Wood)(S)

Greater: Form/Set(Metal)(S)

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PASSAGE STORM House Mark House Mark Orien Human Lyrandar Half-elf

Least: Mobility(C), Slow(C), Clear path(C); +10% Least: Ebb and Flow(D), Fog(D), Chill(C), Clear to survival. Skies(D); +10% to Athletics.

Lesser: Haste(S), Fly(S) Lesser: Animate(Air)(S), Rain(D)

Greater: Teleport(S) Greater: Call Winds(D)

SCRIBING WARDING House Mark House Mark Sivis Gnome Kundarak Dwarf

Least: Understanding(C), Arcane Mark(E), Magic Least: Abacus(C), Freeze(E), Golden Tongue(C); Pen(E); +10% to all skill checks revolving +10% to Evaluate. translations, deciphering, decryption and so on. Lesser: Meld(P), Veil(SC) Lesser: Transcribe(SP), Secret script(E) Greater: Alarm(SC) Greater: Message(SC) (automatically combined with Locate(SC)).

SENTINEL House Mark Deneith Human HANDLING DRAGONMARKS

Least: Protection(C), Alter Target(D), Parry(C); Dragonmarks have a large effect on how the +10% to Insight. character is viewed by the people of Khorvaire. Dragonmarked characters who Lesser: Attract(S), Shield(D) are also member of a House (which most is) will be treated with respect and care by Greater: Damage Resistance(S) their equals - and caution by their lessers.

SHADOW Characters who are a member of a house House Mark should receive some appropriate amount of Phiarlan Elf money or items at game start, to represent Thuranni Elf them being wealthier than the average

person – you can decide to treat them as of Least: Entertainer’s Smile(C), Darkwall(C), the Noble profession if you so wish, Bandit’s Cloak(C), Illusion(D) (self-only); +10% to Streetwise. +10% to Perception when although this of course depends on their gathering information. status within the house – most Dragonmarked members never get above Lesser: Project(Sight)(S), Intuition(S), Illusion(D) the middle class, held down by their own

incompetence, scheming rivals or simply Greater: Project(Sight & Hearing)(S) (can desires for other things. project both senses at once).

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ANIMAL COMPANIONS Animal companions and pets are animals trick usually takes 1D6+1 days and a successful trained by humans to fulfil a role, such as a routine Craft(Animal Handler) check or a hard hunting dogs or trained hawks. Animal (-40%) Influence check. In some cases the companions can be ordinary animals, as with Teaching skill may be applicable. the examples above, or supernatural creatures as many companions of druids or rangers will Tricks are always fairly general, so you can tell be. your attack dog to attack an opponent, but it is up to the dogs own fighting skill to choose to TRICKS bull rush the opponent instead of simply biting The defining aspect of animal companions him (GMs discretion). Players should not have compared to ordinary animals, is that they can total control over how their pets act, even learn tricks. An animal can learn a number of though they will mostly act on their initiative tricks equal it’s INT, and teaching an animal a count in battle. A trick can be next to anything, but use the following guidelines:

Trick Example Roll around Entertain onlookers by making a dog roll around Sit / Stay Make your bear stay outside the cave to guard the area Attack (pointing at target) Make the bear attack a specific target. Can also be ordered in general Hold Opponent Make your dog trip an opponent and make him stay in the area Stop / Halt attack Stop whatever the animal is doing Chase / Sick Follow a fleeing enemy

Animals will usually obey their master when outside of combat, but in the stress of a melee and with the danger of physical damage animals might misinterpret or ignore orders. If there is a chance the animal can misunderstand what is meant or simply not realise the order was aimed at itself, the animal should pass a simple (+20%) Insight test. I leave situations when animals may decide not to follow orders to the GMs Discretion.

Animal companions should receive improvement rolls once in a while, to reflect their ability to learn. The trainer of the animal should decide at what skill to use the rolls on.

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CHAPTER 6 – RELIGIONS

RELIGIONS Cults are not as central to Eberron as it is to Plane of the Dead regardless of their virtue in . In this, cults are merely a descriptor life, where they will eventually fade into of the religions, determining available spells nothingness. Instead they worship the gods to and skills. Myths are scarce, and are mostly thank them for their time on Eberron, and to shared by all religions. The gods of Eberron are make their time in the world better. distant or non-existing, religion being a matter of faith and not certainty. The Sovereign Host is a great deal more tolerant of other religions than the militant Use the cult rank requirements on p 148 of the followers of the Silver Flame. Worshipers of the Core Rulebook for rank status in these Sovereign Host believe that all other deities are religions. For the relevant cults, alternative (mis)interpretations or corruptions of names or requirements will be mentioned. members of the Host or the Dark Six. In spite of this, certain militant sects like those of Dol One very important thing to note about Arrah or Dol Dorn have no problem with forced Eberron religions is that the Pact skill does not conversion. give a bond to an actual god, as the gods of Eberron are vague or perhaps non-existing. STRUCTURE The pact skill merely reflects a characters ability to channel divine magic, and in no way The organisation and structure of the ensures a specific set of morals or behaviour. individual faiths in the Sovereign Host are very Priests can be as corrupt or non-believing as similar and will be described overall for the they wish - and many are - without it affecting whole pantheon. The pantheon does not have their pact. one unified leadership, but instead has large temples around Khorvaire (usually within one The spells giving in this chapter are the general country) around which religious life for that spells a specific cult has. Individual region center. practitioners may developed their own spells or receive rare ones as a sign of status. This is Note that one can rise quite high in the always handled by the GM. hierarchy of The Sovereign Hosts and never even gain access to divine spells. Many high- THE SOVEREIGN HOST ranking priests are more politicians or lore masters than true embodiments of their god. The Sovereign Host is composed of nine gods As such, the pact skill is not a requirement for but they formerly numbered thirteen before high cult rank. the casting out of four members of the Dark Six. The Traveller and the Shadow are not COMMON MEMBERS (VASSALS) members of the Sovereign Host. The Shadow is the literal shadow of Aureon, while the Vassals have no specific duties to the church Traveller seems to have come from someplace they belong to, although they are ordinarily else. expected to regularly attend service. Moreover they are expected to donate to their church, but The Sovereign Host does not have an afterlife the amount varies according to the local priest that promises paradise to followers. Instead, it or temple leadership. is believed that all souls go to Dolurrh the

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PIOUS MEMBERS (ACOLYTES) HIGH PRIEST

Due to the decentralized structure of the High Priests are the priests and clerics who church, there are very few requirements to continue to strengthen their pact and cult skills becoming an acolyte. In small local temples any beyond what is expected from their status and willing can become an acolyte, in the large rank. cities it requires application to a seminary with high demands to either skill or pocket. High Priests are usually also ‘High Priests’ in the formal sense, i.e. the leader of a large Not all pious members have a pact, but they congregation in a major city. However, being in need to have at least five cult skills at 30% or this category means they also have a strong higher. pact and able divine magic.

FERVENT MEMBERS (PRIESTS, CLERICS OR PALADINS) 5 cult skills at 75% minimum, minimum 5 dedicated POW. Priests HIGH LORD Priests are the most numerous of the ordained members of the church. They rarely have a pact High Lord is not a formal title within the to utilise divine magic, instead their duties are church, but merely a catch-all group of the to perform rituals, holy day rites, prayer clerics and paladins that continue to improve service, to give counsel to the faithful and be their pact and cult skills instead of focussing on charitable and helpful to their local community. inter-church political status or rank.

Note that an influential priest might hold a seat Most High Lords will be travelling clerics or of power and formally be called ’High Priests’ paladins, not directly affiliated with one single but still belong to this category, or even lower church or temple. They are still expected to if he has no pact, when it comes to determining donate most of their surplus income to local divine magic spells. churches or deserving causes.

Five cult skills at a minimum of 50% 5 cult skills at 80% minimum, minimum 4 dedicated POW. Clerics

Clerics are the normal divine-magic wielding

Five cult skills at 50% minimum, minimum 3 dedicated POW.

Paladins

Five cult skills at 50% minimum, one of which must be a combat style, minimum 1 dedicated POW.

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ARAWAI AUREON The Sovereign of The Sovereign Life and Love of Law and Arawai is revered Lore, Aureon by rangers, druids, is the patron farmers, sailors and of wizards and any who value a figure fertility and good venerated by weather. scholars and librarians. He is the god of magic as a tool for She is the sister of mortals to use. Although all members of the Balinor and the Host are considered equal it is typically written Devourer. She is that the Host follows Aureon’s guidance due to also the mother of the Fury, as a result of her his vast wisdom. rape by the Devourer. She is portrayed as either a half-elf, a halfling or a human and has Aureon is the brother of Onatar and the even been portrayed as a bronze dragon. husband of Boldrei. Aureon is portrayed as a gnome or human wizard and occasionally as a Cult Skills blue dragon. Culture (Own), First Aid, Healing, Lore(Farming), Ride, Sing, Survival, Swim, Cult Skills Track Common Magic, Culture(Any), Language(Any), Lore(Any), Perception, Persistence, Teaching Magic Common Magic: Cauterise, Clear Path, Heal, Magic Light, Protection Common Magic: Countermagic, Countermagic Shield, Fate, Detect Magic, Light, Mindspeech, Divine Magic: Absorption, Bless Crops, Blessing, Second Sight Cure Disease/Poison, Heal Body, Heal Mind, Heal Wound, Meditate, Restoration(E), Speak Divine Magic: Absorption, Amplify, Consecrate, with Animals(E), Spirit block Dismiss Magic, Heal Mind, Mindlink, Summon(E), Speak with Dead(E)

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BALINOR BOLDREI The Sovereign The Sovereign of Horn and of Hall and Hunt, Balinor Hearth, embodies the Boldrei is the hunt and goddess of nature hearth and amongst the home standing gods of the watch over the Sovereign Host. individual Revered by rangers, druids and barbarians homes, as well alike, Balinor represents the embodiment of as the nature and taking what is needed from the community at large. When the savage wild bounty of nature. presses against the safety of community Boldrei is there to protect it. Together with The brother of Arawai and the Devourer Aureon they form the core of the typical Balinor is usually portrayed as a burly human, Vassals worship since most of their daily life although occasionally he is drawn as a crude revolves around the home and knowledge. but good natured half-orc and even more uncommon, a stalking green dragon. The wife of Aureon, Boldrei is typically portrayed as a commoner of any race or a Cult Skills copper dragon protectively brooding over a Athletics, Brawn, Combat Style(Bow), nest of eggs. Perception, Resilience, Stealth, Survival, Track Cult Skills Magic Brawn, Combat Style(Spear), Culture(Own), Common Magic: Beast Call, Becalm, Clear Path, First Aid, Resilience, Unarmed Coordination, Endurance Magic Divine Magic: Beast Form(Stag or Reindeer), Common Magic: Becalm, Detect Evil, Heal, Rain, True(Battleaxe) Light, Protection, Strength, Vigour

Divine Magic: Blessing, Consecrate, Cure (N) Disease/Poison, Heal Body, Peaceful Rest , Sanctify(E) , True(Spear)

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DOL ARRAH DOL DORN The Sovereign of The Sovereign Sun and of Strength and Sacrifice, Dol Steel, Dol Dorn Arrah is the embodies the light, not only of conflict of good the sun, but also over evil. of the good aspects of a The patron of mortals soul. any who fight Many Vassals for a living see her as important as Aureon and Boldrei in such as the formation of a community, and believe that fighters, if more of their number recognized that their gladiators, or faith would be much brighter. athletes Dol Dorn leads the rest of the Sovereign Host into battle. It was he, it is The patron of paladins, diplomats and all who written, who purged the Dark Six from seek justice as well as explorers who bring light amongst their ranks long ago. Dol Dorn to dark and forgotten places Dol Arrah despises those who would shed blood for greed oversees all those who fight with wisdom as or power, but blesses those forced into combat well as weapons. She also provides the light by the hands of a despotic ruler honouring needed for Arawai's harvest. their sense of duty.

Often portrayed as a human or half-elf knight Often depicted as a heavily muscled human, shining with holy radiance and occasionally as dwarf, or half-orc and occasionally as a a red dragon perched atop a cloud. Dol Arrah is powerful silver dragon Dol Dorn is the brother the sister of Dol Dorn and the Mockery. of Dol Arrah and the Mockery.

Cult Skills Cult Skills Combat Style(Any Spear), Courtesy, Athletics, Brawn, Combat Style(Any), Evade, Culture(Own), Influence, Insight, Oratory, Resilience, Ride, Unarmed Persistence, Unarmed Magic Magic Common Magic: Bladesharp, Coordination, Common Magic: Bearing witness, Detect Evil, Detect Evil, Endurance, Fanaticism, Glamour, Golden Tongue, Heal, Light, Parry, Multimissile, Parry, Pierce, Protection, Pierce, Protection, Strength, Vigour Strength, Vigour

Divine Magic: Blessing, Bright Weapon(N), Divine Magic: Blessing, Channel Strength, Courage(N), Crumble(N), Deadlock(N), Flame Shield, Sureshot, True(Longsword) Strike(E), Sanctify(E) ,Sunspear

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KOL KORRAN OLLADRA The Sovereign The Sovereign of of World and Feast and Fortune, Wealth, Kol Olladra is a fickle Korran is the goddess of luck and only second good fortune. She is generation often also perceived member of the as goddess of good Sovereign health. Host; which is fitting since Often revered when trade and things are going well commerce only come into play once the other and reviled when elements of civilization have been established. things are not Olladra is worshiped by bards, rogues, gamblers, merchants and any who seek Kol Korran is the patron of traders and good fortune. Even her most devout Vassals merchants, though rogues and thieves also cannot come to grips with why she chooses to worship his darker aspects. Though loyal to the bless or curse on a whim. Host, Kol Korran frequently schemes and lays plots to enrich himself, often at the expense of Olladra is the wife of Onatar and the mother of other members of the Host. Kol Korran and the Keeper. She is often depicted as a young halfling and sometimes as Kol Korran is the son of Olladra and Onatar and an elderly human and even rarer still, a black is often depicted as a cheerful, fat human or dragon. dwarf and occasionally as a white dragon laying atop a pile of ice blue gems. Cult Skills Dance, Influence, Insight, Lore(Regional), Cult Skills Lore(Cooking), Perception, Stealth Commerce, Courtesy, Evaluate, Influence, Insight, Perception, Sleight Magic Common Magic: Bearing Witness, Chef’s Boon, Magic Entertainer’s Smile, Fate, Glamour, Golden Common Magic: Abacus, Bearing Witness, Tongue, Heal, Lucky, Purify food Glamour, Golden Tongue Divine Magic: Blessing, Bless Crops, Cure Divine Magic: Aphrodisiac, Blessing, Illusion, Disease/Poison, Heal Body, Heal Mind, Heal Laughter, Soul Sight Wound, Regenerate Limb, Restoration(E),

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ONATAR THE DARK SIX The Sovereign The Dark Six is a of Forge and pantheon of six Flame, Onatar gods cast out of is revered by the Sovereign Host smiths, during the Schism. craftsmen, Though individual artificers, deities are dwarves and typically singled even a small out and portion of warforged. worshiped, a few (especially Wizards and Psions tied closely to the forces of schismatics) worship the whole of the fire also revere Onatar. It is he who introduced disparate deities. The Dark Six represent evil, tools and weapons to the mortal races and destruction and other insidious forces of continues to encourage people to improve civilization and nature and members of the upon them. Legend also states that it was he pantheon are worshiped by only the most who gave fire to the mortals to help them debased of the civilized races and monsters. through the cold winters. The holy texts of the Dark Six show them He is the husband of Olladra and the father of scheming and plotting against the Sovereign Kol Korran and the Keeper. Onatar is often Host at every turn and followers of the Dark Six portrayed as dwarven smith and occasionally typically scheme against vassals of the as a brass dragon. Sovereign Host.

Cult Skills An exception is The Traveller, who is normally Craft(Any), Engineering, Mechanisms, counted as a part of the Dark Six, but is really Lore(Alchemy) not affiliated with evil or with the other gods at all. Magic Common Magic: Armoursmith’s Boon, Some believe that the Dark Six were originally Bladesharp, Detect Coal, Detect Gold, Detect Dhakaani gods, which the humans adopted as a Iron, Detect Silver, Firearrow, Fireblade, Ignite, counter to the gods of the Sovereign Host, Mason’s Boon, Repair, Warmth belief in which they brought with them from Sarlona. Divine Magic: Blessing, Burn Undead(N), Channel Strength, Sunspear, True(Great Most the Dark Six have no official cults and Hammer) central structure. As such, cult rank and divine spell gain depends on the individual and his abilities, the local sect and the favours of his immediate superiors. Normal cult rank and

requirements should be handled very liberally.

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THE DEVOURER THE FURY The Sovereign of The Sovereign Wave and Whelm, of Rage and The Devourer Ruin, The Fury represents the raw represents destructive power passion driven of nature. The to extremes, Devourer lords over seen in her the deep and as conception at such sailors of all the rape of walks of life often Arawai by her pay him lip service father The Devourer. for safe voyages. Aquatic races such as sahuagin and lizardfolk also revere the A patron to any who let their passions drive Devourer. their motivations, she watches over barbarians everywhere as well as artisans, craftsmen and Brother of Arawai and Balinor, the Devourer bards. A number of intelligent monstrous races raped his sister Arawai and fathered The Fury. worship her as well. The Devourer is portrayed as a human or merfolk with seaweed in his hair and beard, a Daughter of Arawai and The Devourer, the sahuagin, an enormous shark or a dragon Fury is portrayed as a half-elf, drow or a turtle. snakelike wyrm of Khyber.

Cult Skills Cult Skills Boating, Brawn, Persistence, Survival, Sleight, Art, Craft(Any), Influence, Insight, Gambling, Swim Seduction

Magic Magic Common Magic: Bestial Enhancement, Chill, Common Magic: Entertainer’s Smile, Detect(Water), Frostbite, Heal, Ignite, Light, Fanaticism, Heal, Thunder’s Voice Skybolt, Water Breath Divine Magic: Aphrodisiac, Berserk, Channel Divine Magic: Breathe Water, Call Winds, Crash Strength, Fear, Madness of Thunder, Dismiss Elemental, Ebb and Flow, Elemental Summoning, Fog, Lightning Strike, Rain

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THE KEEPER THE MOCKERY The Sovereign of Death and The Sovereign of Decay, The Keeper represents Betrayal and greed and gluttony, the inverse Bloodshed, The of his brother Kol Korran's focus Mockery represents on material wealth and dishonourable generosity. He is seen as the combat and unjust hunger in the dark, grabbing war. hold of anyone straying too far from the light. His worshippers include assassins, rogues and evil warriors. He is known in some circles as He alone is able to waylay dead The Betrayer and was once a member of the souls on their way to Dolurrh triumvirate of combat deities; his betrayal lead and it is said that once in the to his flaying and banishment from the Keeper's clutches, a soul may Sovereign Host. never escape. Because of his association with souls and the afterlife he has become almost The brother of Dol Arrah and Dol Dorn, the the default deity of religious necromancers Mockery is portrayed as a ghastly human across Eberron. warrior with the skin stripped from his body, cloaked in the skins of his enemies, and He is the son of Onatar and Olladra and the sometimes as a half-fiend red dragon. brother of Kol Korran. The Keeper is often portrayed as gaunt or grossly fat human, a lich Cult Skills or ghoul or sometimes a skeletal dragon. Athletics, Brawn, Combat Style(Any), Evade, Resilience, Ride, Unarmed Cult Skills Commerce, Evaluate, Influence, Lore(Undead), Magic Lore(The Planes), Sleight, Common Magic: Bladesharp, Coordination, Endurance, Fanaticism, Multimissile, Parry, Magic Pierce, Protection, Strength, Vigour Common Magic: Darkwall, Detect(Enemy), Extinguish, Hand of Death, Heal, Sanctify(E) Divine Magic: Channel Strength, Disarm, Doom, (E) (E) ,Slow, Spirit Bane Fear, Sanctify ,Soul Sight, Summon , True(Sickle) Divine Magic: Absorption, Behold (can be used in owned undead), Doom, Fear, Dismiss Magic, Heal, Sever Spirit, Soul Sight, Speak with Dead(E), Spirit Block

Add to the above any appropriate necromancy spells from the ‘Necromantic Arts’ sourcebook. Which spells are allowed vary between local groups, but most are available.

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THE SHADOW THE TRAVELER The Sovereign of Magic and The Sovereign of Mayhem, The Shadow is the Chaos and Charm, literal shadow of Aureon that The Traveler is attained sentience and godhood unique in that it as a price paid by Aureon for is not related to arcane knowledge. any of the other members of the A god of corruption, ambition Sovereign Host or and dark magic, the Shadow is the Dark Six. He is the patron of evil spellcasters also said to be the only deity who walks the and many monstrous races face of Eberron, but his many changing forms throughout Droaam and beyond. allow him to evade recognition. Legend says if the Shadow and Aureon were reunited the age of The Traveler is the patron of all those who civilized peoples would come to embrace change including changelings, shifters, an end. dopplegangers and lycanthropes. The Traveler is known as the Giver of Gifts, but a famous Typically depicted as a shadow, occasionally he proverb states: "beware the gifts of the is portrayed as a shadow dragon. Traveler".

Cult Skills Some artificers secretly worship the Traveler, Common Magic, Culture(Any), Language(Any), due to his governance over artifice. Lore(Any), Perception, Persistence, Teaching Cult Skills Magic Art, Artifice, Craft(Any), Courtesy, Sleight, Common Magic: Countermagic, Countermagic Stealth Shield, Fate, Detect Magic, Light, Mindspeech, Second Sight Magic Common Magic: Armoursmith’s Boon, Bandit’s Divine Magic: Absorption, Amplify, Behold, Cloak, Bearing Witness, Boon of Lasting Night, Dismiss Elemental, Dismiss Magic, Elemental Darkwall, Fate, Heal, Mobility, Push/Pull, Summoning, Mindlink Speedart, Understanding

Divine Magic: Aphrodisiac, Disarm, Eclipse, Illusion

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research and liturgical debate, or serve in Thrane’s military. Most members of this order OTHER RELIGIONS have no pact and divine magic, focusing on lore Many other religions exists in Eberron. The and tradition over magic. largest will be detailed in this section. The Order of Templars: These are the true THE SILVER FLAME warriors of the church. They might be temple The Silver Flame is the guards crusaders against evil creatures, quintessentially pure wandering adventurers in search of wrongs to abstract entity of right or soldiers in the armies of Thrane. Not a goodness and law. majority of the Templars has a pact, but the Closely associated with order holds a significant number of paladins Tira Miron the Voice of with access to divine magic. the Silver Flame, all The Order of Friars: In the argot of the Silver those wishing to Flame, friars are priests who serve a communicate with the missionary purpose – and they are often called flame must speak ‘Priest Errant’ by the Ministers. Rather than through Tira for the being assigned a specific region or community, purity of the flame is too friars travel from land to land, bringing the great for any ordinary light of the Flame into dark places and mortal to hope to achieve. converting all who seem receptive. A higher The Church of the Silver Flame follows the number of this order has access to divine direction of the Silver Flame and focus magic, but it is still not a majority. primarily on eradicating supernatural forms of Within each of these three orders, members evil across Khorvaire and beyond. from all cult ranks can be found, albeit with The faith of the Silver Flame is the dominant varying titles. The order below is of a different religion of Thrane, although it is present in ranking though. many other nations of Khorvaire. The Diet of The Council of Cardinals: This order is higher Cardinals, the governing body of the Church, in ranking than the others, and its members are resides in Thrane. As do the Keeper of The drawn from the top brass of the others. This Flame, currently the eleven-year old girl Jaela order represents the officials, who handle the Daran – who is the selected speaker for the governance, administration and research of the flame, and acts as the intermediary link Church. The governing body of the church, The between the Voice and the Diet. Diet of Cardinals, draws its members from this STRUCTURE order.

The Church of the Silver Flame has a rigid COMMON MEMBERS (PURIFIED) hierarchy formed from four formal orders. The purified are the ordinary worshippers of These orders are supplemented by various the faith. Most are born into the faith, but some smaller brotherhoods and branches. choose it as they see the unfairness in the The Order of Ministers: This order includes world, and wish to make it better. the standard priests. They lead services at local temples, act as community leaders and conduct

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They are expected to be virtuous, to uphold Five cult skills at a minimum of 50% good and justice and to root out evil wherever it exists. Most ordinary people however, are Templar / Paladin not martially inclined and will merely attend The Templars and Paladins make up this services and report evil if it finds it. ranking. The vast majority are simply Templars, and wield no divine magic. The ones with both PIOUS MEMBERS (ACOLYTE/SEMINARIAN) martial focus and divine magic are called Due to the more rigid structure of the Silver Paladins – and the vast majority of the Silver Flame, compared to the Sovereign Host, strict Flame Paladins serve in this order and at this rules exists for entering the church by ranking. becoming an Acolyte or Seminarian. A person must study under a priest or at a seminar, to be Five cult skills at 50% minimum, one of which taught the basic skills and dogma to hold this must be a combat style. position – the training can vary from a few Friar / Cleric months to years, depending on the individual, the position and the teacher. The Friars or ‘Priest Errant’ more often carry a pact and divine magic. The large majority Already at this stage the acolytes have been however, does not. The ones who do are most inducted into one of the three orders. often called Clerics instead Friars. Beginning members of the Order of The Friars are sometimes called Pilgrims as well. Five cult skills at 50% minimum

Most Pious Members does not have a pact, but HIGH PRIEST they need to have at least five cult skills at 30% or higher. High Priests

FERVENT MEMBERS (MINISTER, TEMPLAR OR FRIAR) High Priest is no formal title in the Church of The Silver Flame. A high priests is a non- At this point the purified have gained the rank martially aligned Cleric, most often from the of Priest, regardless of to which order they Order of Ministers or Friars, who definitely belong – even though Priest is mostly though of wield divine magic. They most likely act as as ministers. The overwhelming majority of the heads for large congregations, in one of the church never reach this high. major cities or perhaps even serves as a Cardinal. Minister / Priest 5 cult skills at 75% minimum, minimum 5 Ministers will often be granted a position dedicated POW. within a church or temple from which they will serve the community and the church. Later on HIGH LORD in life they may be given responsibility for the church or temple, or perhaps even rise to High Lord is not a formal title in the Church of become bishop, archbishop or cardinal. The Silver Flame. Instead it is a rank used to categorise those martially-oriented clerics or The vast majority of ministers wield no divine paladins who evolve their pact enough to reach magic, as those who wield this power often this stage. They are most often at the forefront either become Templars or Friars, or quickly of investigations or purges, rooting our evil. rise higher in the hierarchy.

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5 cult skills at 80% minimum, minimum 4 THE BLOOD OF VOL dedicated POW. “Look not to the skies, nor the depths below, nor even the distant past or future. Seek the divine Cult Skills within, for the blood is the life, and in its call can Athletics, Brawn, Culture(Own), Lore(Any), be heard the promise of eternal life. One has but Perception, Persistence, Resilience, Unarmed to listen.”

Magic The Blood of Vol is a Common Magic: Bladesharp, , religious cult Detect(Shapechanger), Detect(Undead), , fascinated with blood Fanaticism, Firearrow, Fireblade, Heal, and power of the Mobility, Protection, Strength, Vigour Divinity Within. It is an Divine Magic: Bright Weapon(N), Consecrate, ancient religion Courage(N), Cure Disease/Poison, Crumble(N), dedicated to the Deadlock(N), Flame Strike(E), Gleam, Heal meaning of blood, the Wound, Peaceful Rest(N), Restoration(E), mysteries of heredity, Sanctify(E), Scramble Magic(N), Sunspear death, and the undead.

In addition to these, many of The Silver Flame Most of its members, called seekers by may have many more of the anti-undead spells themselves, believe that blood is the source of from Necromantic Arts. life and that undeath provides immortality and a path to divinity. Most of its member don’t dabble in necromancy or venerate undead. Ordinary practitioners of The Blood of Vol is characterised by venerating the Divinity Within – i.e. the power, energy and drive within each individual.

Seekers believe that traditional faith is a self- indulgent conceit, a means for small minds and even smaller souls to come to terms with the true nature of existence. In a world as unforgiving as Eberron, the only faith that is

not misplaced is faith in oneself and one’s own capabilities. The Divinity Within grants the power to shape reality, not some outside force.

The religion is mostly practiced within Karrnath. Outside of Karrnath it is mostly judged as a necromancy cult, especially

because of the bad reputation of Karrnath.

Cult Skills Culture(Own), Influence, Insight, Stealth, Lore(Any)

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Magic Magic Common Magic: Boon of Lasting Night, Chill, Magic also varies greatly from cult to cult, but Darkwall, Demoralise, Hand of Death, Heal, here is a natural spell selection. Slow Common Magic: Befuddle, Boon of Lasting Divine Magic: Absorption, Behold, Consecrate, Knight, Darkwall, Demoralise, Detect Enemy, Dismiss Magic, Eclipse, Fear, Fog, Sanctify(E), Detect Good, Disruption, Heal, Mindspeech Sever Spirit, Soul Sight Divine Magic: Aphrodisiac, Berserk, Madness, Add to the above any appropriate necromancy Mindblast, Mindlink, Reflection spells from the ‘Necromantic Arts’ sourcebook. Which spells are allowed vary between local THE DRUIDIC SECTS groups, but most are available. The Druidic Sects are a collection of very different sects, who all venerate nature and the THE CULTS OF THE DRAGON BELOW balance of the world. They have the same The Cult(s) of the origin and all build on the principle of balance Dragon Below have between the three progenitor entities: Siberys, existed since the Eberron and Khyber. They stand vigil in beginning of time defence of Eberron against extraplanar threats, in one form or such as that posed from extraplanar creatures. another. There have always been Most druids come from the Eldeen Reaches, those, who chose to where their animistic religion is the dominant worship the faith. Others are found anywhere that nature’s Dragon Below spirit is strong, from the craggy mountains that (Khyber) in order to gain power or in hopes of house the Mror Holds to the fetid swamps of some dark promise fulfilled. In modern times, the Shadow Marches. cultists seek to release beings (e.g. daelkyr, Cult Skills rakshasa rajahs, or demons) or gain power Athletics, First Aid, Lore(The Planes), Stealth, from those same beings through sacrifice or Swim, Survival, Track devotion. Magic Worship of the Cults of the Dragon Below is Some of the sects may have variations on this strongest in the western regions of Khorvaire, spell selection. especially the Shadow Marches. These regions suffered most during the Daelkyr War, and Common Magic: Beast call, Cauterise, Clear bear the greatest scars from that ancient Path, Detect Magic, Detect Animal, Endurance, conflict, physically and psychologically. Heal, Light, Vigour, Water Breath

Most cultists practice in secret as society at Divine Magic: Beast Form(Choose one Animal), large shuns such worship. The cults are illegal Bless Crops, Breathe Water, Call Winds, Clear in all of the five nations. Skies, Cure Disease/Poison, Dismiss Elemental, Evergreen, Fog, Heal Wound, Meditate, Rain, Cult Skills Soul Sight, Speak with Animals(E), Speak with Various from cult to cult Plants(E)

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KEEPERS OF THE PAST (VALENAR) recreations the Valenar elf may regain spells as All elves in Eberron descend from the elven if in a temple. slaves that escaped Xen’Drik and the rule of the COMMON MEMBERS giants some forty thousand years ago. During this slave revolt, many elves fought and died Next to all Valenar elves are common members and the veneration for these heroes that gave of this cult, unless they for some reason have their life for their people, sparked the elven forsaken their entire culture and religion. As tradition of ancestor worship. such the only requirements is culture and veneration. Although the elves of Valenar severed themselves from Aerenal millennia ago, those PIOUS MEMBERS warrior folk still retain much of their relatives’ religious belief. Rather than venerating the 5 cult skills at 40% minimum, Ride at 50% undying ancestors of Shae Cairdal, they minimum. worship patron ancestors and seek to emulate FERVENT MEMBERS them through brave deeds and great accomplishments. 5 cult skills at 60% minimum, minimum 3 dedicated POW. When an elf is born, the Keepers of the Past read the signs to determine the patron HIGH PRIEST (SIYAL MARRAIN) ancestor that will guide the elf through life. It is the duty of the child to honour and emulate this The Siyal Marrain, or Horse Watchers (in the particular ancestor, though he should also common Galifaran tongue), are a Valenarian strive to bring glory to his entire family. druidic order charged with keeping the Valenarian steeds. The steeds are believed by When coming of age, the elf receives a Zaelshin, the elves to be the descendants of elven an amulet bearing the sigil of the elf’s patron warriors who fought against the Su'lat League ancestor, and many young elves take to to free the elven people from slavery, but were wearing a Zaelta. The Zaelta or spirit mask, is a cursed to remain in the equine forms they had veil that covers the lower face. It is intended to taken to carry their comrades into battle. As help the wearer submerge his identity in that such the Siyal Marrain protects them, pair them of his ancestor. with young Valenar elves and often take their form or speak with them through magical Many elves can share the same patron means. ancestor. This leads to competition among the elves as each strives to be the perfect Ride at 90% minimum, Survival at 80%, 4 embodiment of the common patron. other cult skills at 70%. Minimum of 4 Dedicated POW. Must have a strong bond to Since there are few permanent temples to the nature and animals. Keepers of The Past and Valenar divine users are often on campaign there exist some HIGH LORD (KEEPER OF THE PAST) alternative procedures for regaining divine magic. When a Valenar elf would need to return The lords of the cult are the keepers of the past, to the temple, he can instead get in touch with the traditions of the Valenar. They themselves his ancestors where he is. By spending a night have proven their close relationship to their honouring the ancestors with song, dance and ancestor and their accomplishment. To become a Keeper of The Past, the elf must have

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emulated their guidance ancestor’s deeds and behaviour in some great way, either by taking a decade-long journey or by performing some great deed in battle.

One cult combat style at 90%, 5 other cult skills at 70%.. Minimum of 4 Dedicated POW. Must have performed great ancestor-emulating deed.

Cult Skills

Athletics, Combat Style(Bow), Combat

Style(Valenar Double Scimitar), Combat Style(Scimitar), Dance, Lore(Ancestors), Ride, Resilience, Sing, Survival

Magic Common Magic: Bandit’s Cloak, Beast Call, Bladesharp, Coordination, Detect (water),

Endurance, Heal, Mobility, Multimissile,

Divine Magic: Alter Target, Beast Form(Horse), Behold, Berserk, Blessing, Speak with Animals(E), True (Valenar Double Scimitar),

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CHAPTER 7 – HEROIC ABILITIES These heroic abilities can be added to the ones becomes mundane; a warforged falls to the presented in the Core Rulebook, to help create ground in pieces, dead. the heroic and action-oriented characters that are inherit for Eberron. Regardless of the result of the opposed test, the artificer gains 1 level of fatigue. The author can only recommend the reader to seek out the Heroic Abilities found at the Note that extremely powerful (and thus RuneQuest Wiki, as they also provide a good complex) magic items should be left immune to addition to the ones in the core rulebook. this effect, as their complexity does not allow the Artificer to quickly unbind the magical Anti-Magic Resolve threads holding the enchantment. Requirements: CON 16 or higher, POW 14 or Alternatively, one could allow this by the higher. Artificer spending longer time on the Hero Points: 12 unbinding, but with a chance of the unbinding Duration: One skill test resulting in a magical explosion. The character is able to withstand offensive Quick Attack magic, through sheer physical and mental force Requirements: DEX 16 or higher, Evade 90% of will. The character can always passively or higher choose to resist a spell using resilience or Hero Points: 10 persistence, instead of evade – albeit at -20% Duration: One attack to the skill. The character is extremely nimble and able to In addition he can invoke this ability when quickly gain his balance. When invoking this failing a test of resilience or persistence to ability the character can use this SR to attack, avoid the effects of a spell. He can immediately even though he would normally not be allowed reroll the failed test, however the second result to do so from an earlier Evade roll or stands (cannot be rerolled again). Using this ‘Overextend opponent’ Combat Manoeuvre. ability immediately causes one level of fatigue.

Unbind Requirements: INT 18 or higher, Artifice at 110% or higher Hero Points: 12 Duration: One attack

Invoked whilst touching (in some cases making an unarmed attack) a warforged or an enchanted item, this power unbinds magical webs and destroy enchantments. The caster and the target make opposed rolls of Artifice vs. Persistence or Effect (whichever is higher).

If the target fails the resilience check, it immediately unbinds. An enchanted item

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CHAPTER 8 – EQUIPMENT In this chapter we discuss various armour, weapons, equipment and services available to adventurers in the world of Eberron. In general you can use any item found in Core Rulebook and Arms & Equipment, although some items are clearly too Bronze-Age to be applicable to all cultures. Items presented here are either altered versions of standard equipment, or new equipment that only exists in Eberron.

ARMOUR New prices, encumbrances and armour types more common, and often industrially mass- have been introduced to better fit the high- produced, and so the original prices in medieval world of Eberron. Armour is much RuneQuest does not fit. Armour AP Cost in Silver pr. Hit location ENC pr. Hit location Soft Leather 1 25 1 Hard Leather 2 40 2 Linen 2 60 1 Ringmail 3 100 2 Scalemail 4 150 2 Chainmail 5 175 3 Half plate 6 250 3 Full plate 8 350 4

Soft Leather: Armour made from leather or or archers wear armour like this, to take the directly from animal hides. Mostly only used by brunt of the damage. However, due to the primitives or desperate, was more material, linen armour is prone to additional sophisticated armour exists offering the same wearer, tear and damage. balance between protection and weight. Ringmail: Simple, mass-produced armour of Hard Leather: Made from hardened leather, chains sewn onto a leather jerkin. This type or and much more used in civilised areas than soft armour is slightly cheaper than the real deal, leather, as it can be easily formed, painted and but is quickly going out of use – as The Last in other ways made look stylish. Many noble War created better techniques for mass- sons delight in wearing fanciful leather armour, producing true Chainmail. The Ringmail is also to appear masculine and warrior-like, even harder to maintain due to the leather parts, as though they have never seen combat. they must occasionally be changed and cured with leather-oil. Linen: Made from multiple layers of linen, often with wool in-between, this armour Scalemail: A favourite among guard personnel, provides a good amount of protection the common soldiery and adventurers, compared to the price. Many peasant soldiers

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scalemail offers a good balance between joints, but offers larger flexibility and less protection and weight. weight. Half plate is expensive and almost exclusively worn by bodyguards, officers and Chainmail: In the heavier end of available nobles. Good examples of this are plate helmets armours, chainmail is also a favourite among with most of their face uncovered, arm bracers professional soldiers, guards and officers, and breastplates. chainmail offers excellent protection against damage. Full Plate: Full plate is truly heavy, expensive and protective. It covers every part of the Half Plate: Half plate is non-connected plate location, with advanced layer-plates and pieces armour, which might be worn by itself or in of chainmail to cover up flexible joints and conjunction with other armour. Half plate does critical sections. Good examples of this are full- not cover as much as full plate, especially in the suits of Plate and whole-covering helmets.

CLOSE COMBAT WEAPONS Weapon Category Damage STR/DEX Size Reach Combat Manoeuvres ENC AP/HP COST Valenar 2H 1D8 7/14 M M Bleed, Impale, 2 6/12 300 Double Sunder(2H-mode SP Scimitar 2H 1D10 9/12 L M only) Sharrash 1H 1D4+1 8/10 S M Bleed, Impale, 2 4/8 250 Entangle SP Tangat 1H 1D8+1 6/12 M M Bleed, Impale 2 4/8 250 SP

Valenar Double Scimitar: The Valenar Double Alternatively the weapon can be used with Scimitar is a very special weapon two-handed devastating force as an ordinary two-handed weapon. A person can use it with any sword weapon. If using it like this, the Double Scimitar combat style as a normal scimitar, albeit with a has the bottom row of statistics. -10% to parry rolls due to the awkward second blade. Sharrash: Because of the curved blade of the Talenta Sharrash, it is ideal for tripping However, a person with training in the specific opponents. When using a Sharrash for a trip weapon style can use the weapon to its full combat manoeuvre, the target receives a -10% potential. He does not receive the parry penalty to their evade skill for the opposed roll. and the weapon can then be used in one of two different modes, which can be changed Tangat: The Talenta Tangat is a short Polearm, between instantly: similar to a glaive but for mounted stabbing instead of chopping. The bearer can either fight with all the benefits of having two weapons (i.e. +1 CA) because the bearer can spin the blade around quickly for multiple attacks. If using it like this, the Double Scimitar has the top row of statistics.

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RANGED WEAPONS Weapon Damag Damage Range Load STR/DEX Size Combat ENC AP/HP COST e Modifier Manoeuvre Boomerang, 1D3+2 Y 40m - 5/11 S Stun Location - 2/4 25 SP Talenta Boomerang, 1D3+3 Y 30m - 5/13 S Stun Location, 1 3/6 25 SP Xen’Drik Bleed Elven Bow 1D8 Y 200 m 1 9/14 H Impale 1 3/7 300 SP

Boomerang, Talenta: The ordinary returning Elven Bow: A longbow mainly used by the boomerang used by the halflings of the talenta elves of Aerenal and Valenar. It is in many ways plains. When using the boomerang for ranged similar to the human longbow, but relies on attacks, the boomerang will return to its user grace and dexterity rather than brute force. on his first initiative count on the subsequent Through its advanced and delicate design, it is combat round. To catch the boomerang the able to launch arrow with deadly force. It can user must spend a Combat Action to catch it, by be used from horseback. This weapon is so succeeding on a test against his Talenta precise it grants a +10% bonus to any ranged Boomerang weapon skill. If he fail this ‘catch attacks made with it. check’ the boomerang lands d5 meters away. The price reflects the price for a newly-created Boomerang, Xen’Drik: The Xen’Drik elven character. If sought after in an ordinary boomerang is an exotic weapon used by the Khorvarian city by a non-elf, it will cost Drow. It can be used for ranged attacks, and significantly more. will return to the bearer. It works just as the Talenta boomerang described above.

NEW ARMOUR MATERIALS Armour Craft skill Modifier Cost multiplier Adamantine -20% x16 Bronzewood +5% x6 Darkleaf -20%A x8 Flametouched Iron -10% x8 Leafweave -20% A x5 Mithral -10% x14 Targath -10% x5 AThis requires Craft(Alchemy) as well as Craft(Wood Smith).

Adamantine: Armour made from adamantine Darkleaf: Alchemically cured pieces of alloy adds +2 to their AP without affecting ENC. darkwood, darkleaf can only be used for items Adamantine armour is almost always of with metal plates, such as scale mail, plate or superior quality (included in cost), and will brigandines. Darkleaf armour offers the same thus have one or more Enhancement (see p 28. protection as normal armour, but at -2 ENC. Of Arms & Equipment). Flametouched Iron: Flametouched armour Bronzewood: Items made of bronzewood grants a +10% bonus to Persistence and reduce their ENC with 1. Armour made of Resilience checks made to avoid effects caused bronzewood does not give a penalty to stealth by outsiders, such as fiends, Quori or Demons. checks when hiding in woodland areas.

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Leafweave: Leafweave armour can be of types Targath: Targath has a natural affinity for using leather or textile such as linen. items enchanted with healing magic, giving Leafweave armour always has an ENC of 0. them an extra magnitude of power. A character carrying an item made of Targath receives a Mithral: Armour made from mithral alloy has - +10% bonus on Resilience checks to resist 2 ENC to a minimum of 1. Mithral armour is disease. Armour made of Targath has -1 AP. almost always of superior quality (included in cost), and will thus have one or more Enhancement (see p 28. Of Arms & Equipment).

NEW WEAPON MATERIALS New and interesting materials for weapons to be made of.

Material or Item Craft skill Modifier Cost multiplier Adamantine -20% x16 Bronzewood +5% x6 Byeshk -20% x14 Cold Iron -10% x3 Densewood - x3 Flametouched Iron -10% x8 Mithral -10% x14 Riedran Crysteel -10% x12 Targath -10% x5

Adamantine: Weapons made from an Densewood: Densewood is tougher than adamantine alloy add +2 to their HP. In normal wood, and attempts to break wooden addition they ignore 3 AP of any item or items made from densewood are at a -20%. A armour they’re damaging. An Adamantine item shield made from densewood, receives a +2 AP is almost always of superior quality (included and +2 HP. in cost), and will thus have one or more Enhancement (see p 28. of Arms & Equipment). Flametouched Iron: Flametouched weapons ignore the natural armour of outsiders, such as Bronzewood: Items made of bronzewood Demons, Quori and the like. reduce their ENC with 1. Mithral: A weapon made from a mithral alloy Byeshk: All items of byeshk increase their ENC has -2 ENC, to a minimum of 1. A Mithral item with 1. Weapons made from byeshk increases is almost always of superior quality (included their damage by 1 and HP by 2. However due to in cost), and will thus have one or more the increased weight, a person using one Enhancement (see p 28. of Arms & Equipment). receives a -5% to parry rolls. Riedran Crysteel: Weapons made of crysteel, Cold Iron: Weapons of Cold Iron increase their when wielded by a character with the Psionic HP and AP by 2. Furthermore Cold Iron skill, adds +1 to its damage for every tenth of bypasses the natural armour of many fey, the characters Psionics skill. demons and devils.

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Targath: Targath has a natural affinity for GOODS AND SERVICES items enchanted with healing magic, giving These prices and descriptions only clarify rule them an extra magnitude of power. A character purposes for the original items in Eberron carrying an item made of Targath receives a Campaign Setting. +10% bonus on Resilience checks to resist disease. Items made of Targath have -1 AP and

-1 Hp. Furthermore weapons made of Targath bypass the natural armour of any Deathless creature, such as the undying court of Aerenal.

Item Cost ENC Item Cost Special Substances and Items Mounts and Related Gear Acidic Fire (Flask) 40 SP - Clawfoot 700 SP Alchemist’s Frost (Flask) 40 SP - Glidewing 100 GC Alchemist’s Spark(Flask) 40 SP - Magebred Animal x2 Noxious Smokestick 20 SP - Valenar Riding Horse 800 SP Tanglefoot Bag 40 SP - Valenar War Horse 100 GC

Tools and Skill kits Services and Spellcasting Glyphbook 100 SP 1 Hireling, Dragonmarked 15 SP pr. day Holy Symbol, Flametouched Iron 600 SP 1 House Cannith: Repair 5 SP Inquisitives Kit 200 SP 3 House Jorasco: First aid 5 CP Warforged Repair Kit 150 SP 4 House Jorasco: Medical Care 10 CP pr. day House Jorasco: Magical Healing 10 SP pr. HP Clothing House Jorasco: Restoration 20 SP pr. stat Clothing, Darkweave +100 SP - House Jorasco: Cure Dis./Poison 100 SP Clothing, Glamerweave +100 SP - House Kundarak: Banking Varies House Kundarak: Freeze 100 SP Documents House Kundarak: Meld 100 SP Arcane Signet Ring 200 SP - House Kundarak: Veil 5 GC pr. day Identification Papers, standard 2 SP - House Lyrandar Airship 1 SP pr. mile6 Identification Papers, portrait 10 SP - House Lyrandar Galleon 5 CP pr. mile Letter of Credit Special . House Orien: Coach/Caravan 3 CP pr. mile Letter of Marque 500 SP . House Orien: Lightning Rail 5 CP pr. mile Travelling Papers 5 CP . House Orien: Mail Service 1 CP pr.50miles House Orien: Teleport 10 SP pr. mile House Sivis: Arcane Mark 5 SP Food, Drink and Lodging House Sivis: Message station 5 SP pr. page Feast (Per person) 70 SP - House Sivis: Translation 2 SP pr. page Magical Meal (Per person) 30 SP - House Sivis: Secret Script 75 SP Meals, House Ghallanda (per day) 2 SP - House Sivis: Message 125 SP Skycoach, in-city 4 CP pr. mile

6 1 Mile = 1.5 km for ease of use.

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SPECIAL SUBSTANCES AND ITEMS Glamerweave: Grants a +20% bonus to Acidic Fire: Acidic fire is a substance that Influence checks due to the impressive burns when it comes in contact with the air. A material. This of course varies greatly on the location hit by acidic fire will burn as though a situation – some might not like your fancy small fire (dealing 1D6 damage per round) for clothes. 1D3+2 rounds, unless extinguished. DOCUMENTS Alchemist’s Frost: Similar to alchemist fire, Arcane Signet Ring: Contains an Arcane dealing cold damage instead. Mark(E) that identifies the correct identity of the wearer. Alchemist’s Spark: Similar to alchemist fire, but dealing 1D10 electricity damage for one Some cheaper models do not contain an arcane round only. mark, but are still ornate and costs 100 SP instead. Noxious Smokestick: Works just like Flash Powder (p. 8 of Arms & Equipment). In addition Identification Papers, standard: See the to the smoke, anyone within 5 meters who fails Eberron Campaign Guide. a Resilience check is Nauseated (p 56 of the Core Rulebook). Identification Papers, portrait: See the Eberron Campaign Guide. Tanglefoot Bag: This bag bursts on impact, covering the target in sticky goo, which Letter of Credit: See the Eberron Campaign becomes tough and resilient upon exposure to Setting. air. The target receives -40% to all skill check requiring use of hands, arms or fine Letter of Marque: See the Eberron Campaign manipulation. Setting.

TOOLS AND SKILL KITS Travelling Papers: See the Eberron Campaign Glyphbook: Grants a +20% bonus to any Setting. Language checks regarding ancient Xen’Drik languages. FOOD, DRINK AND LODGING Feast: A very high-quality meal prepared by Holy Symbol, Flametouched Iron: When the the Feast(E) and Chef’s Boon(E) spell. wearer of this holy symbol casts the Crumble(N) spell, the target undead receives a -20% to its Magical Meal: A medium to high-quality meal Resilience check. prepared with the Chef’s Boon(E) spell.

Inquisitives Kit: Gives an +20% bonus to all MOUNTS AND RELATED GEAR relevant tests when investigating an area, such Clawfoot: See Section 9 – Monsters and NPCs. as a crime scene. Can ordinarily only be bought in the Talenta Plains, and then only rarely to non-halflings. Warforged Repair Kit: Grants a +10% bonus to any relevant Craft check when repairing a Glidewing: See Section 9 – Monsters and NPCs. warforged. Can ordinarily only be bought in the Talenta Plains, and then only rarely to non-halflings. CLOTHING Darkweave: Grants the user a +20% bonus to Magebred Animal: See Section 9 – Monsters Stealth checks in shadowy or dark conditions. and NPCs.

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Valenar Riding Horse: Can ordinarily not be House Kundarak: Banking Service: Having bought. Should one attain such a horse House Kundarak take valuables into however, this is the price it would fetch on the safekeeping. The price depends hugely on open market. quality, importance, danger for thieves and length of keeping. Ordinary banking, such as Valenar War Horse: Can ordinarily not be keeping savings, will usually cost 2 SP a month. bought. Should one attain such a horse Keeping a family’s heirlooms, with proper however, this is the price it would fetch on the insurance in case of theft can costs many GC a open market. month and storing a valuable artefact might costs hundreds of GC. Whatever needs to be SERVICES AND SPELLCASTING stored and whatever your budget - Kundarak The following services are for can take care of it.

Hireling, Dragonmarked: Daily use of a heir House Kundarak: Freeze: Having house possessing a Least Dragonmark, performing Kundarak secure an area with the Freeze(P) related services. spell.

House Cannith: Repair: Having House Cannith House Kundarak: Meld: Having house magically repair an item. Usually only used on Kundarak secure an area with the Meld(P) spell. weapons of high quality or importance. The artificers use a combination of magic and House Kundarak: Nondetection: Having knowledge to repair the item in question. house Kundarak secure a person or area with the Nondetection(SP) spell. Usually this means House Jorasco: First aid: This represents moving into a room at a House Kundarak ordinary first aid, performed either in a House enclave where the spell is continuously cast. Jorasco house of healing or at visitations by a However House Kundarak can be open to other Jorasco envoy. This can also represent ordinary locations, which will usually cost five times the health-checks, sick-visits at home and likewise. price. It is normally not performed by a Dragonmarked heir. House Lyrandar Airship: Buying passage on a House Lyrandar Airship covering the main House Jorasco: Medical Care: Represents passages between large cities. Hiring for a non- long-term medical care, such as recovering standard journey will cost significantly more. A from a disease or recuperating after a major few airships are owned by the nations wound, with little or no magic involved. governments and privateers, but most are in

House Jorasco: Magical Healing: This the hands of House Lyrandar. represents magical healing, with any An airship can travel up to 30 km per hour combination of the magical healing available to house Jorasco. The price is per hit point, to through clear skies. A ship using Animate(Air) represent how badly injured the patient is. to lessen air drag, can add 10 km per hour on top of that for the duration of the spell. House Jorasco: Restoration: This represents magical restoration of lost physical or mental House Lyrandar Galleon: Buying passage on a capabilities. House Lyrandar Galleon covering the main passages between ports. Hiring for a non- House Jorasco: Cure Disease/Poison: standard journey will cost significantly more. Magical removal of diseases or poison within substances or patients. An airship can travel up to 30 km per hour

across calm water.

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House Orien Coach/Caravan: A House Orien to coin. Many coins are from before the last Coach travels along the House Orien trade war, being minted in Galifar. Newer coins are routes. They maintain a speed of 8 km per also abundant, being minted within each nation hour. and bearing their emblem. All nations however, continue using the old Galifar values for coins, House Orien moves goods and especially because of the influence from the passengers almost everywhere large towns or dragonmarked houses, who do not wish for too cities exists. Caravans maintain a speed of 25 varied national currencies. km/day. Trade Goods House Orien Lightning Rail: House Orien Use the table below for prices of general trade Lightning Rails travel along rail lines of goods and resources. conductor stones. Lightning rails travel 45 km per hour. Goods Measure Price Foodstuff House Orien: Teleport: Having a House Orien Wheat 1 kg 1 CP heir cast teleport(S) for you. Flour 1 kg 2 CP Hay 1 kg ½ CP House Sivis: Arcane Mark: Having House Sivis (E) mark a document with an Arcane Mark . Metals

Iron Ore 1 kg 10 SP House Sivis Translation: Having House Sivis Wrought Iron 1 kg 25 SP translate a document, regardless of the Weapon Iron 1 kg 40 SP language. House Sivis guarantees the content of Steel 1 kg 160 SP the translation will not be recorded. Lead 1 kg 30 CP House Sivis: Secret Script: Having House Sivis Copper 1 kg 16 SP hide a document with a Secret Script(E). Tin 1 kg 40 SP Bronze 1 kg 60 SP House Sivis: Sending: Having House Sivis send Cold Iron 1 kg 100 SP a message to a person anywhere, via Targath 1 kg 200 SP Message(SC). Silver 1 kg 200 SP Gold 1 kg 200 GC Skycoach, in-city: Buying passage on a Mithral 1 kg 230 GC Skycoach. Skycoaches are only available in very Adamantine 1 kg 280 GC large cities and only widely in use in Sharn. Platinum 1 kg 200 PP

Wood TRADE Bronzewood, timber 1 kg 100 SP Sometimes adventurous souls decide to settle Darkleaf, timber 1 kg 130 SP down, to start a business or earn money in the Densewood, timber 1 kg 100 SP side by transporting and selling goods where they would be headed anyway.

Coinage The coins used in Eberron weight around 10 grams and have a diameter of roughly 35 mm. They do not consist entirely of the metal they represent, with a percentage varying from coin

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Dragonshards This is because mithral in itself has the same Eberron, Least 50 SP qualities as iron, and thus needs to be Eberron, Lesser 150 SP tempered with carbon and steel to avoid being Eberron, Greater 300+ SP either too bendy or brittle. Use the x14 price Siberys, Least 200 SP modifier for items consisting of mithral alloy Siberys, Lesser 1.500 SP given above. Remember that this modifier Siberys, Greater 4.000+ SP Khyber, Least 600 SP includes the added price for high-quality, as Khyber, Lesser 1.300 SP mithral items tends to be of. Khyber, Large 4.000+ SP Steel: True high-carbon steel, manufactured in Metals a temperature-controlled furnace. The effects of steel are described in Arms & Equipment. Adamantine: The price given for adamantine here, is the price for a pure ingot. When used in Weapon Iron: Usually called mild steel, it is crafting, adamantine is almost always used as actually a steel-alloy, merely one with a much an alloy, where only slightly less than half the lower carbon-percentage than true steel and metal consists of adamantine. Pure adamantine much easier to make with current technology. itself would be both too heavy, but also too It is suitable for making long blades, such as brittle, to use for weapons. Use the x16 price swords, or armour – and often also used for modifier for items consisting of adamantine making tools or decorative items because of its alloy given above. Remember that this modifier durability and ability to be polished to be shiny. includes the added price for high-quality, as Most weapons are per default made from this adamantine items tends to be of. material and all price modifiers are calculated from this one. Copper/Silver/Gold: These represent the pure state of the metals. Usually when sold, the Wrought Iron: Wrought iron is the basic ‘black seller will specify the purity of the material, iron’ used in many lesser iron manufactures. It which can range tremendously. This is in is used for making horseshoes, eating knifes, contrast to the price modifier of x12 given in axes, spears, arrowheads, and so on. It is not Arms & Equipment, which is a gold alloy – not suitable for making armour or weapons such as pure gold. swords. Long blades would break due to the brittleness of wrought iron. Iron Ore: These are collections of dirt, stone or other materials holding a large quantity of iron Dragonshards ore. They need to be burned in a furnace, so Sizes: Least dragonshards are used on many that the iron can be extracted from the ore. 1 magic items, such as Everburning lanterns and Kg of iron ore usually yields ½ kg of suitable some permanent wands. Greater shards are iron to be used to make wrought iron. As this very rare and used for very powerful magic depends much on iron-percentage in the ore, items. The Airships and Lightning rails both the DM may wish to randomise this if large need greater Khyber shards to function. quantities are produced. Category Avg. Length Mithral: The price given here are for pure Least 6-15 cm. mithral ingots. When used in crafting mithral is Lesser 15-29 cm almost always used as an allow, where roughly Greater 30+ cm half of the material actually consists of mithral.

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The price for a Dragonshard varies greatly in Stormreach as that city grew. Eventually, the accordance to its size. The prices given in the relatively civilized region around the city was table averages for an ordinary one of its size. So picked clean of most dragonshards, and now a lesser shard with a length of 15 cm, will cost most shards are primarily found deep within closer to 100 SP than the 150 SP normally the wilds of Xen’drik. given for a shard of that size.

Eberron: Eberron dragonshards, also called bloodstones, are found encased in geode like stone shells—egg-shaped rocks perhaps a foot across. These stone shells usually lie just below the surface of the ground, covered by 2 to 10 feet of dirt and sediment, but always above the bedrock layer. Since Eberron dragonshards are not found buried within rock, most shard fields are in lowlands, as opposed to mountains or rocky barrens.

Khyber: While Siberys shards are the most rare variety of Dragonshard, Khyber shards are the most hazardous to obtain. Nevertheless, prospectors and members of the Finders Guild send expedition after expedition to find the Khyber shards that fuel so much of the industry of Khorvaire. Lightning rails and airships have transformed the economy of the Five Nations, and elemental forges increase the output of many of Khorvaires smiths and craftsmen. As a result, many organizations pay handsomely for these dragonshards, making the expeditions profitable—provided shard hunters make it back alive.

Siberys: Siberys dragonshards fall from the

Ring of Siberys, littering much of equatorial Eberron. Nearly all Siberys shards came from Xen’drik, harvested from the jungles around

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CHAPTER 9 – MAGIC ITEMS IN GENERAL CREATING MAGIC ITEMS Magic items are important in the world of Magic items are created by persons with the Eberron, and certain iconic items are very Artifice advanced skill or through important for the feel of the setting. In this Sorcery(Grimoire) or Pac, using the creation section we will explore a small number of both rules given below. In the following, the skill classical D&D magic items and Eberron items, used to create the item is just termed the converted for use with RuneQuest 2. Note that Creator’s Skill. unlike in normal RuneQuest 2, there is no Magic items usually need special substances, recharge time between uses on Magic Items in often expensive, to bind the magic to an item. Eberron – thus ignore the rules for Magic Items For lesser magic items this is represented as a presented in Arms & Equipment. cost in Silver Pieces, as the substances are All prices in this chapter are very loose usually readily available in cities. For powerful guidelines. Acquiring a permanent magic item magic items, there is also be needed at least should always be an achievement in itself, one substances which is hard to get, requiring either making it oneself, bargaining for hours effort in searching and negotiating, possibly with an old hag or conquering it from a fallen requiring an entire adventure to obtain. nemesis. Use the following tables to determine Even though artificers can make permanent enchantment costs. The prices given are the items, they find that temporary items are investment by the maker to create the item, better for business – as the customer must who will usually sell it at 1.5 to 5 times this return later for more – and they do not need to value, depending on the market. These prices use their own MP. As a result of this, it is hard are for permanent items only. to purchase permanent items, especially items Enchantment Cost for Permanent Items of healing and enhancing. House Cannith Total Magic Points Cost to enchant especially has been central to spread the use of 2 200 potions and wands, over permanent items. 3 450 4 800 THESE RULES 5 1.250 The rules for creating magic items 6 1.800 + special substance represent the Authors original work, but 7 2.450 + special substance are heavily influenced by the rules found in 8 3.200 + special substance Wraith Recon and SpellCom, although there 9 4.050 + special substance are key differences. 10 5.000 + special substance Example special substances: large Dragonshards, Please give due credit to Mongoose rare sorts of wood, dragon scales, ancient creation Publishing, especially Pete Nash – the schematic or focus items. The item should be author of the above mentioned books. appropriate for the kind of magic.

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The time to create a permanent magic item is Multiple-use items, such as wands or any given in the table below. For temporary other item the creator wishes to create. magical items, you should halve this time. There are a number of general mediums, which Enchantment Times confer special abilities or restrictions on Total Magic Points Hours to enchant temporary items. These are listed here: 1 1 2 4 Potions: A potion, draught, pill, powder, oil or 3 9 cake is a single-use item which can be activated 4 16 by anyone. Activation is by applying it or 5 25 eating/drinking it (as appropriate). Potions can 6 36 never be used more than once. 7 49 8 64 Creating a potion costs 15 Silver Pieces per 9 81 Magic Point invested in the creation, used on 10 100 ingredients able to contain the magic. A potion cannot hold a spell with more than 4 invested MP. To create a magic item holding a spell, the caster must either: The creator must have a suitable workspace for brewing, boiling and applying magic to the Know either Common Magic or Sorcery and ingredients. know all spells wished to be enchanted into the item or have them readily available There are some restrictions on what spells can through allies. be put into potions, use common sense as to what is applicable to your style of game. Or Scrolls: A scroll is a piece of paper, containing Have the Artifice advanced skill a spell. The spell can be activated by spending If the magic can be resisted, it is the Creator’s 1 Combat Actions (plus 1 to open it if it is not Skill at the time of creation which is used as the already open) but only by a person with a opposed casting roll. Sorcery(Grimoire) skill who also knows what spell is contained in the scroll. The creator must also decide on whether to create a temporary magic item, or a permanent To find out what spell is contained, requires a one. successful Lore(Arcane) check unless of course the person has been told the nature of the spell. Temporary Items A temporary item is an item with one or more Scrolls can only ever hold 1 use of an item, but charges. When these charges have been used, in exchange they are much cheaper to create. the magic item is rendered useless and the Creating a scroll costs 10 SP per Magic Point magic points are returned to the creator when invested in the creation, used on high quality he next regains magic points. There are two paper and ink. For spells costing more than 5 main types of temporary items: MP, the cost is 20 SP per MP. One-use items, such as potions, pills, oils, The creator must have a suitable flat scrolls or powders. workspace for writing the arcane script.

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Wands: Wands and staffs are the most THE PROCESS commonly used multiple-use temporary item. The Artifice skill allows the creation of magical Wands are made from wood and applied with items, which can be either permanent or alchemical oils, rare wood, metal or bone temporary. Wizard/Sorcerers and sensitive to the appropriate magic it holds (e.g. Clerics/Priests can also create magic item, Livewood for healing wands). This very specific although they do it far rarer. creation allows the wand to hold more charges than would else be possible. A wand always Common Magic Enchantments have 5 times as many charges as would Common magic is the easiest to enchant, but otherwise be the case for the enchanted item also the ones with the weakest effects. To (so if a Artificer makes a wand with 10 charges, represent this, when enchanting common then the wand has 50 charges). magic spell you only pay 75% of the price in Silver Pieces. A wand is activated by spending 1 and CA can only be activated by a character with the To create the magic item, the creator must matching magic skill or artifice, as the spell decide what spell should be enchanted into the contained (so a wand containing a sorcery item, and decide whether it should be a spell, can be activated by any person with any temporary or permanent item. Sorcery(Grimoire) or the artifice skill). Note The cost in magic points of a common magic that the Use Magic Device advanced skill allows spell, differs whether it is a temporary or persons to use items against this restriction. permanent item. Permanent item costs 1 Magic Creating a wand costs 75 Silver Pieces per Point per Magnitude, where temporary items Magic Point invested in the creation. A wand costs 1 Magic Point per 2 Magnitude. You cannot hold a spell with more than 5 invested cannot create a permanent item with less than MP. Magnitude 2, as the magic is too weak and diffuse to bind to material properly. The creator must have a suitable workspace for carving the wood and applying chemicals. If a temporary item, the caster can give the item one charge per tenth of his Creator Skill, It is rare to see temporary items which are not so a creator with 47% Common Magic can of these categories, and therefore they are left create an item with 5 charges. to the GMs discretion. Their price would be higher though, as the above are tried and No common magic item can have a continuous proven methods of creating those items. effect - They are always only activated. When activated they function just as if the common Permanent items spell had been cast at that time. Permanent items can be of three distinct types: Common magic items can be both permanent Items that magically alter themselves (A and temporary, although the latter is by far the Magic bow) most common.

Items that magically alters the wearer (A Permanent common magic items need time to belt of Strength) recharge after use. After using a permanent common magic item, it will take 5 minutes Items that cast spells on others (A Blessing before the item can be activated again. Font)

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Sorcery Enchantments spells or permanent the item. Determine the Sorcery enchantments are magic items cost by using the table below: containing sorcery spells. To create the magic Base Cost: item, the creator first chooses the spell(s) he The amount of Magic Points the spell(s) would wishes the magic item to contain and which normally require to cast. Manipulations should be applied to the spell’s Addition Costs: effect. Determine the strength of the spell and Permanent item +1 the available number of manipulation points Each Effect > 40% +1 from the creator’s Sorcery(Grimoire), Each Effect > 70% +1 (in addition) Manipulation or Artifice skill (using Artifice Each Effect > 99% +1 (in addition) instead of both Sorcery(Grimoire) and Strong spell +x Strong spell: A clarifications that these are guidelines. Manipulation). A player might come up with a very strong The creator must also decide how powerful the combination, that the rules could not have foreseen – item should be. The effect of the item is and the GM can then place any arbitrary MP cost to this item. determined by the Creators skill, but he can choose to create less powerful items than able Example: Elida now needs to determine how to. He can also choose lower effects for any many magic points the item will cost to create. combined spells, so he could enchant an item The spell would normally take 3 Magic Points to with an Actuate spell at effect 70% and an cast, and she decides on a full effect of her Animate spell at effect 30%. Each effect count Artifice of 62, so that adds another Magic Point separately towards MP investment on the table to the Cost. The Wand of Enhance(STR) ends up to the right. costing 4 magic points to create.

If the item is a temporary one, the caster must This cost in magic points can be provided from also add a number of charges. Charges can be an Artifice Craft Reserve, the Creators magic added by spending manipulation points at a points (either from POW) or other sources. cost of 1 charge per 1 Manipulation. If no manipulation points are spent on charges, the When all things have been decided, the creator magic item has only one. Note that some kind must succeeded on a relevant check, of either of temporary items cannot have more than one Sorcery(Grimoire) or Artifice. Remember that charge, such as potions or scrolls. this check is subject to the Haste modifiers described in the core rulebook. Example: Elida is trying to create a Wand of Enhance(STR). Elida’s Artifice skill is 62%, so she A critical success reduces the investment in can manipulate the Sorcery enchantment with 7 Magic Points by one (to a minimum of one). manipulation points. She chooses to put 2 into A failure means that the enchantment failed, ‘Targets’, 1 into ‘Duration’ and the remaining 4 but the creator can try again after the creation she spends on charges – ending up giving her a time has expired (so if it would take 9 hours to temporary magic item with 8 charges (2 times create a magic item, the creator can try again 4). Since she created a Wand, the actual number after 9 hours). of Charges will be 40, A fumble means the same as a failure, except The cost in magic points to create a sorcery that the creator also ruins 25% of the materials enchantment is determined by many factors, as (in effect heightening the cost by 25% silver additional magic can be needed to fuel greater

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pieces) – special substances are never ruined in EXAMPLE MAGIC ITEMS this way. Here are given a number of example magic items, some of iconic or generic types. The The Combine manipulation can be used to price given here may vary tremendously with create complex magic items, containing more the seller, the quality etc. than one spell. However if any of the combined spells have the Concentration or Resistance If a character succeeds in buying a magic item trait, then the whole spell gains the for lower the ordinary costs, there is a chance Concentration or Resistance trait. the item may be of severely low quality. For instance a Healing Potion might only heal 1d4 Permanent enchantments with the instead of 4, or a ring of protection might set Autonomous trait are continuous effects, and out after deflecting damage. will always give the benefit or disadvantage unto anyone who wears it. Unless for specific Many of the items presented here has boosted items, the effect ceases the moment you are not magnitude, even when characters would in contact with the item anymore. If the magic themselves choose to go cheap and save the is dispelled by a powerful enough spell, the money. The reason is that any proper magic magic item resumes working after 2D10 item creator will wish to have a reputation for rounds of recharging – unless of course the stability and not for magic items that set out as dispelling magic is still active to suppress the soon as they meet a dispel. When selling items effect. to ensure people's survival - it is rarely a good idea to go for discount. Permanent enchantments with the Concentration trait are inactive until activated, GENERAL ITEMS either by speaking a command word or Here are some examples of specific items, I concentrating on the item. The GM should take have focussed on items which cannot readily into account that items may be activated by be made using the rules in Arms and accident, in tense situations, magic or by simple Equipment, either because they have a bad luck. Carrying your Staff of Wrack (Fire) continuous effect or because a spell does not around in your pocket is a bad idea. exist to model it.

UNSUITED SPELLS Amulet of Health Some spells are for various reason not Effect: Enhance(CON)(S) 30% reasonable in permanent items, either for game Magnitude: 4 balance reasons or for style/oddity. If a Range: Wearer character is taking great pains to research or Duration: Permanent experiment to create items holding these Description: This amulet is mostly made of Targath and spells, the GM could allow them by his imbued with healing magic. The amulet gives a discretion – but it should be in some way so +10% to resist disease as per usual for Targath that it is not abused and drives the story items and in addition it enhances the bearers forward. ability to withstand damage and disease. The Sorcery wearer’s CON is increased by +6. Shapechange Cost to Create: 600 SP Teleport Cost to Purchase: 1.200 SP

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Artificer’s Goggles Belt of Giant's Strength Effect: Mystic Vision(S) 60% Effect: Enhance(STR)(S) 30% Magnitude: 1 Magnitude: 4 Range: 75 m Range: Wearer Duration: Permanent Duration: Permanent Description: Description: These goggles appear quite special, with a The wearer’s STR is increased by +6. myriad of small lenses, crystals and other Cost to Create: 450 SP gizmos attached everywhere. They allow the Cost to Purchase: 900 SP wearer to gouge the abilities of magical items Blast Disk and spells as though by a Mystic Vision(S) spell Effect: Special out to its range. Furthermore, due to the Magnitude: 4 myriad view lenses and other helpful effects Range: 5 m these goggles implement, any artificer using Duration: Instant these when creating enchanted items gain a Uses: 1 mine +10% bonus to the check to see whether they Description: succeed. Some versions of these goggles also Developed during the last war, a blast disk is a include an enchantment giving the wearer the metal disk holding a one-use spell capable of Night Sight trait. dealing much damage. When placed, blast disks Cost to Create: 800 SP (+300 for night sight) are often covered with dirt to conceal them Cost to Purchase: 1.600 SP (+400 for night (Difficult Perception check), but more sight) expensive models have concealing magic imbued, making them almost impossible to Artificer’s Tunic spot (very hard perception check). When a Effect: Special blast disk is subject to a sufficient downward Magnitude: 8 force (such as a foot stepping on it) the disk Range: Wearer explodes with a slight delay, damaging all Duration: Permanent Description: persons within range. Each creature in the area This lightly armoured & hooded leafweave takes 2D8 damage to two random hit locations. tunic contains rare metal threads, small gems A successful Difficult (-20) evade check can be and golden studs – all of materials and form used to avoid the damage. focussed to channelling magic. An artificer Cost to Create: 100 SP (+50 for concealing casting a common magic spell on himself, while magic) Cost to Purchase: 200 SP (+100 for concealing wearing such a tunic can do so in half the magic) ordinary time. It provides 2 AP to the chest, arms and abdomen, & head (when the hood is Cloak of Displacement on) without any armour penalty. Effect: Special Cost to Create: 900 SP Magnitude: 6 Cost to Purchase: 1.500 SP Range: Wearer Duration: Permanent Description: This cloak is made from the hide of a displacer

beast. When worn the bearer will seem to shift quickly between multiple locations nearby, appearing blurry and distorted. The effect is that the enemy is unsure as to the wearer’s

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true location, and a hit on the wearer might hit manifest zone). Other than this, it works empty air (20% chance). The effect is very exactly as a Ring of Slow Fall as described unnerving, and people find it very rude to wear below. one at social gatherings and the like. Cost to Create: 30 SP Cost to Create: 450 SP Cost to Purchase: 50 SP Cost to Purchase: 800 SP Glove of Storing Circle of Sound Effect: Conjure(SC) 30% & Tag(SC) 30% Effect: Message(SC) 40% Magnitude: 4 Magnitude: 1 Range: Wearer Range: 400 m Duration: Permanent Duration: Permanent Description: Description: This glove, usually of leather or metal, has the Often found as earpieces, glasses, rings or ability to store items within it. When holding monocles these items come in connected sets an item the wearer can activate the glove of two to six (more exists, but are rare). A which will store whatever item is held – if it’s wearer can whisper to the item, and the not too large. Only one item can be stored in message will be heard by anyone wearing a the glove at a time. At any time the wearer can connected item within range. The sets are then bring back the stored item. Both storing connected when forged, and only reforging or and returning an item it takes up a CA. very strong magic can alter to what set a ring belongs. The item can store an item up to SIZ 3 or in Cost to Create: 200 SP per ring weapon terms, a weapon with a reach of Long Cost to Purchase: 400 SP per ring or less. Cost to Create: 800 SP Cloak of Resistance Cost to Purchase: 1.600 SP Effect: Special Magnitude: 5 Goggles of Nightvision Range: Wearer Effect: Enhance(Sight)(S) 40% Duration: Permanent Magnitude: 6 Description: Range: Wearer This magical cloak adds +15% to all Duration: Permanent Persistence or Resilience checks. Description: This pair of goggles (sometimes incorporates Cost to Create: 450 SP Cost to Purchase: 900 SP as eyes for warforged) allows the wearer to see in darkness, as though having the Dark Sight Feather Token trait. Effect: Slow Fall(E) Cost to Create: 450 SP Magnitude: 1 Cost to Purchase: 900 SP Range: Wearer Duration: Instant Uses: 1 Description: Made to function on the extra energies of flying magic present in Sharn, a feather token is a cheap alternative to a Ring of Slow Fall. It works only once, it needs to be activated by the owner and it only works in Sharn (due to the

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Homunculus Map of Voyage Effect: Special Effect: Locate(E) & Project(Sight)(S) 40%+ Magnitude: - Magnitude: 1 Description: Range: Whole Map A homunculus is a small construct artificers Duration: Permanent use to help them in their work, like an Description: assistant. Artificers usually fashion their own This enchanted map is ideal for a sorcerer to ones and they are hard to buy as a result of this travel. When a person touches an area on the – the price reflects cost of construction. map, an image of the area touched will appear Homunculi can look like whatever the artificer in the persons mind. The image will be of the want it to be, although they can have a area at the time of drawing, not with any maximum SIZ of 2. changes since then. The image is sufficient for a caster to treat the location as in direct Homunculi can speak whatever language the observation for a teleport spell – although the creator knows and wishes it to speak, and it spell must still have sufficient range to reach can follow advanced instructions – along with the area. Note that depending on the scale of simple artificing assignments. It lacks true free- the map, it may be hard to find specific will and never takes initiative by itself. It is locations – especially at maps over nations or worthless in combat. continents. Cost to Create: 1.250 An artificer with a homunculi assistant to help Cost to Purchase: 2.000 SP with the process, receives a +10% bonus to any This price is for a regional/national map. Artifice check made to create magic items. Continent spanning maps will cost much more. Cost to Create: 600 SP Ring of Slow Fall Effect: Slow Fall(E) & Delay 30% Magnitude: 1 Range: Wearer Duration: Permanent Description: This ring holds a variant of the Slow Fall(E) spell, with conditions to only work when falling. When the character is falling Immovable Rod (characterised by high speed and a specific Effect: Actuate(SC) 99% & Trigger 20% type of adrenalin rush) the ring activates. Magnitude: 6 When activated the bearer of the ring will slow Range: Itself to a falling speed of 2 metres per second. When Duration: Permanent by trigger Description: nearing the earth the ring slows further, This 30 centimetre-long ivory rod has a button allowing the bearer to land safely on his legs. at one end. When activated, the rod will remain Remember that, as all common magic items, at its position in space, regardless of the force the ring has a recharge time of 5 minutes – applied to it. So for instance, using two of these making two continuous falls risky. the user can create a ladder in mid air. When Cost to Create: 450 SP the button is pressed again, it deactivates. Cost to Purchase: 900 SP Cost to Create: 1.250 SP

Cost to Purchase: 2.500 SP

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Ring of Protection Effect: Toughen(SC) 40% or 60% Magnitude: 6 Range: Wearer Duration: Permanent Description: This ring continuously affects the caster with a Toughen(SC) spell, granting magical AP to all locations. Remember that on locations with AP from other sources, the AP from this ring must be overcome it to be effective – in other words, it does not stack. The AP is halved against damage from non- magical sources. Cost to Create: 4 AP: 450 SP/6 AP: 800 SP POTIONS Cost to Purchase: 4 AP: 900 SP/6 AP: 1.600 SP Healing Potion Effect: Heal 4 Ring of Spell Storing Magnitude: 4 Effect: Delay(SC) 70% Range: Applied person Magnitude: 8 Duration: Instant Range: Wearer Uses: 1 draught worth of liquid Duration: Permanent Description: Description: This common healing potion heals 4 Hit Points This ring holds a large gemstone and allows the when imbibed. It heals the most damaged wearer to cast a Sorcery or Common magic location first. It cannot reattach or regrow spell into it. When a spell is cast into the gem, it severed limbs or heal a maimed one. is stored until released by the wearer of the Cost to Create: 45 SP ring (only a Mystic Vision(S) or Soul Sight(D) Cost to Purchase: 90 SP spell can reveal the spell contained within). Manipulations and magnitude is determined by Mana Potion the caster, when the spell is stored - although Effect: Meditate the wearer of the ring decides who to target. Magnitude: 4 The MP used to store the spell return as normal Range: Applied person Duration: Instant after casting the spell. If the ring is suppressed Uses: 1 draught worth of liquid by a dispelling effect the stored spell is lost. Description: Cost to Create: 800 SP This coveted potion instantly grants the user 4 Cost to Purchase: 1.600 SP magic points, to a total of his normal maximum. However, due to the nature of the ingredients, Ring of Wizardry the wearer cannot benefit from more than one Effect: Enhance(INT) & Enhance(POW)(S) 30% Magnitude: 6 mana potion within a 12 hour period. Range: Wearer Cost to Create: 60 SP Duration: Permanent Cost to Purchase: 120 SP Description: This ring enhances the INT and POW of the wearer by +6 each.

Cost to Create: 800 SP Cost to Purchase: 1.600 SP

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Oil of Magic Weapon Potion of Resist Energy(Energy Type) Effect: Bladesharp-similar effect Effect: Special Magnitude: 2 Magnitude: 4 Range: Applied item Range: Applied item Duration: Instant Duration: Instant Uses: 1 application worth of oil Uses: 1 draught worth of liquid Description: Description: When this oil is applied to a weapon, it hardens When imbibed, this potion will form a magical and enhances the properties of the weapon. shield around the person. The shield will For 1 hour the oil will stick to the weapon, after protect fully against the first 10 damage which the magic will fade and the oil start to sustained from the specific energy type – the peel off. As long as the oil is on the weapon, the damage is simple ignored. After 10 damage has weapon deals +2 DMG and the damage of the been sustained, the shield will wear off and the weapon counts as magical. effect will be over. Cost to Create: 30 SP Cost to Create: 50 SP Cost to Purchase: 60 SP Cost to Purchase: 100 SP

Oil of Repair Potion of Heroism Effect: Repair 4 Effect: Special Magnitude: 4 Magnitude: 6 Range: Applied item Range: Applied person Duration: Instant Duration: 30 minutes Uses: 1 application worth of oil Uses: 1 draught worth of liquid Description: Description: Invented during the war to quickly repair For the duration, this potion grants the damaged warforged in units without artificers, creature a +5% morale bonus to all combat- this oil contains the common spell Repair at oriented skills, such as combat styles and magnitude 4. resilience, persistence & evade. Cost to Create: 60 SP Cost to Create: 45 SP Cost to Purchase: 100 SP Cost to Purchase: 90 SP

Potion of Action Potion of Jump Effect: Enhance(Dex) 60% & Enhance(Int)60% Effect: Actuate Magnitude: 1 Magnitude: 7 Range: Applied person Range: Applied item Duration: 15 minutes Duration: 5 minutes Uses: 1 draught worth of liquid Uses: 1 draught worth of liquid Description: Description: For the duration this potion grants the imbiber This potion allows the user to jump and leap +12 DEX and +12 INT, effectively granting +2 much greater distances. Multiply the heights CA, a +12% bonus to melee combat styles and and lengths a character can jump (p 36 of the +24% bonus to ranged combat styles. Core Rulebook) by 10. Cost to Create: 60 SP Cost to Create: 45 SP Cost to Purchase: 120 SP Cost to Purchase: 90 SP

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Wand of Heal Effect: Heal 4 Magnitude: 4 Range: Touch Duration: Instant Uses: 15 charges Description: This wand heals 4 HP to the touch location when activated. It is a stable at Houses of Healing, among adventurers and high-profile army and watch units. WANDS Cost to Create: 300 SP Lightning Wand Cost to Purchase: 600 SP Effect: Wrack(Lightning) 90%

Magnitude: 8 Range: 15 m Duration: Instant Uses: 15 charges Description: This wand is a stable of adventuring artificers and the so called wands - magic using troops. When firing the wand, the target can resist using Evade or be hit by the lightning. The wand deals 1D10 lightning damage. Cost to Create: 300 SP Cost to Purchase: 600 SP

Wand of Dispel Magic Effect: Neutralise Magic 70% Magnitude: 1 Range: 15 m Duration: 15 minutes Uses: 15 charges Description: This wand is usually made from wood or bone, carrying a small crystal at its top. It is ordinary carried by many spellcasters, law enforcement or army strike teams and sometimes also by law enforcement officers. In addition to these, they are also often in the hands of adventurers, inquisitives, high-profile thieves etc. Cost to Create: 225 SP Cost to Purchase: 450 SP

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DRAGONSHARD ITEMS

SIBERYS Coming soon

EBERRON More Coming soon

Everbright Lantern Effect: Glow(S) 40% Magnitude: 1 Range: Wearer Duration: Permanent Description: An Everbright lantern is a lantern often used for street lightning on main roads of major cities. It provides clear illumination for a 4 metres radius. Cost to Create: 200 SP Cost to Purchase: 250 SP

KHYBER Coming soon

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WARFORGED COMPONENTS Disk of Energy Resistance: This component is The variations on warforged do not end with embedded in the chest of the warforged and their armour or design purpose. Many grants protection against a certain type of warforged are upgraded with further damage: acid, cold, electricity, fire or sonic. Any components, some even custom made, to give type of resilience or persistence check made to greater versatility in their abilities. In this avoid damage from the specific source receive section we will explore a small number of the a +10% bonus. possibilities of components. Cost to Create: 300 SP Cost to Purchase: 600 SP Most of these opponents are either placed on Essence of the Scout: This component is top of the surface or wired directly into the embedded in the chest of the warforged and warforged counterpart to the nervous system. bestows its magic of Stealth to the warforged. Not all of them are magical items. The The warforged receives a +10% bonus to his warforged can only have one embedded in its Stealth and Sleight checks. Price: 400 SP chest at one time. Cost to Create: 300 SP Some of these items, such as the armblade, can Cost to Purchase: 600 SP be created by any blacksmith. Others, suh as a Final Messenger: Embedded into the chest of final messenger, require not only a warforged, a final messenger is a small craftsmanship and ability to enchant such as construct able to fly and bear messages. It can Artifice, but also knowledge of the anatomy hold a mental image and a message of up to 25 and workings of warforged. This is represented words, and are able to fly for 8 hours before by the knowledge Lore(Warforged), which requiring recharge. A warforged with a final precious few have since so many of the messenger can instantly imprint it with image warforged-specialised Cannith artificers and message and send it to a comrade or perished in the Day of Mourning. specific location. It requires another warforged Armblade: This is a blade attached to an arm or specialised equipment or magic to review of a warforged, by means of magical locking the message and image inside. and delicate mechanisms. It functions as any If a warforged is killed, the final messenger will other blade of its type, except the blade cannot automatically release itself and bear a message be forced from the warforged, and it thus either to the last person the warforged thought cannot be disarmed. Furthermore if the of, or a predetermined master. Other than warforged decides to receive a charge, he carrying messages, final messengers cannot be increases his damage modifier by one on the used for anything meaningful. attack he receives against the charger. Cost to Create: 400 SP It requires 2 CA to attach or detach an Cost to Purchase: 800 SP armblade. Of course other versions exist, such Hidden Blade: This is a hidden blade, which as axes or mauls. can be activated or deactivated by thought by Cost to Create: +75 SP the warforged in next to no time. It is hidden in Cost to Purchase: +150 SP the arm and appears right above the knuckles when activated. In all other regards it is an ordinary shortsword.

Cost to Create: 150 SP Cost to Purchase: 300 SP

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Wand Sheath: This sheath is embedded in the forearm of a warforged, clearly visible as it adds a cylinder on top of the ‘skin’ of the warforged. This sheath can be used to place a wand inside, which cannot be removed until all charges are expended – in which case it is rejected from the sheath.

A warforged with a wand sheath can activate the wand – and thus the spell held within – by thought alone and it requires one CA, but can otherwise be used while doing other activity

(grappling for example). The spell will originate from the hand on the arm.

Cost to Create: 300 SP Cost to Purchase: 600 SP

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CHAPTER 10 – MAGIC Bardic Music COMMON MAGIC Instant, Magnitude 1, Trigger Almost all spellcasters in Eberron know When casting this spell, the caster temporarily Common Magic, and use it to bolster their more gets the ability to enhance the next spell he specialised effects. In addition to these many casts, to affect a greater number of people. characters who would otherwise not be spellcasters use Common Magic – Bards and After the casting of this spell, the spell lies Artificers are a good example. dormant until the caster cast spell of any type, with either the Duration or Instant trait. When NEW SPELLS that happens, the caster must succeed on a Play Arcane Mark Instrument or Sing check, in which case the Instant, Magnitude 1, Trigger newly casted spell is enhanced. The spell can This spell allows the caster to inscribe a mark now affect a number of people equal to one into a surface. The mark consists of arcane tenth of the caster Play Instrument or Sing skill power and is only visible to the naked eye if the (depending on which was used to cast the caster wishes it to be. The mark is revealed by spell), without additional cost in magic points. spells that can be used to view magic, such as Restrictions such as Ranged or Touch still Second Sight or Mystic Vision. The mark is applies as normal and there must be a clear identifiable as if it was made of ink, though the way of sound to travel from you to the target. marks are often much more intricate and Example: Jun, a half-elf Bard, casts Bardic Music harder to replicate. before her party enters a possibly-dangerous The arcane mark persists until dispelled or room, this costs her 2 magic points. When they removed by other spells. enter they find the room holds 4 goblins which are not overly happy to see them. On her first Blinding Light strike rank Jun decides to cast Demoralise 2, and Instant, Magnitude 2, Range, , use her Bardic Music cast earlier to enhance it. Resist(Persistence) Her Sing skill is 78%, and she succeeds on the This spell shoots a blinding light towards a check, singing a heroic ballad of a Breland Hero target. The target must resist or lose the next who was a slayer of Goblins, weaving her music 1d3 CA. into the song. Thus her demoralise spell can affect up to 8 targets, but the cost is still only 2 Blink magic points as normal for a Demoralise 2. Instant, Magnitude 2, Range Chef’s Boon When casting this spell the caster disappears Instant, Magnitude 1, Progressive, Trigger and reappears with all his worn possessions on a chosen point anywhere within range of the This spell grants the caster a +10% bonus per spell. This spell can transport him through point of Magnitude to his next Craft check walls and other obstacles, but in no way involving any food-related work, such as ensures that the destination is safe. preparing a meal, decorating a cake or preparing foodstuff for long-term storage without spoiling.

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Continual Flame Creatures eating a portion of enhanced food, Instant, Magnitude 4 gets the following benefits:

This spell summons forth a permanent magical  Lose all levels of fatigue and any feeling flame which binds to a torch, lantern or similar of sickness & illness. suitable object. The flame illuminates as much  Receives a +10% bonus to all skill test as an ordinary torch or lantern, without in the next 12 hours due to general generating heat, using oxygen or extinguishing wellbeing. from lack fuel or heat. The flame is extinguished temporarily by spells creating The food used must contain some of a number magical darkness or dispelling magical effects. of expensive ingredients, and the food will therefore usually be of very high quality. Casting this spell requires material components worth a total of 50 SP. Heroism Duration 5, Magnitude 1, Touch Create Food Instant, Magnitude 1, Progressive, Trigger The target receives a +5% bonus to all combat- oriented skills, such as combat styles, This spell creates 1 KG food substance and 1 L persistence, resilience & evade. Water (1 KG) pr point of magnitude. 1 KG of the food should be enough to sustain a human- Inspire Competence sized consumer for a 24-hour period. The Concentration, Ranged, Magnitude 1, caster must provide the containers. The food Progressive created is nourishing and healthy but doesn’t This spell allows the caster to inspire others taste of anything. The caster can make the food around him, using magic and music in a look like he wants, but it takes a successful powerful combination to give his friends and Craft(Cook) check to make the attempt look allies an additional edge in combat. inviting. The caster has to continue making music in The food decays shortly after the 24 hour some way, through the whole time this spell period. remains active. This can mean dancing and Feast chanting, singing, playing an instrument etc. If Instant, Magnitude 3, Progressive, Touch the music is halted for more than 1 round, the spell ceases. If a subject cannot hear the music This spell enhances high-quality food to an for more than 1 round (going deaf, a silence extreme and otherworldly quality and infuses spell etc) then the subject is no longer under it with positive and beneficial magic. It the benefit of this spell. enhances both food and drink and will also neutralise any poison or (most) harmful magic Each turn on his first SR, the caster must in the food. The spell can enhance roughly succeed on a Play Instrument or Sing check. If enough food for one humanoid creature per he succeeds, this he may give out his Combat point of magnitude. Actions to allies within range of the spell. If he fails, the spell has no effect this round, but continuous the next.

He can give at most one combat action per ally, and at most the number of Combat Actions of

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the Magnitude of the spell. If he wishes to be Magic Pen able to parry, evade or some such he must keep Duration 60, Magnitude 1, Trigger some of his combat actions for himself. Note This spell is cast on a pen or similar object, and that combat actions gained from two weapons the caster can for the duration control it cannot be given to others. mentally without much effort. The caster can Note that the allowed 1 round breaks, allows write text himself while this spell is active, but the caster to stop playing, move, defend or he cannot make the pen create new text attack for 1 round and then cast the spell again. without concentrating on what to write. It can This is heavy on Magic Points, but allows the however be told to copy existing content or in caster to take some active role in the fight. very broad terms write or draw text. He could write an essay while letting the pen copy Example: Elida, Scythe and Jun are facing down another text or draw an image of a Hobgoblin – two Darguun Mercenaries, who took offense to but if he wanted to use this spell to write an some of Scythe’s comments in a bar. Jun decides essay he would have to dictate to the pen what to cast Inspire Competence, as she is not armed to write. and armoured for combat, but she still wishes to lend a hand. She casts Inspire Competence at This spell can be used on other objects or Magnitude 2 and can thus give a Combat Action similar size and weight as a pen, such as to each of her friends, keeping her last for peeling oranges or carving wood but the exact herself. Had she had more allies than two, she uses are left for the GMs discretion. would have had to choose who to give the Preserve combat actions too or cast the spell at a higher Instant, Magnitude 1, Progressive, Trigger Magnitude. This spell preserves any organic matter from Magic Missile decaying for one day per magnitude of the spell Instant, Magnitude 1, Progressive, Ranged, – after which it can be further kept from Resist(Evade) decaying by recasting the spell. The spell can This spell conjures one magical missile per affect up to roughly 30 kg of matter per point of magnitude of the spell and sends them flying magnitude. towards foes. Each missile can be directed to a The spell is mostly used to keep food from specific target within range (so you can split decaying when on expeditions, or during the missiles between multiple targets) – the transport to large population centres. missiles always hit. Purify food Each missile deals 1D4+1 magical damage to a Instant, Magnitude 1, Progressive, Trigger chosen hit location. Armour Points are effective as normal against this damage. This spell can purify an amount of organic matter up to 1 KG per point of Magnitude. All Creative uses of this spell include cutting ropes fungus and other effects of decay are or smashing specific items such as glasses or completely removed from the target matter, lanterns etc. and it freshens up to appear (and taste) almost new again. The spell does not create new food though, so a beef that is completely decayed will simple disintegrate.

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Resistance Shelter Duration 5, Magnitude 1, Progressive, Touch Instant, Magnitude 2, Progressive

The target receives a +5% bonus per point of This spell creates shelter by raising mud and Magnitude, to all Persistence and Resilience soil to form a simple round or square hut. The checks. hut is about a meter high and covers an area of 3 square metres per point of magnitude. Rust Instant, Magnitude 1, Progressive, Touch Of course the spell can be used to create things other than shelter, as decided by the caster. This spell causes an amount of metal to oxidise This is up to the GMs discretion exactly what (rust on iron or steel) from the casters touch. the spell can be used for. This gives 1 point of damage per point of magnitude to the target item, or in other terms Slow fall it ruins 1 KG of metal per point of magnitude. Duration 5, Magnitude 2, Touch, Trigger

Note: Some metals can hardly oxidise, such as This spell creates a ward around the target, silver, gold or platinum. which will trigger if the target achieves a speed above 10 metres per second (36 km/h). When Secret script it triggers it greatly increases air resistance Instant, Magnitude 1, Progressive, Trigger around the target, resulting in the target This spell allows the caster to hide the content slowing drastically down and then continues at of one page (average size, adjust accordingly) a maximum speed of about 2 meters per per point of magnitude. When casting the spell second (a bit higher than walking speed). This the caster sets a password and a time period. effect continues until the duration is up or until When speaking the password to the script, it the caster dismisses the spell. reverts back to its original content for the time The obvious use of this is spell is to avoid the period. The caster can choose some of the dangers of falling. However it can also be used following ways to hide the content: to slow enemies, give a nasty surprise to Change: Make the text appears as something mounted foes and so on. else, a picture, different text or something Spider Climb third. Duration 5, Magnitude 2, Touch

Hide: Make the script appear as a blank page For the duration of this spell, the target A Detect Magic spell shows that magic has been receives the ability to easily scale walls or used, but does not reveal the content. A Mystic other obstacles. The target receives a +60% Vision spell reveal the content if it is strong bonus to climbing any climbable surface, such enough to reveal the attributes of the item. as a wall or cliff. The spell does not grant the target the ability to scale completely smooth This spell stays in effect until the item is surfaces such as a wall of perfect glass or a wall destroyed or the magic dispelled. An artificer of magical force – it merely enhances the can change the password and time period, if he targets own ability to cling on. knows the original password by attuning the item as normal. In addition, while this spell is active the climbing movement of the target cannot fall below 2 meters, regardless of armour worn.

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Plane Shift DIVINE Instant, Rank Rune Lord/Priest In Eberron divine magic is not the holy power Plane Shift allows the believer to move 1 granted from the gods it is in many other creature per magnitude and any held/carried settings. Instead, it is a varying magical system, items to another Plane of existence. A plane is albeit the faithful are convinced it’s origin is the reached by concentrating on the specific plane gods. and location when casting the spell. The spell Divine magic however is not only the domain of will try to place the caster on a secure, flat priests and clerics. Many of the Dragonmarks surface. This might be impossible; the Astral grants abilities otherwise reserved for divine Plane is a good example of this, in which case magic and the Artificers are able to replicate the travellers will be placed in an arbitrary divine spells just as easily as Common or spot. Sorcery spells. This means that magic items Precision when casting this spell is near performing healing or other commonly-divine impossible. The caster makes a Very Hard (- tasks are abundant, which is good since the 60%) Lore(The Planes) check. If the result is a religions of Eberron are not keen on selling the critical, he appears exactly where intended. If a blessing or their god to outsiders or non- success, he appears 2d10 km away from the believers. location. If a failure he will appear 5d100 km NEW SPELLS away. If a fumble, he can appear any distance Doom away from his objective. Duration 15, Ranged, Rank Initiate, This spell is not inherently studied by any Resist(Persistence) church or cult. When it is used, it is mostly used This spell affects a number of targets up to or by high-ranking divine spell casters who have equal to its magnitude. Each target takes a researched the spell themselves. -10% penalty to all skill tests and loses any Restoration positive damage modifier it may have. Concentration, Rank Acolyte, Touch Flame Strike This spell restores characteristic damage. The Instant, Ranged, Rank Acolyte spell restored one point of lost characteristic This spell covers a circular area from a point per point of magnitude, and it takes 1 minute of within range specified by the caster. It covers 1 concentration per point. A characteristic can meter per point of magnitude in any direction naturally not be healed above its original value. from the point. This area is bathed in flame and Sanctify each creature within it takes 1D6 damage to all Duration 60, Rank Acolyte locations immersed within the area. This damage counts as both magical and fire The caster imbues any weapon with the holy damage. power of their god, regardless of the moral perspective of their chosen deity.

The weapon will then be stronger against

outsiders of a type aligned against the religion. It will deal +2 damage and bypass the natural armour bonus of the creatures in question.

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For example a Paladin of the Silver Flame Speak with Dead might cast this spell on his sword and it will Duration 10, Rank Acolyte, Touch work better against Demons and Devils. Vice You grant the semblance of life and intellect to versa a Demon worshipper might cast it and it a corpse, allowing it to answer several will work better against Angels. questions that you put to it. You may ask one Speak with Animals question per magnitude of the spell. Unasked Duration 60, Rank Initiate questions are wasted if the duration expires.

You can comprehend and communicate with The corpse’s knowledge is limited to what the animals. Since most animals do not have clear creature knew during life, including the communication, the conversation takes place languages it spoke (if any). Answers are usually using their understanding of the world and brief, cryptic, or repetitive. If the creature in life using primitive sounds, feelings and concepts was morally opposed to you – for example rather than precise language. being your archenemy or a person you just murdered - the corpse gets a Persistence check As an example, birds might be able to tell you to resist the spell as if it were alive. that something unnatural is in the – but the birds can in no way tell you the name of the If the corpse has been subject to speak with monster or the amount of days since it arrived dead within the past week, the new spell fails. – as they have no concept of either. You can cast this spell on a corpse that has been deceased for any amount of time, but the Speak with Animals body must be mostly intact to be able to Duration 60, Rank Initiate respond. A damaged corpse may be able to give This spell works just as Speak with Animals, partial answers or partially correct answers, just with plants instead. Note that the sensory but it must at least have a mouth in order to abilities and world-view of plants and trees are speak at all. radically different from animals and This spell does not let you actually speak to the humanoids – so the GM should take care to person (whose soul has departed). It instead present any information in a suitable, draws on the imprinted knowledge stored in entangled and alien way. the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information.

This spell does not affect a corpse that has been

turned into an undead creature.

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Summon Duration 15, Rank Acolyte

This spell allows the caster to dismiss and call forth a creature previously summoned with the Summon magical skill.

When having summoned a creature and bound it to your will, you can dismiss it back to an extraplanar hideout where it will remain until you cast this spell. The creature will quickly regain its strength and power in this extraplanar hideout. Being there in a full day will bring it back to full HP, MP etc.

When this spell is cast, it summons forth a number of your creatures up to the magnitude of the spell – if you lose, the spell fails. They appear anywhere within range and sight and remain until killed or throughout the duration of the spell. When the spell ceases, the creatures return to their extraplanar hiding place, ready to be summoned forth once more.

You can at any point dismiss this spell and then allow the creature to remain in the world as per normal – but then you won’t be able to summon it at will with this spell.

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SORCERY In Eberron magic is more of an academic will the final quality of the tome and the discipline than a secret and mysterious art. The availability of the spells. Some mass-produced results of this are twofold: First, grimoires tomes containing spells may even have so often contain more spells than in a standard many errors that the character suffers a skill RuneQuest game. Secondly, grimoires tend to penalty to the Grimoire when casting that spell be placed in tomes or scrolls (for singular - it is wise to get spells from proper suppliers. spells), often to be sold at universities or wizard academies. However, some old and GRIMOIRES powerful spells might only be contained in These are some of the most general grimoires, forgotten grimoires: ancient and forgotten or often called The Schools of Magic, which are lost tablets in the ruins of Xen’Drik. known or studied by many. Many lesser or more specialised Grimoires exists, some with ACCESS TO GRIMOIRES AND SPELLS powerful spells that only a few individuals Ordinary grimoires and Spells are not as know of. guarded as in a normal RuneQuest game and can often be obtained through purchasing Note that even though a spell appears in one of books. these grimoires, it does not mean it is an accepted spell without limitations. Enchanters When wishing to learn a new Grimoire, follow might learn to manipulate the human mind, but the rules on p 129 of the Core Rulebook. Often, to do so in daily life carry restriction and the grimoire will be found in an extensive tome punishment by the law of The Five Nations, outlying the principles and theories of that under the Code of Galifar. chosen area of magical expertise – although you can also hire private tutors or take courses Abjuration on a university or academy. The Grimoire tome Spells that protect, block, or banish. An or course will usually include one spell from abjuration specialist is called an abjurer. the Grimoire, in addition to the theory in itself Abjuration: – of course books with more spells can be found at additional cost. A tome containing a Abjure(Substance/Process)(S), Alarm(SC), Grimoire and a single spell costs 1.000 SP. Attract(Harm)(S), Banish(S), Castback(S), Dimensional Anchor(E), Encompass(SC), When wishing to learn a new spell from a Neutralise Magic(S), Protective Ward(S), Spell Grimoire the caster already has access to, it is Resistance(S), Spirit Resistance(S), Veil(SC), also done by purchasing a tome containing the Wall(SC) relevant spells. A tome typically holds 1-3 spells, although large and extensive tomes holding whole Grimoires do exist. A tome containing spells costs 500 SP per spell included.

Remember that these prices are very loose and will wary wildly, as magical tomes are a very focussed market. The price will depend a lot on the location and reputation of the shop – and so

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Conjuration Farther(SC), Glow(S), Message(SC), Reload(SC), Spells that bring creatures or materials to the Scythe(SC), Trigger(SC), Wrack(Acid, Cold, caster. A conjuration specialist is called a Electricity, Fire)(S) conjurer. Illusion Conjuration: Spells that alter perception or create false images. An illusion specialist is called an (E) (SC) Black Tentacles , Conjure , illusionist. Create(Substance)(E), Fog Cloud(E), , Gather(Substance)(SC), Glitterdust(E), Orb of Illusion: (Energy)(E), Portal(SC), Recall(SC), Re-index(SC), (SC) (SC) (S) Restoration(S), Repulse(Substance)(SC), Conceal , Enthral(All) , Intuition , (E) (SC) (E) Retrieval(SC), Summon(E), Tag(SC), Teleport(S), Invisibility , Measure , Mirror Image , (S) (SC) (S) Trigger(SC), Wall(SC) Mystic Vision , Obscure , Phantom(Sense) , Projection(SC), Reveal(SC), Silence(SC) Divination Spells that reveal information. A divination Necromancy specialist is called a diviner. Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a Divination: necromancer.

Deduce(SC), Locate(SC), Prognosticate(SC), Necromancy: Project(Sense)(S), Recollect(SC), Sense(Object or (SC) (SC) Substance)(S), Translate(SC) Blind , Torment , Diminish(STR, CON, DEX)(S), Dominate(Undead)(S), Enchantment Dominate(Spirit)(S), Palsy(S), Smother(S), Tap(S) Spells that imbue the recipient with some And appropriate spells from Necromantic Arts. property or grant the caster power over another being. An enchantment specialist is Transmutation called an enchanter. Spells that transform the recipient physically Enchantment: or change its properties in a more subtle way. A transmutation specialist is called a transmuter. Charm(Species)(E), Diminish(CHA, INT, POW)(S), Dominate(Species)(S), Holdfast(S), Transmutation: (SC) (SC) (SC) Mindrape , Subvert , Telethesia , Actuate(SC), Animate(Substance)(S), (S) Telepathy Change(Temperature)(E), Decode(SC), (S), (SC) (SC) Evocation Diminish(SIZ) Duplicate , Encode , Enhance(Characteristic)(S), Fly(S), Form/Set(S), Spells that manipulate energy or create Gaseous Form(E), Haste(S), Hinder(S), something from nothing. An evocation Puncture(SC), Record(SC), Shapechange(Species specialist is called an evoker. to Species)(S), Sketch(SC), Telekinesis(E), Evocation: Toughen(SC), Transcribe(SC), Trigger(SC), Unburden(SC) Airburst(Energy)(SC), Animate(Acid, Cold, Electricity, Fire)(E), Change(Temperature)(E), Create(Electricity, Acid)(E), Darkness(E),

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UNKNOWN SPELLS Some ordinary spells are not ordinarily known in the world of Eberron, these are listed here. Some of these might however be known by extremely powerful entities, such as Fiends or Dragons.

Sorcery Regenerate(S) Treat Wounds(S) Damage Enhancement(S) Damage Resistance(S)

PRESTIDIGITATION

Aside from all the spells a Wizard/Sorcerer knows, they should all be allowed to perform simple magical tricks without a deduction in their MP. Examples of this is:

- Create small lights of varying colour. - Clean, soil or colour small objects - Slowly lift or move small objects - Slightly chill, heat or flavour small objects

Use your common sense in deciding what can be done as minor tricks. These effects are never able to make any significant advantage, such as disturbing a concentrating spellcaster or any other combat oriented task.

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NEW SPELLS Charm(Species) Black Tentacles Autonomous, Resist(Persistence) Autonomous/Concentration, Resist(Evade) This spell alters how one or more creatures of This spell creates a number of tentacles equal the specific species view you. the Target Manipulation force themselves up The target(s) change their perception of you through whatever surface the caster is and people immediately associated with you standing on. They can appear anywhere within (such as party members) to view you as an old range and sight. friend. Naturally the subject will be a bit The spell is autonomous, but the caster needs confused as to the exact relation and situation, to concentrate to control the tentacles but the overall result will still be a much more effectively. Each CA the caster concentrates; cooperative subject. the tentacles receive a CA to act with. If the When the spell duration is over, the target will caster is not concentrating the tentacles will no longer have friendly feelings and will not act, but will maintain any hold or specific remember the duration as blurry and not position they have been commanded – e.g. significant. blocking a window or holding an enemy grappled. But they will not continue attacking a If the persistence check is successful the free enemy for example. target(s) is not aware that someone is fiddling with his/their mind, unless they know enough If the caster fails a concentration check while about magic to discern the signs of mind- concentrating, the spell will cease, as per affecting spells. normal for concentration spells. If the spell is used on a creature with an The length (and thus reach) of each tentacle is attitude of hostile or directly aggressive (such ½ m for each 10% of the casters as a foe in a battle) the spell will tend to make Sorcery(Grimoire) skill. They cannot be used them more merciful towards you, should you for fine manipulation such as picking a lock. surrender or should they defeat you – but it is They use the casters Sorcery(Grimoire) skill for too subtle to make them friendly. any physical-oriented activity, such as Brawn or Grapple and all resist skill checks. Other more general-purpose applications may require the use of the casters own appropriate skill, such as steering a moving cart with a tentacle.

The tentacles have 1 HP per 10% Sorcery(Grimoire) of the caster, and an equal amount of natural armour. The natural armour is bypassed by magical damage.

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Change(Temperature) If the temperature change appears within 1 Autonomous, Resist(Evade) meter of a living target, the target can resist via Evade to escape being frozen or burned. This spell controls the flow of energy, changing the temperature of an area or object, either There exist other more exotic versions of this heating them or cooling them – usually by spell, albeit they are exceedingly rare and left heating or cooling the oxygen in the air. to the GMs discretion. These could include changing the strength of an acid, the local The temperature can be manipulated humidity of the air or even the flow of time anywhere within range and sight. itself. The amount of heat or cold generated depends Create(Substance) on the skill of the sorcerer: Autonomous

Skill Effect This spell creates an amount of the specific <30% Flame/Chill substance, which appears in the hands of the 31%-60% Large Flame/Cold caster and persists until the end of the 61%-90% Small Fire/Intense Cold 91-130% Large Fire/Freezing duration. There are many versions of this spell, 130%+ Inferno/Intensely Freezing based on different substances, such as metal, Refer to the rules on p 58 of the Core Rulebook wood, fire, water etc. for effects of these energy concentrations. Note The spell creates an amount of matter equal to that in some situations this very specific use of 1 SIZ or 1/3 cubic meter (333 litres) per 10% the Change spells might not be appropriate – Sorcery(Grimoire). for example if the caster wishes to heat and cool an area to create a gushing wind between In itself the matter created is just some raw them, the GM will have to do some ruling about form, but the spell can be combined with other the effects. spells to give it form or force, such as Animate or Form/Set. For instance, the caster can The heat generated can be split up to a combine Create(Metal) with Form/Set (Metal) maximum of locations equal to the target to make a sword take form in his hands, or manipulations. For each new location added Create(Web) and Animate(Web) to throw a the effect of each location drops one level. sticky web onto an area. Example: Taris decides to use the As the matter appears from the hands of the Change(Temperature) spell to damage his caster, it can be unwise to create too much of enemies. His Sorcery(Grimoire skill) is 135% so some dangerous substances. For instance, if a he can make an Inferno-level temperature on an caster wishes to create acid, creating the full area. He is fighting a numerous group of goblins amount of acid will properly call for some sort and would thus like more than one fire. He of hard test, to avoid hurting his hands. If he decides to manipulate Targets to 2, and limits himself to a small amount, he can therefore he creates 2 Large Fires instead of 1 manage it more easily. Inferno. He then combines the Change spell with Animate(Fire) to allow him to move the flaming Note that the matter disappears at the end of balls of heated oxygen around. the duration, crumbling into dust, vaporising or just vanishing. For example, if created water is imbibed, the recipient will be thirsty again at

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the end of the duration as the water in his body Dimensional Anchor disappears. Autonomous, Resist(Persistence)

The target manipulation allow the caster to For the duration of the spell, the targets are create more than one object. barred from any extradimensional travel. This includes spells such as Blink(E), Teleport(S) and Example: A sorcerer with create(Metal) and a Plane shift(E). This also blocks the effect of such Sorcery skill of 50% can create an object with magic items. SIZ 5. With the target manipulation he can instead create Target objects with a combined Fog Cloud SIZ of 5. Autonomous

Darkness This spell creates a thick cloud of fog which Autonomous, Resist(Evade) distort vision and other senses. Sorcerers can create fog filling a space of up to 1 metre radius This spell causes an area to be plunged in for every 10% of their Sorcery(Grimoire) skill. magical darkness that not even Dark Sight can see through. Sorcerers can darken a space of up The cloud obscures all sight beyond two meters to 1 metre radius for every 10% of their and halves all perception tests from other Sorcery(Grimoire) skill. senses. Furthermore they must succeed on an opposed persistence check or halve their The Darkness is able to counter spells that movement rate because they cannot see where produce light equal to or less than its they’re placing their feet. Magnitude. However, if the light-giving spell is centred upon an animate creature, then the Gaseous Form target may resist using its evade skill. Autonomous

Delay This spell turns the target(s) and all their Autonomous belongings into a insubstantial, misty, and translucent form for the duration. While This spell is usually only used as a combination gaseous they cannot attack, cast spells, spell. It delays the effect of any spell cast, to a manipulate objects or communicate and they specific point in time or until a specific events move with a fly speed of 4 meters per second – occurs – both within the duration. So for although winds can significantly affect this instance, a caster could cast a Fly spell both ways. They can pass through very small combined with Delay on a bucket of water, and passages without effort. then specify it to activate 10 seconds later – or a wrack spell on the floor and then specify it to The gaseous form has a natural armour bonus activate when people walk over the area. of 10, to reflect their insubstantial nature. Magical damage affects them as normal and You don’t have to specify targets at casting, but bypasses this natural armour. the number of targets remain. For instance the wrack spell from above will affect the creatures activating it, but will still only affect the same number of targets as specified when casting.

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Glitterdust teleported to a predetermined destination if Autonomous the glyph was combined with Teleport.

Glitterdust affects a circular area with a radius The glyphs are hard to notice, depending on of the Target Manipulation times 2 in metres, the surface of course. Usually it will take centred on a point within range and visible to meticulous searching of an area to safely find the caster. In this area sparkling dust appears the glyphs without triggering the effect. and whirls gently around. Any creature in the area is affected, and there is no way to resist The spell remains until the end of its duration, being affected. The dust will land on creatures until dispelled or until broken - a Difficult (- in the area and stick to them for the duration of 20%) sleight check is sufficient to safely brake the spell, giving them a -40% penalty to all hide the glyphs without triggering the spell. Failure checks, since they sparkle and glitter. This also means the glyph is broken but the effect is means any invisible creature will be clearly triggered and a fumble means that the glyph is outlined by the Glitterdust. not destroyed and the effect is triggered.

Any creature in the area will have its sight Invisibility severely hindered. They cannot attack for the Autonomous, Resist(Persistence) first 1D3 CA after the spell is cast, because their This spell weaves a magical field around the eyes needs to adjust. Furthermore the creature target(s), bending light to make the target(s) receives a -30% penalty to all checks requiring and all carried items invisible to sight. The field sight (attack, parry, evade, athletics etc.). This will extend about 20 centimetres from the penalty ceases as soon as the creature leaves body of the invisible creature, but will the glitterdust covered area. compensate to cover items such as a large Glyph of Warding backpack or a sword in hand. Light of all wave Autonomous lengths are bended this way, so the target is completely invisible – also to animals with This spell requires the use of the Combine infrared sight or anything similar. manipulation and can be combined with any appropriate spell (GMs discretion). When The magical field is near-on perfect, but not completed the Glyph creates an area of completely. When interacting with items protection with a radius of up to 1 metre per outside of the field (such as picking up a 10% of the caster’s Sorcery(Grimoire) skill. weapon or opening a door) the field might Casting the spell requires that the glyphs be temporarily cover only a part of the object until inscribed into a solid surface. It cannot be the field compensates. This can result in moved once cast, although the surface can be. If onlookers discovering an invisible creature inscribed upon a chest or other container, it because they for a moment can see half a will trigger when people “enter” the container sword hovering in the air or the handle of a (usually with their hands). When casting the door disappearing. The spell does not stop the spell the caster chooses a password. making of noise or footprints.

When creatures enter the area they must speak The target is only invisible, so spells such as the password or be the targets of the spell cast Detect X or abilities such as earth sense will as the combined element. For example the ones still yield results. A Mystic Vision spell allows entering the Glyphed area could be damaged if the caster to see the invisible creatures, albeit the ward was combined with wrack or

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vaguely, if the spell has high enough power to concentration check while concentrating, the yield its attributes. spell ceases instantly.

The spell can be resisted with Persistence if the Energy Type Effect target is unwilling. Acid Splashes the location in strong acid. Se p 54 for effects. Mirror Image Remember that a splash of Autonomous acid persist only for a single round. This spell produces a number of copies of the caster, equal to the target manipulation. They Cold Deals 1D4 damage to the can appear anywhere within sight and range of location, and covers it in frost the spell, albeit appearing close tends to for 1D3 combat rounds. The target takes a -10% penalty to confuse enemies the most. all skill checks per location covered in frost. Each copy is insubstantial, illusionary and performs the same actions as the caster, albeit Electricity Deals 1D4 damage to the with no sound or odour – and they may apply locations. The target is small changes in the actions. For example, if the numbed and shocked for 1D3 caster moves, all copies will move – but not combat rounds, which results necessarily in the same direction. If a copy is in a loss of 1 CA for the attacked or applied force in other ways, it will duration. immediately cease to exist. Fire Instantly receive damage as Unlike the Phantom spell these copies are not from a wrack spell on the specified hit location just sensory stimulations and can thus be seen by anyone viewing them. The non-damage effect from being hit with an Orb of (Energy) orb more than once is not cumulative. Autonomous/Concentration (special), , Resist(Evade) Note that the target manipulation has no effect on this spell. There are several discrete types of this spell, with different effect. They do however all act Plane Shift the same way, but with varying effects. This Concentration, Resist(Persistence) spell summons forth a single magical orb of the specified energy type. The orb can appear Plane Shift allows the caster to move his anywhere within range and sight. The spell is targets and any held/carried items to another autonomous, but the wizard must concentrate Plane of existence. A plane is reached by on controlling the orb. concentrating on the specific plane and location when casting the spell. The spell will The orb has a movement speed of ½ metre per try to place the caster on a secure, flat surface. 10% Sorcery(Grimoire) in metres per CA. Each This might be impossible; the Astral Plane is a CA the caster concentrates on the Orb, he can good example of this, in which case the move the Orb around in straight lines – any travellers will be put down in an arbitrary spot. creature touched (random hit location) by the orb takes the effect described below – unless they resist by evading. If the caster fails a

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Precision when casting this spell is near Sustained Force: A sustained force moves or impossible. The caster makes a Very Hard (- holds in place an object weighing no more than 60%) Sorcery(Grimoire) check. If the result is a 10 kg per 10% Sorcery(Grimoire) up to 8 critical, he appears exactly where intended. If a metres per round. A creature can negate the success, he appears 2d10 km away from the effect on an object it possesses with a location. If a failure he will appear 5d100 km successful opposed Brawn check vs. The away. If a fumble, he can appear any distance casters Sorcery(Grimoire). away from his objective. Combat Manoeuvre: Treat this as normal melee Summon attack (which can be parried or evaded as Autonomous normal – here representing the effort to avoid the effect instead of a direct parry) using the This spell allows the caster to dismiss and call casters Sorcery(Grimoire) skill as combat style. forth a creature previously summoned with the The attack does not directly deal any damage, Summon magical skill. When having but it can generate Combat Manoeuvres summoned a creature and bound it to your will, (except those directly dealing damage) as you can dismiss it back to an extraplanar normal, albeit the target cannot retaliate. For hideout where it will remain until you cast this the effect of Combat Manoeuvres that rely on spell. The creature will quickly regain its damage (such as Bash Opponent) use a strength and power in this extraplanar hideout. ‘theoretical damage’ of 1d4 per 10% Being there in a full day will bring it back to full Sorcery(Grimoire). HP, MP etc. Violent Thrust: Alternatively, the energy of the When this spell is cast you must succeed on an spell can be released all at once. Using the spell opposed Persistence check against the in this way ends the spell. You can affect a creature(s), unless they willingly decide to be number of man-sized creatures or objects summoned. If you win, the spell summons forth equal to 10% of your Sorcery(Grimoire). Each a number of your creatures up to the target creature affected is violently thrown 1D3 manipulation – if you lose, the spell fails. They meters in a random direction and ends prone. appear anywhere within range and sight and The affected creatures can avoid this effect on a remain until killed or throughout the duration successful opposed check using Brawn or of the spell. When the spell ceases, the Athletics vs. The casters Sorcery(Grimoire). creatures return to their extraplanar hiding place, ready to be summoned forth once more. Note that the target manipulation has no effect on this spell. Telekinesis Concentration

The caster enables himself to manipulate objects at distance for the duration of the spell. On every CA the caster can act through telekinesis on any object or creature within range and sight. This can be used for a large number of purposes, but the uses in combat can roughly be split in three distinct ways of usage:

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CHAPTER 11 – PSIONICS “Some think wizards draw their power from the powers and use them for different tasks. Psions mind. Well, those poor fools haven’t witnessed usually take disciples who have powers true power” - Limar, Wilder matching their own powers, but in theory you could train anybody since the principles of This chapter introduces Psionic powers to unlocking the powers is the same, meditation, RuneQuest 2. practice and discovery of the self are the prime Those who practice magic often draw their ways of teaching a Psion. power from ancient runes or from the gods. The Erudites have long since gone extinct; their Psionics claim that this is in vain: they believe powers are only recognized in legends and there is much untapped power within the mind myths of the modern day psionics. They were that can be used more easily, and which you the true lords of psychic power, matched only have a more ready supply off than the power in power by the mightiest wizards and the you draw from distant gods. They claim, that prophets of the gods. They are often regarded while the power of the ancient forces of the as Super-Psions, which is why this chapter will spirits and the gods are diminishing, the power not deal with them, as they are outside the of the mind is ever expanding. scope of the normal game.

It was a famous Erudite, Geothar who The Mechanics: expressed it best: “the more I know, the less I Psychic Power (Specific Power) is introduced know” Depicting that whenever his mind as a new advanced skill to represent psionics. It seemed to grasp the new powers he acquired, is not one skill but many, each depicting their the more powers he would find existed in total. own special power. Often the starting score of It was in truth him that formalized the psionics the power is INT+POW, but some use other into their groups. The Psions, The Wilders and attributes instead. When using the teaching The Erudites. skill to teach psychic powers, the mentor needs Wilders are Psionics who have never been not have the specific psychic power at 20% taught their powers, their talents have evolved above his apprentice: any Psychic power skill naturally and just spring into existence, often will suffice. This is because the mental during puberty. It is theorized that wilders are disciplines are much similar between powers, re-incarnations of Psions or Erudites who regardless of the effect f the power. remember but a spark of their power, but this Even though psychic powers are multiple skills, is often just regarded as a wild guess as an they still interact. A Psionic character adds his explanation of why some develop their powers critical score of his Psychic power to all powers and others don’t. Most people can in fact never with a lower score than that when using the learn psionic powers; they are referred to as powers. Up to the higher psychic power of the blanks by Psionics. Ordinary people are often two, start doing this from highest to lowest regarded by them like a shepherd regards a power. flock of sheep or as unknowing children. Example: Melkior is a honed old master Psion; he Psions are Psionics who are taught their power. has three Psychic power skills: Psychic Power Most psionics start out as wilders who get (Telepathy) at 95%, Psychic Power (Psycho discovered, and are taught to control their

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conductivity) at 65%, and Psychic Power (Psychokinesis) at 45%. First he adds 9% to both Psycho conductivity and Psychokinesis bring them to 74% and 54% respectively, and then he PSIONIC FOCUS adds 7% to Psychokinesis bringing it to 61 %.) Instead of manifesting the power directly, you may focus an aspect of a power in your mind as POWER POINTS a combat action – effectively storing it until After each complete rest of at least 8 hours, a later. You make the Psychic Power roll just as Psionic regains all his Power Points. A psionic you would if manifesting it; and you use the has Power Points equal to his int. A Psionic can Power point at once when you focus the aspect. use no more than one Power Point per combat At any time while having an aspect focused, round, unless something else is noted. you can use one combat action to either manifest it or remove it from your focus, Manifesting a Power without regaining your power point. You cannot use any other powers while having a Using a psychic power is termed manifesting it. power focussed. First you will have to choose which of the effects you want to manifest - Almost all The power stays focused until you sleep (or powers have three different effects. whatever your species does when recuperating). If you choose to focus on Then you pay the amount of combat actions another power while focused, you lose the specified to manifest that power, most powers power you were focusing on, without regaining only use a single combat action, but some use the power point. none and some many. Example: Damriel a Psychic Warrior using the Then you choose which targets to use the Corpus Control power wants to be sure to power on, unless otherwise noted all targets activate his Muscle Mastery once he gets into must be chosen when the power is manifested. combat in the cave system he is about to venture You then pay 1 Power Point, and roll your into, as he assumes that there is danger. He manifesting roll which is a test of your Psychic focuses on his Muscle Mastery aspect of the Power(Specific Power) skill: Psychic Power, and rolls a Psychic Power (corpus control) check. He succeeds and spends one If the roll is a critical success you do not expend power point. He then walks into the cave, the Power Point and the Psychic power takes adventuring for hours until he finally meets a effect as normal. group of angry kobolds about to attack him. He If the roll is successful the power takes effect as uses a single combat action to manifest his described under the specific power. power, increasing his size and strength by 5 each, and since he already rolled for it, he need If it is failed, the power fails to manifest and not roll again. you still expend the power point.

If the roll is a critical failure, the power fails to manifest, you still lose the power point, and you cannot manifest the same Psychic power for one hour.

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effectually making you invisible to all creatures with an INT of 3 or greater for a number of POWER LIST minutes equal to your critical score of your Each power has a number of aspects (usually Psychic power (telepathy). Since this is not three), which are different ways the power can actual invisibility, things that perceive you but be used. have no mind don’t care, and if some magic Telepathy (POW+CHA) object worked like a camera, it would still record you fooling around. However targets Feel the presence that can be affected by this power will not With this aspect you search for the minds of perceive you in any way, not even by smell or living creatures; you immediately get a sense of sound, since they can simply not fathom that how many living creatures are within a number you are there, nor will they notice the of meters equal to your Psychic Power footprints you might be leaving until this (telepathy) skill. You also sense which power is finished. Hurting any living creature direction and how far away they are, much like immediately ends this power. a Radar reading. More than 3 meters of stone or 25cm of lead blocks this power, so it is Psychokinesis (POW+INT) possible you cannot feel the presence of Lift someone. If the targets know they are being You create a sustained telekinetic force with detected (which would be very odd, but could your mind. This power can be sustained for as happen), they get to oppose with a persistence long as you have power points, at the cost of roll. one power point per combat round.

Communicate You can move an object weighing up to 1kg per You throw your mind into a target and point of Psychic power (Psychokinesis), an communicate with him, this is the most basic object in the possession of a creature can be aspect of telepathy. You can communicate with resisted with either Brawn, or the appropriate him for one combat round per point of psychic combat style for that object. Each combat power (telepathy) you have, and he can round you can move the object a distance in respond in this timeframe as well. You can meters equal to the critical score of your communicate with any target you can see, or Psychic Power (Psychokinesis) (divide by 10). with any target of which you have a bodily part, such as a hair, or a nail, as long as the target is An object can be telekinetically manipulated as within a number of miles equal to your Psychic if with one hand. For example, a lever or rope power (telepathy) skill. Since these are can be pulled, a key can be turned, an object thoughts being projected Language is not a rotated, and so on, if the force required is barrier. Although intelligence might be, within the weight limitation. You might even be especially if you target is non-sentient, able to untie simple knots; though delicate speaking to it might make no sense at all. If the activities such as these require a Psychic Power target doesn’t wish to communicate with you, it (a Psychokinesis check). can resist with a Persistence roll. The range of this power equals your Psychic See me not power (psychokinesis) in meters. This power By manipulating the minds of the creatures usually moves things too slowly to cause around you slightly you make them unable to damage, but damage can be caused by perceive you. This power is very potent,

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dropping something from a great height, in but evaded as normal. Multiple objects thrown which case it can be opposed by evade. at the same target use the same roll to hit and parry (it takes only one combat action to parry Combat Manoeuvre multiple objects), but roll damage and apply With this power you perform a combat armour points separately. A weapon deals the manoeuvre with your telekinetic power. You relevant damage weapon damage, but an object attack with a roll of Psychic Power of other composition deals 1d4 Point of (psychokinesis) following the rules for attack damage per full 3enc. Objects weighing less and parry as normal, though your target than 3 enc deals only 1 damage. doesn’t expend a Combat action to “parry” this attack. Mind Control (POW+CHA)

If you win, you can perform Combat Shield Mind Manoeuvres as per the normal rules (1 Per You channel the power to protect your mind, degree of success over him). for an amount of minutes equal to your Psychic If you fail, nothing happens; he cannot perform Power (Mind Control) Skill, you are immune to a defensive combat manoeuvre against you. anything affecting your mind. You protect from mind reading effects, things that control you You cannot use combat manoeuvres requiring (like the dominate (species)) and similarities. a special weapon, such as bleed, except for stun location. Note that this ability deals no damage, Mind Puppet if damage is called for in the combat You subtly control the mind of an enemy. He manoeuvre, Roll 1d4 per point of Critical Score can resist with his Persistence. If he doesn't (divide by 10) in Psychic Power succeed in resisting, you can control his next (Psychokinesis). It still deals no damage, but number of combat actions equal to the critical combat manoeuvres such as stun location get score of your Psychic Power (Mind Control) their duration from this. With disarm, count skill (Psychic Power (Mind Control) skill your strength as being twice the critical score divided by 10), he will take no suicidal actions, of your psychic power (psychokinesis). like jumping off a bridge, but fighting off large monsters, or attacking his loved ones is fair This version of the power last for one combat game, the DM has the final say. round per Power Point, and can be used with every combat action while active. Cerebral Meltdown You blast the minds of your enemies with Fling brain melting force, all enemies within a With this version of the power, you number of meters equal to your POW, have to immediately fling one object per point of your resist with Persistence, or suffer 1d6 points of critical score in Psychic Power (Psychokinesis) damage to the head, ignoring armour. at one or multiple targets. If the objects would realistically deal damage when thrown at an opponent, use your Psychic Power (psychokinesis) to hit, each object can only hit one target, each object can weigh no more in enc than your critical score in Psychic Power (psychokinesis), these attacks count as missile attacks and so can only be parried by shields,

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Temporal Mastery (INT+POW) Psycho conductivity (INT+POW) Time Hop Magnetism

By bending time and folding space, you By conducting the electricity you command in immediately move your body a number of circular loops, you transform a metal object meters equal to the critical score of your into a powerful magnet. The magnet has Psychic Power (temporal mastery) + 1d10 in a enough power to attract one kilogram of Iron certain direction. If you end up inside a solid or steel per point of your Psychic power object, you are shunted to the nearest surface, (Psycho conductivity), and will attract such and suffer 1 point of damage to every location, objects at an acceleration of 5 meters per for each meter you were into that object. This combat round, per combat round. (First round damage ignores armour. it will move 5 meters towards the magnet, then it will move 10, then 15 and so on and so forth), Sudden age within a range equal to your Psychic power Speeding up time for your target, you (psycho conductivity) in meters. This power immediately age it. This aspect has a different lasts for a number of rounds equal to your effect on living things and unliving things, in POW. If you attempt to snatch weapons from either case it can affect one target per point of somebody’s hands with this power, they can critical score in your psychic power (temporal resist with their appropriate combat style, any mastery), within up to a range of the same other attended object is resisted with Brawn number of meters. rolls. Only mostly iron or steel weapons (such On unliving targets and non-sentient plants as swords, but not axes or spears) can be this power makes it immediately a number of snatched. years older equal to the critical score of your Psychic power (temporal mastery). A small Lightning Bolts sapling might grow into a huge tree in a split This power causes a sizzling bolt of lightning to second, or a lock might go old and be brittle. streak from your hand towards the target. The On living targets they must immediately resist bolt can be evaded with an opposed evade roll. with a resilience roll, if failed, they lose 1d4 If not, the spell will cause 3D6 damage to a points of Strength, DEX and CON. specified Hit Location. Natural and worn No matter what target it affects a number of armour offers no protection against this minutes equal to the critical score of your damage but magical protection does. The range Psychic Power (Temporal Mastery) skill, time of this power is the critical score of your seems to catch up and these changes wear off, Psychic Power (psycho conductivity) in meters. the tree reverts to a sapling, and the man who felt old before feels a brush of youth and health Walk through walls in him again. By making the electric currents flowing through you vibrate at extreme speed, you get Temporal Acceleration the ability to walk through walls, no thicker You immediately make your mind react faster, than your Psychic Power (psycho conductivity) for a number of combat rounds equal to the skill in centimetres. This power lasts for one critical score of your Psychic Power (Temporal combat round per critical score in your psychic Mastery), you get one extra combat action each power (psycho conductivity) round.

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Corpus Control (CON+INT) The Beast within (STR+INT) (Am considering a non-combat appliance of Claws this power, like share pain, but not sure You immediately grow claws based on your whether I want it) Psychic Power (the beast within) skill. The claws counts as formidable natural weapons Regeneration and as dual wielding and thus grants an extra by channelling this version of the power you CA. immediately heal yourself. At every one of your own combat actions for the duration of this Psychic Power Claw Size Reach power, you heal 1 hit point to all locations. This (the Beast Damage power lasts for a number of combat actions within) skill equal to the critical score of your Psychic Power (Corpus Control) skill. 0-50% 1d3 S T Muscle Mastery By channelling this power, you immediately 51-100% 1d4 S T increase both your SIZ and your STR Score by a number equal to your critical score in Psychic Power (Corpus Control). For a number of 101-150% 1d6 M S Minutes equal to your critical score in Psychic Power (Corpus Control). 151%+ 1d8 M S Keep on going Your body keeps on going, through the hardest If you already have claws, find the place in the deserts or the toughest fights, nothing stop the table where the starting damage for your claws freight train that is you. For the duration of this are listed, and add the average of the psychic power, you suffer no ill effects from fatigue, power you need to have to that bonus (if you serious wounds, or the combat manoeuvres: already have claws that deal 1d8 damage, add Bleed, Impale, Stun Location and Overextend 88% to your psychic power (the beast within) opponent, in addition, you do not need to eat, to calculate your new damage). sleep, or even breathe. This power lasts for a The claws are formidable natural weapons, and number of minutes equal to your psychic can be used to parry with, their size and reach power (corpus control). is listed in the table.

Enhanced Senses For the duration of this power, you add your Psychic Power (the beast within) skill to your perception skill, in addition you gain the ability to track people by scent, giving you a +20% modifier to any track and survival rolls you make. Furthermore you gain the trait Night Sight, if you already have night sight, you gain the Dark sight trait. This power lasts for a number of minutes equal to your Psychic power (the beast within)

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Scaly hide . Your skin toughens and grows scales, not unlike those of a dragon. This aspect cannot be stacked with armour, so if you are wearing armour, either your armour or your skin will take effect, whichever is higher. However if one of those gets sundered, you have the other to protect yourself. For a number of minutes equal to the critical score of your Psychic Power (the beast within) you get a number of armour points as described by the table below:

Psychic Power (the Beast Armour within) skill Points

0-50% 2

51-100% 3

101-150% 4

151% and more 5

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CHAPTER 12 – FRIENDS, FOES AND PERILS In this chapter we will explore some converted to incapacitate, kill or destroy a construct you foes, NPCs and other dangers adventurers need to disable or ruin the chest, abdomen or might discover on their travels. head location.

NEW TRAITS Deathless: This is one of the deathless of Celestial: Celestials are outsiders from the Aerenal. Where an undead is kept walking by planes of Irian and Syrania. As such they necromantic and evil magic, Deathless are receive some abilities tied to their origin: imbued with positive life-magic. Deathless receive Dark Vision, immunity to poison, sleep, All celestials have Dark sight out to paralysis disease and mind-affecting effects. 50 meters. Demon: Creatures with this trait are Fiends Ignores the first 5 damage that are demonic in nature, hailing from sustained each round from Acid, Khyber – though some have taken residence in Cold and Electricity sources. other planes - and as such receive certain benefits. Demons are: Most celestials have a natural Immunity to all damage from armour bonus. This bonus is electricity and all effects of poison. negated by weapons blessed with

the Sanctify(E) spell. Since this They ignore the first 5 damage natural armour comes from innate sustained each round from Acid, resistance to earthly matter, it Cold and Fire sources. cannot be bypassed by the bypass

armour CM. All Demons can cast the Mindlink(D)

divine spell at will. Celestials have a continuous effect

on them as from a Spell Resistance Most demons have a natural sorcery spell. The amount of armour bonus from their demonic magnitude it block is noted in the nature. This natural armour is creature description. negated by weapons made of Cold

Iron and weapons blessed with the If a celestial have the Formidable Sanctify(E) spell. Since this natural Natural Weapons trait, then their armour comes from innate natural weapons count as under the resistance to earthly matter, it effect of a Sanctify(E) spell against cannot be bypassed by the bypass fiends. armour CM. Construct: This creature is made of metal and wood, and brought to sentience by magic. It is If a demon have the Formidable immune to anything an ordinary hunk of metal Natural Weapons trait, then their is, including poison, disease, fatigue, mind- natural weapons count as under the affecting spells and so on. Use your best effect of a Sanctify(E) spell against judgment. Furthermore a serious wound devils and celestials. disables a location, a major wound ruins it. But

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Devil: Creatures with this trait are Fiends that Imbued: See p. 45 in Necromantic Arts. are devilish in nature, coming from the depths of Khyber, and as such receive certain benefits. Free-Willed: See p. 45 in Necromantic Arts. Demons are: Naturally Psychic: A creature with this trait Immunity to all damage from fire adds +2 to its Psychic Power points. and all effects of poison. Outsider: Outsiders are celestials, demons or spirits from other planes, not necessarily They ignore the first 5 damage malicious. They do not need to eat or sleep. sustained each round from Acid and Furthermore, they do not have a soul – their Cold sources. mind and body are one. As a result they are completely immune to all spells affecting the All devils have the Dark Sight Trait. soul, such as Resurrect, Sever Spirit, Soul Sight This ability even works in magically etc. They often have a natural armour bonus, created darkness. which is negated by weapons made of Flametouched Iron. All Demons can cast the Mindlink(D) divine spell at will. Slippery mind: The creature has a mind hard to understand. When trying to resist mind- Most devils have a natural armour affecting spells or abilities, the creature gains a bonus. This natural armour is +10 bonus to the relevant test (usually negated by weapons made of or Persistence). covered in Silver and weapons blessed with the Sanctify(E) spell. Spell Resistance X: Creatures with this trait Since this natural armour comes have the ability to continuously be under the (S) from innate resistance to earthly effect of a Spell Resistance spell, negating matter, it cannot be bypassed by incoming spells up to magnitude X. The the bypass armour CM. creature can turn this effect off at will if they wish to do so. If a devil have the Formidable Tongues: A creature with this ability can speak Natural Weapons trait, then their and understand all languages in existence. natural weapons count as under the effect of a Sanctify(E) spell against Water Dependent: This creature is a watery demons and celestials. creature. It can manage to be out of water for a number of hours equal to half its CON. After this the creature must be submerged in water Excellent Hearing: A creature with this trait for at least half an hour, or suffer the effects of gains +10 to perception tests involving hearing, drowning. due to keen ears. Water Sense: This works just as Earth sense, Excellent Sight: A creature with this trait gains except it only works in watery conditions. +10 to perception tests involving sight, due to keen sight.

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MONSTERS AND ANIMALS Many challenges adventurers meet are decimate troop concentrations with their monsters or wild animals. This section will innate power and powerful rays. present a number of iconic or important creatures for the adventurers to face, capture Nowadays most Beholders are found deep or ally with. within Khyber, where they carve out small realms of their own and fight amongst BEHOLDER themselves and the other inhabitants of The Beholder is aberration - an intelligent, Khyber. Rarely however, a Beholder reaches highly aggressive, cunning and dangerous the surfaces or through other means contact nightmare of an opponent. They hail from cells on the surface. They then quickly setup Xoriat, the Plane of Madness, where they were local Cults of the Dragon Below, who they use brought from by the Daelkyr and their invasion for their own agenda or for attempts to release of Eberron. They were used as lieutenants of their ancient Xoriat masters, the Daelkyr. their armies and as living siege engines, able to

Dice Average 1d20 Hit Locations AP/HP STR 3D6 11 1-10 Body 4/12 CON 3D6 11 11 Eye Stalk 1 2/5 SIZ 1D6+18 21 12 Eye Stalk 2 2/5 INT 2D6+12 19 13 Eye Stalk 3 2/5 POW 2D6+10 17 14 Eye Stalk 4 2/5 DEX 3D6 11 15 Eye Stalk 5 2/5 CHA 2D6+10 17 16 Eye Stalk 6 2/5 17 Eye Stalk 7 2/5 18 Eye Stalk 8 2/5 19 Eye Stalk 9 2/5 20 Eye Stalk 10 2/5

Combat Actions 4 Traits: All-Around Vision, Antimagic Cone, Eye Ray, Magic Points 17 Levitation, Movement 8m Strike Rank +11 Skills: Athletics 65%, Evade 65%, Natural Spell 50%, Damage Modifier +0 Perception 95%, Persistence 95%, Resilience 75%, Stealth 75%, Lore(Arcane) 95%, Lore(The Planes) 95% Combat Styles Bite 80% Eye Ray 75%

Weapons Type Size Reach Damage AP/HP Bite M T 2D4 As for Arm Eye Ray - - Special -

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All-Around Vision: Beholders turn quickly and Charm(Monster) (2): The monstrous target is have eyes on all their stalks and can thus see affected as though by a Charm(E) spell. The 360° around them. They never receive a category is very broad and covers all living penalty for being surrounded. monstrous creatures. See above.

Antimagic Cone: A Beholders central eye Sleep (3): The target immediately falls asleep if continuously produces a 50 meter wide cone they cannot resist. with an effect similar to an Neutralise Magic(S) spell. Each round this affects all active spells in Flesh to Stone (4): The target along with all the area and all spells cast while within the carries possessions are turned into a mindless, area. This also affects the Beholders own rays. inert statue. If the status is broken or damage The spell has 1 point of magnitude per 10% the subject will have similar damages if ever Natural Spell skill. returned to its original state. The Beholder likes to use this ray against creatures with an The Beholder can turn of this effect by closing interesting appearance or who provide an its central eye. Note that it can still perceive the interesting challenge – they then take the world through its ten other eyes. statue back to their lair as decorations.

Levitation: The Beholder has no legs and A sufficiently strong dispelling spell will turn levitates from its inherent magical power. It the creature and the possessions into flesh can turn around and even tilt without much again. effort. Should the Beholder choose to, it can also truly fly. Disintegrate (5): A red ray of scorching energy shoot out from the stalk. The hit location is Eye Ray: Each of the ten small eyes can affected as though by a Hand of Death(C) spell. produce a different magical ray, once per (D) round. Shooting these rays does not use up a Fear (6): The target is affected as by a Fear CA or MP and the Beholder can do it even when spell. it is acting in other ways. Slow (7): The target is affected as by a Hinder(S) The Beholder can only aim a maximum of three spell. stalks at one target without them getting in the Inflict (8): The location hit is damaged as per a way of each other. All stalks can be pointed Wrack(S) spell. upwards, so if the Beholder tilts all stalks can fire at one target. Treat each ray as an ordinary Sever Spirit (9): The target is affected as by a ranged attack. The spell-like effect is resisted Sever Spirit(D) spell. against the Beholders Natural Spell skill and the rays have a magnitude of 10% of the Telekinesis (10): The Beholder can move Natural Spell skill. The ray effects are: objects or creatures as per a Sustained Force effect from a Telekinesis(E) spell. Charm(Humanoids) (1): The humanoid target is affected as though by a Charm(E) spell. The Beholder usually uses this spell to disrupt enemy formations, either by making the target move away or run in the way of his allies.

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BUGBEAR The biggest and strongest of the goblinoids, Combat Notes bugbears are more aggressive than their Bugbears prefer to ambush opponents smaller relatives. whenever possible. When hunting, they At the height of the Dhakaani empire they normally send scouts ahead of the main group served as shock troops and bodyguards, that. Bugbear attacks are coordinated, and leaving the leadership role to the Hobgoblins. Today, they are mostly found in Darguun or as their tactics are sound if not brilliant. mercenaries, either through House Deneith or House Tharashk. When serving in armies, they will often work in conjunction with other goblinoids - Goblins as scouts and spellcasters, Hobgoblins as leaders and troops.

Dice Average 1d20 Hit Locations AP/HP STR 2D6+12 19 1-3 Right Leg 5/7 CON 3D6+6 16 4-6 Left Leg 5/7 SIZ 2D6+12 19 7-9 Abdomen 5/8 INT 3D6 11 10-12 Chest 5/9 POW 3D6 11 13-15 Right Arm 5/6 DEX 3D6 11 16-18 Left Arm 5/6 CHA 3D6 11 19-20 Head 5/7

Combat Actions 2 Typical Armour: Tough Hide (AP 3), Hard Leather (AP 2) Damage Modifier +1D6 Magic Points 11 Traits: Dark Sight Movement 8m Strike Rank +11 Skills: Athletics 50%, Brawn 70%, Evade 50%, Influence 25%, Perception 45%, Persistence 40%, Resilience 70%, Stealth 25%, Track 45% Combat Styles Hammer & Shield 60% Unarmed 60%

Weapons Type Size Reach Damage AP/HP Unarmed S T 1D3+1D6 As for Arm Morningstar M S 2D4+1D6 4/10 Heater Shield H S 1D4+1D6 6/12

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COUATLS Couatls are enormous winged serpents with an inherent ability for magic. They are ancient, their history lost in the depths of The Age of Demons although it is known that they descent from Siberys, as do the Dragons.

The Couatls are extremely rare, as they lost most of their race in their self-sacrifice to bind the Rajahs – the leaders of the Fiends of Khyber in eternal prisons. Since then, the Couatls have mostly been found in Argonessen, staying close to their Draconic allies for mutual benefit. It does happen though, that one searches the other continents of Eberron for some unknown agenda.

Dice Average 1d20 Hit Locations AP/HP STR 3D6+6 17 1-4 Tail 4/10 CON 3D6+6 17 5-9 Body 4/12 SIZ 3D6+24 35 10-13 Right Wing 4/8 INT 3D6+6 17 14-17 Left Wing 4/8 POW 3D6+24 35 18-20 Head 4/10 DEX 3D6 11 CHA 3D6+24 35

Combat Actions 4 Typical Armour: Scales. No Armour Penalty Damage Modifier +1D12 Magic Points 35 Traits: Dark Sight, Life Sense, Poison(Potent Snake Venom) Movement 6m/20m Night Sight Strike Rank +21 Skills: Athletics 85%, Common Magic 120%, Evade 85%, Manipulation 120%, Persistence 43%, Resilience 43%, Sorcery(Couatls) 120%, Stealth 55% Combat Styles Bite 80% Spells: Couatls are the very embodiment of magical creatures. They should know all sorcery and common magic spells, though they might not make use of spells viewed as evil or horrid.

Weapons Type Size Reach Damage AP/HP Bite M T 1D3+1D12 As for Head

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DEMON Demons are a whole class of creatures, coming Demons are however also occasionally found in many variations – malicious creatures born on the surface of Eberron. In the Demon from the blood of Khyber at the beginning of Wastes, far to the north-east on Khorvaire, time, with a bred desire for ruling the world Demons still roam free in a contained and reshaping it in their own twisted semblance of their . semblance of life. Together with the other fiends, they ruled the world for millions of In addition to this, they can be summoned, and years from the dawn of time. As such they treat demonic cults sometimes do so when they everyone in the world as their property and achieve the necessary knowledge and magical especially hate Dragons and Couatls for their power. They occasionally also make their own ancient victory. way to the surface, either on missions from their demonic overlords or sometimes just Demons usually keep to the depths of Khyber, being drawn by the lust for power or worship. where they fight the devils, the Aberration of Xoriat, the occasional explorer and any The demons found in this section, are very unnamed and unknown horrors of the depths limited compared to the full variety in of Khyber. existence. Also, the demons here are the most usual kind found amidst mortals.. The Demons are known for their maliciousness and chaotic way of life. At their best, demons are unpredictable and sneaky, at their worst they thirst for power, combat or inflicting suffering.

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Babau Babau are the cunning and sneaky but powerful assassins of the demons. They are very careful and devious, and always form cunning plans before doing anything (or at least before combat). Babau sometimes work with Succubi. Due to their horn, Babau are sometimes known as the one-horned horror and due to their colour, as the ebony death.

Combat Notes Babaus are sneaky and sly. They attack the most powerful foe first, hoping to eliminate the When ambushing their opponents, they make true threats quickly and then toy with the rest. excellent use of the combination their spells and their attacks with their deadly claws.

Dice Average 1d20 Hit Locations AP/HP STR 2D6+14 21 1-3 Right Leg 4/7 CON 3D6+9 20 4-6 Left Leg 4/7 SIZ 2D6+6 13 7-9 Abdomen 4/8 INT 4D6 14 10-12 Chest 4/9 POW 4D6 14 13-15 Right Arm 4/6 DEX 3D6+3 14 16-18 Left Arm 4/6 CHA 3D6+5 16 19-20 Head 4/7

Combat Actions 4 Typical Armour: Demonic hide (AP 4), no armour penalty Damage Modifier +1D4 Magic Points 13 Traits: Dark Sight, Demon, Formidable Natural Movement 8m Weapons, Outsider, Protective Slime, Spell-like abilities Strike Rank +13 Spell Resistance 2 Skills: Athletics 60%, Evade 60%, Influence 25%, Language(Abyssal) 70%, Language(Celestial) 70%, , Language(Draconic) 70%, Perception 75%, Persistence 65%, Resilience 75%, Stealth 65% Combat Styles Claws 80%

Weapons Type Size Reach Damage AP/HP Claws M M 1D6+1D4 As for Arm

Protective Slime: A slimy red jelly covers the Spell-like abilities: The Babau can cast the Babau’s skin. Treat this as Strong acid, which following spells at a skill level of 90%. The MP affect all objects and creatures touching it. cost is as normal: Boon of Lasting Night 3(C), Countermagic 4(C), Second Sight(C), Teleport(S) (only on self and 25 kg of carried material, with 7 manipulation points. Does not need to see the destination).

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Succubus A succubus (Succubi in plural) is a scheming and sultry demon, who often seeks out men or women of power and uses their powers of charm and seduction to further their agenda.

Even though they are great actor, they are truly malicious and evil-minded. They enjoy the hunt in seducing otherwise unavailable persons and savour the terror and mistrust they can inflict.

In its natural state, the succubus is in the shape and form of a beautiful human woman with demonic features, such as bat-like wings, tiny change shape ability to assume humanoid horns, and/ or a tail. However, the succubus guise, and can maintain this deception may shape-shift into many forms. They often indefinitely. Their preferred tactic when appear in the guise of a human woman sans dealing with heroes is to feign friendship and demonic features. create an opportunity to be alone with one of them, whereupon the succubus applies her life- Combat Notes draining kiss. Succubi are not above taking on Succubi are not warriors. They flee combat the role of a damsel in distress when whenever they can. If forced to fight, they can encountered unexpectedly or within a attack with their claws, but they prefer to turn dungeon. foes against one another. Succubi use their

Dice Average 1d20 Hit Locations AP/HP STR 2D6+6 13 1-3 Right Leg 6/6 CON 2D6+6 13 4-6 Left Leg 6/6 SIZ 1D6+7 10 7-9 Abdomen 6/7 INT 2D6+9 16 10-12 Chest 6/8 POW 2D6+7 14 13-15 Right Arm 6/5 DEX 2D6+6 13 16-18 Left Arm 6/5 CHA 1D6+20 24 19-20 Head 6/6

Combat Actions 3 Typical Armour: Demonic hide (AP 6), no armour penalty Damage Modifier +0 Magic Points 13 Traits: Change Shape, Dark Sight, Demon, Energy Drain, Movement 8m / 12m Fly, Formidable Natural Weapons, Outsider, Spell-like Strike Rank +13 abilities, Spell Resistance 4, Tongues

Skills: Athletics 60%, Evade 60%, Influence 95%, Lore(Pick Combat Styles One) 90%, Lore(The Planes) 100%, Perception 85%, Claws 80% Persistence 70%, Resilience 75%, Stealth 65%

Weapons Type Size Reach Damage AP/HP Claws M S 1D4 As for Arm

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Change Shape: A succubus can assume the Spell-like abilities: The Succubus can cast the form of any humanoid creature with SIZ 3-24 following spells at a skill level of 90%. The MP without spending MP. This effect has eternal cost is as normal: Charm(Monster)(E), Detect duration, although Succubus enjoy losing their Good 4(C), Dominate(Humanoid)(S), Intuition(S), disguise when attacking, to savour the terror in Teleport(S) (only on self and 25 kg of carried their faces. material, with 10 manipulation points. Does not need to see the destination). Energy Drain: A succubus drains energy from a mortal it lures into some act of passion or by simply planting a kiss on the victim (willing or not). A kiss has two effects, the first is that the victim must succeed on opposed Persistence check or be compelled to continue kissing the Succubus (as per a Dominate(S) spell) which will also erase the memory of the negative effects. The other effect is that the victim temporarily receives a -5% to all skill checks and 1 HP from each hit location. These effects persist until healed by a Restoration(S)/(E) spell or until 24 hours have passed.

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Quasit Quasits find their niche on the Material Plane as advisers for powerful individuals and potent spellcasters. Quasits crave power in all its forms and always strive for more. By other Demons, they are treated as petulant children.

On the Material Plane, Quasits allow their egos to precede them, believing they are far more powerful and influential than they really are. Quasits are not much of a match physically for any adult human, but they make up for it with a deep cunning and healthy sense of self- They typically attack from ambush, using their preservation. alternate form ability and invisibility to get within reach, then try to scuttle away. When Combat Notes retreating, they use their cause fear ability to Although quasits thirst for victory and power deter pursuit. as other demons do, they are cowards at heart.

Dice Average 1d20 Hit Locations AP/HP STR 2D6+1 8 1-3 Right Leg 2/3 CON 3D6+9 10 4-6 Left Leg 2/3 SIZ 1D6+1 5 7-9 Abdomen 2/4 INT 2D6+3 10 10-12 Chest 2/5 POW 2D6+5 10 13-15 Right Arm 2/2 DEX 1D6+13 17 16-18 Left Arm 2/2 CHA 2D6+3 10 19-20 Head 2/3

Combat Actions 3 Typical Armour: Demonic hide (AP 2), no armour penalty Damage Modifier -1D2 Magic Points 13 Traits: Alternate Form, Dark Sight, Demon, Fly, Formidable Movement 5m / 10m Natural Weapons, Poison (Soul Palsy), Outsider, Spell-like Strike Rank +11 abilities,

Skills: Athletics 65%, Evade 65%, Influence 25% Combat Styles Language(Abyssal) 70%, Language(Celestial) 70%, Claws 80% Language(Draconic) 70%, Perception 65%, Persistence 45%, Resilience 45%, Stealth 75% Weapons Type Size Reach Damage AP/HP Claws S T 1D6-1D2 As for Arm

Alternate Form: A quasit can change its shape Spell-like abilities: The Quasit can cast the at will, without spending MP. Each quasit following spells at a skill level of 70%. The MP knows only one or two forms, neither of which cost is as normal: Detect Good 2(C), Detect may be larger than SIZ 10. Common forms magic 2(C) Invisibility(E) (self only, 2 include bat, monstrous centipede, toad and manipulation points), Fear (magnitude 1)(D), wolf. The quasit has no poison in this form.

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DEVILS Devils are fiends, spawn of Khyber and existence. Also, the devils here are the most malicious and evil of nature. Together with the usual kind found amidst mortals. Much larger other fiends, they ruled the world for millions and more dreadful master of devils live deep in of years from the dawn of time. As such they Khyber, in unholy fortresses, biding their time. treat everyone in the world as their property and especially hate Dragons and Couatls for their ancient victory.

Where demons are chaotic and unpredictable, devils are the very embodiment of patience and controlled, focused, pragmatic malice . Powerful devils will form plans taking millennia to accomplish, often using many links of lesser devils as their servants and lieutenants.

They are mostly found in the depths of Khyber, although they sometimes make their way to the surface on missions or as part of their own agenda. They can also be summoned by spellcasters, and many a cult has a devil at the heart of it, offering advice and guiding its efforts towards the completion of some great unknown agenda.

For reasons unknown, many devils follow some personal code of honour. Often respecting any form of power, to the degree of saluting powerful enemies before engaging. Some may decide to recruit powerful mortals, others may accept a personal duel against intruders. As always, morality is never absolute and some devils do not act in this way.

The devils found in this section, are very limited compared to the full variety in

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Barbazu Also often called bearded devils, due to their Combat Notes distinctive facial appearance, Barbazu are the Bearded devils are aggressive and love to fight. shock troops of the devil armies, often fighting They revel in their battle frenzy, spreading at the eternal battlefields of Shavarath. When mayhem among their foes. not engaged in infernal war, they often serve as bodyguards for other devils or spellcasters dabbling in summoning.

Dice Average 1d20 Hit Locations AP/HP STR 2D6+10 17 1-3 Right Leg 4/7 CON 2D6+10 17 4-6 Left Leg 4/7 SIZ 2D6+11 18 7-9 Abdomen 4/8 INT 2D6+2 9 10-12 Chest 4/9 POW 2D6+3 10 13-15 Right Arm 4/6 DEX 2D6+10 17 16-18 Left Arm 4/6 CHA 2D6+3 10 19-20 Head 4/7

Combat Actions 3 Typical Armour: Demonic hide (AP4), no armour penalty Damage Modifier +1D6 Magic Points 10 Traits: Battle Frenzy, Beard, Dark Sight, Demon, Movement 8m Infernal Wound , Outsider, Spell-like abilities, Strike Rank +15 Spell Resistance 3

Combat Styles Skills: Athletics 70%, Evade 65%, Influence 35%, Polearm 80% Language(Celestial) 70%, Language(Draconic) 70%, , Unarmed 80% Language(Infernal) 70%, Perception 65%, Persistence 50%, Resilience 75%, Stealth 70% Weapons Type Size Reach Damage AP/HP Glaive L VL 1D8+1D6+1 4/10 Claws M S 1D4+1D6 As for Arm

Battle Frenzy: At the cost of 4 MP, the barbazu for each failed resistance. Restores when cured can work itself into a frenzy that last for 6 at 1/day. Cure: Cure Disease(D) rounds. This frenzy grants it +2 HP to all locations, +2 CA, increases its damage modifier Infernal Wound: Every wound inflicted by a to +1d8 and gives +20% Persistence. barbazu automatically causes the bleed combat manoeuvre. In addition the wound does not Beard: The barbazu can attempt an unarmed heal naturally and any caster attempting to attack to hit the enemy with its beard. If hit the heal the wound magically must succeed on a location suffers 1D6 damage and target must Persistence check or the spell fails. succeed on a resilience check or be afflicted by a disease called Devil's Chills (Onset time: 1D4 Spell-like abilities: The barbazu can cast the (S) hours. Duration: Until resisted three times in a following spells at a skill level of 70. Teleport row. Resistance time: Daily. Potency: 70. (only on self and 25 kg of carried material, with Resistance: Resilience Conditions: lose 1d4 STR 7 manipulation points. Does not need to see the destination).

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Hell Hound Combat Notes Hell Hounds are the loyal servants of their Hell hounds are efficient hunters. A favourite demonic overlords. They resemble large pack tactic is to surround prey quietly, then hounds, often reaching 1½ meters height and attack with one or two hounds, driving it weighing almost 60 kg. On the demonic toward the rest with their fiery breath. If the battlefields, the Hell Hounds are used to prey doesn’t run, the pack closes in. Hell disrupt formations. Outside of war they are hounds track fleeing prey relentlessly. used as trackers and efficient guard dogs.

Dice Average 1d20 Hit Locations AP/HP STR 2D6+10 17 1-2 Right Hind Leg 4/6 CON 2D6+10 17 3-4 Left Hind Leg 4/6 SIZ 2D6+3 10 5-7 Hindquarters 4/7 INT 6 6 8-10 Forequarters 4/7 POW 2D6+3 10 11-13 Right Front leg 4/6 DEX 2D6+6 13 14-16 Left Front Leg 4/6 CHA - - 17-20 Head 4/6

Combat Actions 2 Typical Armour: Demonic hide (AP 4), no armour penalty Damage Modifier +1D4 Magic Points 10 Traits: Breath Attack, Dark Sight, Demon, Fiery Bite, Movement 10m Formidable Natural Weapons, Outsider, Spell-like abilities, Strike Rank +10 Skills: Athletics 80%, Evade 60%, Combat Styles Language(Infernal) 30% (can't speak), Perception 60%, Bite 50%, Claws 60% Persistence 45%, Resilience 60%, Stealth 55%, Track 70%

Weapons Type Size Reach Damage AP/HP Bite M T 1D8+1D4 As for head Claws M M 1D3+1D4 As for Arm

Breath Attack: Once per round, at will and at Fiery Bite: The hellhound's bite is aflame no MP cost a hellhound can spew fire from its dealing an extra 1d6 fire damage. mouth. Treat this as a Dragon's Breath(C) spell hitting any creature in a 45° cone 15 meters deep. Can be resisted via Evade as per usual.

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Imp Combat Notes Imps are devious little devils. Often found as Imps are craven, but not so timid as to pass up advisors to evil spellcasters they are the link an opportunity for a surprise attack using their between mortals and devils that many invisibility and alternate form ability. In its summoners begin by handling. natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if Imps often have agendas on their own though, a foe manages to strike back effectively. serving some darker master or plan. They often study the arts of magic themselves, supplementing their own abilities with that of sorcery.

Dice Average 1d20 Hit Locations AP/HP STR 1d3+2 4 1-2 Right Leg 3/2 CON 1d3+2 4 3-4 Left Leg 3/2 SIZ 1d3+1 3 5-8 Body 3/3 INT 2D6+7 14 9-11 Right Arm 3/1 POW 2D6+7 14 12-14 Left Arm 3/1 DEX 1D6+13 17 15-16 Right Wing 3/1 CHA 2D6+7 14 17-18 Left Wing 3/2 19-20 Tail 3/2

Combat Actions 3 Typical Armour: Demonic hide (AP 3), no armour penalty Damage Modifier -1D6 Magic Points 14 Traits: Alternate Form, Dark Sight, Demon, Fly, Formidable Movement 4m / 10m Natural Weapons, Poison(Soul Palsy), Outsider, Spell-like Strike Rank +18 abilities

Skills: Athletics 70%, Evade 90%, Influence 25%, Language(Celestial) 90%, Language(Draconic) 90%, Combat Styles Language(Infernal) 90%, Lore(Arcane) 70%, Lore(The Claws 40%, Poisonous Stinger 50 Planes) 70%, Perception 60%, Persistence 65%, Resilience 45%, Stealth 75%

Weapons Type Size Reach Damage AP/HP Claws S T 1D3-1D6 As for Arm

Alternate Form: An imp can change its shape Spell-like abilities: An imp can cast the at will, without spending MP. Each quasit following spells at a skill level of 70%. The MP knows only one or two forms, neither of which cost is as normal: Detect Good 2(C), Detect may be larger than SIZ 10. Common forms magic 2(C) Invisibility(E) (self only, 2 include monstrous spider, raven, rat and small manipulation points), Dominate(Humanoid)(S), boar.

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DINOSAUR Clawfoot Use the entry for Velociraptor from Monster Coliseum.

Glidewing Use the entry for Pteranodon from Monster Coliseum.

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DOLGRIM The dolgrims were created by the Daelkyr dolgrim will often converse with itself as during their invasion of Khorvaire and the though carrying on a two-way conversation. subsequent encounter with the Dhakaani, to serve them as their rank-and-file infantry. A Combat Notes Dolgrims are bred to follow orders and seldom dolgrim is essentially two goblins crushed into make use of imaginative tactics on their own. one creature. They are typically equipped with a shield and a An average dolgrim stands roughly 1.20 meters morningstar in their lower arms, and a light tall and weigh 30 kg. Dolgrims have oily and crossbow and a spear in its upper arms. white skin, but they often tattoo themselves Some dolgrims carry a greatsword instead of a with garish colours or disturbing images. It is spear; once it has closed with an enemy, it common practice to tattoo additional faces drops its crossbow and wields the greatsword each time an opponent is slain, in the belief that using both of its upper arms. Dolgrim archers doing this traps the soul and energy of the carry an extra light crossbow instead of a spear fallen foe. Dolgrims typically wear dark leather or a greatsword. and drab gray clothes.

A dolgrim has two brains fused into a single mass. Although it has but a single personality, a Dice Average 1d20 Hit Locations AP/HP STR 2D6+9 16 1-3 Right Leg 4/5 CON 3D6+6 11 4-6 Left Leg 4/5 SIZ 2D6+3 10 7-9 Abdomen 2/6 INT 1D6+4 8 10-12 Chest 2/7 POW 1D6+5 9 13-14 Right Upper Arm 4/4 DEX 2D6+6 13 15-16 Right Lower Arm 4/4 CHA 1D6+3 6 17-18 Left Upper Arm 4/4 19-20 Left Lower Arm 4/4 Combat Actions 4 Damage Modifier +1D2 Typical Armour: Hard Leather (AP 2), Natural Armour (AP2) Magic Points 9 Ignored by Byeshk. Movement 7m Strike Rank +11/+8 Traits: Dark Sight, Dual Consciousness

Combat Styles Skills: Athletics 70%, Brawn 50%, Evade 50%, Language(Undercommon) 50%, Language(Common) 16%, Hammer & Shield 60%, Crossbow 60% Perception 45%, Persistence 70%, Resilience 60%, Stealth 55% Spear & Shield 60%

Weapons Type Size Reach Damage AP/HP Range Shortspear S T 1D3+1D2 As for Arm - Morningstar M S 2D4+1D2 4/10 - Heater Shield H S 1D4+1D2 6/12 - Light Crossbow L - 1D8 4/5 100m

Dual Consciousness: A Dolgrims has two above. It is gives them +10% to all persistence brains, and this grants it the extra CA included skill checks.

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DRYAD Dryads are exquisitely beautiful tree spirits manifested in a symbiosis with trees. They are found deep in forests around Khorvaire, but especially in Aerenal and on the planes of Thelanis and Lamannia.

A dryad’s delicate features are much like a female elf s, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes colour with the seasons.

They are generally shy and solitary, although Combat Notes sometimes aiding travellers and adventurers, Shy, intelligent, and resolute, dryads are as they are as much likely to simply hide and let elusive as they are alluring—they avoid them pass through. Tales tell of Dryads taking a physical combat and are rarely seen unless fancy to especially handsome human or elf men they wish to be. If threatened, or in need of an and charming them with their unnatural ally, a dryad uses their spells, attempting to beauty and their magic, but these may just be gain control of the attacker(s) who could help stories. To many, Dryads remain a source of the most against the rest. Any attack on her both inspirational interest and dread of the tree, however, provokes the dryad into a unknown powers of nature. frenzied defence.

Dice Average 1d20 Hit Locations AP/HP STR 2D6+1 10 1-3 Right Leg 2/5 CON 3D6+9 11 4-6 Left Leg 2/5 SIZ 1D6+1 12 7-9 Abdomen 2/6 INT 2D6+3 14 10-12 Chest 2/7 POW 2D6+5 18 13-15 Right Arm 2/4 DEX 1D6+13 19 16-18 Left Arm 2/4 CHA 2D6+18 25 19-20 Head 2/5

Combat Actions 3 Typical Armour: Resilient Body (AP 2), no penalty. Ignored Damage Modifier +0 by cold iron. Magic Points 18 Movement 10m Traits: Night Sight, Tree Dependent, Spell-like abilities, Strike Rank +15 Wild Empathy Combat Styles Skills: Athletics 60%, Evade 65%, Influence 75%, Insight Claws 80% 70%, Language(Common) 90%, Language(Elven) 90%, , Language(Sylvan) 90%, Perception 75%, Persistence 65%, Resilience 35%, Stealth 65% Weapons Type Size Reach Damage AP/HP Claws T T 1D3+0 As for Arm

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Spell-like abilities: The Dryad can cast the following spells at a skill level of 90%. The MP cost is as normal: Charm(Humanoid)(E), (S) (C) Dominate(Humanoid) , Fate 2 , Speak with Plants(E), Shapechange(Tree)(S) (self only)

Tree Dependent: Each dryad is mystically bound to a single, enormous tree and must never stray more than 300 meters from it. Any who do become ill and die within 4d6 hours.

A dryad also ignores any penalties for moving through heavy undergrowth and woodland.

Wild Empathy: Dryads are allies of the forest and its animals. They have a supernatural ability to handle and understand animals.

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GNOLL Gnoll are wild humanoids, common in Droaam That said, Gnolls have made an entrance on the and in the large forests of Eberron. They are worlds mercenary markets, especially through hardy, strong and malicious to the bone. They House Tharashk. They are also found in the have the heads of hyenas and are covered in slum quarters of many large Eberron cities. thick, stiff fur. Combat Notes They enjoy playing with their prey, and are Gnolls are rarely found alone, always fighting especially fond of dining on sentient beings - and hunting in packs. They will try to pick an especially other humanoids - as they scream enemy apart by removing weak enemies first. more, a sound of which they are fond. Dice Average 1d20 Hit Locations AP/HP STR 2D6+6 13 1-3 Right Leg 3/6 CON 3D6+6 16 4-6 Left Leg 3/6 SIZ 1D6+12 15 7-9 Abdomen 3/7 INT 3D6 11 10-12 Chest 3/8 POW 3D6 11 13-15 Right Arm 3/5 DEX 3D6 14 16-18 Left Arm 3/5 CHA 3D6 11 19-20 Head 3/6

Combat Actions 3 Typical Armour: Tough Hide(AP 1), Hard Leather(AP 2) Damage Modifier +1D2 Magic Points 11 Traits: Dark Sight, Night Sight, Excellent Hearing Movement 8m Strike Rank +10 Skills: Athletics 50%, Evade 65%, Influence 25%, Perception 75%, Persistence 40%, Resilience 60%, Stealth 65%, Track Combat Styles 65% Axe & Shield 50% Unarmed 60%

Weapons Type Size Reach Damage AP/HP Range Unarmed S T 1D3+1D2 As for Arm - Battleaxe M M 1D6+1+1D2 4/8 - Heater Shield H S 1D4+1D2 6/12 -

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ILLITHID (often called Mindflayers) hail from Xoriat, the realm of madness, and was brought here with their invasion of Eberron. They served as their most favoured servants, as captains and schemers. After the gatekeepers vanquished the invasion from the realm of madness the Illithids withdrew with the remaining Daelkyr and their creations to the depths of Khyber. There they remain, scheming and plotting amongst themselves and their rivals, both furthering their own agendas and at times those of their ancient masters.

Combat Notes Illithids like to fight from a distance, using their If pressed into melee combat the will Psionic abilities and their thralls to destroy defend itself with its tentacles, lashing out at enemies from afar. They will also rely on slaves opponents. As soon as it sees an opportunity and servants to do much of their fighting for for a safe target, by killing or disabling its allies, them – an Illithid will rarely be caught off it will lash unto its head and attempt to extract guard by an attack, as they are the master of its brain as feed. scheming and information.

Dice Average 1d20 Hit Locations AP/HP STR 2D6+6 13 1-3 Right Leg 5/6 CON 2D6+6 13 4-6 Left Leg 5/6 SIZ 1D6+12 15 7-9 Abdomen 5/7 INT 2D6+18 25 10-12 Chest 5/8 POW 2D6+10 17 13-15 Right Arm 5/5 DEX 2D6+6 13 16-18 Left Arm 5/5 CHA 2D6+10 17 19-20 Head 5/6

Combat Actions 5 Typical Armour: Tough Hide (5 AP), no penalty. Byeshk Damage Modifier +1D2 bypass this tough hide. Magic Points 17 Power Points 25 Traits: Dark Sight, Extract, Mind Blast, Naturally Psychic, Movement 8m Night Sight, Telepathy, Tentacles, Strike Rank +18 Skills: Athletics 50%, Brawn 60%, Evade 70%, Combat Styles Influence 85%, Insight 85%, Language(Common) Tentacles/Unarmed 90% 100%, Language(Daelkyr) 100%, Language(Undercommon) 100%, Perception 75%, Persistence 90%, Resilience 60%, Stealth 65%, Psychic Power (Telepathy) 100%, Psychic Power (Psychokinesis) 100%, Psychic Power (Mind Control) 100%

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Weapons Type Size Reach Damage AP/HP Tentacles M M 1D4+1D2 As for Head

Extract: When the Illithid has succeeded on Tentacles: The Illithid will attempt to establish attaching all four of its tentacles to a targets grapples with any creature that it desires to eat head, it will as soon as possible spend a CA to – usually if it is defeated or if its companions extract the opponent’s brain – killing it cannot interfere. instantly. The Illithid will make unarmed (Tentacles) Mind Blast: The Illithid can use this power at attacks and always choose to establish grapple will once a round, without using Power Points. with one of its tentacles – to the head if This power affects a cone-shaped area 20 possible, as it can then extract the targets metres long. Every creature in the area must brain. succeed on a Simple Persistence check or forfeit the next 3d4 CA. The -20% penalty to activity from being grappled in the head is cumulative for each Psionics: In addition to its Psionic skills, the tentacle. Illithid can cast the following spells from innate ability:

Telepathy: Illithid can communicate telepathically with any creature within 30 metres that has a language.

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HORSE, VALENAR RIDING Dice Average 1d20 Hit Locations AP/HP STR 2D6+18 25 1-3 Right Hind Left 2/9 CON 3D6+6 17 4-6 Left Hind Leg 2/9 SIZ 3D6+18 25 7-9 Abdomen 2/10 INT 4 4 10-12 Chest 2/10 POW 3D6 11 13-15 Right Front Leg 2/9 DEX 2D6+3 10 16-18 Left Front Leg 2/9 CHA 1D3 3 19-20 Head 2/9

Combat Actions 3 Typical Armour: Hide. No Armour Penalty Damage Modifier +1D10 Magic Points 11 Traits: None Movement 20m Strike Rank +9 Skills: Athletics 75%, Brawn 60%, Persistence 43%, Resilience 61%, Survival 20% Combat Styles Kick 50%

Weapons Type Size Reach Damage AP/HP Unarmed M M 1D6+1D10 As for Leg A valenar horse trained for heavy labour or war (which most are) have +4 STR and +4 CON.

KARRNATHI SKELETON Dice Average 1d20 Hit Locations AP/HP STR 2D6+6 13 1-3 Right Leg 2/4 CON 1D6 4 4-6 Left Leg 2/4 SIZ 2D6+6 13 7-9 Abdomen 6/5 INT 3D6 11 10-12 Chest 6/6 POW 1D6 4 13-15 Right Arm 6/3 DEX 3D6 11 16-18 Left Arm 6/3 CHA 1 1 19-20 Head 5/4

Combat Actions 2 Typical Armour: Alchemical Treatment (AP 2), Scalemail (AP Damage Modifier +1D2 4, –3 Strike Rank Penalty) Magic Points 0 Traits: Dark Sight, Imbued, Free-Willed, Night Sight Movement 8m Strike Rank +9 Skills: Athletics 30%, Evade 45%, Perception 45%, Persistence 35%, Resilience 50%,

Combat Styles Sword and Shield 60% Bow 60%

Weapons Type Size Reach Damage AP/HP Range War Sword M M 1D8+1D2 9/7  Heater Shield L S 1D4+1D2 6/12  Longbow H - 1D8+1D2 4/7 175m

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KARRNATHI ZOMBIE Dice Average 1d20 Hit Locations AP/HP STR 3D6+12 23 1-3 Right Leg 2/4 CON 1D6 4 4-6 Left Leg 2/4 SIZ 2D6+6 13 7-9 Abdomen 6/5 INT 3D6 11 10-12 Chest 6/6 POW 1D6 4 13-15 Right Arm 6/3 DEX 1D6 4 16-18 Left Arm 6/3 CHA 1 1 19-20 Head 5/4

Combat Actions 2 Typical Armour: Alchemical Treatment (AP 2), Scalemail (AP Damage Modifier +1D6 4, –3 Strike Rank Penalty) Magic Points 0 Traits: Dark Sight, Imbued, Free-Willed, Night Sight Movement 6m Strike Rank +7 Skills: Athletics 20%, Evade 25%, Perception 35%, Persistence 35%, Resilience 40%,

Combat Styles Sword and Shield 35% Bow 35%

Weapons Type Size Reach Damage AP/HP Range War Sword M M 1D8+1D6 9/7  Heater Shield L S 1D4+1D6 6/12  Longbow H - 1D8+1D6 4/7 175m

MAGEBRED ANIMAL This is a template that can be combined with Thick-Skinned breed: The animal gains a +2 any animal. It receives the following bonuses: from tough hide or natural armour. This stacks with any armour points the animal may already Excellent Learner: The animal gains +2 to INT. have. Furthermore it is now much easier to train and take directions than other animals of its type. Specific Breed: The animal gains a +10% bonus to any one appropriate skill (Track for a Excellent physique: The animal gains a +4 to tracking dog or Brawn for a miller’s horse for one of STR, CON, SIZE or DEX and +2 to the example). rest.

Choose one of the following:

Swift Breed: The creature multiplies its main form of movement by 1.25 (round up).

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OCHRE JELLY Ochre Jelly is an amorphous creature that live Ochre Jellies have no brain and no specific only to eat. They inhabit underground areas sensory organs such as eyes. However, the throughout the world, scouring caverns, ruins, whole of its body picks up vibrations in air and and dungeons in search of organic matter— ground, which is the reason for its relatively living or dead. high perception skill.

Ochre jellies are typically quite large, often Combat Notes more than 4 metres long. They can however They tactics of the brainless jelly are pretty compress their bodies to fit into very small straight forward. When it detects nearby cracks. A typical specimen weighs about 2.500 movement, it will move to investigate. When it kg. encounters prey it will always simply move forward and seek to establish a grapple. It will rarely defend itself much.

Dice Average 1d20 Hit Locations AP/HP STR 4D6+8 22 1-20 Body 2/30 CON 4D6+8 22 SIZ 4D6+8 30 Typical Armour: Natural Armour 2 AP, no penalty. INT 1 1 POW - - Traits: Acid, Earth Sense, Engulf, Slime, Split DEX 1 1 CHA - - Skills: Athletics 65%, Perception 70%, Persistence 45%, Resilience 75%, Stealth 70%, Unarmed 70%

Combat Actions 3 Movement 3m Damage Modifier - Strike Rank +8 Magic Points -

Acid : The acid of a jelly is a concentrated acid, Split: When a weapon with an edge (e.g. sword dealing 1D6 damage each round. It will not or axe) deals damage to an ochre jelly the affect inorganic material, such as stone or chopped-off HP stays alive as a new ochre jelly metal. This acid and damage is applied to each with the cut-off HP. So if an adventurer deals 7 grappled location each round – dissolving the points of damage to an ochre jelly with a victim to gather sustenance. sword, then the cut-off piece becomes a new ochre jelly with 7 HP. Slime: An ochre jelly is a brainless creature, with a body made mostly of water. They are The new smaller ochre jelly has 2 CA, damage immune to almost all combat manoeuvres modifier of 1D2, an unarmed skill of 50% and 1 (DMs discretion) such as trip, stun location, SIZ for each HP. These are rough guidelines and impale etc. and all mind-affecting spells. particularly large or small pieces should be handled individually. In addition, weapons that primarily deal damage through kinetic energy (e.g. hammers) After a fight is over some of the pieces might deal half damage to Ochre jellies. The jelly is merge with the original jelly again, and others immune to electricity damage. The jelly is might wander off on their own. An ochre jelly destroyed when it reaches 0 hp, and is immune with 2 or less HP left is destroyed instead of to serious or major wounds. split.

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RAKSHASA (OUTSIDER) Dice Average 1d20 Hit Locations AP/HP STR 2D6+6 13 1-3 Right Leg 6/6 CON 2D6+6 13 4-6 Left Leg 6/6 SIZ 2D6+6 13 7-9 Abdomen 6/7 INT 2D6+6 13 10-12 Chest 6/8 POW 2D6+6 13 13-15 Right Arm 6/5 DEX 2D6+6 13 16-18 Left Arm 6/5 CHA 3D6+6 17 19-20 Head 6/6

Combat Actions 3 Typical Armour: Demonic Skin (AP 6), Formidable Natural Weapons Damage Modifier +1D2 Magic Points 13 Traits: Dark Sight, Minor Shapechange (see Changeling), Movement 8m Night Sight, Outsider, Strike Rank +13 Skills: Athletics 35%, Common Magic 60%, Influence 75%, Insight 60%, Manipulation 45% Oratory 90%, Perception 70%, Persistence 85%, Resilience 65%, Sleight 50%, Sorcery(Rakshasa) 50%, Stealth 90%

Combat Styles Spells: Invisibility(E), Intuition, Unarmed 80% Neutralise Magic, Mystic Vision, Tap, Wrack. + any appropriate common magic spells. Weapons Type Size Reach Damage AP/HP Unarmed S T 1D4+1D2 As for Arm

Detect Thoughts: A Rakshasa can at will use sorcery check. He uses his own Manipulation the sorcery spell ‘Intuition’, without using skill for determining effects. magic points and without having to take a

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RAKSHASA, ZAKYA (OUTSIDER) Dice Average 1d20 Hit Locations AP/HP STR 4D6+6 20 1-3 Right Leg 10/7 CON 4D6+6 20 4-6 Left Leg 10/7 SIZ 2D6+6 13 7-9 Abdomen 10/8 INT 2D6+6 13 10-12 Chest 10/9 POW 3D6 11 13-15 Right Arm 10/6 DEX 5D6+6 24 16-18 Left Arm 10/6 CHA 3D6 11 19-20 Head 10/7

Combat Actions 4 Typical Armour: Demonic Skin (AP 6), Scalemail (AP 4, -6 Damage Modifier +1D4 Strike Rank Penalty) Magic Points 11 Movement 8m Traits: Dark Sight, Formidable Natural Weapons, Strike Rank +17 Minor Shapechange (see Changeling), Night Sight, Outsider

Skills: Athletics 70%, Influence 45%, Insight 40%, Perception 60%, Persistence 85%, Resilience 55%, Stealth 80%

Combat Styles Common Magic Spells: Bladesharp 1, Chill 1, Fanaticism 2, Sword & Shield 80% Endurance 1, Strength 1

Weapons Type Size Reach Damage AP/HP Longsword M L 1D8+1D4 6/12 Kite Shield H S 1D4+1D4 4/18

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SAHUAGIN Dice Average 1d20 Hit Locations AP/HP STR 2D6+6 13 1-3 Right Leg 4/5 CON 3D6 11 4-6 Left Leg 4/5 SIZ 2D6+6 13 7-9 Abdomen 4/6 INT 3D6 11 10-12 Chest 4/7 POW 3D6 11 13-15 Right Arm 4/4 DEX 3D6 11 16-18 Left Arm 4/4 CHA 2D6+2 9 19-20 Head 4/5

Combat Actions 2 Typical Armour: Tough Scales (AP 4) No strike rank penalty. Damage Modifier +1D2 Magic Points 11 Traits: Dark Sight, Night Sight, Speak with Sharks, Water Sense, Water Dependent Movement 8m Strike Rank +12 Skills: Athletics 45%, Perception 45%, Persistence 35%, Resilience 45%, Swim 95%, Combat Styles Crossbow 45% Trident 50%

Weapons Type Size Reach Damage AP/HP Range Heavy Crossbow H - 1D10 4/8 150m Trident M L 1D8+1D2 4/10 -

Speak with Sharks: This creature can communicate telepathically with sharks within 80 meters. However, since most sharks are not very bright the communication is often limited to simple commands or basic ideas such as “danger over there”. Sahuagin often befriend and train sharks.

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UNDYING SOLDIER Dice Average 1d20 Hit Locations AP/HP STR 2D6+6 13 1-3 Right Leg 8/6 CON 3D6+6 17 4-6 Left Leg 8/6 SIZ 3D6 11 7-9 Abdomen 8/7 INT 2D6+6 13 10-12 Chest 8/8 POW 3D6 11 13-15 Right Arm 8/5 DEX 3D6+6 17 16-18 Left Arm 8/5 CHA 3D6 11 19-20 Head 8/6

Combat Actions 3 Typical Armour: Undead skin(AP 2), Good Quality Plate Damage Modifier +0 (AP 6, - 9 Strike rank). Magic Points 11 Traits: Dark Sight, Night Sight, Deathless Movement 10m Strike Rank +5 Skills: Athletics 45%, Perception 60%, Persistence 50%, Resilience 45%

Combat Styles Spear & Shield 60% Sword & Shield 60%

Weapons Type Size Reach Damage AP/HP Shortspear M L 1D8 4/5 Shortsword M S 1D6 6/8 Kite Shield H S 1D4 4/18

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WARFORGED TITAN Dice Average 1d20 Hit Locations AP/HP STR 3D6+18 29 1-3 Right Leg 10/14 CON 3D6+18 29 4-6 Left Leg 10/14 SIZ 3D6+40 41 7-9 Abdomen 10/15 INT 3 3 10-12 Chest 10/16 POW 3D6 11 13-15 Right Arm 10/13 DEX 3D6 11 16-18 Left Arm 10/13 CHA - - 19-20 Head 10/14

Combat Actions 3 Typical Armour: Natural Armour Plates (AP 10, -14 to Strike Damage Modifier +2D6 Rank) Magic Points 11 Traits: Built-in Weapons, Construct, Night Sight, Trample Movement 8m Strike Rank +5 Skills: Athletics 90%, Brawn 120%, Persistence 90%, Resilience 95%

Combat Styles Axe & Maul 110%

Weapons Type Size Reach Damage AP/HP Axe E VL 2D8+2D6 As for Arm Maul E VL 2D8+2D6 As for Arm

Built-in Weapons: The axe and maul are built into the creature’s arms and it can thus never be disarmed, lest it be from having an arm chopped off.

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SAMPLE NPCS gotten his position through merit and In this section we will present a number of determination. He has most likely participated sample NPCs, which fulfil iconic roles in the in the war either on one of the few military world of Eberron. They are designed with an airships, or more likely as a hired freighter of aim of providing typical examples of their supplies and troops. professions, race and status – but remember, Combat Notes your NPC will vary. This Airship captain has most likely seen some action in his time, but properly limited to bar AIRSHIP CAPTAIN brawls and skirmishes against pirates or This is a half-elf Airship captain, most likely of raiders during the war. House Lyrandar, a freelance freighter or a pirate of the Lhazaar Principalities. He has the He will be used to keeping his feet sure on least Dragonmark of Storm, which helps him unstable deck and using all his options and control the airship. surroundings to his advantage. In combat he will seek to either quickly eliminate his Airships are still fairly rare and have not opponent – but not necessarily kill – or escape. existed for more than 10 years or so. He most likely has experience from a ship before the invention of Airships, and has worked hard and

Male Half-Elf Value 1d20 Hit Locations AP/HP STR 13 1-3 Right Leg 0/5 CON 13 4-6 Left Leg 0/5 SIZ 11 7-9 Abdomen 0/6 INT 13 10-12 Chest 0/7 POW 11 13-15 Right Arm 0/4 DEX 13 16-18 Left Arm 0/4 CHA 15 19-20 Head 0/5

Combat Actions 3 Typical Armour: None. If in military: Chainmail or Half-plate Damage Modifier +0 Magic Points 11 Traits: Night Sight, Movement 8m Strike Rank +13 Skills: Athletics 80%, Brawn 50%, Commerce 60%, Dragonmark(Storm) 35%, Evade 75%, Influence 60%, Insight 60%, Lore(Own country) 55%, Lore(Other country) 45%, Navigation 80%, Perception 75%, Persistence 60%, Pilot 80%, Resilience 65%, Stealth 45% Combat Styles 1H Sword 65% Dragonmark Spells: Clear Skies(D)

Weapons Type Size Reach Damage AP/HP Scimitar M M 1D8 6/10

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ARTIFICER This is a human artificer, most likely working He is certainly no frontline fighter. If he is in for House Cannith. You can easily add a potential danger, he will most likely hire Dragonmark(Making) if he is a Cannith heir, bodyguards. If forced to fight however, he will but he has been left without one to enable the use every trick in his arsenal. This means he use of this NPC as one of the many non-Cannith will quickly analyse any situation with a artificers. rational and scientific perspective and use his surrounding creatively in conjunction with his Other employers could be the army, a Zilargo common magic spells. He is also likely to have a Airship wharf, own his own shop or work as myriad of trinkets and alchemical solutions on Lightning Rail engineer for House Orien. him, all could potentially help him out of Combat Notes dangerous situations. This Artificer will not necessarily ever have A more martially experienced Artificer may seen combat. It is possible though, as he could have more or different combat magic spells, to easily have served as Siege Engineer during the better help him give allies and edge in combat. war or as a maintainer of a Warforged unit. Male Human Value 1d20 Hit Locations AP/HP STR 11 1-3 Right Leg 2/4 CON 10 4-6 Left Leg 2/4 SIZ 11 7-9 Abdomen 2/5 INT 16 10-12 Chest 2/6 POW 14 13-15 Right Arm 2/3 DEX 13 16-18 Left Arm 2/3 CHA 14 19-20 Head 2/4

Combat Actions 3 Typical Armour: Hard Leather (-3 Strike Rank) Damage Modifier +0 Magic Points 14 Skills: Artifice 80%, Athletics 70%, Brawn 50%, Common Movement 8m Magic 55%, Evaluate 55%, Perception 65%, Persistence Strike Rank +14/+11 60%, Resilience 55%, Lore(Arcane) 70%, Lore(The Planes) 55%, Use Magic Device 75%

Combat Styles Common Spells: Abacus, Armoursmith’s Boon 2, Bladesharp 2 1H Hammer 45% Chill, Ignite, Repair 2, Second Sight

Weapons Type Size Reach Damage AP/HP Heavy Mace L L 1D8+2 3/10

Other possessions: 3 smokesticks, 1 acidic fire, 1 tanglefoot bag, 1 Healing Potion, 1 Mana Potion, 1 Wand of Dragon’s Breath (1d10+5 charges), 1 Wand of Detect Magic (1d10+5 charges)

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BARD This is a one of the many travelling bards that Combat Notes frequent Khorvaire. She uses magic to enhance The bards in Khorvaire, are usually not very her storytelling & musical performance. She combat oriented. Indeed most spend their time often joins groups of adventurers, where she travelling, entertaining and collection stories. uses her magical ability to aid her allies, both in Those bards that do engage in combat, by and out of combat. joining adventure parties for instance, will rely This sample is a female elf, an heir of House on their magic to aid allies and disrupt Phiarlan or Thuranni. However, one can easily enemies. If they are forced into close combat, remove the Dragonmark and the bard could be most bards will rely on a swashbuckling and of any race. dextrous style of fighting.

Female Elf Value 1d20 Hit Locations AP/HP STR 10 1-3 Right Leg 2/4 CON 8 4-6 Left Leg 2/4 SIZ 11 7-9 Abdomen 2/5 INT 13 10-12 Chest 2/6 POW 13 13-15 Right Arm 2/3 DEX 17 16-18 Left Arm 2/3 CHA 17 19-20 Head 0/4

Combat Actions 3 Typical Armour: Elaborate Hard Leather (-2 Strike Rank) Damage Modifier +0 Magic Points 13 Traits: Night sight, Excellent Hearing, Excellent Sight, Movement 10m cannot be put to sleep. Strike Rank +14/+12 Skills: Athletics 60%, Brawn 35%, Common Magic 55%, Courtesy 55%, Culture(Own) 90%, Dance 80%, Dragonmark(Shadow) 35%, Evaluate 55%, Influence 75%, Perception 65%, Persistence 55%, Resilience 50%, Language(Common) 95%, Language(Elven) 80%, Lore(Regional) 80%, Lore(Other region) 70%, Lore(Other region) 70%, Sing 90%, Sleight 50%, Streetwise 55%, Play Instrument(Lute) 80%, Play Instrument(Flute) 80%

Combat Styles Common Spells: Bandit’s Cloak 2, Bardic Music 1, Rapier 45% Entertainer’s Smile 2, Demoralise 2, Fate 2, Glamour 2, Inspire Competence 2

Dragonmark Spells: Illusion(D) (self only)

Weapons Type Size Reach Damage AP/HP Rapier M L 1D8 3/8

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BOUNTY HUNTER rush blindly into anything and will rather This Half-Orc is a typical House Tharashk pursue his target to the end of Khorvaire than bounty hunter, a member of their Finders strike unprepared. Guild. He is hired on a case basis, to find and When fighting he will have prepared by bring back fugitives, runaway daughters or researching the weaknesses of his target, and personal enemies. He doesn’t have many acquiring weapons that match the situation. He qualms about breaking local law to apprehend will likely acquire combat items such as his mark, although he understands that he smokesticks and tanglefoot bags to handle needs to be able to return later and that he has potential problems, such as spellcasters. the reputation of the House to think about – so he will not directly interfere with local law This specimen has many above-average enforcements. characteristics for a Half-Orc. This is because House Tharashk only allows the best of its Combat Notes members to be Bounty Hunters – the rest are The Tharashk bounty hunter works to used for finding minerals and especially apprehend his target, usually through Dragonshard reservoirs. intimidation, rarely kill it. He is a master of finding his quarry and learning everything possible about the current situation: he will not 1d20 Hit Locations AP/HP Male Half-Orc Value 1d20 Hit Locations AP/HP STR 16 1-3 Right Leg 2/7 CON 16 4-6 Left Leg 2/7 SIZ 15 7-9 Abdomen 5/8 INT 13 10-12 Chest 5/9 POW 10 13-15 Right Arm 5/6 DEX 13 16-18 Left Arm 5/6 CHA 11 19-20 Head 2/7

Combat Actions 3 Typical Armour: Chainmail and Hard Leather (-6 to SR) Damage Modifier +1D4 Magic Points 10 Traits: Dark Sight Movement 8m Strike Rank +14/+8 Skills: Athletics 70%, Brawn 70%, Dragonmark(Finding) 45%, Evade 45%, Influence 60%, Insight 55%, Perception 75%, Persistence 65%, Resilience 85%, Stealth 55%, Streetwise 45%, Survival 45%, Combat Styles 2H Axe 80% Dragonmark Spells: Sense(Flesh and Bones)(S), Locate(SC) Axe and Shield 65% (automatically combined with Project(Sight)(SC)) Bow 75%

Weapons Type Size Reach Damage AP/HP Range Great Axe H L 1D12+2+1D4 4/10 - Kite Shield H S 1D4+1D4 10/18 - Hatchet S S 1D6+1D4 3/6 - Longbow H - 1D8+1D4 2/7 175m

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CLERIC This is a classical cleric of The Sovereign Host. Combat Notes Instead of tending to a temple or church, as a This cleric will rely heavily on his spells to priest would, he is a travelling missionary, a survive combat and aid his allies. He excels at crusader against the forces of evil - mostly. healing but can also be deadly with his spear when threatened. Boldrei is the protector of This sample is a Cleric of Boldrei, but by Home and Hearth, and therefore this cleric changing the spells he could be of any religion. often stands strongest when defending - if This sample could also be extended with spells nothing else, then for the moral certainty from from other gods from the pantheon, as they self defence. . frequently share spells.

Male Human Value 1d20 Hit Locations AP/HP STR 12 1-3 Right Leg 6/5 CON 12 4-6 Left Leg 6/5 SIZ 13 7-9 Abdomen 6/6 INT 14 10-12 Chest 6/7 POW 16 (6 dedicated) 13-15 Right Arm 6/4 DEX 11 16-18 Left Arm 6/4 CHA 12 19-20 Head 6/5

Combat Actions 3 Typical Armour: Half-Plate (-9 Strike Rank) Damage Modifier +0 Magic Points 10 Traits: None Movement 8m Strike Rank +13/+4 Skills: Athletics 60%, Brawn 55%, Common Magic 55%, Cult Rank: Acolyte Courtesy 4 5%, Culture(Own) 80%, First Aid 60%, Influence 55%, Lore(Regional) 70%, Lore(History) 60%, Combat Styles Lore(Balinor) 65%, Lore(Religion) 70%, Oratory 40%, Pact Spear & Shield 65% 35%, Perception 45%, Persistence 65%, Resilience 60%, Hammer & Shield 60% Sing 50% Unarmed 60% Common Spells: Heal 2, Light 1, Protection 2, Strength 2

Divine Spells: Cure Disease/Poison, Heal Body(x2), Peaceful Rest(N), Sanctify(E), True(Spear) Weapons Type Size Reach Damage AP/HP Shortspear M L 1D8+1 4/5 Mace M S 1D8 6/6 Kite Shield H S 1D4 4/18

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INQUISITIVE Combat Notes This is one of the Inquisitives that have The Inquisitive will rarely engage in open emerged in the metropolises of Khorvaire. She combat, relying on either allies or her ability to could be working as a private detective, for the stay out of trouble. If it does come to open law enforcements or perhaps even for one of combat however, she will continuously the large newspapers. Being a changeling helps examine her foe to try to discern more – form her immensely in her work, although she must their clothes, combat styles or weapons. She also often keep this secret from her clients or will rarely engage in brutal violence, but will be subject to prejudice. try to always keep her head level and the larger picture in mind. The key to her work is investigation, knowing the rhythm and pulse of the city and the She will often have magical aids both for shadier places of her area. She could often be combat and non-combat use. Wands of detect both a blessing and at odds with local law spells, potions of invisibility or truth-serum for enforcements, especially the more corrupt of instance, plus a few minor permanent magic or them. extraordinary items to help with common challenges, usually Darkweave cloaks or shoes enchanted with Spider Climb(E).

Female Value 1d20 Hit Locations AP/HP Changeling STR 11 1-3 Right Leg 2/4 CON 10 4-6 Left Leg 2/4 SIZ 10 7-9 Abdomen 2/5 INT 15 10-12 Chest 2/6 POW 13 13-15 Right Arm 2/3 DEX 15 16-18 Left Arm 2/3 CHA 15 19-20 Head 0/4

Combat Actions 3 Typical Armour: Leafweave armour (No penalty) worn under Damage Modifier +0 clothes Magic Points 13 Movement 10m Traits: Minor Shapechange Strike Rank +10 Skills: Athletics 60%, Brawn 50%, Culture(Own) 75%, Courtesy Combat Styles 45%, Evade 65%, Influence 70%, Insight 80%, Lore(History) Rapier 65% 50%, Lore(Regional) 90%, Lore(Other region) 70%, Lore(Other Crossbow 65% region) 70%, Perception 85%, Persistence 60%, Resilience 65%, Stealth 65%, Streetwise 85%, Use Magic Device 55%

Weapons Type Size Reach Damage AP/HP Range Rapier M L 1D8 3/8 - Hand Crossbow M - 1D4 3/4 50

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PRIEST / MINISTER Combat Notes This is typical priest of The Sovereign Host or a It is very unlikely that an ordinary priest will Minister of the Silver Flame. She is most likely a engage in combat, just as it is unlikely an tender in a major temple or the head priest at a ordinary person would. Her most likely smaller temple in a town or village. Regardless, reaction to violence is to flee, and if flight is her responsibilities includes holding sermons, impossible - to die with a prayer on her lips, maintaining the shrines and provide guidance either to her god or her would-be killers. to their followers.

She has no Pact skill and can cast no divine magic. If working at a large temple, she will have access to a few wands of integral spells and use her Use Magic Device skill to use them.

Female Human Value 1d20 Hit Locations AP/HP STR 11 1-3 Right Leg 0/5 CON 11 4-6 Left Leg 0/5 SIZ 13 7-9 Abdomen 0/6 INT 13 10-12 Chest 0/7 POW 11 13-15 Right Arm 0/4 DEX 11 16-18 Left Arm 0/4 CHA 11 19-20 Head 0/5

Combat Actions 2 Typical Armour: None Damage Modifier +0 Magic Points 11 Traits: None Movement 8m Strike Rank +13 Skills: Athletics 40%, Brawn 25%, Culture(Own) 80%, Evade Cult Rank: Acolyte 25%, Lore(History) 40%, Lore(Nobility) 35%, Lore(Chosen Deity) 80%, Lore(Religion) 70%, Perception 65%, Persistence 40%, Resilience 30%, Use Magic Device 40%

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TALENTA HALFLING Combat Notes This is a typical warrior of the Talenta The Talenta halflings are courageous hunter- Halflings. He is could be a warrior of his clan, gatherer who put great value in personal defending the nomads against both the wild honour, and ability. This does not mean and the Valenar raids, or perhaps a mercenary however that the Halflings do not fight as a or a member of the Talenta who has decided to unit, they have learned that over the years, but see the larger world and experience civilisation it does mean that each warrior will take great first-hand. pride in the function he has been given on the If he is found in Talenta he is most likely riding battlefield. a Clawfoot or Glidewing. Outside of Talenta it The Halflings will usually use hit-and-run depends on his role whether or not he has attacks against any foe they’re not immediately decided or been allowed to bring his mount. superior to. They will use their knowledge of the land and their small stature to hide large forces where no one would think it possible. What the halflings lack in brute strength, they make up for in cunning and their dinosaur

mounts – who are in themselves dangerous opponents.

Male Halfling Value 1d20 Hit Locations AP/HP STR 12 1-3 Right Leg 0/5 CON 13 4-6 Left Leg 0/5 SIZ 9 7-9 Abdomen 2/6 INT 13 10-12 Chest 2/7 POW 11 13-15 Right Arm 2/4 DEX 17 16-18 Left Arm 2/4 CHA 11 19-20 Head 0/5

Combat Actions 3 Typical Armour: Linen (-2 Strike Rank) Damage Modifier +0 Magic Points 11 Traits: Excellent Hearing Movement 7m Strike Rank +10/+8 Skills: Athletics 80%, Brawn 50%, Evade 65%, Perception 65%, Persistence 60%, Resilience 60%, Ride 90%, Stealth 70% Combat Styles Tangat & Shield 80% Boomerang 80%

Weapons Type Size Reach Damage AP/HP Range Talenta Tangat M M 1D8+1 4/8 - Fang Shield L S 1D6 8/12 - Talenta Boomerang S - 1D3+2+ 4/10 40

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TOWN GUARD with criminals. They are however unlikely to This is a typical town guardsman, likely found be willing to engage clearly high-competence in any major town or city. His experience, way enemies, such as many adventurers, without of behaving and moralistic viewpoint will wary support from dedicated combat squads or greatly from person to person, but also very magical support squads (such as The much from town to town. If a guardsman in Blackened Book in Sharn). Wroat, he is not likely to be completely All town guardsmen patrol the streets in debased as such behaviour will not be groups of at least two, and each guardsman tolerated - if from Sharn, he will have a very carry a whistle, and each patrol always has at hard time if he is not corrupt in some degree or least one bell with them. These are both used another. to awake sleeping citizens for evacuation and Combat Notes to summon help from nearby patrol.

This guardsman is trained for fighting, but not Occasionally guardsmen will be sent out in for battle. His or her job is to keep the peace, mounted patrols. These will usually quickly help investigators solve crime, protect public cover ground on the main streets and be the buildings and occasionally engage in fights first reply in case a patrol is in trouble.

Human Value 1d20 Hit Locations AP/HP STR 13 1-3 Right Leg 2/5 CON 13 4-6 Left Leg 2/5 SIZ 13 7-9 Abdomen 5/6 INT 12 10-12 Chest 5/7 POW 11 13-15 Right Arm 5/4 DEX 13 16-18 Left Arm 5/4 CHA 10 19-20 Head 6/5

Combat Actions 3 Typical Armour: Chainmail, leather greaves and plate Damage Modifier +1D2 helm (-6 armour penalty) Magic Points 11 Traits: None Movement 8m Strike Rank +13/+7 Skills: Athletics 45%, Brawn 50%, Evade 45%, Lore(Law) 35%, Perception 45%, Persistence 50%, Resilience 50%, Ride 45% Combat Styles Spear & Shield 65% Sword & Shield 65% Crossbow 70%

Weapons Type Size Reach Damage AP/HP Range Shortspear M L 1D8+1D2+1 4/5 - Longsword M L 1D8+1D2 8/12 - Kite Shield H S 1D4 +1D2 4/18 - Light Crossbow L - 1D8 4/7 175

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VALENAR ELF WARRIOR This warrior is riding a Valenar Warhorse and can often be found on the great plains of Valenar, or fighting halflings in the Mournland or on the Talenta Plain. The Valenar Warrior has superior stats compared to an ordinary elf, as the fighters of a society are often the most physically capable.

Combat Notes In open battle, Valenar warriors will normally charge headlong into battle, sometimes using spears for extra charging power until getting In nightly raids though, the Valenar use their stuck in melee. The Valenar fight courageously talent for stealth to remove guards and and recklessly, but not stupidly - When met sentinels at night. The Valenar enjoy playing with a truly dangerous opponent will they with their enemy, and will likely continue usually hang back and weaken the enemy with preying on night sentinels for quite a while, arrows. before finishing them off. .

Male Elf Value 1d20 Hit Locations AP/HP STR 13 1-3 Right Leg 4/5 CON 10 4-6 Left Leg 4/5 SIZ 13 7-9 Abdomen 4/6 INT 13 10-12 Chest 4/7 POW 11 13-15 Right Arm 2/4 DEX 17 16-18 Left Arm 2/4 CHA 11 19-20 Head 2/5

Combat Actions 3 Typical Armour: Scale mail and Linen (-5 Strike Rank) Damage Modifier +1D2 Magic Points 11 Traits: Night sight, Excellent Hearing, Excellent Sight Movement 10m Strike Rank +10 Skills: Athletics 70%, Brawn 50%, Dance 45%, Perception 75%, Persistence 60%, Resilience 65%, Ride 90%, Stealth 65% Combat Styles Valenar Double Scimitar 80% Sword and Shield 80% 2H Spear 65% Bow 70%

Weapons Type Size Reach Damage AP/HP Range Valenar Double Scimitar M M 1D8+1D2 6/12 - Valenar Double Scimitar L M 1D10+1D2 6/12 - Heater Shield L S 1D4+1D2 6/12 - Longspear L VL 1D10+1+1D2 4/10 - Recurve Bow H - 1D8+1D2 4/8 175

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WARFORGED TROOPER This is a warforged who fought during the last just a doorman in a tavern. His weapons will war for one of the five nations. Now granted his vary greatly depending on which nation he freedom he will probably be a soldier or fought for or individual quirks he has collected mercenary, an agent of the lord of blades or during years of fighting. Warforged Value 1d20 Hit Locations AP/HP STR 14 1-3 Right Leg 7/6 CON 14 4-6 Left Leg 7/6 SIZ 13 7-9 Abdomen 7/7 INT 11 10-12 Chest 7/8 POW 9 13-15 Right Arm 7/5 DEX 14 16-18 Left Arm 7/5 CHA 9 19-20 Head 7/6

Combat Actions 3 Typical Armour: Warforged Skin (-9 strike rank) Damage Modifier +1D2 Magic Points 9 Traits: Formidable Natural Weapons, Built to fight Movement 8m Strike Rank +4 Skills: Athletics 55%, Perception 65%, Persistence 45%, Resilience 65%,

Combat Styles Sword and Shield 70% 2H Sword 60%

Weapons Type Size Reach Damage AP/HP Longsword 1H M L 1D8+1D2 6/12 Longsword 2H L L 1D10+1D2 6/12 Kite Shield H S 1D4+1D2 4/18

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WIZARD This wizard is an example of an Eberron If she decide to adventure or put herself in human wizard. She is an Aundairian who has danger, she will usually be in possession of at studied at Arcanix. She is mostly a scholar and least a few minor magic items, such as scrolls, focuses on theory; she can however be useful potions or wands. It is also likely she will use on an adventure if she decides to bend her other items, such as alchemical substances to powers to the purpose. give her an edge in combat.

Female Human Value 1d20 Hit Locations AP/HP STR 9 1-3 Right Leg 0/5 CON 11 4-6 Left Leg 0/5 SIZ 11 7-9 Abdomen 0/6 INT 16 10-12 Chest 0/7 POW 16 13-15 Right Arm 0/4 DEX 12 16-18 Left Arm 0/4 CHA 10 19-20 Head 0/5

Combat Actions 3 Typical Armour: None (add Leafweave armour if wealthy). Damage Modifier -1D2 Magic Points 16 Traits: None Movement 8m Strike Rank +14 Skills: Athletics 65%, Lore(History) 60%, Lore(Arcane) 60% Perception 60%, Persistence 70%, Resilience 45%, Sorcery(Abjuration) 75%, Sorcery(Enchantment) 55%, Sorcery(Illusion) 50%

Combat Styles Common Spells: Abacus, Becalm, Boon of Lasting night, Quarterstaff 40% Chill, Countermagic, Extinguish, Light, Protection, Push/Pull, Second Sight

Sorcery Spells: Abjuration: Abjure(Substance/Process) (S), Alarm(SC) Castback(S), Neutralise Magic(S)

Enchantment: Charm(Species)(E), Holdfast(S), Subvert(SC),

Illusion: Mystic Vision(S), Obscure(SC), Phantom(Sight)(S) Reveal(SC), Silence(SC)

Weapons Type Size Reach Damage AP/HP Quarterstaff M L 1D8-1D2 4/8

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TRAPS & DANGERS In this section we will explore some traps and damage, sunlight, or a spell that removes other non-monstrous challenges adventurers diseases destroys a patch of green slime. may discover on their journeys. If the slime hits armour, wood or any other MOLD non-organic surface it will deal 1D6 damage to In a dungeon’s and cavern’s damp, dark it per round, ignoring any AP. It will continue to recesses, molds and fungi thrive. A form of do this until it has dissolved its way through to glistening organic sludge coats almost anything the other side. that remains in the damp and dark for too long. Yellow Mold This kind of slime, though it might be repulsive, If disturbed, a 5-foot square of this mold bursts is not dangerous. forth with a cloud of poisonous spores. All Molds and fungi flourish in dark, cool, damp within 3 metres of the mold are affected by its places. While some are as inoffensive as the poison. Fire quickly destroys yellow mold, and normal dungeon slime, others are quite sunlight renders it dormant. dangerous. Mushrooms, puffballs, yeasts, mildew, and other sorts of bulbous, fibrous, or Yellow Mold Spores Application: Inhaled flat patches of fungi can be found throughout Onset time: 1D3 combat rounds most dungeons. They are usually inoffensive, Duration: 2D6 hours. and some are even edible (though most are Resistance time: One resistance roll unappealing or odd-tasting). Potency: 55 Resistance: Resilience Here are some examples of the more Conditions: The target feels weakened and for dangerous types of molds and slime. the duration looses 2D6 points of CON. Antidote/Cure: Cure Disease /Poison are Green Slime effective against this. There exists specific anti- This dungeon peril is a dangerous variety of venom for this poison, but it is rare as yellow normal slime. Green slime devours flesh and mold are rarely encountered outside of dungeons or caves. organic materials on contact and is even capable of dissolving metal. Bright green, wet, Brown Mold and sticky, it clings to walls, floors, and ceilings Brown mold feeds on warmth, drawing heat in patches, reproducing as it consumes organic from anything around it. It normally comes in matter. It drops from walls and ceilings when it patches 5 feet in diameter, and the detects movement (and possible food) below. temperature is always cold in a 10-metre A single 5-foot square of green slime deals 1d6 radius around it. Any location coming within 1 points of CON damage per round while it metre of the mold is instantly effected by its devours flesh. On the first round of contact, the heat-absorbing effect and takes 1D6 from slime can be scraped off a creature (most likely intense cold. Open fire brought within 2 metres destroying the scraping device), but after that of brown mold causes it to instantly double in it has stuck to the victim and must be frozen, size. Any cold damage dealt, such as from a burned, or cut away (dealing damage to the spell, will instantly destroy the mold. victim as well). Anything that deals cold or fire

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CHAPTER 13 – CONVERSIONS ON THE FLY In this chapter, we look at how to convert D&D level a magic item would usually be in use. monsters, items, characters and so on. Know There is a lot of personal opinion in that this is not an exact method, as the two determining this. systems differ in some fundamental aspects. However, the following should provide useful if SKILL CHECKS you wish to convert your favourite d20 Levels are the key to skill checks. In D&D published adventure or magic item. players who focus on a skill get so many bonuses in it that they can do things the rest of The key to this conversion is to cut away the the party would find impossible. RuneQuest is levels of D&D. Once everything in D&D has a bit more earthbound, and therefore we will been scaled down to level 1, conversion to attempt to collapse the level system by the RuneQuest is a lot easier. This is because there following formulae. is no direct conversion as long as the levels of d20 are still there, because a DC 20 skill check To convert the difficulty of the skill check as it might be hard on level 1, but extremely easy on would have been at level 1, simple withdraw level 15. In the following I have provided tables the level from the DC: DC at Level 1 = DC - LEVEL where I have attempted to do this.

In the following sections replace LEVEL, with Then you can use the following table to find the the level/HD of the character, the appropriate difficulty of the check in RQ terms: level of the adventure you’re converting or the

DC at level 1: RuneQuest Difficulty: <2 Very Easy (+60%) 3-4 Easy (+40%) 5-9 Simple (+20%) 10-15 Routine (+0%) 16-20 Difficult (-20%) 21-24 Hard (-40%) 25-29 Very Hard (-60%) >30 Formidable (-80%) Example: A GM is converting a published adventure he has taken a fancy to. In the adventure the characters encounter a door with a lock which requires a DC 25 open lock check. Since the adventure is for characters of 5th level. Therefore he converts the 5th level DCs to 1st level DCs by the formulae. The DC 25 would be challenging, but not in any way impossible for a 5th level character and the appropriate DC is 25-

5 = 20 for a 1st level. He consults the chart and finds that he should call for a Difficult (-20%) Mechanisms check when attempting to open the lock.

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INDEX Aerenal;15 Magic;79 Animal Companions;37 Magic Items;65 Artificers;27 materials;58 Aundair;16 Pets;37 Classes;27 Professions;28 Cyre;18 Psionics;95 Darguun;19 Religions;38 Dragonmarks;27 Shifters;12 Dragonshard;76 Spells;79;83;89 Dwarves;7 The Eldeen Reaches;20 Enchantment;65 The Lhazaar Principalities;22 Goblins;9 The Mror Holds;22 Half-elf;9 The Talenta Plains;23 Halflings;10 Thrane;24 Half-Orcs;10 Tricks;37 Heroic Abilities;54 Use Magic Device;32 Hobgoblins;10 Valenar;25 Humans;6 Warforged;13 Kalashtar;11 Warforged Components;77 Kaarnath;21 Zilargo;26

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