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                                     CHARACTER CREATI N


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            1    SKYSCRAPERS OF SHARN R I S E  P    BEFORE YOU,   Kalashtar are humanoids bound to spirits from the
                    the spires glimmering with magical lights. Or   plane of dreams, imbued with wisdom and tele­
    I]             wind rushes through your hair as the airship   Ores, along with their half-ore kin, are a fierce people
                                                               pathic talent.
                   you're riding races toward adventure in the
                   jungles of Q'barra. Or you hunt Emerald Claw
                                                               who have fought world-threatening evils for centuries.
            agents on the lightning rail, creeping through one train   Shifters draw on their distant lycanthropic heritage to
            car after another. Or you chart another adventurous   manifest bestial traits for short periods of time.
            course on the war-torn continent of Khorvaire. What­  Warforged are artificial lifeforms built to fight in the
            ever path your character takes in Eberron, consider how   Last War. Created as tools of battle, they now seek a
            the world affects your character.                  place and purpose beyond war.
             Building on the book's introduction, this chapter re­
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            veals how you can create a character shaped by Eberron   C  H  ANG L I N  G  S
            and its war-filled history. The chapter offers you the fol­
            lowing choices:                                   LONG AGO THERE WAS A WOMAN NAMED JES, AND SHE
            Race. Choose one of the playable races detailed in this   had one hundred children. Her rivals conspired against her
             chapter, or pick a race from the Player's Handbook   and swore to kill her children. ]es begged the Sovereigns  o r
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             and learn here how Eberron has affected that species'   help,  but their only answer was the wind and rain. In the
             development.
            Dragonmark. Decide whether your character bears   depths o f  her despair, a lonely traveler took her hand. "I
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             one of the mystical marks associated with the dragon­  will protect your children if they  o llow my path. Let them
             marked houses.                                   wander the world. They may be shunned and  e ared, but
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            Background. Choose the house agent background    they will never be destroyed."]es agreed, and the traveler
             if your character has devoted themself to serving a
             dragonmarked house.                             gave her his cloak. When she draped it over her children,
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           Artificer. You have the option of choosing the artificer   their old  a ces melted away and they could be whoever they
             as your character's class, becoming an unmatched   wanted to be. And so it remains. Though the children are
             magical inventor.                               shunned by   all, the gift o f  the Traveler protects them still.
            Group Patron. Working with the other players in your
             group, decide which of the great powers in the world                  -Chance, changeling priest
             backs your group. This decision can shape your en­
             tire campaign.                                  Changelings can shift their forms with a thought. Many
                                                             changelings use this gift as a form of artistic and emo­
            RACE S                                           tional expression. It's also an invaluable tool for grifters,
                                                             spies, and others who wish to deceive. This leads many
           Humanoids of all kinds have made their mark on the   people to treat changelings with suspicion.
           continent of Khorvaire. Presented in alphabetical order,
           the playable races in this section have especially shaped   A  H  I D DEN  P  E OPLE
           the land's recent history.
                                                             Wherever humans live, changelings reside also; the
             Each of the races described in the Player's Handbook
           has a place in Eberron. As you make a character from   question is whether their presence is known.
           one of these races, this section can help you understand   Changelings are born to one of three paths. A few
           your character's place in the world.              are raised in stable communities where changelings
             This section also presents other playable races that   are true to their nature and deal openly with the people
           have performed important roles in the world's evolution:   around them. Some are orphans, raised by other races,
                                                             who find their way in the world without ever knowing
           Changelings are clever shapechangers who can dis­  another like themselves. Others are part of nomadic
             guise themselves as other people.               changeling clans spread across the Five Nations, fam­
           Goblinoids-bugbears, goblins, and hobgoblins-ruled   ilies who keep their true nature hidden from the sin­
             Khorvaire long ago, before the madness of the daelkyr   gle-skins. Some clans maintain safe havens in major
             undermined them. After serving as mercenaries in   cities and communities, but most prefer to wander the
             the Last War, they now seek a place in the world's   unpredictable path of the god known as the Traveler.
             new order.



                                                                               CHAPTER 1  I  CHARACTER CREATION
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