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Dual M i n d. You have advantage on all Wisdom sav The Jhorash'tar ores are a perpetual threat in and
ing throws. around the Ironroot Mountains, shaped by their
Mental Discipline. You have resistance to psy resentment of the Mror dwarves who drove them un
chic damage. derground. These ores are isolated from humans, so
M i n d Link. You can speak telepathically to any half-ores here are rare.
creature you can see, provided the creature is within a The Shadow Marches holds the largest numbers of
number of feet of you equal to 10 times your level. You ores and the most significant population of half-ores.
don't need to share a language with the creature for it to
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understand your telepathic utterances, but the creature 0 R C S OF T H E SHADOW MAR H E S
must be able to understand at least one language. The ore Gatekeepers played a crucial role in defeating
When you're using this trait to speak telepathically to the daelkyr and binding their evil in Khyber, and their
a creature, you can use your action to give that creature descendants continue to maintain the ancient seals and
the ability to speak telepathically with you for 1 hour or fight aberrations spawned by the daelkyr's corruption.
until you end this effect as an action. To use this ability, However, many ores succumbed to that same corruption
the creature must be able to see you and must be within and embraced the madness of the cults of the Dragon
this trait's range. You can give this ability to only one Below. Ores who follow both of these paths continue to
creature at a time; giving it to a creature takes it away live in the Shadow Marches, and centuries of battles be
from another creature who has it. tween them have diminished both sides.
Severed fr om Dreams. Kalashtar sleep, but they Humans settled in the Shadow Marches long ago, and
don't connect to the plane of dreams as other creatures the first half-ores helped to cement the bond between
do. Instead, their minds draw from the memories of these outsiders and the native ores. Certain Marcher
their otherworldly spirit while they sleep. As such, you clans contain humans, ores, and half-ores in roughly
are immune to spells and other magical effects that equal numbers.
require you to dream, like dream, but not to spells and When playing an ore or half-ore character from the
other magical effects that put you to sleep, like sleep. Shadow Marches, consider what circumstances brought
Languages. You can speak, read, and write Common, you into the wider world. The Leaving the Shadow
Quori, and one other language of your choice. Marches table offers some inspiration.
F
O R O S A N D HAL - O R O S LEA I N G T H E S H A D OW MARCH ES
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WE ARE HUNTERS IN A WORLD OF SHEEP. d8 Reason for Leaving
-Kalaash'arna, Tharashk inquisitive You're associated with the Gatekeepers, and you're on
a u est to combat a daelkyr-related threat beyond the
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Thousands of years before humans came to Khorvaire, bounds of the Shadow Marches.
the land was dominated by wild ores and goblinoids of 2 House Tharashk recruited you from the Marches to
the Dhakaani Empire. The goblin empire scattered the serve as a mercenary in the Last War.
ore tribes and forced them into harsh and unwanted 3 You're a simple u nter, but you've decided to seek
h
lands: the swamps of the Shadow Marches, the Demon your fortune or a real challenge in the world beyond
Wastes, and the depths of the Ironroot Mountains. But the Marches.
in the Shadow Marches, the ores learned the secrets 4 Your village was destroyed by monsters from Droaam,
of druidic magic from the dragon Vvaraak, becoming
the first of the Gatekeepers. With the invasion of the so you're looking for a new place in the world.
alien daelkyr from Xoriat, the Gatekeepers put the 5 As a cultist of the Dragon Below, you believe that slay
dragon's teaching to the test, creating magical seals ing powerful foes is the only way to earn your passage
that bound the daelkyr in the depths of Khyber and pro to the paradise that lies deep within the hollow world.
tected Eberron against further incursion from the plane You've ventured beyond the Marches in search of
of madness. worthy enemies.
Three prominent groups of ores have survived into the 6 Yo r clan works with House Tharashk, and you've
u
present age: been recruited as a bounty hunter or investigator even
• The Ghaash'kala are servants of the Silver Flame though you're not a member of the house.
(which they call Kalok Shash, the "binding flame"), 7 The leader of your clan committed a great wrong
who devote their lives to battling the fiends of the De against another clan, which has now sworn to exter
mon Wastes. Humans from the Carrion Tribes of the minate every last member of your clan. What better
wastes sometimes hear the call of Kalok Shash and time to see the world?
join the Ghaash'kala, leading to a significant popula 8
u
tion of half-ores there. Yo r work as an investigator has set you upon a trail
of mysteries that leads far beyond the Marches.
CHAPTER l I CHARACTER CREATION
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