Difference between revisions of "Careless Whisper Playable Races"

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==Human==
 
==Human==
*'''Paragon Humans'''  
+
Humans migrated to Khorvaire in two major waves and have been in that land for several thousand years. They are largely responsible for the cultural development of its nations. The Kingdom of Galifar was a realm united in progress and prosperity, until the Last War set the Five Nations against each other.
**'''Source:''' Korranberg Chronicle, page 12
+
 
**'''D&D Beyond:''' Paragon Human
+
The Last War may have ended two years ago, but not without a cost. The nation of Cyre, the Jewel of Galifar and rightful successor to the crown, was wiped out on the Day of Mourning. The people of the Five Nations are still in shock over this catastrophe. But even in the face of this unprecedented disaster and the death of their thousand-year kingdom, humanity's ambition cannot be broken.
 +
 
 +
Throughout history, humanity has been there. Inexplicably they have not only survived, or even just thrived, but dominated in a world populated by all manner of races and beasts with innate abilities and talents.
 +
 
 +
'''Paragon Humans:''' Though most non-dragonmarked humans are hard to define as a whole, you are set apart from your fellows by an inexorable determination and a will to etch your name in the history books.
 +
*'''Source:''' Korranberg Chronicle, page 12
 +
*'''D&D Beyond:''' Paragon Human
  
 
*'''Mark of Finding Humans'''  
 
*'''Mark of Finding Humans'''  

Revision as of 16:43, 14 July 2019

Changelings

The changelings of Eberron are an enigmatic race of shapeshifters. Descended from doppelgangers and, presumably, humans, changelings have evolved into their own separate race, distinct from either heritage. Their ability to completely change their appearance at will lends them the potential to be consummate spies and criminals, and many changelings live up to that image.

While open changeling communities are quite rare, changelings themselves are spread out and fairly common in the Five Nations. So much so, that it is often standard practice for other people to associate themselves with a signature piece of jewelry or article of clothing—something distinctive enough to identify themselves as who they are, since changelings can’t mimic clothing and accessories.

Changelings adventurers come from a variety of backgrounds: They might be running from a criminal past, pursuing revenge, or seeking spiritual perfection through the use of their shapeshifting abilities. Some may be adventurers simply due to a lack of other palatable options: Changelings not inclined toward stealth or crime find their race's stereotype working against them.

  • Source: Wayfinder’s Guide to Eberron, page 60
  • D&D Beyond: Use Changeling

Dwarves

Dwarf: Dwarves are a common sight to the citizens of Khorvaire, but whether they were raised amongst the cities of the Five Nations or the stone keeps of the Mror Holds, their attitude can be summed up as such: Iron and Gold.

Most dwarves, even those not in the dragonmarked House Kundarak, are preoccupied with displays of wealth. Dwarves are completely capable of falling in love with objects and are more likely to do so the flashier and more valuable they are.

  • Source: Player's Handbook, page 20
  • D&D Beyond: Use Hill Dwarf

Mark of Warding Dwarf: The Mark of Warding helps its bearers protect things of value. Using the mark, a dwarf can weave wards and seal portals with mystic force. It also provides its bearer with an intuitive understanding of locks and mechanisms used to protect and seal. The decision each heir has to make is whether they’ll use this power to keep things safe, or whether they’re more interested in opening locks and taking what’s inside.

  • Source: Wayfinder's Guide to Eberron, page 108
  • D&D Beyond: Use Mark of Warding Dwarf

Elves

Aereni Elves: The Island of Aerenal is named after the great hero Aeren, liberator of the elven people from their giant slave-masters in ancient Xen'drik. Aeren's people grieved for her and followed her prophetic visions to their culmination generations after her death: the establishment of the divine Undying Court. This singular feat of necromantic mastery has shaped Aereni culture well into modern times.

  • Source: Korranberg Chronicle, page 5
  • D&D Beyond: Use Aereni Elf CW Campaign Version

Khorvaire Elves: The elves of Aerenal have not always lived in harmony with each other. Early in the settlement of Aerenal, there was an upheaval that saw an entire bloodline wiped out. Allies of this family, as well as neutral parties disturbed by the unilateral action taken against an entire lineage, decided it was best to move on, abandoning Aeren's promised land. These elves sailed north to Khorvaire and found themselves integrating into the burgeoning human nations growing there.

  • Source: Korranberg Chronicle, page 5
  • D&D Beyond: Use Khorvaire Elf

Valenar Elves: Tairnadal elves escaped Xen'drik to Aerenal along with those who founded the Undying Court, but they practice a different form of ancestor worship. Descended from the brave warrior elves who fought the giants with spell and blade, the Tairnadal believe the only way to honor them is to emulate their battles in the present day. The Valaes Tairn, the largest Tairnadal tribe, has even gone so far as to invade Khorvaire and establish the nation of Valenar, seeking any and every battle to bring glory to the Spirits of the Past.

  • Source: Korranberg Chronicle, page 6
  • D&D Beyond: Use Valenar Elf CW Campaign Version

Mark of Shadow Elves: The Mark of Shadows lets an elf weave illusions from shadows, crafting sounds and images to distract or delight. The mark also allows its bearer to draw on the shadows, making it an easy matter to avoid detection or even disappear while in plain sight. It is a valuable tool for an entertainer, a spy, or an assassin.

  • Source: Wayfinder’s Guide to Eberron, pg. 105
  • D&D Beyond: Use Mark of Finding Elf subrace

Gnomes

Gnomes are harmless industrious folk... or so they want people to think. The gnomish homeland of Zilargo attained its independence from Breland at the start of the Last War by announcing itself an ally of Breland. It seems no one realized that Breland surrendered the sovereignty it previously held over the territory in the process.

It was also the gnomes of House Sivis that anticipated the commercial impact of Dragonmarks and formed them into an extended network of industrial monopolies.

Gnomes might be small and jovial, but they are far more cunning and shrewd than they let on.

Zill Gnomes: The gnomes of Zilargo have a long and ancient tradition of guile and subterfuge. Though one would not guess to look at it, the peaceful surface of Zilargo is a status quo that runs on intrigue and scheming. While a human might find such conditions intolerable, the psychology of the gnomes is such that they seem most comfortable in this type of society.

  • Source: Korranberg Chronicle, page 7
  • D&D Beyond: Use Zil Gnome

Feyspire Gnomes: The Feyspire of Pylas Pyrial was once a legend out of Zilargo's fairy tales. The gnomes of this fabled city featured in the oldest of Zil bed-time stories and morality tales—stories of mischievous heroes outwitting ugly, dumb brutes. But now, Pylas Pyrial has manifested in the middle of the gnome homeland, bringing the whimsical gnomish figures of folk tales with it into the real world.

  • Source: Korranberg Chronicle, page 7
  • D&D Beyond: Use Feyspire Gnome

Mark of Scribing Gnomes: The Mark of Scribing deals with communication—both the written and spoken word. A gnome who bears the mark can feel words as though they are living creatures, struggling to make their meaning known. The mark provides a range of gifts. It translates languages, but it also allows its bearer to communicate with others at a distance.

  • Source: Wayfinder's Guide to Eberron, page 103
  • D&D Beyond: Use Mark of Scribing Gnome

Goblins

Goblins have an ancient and storied history acting as the scouts, spies, and assassins of the Dhakaani Empire. But since the fall of ancient Dhakaan, goblins have spent long millennia suffering oppression and ill fortune.

Though the ancient clans yet exist in secret, hiding until the true heirs of Dhakaan return once again to claim their services, most goblins live under the shadow of larger nations. Whether oppressed by the brutal cultures of Droaam and Darguun, or suffering the more civil ostracization of Thronehold nations, goblins are usually relegated to city slums and stick to their own.

City Goblins: The most common goblinoid people the citizens of Khorvaire are familiar with, goblins are often downtrodden and pushed into poverty by a cycle of bigotry and criminal retaliation. These "city goblins" learn to anticipate danger and escape swiftly from it. It's a lucky goblin that finds the opportunity to become an adventurer and gain respect.

  • Source: Korranberg Chronicle, page 8
  • D&D Beyond: Use City Goblin

Dhakaani Goblins: Among the most infamous of Dhakaani Clans were the "Silent Clans". Comprised entirely of goblins, the taarka'kesh ("Silent Wolves") and shaarat'kesh ("Silent Knives") were renowned for their skill and stealth. Dhakaani goblins may become adventurers in order to function as scouts for their clans, taking in the lay of the land and the changes in the political landscape since their millennia-long seclusion began. Others may just be driven by wanderlust, finally free from their underground homes for the first time in living history and eager to experience all Khorvaire has to offer.

  • Source: Korranberg Chronicle, page 8
  • D&D Beyond: Use Dhakaani Goblin

Half-Elves

When elves first emigrated to Khorvaire, they found human nations expanding and solidifying their power. Fascinated by these people, many elves attempted to marry into their nobility. The elves anticipated that their longer-lived progeny would eventually supplant the human nobility but were disappointed with the results. They found their hybrid offspring to possess too many human qualities to be easily controlled and were astonished to find them bucking elven traditions.

Eventually the elves acclimated to their new neighbors and, for the most part, kept to themselves. First-generation half-elves, those born from the union of an elf and a human, occurred less and less frequently. Nowadays, the most frequent half-elven births are bred true from half-elven parents, and these half-elves call themselves Khoravar, meaning "Children of Khorvaire" in the elvish language.

Khoravar Half-Elves: The khoravar see themselves as true natives of Khorvaire. Humans and elves both migrated to this land but came together to birth children never before seen in history. They have a strong cultural identity of socialization and hospitality, and no khoravar feels like an outcast just because of the blood that flows through their veins.

  • Source: Korranberg Chronicle, page 9
  • D&D Beyond: Use Khoravar Half-Elf

Mark of Detection Half-Elves: The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the bearer to draw connections and interpret clues others might miss. By actively drawing on its powers, the bearer can detect poisons and study the energies of magic.

  • Source: Wayfinder's Guide to Eberron, page 96
  • D&D Beyond: Use Mark of Detection Half-Elf

Mark of Storm Half-Elves: Wind and water welcome the half-elf who carries the Mark of Storms. The wind catches them when they fall, and they swim with remarkable speed. Those who possess the Greater Dragonmark and dragonshard focus items can call on even greater powers, shaping the weather and calling on the power of the storm.

  • Source: Wayfinder's Guide to Eberron, page 106
  • D&D Beyond: Use Mark of Storm Half-Elf

Half-Orcs

Half-Orcs: In the present day, most half-orcs in Khorvaire can trace their ancestry directly back to the Shadow Marches. Thousands of years ago, a second migration of humans reached the west coast oh Khorvaire, where they encountered the orcs of the Shadow Marches. Though initial contact was violent, over millennia the two people grew closer together, and it wasn't long before the first Jhorgun'taal, or "children of two bloods" were born.

Punctuating the commingling of these two people, half-orcs and humans are the only two races to share a dragonmark. House Tharashk, the youngest of the Dragonmarked Houses, built itself to have a monopoly on dragonshard prospecting by exploiting the Mark of Finding. This caused an influx of gold and development to the coasts of the Shadow Marches and improved the standing of half-orcs and orcs in modern Khorvarian society.

Nowadays, Half-Orcs are completely accepted in any civilized settlement, and are rarely looked down upon. A shifter is more likely to draw nervous glances than one of these folk. Unlike the khoravar half-elves, the half-orcs did not create their own distinct culture, instead embracing the position of being a bridge between orc and human peoples.

  • Source: Korranberg Chronicle, page 10
  • D&D Beyond: Use Eberron Half-Orc

Mark of Finding Half-Orcs: The Mark of Finding sharpens the senses, guiding the hunter to prey. Alone among the dragonmarks, the Mark of Finding is carried by two races: humans and half-orcs. It first appeared in the Shadow Marches, where clan hunters used it to find their prey. The mark helped unite humans and orcs in the Marches and brought House Tharashk to the Five Nations.

  • Source: Wayfinder's Guide to Eberron, page 97
  • D&D Beyond: Use Mark of Finding Half-Orc

Halflings

The halflings of Eberron began in the east of Khorvaire, and nomadic tribes still wander the Talenta Plains. However, many halflings followed their dragonmarked houses into the lands to the west, and they’ve been a part of the Five Nations since before the rise of Galifar.

Urban Halflings: Halflings have survived in the Talenta Plains for thousands upon thousands of years as a nomadic people. Within the last millennium, however, many have integrated into the culture of greater Khorvaire.

Lightfoot and Stout halflings represent halflings who have moved away from their tribal roots. While such halflings might be found on the Talenta Plains in small numbers, they are the ones looking to progress society there to be closer to the Five Nations.

  • Source: The Player's Handbook, page 26
  • D&D Beyond: Use Lightfoot Halfling or Stout Halfling

Talenta Plains Halflings: The Talenta Plains has been the homeland of the halflings for as far back as anyone can record. These small, hardy folk have stood up to ancient empires and yet continue to live humble lives as nomads.

  • Source: Morgrave Miscellany, page 91; Eberron Archetypes, page 5; Korranberg Chronicle, page 11
  • D&D Beyond: Use Talenta Plains Halfling (combo of Talenta Halflings found in Eberron Archetypes and Korranberg Chronicle)

Mark of Healing Halflings: A halfling with the Mark of Healing can save a life with a touch, restoring vitality and the will to live. When dealing with mundane medicine, the mark helps its bearer sense the nature of maladies and afflictions and find the best solution. When equipped with dragonshard focus items, the mark can even draw the dead back from the depths of Dolurrh.

  • Source: Wayfinder's Guide to Eberron, page 99
  • D&D Beyond: Mark of Healing Halfling

Mark of Hospitality Halflings: They may not always have gold, but a halfling with the Mark of Hospitality is sure to be rich in friends. The magic of the mark allows the bearer to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others, setting troubled minds at ease—a powerful tool, though it can cause anger if abused.

  • Source: Wayfinder's Guide to Eberron, page 100
  • D&D Beyond: Mark of Hospitality Halfling

Human

Humans migrated to Khorvaire in two major waves and have been in that land for several thousand years. They are largely responsible for the cultural development of its nations. The Kingdom of Galifar was a realm united in progress and prosperity, until the Last War set the Five Nations against each other.

The Last War may have ended two years ago, but not without a cost. The nation of Cyre, the Jewel of Galifar and rightful successor to the crown, was wiped out on the Day of Mourning. The people of the Five Nations are still in shock over this catastrophe. But even in the face of this unprecedented disaster and the death of their thousand-year kingdom, humanity's ambition cannot be broken.

Throughout history, humanity has been there. Inexplicably they have not only survived, or even just thrived, but dominated in a world populated by all manner of races and beasts with innate abilities and talents.

Paragon Humans: Though most non-dragonmarked humans are hard to define as a whole, you are set apart from your fellows by an inexorable determination and a will to etch your name in the history books.

  • Source: Korranberg Chronicle, page 12
  • D&D Beyond: Paragon Human
  • Mark of Finding Humans
    • Source: Wayfinder's Guide to Eberron, page 97
    • D&D Beyond: Mark of Finding Half-Orc
  • Mark of Handling Humans
    • Source: Wayfinder's Guide to Eberron, page 98
    • D&D Beyond: Mark of Handling Human
  • Mark of Making Humans
    • Source: Wayfinder's Guide to Eberron, page 101
    • D&D Beyond: Mark of Making Human
  • Mark of Passage Humans
    • Source: Wayfinder's Guide to Eberron, page 102
    • D&D Beyond: Mark of Passage Human
  • Mark of Sentinel Humans
    • Source: Wayfinder's Guide to Eberron, page 104
    • D&D Beyond: Mark of Sentinel Human

Kalashtar

  • Kalashtar
    • Source: Wayfinder's Guide to Eberron, page 62; Korranberg Chronicle, page 35
    • D&D Beyond: Use Kalashtar

Shifters

  • Beasthide Shifters
    • Source: Wayfinder's Guide to Eberron, pages 12-13
    • D&D Beyond: Beasthide Shifter
  • Longtooth Shifters
    • Source: Wayfinder's Guide to Eberron, pages 12-13
    • D&D Beyond: Longtooth Shifter
  • Swiftstride Shifters
    • Source: Wayfinder's Guide to Eberron, pages 12-13
    • D&D Beyond: Swiftstride Shifter
  • Wildhunt Shifters
    • Source: Wayfinder's Guide to Eberron, pages 12-13
    • D&D Beyond: Wildhunt Shifter
  • Cliffwalk Shifters
    • Source: Korranberg Chronicle, page 13
    • D&D Beyond: Cliffwalk Shifter


  • Dreamsight Shifter - The Korranberg Chronicle
  • Razorclaw Shifter - The Korranberg Chronicle
  • Swiftwing Shifter - The Korranberg Chronicle
  • Truedive Shifter - The Korranberg Chronicle
  • Winterhide Shifter - The Korranberg Chronicle

Warforged

Uncommon Races

Bugbear

  • Dhakaani Bugbear - The Korranberg Chronicle

Dhampyr

Dragonborn

Drow

Eneko

Gnoll

  • Znir Pact Gnoll - The Korranberg Chronicle

Goliath

Hobgoblin

Orc

Umbragen