Difference between revisions of "Eberron Rare Playable Races"

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(New page: ==Dragonborn== Tens of thousands of years ago the dragons of Argonnessen established a garrison of dragonborn in what is now Q’barra. These warriors were assigned to protect the region a...)
 
 
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==Aasimar==
 +
In Eberron, aasimar aren’t a race as such. Rather, each aasimar is a unique individual touched by a celestial power. An aasimar bound to the Silver Flame has a couatl as an angelic guide, driving it to protect the innocent from supernatural evil. An archon from Shavarath could exhort its aasimar to fight tyranny and injustice in the name of Dol Arrah, while an angel from Syrania might encourage its aasimar to seek out knowledge and uphold the law as a servant of Aureon. On the other side of things, a fallen aasimar could have a bond to a spirit of Mabar or a cruel fiend from Shavarath. An aasimar could even be an elf channeling the power of the Undying Court, though they’d possess the standard aasimar traits in place of any elf traits.
 +
 +
The appearance of an aasimar will depend on the nature of their angelic guide. An aasimar might appear to be a normal human or elf until they unleash their celestial gifts. Most people have heard stories of aasimars, but have never actually met one.
 +
 +
*'''Source:''' Wayfinder's Guide to Eberron, page 83
 +
*'''D&D Beyond:''' Use Aasimar
 +
 +
==Dhampyr==
 +
Born from both the living and the undead, dhampyr in Eberron can be seen as either an abomination or a blessing. The first dhampyr in existence were created purposely by the Qabalrin elves eons ago, as part of experiments with infusing negative energy into mortal flesh. The practice of copulating with vampires continued with the traditions of the line of Vol, until the purging of the bloodline and the exiling of their allies from the Isle of Aerenal.
 +
 +
In modern times, most dhampyr are the progeny of a human and a vampire, rather than elven and vampiric parents, but dhampyr created from any common race and a vampire is possible. The faith of the Blood of Vol looks upon the undead as martyrs of their faith, making the rare dhampyr birth a holy occurrence.
 +
 +
But the faithful of other religions still hold to the belief that vampires are evil, unnatural, and predatory creatures, causing most common folk to look upon dhampyr with distrust and suspicion. Even in Karrnath, where belief in the Blood of Vol is more common, dhampyr can often make people uneasy, with either awe or fear.
 +
 +
*'''Source:''' Korranberg Chronicle, page 32
 +
 
==Dragonborn==
 
==Dragonborn==
 
Tens of thousands of years ago the dragons of Argonnessen established a garrison of dragonborn in what is now Q’barra. These warriors were assigned to protect the region against the influence of the Lords of Dust. Over time they drifted away from their duties, building an empire in western Khorvaire and clashing with the Dhakaani goblinoids. This came crashing down when one of the ancient Overlords stirred, unleashing fiends and corrupting many of the dragonborn themselves. Their empire collapsed and the dragonborn retreated to the darkness of Q’barra. They have remained their ever since, fighting the forces of the Poison Dusk and guarding against further corruption.
 
Tens of thousands of years ago the dragons of Argonnessen established a garrison of dragonborn in what is now Q’barra. These warriors were assigned to protect the region against the influence of the Lords of Dust. Over time they drifted away from their duties, building an empire in western Khorvaire and clashing with the Dhakaani goblinoids. This came crashing down when one of the ancient Overlords stirred, unleashing fiends and corrupting many of the dragonborn themselves. Their empire collapsed and the dragonborn retreated to the darkness of Q’barra. They have remained their ever since, fighting the forces of the Poison Dusk and guarding against further corruption.
Line 10: Line 27:
 
*'''Source:''' Player's Handbook, page 34; Wayfinder's Guide to Eberron, page 83; Korranberg Chronicle, page 16
 
*'''Source:''' Player's Handbook, page 34; Wayfinder's Guide to Eberron, page 83; Korranberg Chronicle, page 16
 
*'''D&D Beyond:''' Use Dragonborn
 
*'''D&D Beyond:''' Use Dragonborn
 +
 +
==Eladrin==
 +
Eladrin are almost unheard of in modern-day Khorvaire. Their society has hidden behind powerful illusory veils and the shifting of realities for millennia. In ancient history however, one of their veiled cities was discovered, ransacked, and destroyed by the ancient giants of Xen'drik. The fallen Feyspire’s people were taken and experimented on to create elves and drow, who lost most of their cultural heritage under giant enslavement. However, since the Day of Mourning the eladrin’s veils have failed. The Feyspires have now become stuck in the fabric of the cosmos, them and their people anchored to the material plane.
 +
 +
Eladrin might become adventurers to solve the mystery of the cosmically-stuck Feyspires, or to explore the current society they are now stranded in. They often attempt to pass themselves off as elves, as they bear a striking resemblance to them, with the exception of their solid-color eyes.
 +
 +
'''Feyspire Eladrin:''' The Feyspires, six glorious citadels of culture, magic, and civilization once stood amongst the beautiful wilderness of Thelanis. Civilization and nature stood in harmony, each made more beautiful by the contrast. Now, the Feyspires have become stuck in the mire of the material plane, and the courtly eladrin within them must deal with the mundane world beyond.
 +
*'''Source:''' Korranberg Chronicle, page 33
 +
 +
'''Wild Eladrin:''' Though called "wild" by their courtly kin within the Feyspires, eladrin who's stories eb and flow with the seasons are no less magically adept. Though they used to run free and cavort in the wilds with other fey, the sudden absence of the Feyspires has caused these wild eladrin to feel an ache in their souls; a compliment to themselves has been lost. Some few have traveled to the material plane, a place of quickening, withering, and pointless sorrow, to help their wayward cousins home.
 +
*'''Source:''' Korranberg Chronicle, page 34
 +
 +
==Eneko==
 +
In ancient times, after the fall of giant civilization, a small population of debased giantkind fled Xen'drik, fleeing from an existential threat. During their flight across the Thunder Sea, an enormous tempest rose up and smashed into their fleet. When the skies cleared, they found themselves stranded in the open waters with half their fleet missing and no idea of their heading or course. They sailed aimlessly for months until their supplied nearly ran out before finally landing on the continent of Sarlona. There, they continued their ancient ways of wandering and became nomads in a new, less hostile land.
 +
 +
Centuries later, the ogre kingdom of Borunan was eradicated during the last days of the Sundering, when the Inspired lords forged the Riedran Empire and united the humans of Sarlona against them. The surviving ogres fled into the wild region of Syrkarn, where they were taken in by the nomadic giant folk that now called that untamed wilderness of Sarlona their home. The eneko are the true-breeding half-breeds of these two peoples.
 +
 +
While a fairly regular sight on the continent of Sarlona, the eneko are nearly completely unknown to the peoples of Khorvaire and would be confused for normal ogres on sight.
 +
 +
*'''Source:''' Korranberg Chronicle, page 20
 +
 +
==Lizardfolk==
 +
The lizardfolk of Khorvaire dwell in the region known as Q’barra. Most are part of a tribal alliance known as the Cold Sun Federation. Their civilization is ancient, but they are quite primitive by the standards of the Five Nations and they’ve never sought to expand beyond Q’barra. Over the last thirty years humans have begun to settle Q’barra. Treaties have been established with the Cold Sun Federation, but communication is difficult and there have been clashes started by forces on both sides.
 +
 +
As a lizardfolk, you may be a scout sent out into the wider world to learn more about these mysterious soft-skinned creatures. You might be driven by a mysterious dream. You could have been driven from your tribe for a crime; what was it, and are you actually guilty?
 +
 +
*'''Source:''' Wayfinder's Guide to Eberron, page 86
 +
*'''D&D Beyond:''' Use Lizardfolk
 +
 +
==Minotaurs==
 +
Minotaurs are a common sight in the monstrous nation of Droaam, where the Daughters of Sora Kell have granted them a territory to claim as their own. Lead by their warlord Rhesh Turakbar in the worship of the Horned Prince, minotaurs are mainly viewed by the people of Khorvaire as bloodthirsty savages. Minotaurs view the Horned Prince as their overlord and creator, but each individual minotaur has his own view on who or what the Horned Prince is and finds all other opinions inherently flawed.
 +
 +
During the Last War, House Tharashk negotiated with the Daughters of Sora Kell to contract the monstrous inhabitants of the nation as mercenaries. Today, minotaurs can be seen accompanying Tharashk heirs on prospecting missions and as intimidating bodyguards to those who can afford them. Exposure to more civilized and metropolitan views have influenced these minotaurs. These days, it is not uncommon to find minotaurs outside Droaam that identify the Horned Prince with the Dol Dorn, the Sovereign of Strength and War, or Balinor, the Sovereign of Beasts and the Hunt, rather than some darker entity.
 +
 +
As a minotaur character, decide on your version of the Horned Prince and how this affects you. Are you a former mercenary seeking adventure? Are you following a divine mission? Are you working for House Tharashk, a minotaur warlord, or the Daughters of Sora Kell?
 +
 +
*'''Source:''' Wayfinder's Guide to Eberron, page 86; Korranberg Chronicle, page 23
 +
 +
==Tieflings==
 +
Tieflings are rarely seen in Eberron. They are shaped not by demonic powers, but by the influence of the planes. Such tieflings may be born in manifest zones when planes are coterminous. Planar tieflings are isolated oddities, often seen as exotic and strange, but not necessarily evil.
 +
 +
In Eberron, a tiefling isn’t specifically the result of an infernal bargain; but it is understood that tieflings are touched by darkness. Eberron lies balanced between thirteen moons—planes of madness, war, death, and more. The influence of the planes can be seen in manifest zones, where traits of the plane bleed through into the world, and they can be made to manifest in a tiefling child, a living vessel for the powers of one of the malevolent planes, which in turn leads to the fear and prejudice that tieflings face. Through no fault of their own, tieflings are tied to dark powers. People believe that this evil clings to a tiefling and follows them wherever they go. The world is full of common superstitions, with such ridiculous rumors spread indicating that violence follows wherever a Shavaran tiefling roams, people and animals sicken and die if they spend too much time around a Mabari tiefling, and letting a Fernian tiefling sleep in your house is an invitation to have it burn down.
 +
 +
All rumors come from a drop a truth, and all tieflings do possess mystical powers associated with their origins. In Eberron, a tiefling may have minor involuntary effects on their environment. Shadows grow deeper around a Mabari tiefling, perhaps even moving on their own. When a Fernian tiefling becomes angry, the ambient temperature rises. These are cosmetic effects, and entirely out of the character’s control. That rise in temperature is notable, but despite the superstition it will never actually cause a fire. Although, combined with the tiefling’s unusual appearance and the Fernian’s power to control flames, it’s easy to imagine how the fear can spread.
 +
 +
Tieflings are rare, even more rare than people who face similar prejudice through their aberrant dragonmarks. People tend to know of tieflings only through story and folktale, and their rarity only helps to strengthen the superstitions. It is crucial to remember that it’s not a tiefling’s horns that cause fear, nor is it the belief that they have infernal blood, at least no more than a hairless minotaur. They are feared because they are tieflings, and tieflings are known to be touched by extraplanar darkness and harbingers of misfortune.
 +
 +
'''Dolurrhi Tieflings:''' The Realm of the Dead is a place of misery and despair. Tieflings touched by its power have grey skin and eyes. They don’t have horns, but tendrils of ectoplasmic mist often trail from their bodies. Dolurrhi tieflings hear the whispers of the dead, though often they are too faint to be understood. Many go mad, but others become remarkable mediums, devoted to helping restless spirits find peace.
 +
*'''Source:''' Morgrave Miscellany, page 98
 +
 +
'''Fernian Tieflings:''' A Fernian tiefling is touched by the endless flames of the Sea of Fire. Their skin is orangered, their teeth and horns have the appearance of obsidian, and their eyes burn like embers. Fernian tieflings have fiery tempers and are quick to anger. Their skin is warm to the touch, and when they become excited or angry, the temperature around them will rise.
 +
*'''Source:''' Morgrave Miscellany, page 98
 +
 +
'''Kythri Tieflings:''' The Churning Chaos of Kythri is a plane of constant change and instability. Tieflings tied to Kythri are wildly diverse. One Kythri tiefling might have scaly skin and hair that slowly moves of its own accord; another might have silver eyes and flesh that’s almost translucent. Kythri tieflings are energetic and chaotic in their thinking, preferring to stay in motion and never remain in one place or path for too long.
 +
*'''Source:''' Morgrave Miscellany, page 99
 +
 +
'''Mabari Tieflings:''' The Endless Night is the plane of shadows and negative energy. Mabari tieflings take after the succubi and incubi that dwell there; they are often painfully beautiful, but their fangs and small horns reveal their unnatural heritage. Mabari tieflings are driven by predatory instincts, and most are cruel and manipulative.
 +
*'''Source:''' Morgrave Miscellany, page 99
 +
 +
'''Risian Tieflings:''' Those tieflings tied to the Plane of Ice are coldhearted and cold to the touch. A Risian tiefling has pale skin, silver-white hair, and horns that seem to be made from ice. Risian tieflings rarely show their emotions, but when they grow angry the temperature around them drops.
 +
*'''Source:''' Morgrave Miscellany, page 99
 +
 +
'''Sakah Tieflings:''' Malevolent forces permeate the Demon Wastes. Tieflings are sometimes born to the Carrion Tribes that live in the Wastes; such children are called sakah, or “touched” in the Abyssal language. Considered a blessing among the Carrion, many sakah rise to become leaders and champions of their tribes. While Sakah tieflings vary in their appearance and abilities, the rakshasa are dominant fiends of Eberron. Some sakah tieflings reflect this with feline features, tiger-striped fur, or the backwards grip of the rakshasa. Their supernatural gifts likewise resemble those of the tricky rakshasa.
 +
*'''Source:''' Morgrave Miscellany, page 98
 +
 +
'''Shavaran Tieflings:''' Shavaran tieflings resemble the fiends that fight the endless war of the Eternal Battleground. Their horns appear to be made of iron, and their skin has a scaly texture. While they aren’t as quick to anger as the Fernians, Shavaran tieflings are naturally aggressive, ever watchful for threats, and only comfortable with a blade in hand.
 +
*'''Source:''' Morgrave Miscellany, page 99
 +
 +
'''Venomous Tieflings:''' The vast majority of tieflings that walk the face of Eberron are the descendants of the nobility of Ohr Kaluun, a nation that once thrived in ancient Sarlona. The mage-lords of Ohr Kaluun forged dark pacts with infernal spirits beyond the material plane, empowering themselves and their progeny. Over generations, this taint accumulated until the first Kalunnite tieflings were born. When Ohr Kaluun was wiped out in the Sundering of Sarlona, a small number of tiefling nobles managed to flee with their retainers. They fled across the sea to western Khorvaire and established a hidden enclave that would become known as the Venomous Demesne. Until recently the Venomous Demesne was thought mere myth by the rest of Khorvaire. That changed when the Court of Four, the heads of the four noble houses of tieflings that ruled the Venomous Demesne, entered into a formal pact with the Daughters of Sora Kell and joined the nation of Droaam under their rule. Tieflings of the Venomous Demesne have a unified appearance, clearly displaying horns and other diabolic features, though they are possessed of a kind of dark beauty. They and their domain are referred to as "Venomous" not due to any predilection for or supernatural affinity with poisons, but rather due to their viper's nest-like society and culture.
 +
*'''Source:''' Korranberg Chronicle, page 39

Latest revision as of 22:55, 14 July 2019

Aasimar

In Eberron, aasimar aren’t a race as such. Rather, each aasimar is a unique individual touched by a celestial power. An aasimar bound to the Silver Flame has a couatl as an angelic guide, driving it to protect the innocent from supernatural evil. An archon from Shavarath could exhort its aasimar to fight tyranny and injustice in the name of Dol Arrah, while an angel from Syrania might encourage its aasimar to seek out knowledge and uphold the law as a servant of Aureon. On the other side of things, a fallen aasimar could have a bond to a spirit of Mabar or a cruel fiend from Shavarath. An aasimar could even be an elf channeling the power of the Undying Court, though they’d possess the standard aasimar traits in place of any elf traits.

The appearance of an aasimar will depend on the nature of their angelic guide. An aasimar might appear to be a normal human or elf until they unleash their celestial gifts. Most people have heard stories of aasimars, but have never actually met one.

  • Source: Wayfinder's Guide to Eberron, page 83
  • D&D Beyond: Use Aasimar

Dhampyr

Born from both the living and the undead, dhampyr in Eberron can be seen as either an abomination or a blessing. The first dhampyr in existence were created purposely by the Qabalrin elves eons ago, as part of experiments with infusing negative energy into mortal flesh. The practice of copulating with vampires continued with the traditions of the line of Vol, until the purging of the bloodline and the exiling of their allies from the Isle of Aerenal.

In modern times, most dhampyr are the progeny of a human and a vampire, rather than elven and vampiric parents, but dhampyr created from any common race and a vampire is possible. The faith of the Blood of Vol looks upon the undead as martyrs of their faith, making the rare dhampyr birth a holy occurrence.

But the faithful of other religions still hold to the belief that vampires are evil, unnatural, and predatory creatures, causing most common folk to look upon dhampyr with distrust and suspicion. Even in Karrnath, where belief in the Blood of Vol is more common, dhampyr can often make people uneasy, with either awe or fear.

  • Source: Korranberg Chronicle, page 32

Dragonborn

Tens of thousands of years ago the dragons of Argonnessen established a garrison of dragonborn in what is now Q’barra. These warriors were assigned to protect the region against the influence of the Lords of Dust. Over time they drifted away from their duties, building an empire in western Khorvaire and clashing with the Dhakaani goblinoids. This came crashing down when one of the ancient Overlords stirred, unleashing fiends and corrupting many of the dragonborn themselves. Their empire collapsed and the dragonborn retreated to the darkness of Q’barra. They have remained their ever since, fighting the forces of the Poison Dusk and guarding against further corruption.

Often confused for more intimidating, well-equipped lizardfolk, the draconic nature of the dragonborn is overlooked by the settlers of New Galifar, leading to them being colloquially known as "scales" just like the reptilian humanoids they share that jungle with. Little do the settlers know that the dragonborn once ruled a great empire that challenged the might of the Dhakaani goblinoids. Those sages who do know of this ancient empire are often perplexed by its seemingly swift collapse for no discernible reason. For their part, dragonborn refuse to say much more about this fall besides "it was a matter of honor".

Most dragonborn today are honor-bound to defend ancient ruins deep in the jungles of Q'barra, but the race is prone to a fierce sense of pride. Dragonborn adventurers roam far from their jungle homes to seek personal glory. Others might be honor-bound on some quest that will aid their clan in their ancestral duty.

To date the dragonborn have largely ignored the humans of Q’barra, and the few humans who’ve encountered dragonborn believe they’re some exotic type of lizardfolk. If you’re a dragonborn PC, what has caused you to emerge from Q’barra? Are you on a quest to help your people or to oppose the Lords of Dust? Are you driven by wanderlust or curiosity? Did you serve as a mercenary in the Last War?

  • Source: Player's Handbook, page 34; Wayfinder's Guide to Eberron, page 83; Korranberg Chronicle, page 16
  • D&D Beyond: Use Dragonborn

Eladrin

Eladrin are almost unheard of in modern-day Khorvaire. Their society has hidden behind powerful illusory veils and the shifting of realities for millennia. In ancient history however, one of their veiled cities was discovered, ransacked, and destroyed by the ancient giants of Xen'drik. The fallen Feyspire’s people were taken and experimented on to create elves and drow, who lost most of their cultural heritage under giant enslavement. However, since the Day of Mourning the eladrin’s veils have failed. The Feyspires have now become stuck in the fabric of the cosmos, them and their people anchored to the material plane.

Eladrin might become adventurers to solve the mystery of the cosmically-stuck Feyspires, or to explore the current society they are now stranded in. They often attempt to pass themselves off as elves, as they bear a striking resemblance to them, with the exception of their solid-color eyes.

Feyspire Eladrin: The Feyspires, six glorious citadels of culture, magic, and civilization once stood amongst the beautiful wilderness of Thelanis. Civilization and nature stood in harmony, each made more beautiful by the contrast. Now, the Feyspires have become stuck in the mire of the material plane, and the courtly eladrin within them must deal with the mundane world beyond.

  • Source: Korranberg Chronicle, page 33

Wild Eladrin: Though called "wild" by their courtly kin within the Feyspires, eladrin who's stories eb and flow with the seasons are no less magically adept. Though they used to run free and cavort in the wilds with other fey, the sudden absence of the Feyspires has caused these wild eladrin to feel an ache in their souls; a compliment to themselves has been lost. Some few have traveled to the material plane, a place of quickening, withering, and pointless sorrow, to help their wayward cousins home.

  • Source: Korranberg Chronicle, page 34

Eneko

In ancient times, after the fall of giant civilization, a small population of debased giantkind fled Xen'drik, fleeing from an existential threat. During their flight across the Thunder Sea, an enormous tempest rose up and smashed into their fleet. When the skies cleared, they found themselves stranded in the open waters with half their fleet missing and no idea of their heading or course. They sailed aimlessly for months until their supplied nearly ran out before finally landing on the continent of Sarlona. There, they continued their ancient ways of wandering and became nomads in a new, less hostile land.

Centuries later, the ogre kingdom of Borunan was eradicated during the last days of the Sundering, when the Inspired lords forged the Riedran Empire and united the humans of Sarlona against them. The surviving ogres fled into the wild region of Syrkarn, where they were taken in by the nomadic giant folk that now called that untamed wilderness of Sarlona their home. The eneko are the true-breeding half-breeds of these two peoples.

While a fairly regular sight on the continent of Sarlona, the eneko are nearly completely unknown to the peoples of Khorvaire and would be confused for normal ogres on sight.

  • Source: Korranberg Chronicle, page 20

Lizardfolk

The lizardfolk of Khorvaire dwell in the region known as Q’barra. Most are part of a tribal alliance known as the Cold Sun Federation. Their civilization is ancient, but they are quite primitive by the standards of the Five Nations and they’ve never sought to expand beyond Q’barra. Over the last thirty years humans have begun to settle Q’barra. Treaties have been established with the Cold Sun Federation, but communication is difficult and there have been clashes started by forces on both sides.

As a lizardfolk, you may be a scout sent out into the wider world to learn more about these mysterious soft-skinned creatures. You might be driven by a mysterious dream. You could have been driven from your tribe for a crime; what was it, and are you actually guilty?

  • Source: Wayfinder's Guide to Eberron, page 86
  • D&D Beyond: Use Lizardfolk

Minotaurs

Minotaurs are a common sight in the monstrous nation of Droaam, where the Daughters of Sora Kell have granted them a territory to claim as their own. Lead by their warlord Rhesh Turakbar in the worship of the Horned Prince, minotaurs are mainly viewed by the people of Khorvaire as bloodthirsty savages. Minotaurs view the Horned Prince as their overlord and creator, but each individual minotaur has his own view on who or what the Horned Prince is and finds all other opinions inherently flawed.

During the Last War, House Tharashk negotiated with the Daughters of Sora Kell to contract the monstrous inhabitants of the nation as mercenaries. Today, minotaurs can be seen accompanying Tharashk heirs on prospecting missions and as intimidating bodyguards to those who can afford them. Exposure to more civilized and metropolitan views have influenced these minotaurs. These days, it is not uncommon to find minotaurs outside Droaam that identify the Horned Prince with the Dol Dorn, the Sovereign of Strength and War, or Balinor, the Sovereign of Beasts and the Hunt, rather than some darker entity.

As a minotaur character, decide on your version of the Horned Prince and how this affects you. Are you a former mercenary seeking adventure? Are you following a divine mission? Are you working for House Tharashk, a minotaur warlord, or the Daughters of Sora Kell?

  • Source: Wayfinder's Guide to Eberron, page 86; Korranberg Chronicle, page 23

Tieflings

Tieflings are rarely seen in Eberron. They are shaped not by demonic powers, but by the influence of the planes. Such tieflings may be born in manifest zones when planes are coterminous. Planar tieflings are isolated oddities, often seen as exotic and strange, but not necessarily evil.

In Eberron, a tiefling isn’t specifically the result of an infernal bargain; but it is understood that tieflings are touched by darkness. Eberron lies balanced between thirteen moons—planes of madness, war, death, and more. The influence of the planes can be seen in manifest zones, where traits of the plane bleed through into the world, and they can be made to manifest in a tiefling child, a living vessel for the powers of one of the malevolent planes, which in turn leads to the fear and prejudice that tieflings face. Through no fault of their own, tieflings are tied to dark powers. People believe that this evil clings to a tiefling and follows them wherever they go. The world is full of common superstitions, with such ridiculous rumors spread indicating that violence follows wherever a Shavaran tiefling roams, people and animals sicken and die if they spend too much time around a Mabari tiefling, and letting a Fernian tiefling sleep in your house is an invitation to have it burn down.

All rumors come from a drop a truth, and all tieflings do possess mystical powers associated with their origins. In Eberron, a tiefling may have minor involuntary effects on their environment. Shadows grow deeper around a Mabari tiefling, perhaps even moving on their own. When a Fernian tiefling becomes angry, the ambient temperature rises. These are cosmetic effects, and entirely out of the character’s control. That rise in temperature is notable, but despite the superstition it will never actually cause a fire. Although, combined with the tiefling’s unusual appearance and the Fernian’s power to control flames, it’s easy to imagine how the fear can spread.

Tieflings are rare, even more rare than people who face similar prejudice through their aberrant dragonmarks. People tend to know of tieflings only through story and folktale, and their rarity only helps to strengthen the superstitions. It is crucial to remember that it’s not a tiefling’s horns that cause fear, nor is it the belief that they have infernal blood, at least no more than a hairless minotaur. They are feared because they are tieflings, and tieflings are known to be touched by extraplanar darkness and harbingers of misfortune.

Dolurrhi Tieflings: The Realm of the Dead is a place of misery and despair. Tieflings touched by its power have grey skin and eyes. They don’t have horns, but tendrils of ectoplasmic mist often trail from their bodies. Dolurrhi tieflings hear the whispers of the dead, though often they are too faint to be understood. Many go mad, but others become remarkable mediums, devoted to helping restless spirits find peace.

  • Source: Morgrave Miscellany, page 98

Fernian Tieflings: A Fernian tiefling is touched by the endless flames of the Sea of Fire. Their skin is orangered, their teeth and horns have the appearance of obsidian, and their eyes burn like embers. Fernian tieflings have fiery tempers and are quick to anger. Their skin is warm to the touch, and when they become excited or angry, the temperature around them will rise.

  • Source: Morgrave Miscellany, page 98

Kythri Tieflings: The Churning Chaos of Kythri is a plane of constant change and instability. Tieflings tied to Kythri are wildly diverse. One Kythri tiefling might have scaly skin and hair that slowly moves of its own accord; another might have silver eyes and flesh that’s almost translucent. Kythri tieflings are energetic and chaotic in their thinking, preferring to stay in motion and never remain in one place or path for too long.

  • Source: Morgrave Miscellany, page 99

Mabari Tieflings: The Endless Night is the plane of shadows and negative energy. Mabari tieflings take after the succubi and incubi that dwell there; they are often painfully beautiful, but their fangs and small horns reveal their unnatural heritage. Mabari tieflings are driven by predatory instincts, and most are cruel and manipulative.

  • Source: Morgrave Miscellany, page 99

Risian Tieflings: Those tieflings tied to the Plane of Ice are coldhearted and cold to the touch. A Risian tiefling has pale skin, silver-white hair, and horns that seem to be made from ice. Risian tieflings rarely show their emotions, but when they grow angry the temperature around them drops.

  • Source: Morgrave Miscellany, page 99

Sakah Tieflings: Malevolent forces permeate the Demon Wastes. Tieflings are sometimes born to the Carrion Tribes that live in the Wastes; such children are called sakah, or “touched” in the Abyssal language. Considered a blessing among the Carrion, many sakah rise to become leaders and champions of their tribes. While Sakah tieflings vary in their appearance and abilities, the rakshasa are dominant fiends of Eberron. Some sakah tieflings reflect this with feline features, tiger-striped fur, or the backwards grip of the rakshasa. Their supernatural gifts likewise resemble those of the tricky rakshasa.

  • Source: Morgrave Miscellany, page 98

Shavaran Tieflings: Shavaran tieflings resemble the fiends that fight the endless war of the Eternal Battleground. Their horns appear to be made of iron, and their skin has a scaly texture. While they aren’t as quick to anger as the Fernians, Shavaran tieflings are naturally aggressive, ever watchful for threats, and only comfortable with a blade in hand.

  • Source: Morgrave Miscellany, page 99

Venomous Tieflings: The vast majority of tieflings that walk the face of Eberron are the descendants of the nobility of Ohr Kaluun, a nation that once thrived in ancient Sarlona. The mage-lords of Ohr Kaluun forged dark pacts with infernal spirits beyond the material plane, empowering themselves and their progeny. Over generations, this taint accumulated until the first Kalunnite tieflings were born. When Ohr Kaluun was wiped out in the Sundering of Sarlona, a small number of tiefling nobles managed to flee with their retainers. They fled across the sea to western Khorvaire and established a hidden enclave that would become known as the Venomous Demesne. Until recently the Venomous Demesne was thought mere myth by the rest of Khorvaire. That changed when the Court of Four, the heads of the four noble houses of tieflings that ruled the Venomous Demesne, entered into a formal pact with the Daughters of Sora Kell and joined the nation of Droaam under their rule. Tieflings of the Venomous Demesne have a unified appearance, clearly displaying horns and other diabolic features, though they are possessed of a kind of dark beauty. They and their domain are referred to as "Venomous" not due to any predilection for or supernatural affinity with poisons, but rather due to their viper's nest-like society and culture.

  • Source: Korranberg Chronicle, page 39