Eberron Uncommon Playable Races

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Ashen

The ashen have an eerie obsession with fire. After all, they were born from it. The ashen were corrupted by negative energy that slipped through a crack between the Material Plane of Eberron and the Plane of Fernia, The Sea of Fire, and cursed in their death to live for eternity as creatures of ash and fire.

  • Source: Ishavar's Guide to Curses, page 6

Child of Khyber

An aberrant dragonmark is a gift of mystical power, though it can be a painful and distressing curse to bear, and its powers might even be difficult or, in some cases, impossible to control. The legendary Lady of the Plague was responsible for the deaths of thousands before she learned to control her abilities. Even an ability that duplicates a spell as simple as fire bolt can be devastating to the individual, and a person who possesses such a mark could have killed friends or even destroyed city blocks in a fiery blaze before mastering this power. This has led the common people to fear those who carry aberrant marks, paranoid that all of them could be murderers, mad, or both. The progenitor dragon Khyber is said to be the source of all things monstrous and evil, and those who carry aberrant dragonmarks in adolescence are called Children of Khyber.

Aberrant Dwarf: You have no affinity for stone or smithing, no training with axe and hammer. But you’re tough and resilient, and your darkvision serves you well in alleys and shadows.

  • Source: Morgrave Miscellany, page 119

Aberrant Elf: Aberrant marks have no place in Aerenal. The elves take pride in their ancient bloodlines and traditions and see aberrant marks as a form of corruption. While you may be shunned by the Aereni and the Valenar, your fey ancestry provides you with natural gifts.

  • Source: Morgrave Miscellany, page 119

Aberrant Gnome: The Trust of Zilargo keeps a close rein on anything that could disturb the peace. However, the Trust occasionally conscripts Children of Khyber, training them as agents and assassins. The charlatan/spy background is a way to reflect this. Are you still working for the Trust, or have you escaped the agency?

  • Source: Morgrave Miscellany, page 119

Aberrant Half-Elf: House Medani and House Lyrandar are the closest thing half-elves have to a homeland, and your aberrant dragonmark turned these forces against you. How do you make do in the world?

  • Source: Morgrave Miscellany, page 120

Aberrant Halfling: Talenta halflings who develop aberrant marks are said to be touched by dark and angry spirits. True or not, you’re not as lucky as most halflings, but you still possess remarkable agility.

  • Source: Morgrave Miscellany, page 120

Aberrant Half-Orc: Aberrant creations of the daelkyr linger in the depths of the Shadow Marches. The people of this land are used to dark secrets and corruption, and a Cult of the Dragon Below might consider your mark to be a blessing.

  • Source: Morgrave Miscellany, page 120

Aberrant Human: You might have begun your life as an acolyte in the Church of the Silver Flame, a noble of the Wynarn line, or a decorated Karrnathi officer. Your aberrant mark has dragged you down into the dirt, but humans are exceptionally adaptable, and you’ll find a way to survive.

  • Source: Morgrave Miscellany, page 120

Dhakaani Bugbears

Though the most common bugbears the people of Khorvaire encounter today are of the savage Marguul tribes (represented by the standard Monster Manual bugbear), the bugbears of ancient Dhakaan are returning. Called the "guul'dar" (meaning "strong people" in the goblin tongue), these Dhakaani bugbears are literally bread for war. In ancient times, they were the shock troops of the empire, and often the first to see action in any military assault. When the empire began to crumble, some clans saw the end was coming, and secluded themselves in deep caves in order to wait out the savage times they saw ahead. Now with the rise of Darguun, a new nation of goblinoids, the Dhakaani clans have resurfaced from history, and people across Khorvaire may once more have a chance to see the guul'dar in action.

  • Source: Korranberg Chronicle, page 15

Drow

Unlike in other campaign settings, the drow of Eberron are considered a separate race from elves entirely and are not a monolithic culture. Likewise, their origins do not lie with a tale of betrayal between elven gods (Lolth and Corellon are not included in the Eberron campaign setting by default). Drow, instead are an engineered race, created from the arcane manipulation of elves by the ancient giants of Xen’drik.

Scorpion Tribes Drow: The most frequently encountered kind of Drow in Eberron are the Vulkori tribal Drow living in the jungles of Xen'drik. Most of these tribes worship the scorpion-god known as Vulkoor. Khorvarian sages consider Vulkoor an animal-totem version of The Mockery, a god of the Dark Six. While many scorpion tribes worship Vulkoor exclusively and are viciously xenophobic, other tribes known as Qaltair worship analogues of the rest of the Sovereign Host and Dark Six and are willing to deal peacefully with outsiders in a limited fashion.

  • Source: Korranberg Chronicle, page 17

Sulatar Clans Drow: The Sulatar clans (or "firebinders" in the Giant language) remained loyal to their fire giant masters during the elven rebellions. They retain the secrets of elemental binding their masters taught them and make frequent use of flaming weapons and fire elementals. The firebinders consider the drow of the scorpion tribes to be savages and traitors, and the tribal drow hate the Sulatar for their continuing loyalty to their cruel slave-masters.

  • Source: Korranberg Chronicle, page 18

The Umbragen: When dragonfire rained down on all that the giants held dear, the progenitors of the Umbragen fled into the depths of Khyber. In their wanderings, the Umbragen uncovered ancient lore that led them to a mystical force of darkness called the Umbra. They bound this shadowy essence to their flesh and survived by calling upon it for generation after generation. Thousands of years later, the Umbragen have begun to surface. Some say they are seeking refuge from an unfathomable threat rising from the twisting depths of Khyber.

  • Source: Korranberg Chronicle, page 19

Goliaths

In ancient times, after the fall of giant civilization, a collection of several tribes of debased giantkind roamed the peaks of the northern mountain ranges of Xen'drik, in what is now called the Skyfall Peninsula just north of the ruins that would one day be the foundation of Stormreach. At some point, these tribes undertook a mass exodus, seeking to flee the "Hungry Shadows", seeming ghosts from the lowland jungles that hunted them to near extinction. Taking inspiration from legends of another mass exodus in Xen'drik's ancient past, these giantkind descended their mountains, built ships, and sailed northward toward the horizon. After suffering the loss of nearly half their fleet to the tempestuous Thunder Sea, they landed just east of the Shadow Marches in current-day Droaam. From there, they wandered, avoiding civilization as their ancestors had taught them, until they reached the Byeshk Mountains to the north, where they remained.

Tribes of these giantkind, called "goliaths" by the native orcs and goblinoids of the lowlands, wandered across the range of the Byeshk Mountains, mining the rare purple ore the mountains take their name from to make crafts, jewelry, and weapons. They acclimated to their new mountains and led a nomadic, mostly peaceful life there for several millennia, until the Xoriat invasion. They were enslaved to toil in their own mines by the goblinoids of the Dhakaani Empire, when demand of byeshk ore skyrocketed shortly before the empire fell, leaving them once more to their nomadic life. Because of this enslavement, and the horrors of Xoriat that seemed to follow the goblinoids to their mountain homes, the goliaths have a distrust of lowlanders, and kept a mostly isolated existence for almost nine millennia since. Only with the formation of Droaam were they drawn into the dealings of lowlanders, when the Daughters of Sora Kell managed to unite their tribes under one High Chief, who herself bows to the Daughters.

Goliaths are a hardy people, taken to almost foolhardy heights of daring as they leap from cliff to cliff. Goliaths usually become adventurers to prove themselves to their tribe, to perform a service for Droaam, or to explore the world outside the Byeshk Mountains, convinced that much has to have changed in the millennia since their enslavement by a now-dead empire.

  • Source: Korranberg Chronicle, page 22
  • D&D Beyond: Use Goliath

Harpies

Infamous for their alluring song that has led many travelers to their demise, harpies are cruel, yet cowardly, hunters. They enjoy playing with their prey, and collecting small trinkets as trophies of their skirmishes.

Some harpies pick up adventuring to escape their vicious environment. Others might be the last survivor of their tribe. Their captivating song makes harpy adventurers great bards. And their ability to fly gives them an edge with ranged weaponry.

(Note, this description was taken from a source that was not specific to Eberron. In Eberron, it is not assumed that all monstrous races are automatically evil, just as not all human races are not automatically good. Also, harpies are both male and female. In Eberron, harpies are found in the monstrous nation of Droaam. A player could play a harpy of any Good or Neutral alignment, as is allowed in the campaign)

  • Source: Ishavar's Guide to Curses, page 10

Hobgoblins

The ancient goblinoid Empire of Dhakaan once spanned the length and breadth of Khorvaire. The hobgoblins ruled Dhakaan for many centuries and may have continued to the present day if otherworldly forces of insanity and horror had not broken the will of the "dar", the goblinoid people. When the empire began to collapse in the wake of this nightmare war, some clans saw the end was coming, and secluded themselves in deep caves in order to wait out the savage times they saw ahead. Now with the rise of Darguun, the ghaal'dar hobgoblins are determined to conquer Khorvaire once more, and the Dhakaani clans have resurfaced from history to take notice—or more likely, to seize control.

Ghaal'dar Hobgoblins: Without the iron rule of the Dhakaan, the ghaal’dar tribes devolved into centuries of posturing and infighting. It wasn’t until the Last War that the ghaal’dar were united into a nation once again.

  • Source: Korranberg Chronicle, page 23

Dhakaani Hobgoblins: The Dhakaani respect one thing above all else: military might. Some might mistake hobgoblins as brutes, but the Dhakaani are actually quite sharp, especially when it comes to tactics and strategy.

  • Source: Korranberg Chronicle, page 23

Kech Volaar Hobgoblins: The Kech Volaar, or "Wordbearers" are an ancient Dhakaani clan of hobgoblins only recently resurfacing with the formation of Darguun. Their entire lineage is devoted to preserving goblinoid history through text and song.

  • Source: Korranberg Chronicle, page 23

Kobolds

Many kobolds live in simple tribes scattered across Eberron. The Iredar kobolds claim to be descended from the Progenitor Dragon Eberron herself, and generally live in mountain caverns. The Irvhir claim kinship with Khyber and live in deep caverns. While these claims are unlikely, many kobolds do develop some degree of sorcerous ability. In addition to these tribal kobolds, there’s a large population of kobolds in the nation of Droaam. Traditionally these kobolds have been enslaved by more powerful creatures; now the Daughters of Sora Kell have granted them their own domain under their warlord Kethelrax the Cunning. Beyond this, a handful of Kobolds can be found scattered across Khorvaire, sometimes mingling with the city goblins in the great cities.

  • Source: Wayfinder's Guide to Eberron, page 85
  • D&D Beyond: Use Kobold

Medusas

Most recognizable by their snake hair, medusas tend to keep away from the eyes of the public, seeking refuge in ancient ruins or catacombs. Feared because they can turn anyone to stone, medusas are often the prey of many adventuring parties and aspiring heroes.

While many consider medusas monstrous and evil creatures, they are often simply misunderstood, as they have difficulty controlling their petrifying gaze. The nature of the medusa’s origin leans them towards being warlocks, serving a powerful patron who either turned them into what they are now. Or the medusa serves a new patron in hope that it may return them to their former self. Others might stay away from making another pact, instead living their lives in the shadows.

(Note, this description was taken from a source that was not specific to Eberron. In Eberron, it is not assumed that all monstrous races are automatically evil, just as not all human races are not automatically good. Also, medusas are both male and female. In Eberron, medusas are found in the monstrous nation of Droaam. A player could play a medusa of any Good or Neutral alignment, as is allowed in the campaign.)

  • Source: Ishavar's Guide to Curses, page 11

Orcs

Orcs are one of the indigenous races of Khorvaire, having spread across the continent since well before the formation of the goblinoid Dhakaani Empire in the Age of Monsters. They are a fiercely passionate people and well-disposed to throwing themselves blindly into a cause without overthinking it. Because of this tendency to act on impulse and "gut feeling" over logic and reason, orcs have never formed a large civilization over the countless untold millennia they have existed.

When human settlers from Sarlona landed on western Khorvaire in the Demon Wastes and the Shadow Marches, the native orc tribes at first warred with them. But over time, these people mingled, and many orcs eagerly embraced the new gods the humans brought with them, the Sovereign Host. Many orcs even counted their legendary racial folk hero, the one-eyed Garu-Umesh as an aspect of Balinor, Sovereign of the Hunt. But older, more primal faiths still hold sway, especially in the Shadow Marches, where descendants of the original orc druid Gatekeepers and the Cults of the Dragon Below continue to clash.

Orcs are an extremely passionate and primal race, given to powerful emotion and deep faith. The Ghaash’kala orcs of the Demon Wastes are servants of the Silver Flame who devote their lives to battling the fiends of the Wastes. The Gatekeeper druids of the Shadow Marches were the first druids on Khorvaire. The Gatekeepers played a crucial role in defeating the alien daelkyr and binding this evil in Khyber, and their descendants continue to maintain the ancient seals and fight aberrations. However, many orcs were corrupted by the daelkyr and embraced the madness of the Cults of the Dragon Below. These cultists also live in the Shadow Marches, and battles between Gatekeepers and the servants of the Dragon Below have diminished both sides.

Beyond the Gatekeepers and the cultists, the Shadow Marches are home to orcs who have joined with humans to create mixed clans. The dragonmarked House Tharashk arose from this union. While full orcs cannot carry the Mark of Finding they are an important part of the house and can be found across Khorvaire as part of Tharashk operations.

As an orc, you could be a Ghaash’kala paladin seeking to protect the innocent from evil. You might be a Gatekeeper druid or ranger hunting aberrations working to prevent the return of the daelkyr. You could be a barbarian or a warlock driven by the mad dreams of the Cults of the Dragon Below. Or you could just be an unmarked member of House Tharashk, seeking your fortune in the wider world!

  • Source: Wayfinder's Guide to Eberron, page 86; Korranberg Chronicle, page 25

Znir Pact Gnolls

In ancient times, the gnolls of Eberron were savage, demon-worshipping monsters that believed the blessing of some demonic god flowed through their veins. With the founding of the Znir Pact, the gnolls forsook the hideous rituals and depravity of their ancestors. Znir Pact gnolls worship no demons or gods, and instead have a practice of raising piles of rubble to represent the idolatrous objects of worship that the Znir Pact founders shattered when they threw off the influence of their demonic Overlord.

Today, the Znir Pact functions as a neutral policing force in Droaam, entrusted by the Daughters of Sora Kell to maintain peace amongst their warlords' territories. In past centuries of united Galifar, when the territory of Droaam was once western Breland, the Znir Pact were counted among the citizens of Breland. In fact, there was a long history of Brelish royalty hiring bodyguards of Znir Pact gnolls, for their reputation as skilled mercenaries were highly sought after.

As a Gnolls of the Znir Pact, you could be a former mercenary who’s chosen to stay with comrades you met during your service; as a rule, Znir gnolls are deeply loyal to those that they consider to be members of their pack. You might be driven by curiosity, eager to explore the world beyond Droaam. You could be driven by visions of a demonic power rising in the Five Nations or working on behalf of the Daughters of Sora Kell. Or you could be a mercenary still, insisting on regular payment for your ongoing services to the party.

  • Source: Wayfinder's guide to Eberron, page 84; Korranberg Chronicle, page 21