Ebberon Fate

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    Campaigns

    Power

    Level

    Mythic

    Hero

    CampaignsTechLevel 3

    CharactersrequiredtobebuiltusingtheAspectAlphabet.(pg.17) Yes

    AllowtradingRefreshforAdvantagePoints?(pg.24) Yes(Onlyforpurchasingrace.)

    AllowpurchasingAdvantageswithResources(pg.90) No

    UsinganOrganicGrowthMethod?(pg.30) Yes

    AllowingNonHumanRaces?(pg.44) Yes

    Ifyes,whichones?: Elf, Dwarf, HalfElf, Halfling, HelfOrc, Warforged, Shifter, Kalashtar,Gnome,Changeling

    ImposingaFatePointExpenditureLimit?(pg.53) Yes,Limitis3FPperturn

    AllowingFatePointDebt?(pg.60) Yes

    PowerSources/AffinityAbilities(pg.89)

    Arcane(Wizard)PowerSource:ArcaneMagicAffinity:ArcaneStressTrack:PhysicalWeaknesses(1):Powersarearcanespells,which

    require

    gestures

    and

    incantations

    to

    cast.

    Powers:OnlyPowers thatcanbeactivatedwitha roll can be purchased. Highly recommendtakingPower Tricksand Ritual Powers tosupplementotherspells.

    Arcane(Sorcerer)PowerSource:ArcaneMagicAffinity:SorceryStressTrack:PhysicalWeaknesses(0):NonePowers:OnlyPowers thatcanbeactivatedwith

    a roll can be purchased. Highly recommendtaking Control (Reality) with the Reality Sub

    DomainsModifier.

    Also

    consider

    Power

    Tricks.

    PsionicsPowerSource:PsionicTalentAffinity:Psionics StressTrack:PhysicalWeaknesses(0):NonePowers:OnlyPowers thatcanbeactivatedwith

    arollcanbepurchased.PowerTricksorRitualPowersnotallowed.

    ArtificePowerSource:ArcaneMagicAffinity:Craft* StressTrack:None

    * Because you are using a common Ability as anAffinity Ability, the AP cost of all Artificer Powers areincreasedby+1.

    Weaknesses(1):

    You

    must

    carry

    tools

    used

    to

    quickly inscriberuneson itemsand/or items inwhichtoimbuewithmagic.

    Powers:OnlyPowers thatcanbeactivatedwiththe expenditure of a Fate Point can bepurchased. Highly recommend: Craft PowerItemw/PowerCharge,ImbueArmororShield,Imbue Weapon (Limitation (1):Cannot Imbuehands/feet)

    Divine/PrimalPowerSource:Divine/PrimalMiraclesAffinity:Faith StressTrack:None

    Weaknesses

    (

    2):

    Powers

    are

    blessings

    from

    the

    gods or manifestations of your faith. Powerscannot be used in a way that displeases thecleric's patron deity or goes against thetenantsofyourfaith.

    Powers:OnlyPowers thatcanbeactivatedwiththe expenditure of a Fate Point can bepurchased. Highly recommend takingPowerTricksand RitualPowers to supplement otherspells.

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    ChangelingAPCost:4RacialAspect:ChangelingSpecialtyAspect:BornLiar(Persuasion)Advantages: Morph(FeatureShift,seebelow)

    Changelings are a humanoid race who are

    distantlydescended

    from

    dopplegangers.

    Changelingspossessanaturalabilitytoaltertheirphysical appearance, but are somewhat limited inthe forms they can take compared to adoppleganger.Thatbeingsaidchangelingsareabletoalter theirheightbyasmuchasa footgrowingeither taller or shorter, change their physicalfeatures to appear as another humanoid race andeven take on the appearance of either gender(though changelings are sexually dimorphic withclear physical differences between males andfemales).Changelingscannot,however,changetheclothing or equipment they are wearing with theirnatural abilities and this is often one of the few

    cluesthat

    two

    different

    people

    may

    in

    fact

    be

    the

    samechangelingintwoforms.Intheirnaturalformschangelingsresemblegray

    skinnedhumansbutlacksomefacialdefinitionsuchasnostrilsor lips(thoughtheystillhavenosesandmouths). As noted above changelings can indeedtakeontheappearanceofeithergenderbutintheirnaturalformstheyareclearlyeithermaleorfemale.

    DwarfAPCost:2RacialAspect:DwarfSpecialtyAspect:DwarvenConstitution

    (Endurance)Advantages:

    Thermal

    Vision

    (Natural

    Heat

    Vision)

    Dwarves are longlived, short and stouthumanoidswithapenchantforfinecraftsmanship,preciousstones,andale(thoughnotneccesarily inthat order). Inhabiting deep caverns and cavesamongst mountain ranges, Dwarven culture tendstobesuspiciousofoutsidersthoughtheygenerallyget along well with most civilized races, with theexceptionofgiantswhichseemtobeauniversallyhatedfoe.

    In the history of Eberron, dwarves are said tohave originated in the Frostfell, an icy continentnorthofKhorvaire.There, theywere slaves of the

    various

    giants

    (probably

    settlers

    from

    Xen'drik)

    who

    hadcolonizedtheicyterrain.Dwarves inEberron livealmostexclusively inthe

    regionknownas theMrorHolds.Thereare twelvedistinct dwarven clans in the Mror Holds and theclans form a loose confederation to further theirinterestsleadbytheIronCouncil.

    ElfAPCost:2RacialAspect:ElfSpecialtyAspect:ElvenGrace(Agility)Advantages:NightVision(NaturalNightVision)

    Modernelvesaresplitintothreedistinctcultures:The Aerenal elves worship their ancestors as

    Deathless,lifeformsmuchlikeundeadbutkeptaliveby the positive energy of Irian. These Deathlessserveasadvisorsanddefendersandareconsideredbythosewhoworshipthemtobedivineasawhole,intheformoftheUndyingCourt.

    The Valenar elves worship only their warriorancestors. By emulating the deeds of theirancestors, they believe the spirits can live again.They do not resurrect their fallen or beloved asDeathless.

    TheKhorvaireelvesareasdiverseastheelfraceasawhole.Theydividethemselvesbynationorby

    Dragonmarked

    House

    and

    often

    follow

    the

    local

    customs.Afewstillholdtheirownrace'sbeliefs inancestor worship, but not to the same degree astheValenarorAereni.Theirhalfelvendescendents,theKhoravar,haveformedaseparatecommunity.

    GnomeAPCost:2RacialAspect:GnomeSpecialtyAspect:WellspringofInformation

    (Knowledge)Advantages: TakesOnetoKnowOne

    Gnomesareamongthemostinquisitiveofraces.

    Theyseek

    knowledge

    in

    all

    its

    forms

    and

    tend

    to

    careerswhichallowthemtofulfillthisthirst:bards,historians,alchemistsandlibrarians,aswellasspies.

    Because of this drive gnomish society is acomplex network of gossip and intrigues, whichwoulddrivemostotherracesmad,butisthebreadandbutterofgnomishlife.

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    HalfElfAPCost:2RacialAspect:HalfElfSpecialtyAspect:Wetakewhatcomes,andwe

    endure.(Willpower)

    Advantages:

    Alertness

    Halfelf are one of the common races. Theydescend from elves and humans but have sincebecomeanewuniquerace,distinctfromboththeirelven and human ancestors. Halfelves refer tothemselves as "Khoravar" and are foundthroughout the continent; they are notconcentratedwithinaspecificgeographicregion.

    HalfOrcAPCost:3RacialAspect:HalfOrcSpecialtyAspect:OrcishMight(Strength)Advantages:Toughness

    Thehalf

    orc

    are

    originally

    progeny

    of

    human

    and

    orc procreation, though halforcs can mate witheitherspeciesandcreatehalforcchildren.Halforcsoccupy a border in society. Although orcs arerecognizedasacivilizedraceundertheGalifarCodeofJusticetheyarenonethelesslookeddownuponbythemorecivilizedraces.

    The halforc also inherits enough of the orcishsavagery to discomfort many by their sheerpresence, though the human ancestry in themcraves social structure and comforts. Halforcs arefairlyrare inEberronthoughthehalforcsofHouseTharashkinTheShadowMarcheshavedevelopedasociety of their own fueled by their knack for

    trackingthings

    down,

    most

    notably

    dragonshards.

    HalflingAPCost:3RacialAspect:HalflingSpecialtyAspect:InsatiableCuriosity(Willpower)Advantages:Tenacious

    SomeHalflingshavetradedthenomadiclifestyleof theTalenta Halfling for a more urbanapproachlivinginmajorcitiesacrossKhorvaire.Whilemanyofthesehalflingsareassociatedwithoneof the twodragonmarked houses some are simplyindependenthalflingswanting somethingdifferentfortheirlives.Someurbanhalflingshaveneverseen

    theirnative

    homeland,

    while

    others

    (mostly

    those

    associated with the dragonmarked houses) switchbetween city clothes and nomadic traditionsdependingonwheretheyfindthemselves.There isa fine line between the halflings embracing theirhomeland and heritage and remaining truly neutalasalldragonmarkedhousesarechargedtobe.

    KalashtarAPCost:2RacialAspect:KalashtarSpecialtyAspect:OfTwoMinds(Willpower)Advantages: Mindlink(Affinity:Willpower)

    The kalashtar are a compound race: incorporealentitiesfromthealienplaneofDalQuor,theRegionof Dreams, merged with human bodies and spiritsto form a distinct species. They were once aminority among the quori, the native race of DalQuor, hunted and persecuted for their religiousbeliefs.Aboutthirtyeight thousandyearsafter thequoriinvadedEberronandtheconnectionbetween

    theirplane

    and

    the

    Material

    Plane

    was

    severed,

    the

    kalashtar were the first of the quori to discover ameans to reach the Material Plane once more (1,800 YK). Fleeing persecution, they transformedtheir physical forms into psychic projections thatallowed them to enter the Material Plane andmergeinawillingpartnershipwithhumans.

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    ShifterAPCost:2RacialAspect:ShifterSpecialtyAspect:AnimalInstincts(Perception)

    Advantages:

    Choose

    one

    of

    the

    following:

    BodyWeaponry(Retractable,FeralClaws) BodyWeaponry(Retractable,FangedBite) AnimalKin Resilient EnhancedSpeed(AllFours) EnhancedSmell(PredatorsSenses) EnhancedSight(PredatorsSenses) EnhancedHearing(PredatorsSenses)

    Withbothhumansandlycanthropesamongtheirdistant ancestors, shifters posses just a smallportionoftheirforefathers'shapeshiftingabilities.They cannot transform wholly into an animal butcan instead shift parts of their body to becomeanimallikeforshortperiodsof time. In832YK theChuchoftheSilverFlameledaninquisitiontowhipeout all lycanthropes in Khovaire, Shifters included.The inquisition lasts fifty years killing mostlycanthropesanddrivingthesurvivorsdeepintotheEldeenReaches.

    WarforgedAPCost:4RacialAspect:WarBornSpecialtyAspect:LivingConstruct(Endurance)Advantages:Lifeless(BodyofSteelandWood)

    The warforged are a race of living constructscreatedbyHouseCannithtoserveassoldiersintheLastWar.

    WiththesigningoftheTreatyofThroneholdtheyhavebeenrecognizedassentientbeingsandgivenfreedom. Ever since then they try to fit in into aworldthatapparentlyhasnofurtheruseforthem.

    They need no sleep and have to do somethingproductive at all times or they will eventually goinsane.

    Nowthatthewarhasendedthewarforgedtrytoadapt to the relative era of peace. The warforgedhave a range of personalities equal to those ofother sentient beings, but some hold humans and

    other

    "breathers"

    with

    disdain.

    Newborn

    warforged

    comefullyformedfromCreationForgesatbirth.

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    House

    Medani

    ThehalfelvesofHouseMedanicarrytheMarkofDetection. House Medani originated in preGalifarBrelandfifteenhundredyearsago,usingitsabilitiestodetectthreatstoforeseedangersandestablishabaseofpowerrelatedtoknowledgeinthewakeoftheWaroftheMark.Today,BaronTrelibdMedanioverseeshouseactivitiesandcontrolstheWarningGuild from an enclave in Wroat. He is a powerfuland influentialfriendofBrelandsKingBoranelandhasatendencytofavorthatnation inhisdealings.The Warning Guild offers services related topersonal protection. Its members work asbodyguards, scouts, sentries,and inquisitives,ever

    vigilantfor

    unexpected

    threats

    that

    could

    pose

    a

    dangertotheclientstheyserve.

    MarkofDetection 1APSense(Magic)

    PowerAspect:MagicalSensesPowerSource:DragonmarkAffinity:Perception

    House

    Tharashk

    The orcs of House Tharashk use the Mark ofFinding to work as prospectors, inquisitives, andbountyhunters.TheMarkofFindingfirstappearedin theShadowMarchesaboutone thousandyearsago. After being visited by House Sivisrepresentativesfivehundredyearsago,theholdersof the mark decided to follow the example of thegnomesandformaneconomicforceof theirown.The initialbusinessof thehousewasderived fromthe immense Eberron dragonshard deposits in theregion; Tharashk quickly became the primesuppliers of Eberron dragonshards to the rest ofKhorvaire.

    Overthe

    last

    three

    hundred

    years,

    the

    house

    has

    expanded itsoperationsacrossKhorvaire,workingas trackers and prospectors beyond compare. TheaffairsofthehousearemanagedfromZarashakbya triumvirate representing the old clans. Membersinclude Daric dVelderan, Khundaraashta, andMaagrim dTharashk. The Triumvirate appointsregionalleaderstorunTharashkoperationsinothernations, and these leaders, in turn, appoint lesserofficerswithintheterritoriestheycontrol.

    MarkofFinding 2or3APSense(LocateObject)orSense(LocatePerson)

    PowerAspect:MagicalSenses

    PowerSource:

    Dragonmark

    Affinity:Perception

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    HouseVadalisHouseVadalisbearstheMarkofHandling,which

    has the power to calm and control animals. TheVadalis Handlers Guild breeds and sells atremendousvarietyofanimals,andVadalishandlersserve as teamsters, trainers, and stablekeepersacross Khorvaire. The humans who formed theVadalis family migrated to the Eldeen Reachesabout two thousandyearsago.When theMarkofHandlingemergedtwohundredyearslater,offeringthesettlersadefenseagainstthemanywildanimalsof the region, itwas seenasagift from thegods.

    House

    Vadalis

    has

    developed

    that

    gift

    into

    a

    lucrativeandpowerfuleconomicposition.Today,thepowerofHouseVadalisradiatesfrom

    the Eldeen Reaches, and the Handlers Guild hasoutposts throughout Khorvaire. House Vadalis is afamily first and a business second. Patriarch DalindVadalis oversees house operations from anenclave in the heart of the city of Varna, and thehouse maintains a number of small townsthroughout the eastern portion of the EldeenReaches.

    Vadalis produces remarkable mounts, livestock,and guardian beasts, using natural animals,domesticated magical creatures, and magebredanimals

    enhanced

    through

    generations

    of

    arcane

    experiments.

    MarkofHandling 1APReadEmotions(AnimalEmpathy)

    PowerAspect:MagicalAnimalControlPowerSource:DragonmarkAffinity:WillpowerorReasoning

    HouseJorascoThe Mark of Healing first appeared among the

    halflingsoftheTalentaPlainsaboutthreethousandyearsago,buttheJorascofamilyeventuallymoveditsheadquarterstoKarrnathtobetterservegreaterKhorvaire. For this reason, most of the Jorascohalflings are cosmopolitan and cultured in thetraditionsof theFiveNations,with few ties to theancientnomadicwaysofthePlains.

    Today,theHealersGuildofHouseJorascotendsto thewellbeingofmostofKhorvaire.Usingbothmundaneandmagicalhealingtechniques,aswellasalchemy

    and

    herbalism,

    the

    healers

    of

    House

    Jorasco deal in curing illnesses, tending wounds,and treatingmentalmaladies in theirhospitalsandhealingenclaves.Thematriarchofthehouse,UlaradJorasco, is dedicated to overseeing her healingenclaveandtraininghospital inVedykar.Sherarelytravelsfarfromtheenclave,leavingthebusinessofmanagingdistanthealingcenterstoyoungerfamilymembers.Shehas littlepatienceforthetraditionalhalflingsoftheTalentaPlains,whotreatherhousewithsuspicionanddistrust.Still,HouseJorascohashealingcentersevenamong thenomadichalflings,forthehousescoderequiresthatallwhoneedaidreceiveitaslongastheycanpayfortheservice.

    MarkofHealing 2APHeal

    PowerAspect:MagicalHealingPowerSource:DragonmarkAffinity:None

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    HouseGhallandaTheMarkofHospitalityappearedamongthehalf

    lingsoftheTalentaPlainsnearlythirtytwohundredyearsago.Byusing itspowers related to foodandshelter,theGhallandaclanbecameapowerfulforceamong the nomads of the Plains. Eventually, thefamily began to send representatives to theburgeoninghumannations,andtheHostelersGuildwasborn.

    Today, thepatriarchof thehouseholdscourt inthe ancient city of Gatherhold. Here, Baron YorendGhallandakeepsafirmgriponbothaspectsofhishouses heritagethe traditional nomadic culturestill practiced on the Talenta Plains and thecivilized halflings who have been living amongtheothercommonracesforthousandsofyears.Inthe Talenta Plains, House Ghallanda maintains theshared city of Gatherhold for the many nomadichalfling tribes that use it for trading and clanmeetings. In the Plains, the house also provides atravelingfaircalledtheWandering InnforhalflingsrangingfarfromtheprotectivewallsofGatherhold.

    Intheothernations,theintegratedhalflingswhogrew up among the common races operate theHostelers Guild. Members of the guild includeinnkeepers, chefs, and restaurateurs, as well as

    inspectors

    who

    enforce

    standards

    and

    regulate

    businessforallmemberestablishmentsthoserunbythehouseaswellasthoseindependentinnsandrestaurants willing to earn the house seal anddisplayitforalltosee.

    MarkofHospitality 1APPowerTricks(DomesticTasks)

    PowerAspect:MagicalDomesticCantripsPowerSource:DragonmarkAffinity:WillpowerorReasoning

    HouseCannithHouse Cannith, consisting of humans with the

    MarkofMaking, includesalchemists,artificers,andmagewrights of great skill, as well as the bestmundanecrafterson thecontinent.HouseCannitharoseinpreGalifarCyrealmosttwentyfivehundredyearsago.Originally, theCannithclanconsistedoftraveling tinkers, repairers, and crafters whoseburgeoning dragonmarks gave them an edge overthecompetition.Asthehousedeveloped, itturnedits attention to supernatural disciplines, studyingalchemyandpioneeringthetechniquesofartificers

    andmagewrights.

    As

    builders,

    fixers,

    and

    creators,

    the house maintains a lawful outlook. Some of itsgreatestaccomplishmentsincludethelightningrail,thewarforged,andthehighrisingtowersofSharn.

    HouseCannithmaintains twoguilds.TheTinkersGuild serves to maintain society by repairingdamaged structures and vehicles, maintaininginfrastructures in the major cities, and performingsimilarcrafts.Cannithtinkersoftentraveloncircuitsbetween smaller villages, using magical andmundaneskillstoassistcommunitiesthattheypassthrough. The Fabricators Guild performs thegreatest works of craft, artifice, and magic. Theguild isdivided intodozensofspecialties, including

    architects,

    elemental

    binders,

    alchemists,

    andarmorers.

    The services provided by House Cannith areinvaluable, and all the nations and dragonmarkedhouses have an interest in maintaining friendlyrelationswiththeHouseofMaking.

    MarkofMaking 2APHeal(Repair,RepairOnly)

    PowerAspect:MagicalCraftsmanshipPowerSource:Dragonmark Affinity:Craft

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    HouseOrienThe humans of House Orien bear the Mark of

    Passage.ThehouseoriginatedinpreGalifarAundairalmosttwothousandyearsago; itsabilitiesrelatedtotransporationandteleportationquicklyearneditaplaceamongtheeconomicpowers.Today,BaronKwanti dOrien serves as the house patriarch. Heoverseeshouseactivitiesandcontrols theCouriersGuildandtheTransportationGuildfromanenclaveinthecityofPassage.Ofcourse,liketherestofhisfamily, Kwanti is constantly on the move, and thehouse maintains outposts and emporiumsthroughoutKhorvaire.

    The Couriers Guild takes advantage of the vasttransportation network established by the house,as well as the dragonmark abilities related toteleportation.Packages,messages,andpassengersthatneedtogetsomewherequicklyanddiscreetlyoftenwindupinthehandsofanOriencourier.

    The Transportation Guild operates lightning railandcaravanroutesthroughoutKhorvaire,providingconstant lines of supply and communicationbetween communities across the continent. Thisguildalsomaintainsthetraderoads thatcrisscrossthe land, making travel easierand saferwhethertravelersstrikeoutontheirownorhookupwithan

    Orien

    caravan.

    These

    caravans

    sometimes

    use

    magically cooled wagons and other methods ofpreservation to keep food stocks fresh duringtransport.

    MarkofPassage 1APTeleportSelf(LineofSight,Effortless)

    PowerAspect:MagicalTeleportationPowerSource:Dragonmark Affinity:Reasoning

    HouseSivisUsingnaturaltalentandtheMarkofScribing,the

    gnomesofHouseSivishaveestablishedthemselvesasthemastersof thewrittenandspokenword. Inaddition to maintaining the lines of mysticalcommunication that connect the nations ofKhorvaire, House Sivis provides translators,notaries,mediators,andadvocates tocitiesacrossthecontinent.

    All gnomes are touched with magic, and thescholars of Korranberg have spent thousands ofyears studying mystical phenomena. When theMark of Scribing first appeared within the Sivisfamilytwentyeighthundredyearsago,thegnomeswere quick to recognize and develop its abilities.House Sivis has two primary operations, theSpeakersGuildandtheNotariesGuild.TheSpeakersGuildofferstheservicesoftranslators,interpreters,mediators,andadvocates.Inaddition,theSpeakersGuild maintains the network of message stationsthroughwhich, foraprice,amessagecanbe sentfromonestationtoanyotherstation inKhorvaire.The Notaries Guild deals with written documents.Sivis scribesuse arcanemark toauthenticate legaldocuments, and they also perform transcription,translation, bookkeeping, and copying of texts.

    They

    specialize

    in

    the

    creation

    of

    secure

    documents,

    using illusory script to prepare missives that canonlybereadbydesignatedindividuals.

    MarkofScribing 1APPowerTricks(CommunicativeTasks)

    PowerAspect:MagicalCommunicationCantripsPowerSource:Dragonmark Affinity:Reasoning

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    HouseDeneith

    The proud humans of House Deneith carry theMarkofSentinel.BorninpreGalifarKarrnathabouttwentysix hundred years ago, today the houseoffers the services of the Defenders Guild andBlademarks Guild, one devoted to protection andthe other to supply mercenaries to the highestbidders.Fromhisbaseofoperations inKarrlakton,Baron Breven dDeneith controls the guilds andoversees the activities of the Sentinel Marshalswho, by ancient decree, provide law and orderacrossnationalboundaries.

    Since the riseofGalifar,HouseDeneithhasheld

    to

    a

    military

    structure.

    Heirs

    of

    the

    house

    areexpected to serve in the Defenders Guild, the

    Blademarks,ortheSentinelMarshals.Because of its mercenary forces, Deneith holds

    the most significant military power among thedragonmarked houses. In the past, it has strictlyabidedbyitsvowofneutrality,sellingitsservicestothoseonbothsidesofanyconflict.

    The Defenders Guild provides personalprotection, including skilled bodyguards andwizards who can place warding spells on theircharges.TheBlademarksGuildmanagesmercenaryactivities across Khorvaire. Members of HouseDeneith serve as officers, trainers, and strategists,

    butthe

    rank

    and

    file

    soldiers

    of

    the

    Blademarks

    are

    largely hired mercenaries. The hobgoblins ofDarguunandtheelvesofValenarbothhavestrongrepresentationintheforcesofDeneith,butmostofthehousessoldiersarehuman.

    MarkofSentinel 3APArmor(Insulating,HeavyCompatibility)

    PowerAspect:MagicalFieldofForcePowerSource:Dragonmark Affinity:None

    HousePhiarlan

    ThefirstdragonmarksappearedamongtheelvesofAerenalmorethanthreethousandyearsago.TheMarkofShadowandtheMarkofDeathappearedatabout the same time, and the elves quicklyunderstood the significance of the event. HousePhiarlanorganizedaroundtheMarkofShadowandbegan turning the abilities provided by the markinto an economic dynasty. However, with theslaughteroftheHouseofDeathtwentysixhundredyearsago,HousePhiarlanleftAerenalandrelocatedto Khorvaire, where the elves intermingled withhumansandhelped laythefoundationfortheFive

    Nations.

    The

    Mark

    of

    Shadow

    grants

    illusory

    powers

    to those who possess it. The Entertainers,Companions and Artisans Guilds of House Phiarlanprovidesgiftedmembersoftheseprofessionswithgainfulemployment.

    DuringtheLastWar,theworkofthehouseledtoaschismwithinthefamily.Somepartsofthefamilyfavored one side or faction in the conflict, otherparts favored other sides. Eventually, the tensionbecame too much, and part of the family split to

    formHouseThuranni.Today,BaronElvinorElorrenthidPhiarlanserves

    as the house matriarch from her palatial estate inSharn. (The original family enclave in Cyre was

    destroyedalong

    with

    that

    nation,

    but

    as

    luck

    would

    have it,allthe leadingmembersofthehousewereabroad on that fateful day.) Most people believethat the elves who work for her are the bestentertainersandartisansthatmoneycanbuy.

    MarkofShadow 2APIllusion(MobileIllusion,Limitation:ShadowsOnly)

    PowerAspect:ShadowyMagicalIllusionsPowerSource:Dragonmark Affinity:Persuasion

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    HouseThuranniOnce

    part

    of

    House

    Thuranni,

    the

    elves

    of

    House

    Thuranni formed their own house during the LastWar as the conflict began to turn various housefactions against each other. Now Thurannicompetes directly with Phiarlan in theentertainment and artisan endeavors. The twohouses share the Mark of Shadow, though thenewerversionof thehouse inmanyways remainstheweakerofthetwo.

    For twentyfiveyears,since shortlyafterstrikingouton itsown,HouseThurannihasrun itsShadowNetworkfromenclaves inRegalport intheLhazaarPrincipalities. The house operates outpoststhroughout Khorvaire, but its patriarch has afondness forSharn, theCityofTowers.BaronElardThuranni oversees the activities of the house,selling its services to clients in Karrnath, Droaam,Qbarra, and the Lhazaar Principalities, amongothers. Rumors persist that the baron deals withtheOrderoftheEmeraldClaw,butnotevenHousePhiarlanhasbeenable toconfirm this.Thehousesshare a public face as entertainers and artisans ofrenown, House Thuranni has a darker agenda andmore aggressive business tactics, however. Theycontrol the larger part of the companion's guildfrom the split house and rumors persist that thehouse includes large numbers of changelings

    disguised

    as

    elves.

    MarkofShadow 2APIllusion(MobileIllusion,Limitation:ShadowsOnly)

    PowerAspect:ShadowyMagicalIllusionsPowerSource:Dragonmark Affinity:Deception

    House

    Lyrandar

    House Lyrandar consists of halfelves with theMark of Storm. The house appeared in preGalifarThrane two thousand years ago, but today itoperatesoutofAundairtoavoidtherestrictiveruleof Thranes theocracy. The house matriarch,EsravashdLyrandar,overseesboth theRaincallersGuild and the Windwrights Guild from the islandparadise of Stormhome, which the house createdoffthecoastofAundair.

    The Raincallers Guild helps farmers acrossKhorvaire,aswellasanyotherswhoneedtoaffectthe weather in a localized area. The WindwrightsGuild controls a vast shipping and transporation

    business

    that

    operates

    in

    the

    air

    and

    across

    the

    seas.With outposts in Breland, Aundair, Zilargo,

    Thrane, Valenar, and Karr nath, House Lyrandarsshipping and transporation services rival those ofHouse Orien, and the two often compete overcontractsthatcouldbefulfilledovereither landorsea. The halfelves find few opportunities intheLhazaarPrincipalities,however,andoftencomeintoconflictwithshipsoftheLhazaarprincesintheopenseas.

    MarkofStorm 3APImbue Zone (ExpansiveEffect, Intermittent Effect,

    AdditionalProperties;

    Foggy,

    Windy,

    &

    Rainy)

    PowerAspect:MagicalWeatherControlPowerSource:Dragonmark Affinity:None

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    HouseKundarak

    PossessinggreatwealthandthemagicalMarkofWarding, the dwarves of House Kundarak haveestablished themselves as the bankers andmoneylendersofKhorvaire,aswellasprovidersofpersistent security for businesses and preciousgoods.WhiletheMarkofWardingappearedamongthe dwarves twentyfive hundred years ago, itwasnt until the rise of Galifar that the Kundarakdwarves emerged from barbarism and discoveredthe full extent of their magical gift. Kundarakholdhas rich deposits of precious metals, and the claninitiallyuseditsdragonmarktoprotectitsvaults.By106 YK, House Kundarak was admitted into the

    exclusive

    membership

    of

    the

    dragonmarkedhouses, and today House Kundaraks banking

    systemoperatesthroughoutKhorvaire.

    The Banking Guild provides loans, letters ofcredit, and safekeeping services in the majority ofnations.Oneofthemostpopularservicesforthosewhocanafford it is thesafedepositvault.Aclientcanrentavaultforafewgoldpiecesperday.Theclient and any delegated companions receive a

    wordof

    access

    and

    can

    deposit

    an

    item

    (weighing

    up to 10 pounds) into the vault. Through arcanemeans, the vault can be accessed from anyKundarak banking center, regardless of where thevault was originally accessed. Members of thehousereceiveadiscountonthisservice.

    Other services provided by the Banking Guildinclude exchanging coins for more transportableformsofwealth,suchasgemsorbillsofexchange.The larger offices link by magical means, and anindividual who maintains a balance with the bankcanwithdrawfundsfromanyofthemajoroutposts.

    TheWardingGuildconsistsofexperts inmagicalandmundanesecurity,aswellastroopstrained to

    guard

    Kundarak

    holdings.

    House

    members

    stationed at Dreadhold belong to this guild. Theguildprovides independentsecurityconsultingandservices; Kundarak locks and traps are renownedthroughouttheland.

    Many of the nations of Khorvaire and thedragonmarkedhouses rely on House Kundarak forloans and security, which gives the houseconsiderableinfluence.

    MarkofWarding 2APBarrier(Permeable,Alarm)

    PowerAspect:MagicalWeatherControlPowerSource:Dragonmark Affinity:Reasoning

    AdditionalRulesNewModifiersfortheMorphPower.ChangelingsgetMorph(FeatureShift)aspartoftheirrace.AndtheymayspendAdvantagePointstoupgradeittohaveIdentityThief.

    3AP (FeatureShift): You may only make simple changes to your natural form, such as changingfacialfeatures,haircolorandlength,andskintone.Youmayincreaseordecreaseyourheightbyas much as 10%. When you use this Power, you may redistribute 2 ranks from your Physical

    Abilities.For

    example,

    if

    you

    had

    Agility

    3

    and

    Strength

    2,

    you

    could

    change

    it

    to

    Agility

    1and

    Strength4.

    +1(IdentityThief):RequiresFeatureShift.Youcanmorphintotheshapeofanyotherpersonyouveseen, gaining their physical Abilities, and any Aspects or Advantages related directly to theirappearance.Yourvoiceisalsothesame.

    NewModifiersfortheEnhancedSpeedPower.ShiftersmaytakeEnhancedSpeedwiththisModifier.

    +1(Passive):YouhavenoneedtoactivatethisPower.Youmayalwaysmoveatthisspeed.

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    NewModifiersfortheTeleportSelfPower.ThisisusedbythosewiththeMarkofPassage.

    +0(Effortless):YoudonotneedanAffinityAbility.InsteadofrollingtoactivatethisPower,youneedto spend a Fate Point. You must then roll your Reasoning against the normal difficulty toactivatethisPower, 4.Ifyoufail,youdonotteleportandyourFatePointiswasted.

    NewModifiersfortheBarrierPower.ThisisusedbythosewiththeMarkofWarding.

    +1(Alarm):

    Whenever

    anyone

    crosses

    your

    barrier,

    you

    instantly

    become

    aware

    of

    it.

    You

    may

    not

    know who crossed it, but you know someone did. In addition, you may make it so that onlycreaturesofaspecificraceorspeciestriggeryouralarm.YoucanspecifyyourselfandanumberofpeopleequaltoyourAffinityasthosewhoare freetocomeandgowithouttriggeringthealarm.

    ImbueZone

    BaseAPCost:2Activation:FatePointActivationTime:SimpleActionDuration:SceneRequiresaPowerSourceYou

    have

    the

    ability

    to

    imbue

    either

    the

    zone

    you occupy, or an adjacent zone, with anongoingeffect.

    When you purchase this Power, select apersistent Aspect that defines the property youcan apply. Sample properties include: Fog(P),Silence(P), Heavy Rain(P), Lowered Gravity(P),Darkness(P), etc. This Aspect is applied to yourtargetzonewhenthisPowerisactivated.

    Modifiers1 (Intermittent Effect): The Aspect you are

    capable of imbuing a zone with is not

    persistent.

    +1(AdditionalProperties):ForeachadditionalAPspent on this power, you may choose twoadditional persistent Aspects to apply to azone. Each activation only allows you toimbueoneAspect. To imbuethesamezonewith multiple Aspects you have to activatethisPowermultipletimes.

    +1(ExpansiveEffect):Youmayimbueanumberofadditional zones equal to your Affinity. Yousufferapenaltyonyouractivationrollequalto the totalnumberofzones targeted.So ifyoutargettwozones,yousuffera 2penalty.

    +1

    (Regional

    Effect):

    You

    may

    imbue

    a

    very

    large

    area with an Aspect. In addition to thenormal cost for activating this Power, youmayspendanadditionalFatePointandrollyour Affinity. The result of this rolldeterminestheSizeoftheareaaffected,toamaximumof8.Thismaximumisincreasedto9 for World Class Super Heroes or 10 forCosmicClassSuperHeroes.SeeSoFpg.289formoreonSize.

    PowerTricks

    BaseAPCost:1Activation:NoneorFatePointActivationTime:SimpleActionRequiresaPowerSourceandAffinityAbilityThroughthesubtlemanipulationofyourPower

    Source,

    you

    have

    the

    capacity

    to

    perform

    a

    number of simple tricks. These tricks, whilelimited in their usefulness, allow your characterto use his supernatural talents to entertain andimpress others, or perform simple mundanetasks.

    While your character is not limited to a setnumberoftricks,atrickmustmakesense inthecontext of your Power Source and the generaltheme of your other Powers. For example, apowerful shapeshifter may be able totemporarily change his hair color, but heprobablyshouldntbeabletomakesparksdance

    betweenhis

    fingers.

    Belowyouwillfindalistofexampletrickswhichshouldgiveyouanideaofthetypesoftricksyourcharactercanperform.

    LightacandlefromadistanceLevitate a small object weighing less than 1

    lb(about.5kg)Createasmall,obviously immaterial, illusion

    inyourhandCreate a sound no louder than a person

    talkingMakeminorrepairstoamundaneitemScribe on an object without a pencil or

    markerCleanordryasoiledorwetitem

    CreatesoftmusicRevitalizeorwitherasmallplantCreatea floatingglowingball thatgivesoff

    lightlikeacandle.Healorkillsmallnormalanimalsorinsects.AnimateabroomtomakeitsweepCloseadoorwithinrangeCreateafaintbreeze

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    Generally a trick should not be significantenough to harm a person or affect a dice roll.However,byexpendingaFatePoint,theGMmayallowyoutoperformmoreusefultricksortorollyour Affinity Ability to perform a Maneuver.Examplesofthesemorepowerfultricksinclude:

    Lighta

    camp

    fire

    at

    a

    distance

    Create a sound loud enough to disorient aperson. (Maneuver: Affinity vs.Endurance to place Stunned on yourtarget.ThisAspectisfragile.)

    Levitateasmallobjectweighinglessthan10lbs (about 5kgs) and slowly move itabout.

    Createasmall,seeminglyreal,illusioninyourhand.

    Createaflashof light infrontofsomeonesface. (Maneuver: Affinity vs. Agility toplaceBlindedonyourtarget.ThisAspectisfragile.)

    Nudge

    your

    opponent

    with

    a

    well

    timedblastofair.(Maneuver:Affinityvs.Agility

    toplaceOffBalanceonyour target.ThisAspectisfragile.)

    Teleport an object in your pocket to yourhand, or from a cup in one hand into acupintheother.

    Whisper amessage containinga number ofwordsequaltoyourAffinity intotheearofapersonwithinrange.

    Make your eyes glow, or your voice echo,creepily (Maneuver: Affinity vs.Willpower to place Unnerved on yourtarget.ThisAspectisfragile.)

    Attacking with Power Tricks: By spending aFatePointyoucanalsomakeaphysicalormentalattack with your Power Tricks. This attack cantarget any single target in range, and is madewithyourAffinity(WR:0).Thetargetmaydefendwith whatever Ability is most suitable to the

    attack.

    Modifiers+0 (Strenuous): It requires some effort on your

    parttoperformthemorepowerfultricks,orManeuvers with this Power. Instead ofspendingaFatePoint,asasimpleaction,youroll your Affinity against an activationdifficultyof4.

    +1 (Adept Trickster): If you generate Spin on anattempt to perform a Maneuver with thisPower, you may decide to either make theAspect persistent, or make it sticky. Thesesticky Aspects last the last the duration of

    theScene,

    or

    until

    the

    victim

    performs

    some

    actiontoremovethem.

    +1(MasterTrickster):YoudonotneedtospendaFatePointtoactivatethisPowerwhenusingthemorepowerfultricksasdescribedabove,orperformingManeuvers.

    EberronimagesandcontentcopyrightWizardsoftheCoast.Usedwithoutpermissionfornonprofitpurposes.