Races



Sources
Core Book

One of the key features of the Eberron setting is the principle of “if it exists in D&D, it can exist in Eberron.” This is especially true in Sharn, where one can find all the people and cultures of Khorvaire alongside immigrants, visitors, and refugees from even more exotic lands. of course, not every familiar face from the broad selection of races in dungeons and Dragons looks the same as always. The reality of Eberron has cast its own twists and turns on the many and varied peoples who live there. In addition to the standard fare of halflings and elves, humans and dwarves, Eberron has a history of goblinoid empires, orcish druid-kingdoms, giantish empires, and an entire nation of “monsters” striving to make a palce in the world. What’s more, four races unique to Eberron – the lycanthrope-blooded Shifters, the alien-minded kalashtar, the living construct Warforged, and the face-changing changelings are found throughout the strata of society on Khorvaire and beyond.



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The Core Races

The seven core races of the Pathfinder Core Book also happen to have to have the additional distinction of being the only races in Eberron that regularly manifest Dragonmarks. This has cemented their status as the “dominant” races of the continent, though beyond Khorvaire’s shores (and even many places within the continent) this status is questionable at best. As a result, Dwarves, Gnomes, Elves, Halflings, Humans, half-elves and half-orcs make up a significant portion of the population of most nations on Khorvaire, with Humans being the most populous in the four surviving nations of Aundair, Breland, Karnnath, and Thrane.

Unless otherwise noted, the abilities and options for these races are identical to those found in the Pathfinder Core Book and Advanced Race Guide. Additionally, material and options from 3.5’s Races of … series is perfectly acceptable, though any Pathfinder reprints or traits covering the same ground take precedence. The (Race) of Golarion sourcebooks may also be used, though as Golarion is different from Eberron, there may be some differences.



Dwarves

From a history of barbarism and warfare, the Dwarves of Khorvaire have risen to a position of economic might and political power. Dwarf bankers and merchants ply their trades across the five kingdoms and beyond, while Dwarven crime lords collect missed debts and repay slights with ruthless gusto. The Dwarven homeland of the Mror holds is a loose federation of clanholds in the mountains of northeastern Khorvaire. Politically young, it has existed as a nation for less than eighty years, but the dwarves are relishing their new-found independence and are hurriedly consolidating their new nationality.
Dragonmarks: The Dwarven house Kundarak manifests the Mark of Warding, enabling the house to protect its vast stores of wealth and provide security for businesses and merchants.

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Elves

The elves are an ancient people whose earliest history stretches back to the continent of Xen’Drik, where the ancient elves were slaves to the powerful empires of Giants. After those empires crumbled, the elves migrated northward, to Khorvaire and Aerenal. Today, most elves of Khorvaire consider themselves members of one nation or another, integrated into the rhythms of life in the former Kingdom of Galifar – and many elves are more than old enough to recall the days before the Last War. In the Southeastern portion of Khorvaire, the young nation of Valenar hosts a very different sort of elf, mounted warriors who seek to fight and conquer for individual glory and the honor of their ancestors. Beyond Khorvaire’s shores, the ancient island-nation of Aerenal hosts a culture of elves who revere their own dead, even to the point of returning them to a semblance of life to serve as guides and rulers.

Dragonmarks: The Mark of Shadow is shared by the elves of two houses. During the Last War, the House Phiarlan’s business of espionage and surveillance resulted in house members working against one another, until the schism forced the creation of a second house; House Thuranni. While both share the Mark of Shadow, these two houses compete strenuously, and sometimes come to blows in the shadows of their shared birthright.
Thousands of years ago, a second Dragonmark appeared among the elves of Aerenal; the Mark of Death was associated with House Vol. However, it was eradicated to the last elf during the wars between Aerenal and the dragons of Argonessen.

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Gnomes

Gnomes love few things so much as they love knowledge. They believe that any bit of information, no matter how trivial, will someday have a use. Together with their meticulous discipline, this love of simply knowing makes gnomes superb accountants, librarians, bards, and alchemists… as well as spies, saboteurs, and extortionists. Gnome society is riddles with webs of intrigue and information that all but the most astute human would never notice, for all the gnomes’ smiling, cheerful masks. Indeed, it was intrigue and diplomacy that kept the gnomish kingdom of Zilargo independent from its human neighbors for all these years.
Dragonmarks: House Sivis carries the Mark of Scribing, granting them magical effects related to the written word and translation. These abilities facilitate the house’s role in diplomacy, communications, and the procurement of secure documents.

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Half-elves

When elves first came to Khorvaire, they mingled with the human populations of the north and east of the continent. From their joining, the first half-Elves were born. In the centuries since, the half-elves have become a people unto themselves, distinct from their ancient forebears, though dalliances between elves and humans (and sometimes other races) continue to produce young half-elves. As a whole, half-elves refer to themselves as Khoravar, or “Children of khorvaire,” rather than claiming to be a mere half of anything. Though Khorvaire’s history, half-elves have often been at the forefront of exploration and adventure, whether expanding the borders of the Kingdom of Galifar, mapping passes for the use of House Lyrander, or discovering the lost secrets of their forebears in Xen’Drik
Dragonmarks: The majority of half-elves manifest one of two dragonmarks. The Mark of Storms empowers House Lyrander to operate and control the seas and skies, as well as bring rain and weather for agriculture. House Medani manifests the Mark of Detection, and their guilds control the markets of inquisitives and protection. In addition to these two houses, some half-elves inherit dragonmarks from their Human or Elven families.

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Half-orcs

When humans first spread westward into Khorvaire, they not only conquered the remnants of the Goblin empires, but also encountered the ancient orcs in the deep forests and mountains of western Khorvaire. As the orcs were already in steep decline, there was little serious contact between the two peoples. Sometimes though, orc and human came together, and half-orcs – the Jhorgun’taal – were the result. Most numerous in the Shadow Marches where human and orc tribes band together in common communities, they are nevertheless found across Khorvaire. like half-elves, half-orcs are a people unto themselves, though more recently divorced from their parent cultures. Most people of Khorvaire accept half-orcs as they would any other person, though some communities that suffer depredation from more barbaric orc tribes often distrust the half-orcs they encounter.
Dragonmarks: Half-orcs of House Tharashk (As well as humans and orcs of the same) can manifest the Mark of Finding. This helps the House in its business of exploration and prospecting, especially for dragonshards. Rarely half-orcs can develop one of the Dragonmarks more common to another Human family. Half-orcs also have a rather high incidence of Aberrant Dragonmarks.

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Halflings

In their homelands of the Talenta plains, halflings are nomads and tribesmen, traveling with their dinosaur herds between oases and the sparse settlements of the region. Beyond Talenta, halflings have spread across Khorvaire as merchants, mendicants, politicians, criminals, and barristers. The tribal halflings can occasionally be found within the cities of Khorvaire (most often in embassy districts, or among halfling neighborhoods), but most halflings living among other races have adopted their ways and been thoroughly urbanized. Though other races may look down on them (figuratively as well as literally) the halflings of Khorvaire are a proud and strong people, no matter their origin, and few tolerate any disrespect against them or their kind.
Dragonmarks: Halflings possess two Dragonmarks, the Mark of Hospitality and the _Mark of Healing. House Ghallanda carries the mark of healing, and dominates most hosteler businesses among the five nations; they maintain many of their tribal roots in the Talenta plains. House Jorasco, the older of the two houses, uses the mark of healing to fill its coffers in houses of healing and as medics among dangerous expeditions.

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Humans

Humans are the most influential (if not necessarily the most numerous) race on Khorvaire. The Five Nations, and the former Kingdom of Galifar that they were born of, were founded and are ruled by humans.
They can be found from the most windswept island of the Lhazar principalities to the hottest swamps of the Shadow marches and all between, and even make up the bulk of the population of the distant lands of Sarlona.
Dragonmarks: Part of the reason for the widespread success of the Human race is that four dragonmarks appear among humans. House Cannith carries the Mark of Making and has a lock on the trades of manufacturing and repair. House Orien manifests the Mark of Passage and dominates the courier, shipping, and transportation trades. House Denieth carries the Mark of Sentinel, allowing its members to dominate the field of personal protection. House Vadalis has the Mark of Handling, making it foremost in the area of livestock breeding and training. In addition, Humans with ties to House Tharashk can develop the Mark of Finding, while the few humans related to the mostly half-elven houses Lyrander and Medani might rarely manifest the Mark of Storm and the Mark of Detection, respectively. Finally, humans may manifest aberrant dragonmarks, just as any humanoid race in Eberron might.

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Eberron Campaign Setting

In addition to the seven outlined above, Eberron has four other numerous and influential races who are regular (if not always accepted) members of general society. Like any other more common group, they can be found throughout Khorvaire, and often beyond (Shifters and Kalashtar can both be found in Sarlona, and who knows where you might find a Changeling?) As with any other basic race, these characters run the gamut of classes, professions, and alignments – a lawful good Changeling cleric is just as possible as a Chaotic evil kalashtar fighter.

As none of these races were remade for pathfinder, each will have links to more descriptive pages, with pathfinder statistics, information, alternate racial traits, favored class bonuses, and the like. In addition, information and material from 3.5’s Races of Eberron is perfectly acceptable.



Changelings

Changelings are subtle shapeshifters capable of disguising their appearance. They evolved through the union of doppelgangers and humans, eventually becoming a separate race distinct from either ancestral tree. They do not possess the full shapechanging ability of a doppelganger, but they can create effective disguises at will. This ability makes them consummate spies and criminals, and many changelings live up to that potential.
In a way, changelings are parasitic in their relationship with other races. Rather than constructing grand civilizations and sweeping edifices devoted to their people, changelings are content to treat the works of other races as their own. Their willingness to identify with a variety of social structures is vital to maintaining their false identities. For most changelings, the arts, customs, and practices they uphold are more than tools to reinforce their identities. These aspects of society and culture are a part of their beliefs and values, just as thye are for other members of their adopted communities.
Dragonmarks: Despite their human ancestry, Changelings do not manifest any of the Dragonmarks common to humanity. They may reproduce the appearance of such marks with their shapechanging ability, but get no function. However Changelings can and do manifest aberrant Dragonmarks. While the appearance of such marks can be altered by the changeling, they can never fully be hidden by shapeshifting.
Information and statistics
Changeling racial options and class archetypes

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Kalashtar

The Kalashtar are a compound race, incorporeal entities from the alien plane of Dal Quor, the region of dreams, merged with human bodies and spirits to form a distinct species. They were once a minority among the quori, the native race of Dal Quor., hunted and persecuted for their religious beliefs. Thousands of years after the quori invaded Eberron and the connection between their plane and the Material Plane was severed, the Kalashtar were the first of the quori to discover a means to reach the Material Plane once again. Fleeing persecution, they transformed their physical forms into psychic projections that allowed them to enter the Material Plane and possess willing humans. Today, new Kalashtar are born, not possessed; neither spirit nor human, they are a new race that breeds true.
it took three hundred years for the other quori to discover a similar means to psychically project their spirits out of Dal Quor and possess human bodies, forming the Inspired while leaving their own bodies behind – much as mortals project their minds to Dal Quor when they dream. For fifteen hundred years now, the Inspired in their vast kingdom of Reidra have continued to persecute and oppress the Kalashtar.
Dragonmarks: Kalashtar do not manifest any of the standard dragonmarks, and only rarely produce Aberrant dragonmarks. for what it’s worth, their Inspired enemies are incapable of producing either.

Information and statistics
Kalashtar racial options and class archetypes

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Shifters

Shifters, sometimes called “the weretouched,” are desscended from lycanthropes, now nearly extinct on Lhorvaire. Shifters cannot fully change shape but can take on animalistic features – a state they call shifting. Shifters have evolved into a unique race that breeds true, and have a distinct culture with its own traditions and identity.
Other races are uncomfortable around shifters due to their predatory natures and vaguely bestial appearance. Many believe that shifters are essentially the same as lycanthropes. In fact the Church of the Silver Flame’s war against lycanthropes resulted in the deaths of many shifters as well as actual lycanthropes; even to this day very few shifters have embraced the silver Flame. Shifters have no lands of their own on Khorviare, though they are most numerous in the Eldeen Reaches. Beyond Khorvaire, three independent Shifter nations exist within the tundra and forests of northern Sarlona.
Dragonmarks: Shifters have only ever manifested aberrant dragonmarks.

Information and statistics
Shifter racial options and class archetypes

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Warforged

Built as mindless machines to fight in the Last War, the warforged developed sentience as a side effect of the arcane experiments that sought to make them the ultimate weapons of destruction. With each successive model that emerged from the creation forges of House Cannith, the warforged evolved and developed until they became a new kind of creature – living constructs. Warforged are renowned for their combat prowess, their size, and their single-minded focus. They make steadfast allies and fearsome enemies.
Roughly human-shaped, warforged are sexless (though most adopt one gender or another) and superficially similar to each other. However each warforged is a unique assembly and design of wood, steel, and stone; they are the product of magic, not of manufacture. Further each warforged bears a unique symbol on their bow called a Ghulra that further serve to distinguish them. Finally there are several different “models” of warforged, from gnome-sized beings created as scouts, to heavily-armored titans; the human-sized variety is by far the most common, however.
There are no old warfoged in their world; the first of their kind saw light a mere thirty-three years ago. Thus a warforged oftne has limited experiences in the world, particularly in arenas beyond making war. They are often naive and compliant, and though the treaty of Thronehold freed them from forced service, many of their kind simply don’t know what else to do.
Dragonmarks: No Warforged have manifested dragonmarks in the three decades since their first creation. That is not to say it is strictly impossible however – as humanoids, it’s entirely possible that an aberrant mark may someday appear among their kind.

Information and Statistics
Warforged racial options and class archetypes

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The Advanced Race Guide

Eberron is an expansive world, full of empires old and new, hidden lands and forgotten nations. While humans, halflings, warforged and the like may be some of the more influential beings in the world, they are hardly alone in it. Whether in the wild depths of Xen’Drik, or existing under the noses of the common people in Korranburg, a multitude of sapient beings call Eberron home.
All of the races of the Advanced Race Guide are found somewhere within Eberron, and carry the same statistics and traits as found in that book. Most have very divergent cultures however, owing to Eberron being a very different world than Pathfinder’s default setting of Golarion. Almost all exist as minorities within lands controlled by more powerful peoples, and so have had little chance to truly set themselves apart in the world. However, some races have had more history, are more influential in Eberron, or are more radically divergent from their source material. These creatures are outlined below.
Unless otherwise noted, all humanoid races may manifest Aberrant dragonmarks, and some may manifest specific marks as well.



Drow
The dark elves of Eberron are the well from which all other elves spring. Natives of the deep jungles and mountains of Xen’drik, these tribal warriors were enslaved by the Giants thousands of years ago, used as servants, experiments, and sacrifices. Arcane experiments and breeding programs wrought from the Drow the other bloodlines of elf. when the mighty giants of were laid low, the other elves fled, and the Drow took the ruins of Xen’drik as their own
Though sinister in their way, most drow are not evil, per se. They resent intrusion into their lands, and begrudge every artifact and secret stolen, and respond to slights with violence. On those rare occasions that peaceful contact has been made, however, the drow have revealed themselves to be a deep, highly communal people with strong mystic practices.
There are three known major groupings of drow. The most commonly encountered in Xen’drik revered the scoprion-god Vulkoor, believed to be an aspect of the Mockery. They tattoo their flesh with venom, and live tribal, barbaric lifestyles in the dark forests of the contiment. Also found on Xen’Drik are the Sulatar, who regard the secrets of the giants as their heritage and birthright. They look down upon their primitive relatives, instead seeking to master the sciences and magics of their former masters in an effort to return to their Promise land – the Sea of Fire. The third and final group of Drow are the Umbragen; they dwell within Khyber, carving homes out of the dark stone and facing a rising tide of Dalkyr-spawned abominations..
Dragonmarks: The drow may on occasion manifest the Mark of Shadow, as well as any Aberrant mark.



Orcs
The orcs are an ancient race, whose history on Khorvaire predates humanity by thousands of years. While they never rose in an empire like the Hobgoblins to the east, they nevertheless created a deep, spiritual culture that echoes even today, from the ancient Druidic Gatekeeper sect, to the rise of House Tharashk.
The primary areas of orc culture are the Shadow Marches and Eldeen reaches. Here, tribes of orcs, and clans comprised of humans, orcs, and their offspring go about their lives, free from interference from the nations to the east. regarded as pagan backwaters by the “civilized” world, the Shadow Marches are indeed largely untamed wetland, dotted with camps and villages mostly of orcs. of course not all of hte orcs of these lands revere Druidic traditions – the dragon Below has many cults among the tribes and clans of the Shadow Marches and Eldeen Reaches, and a tribe of orcs bound to the madness of Khyber can be a truly terrifying thing.
Orcs are found in other lands as well – a tribe of orcs known as the Ghaash’kala revere their interpretation of the Silver Flame, and guard the passes of the Demon Wastes from both those who would escape, and any who would enter. The orcs of Droaam have adopted the lifestyle of the other inhabitants of that savage land, and are largely brutish and savage. Far to the east in the mountains of the Mror holds are the Jhorash’tar, savage and violent clans who fight tooth and nail against the dwarves, and exemplify the barbarism of Khorvaire’s eastern orc populations.
Dragonmarks: Orcs can manifest the Mark of Finding, as well as Aberrant marks.



Goblinoids

Races

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