Ebberon Fate
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Transcript of 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.