Wayfinder's Guide To Eberron PDF

(Jeff_L) #1
CHAPTER 2 | THE ELDEEN REACHES 29

The Eldeen Reaches ..................................................


Capital: The Greenheart
Noted for Agriculture, animal husbandry,
druidic magic


A stretch of fertile farmlands borders a vast,
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tribes of shifters and circles of druids and rangers
roam the woods. These are the Eldeen Reaches.
Druids and shifters have dwelt in the Towering
Woods for thousands of years, but the eastern
farmlands of the Reaches were part of Aundair
until the Last War. The lords of Aundair
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ignoring banditry and other problems faced
by the farmers of the east. The Wardens of the
Wood—largest of the druid sects—came to the
aid of these farmers. Fifty years ago, the people of
eastern Aundair seceded and formed the Eldeen
Reaches. The Reaches were recognized as a
nation by the Treaty of Thronehold, but many
fear Aundair will try to reclaim the region.
Druidic magic is a central part of life in the
Eldeen Reaches. Most of its people seek to
live in harmony with the natural world, and
communities have a druidic advisor who helps
with planning and planting. The Towering
Woods are also home to tribes of shifters, who
maintain a nomadic existence. The Wardens of
the Wood maintain order and settle disputes,
and the Great Druid Oalian—an I_ISMVML
greatpine—is the spiritual leader of the Reaches.


INTERESTING THINGS


ABOUT THE REACHES



  • The fey have a strong presence in the
    Towering Woods. The region with the
    strongest ties to the Faerie Court is called
    The Twilight Demesne.

  • The Gloaming is a region with strong ties
    to Mabar. It’s charged with negative energy
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    • Varna is the largest city in the Reaches
      and the seat of the dragonmarked House
      Vadalis.




ELDEEN CHARACTERS
Druidic traditions are important to the people of
the Eldeen Reaches. Even if you’re not a druid,
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variant human, you could take the Magic Initiate
feat to learn a little druidic magic.
Most of these traditions work with the druidic
Circles of Land, Moon and Shepherd; Beast
Totem barbarians; clerics with the Nature
domain; or rangers with the Hunter or Beast
Master archetypes. Other classes or archetypes
especially suited to a path are called out below.
The Wardens of the Wood seek to maintain
the balance between nature and civilization,
protecting each from the other.
The Greensingers see the magic of the fey
as a part of nature. They honor the archfey that
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harmony with other fey creatures. Bards and
archfey warlocks are often found among the
Greensingers, and the Circles of Dreams works
well for Greensinger druids.
The Gatekeepers protect the natural world
from unnatural threats, such as aberrations and
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the daelkyr in Khyber. Horizon Walker rangers
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The Ashbound are champions of the natural
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of them consider arcane and even divine magic
to be such a threat. Ashbound sometimes attack
the holdings of dragonmarked houses and seek to
release bound elementals. Barbarians are often
found among the Ashbound, and Berserker and
Storm Herald are logical paths.
The Children of Winter believe that death
is a natural part of life. This leads them to
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the weak and strengthen survivors. Extremists
have spread plagues, especially in large cities.
Warlocks and Gloom Stalker rangers can be a
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