Wayfinder's Guide to Eberron

(Nancy Kaufman) #1
CHAPTER 3 | OTHER RACES 85

THE MARGUUL


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the Ghaal’dar long ago, seizing territory in the
Seawall Mountains in the south of Darguun.
They are infamous raiders, and while they have
brokered a truce with the Ghaal’dar, anyone
venturing into the Seawall Mountains had best
travel with a Marguul guide.
As a Marguul bugbear, you are savage and
proud of it. The Marguul worship the Mockery
and believe in victory by any means necessary:
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It’s certainly an unusual choice for a player
character, but if you’ve taken a liking to a
particular group of the small folk, you could be a
powerful ally.


THE HEIRS OF DHAKAAN


Though the Dhakaani Empire defeated the alien
daelkyr, the war left seeds of madness strewn
throughout the empire. As Dhakaan began
to fall, a number of generals and governors
gathered their forces and retreated into shelters
deep within the earth, determined to preserve
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be restored. After thousands of years, their
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competing among themselves to determine which
leader deserves the Imperial crown; once this is
settled, they will turn to the conquest of Darguun
and Khorvaire.
The Dhakaani are far fewer in number than
the Ghaal’dar; they had to carefully limit their
population in their deep vaults. However,
they have held onto the martial discipline
and techniques that allowed their ancestors to
dominate the continent. Their weaponsmiths
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Cannith, and they are experts in the working of
adamantine and other exotic metals. Anyone
who takes goblinoids for granted should be
surprised by the skills of the Dhakaani.


The Heirs of Dhakaan are an agnostic society
and don’t have clerics, paladins, or druids. Their
focus is on martial excellence, and their spiritual
leaders are bards, who inspire their warriors with
tales of past glory.
Among the Dhakaan, all goblinoids work
together, using their talents for the greater good.
Hobgoblins are the strategists and commanders,
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rangers. Bugbears cultivate a focused battle rage
and are typically barbarians, serving as shock
troops. Goblins are largely artisans and laborers,
but exceptional goblins join the SPM[P¼LIZ(“silent
folk”), learning the skills of rogue, monk, or
ranger. The khesh’dar are spreading agents across
the Five Nations, and you never know when a city
goblin might turn out to be a deadly assassin.
As an adventurer from a Dhakaani clan, why
are you working with the other player characters?
Are you a scout gathering information? Are
you searching for allies to defeat a rival clan,
or to support your own unlikely bid for the
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do you hope to regain your position, or have you
abandoned your ties to the Dhakaani?

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