Wayfinder's Guide to Eberron

(Nancy Kaufman) #1

88 CHAPTER 3 | OTHER RACES


OTHERS
What about kenku in Eberron? How about
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There’s a place for everything in Eberron, but it’s
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that place is. If you want to play a member of a
race that hasn’t been addressed here, talk with
your DM and come up with an option. What
role do you want the race to play in the world?
Widespread. It’s always possible to change
the default assumptions of the setting. If both you
and your DM like the idea that the Dhakaani
Empire was a nation of goliaths rather than
goblinoids, you can make that change. So there’s
nothing wrong with adding a new race into the
common population of the Five Nations, as long
as everyone likes the idea of it.
Exotic. There are many places in Eberron
where a small population of unusual creatures
could exist. Perhaps there’s a lost city of tabaxi
in the jungles of Xen’drik, or a clan of Kenku
dwelling at the top of Sharn’s tallest tower. The
Mourning could have transformed a city of
humans into bee-people. As with dragonborn or
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of culture to interact with but keeps them from
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Unique. When introducing a character of an
unusual race, one option is to say that you’re
the only member of that race. Perhaps you
were created by the mysterious daelkyr
or the brilliant transmuter Mordain
the Fleshweaver. Maybe you’re
the result of magebreeding
experiments conducted by
House Vadalis and House Jorasco. Perhaps you
began life as a member of another race and were
transformed by the Mourning.
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to whether to allow an unusual race into the
campaign, the important thing is to determine
the story you’re looking for!
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