Dual Mind. You have advantage on all Wisdom sav
ing throws.
Mental Discipline. You have resistance topsy
chic damage.
Mind Link. You can speak telepathically to any
creature you can see, provided the creature is within a
number of fe et of you equal to 10 times your level. You
don't need to share a language with the creature for it to
understand your telepathic utterances, but the creature
must be able to understand at least one language.
When you're using this trait to speak telepathically to
a creature, you can use your action to give that creature
the ability to speak telepathically with you for 1 hour or
until you end this effect as an action. To use this ability,
the creature must be able to see you and must be within
this trait's range. Yo u can give this ability to only one
creature at a time; giving it to a creature takes it away
from another creature who has it.
Severed from Dreams. Kalashtar sleep, but they
don't connect to the plane of dreams as other creatures
do. Instead, their minds draw from the memories of
their otherworldly spirit while they sleep. As such, you
are immune to spells and other magical effects that
require you to dream, like dream, but not to spells and
other magical effects that put you to sleep, like sleep.
Languages. You can speak, read, and write Common,
Quori, and one other language of your choice.
OROS AND HALF-OROS
WE ARE HUNTERS IN A WORLD OF SHEEP.
-Kalaash'arna, Tharashk inquisitive
Thousands of years before humans came to Khorvaire,
the land was dominated by wild ores and goblinoids of
the Dhakaani Empire. The goblin empire scattered the
ore tribes and forced them into harsh and unwanted
lands: the swamps of the Shadow Marches, the Demon
Wastes, and the depths of the Ironroot Mountains. But
in the Shadow Marches, the ores learned the secrets
of druidic magic from the dragon Vvaraak, becoming
the first of the Gatekeepers. With the invasion of the
alien daelkyr from Xoriat, the Gatekeepers put the
dragon's teaching to the test, creating magical seals
that bound the daelkyr in the depths of Khyber and pro
tected Eberron against further incursion from the plane
of madness.
Three prominent groups of ores have survived into the
present age:
- The Ghaash'kala are servants of the Silver Flame
(which they call Kalok Shash, the "binding flame"),
who devote their lives to battling the fiends of the De
mon Wastes. Humans from the Carrion Tribes of the
wastes sometimes hear the call of Kalok Shash and
join the Ghaash'kala, leading to a significant popula
tion of half-ores there.
The Jhorash'tar ores are a perpetual threat in and
around the Ironroot Mountains, shaped by their
resentment of the Mror dwarves who drove them un
derground. These ores are isolated from humans, so
half-ores here are rare.
The Shadow Marches holds the largest numbers of
ores and the most significant population of half-ores.
0RCS OF THE SHADOW MARCHES
The ore Gatekeepers played a crucial role in defeating
the daelkyr and binding their evil in Khyber, and their
descendants continue to maintain the ancient seals and
fight aberrations spawned by the daelkyr's corruption.
However, many ores succumbed to that same corruption
and embraced the madness of the cults of the Dragon
Below. Ores who follow both of these paths continue to
live in the Shadow Marches, and centuries of battles be
tween them have diminished both sides.
Humans settled in the Shadow Marches long ago, and
the first half-ores helped to cement the bond between
these outsiders and the native ores. Certain Marcher
clans contain humans, ores, and half-ores in roughly
equal numbers.
When playing an ore or half-ore character from the
Shadow Marches, consider what circumstances brought
you into the wider world. The Leaving the Shadow
Marches table offers some inspiration.
LEAVING THE SHADOW MARCHES
d8 Reason for Leaving
You're associated with the Gatekeepers, and you're on
a quest to combat a daelkyr-related threat beyond the
bounds of the Shadow Marches.
2 House Tharashk recruited you from the Marches to
serve as a mercenary in the Last War.
3 You're a simple hunter, but you've decided to seek
your fortune or a real challenge in the world beyond
the Marches.
4 Your village was destroyed by monsters from Droaam,
so you're looking for a new place in the world.
5 As a cultist of the Dragon Below, you believe that slay
ing powerful foes is the only way to earn your passage
to the paradise that lies deep within the hollow world.
You've ventured beyond the Marches in search of
worthy enemies.
6 Your clan works with House Tharashk, and you've
been recruited as a bounty hunter or investigator even
though you're not a member of the house.
(^7) The leader of your clan committed a great wrong
against another clan, which has now sworn to exter
minate every last member of your clan. What better
time to see the world?
8 Your work as an investigator has set you upon a trail
of mysteries that leads far beyond the Marches.
CHAPTER l I CHARACTER CREATION
31