Eberron · D&D 3.5 · Session Zero
Everything you need to build a 3rd-level character for our campaign, plus the parts of 3.5 that work differently from 5e. Nothing in here is a spoiler. Bring questions, bring ideas, and bring two people your character already knows.
Eberron is a world where magic is industry. It runs trains, lights streets, and built an army.
For about a century the Five Nations of the old kingdom of Galifar fought over its throne. It ended because of the Day of Mourning: the nation of Cyre was destroyed in a single day, leaving a dead grey wasteland now called the Mournland. Nobody knows what caused it. Frightened of it happening again, the survivors signed the Treaty of Thronehold two years later.
It's now an uneasy peace. There are veterans everywhere, refugees from Cyre with no home to go back to, and warforged soldiers who were built for a war that ended.
Our home base. Sharn is the largest city in Khorvaire and belongs to the nation of Breland. Its towers stand thousands of feet high and are tied together by bridges and flying skycoaches. It's also the main port for ships to the jungle continent of Xen'drik.
The towers run from the wealthy heights of Skyway down to the Cogs, the furnaces at the bottom. The higher you live, the better you live. The city works like a noir story: the Watch is crooked, crime families hold seats on the council, and something is always for sale.
Every character starts at the same point. Allowed books: the core three, Player's Handbook II, the whole 3.5 Eberron line, the Complete series, the Races books, the Compendiums, and the rest of the list the DM gave you. Unearthed Arcana, Weapons of Legacy and Dragon Compendium are allowed too (see the boxes below). 4e and 5e Eberron books are for lore only, never for rules.
Every character has a job. In Sharn, adventuring is something you do on top of earning a living. Your job tells us who you work with, who you answer to, and where trouble finds you. Pick one of these or make up your own.
Jobs and living conditions are part of the game. Your job pays you, your home is a real place in the city, and both will come up in play.
| How you live | Per month | What it looks like |
|---|---|---|
| Meager | 5 gp | Flophouses, eating little |
| Poor | 12 gp | The most basic room and board |
| Common | 45 gp | Inns and tavern meals |
| Good | 100 gp | Your own room, solid meals, good clothes |
| Extravagant | 200 gp | The best of everything |
A shared flat or a rented room can land between two rows. Source: DMG upkeep variant; Profession skill, Player's Handbook.
Unearthed Arcana is allowed, which opens up a lot of character options.
What stays standard: hit points, the d20, skill points, spell slots, the normal classes, and Eberron's action points. Not in use: gestalt characters and spell points. For anything else in the book, ask first.
This is not 5e point buy. In 3.5 every score starts at 8 and you get 32 points. Scores above 14 get expensive fast. Buy your scores, then apply your race's adjustments.
| Score | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Point cost | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 10 | 13 | 16 |
| Modifier | −1 | −1 | +0 | +0 | +1 | +1 | +2 | +2 | +3 | +3 | +4 |
For example, 16 · 14 · 14 · 12 · 12 · 10 costs 10 + 6 + 6 + 4 + 4 + 2 = 32. Source: DMG, "high-powered campaign" point buy.
Any race with level adjustment +0 from the allowed books is allowed. These are the common choices. The DM would especially like to see dragonmarked characters, goblins and orcs. If you want something from a sourcebook that isn't listed here, ask.
| Race | Ability adjustments | Can carry a dragonmark? | In Eberron |
|---|---|---|---|
| Human | none · bonus feat · extra skill points | Finding, Handling, Making | Everywhere. Most of Khorvaire is human. |
| Dwarf | +2 Con, −2 Cha | Warding (Kundarak) | Bankers and miners of the Mror Holds. |
| Elf | +2 Dex, −2 Con | Shadow (Phiarlan, Thuranni) | From ancestor-worshipping Aerenal or the warlike Valenar. |
| Gnome | +2 Con, −2 Str | Scribing (Sivis) | Scholars, diplomats and intriguers of Zilargo. |
| Half-elf | none | Detection, Storm | A people in their own right here, the Khoravar. |
| Half-orc | +2 Str, −2 Int, −2 Cha | Finding, Sentinel (table change) | Common in the Shadow Marches and in Sharn. |
| Halfling | +2 Dex, −2 Str | Healing, Hospitality | From the Talenta Plains. The Boromar crime clan is halfling. |
| Changeling | none | — | Shapeshifters who can change their faces at will. |
| Kalashtar | none | — | Human hosts bonded with spirits from the plane of dreams. Naturally psionic. |
| Shifter | +2 Dex, −2 Int, −2 Cha | — | Descendants of lycanthropes who can "shift" into a bestial state. |
| Warforged | +2 Con, −2 Wis, −2 Cha | — | Living constructs built by House Cannith to fight the Last War. Newly free, and still working out what that means. |
| Goblin | −2 Str, +2 Dex, −2 Cha · Small | Passage (table change) | Descendants of an ancient goblin empire. In Sharn they make up much of the Cogs' workforce. |
| Orc | +4 Str, −2 Int, −2 Wis, −2 Cha · light sensitivity | Sentinel (table change) | From the Shadow Marches. Known as druids and guardians against things from below. |
Dragonmarks are magical birthmarks that run in families, each granting a specific power. The families that carry them became the dragonmarked houses, trade empires that hold legal monopolies on their services and are too valuable for any nation to touch. A least dragonmark costs a feat (Least Dragonmark) and gives a small magical ability. You can belong to a house without carrying its mark. Unmarked relatives, apprentices and employees are common.
Mark of Making · human
The house of artificers, forges and magical manufacturing. Cannith built most of the magic items in Khorvaire, and it built the warforged. Since its old headquarters was lost in the Mourning, the house has split into rival branches. One of the most powerful is based here in Sharn.
Mark of Sentinel · orc & half-orc
Bodyguards and mercenaries for hire. The Defenders Guild protects people, and the Blademarks sell soldiers to anyone who can pay. Deneith's Sentinel Marshals can chase a fugitive across any border.
Mark of Hospitality · halfling
Inns, taverns and food across the continent. Its Hostelers Guild means a Ghallanda inn is recognized neutral ground, and some of the most delicate meetings in Sharn happen over its tables.
Mark of Healing · halfling
Healing, for a price. Jorasco's houses of healing sell cures, restorations and potions. Many people resent that the house charges for mercy, but nobody else heals as reliably.
Mark of Warding · dwarf
Banking, vaults and magical locks. Kundarak's banks hold the wealth of nations, and its wards protect everything worth stealing. That makes it a good patron and a bad enemy.
Mark of Storm · half-elf
Masters of wind and rain. Lyrandar captains sail the elemental galleons and the new airships, and its weather-workers bring rain to farms. In Sharn, the house controls the docks and the sky.
Mark of Detection · half-elf
Security, investigation and protection against poison and spies. The Warning Guild employs inquisitives, food tasters and counter-agents. It's well suited to an investigation-heavy game.
Mark of Passage · goblin & hobgoblin
Travel and delivery. Orien runs the lightning rail, the caravans and the Couriers Guild. Its marked members can teleport short distances and move goods faster than anyone. At our table its conductors, couriers and rail crews are goblins.
Mark of Shadow · elf
Officially entertainers: actors, musicians and artists. Unofficially it trades in espionage. A troupe can perform at a noble's ball and leave with all of the noble's secrets.
Mark of Shadow · elf
A branch that broke away from Phiarlan during the war in a bloody split. It offers the same arts and the same secrets, with a darker reputation. The two houses still hate each other.
Mark of Scribing · gnome
Messages, translation, contracts and law. Sivis message stations send words across the continent in moments, and its notary seal makes a document official. The house prides itself on neutrality, and everyone needs it.
Mark of Finding · human & half-orc
Bounty hunters, inquisitives and prospectors. Tharashk finds people, lost things and dragonshards. It's a young house with roots in the Shadow Marches, and it isn't afraid to work with monsters.
Mark of Handling · human
Animals, mounts and magebred beasts. Vadalis breeds the horses, hippogriffs and war-beasts that Khorvaire rides and fights with. It's a rural house that takes its bloodlines very seriously.
You already know how to play D&D. These are the places where 3.5 will catch you out. Keep this page next to you at the table.
Your character must already know at least two other player characters. They could be siblings, old war buddies, housemates, rivals, a debt, a shared job that went wrong. Work it out together at session zero.
Not from Sharn? That's fine. Your character has moved to Sharn or is visiting. Pick a reason from the list on the right.
The reasons people come to the city, from Sharn: City of Towers:
These are the groups your character could belong to, work for, owe money to, or be running from. Joining any of them is your choice, and nobody has to. The dragonmarked houses in section IV count too.
Clifftop · Upper Dura
Adventurers with more of a moral compass. Members share leads, find companions and get referrals to reliable hirelings.
Deathsgate · Middle Tavick's Landing
Founded 200 years ago. Rougher and more freewheeling, and many members are war veterans. The rivalry with Clifftop swings between friendly and violent.
City-wide
The city's guards, and badly corrupt. A few are honest. Most take bribes, protect the rich, and have a habit of not showing up when the crime families are working.
Crown of Breland
King Boranel's agents: spies, special forces and investigators. If a crime touches the nation, it's the Citadel's business rather than the Watch's.
Upper Menthis
A university known for scholars who fund their research by sending people into ruins. Its staff hire adventurers and pay for discoveries.
Wizards' circle
The oldest wizards' circle in Breland, sworn to use magic only within the law. Membership is expensive (a 1,000 gp fee plus yearly dues) but comes with lodging, a library and discounts.
Wizards' circle
The other wizards' circle, and the one less likely to ask why you need a spell.
The Golden Horn · Upper Menthis
An informal network for bards, with hidden rooms in taverns. Members share news, give each other a bed, and trade favors.
Strong in Breland
A militant faith dedicated to protecting people from supernatural evil. Its templars and inquisitors are heroes to some and zealots to others.
Everywhere
The main faith of Khorvaire, worshipping a pantheon of nine gods of everyday life: Aureon of law and lore, Onatar of the forge, Boldrei of hearth and home, and the rest.
Little Plains · Middle Menthis
A halfling crime family that became one of the city's leading families. It controls smuggling, gambling and most of Sharn's fences, and an heir sits on the city council.
The Cogs and Lower Dura
A violent gang of monstrous immigrants from Droaam. They're at war with the Boromars, and the lower city is getting more dangerous because of it.
Not a real house
Thieves and assassins who all carry aberrant dragonmarks, marks that don't follow the bloodlines. The name is a jab at the real houses.
Everywhere, wearing other faces
A changeling guild that trades in information. They deal in blackmail, forgery and new identities, and are very useful and very dangerous to deal with.
Wherever the rich gather
A society of the very wealthy that presents itself as an exclusive club. Its members are among the most powerful people in Khorvaire, and they rarely act without a reason.
Answer as many as you like, briefly. A few lines each is plenty. The DM will use them.
We use milestone levelling. Everyone levels up together when the story reaches a milestone, so nobody falls behind and nobody tracks XP.