Eberron Backgrounds

Everyone Has Regrets

Player characters are remarkable people, but that doesn’t mean they’re perfect. Do you have a debt you need to repay and, if so, do you need to resolve this in a week or in a year? Did you make a tragic mistake, and if so, is it something you can ever undo? Here a few examples of missteps that might haunt you.

Why do you need 200 gold pieces?

A flaw or regret is something that shapes you personality, something that plays an ongoing role in your story. But perhaps you have a problem that needs to be resolved right now. As a player, you could choose an option from below.

Why would you possibly want to take on a debt? It’s a way to add depth to your character and to provide a compelling, immediate motive for adventuring — you’re not just out to get rich, you need gold to get that bounty off your head. It’s also an opportunity to establish something that can be part of your character moving forward. If you’re trying to raise money to join a secret society, it establishes that your membership in this organization may be a part of the story later on. Establishing a debt requires collaboration and approval by both player and DM. Work together to develop the details: Who is blackmailing you? What’s this secret society? What’s the story behind the item you’ve pawned, and what sort of item is it? As a player, you present ideas but the DM has final approval.

The Last War

For hundreds of years the continent of Khorvaire was united under the Kingdom of Galifar. This came to an end with the death of King Jarot in 894 YK, just over a century ago. Conflict over the succession spiraled into outright war between the Five Nations.

The Last War was a bitter struggle that forever changed the shape of Khorvaire. It was a century marked by shifting alliances, with years of stalemate interspersed with periods of intense conflict. This grueling conflict left deep scars on the land and the people, but there was worse to come. On Olarune 20, 994 YK the nation of Cyre was consumed in a magical cataclysm now known as the Mourning. The cause of the Mourning remains unknown, and many fear that it was a consequence of the extensive use of war magic. Shock and fear brought the nations to the negotiating table, and the Last War came to an end in 996 YK with the Treaty of Thronehold. 

While many celebrated the end of the war, others remained unsatisfied with its outcome. No one won the war, and deep scars remain. War-torn villages and towns are still rebuilding. Once fertile farmlands are scorched and ruined. There are refugees in every major city. And even though people optimistically refer to it as the Last War, most believe that it’s only a matter of time until it begins anew. The mystery of the Mourning is the only thing holding the warmongers at bay. If the secret of the Mourning can be uncovered — if it can be proven that the Mourning couldn’t happen again, or if its power could be harnessed as a weapon — the Last War could begin again. As such, the nations remain in a cold war as each makes preparations and seeks advantages in the conflict that could lie ahead.

The Mourning

The nation of Cyre was once the heart of the united kingdom of Galifar. The Last War took a heavy toll on Cyre and its citizens, serving as the battleground where all of the Five Nations crossed swords. But no one was prepared for the disaster that struck in Olarune 20, 994 YK. Accounts of the Mourning vary. Some say that a blinding light engulfed the battlefield near Saerun Road. Others say that the dead-gray mists began in the capital city of Metrol and spread out from there. What is known for certain is that within the space of one day the nation of Cyre had been engulfed in a wall of mist, and that anything caught within the mists was horrifically transformed. Over a million Cyrans were killed on the day of Mourning. The mist slowed its advance as it spread, and some of those in the borderlands heard of the disaster in time to flee. Others survived because they were already beyond the borders of Cyre; the mist stopped mere feet away from the camps of Cyran soldiers holding sections of the Brelish front. And though the vast majority of people caught in the Mourning died, thousands did survive. Most have no clear memory of the event, and there's no explanation for why they were spared. The superstitious say that these people are cursed, that anyone touched by the Mourning is now an agent of darkness.

The Mourning threw Khorvaire into a state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were its borders stable, or could they expand at any moment? What was to be done with the Cyran refugees surging into every adjacent nation?

Fear of the Mourning brought the Five Nations to the negotiating table, and in 996 YK the Treaty of Thronehold ended the Last War. But all of those questions remain unanswered. No one knows the cause of the Mourning or whether it could suddenly expand anew. Breland opened its borders to refugees, and Prince Oargev serves as de facto ruler in the territory now called New Cyre. Despite its grand name, New Cyre is little more than a vast refugee camp. Other refugees are scattered across Khorvaire; some are treated with pity, others with suspicion or anger. And fear of the Mourning hangs like a shadow across Khorvaire.

Effects of the War

As of 1 Zarantyr 998 YK, it's been less than two years since the Mourning and less than two years since the Last War came to an end. The Last War spanned the continent and lasted for over a century. Most people want to move on. But the scars of decades of war can't be erased so quickly. These are just a few of the ongoing effects of the Last War.

Military Backgrounds

The current year is 998 YK. The Last War lasted for over a century and only came to an end two years ago. As a player character in Eberron, you possess remarkable skills. Did you take part in the Last War, and if so, in what capacity? If you fought, which nation did you serve? Were you honorably discharged, or did you abandon your cause? If you didn’t take part in the war, why didn't you fight and what did you do instead?

1. You were a common soldier, facing the enemy on the front lines of the interminable war. (Soldier)

2. You served on the open seas, whether as a marine, a naval officer, a privateer, or a smuggler. (Sailor)

3. You commanded troops and led soldiers into battle. Were you a good leader, or are you haunted by your failures? (Soldier or noble)

4. You were a spy, gathering intelligence for your nation. Are you out of the business, or could you still be called back in? (Charlatan or Spy)

5. You were tasked with maintaining morale and raising the spirits of your soldiers. (Entertainer)

6. You provided spiritual support to your troops. Were you always devout, or did you find your faith on the battlefield? (Acolyte)

7. You used your remarkable knowledge as part of a military think tank... or perhaps you provided arcane support on the battlefield. (Sage)

8. You were a smuggler or a profiteer, taking advantage of the war to line your pockets. (Criminal)

9. You opposed the war. The actions you took to protect the innocent have made you a local legend. (Folk hero)

10. You used the connections of your influential family to avoid military service. Are you haunted by this, or do  you remain indifferent? (Noble)

Entrepreneur (Guild Merchant)

Use the Guild Merchant (Guild Artisan) background, with the following additions.

Since the end of the Last War, making a living as a merchant has been more and more difficult. Connections are hard to make, and those who made a profit off the war have cornered the market in many commodities. And that doesn’t even include the monopoly-seeking Dragonmarked Houses! Word from your former business connections indicates that a new market in artifacts from ruined Cyre might be a place to invest your time and energy. You might need to get your hands dirty, but the future looks like it could be bright in this new market!

Brelish Deserter (Hermit)

Use the Hermit background, with the following additions.

During the final years of the Last War, you’d had enough. After so much death and destruction, you needed to escape the madness of endless destruction. Unable to go home because of your status as a deserter of the Brelish army, you needed to hide. You made your home on the border between Cyre and Breland, dodging patrols of both armies and living alone in the wilderness. With the Last War now over, you find that your knowledge of Cyre’s border is now coming in handy.

House Agent

You have sworn fealty t o a dragonmarked house. If you have a dragonmark, you're likely a member of one of the house's influential families; otherwise you're an outsider who hopes to make your fortune through the house.

Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative.

Role

You always gather information for your house, but when a baron give you a specific mission, what sort of work do you do? The House Agent Role table gives possibilities:

Feature: House Connections

As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may encounter one of them when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house.

Suggested Characteristics

House agents are diverse. Consider the house you serve and the work you do when choosing characteristics.

Mercenary Leader (Knight)

Use the Knight (Noble) background, with the following additions.

You were a leader for a renowned mercenary group that sold its services to the highest bidder during the Last War. Your group fought valiantly and with honor for those who contracted you, but the war took its toll. By the end, you found it hard to find competent soldiers to serve you. When the war ended, your group disbanded, leaving you with just a few retainers and a stellar reputation.

Cyran Aristocrat (Noble)

Use the Noble background, with the following additions.

You were born of noble blood in Cyre, and the service you provided your country involved acting as an ambassador to distant lands. With Cyre now destroyed and the Last War ended, you have no station in the world, except with the refugees from Cyre that look to you for leadership in attempting to start a new life. They want to go home, but the terrible event that brought down Cyre must be discovered and reversed before that can happen.

Conscientious Objector (Outlander)

Use the Outlander background, with the following additions.

As the Last War raged on, you refused to join the army of Breland. None of the civilized areas would have you, deeming your objections to the war cowardly and unpatriotic. You learned to survive in the hinterlands of Breland, making do with what you could find and avoiding contact with the Brelish military and invaders alike. Now that the war is over, you still face scorn in civilized places, but the town of Salvation seems like a place where anyone might be welcome to start over.

Morgrave University Professor (Sage)

Use the Sage background, with the following additions.

You’ve gained a great deal of knowledge while you studied, and then taught, at Morgrave University in Sharn. When the Last War ended a few years ago, even the most learned academics scratched their heads at who or what caused the Day of Mourning that destroyed Cyre. Many of these are too cautious to truly investigate the Mournland, but your sense of curiosity outweighs that of self-preservation. Journeys into the Mournland might reveal its cause, which would make you the toast of the academic community.

Officer in the 12th Brelish Infantry (Soldier)

Use the Soldier background, with the following additions.

During the latter years of the Last War, you served in the Breland Army, under General Millven “Mad Dog” Marshallen. You and your peers were preparing for a foray into Cyre on the Day of Mourning. A few units were already across the border, when the gray fog rolled through and destroyed them in terrible ways. If another hour had passed, you would have been one of them. This visions still haunt you, and you have a driving desire to know what happened.

Ear of Thrane (Spy)

Use the Spy (Criminal) background, with the following additions.

During the Last War, you were an Ear of Thrane, acting as a spy for that nation, pretending to be a loyal soldier for a different nation. When the war ended, your secret identity was learned. Untrusted by your former friends, you found that the nation of Thrane also mistrusted you, thinking you may have been a double agent. Mistrusted now by both sides, you are a spy without a home.

War Orphan (Urchin)

Use the Urchin background, with the following additions.

The devastation of the Last War spared some, but not you. An attack on your home left your family dead, and you were forced to make your way by any means necessary. You have a driving hatred of whatever military or mercenary force destroyed your home, but your connections to others of your status have made it clear that a new future—and potential fortunes—await in the town of Salvation. It sounds like it might be rough, but it can’t be worse that where you grew up.