recursal/Fanatic-Fandom huggingface dataset:
Dragonhawk

The **dragonhawk** resembles a cross between a dragon and a hawk. The dragonhawk is the national symbol of Aundair.

## History

The dragonhawk has a long and storied history in the nation of Aundair.

In fact, the dragonhawks played a key part in the Sky Battle of Daskaran. In 909 YK, the Last War saw its first aerial combat, as a force of twenty-seven Sky Knights of Aundair flew dragonhawks against thirty Wyvernriders of Thrane. Fought across the sky, both sides lost a fifth of their forces, and both sides claimed victory. In addition to the Sky Battle of Daskaran, dragonhawks were also key in the siege of Eston of 913 YK, the Sack of Westhaven in 953 YK, the Battle of the Crying Fields in 955 YK, and the Battle of Ten Bombards in 973 YK.
At some point after the Eldeen Reaches announced its independence from Aundair, the druids of the Eldeen Reaches began experimenting with *awakened* dragonhawks. These dragonhawks would travel to from the First Aerie to other aeries to turn the non-awakened dragonhawks against Aundair.

## Society

A number of large aeries dot Aundair and the Eldeen Reaches, which are numbered: the First Aerie sits in the midst of the Eldeen Reaches, while the Fourth Aerie is in southern Aundair.

The majestic dragonhawk appears on the heraldry of Aundair, as a silhouette on a deep blue background. In fact, the noblest of knights will ride dragonhawks into combat, and dragonhawk-mounted troops flew on Aundair's side during the Last War.

## Description

This large bird almost looks like across between a bird and a dragon, though there is no dragon-blood in its history. The dragonhawk is large enough to ride, and frequently is ridden. Its head has a sharpened beak, with a crest of pointed feathers. Its wingspan is huge, with feathers in varying colors of browns and whites.

## Abilities

The dragonhawk has razor-sharp talons, which it uses to attack prey. Their sharpened beak helps in snapping up prey. Normally, a dragonhawk preys on smaller creatures, though it is not unheard of for dragonhawks to hunt bigger prey, like kobolds. Occasionally, a dragonhawk may feast on an unattended horse.

The thin feather at the base of a dragonhawk's beak is extremely sensitive to vibration. This allows the dragonhawk to detect threats quickly at a far distance, even in complete darkness.
Upgrades

After any battle, two upgrade choices will appear with the *skip* choice as well.

### List of Upgrades:

* Heal to full HP/Gain +3 Max HP
* Gain a New Die
* Discard a Die
* Upgrade a Die
	+ Upgrade two dice to *silver tier*
	+ Upgrade one die to *gold tier*
* Give a Die:
	+ Heavy\* (needs confirmation)
	+ Hollow

* **\*Also, S*kip* will always be an option.**
Rolemaster Eberron Wiki

**Welcome to the Rolemaster Eberron Wiki!**

This wiki contains the unofficial conversion of Eberron to Rolemaster (RMSS/RMFRP). Rolemaster Enthusiasts will find that this wiki covers the conversion of Eberron to Rolemaster. Races, cultures, and other considerations are found here. For instance, the Dragonmarks (originally feats you can get in D&D 3.x) are converted to talents. Certain Feats become skills. Like the Dancing with Shadows feat -- that becomes a weapon art skill (thanks to the *Martial Arts Companion*). And other feats become training packages. Like the dinosaur rustler feat. This conversion assumes that you will need: One Eberron Campaign Setting (Ideally 3.x version). Copies of *RMSR* and/or *RMFRP, Spell Law, Arms Law,* and *Character Law.* This conversion of Eberron also builds with the *Essence Companion*, *Mentalism Companion*, the *Arcane Companion,* and the *Channeling Companion*.

We're a collaborative community website about Rolemaster Eberron that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

**Table of Contents**

* Races of Eberron
* Professions of Eberron
* Training Packages of Eberron
* Martial Arts of Eberron
* Talents of Eberron
* Dragonmarks
* Magic of Eberron
* Faiths of Eberron
* Druids of Eberron
* Monsters of Eberron
* Special Materials of Eberron

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*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Arawai

The Sovereign of Life and Love **Arawai** is a goddess of the Sovereign Host who is revered by rangers, druids, farmers, sailors and any who value fertility and good weather.

She is the sister of Balinor and the Devourer and the mother of the Fury as a result of her rape by her brother the Devourer, according to some stories.

She is portrayed as either a half-elf, a halfling or a human and has even been portrayed as a bronze dragon.

## RMSS/RMFRP Conversion

**Priests of Arawai** are full Channelling priests, thus uses the Priest template denoted in section 9.0 of the Channeling Companion. Use the Fertility sphere of influence on page 28 of the Channeling Companion. Rangers follow Arawai as well!
Ringen

***Ringen*** is the German language term for grappling (wrestling). In the context of the German school of historical European martial arts during the Late Middle Ages and the German Renaissance, *Ringen* refers to unarmed combat in general, including grappling techniques used as part of swordsmanship.

The German tradition has records of a number of master-*Ringer* of the 15th to 16th centuries specializing in unarmed combat, such as Ott Jud.

Medieval and early Renaissance wrestling treatises present both sport and combat techniques together as one art. The distinction is made more frequently by modern practitioners than is present in historical sources, but in a select few examples the terms for sportive grappling or *geselliges Ringen* and earnest unarmed combat or *Kampfringen* (where *Kampf* is the Early Modern German term for "war" or *battle*) were used to describe specific techniques which were only suitable for one scenario or the other.

There are no known sources describing medieval rulesets for Ringen competition. However, many living folk wrestling styles in Europe are fought until a throw is completed. The lack of detailed ground wrestling in the medieval wrestling treatises supports the theory that in both competition and combat the throw was more important than extended ground wrestling.

While sportive grappling had fixed rules that prohibited dangerous techniques, usually starting in grappling hold and ending with a throw or submission, *Kampfringen* can be considered a system of unarmed self-defense including punches, joint-locks, elbow strikes, chokeholds, headbutts and (to a limited extent) kicks.
The German tradition of *Ringen* was eclipsed during the 17th century as the modern Baroque understanding of nobility precluded the participation of the higher classes in wrestling matches. Wrestling continued to be practiced among the lower classes, giving rise to the various traditional styles of folk wrestling. The still existing Swiss martial art Schwingen is directly related to Kampfringen.

## In Eberron

Ringen is practiced across the land by martial artists everywhere. It was first formulated during King Karrn's time, and has always existed during the time of Galifar. There are schools dedicated to the art in all the nations. It's taught to warrior monks and has some similarities to Pankration and Jujustu.

**Basic Martial Art:** 25 style points

**Recommended Skills:** Wrestling, Martial Arts Sweeps and Throws, Locking Holds, Adrenal Defense

**Martial Arts abilities:**

* Degree 2 Sweeps and Throws, Degree 3 Locking Holds (5 points)
* + 10 Disarm (unarmed) (10 points)
* Lesser Adrenal Defense (10 points)
Cyran Swordsmanship

Cyre was a nation of artists and craftmakers. The baron of House Cannith was there, the seat of House Cannith was in Cyre. Cyre was the most beautiful nation of the Five Nations. No doubt, the martial arts of Cyre rivaled that of the Rekkenmark Academy. Although late in the Last War, the Cyrans produced the Warforged to counter Karrnath's use of the Undead during war; Cyran martial artists still trained in Cyran's weapon arts. Although the Mourning had killed a lot of Cyran swordmasters, a few escaped the Mourning to pass on their knowledge. Cyran swordsmanship managed to survive and is still practiced today in the settlement known as New Cyre.

**Advanced Weapon Art:** 60 style points

**Suggested Skills:** Broadsword attack, Rapier attack, Adrenal Defense, Feinting, Disarm

* One Handed Edged (both Broadsword and Rapier) (10 points)
* +2 to initiative rolls (10 points)
* Greater Adrenal Defense (30 points)
* +10 bonus to Feinting (armed) (5 points)
* +10 bonus to Disarm (5 points)
Shadow

The Sovereign of Magic and Mayhem, **The Shadow** is the literal shadow of Aureon that attained sentience and godhood as a price paid by Aureon for arcane knowledge. A god of corruption, ambition, and dark magic, the Shadow is the patron of evil spellcasters and many monstrous races throughout Droaam and beyond. Legend says if the Shadow and Aureon were reunited the age of civilized peoples would come to an end.

Typically depicted as a shadow, he is occasionally portrayed as a shadow dragon. The Shadow is a chaotic evil force.

## RMSS/RMFRP Conversion

**Priests of the Shadow** are evil priests using the full Channeling priest template, with the Darkness, Night sphere of influence (see Channeling Companion page 27).
Mark of Hospitality

The **Mark of Hospitality** is a dragonmark that grants those who bear it powers related to both food and shelter.

## Usage

House Ghallanda members bear the Mark of Hospitality and make use of their abilities both on their native plains as well as running the lucrative Hostelers Guild. While the guild may not own every inn and restaurant in town they do enforce strict standards that must match their own levels of quality and comfort. Those who lack dragonmarks within the house are still able to run some of the finest establishments in all of Khorvaire and, mark or no, members of House Ghallanda take pride in their services.

## Powers

Least
*Unseen servant* once a day or *purify food and drink* or *prestidigitation* twice a day; increased skill in diplomacy
Lesser
*Create food and water* or *Leomund's secure shelter* once a day
Greater
*Heroes feast* or *Mordenkainen's magnificent mansion* once a day
Siberys
*Refuge* once a day
## Rolemaster Standard System/Rolemaster Fantasy Roleplaying Conversion

Bearers of the Mark of Hospitality use the *Hearth Magic* list from the *Essence Companion.* This is on page 83 on that companion.
Soulknife

A **soulknife** was an individual that used the power of their mind to create a psionic blade. With their psionic ability, soulknives made for an ideal assassin. Some soulknives were also employed as guards for hire. Soulknives were sometimes members of thieves guilds or were employed as spies by some governments.

Never caught unarmed, the soulknife is the literal interpretation of using the power of the mind as a weapon. Creating a mind blade is the core of the soulknife, and with it, she is a deadly combatant. Versatile and varied, the soulknife can be found in all shapes and sizes, wielding blades unique to the wielder and customized to fit the needs of the soulknife. Fluid in function, the soulknife has mastered how to alter her mind blade to fit the situation, bringing power and versatility into any combat.

## Lifestyle Training Package

* **Time to Acquire:** 90 months.
* **Starting Money:** Normal
* **Special:**
	+ Soulknife mentor -> 50
	+ Friends with a Martial Arts instructor -> 40
	+ Favor from a Paladin -> 30
	+ Favor from an underworld figure -> 20
	+ Training equipment -> 0

**Category or skill -> # of Ranks**

* Weapon \* One handed Edged -> 0
	+ Mindblade attack -> 3
* Awareness \* perception skill category -> 0
	+ Alertness -> 2
* Body Development skill category ->0
	+ Body Development -> 1
* Self Control Skill Category -> 2
	+ Meditation -> 2
* Spells \* Mentalism realm category -> 0
	+ Mindblade Training Package spell list -> 3
Healer

## The Healer

Healers are good natured divine spellcasters who use their gifts to help the sick and injured. A healer will never refuse to tend to a wounded, good aligned creatures if able and some even extend this favor to enemies and strangers. Healers rarely take to the front lines of combat and prefer to stand back and aid their allies with healing magic and divine blessings.

## The Healer in Eberron

Healers were instrumental during the Last War and without their tireless efforts the casualties from the war would have been even more terrible and staggering. Most healers are, perhaps not surprisingly, members of House Jorasco's Healers Guild and halfling healers form the majority of these selfless magical physicians.

House Jorasco does not, however, have a monopoly on healers and both the Healing Hand of Olladra (a group closely associated with the Sovereign Host) as well as the Silver Knights Hospitallers (associated with the Church of the Silver Flame) sent members to of their organizations to act as field medics during the Last War. These groups still operate in modern times, offering succor and aid to travellers and those in need, regardless of national or religious affiliation.
Gor'krosh Teegrah

**Gor'krosh teegrah** is the orc's martial art. Roughly translated to *long knives of the tiger*, its an intricate martial art that incorporates feinting and weapons. An ancient martial art, it's been around since the Age of Dhakaan. It's a long lived martial art, with thousands of styles. The orcs have been practicing it for thousands of years. Like the Tiger style of Earth, it's patterned after how tigers fight. The martial art also incorporates daggers into it's kata, and orcs are deadly with it.

**Advanced Martial Art** -- 50 style points

**Martial Arts Abilities:**

* Degree 3 martial arts striking, degree 3 sweeps and throws [10 points]
* Lesser adrenal defense [10 points]
* +10 bonus to Adrenal Strength manuevers [5 points]
* +10 bonus to disarm (unarmed) [10 points]
* Two weapon Kata (daggers) [15 points]
Dol Arrah

The Sovereign of Sun and Sacrifice, **Dol Arrah** is a deity of the light, not only of the sun, but also of the good aspects of the mortal soul. Many Vassals see her as important as Aureon and Boldrei in the formation of a community, and believe that if more of their number recognized that, their faith would be much brighter. The patron of paladins, diplomats, and all who seek justice, as well as explorers who bring light to dark and forgotten places, Dol Arrah oversees all those who fight with wisdom as well as weapons. She also provides the light needed for Arawai's harvest.

She is often portrayed as a human or half-elf knight shining with holy radiance, and occasionally as a red dragon perched atop a cloud. Dol Arrah is the sister of Dol Dorn and the Mockery.

## Appendix

### Background

It is speculated that the legendary red dragon Dularanahk, who was betrayed during the war against the Overlords by her brother Dulazurak, may be the inspiration for Dol Arrah, while her brother may have inspired the Mockery, whose name was once Dol Azur.

## RMSS/RMFRP Conversion

Dol Arrah is considered to be Lawful Good.

* **Priest Template:** Semi-Channeling Priest
* **Prime Stats:** As Paladin (See *RMSR* or *Character Law*)
* **Base Lists:** Communal Ways, Holy Element, Holy Wrath, Life Mastery, Protections, Repulsions
* **Special Skills:** *Occupational:* First Aid; *Everyman:* Herb Lore, Use Prepared Herbs, Navigation, Religion, Spell Lore, all skills in the outdoor \* Environmental skill category; *Restricted*: none.
* **Profession Bonuses:** Armor Group (+10), Awareness Group (+5), Influence Group (+5), Lore Group (+10), Power Awareness (+5), Power Point Development (+5), Spell Group (+5), Weapon group (+5)
Berserk Fighting

A weapon art originally started in Sarlona, the humans and the shifters took this art to Khorvaire. The art has survived in Karrnath, the Eldeen Reaches, Aundair, and Breland. Basically, the martial artists whip themselves into a frenzy and attack unhindered at their opponents. An art nearly lost during the age of Galifar, it returned to popularity during the Last War. While Thrane continued the Silver Crusade, many of their warriors faced many a berserker in battle. Many shifters and men are training in the ways of the berserker. Although many in the five nations usually disavow training berserkers, nevertheless, they are still trained in this ancient martial art.

**Advanced Weapon Art:** 55 points

**Suggested Skills:** Any one handed edged weapon skill, frenzy, meditation

* One handed edged weapons (20 points)
* +1 to Initiative (5 points)
* -1 to fumble range (5 points)
* +1 to the critical (15 points)
* +5 bonus to Frenzy (10 points)
Magician

Like a wizard from D&D, the **magician** is adept at magic of the Essence. Instead of specializing in simple magic of the essence, the magician concentrates in the magical elemental spells. Having learned the lore of Essence magic from both the ancient lands of Sarlona, the elves, and the dragons; the magician is the epitome of this magical art. Many of the elemental spells are destructive in nature, like *fireball* and *firebolt.* The magician is often well trained. From the halls of the Arcane Congress in Aundair to the Tower of the Twelve in Karrnath; the lore of Essence manipulation was taught from Master to student. Magicians are trained everywhere besides Aundair or Karrnath.

During the Last War, magicians did take the field. Those trained in Fire and Ice did many things during the war and unleashed so much magic. Especially on the fields of Cyre, the magic of the magicians were released. Some of their spells took on a life of their own, unfortunately. The spells they released would have become living spells. Many magicians died in that war. Some returned with scars on their bodies or minds. Still, they are passing on their arts of magic.
Thir

**Thir** is the name for the religion followed by most dragons. The name of the faith is the draconic word for "three", referring to the three Progenitor Dragons, and three levels of divinity: the Progenitors, the dragon gods, and the Sovereigns.

## Beliefs

Adherents to this religion believe that the Progenitor Dragons, Eberron, Siberys, and Khyber, were the forces responsible for the world's creation and its inhabitants, and the Draconic Prophecy's existence in the world is a reflection of the Progenitor's Dragon's plans for creation. However, while the Progenitors are powerful beings deserving of respect, Siberys is dead, and Eberron and Khyber are too powerful and great to hear prayers and worship.

Instead most dragons venerate the dragon gods, Io, Aasterinian, Astilabor, Bahamut, Chronepsis, Falazure, Garyx, Hlal, Lendys, Tamara, and Tiamat. Each god is represented by a constellation in the sky, and the gods are believed to reside in a place of existence beyond Eberron's standard planes, with the exception of Tiamat, who is imprisoned in Khyber. The dragon gods are only concerned with dragons, and lesser creatures such as humans and elves are the purview of Sovereigns.

The Sovereigns in Thir belief generally corresponds to the fifteen members Sovereign Host and the Dark Six. The first Sovereigns were believed to be dragons of great or ill renown who ascended to godhood during the Age of Demons. Followers of Thir believe that a dragon who comes to embody a fundamental concept in life will ascend to replace one of the Sovereigns in death, allowing the replaced Sovereign to ascend to the home of the dragon gods.

Believers of Thir also teach that this cyclical replacement and ascension of the Sovereigns also applies to the higher forms of divinity. Once the Draconic Prophecy has run its course, three new progenitors will be chosen from among the dragon gods, and the Sovereigns of this reality will become the dragon gods of the next reality.

## Holy Sites

There are several locations in Argonnessen that followers of Thir consider holy sites. The primary shrine of Thir is the Valley of the Three in the western region of the Thousand, where great idols of the draconic gods are arranged in a circle. The holy site is the primary place of worship for dragon priests of the Thousand, and many followers of Thir will make a pilgrimage to the site. Another holy site is the Face of Eberron, a massive stone dragon head three miles in length, on the southern shores of Argonnessen. The Face of Eberron is believed by the priests of Thir to be the head of Eberron herself, and is a gathering place for druids who follow Eberron.

## Appendix

### Notes

The sourcebooks disagree on how many Draconic Sovereigns there are. *Dragons of Eberron* states there are fifteen Sovereigns, while the *Eberron Campaign Guide* states there are sixteen. As both sources agree that the Sovereigns are made up of the nine Sovereign Host and the Dark Six, this article has gone with fifteen Sovereigns.
Mark of Detection

The **Mark of Detection** is a dragonmark that grants those who bear it powers of detection and the ability to ferret out danger whether from an ambush or a cup of poisoned wine.

## Usage

The House Medani half-elves are the bearers of this mark. The house began as a mercantile organization and is one of the youngest of the dragonmarked houses. Despite the fact that they have still been in operation for many centuries, some of the older houses still view them as upstarts.

The Warning Guild is well known for its personal protection services and anyone holding a meeting with less-than-trustworthy business partners would do well to spring for a member from the guild to attend. Members of the house who do not manifest the mark often serve as sentries and guards.

## Powers

### Least

*Detect magic* or *detect poison* twice a day; increased skill in spotting things hidden.
### Lesser

*Detect scrying* or *see invisibility* once a day.
## Rolemaster the Standard System/Fantasy Roleplaying conversion

Those half-elves (Khoravar) who have the Mark of Detection gain access to the Open Mentalism spell list *Detections*. Game Masters may want to add some spells from above to this list. See *Of Mentalism* page 12 for details.
Goblin

**Goblins** are a race of small and numerous goblinoids found throughout mainland Khorvaire.

## History

Like their fellow goblinoids, hobgoblins and bugbears, goblins are native to the continent of Khorvaire.

Goblins may have in fact been initially created by the hobgoblins during the Age of Monsters to serve as scouts and infiltrators for the Empire of Dhakaan before its fall.[*citation needed*]

16,000 years ago, goblin, hobgoblin, and bugbear nations united together to form the Dhakaani Empire, ruling most of Khorvaire for thousands of years until the Daelkyr weakened the empire, causing its collapse. Many goblins became part of disunited clans led by hobgoblins. When humans first emigrated to Khorvaire, they enslaved many goblins and used them to help build their cities. This practice was ended by Galifar ir'Wynarn I.

During the Last War, many goblins fought for their respective nations or as mercenaries.

## Description

Goblins have flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads slope back, and their eyes vary in color from red to yellow. Their skin color ranges from yellow through any shade of orange to a deep red; usually all members of the same tribe share the same colored skin, though they also come in shades of green.

## Society

Goblins breed extremely rapidly compared with many other races, accounting for their large population.

## Abilities

Goblins are a nimble and elusive race, who are able to slip away from danger more easily than most. In combat, goblins often use this advantage to sneak up on enemies and deal them a blow from hiding and then slip away before they can be retaliated against.

## Lands

Goblins can be found across any major city of Khorvaire. These city goblins are regular citizens of their respective nations, although many live in poverty.

Goblins make up about forty percent of the population of Darguun, a nation founded by goblinoid mercenaries. One-fifth of the population of Droaam are also goblins, where they are typically oppressed by those larger and stronger than them.

## Culture

Darguul goblins love using gliding boots and developed their own version with sturdier wheels so they can be used on tougher terrain, such as stream beds, hills, and in Marguul Pass. The Darguul goblins even claim they invented gliding boots before the Cyrans stole the concept, but most doubt this.
Keepers of the Past

The **Keepers of the Past** are the religious leaders for the Tairnadal elves. They lead the Tairnadal elves in venerating their legendary ancestors, warriors who battled dragons and giants, and believe that their spirits live on and guide the living.

## Religious Practices

The Keepers oversee Tairnadal coming-of-age rituals for elves, and divine what particular ancestor chooses the elf to bond with.

Besides the coming-of-age rituals, Keepers also lead followers in services commemorating the deeds and stories of their ancestors. These services are generally not carried out in a temple, but in a circle marked on the ground by a blade. Tairnadal also commune with their ancestor spirit while meditating in the trance elves go into instead of sleeping.

As the Tairnadal are primarily a nomadic culture, they do not have permanent temples. One exception to this is the Temple of the Ages in Taer Valaestas, where Keepers are trained.

## Demographics

Keepers of the Past are primarily found on the subcontinent of Aerenal or in the nation of Valenar on Khorvaire. While some humans and half-elves have sought membership in the faith, Keepers are exclusively elves, and have declared that only elves can be chosen by an ancestral spirit.

## RMSS/RMFRP Conversion

**Priests of the Spirits of the Past** are pure channeling priests and use the Ancestors sphere of influence found on page 27 of the Channeling Companion.
Basic Swordsmanship

**Style Points:** 20 points.

This is the basic style of swordsmanship being taught at all Academies of Swordsmanship in Eberron, except for Rekkenmark and the House of Deneith. Fighters and other persons learn this basic art of swordsmanship and it is the basic skills of the soldier. With the exception of Karrnathi zombies and skeletons -- who only use the weapon OB; fighters can learn this style and use it effectively in combat.

**Base Skill:** One handed edged.

* Single weapon -- Broadsword (5 points)
* -1 to Fumble Range (5 points)
* +5 bonus to Adrenal Balance (10 points)
Rekkenmark Swordsmanship

The Rekkenmark Academy is the premiere place to go to learn swordsmanship on Khorvaire. The swordsmanship is more intricate than the basic swordsmanship taught in other Nations. It also a practical weapon art, being taught in Academies all over Karrnath. There are many different styles of Rekkenmark Swordsmanship, but the one taught at the academy is regarded as the authentic style.

**Basic Weapon Style:** 30 style points

**Suggested skills:** One handed edged (broadsword), Feint, Disarm

* One handed edged (Broadsword) (5 points)
* +1 to Initiative (5 points)
* -1 to Fumble range (5 points)
* +1 to the critical roll (15 points)
Adam's Primeape

This Primeape is a Fighting-type Pokémon owned by Adam.

## Personality

Primeape only had minor appearances, but it has a lot of personality.

It is very mischievous, mercilessly vicious, extremely violent, almost always out of control, has a very short fuse and is prone to an explosive rage.

This notably caused Adam to audibly reconsider using Primeape in a Gym battle against Erika.

But under the explosively violent personality, it has a softer side, which allowed it to bond with Adam.

## Known Moves

* Thrash
* Scratch
* Mega Kick
* Seismic Toss
Man

The dominant race of Eberron, **humans** are originally from the continent of Sarlona but migrated westward nearly 4,000 years ago arriving in the region now known as The Lhazaar Principalities. Over the next century humans spread across the face of Khorvaire establishing settlements that would later evolve into what are now known as the Five Nations.

Since humans are a relatively young race in Eberron there are no distinct racial subtypes. Natives of the five nations tend toward certain personality stereotypes, but few could pick out a Brelander from a Karnnathi just on sight alone. Some lingering tensions exist between citizens of nations following the Last War, but these hostilities lie only in the nation in which one pledges allegiance to. A Cyran refugee who embraces the Silver Flame and thranish culture would be just as accepted by other citizens of Thrane as a native born.

Humans possess four of the thirteen dragonmarks. Because of this they have established themselves as one of the most powerful races in Khorvaire. Humans also seem to be exceptionally adept and skilled at learning all manner of trades from blacksmith to anthropologist to fate-tempting adventurers humans demonstrate a proficiency in anything they set themselves to. While they don't meet the high standards of dwarven or elven craftsmanship, or the fortitude of the half-orcs or even the multifarious talents of the gnomes they more than make up for their lack of individual strength with a versatility that is second to none.

## Mannish Races

The human race is divided into two races. High Men and Common Men. **High Men** are those that make up the Aristocracy of Khorvaire. Including the royal houses of each of the five nations and the leaders of the four dragonmarked houses. **Common Men** make up everyone else. The laborers in the Dragonmarked Houses, and the peasants or simple citizens of each of the Five Nations are represented by common men.

### Racial Statistics

See *the Rolemaster Standard Rules* or *Rolemaster Fantasy Roleplaying* (pages 86, 87) for rules on making a human. Either high men or common men.

## Dragonmarks

* Mark of Finding (shared with orcs and half-orcs)
* Mark of Handling
* Mark of Making
* Mark of Passage
* Mark of Sentinel
The Polar Express

(Photo: NewCa.com)

The Polar Express is a 2004 American 3D computer-animated Christmas musical fantasy film based on the 1985 children's book of said name by Chris Van Allsburg, who also served as one of the executive producers on the film. Written, produced, and directed by Robert Zemeckis, the film features human characters animated using live-action motion capture animation.

## History with the Parade

For the 100th parade in 2004, the parade team partnered with warner Bros. to design a self-propelled Polar Express float to promote the theatrical release of the film. This train was a giant live replica of the train from the movie, where it followed the "self-propelled train" trend of the 2000's. The float used the same base as Nestle's Candyland Train from 2001 and the Royal Bank of Canada's Snow Train from 2003. The wheels could turn, real steam came out of the funnel, and you could even hear the train's whistle blowing form down on the street as if it was really chugging down the streets of Toronto. the float was retired after its only appearance in 2004 and was recycled into the Thomas the Tank Engine float the following year.
Mark of Shadow

The **Mark of Shadows** is a dragonmark that grants various magical benefits that relate to divination and illusions.

## History

The oldest living dragonmark, the Mark of Shadow first appeared on Aerenal.

## Usage

The schism that occurred during the Last War between the older House Phiarlan and its offshoot rebel House Thuranni has caused the Mark of Shadow to develop within both groups. Both houses still use the marks and their non-magical skills for intelligence gathering, spying, and other covert activities while still pursuing mercantile wealth through entertainers and artisans of all kinds.

House Phiarlan controls the mysterious Artisans Guild. Outwardly a group of entertainers and companions, they are in reality a vast spy web operating throughout Breland, Thrane, and Aundair. House Thuranni and their Shadow Network are based in the Lhazaar Principalities and stretch their influence into Karrnath, Droaam, and Q'barra, and even into the ranks of the Emerald Claw, at the behest of the fickle princes. Both houses also employ unmarked spies, disguised as dancers, musicians, and artists.

## Powers

One with the Mark of Shadow may be capable of the following spells, according to the extent of their mark.

Least
*Darkness*, *disguise self*, or *minor image* once a day, and increased skill in gathering information; or *knock*, *masking shroud*
Lesser
*Clairaudience/clairvoyance*, *shadow conjuration* or *scrying* once a day
Greater
*Mislead*, *prying eyes*, or *shadow walk* once a day
Siberys
*Greater prying eyes* or *greater scrying* once a day
## Rolemaster Fantasy Roleplaying/Rolemaster Standard System Conversion

Those bearing the Mark of Shadow can use the *Far Visions* seer base list from the Mentalism Companion, as well as the *Shadow Mastery* open list from the *Essence Companion*.
Aundarian Fencing

Most Aundairians (Aundairese?) know all about fencing and swordplay with the rapier. It is an elegant art. It is also simple, as it resembles Classic Fencing techniques. The rapier is the favored weapon of Aundair, although it's soldiers learn basic swordfighting. Nobles and swashbucklers often do displays of fencing for the common folk. Although it's also deadly and there are duels of honor among the nobility of Aundair.

**Advanced Weapon Style** (45 style points)

**Suggested skills:** Rapier weapon skill, feinting, adrenal defense, Disarm Foe

* One Handed edged (rapier) (5 style points)
* +2 to initiative rolls (10 style points)
* -1 to fumble range (5 style points)
* +10 bonus to feinting (5 style points)
* +10 bonus to disarm (5 points)
* Lesser Adrenal Defense (10 style points)
Mark of Making

The **Mark of Making** is a dragonmark that bestows a number of powers designed to mend and create inanimate objects.

## Usage

House Cannith holds power over the Mark of Making and their Tinkers Guild is widely travelled and respected. The house also boasts a second guild, the Fabricators Guild, made up of members who possess lesser or greater dragonmarks and are able to not only mend broken items but create entirely new ones. Those who are not marked usually take on roles as well-off artisans or in rarer cases mundane tinkers.

## Powers

Least
*Make whole* or *repair light damage* once a day or *mending* twice a day, and increased skill in crafting.
Lesser
*Minor creation* or *repair serious damage* once a day.
Greater
*Fabricate* or *major creation* once a day
Siberys
*True creation* once a day
## Rolemaster Fantasy Roleplaying/Rolemaster Standard System Conversion

Humans with the Mark of Making may choose three Alchemist base lists from the *Treasure Companion*. See page 33 of the *Treasure Companion* for details.
The Inspired

**The Inspired** are a race of beautiful humans from the continent of Sarlona who rule the Unity of Riedra.

## History

The Inspired first appeared during the events of the Sundering to save the people of Sarlona from the terrors unleashed in the conflict, and were given the mantle of rulership by the various cultures that now make up the Unity of Riedra in gratitude.

They are said to be descended from some mixing of human, elvish, and fiendish blood.

## Description

The Inspired are Chosen vessels that have been possessed by a quori spirit. Ruling over the ever-expanding nation of Riedra in Sarlona, the Inspired have slowly begun expanding into Khorvaire, starting to make trips to its eastern shores.

Chosen not currently inhabited by a quori (their *il-altas* or "great spirits") are known simply as "empty vessels."

## Abilities

The Inspired are powerful psions and may embed Siberys dragonshards into their bodies to enhance their innate psionic abilities.

## Society

The Inspired make up the highest echelon of Riedran society.
The Chosen are the mortal apotheosis of the cycles of spiritual rebirth and growth known as the Path of Inspiration. Followers of this faith believe the Chosen are the mortal vessels for the *il-altas* and that the Inspired will join their number on death.

## Lands

Through their powers and the faith of the Path of Inspiration the Inspired rule the various cultures of humans, changelings, shifters, ogres, and oni of Riedra and much of the continent of Sarlona.

## Religion

The quori of Dal Quor that puppet the Inspired view the Dreaming Dark as their god, with themselves as its immortal angels.
Kol Korran

**Kol Korran**, the Sovereign of World and Wealth, is a god of the Sovereign Host. Kol Korran is the patron of traders and merchants, though rogues and thieves also worship his darker aspects.

## Description

He is often depicted as a cheerful, fat human or dwarf and occasionally as a white dragon laying atop a pile of ice blue gems.

## Relations

Kol Korran is the son of Olladra and Onatar.

Kol Korran is the only second-generation member of the Sovereign Host. This is fitting since trade and commerce only come into play once the other elements of civilization have been established.

Though loyal to the Host, Kol Korran frequently schemes and lays plots to enrich himself, often at the expense of other members of the Host.

## RMSS/RMFRP Conversion

**Priests of Kol Korran** are pure channeling priests that use the Fortune/Luck sphere of influence. See page 122 of the Channeling Companion.
Goblinoid

**Goblinoids** are a type of humanoid creatures who speak the Goblin language and are primarily found on Khorvaire.

## Abilities

They are typically adept in stealth and subsist on hunting and raiding.

## Subraces

On Eberron, several goblinoid races are known to exist, with goblins and hobgoblins among the most common:

There are three primary types of goblinoids:

* Bugbear: Largest of all the goblinoids, bugbears tend to be more physical and aggressive than their smaller kin.
* Goblin: The smallest and most numerous goblinoids, for which the type is named due to human misunderstanding.
* Hobgoblin: A race of lawful (a rarity amongst goblinoids) yet aggressive goblinoids who are larger than goblins yet smaller than bugbears, standing roughly the same height as most humans. Hobgoblins were once the rulers of the great Dhakaani Empire that fell several ages ago.

Other goblinoids found on Eberron include:

* Barghest: Shapechanging goblinoids that dwell on Mabar and feast on the flesh of mortals.
* Bhuka: Desert-dwelling survivors with a kind nature that dwell in the Menechtarun desert of Xen'drik.
* Blue: A sub-race of blue-skinned, naturally psionic goblins.
* Varag: These lupine goblinoids are supposedly the result of crossbreeding between hobgoblins and wargs during the Age of Dhakaan. They are said to dwell in the Khraal rainforest of Darguun.
Karrnathi Hand-to-Hand

**Basic Martial Art** -- 25 style points

An ancient martial art, **Karrnathi Hand-Hand** have been around in some form when Humans first set foot on Khorvaire. The only difference is, this hand-to-hand martial art had been refined over the years. It is said that King Karrn knew this martial art, and was rowdy with it. The martial art involves fists, kicks, sweeps, and throws to unbalance your opponent and set them on edge. The training is to defeat your opponent quickly. This style of Martial Arts is taught at the Rekkenmark Academy. It's not exclusive to the academy, since there are training schools through out Karrnath teaching the style, and there are thousands of variations to learn.

**Recommended Skills:** Martial Arts Striking, Martial Arts Sweeps and Throws, Locking Holds, Adrenal Defense, Adrenal Strength

#### Martial Arts Abilities

* Lesser Adrenal Defense (10 points)
* Martial Arts striking Degree 2, Martial Arts Sweeps and Throws Degree 3, Locking Holds degree 2 (10 points)
* +10 bonus to Adrenal Strength (5 points)
Valanar Swordsmanship

**Basic Weapon Art** -- 25 points

The Valanar elves are good swordsmen. Although they train with the Scimitar instead of the broadsword, their use of the blade has no equal. This is because they are trained to fight from horseback as well as on the ground. Few swordsmen are their equal, yet training in the weapon art takes time. But masters are sought after, and there are many schools open to train with the blade. Valanar steel has no equal, it's steel II, to be sure. The swords are made from the finest steel, and the Valanar swordsmith lives in a secret world.

**Recommended Skills:** Scimitar attack skill, Riding (horse), Swashbuckling, Adrenal Speed, Meditation

#### Weapon Skill Abilities

* Scimitar attack (5 points)
* -1 to fumble range (5 points)
* All around attack (15 points)
Fighter

A **fighter** is an all-purpose combat expert skilled with a variety of weapons and tactics. They can be anything from a tough-to-kill war machine wielding a hard-hitting greatclub in two hands clearing a swath of open ground where once stood opponents, to an eagle-eyed crackshot archer able to pick a bird out of the sky from 100 yards.

## Society

Many fighters are veterans of the Last War that now find their martial skills are no longer in such high demand. They usually find work as mercenaries, bodyguards for wealthy nobles, city patrolmen, or as adventurers.
Cleric

The **Cleric** is a divine servant of gods and other celestial forces and does their bidding through their combat prowess and divine spells. The typical cleric wears heavy armor and wields simple weapons dealing out a good bit of damage while also using their divinely granted magic abilities to buff themselves and other party members. Good clerics are powerful healers due to the large number of healing and curative magics available to them and their ability to cast them spontaneously while evil clerics inflict damage with equal proficiency. Clerics also possess the ability to hold sway over undead either turning them away or commanding them to do their bidding depending on their chosen alignment.
Half-Elf

**Half-elf** are one of the common races. They descend from elves and humans but have since become a new unique race, distinct from both their elven and human ancestors. Half-elves refer to themselves as "Khoravar" and are found throughout the continent; they are not concentrated within a specific geographic region.

### House Lyrandar

The half-elves heirs of House Lyrandar bear the Mark of Storm. Lyran and Selavash were the first of the half-elves to develop the dragonmark of Lyrandar 2000 years ago, during the time of Karrn the Conqueror. The two half-elves told others of their race to embrace their culture, calling them Khoravar, or "Children of Khorvaire", referring to their origin on the continent.

House Lyrandar is a powerful house and their development of elemental airship technology with the aid of the Zilargo gnomes and House Cannith has only enhanced their prestige.

**Guilds**

*Raincallers Guild*: provides weather-manipulation services for agriculture, as well as building dams, irrigation systems and reservoirs to limit the sometimes erratic effects of natural forces.

*Windwrights Guild*: provides shipping services via its airships and waterbound vessels.

### House Medani

The half-elves of House Medani bear the Mark of Detection, giving them various powers of divination. The dragonmark was discovered by House Cannith during the War of the Mark, 1500 years ago. The Medani half-elves had been secretly using them for some time, but were convinced to join the other Houses.

**Guilds**

*Warning Guild*: provides services certifying mercenaries and anticipating attacks for those in power.

Eberron Half-elves represented in Rolemaster

### House Lyrandar

The half-elves heirs of House Lyrandar bear the Mark of Storm. Lyran and Selavash were the first of the half-elves to develop the dragonmark of Lyrandar 2000 years ago, during the time of Karrn the Conqueror. The two half-elves told others of their race to embrace their culture, calling them Khoravar, or "Children of Khorvaire", referring to their origin on the continent.

House Lyrandar is a powerful house and their development of elemental airship technology with the aid of the Zilargo gnomes and House Cannith has only enhanced their prestige.

**Guilds**

*Raincallers Guild*: provides weather-manipulation services for agriculture, as well as building dams, irrigation systems and reservoirs to limit the sometimes erratic effects of natural forces.

*Windwrights Guild*: provides shipping services via its airships and waterbound vessels.

### House Medani

The half-elves of House Medani bear the Mark of Detection, giving them various powers of divination. The dragonmark was discovered by House Cannith during the War of the Mark, 1500 years ago. The Medani half-elves had been secretly using them for some time, but were convinced to join the other Houses.

**Guilds**

*Warning Guild*: provides services certifying mercenaries and anticipating attacks for those in power.

## Rolemaster Stats

Use the Half-Elf race template found on page 8 of *Character Law.*
Olladra

**Olladra** is a goddess of the Sovereign Host. The Sovereign of Feast and Good Fortune, Olladra is the wife of Onatar and the mother of Kol Korran and the Keeper. She is worshiped by bards, rogues, gamblers, hedonists, merchants, and any who seek good fortune. Even her most devout Vassals cannot come to grips with why she chooses to bless or curse on a whim. She is a force that is Neutral Good.

There is much debate on the birth of Olladra. Most Vassals believe that Olladra and the first generation of Sovereigns were created by the Progenitor Dragon Eberron. However, many believe that their creation was not deliberate on Eberron's part, but rather a by-product of the act of the creation of the world itself. Others believe that the first-generation Sovereigns were the children a pairing between the two Progenitor Dragons Eberron and Siberys.

There are other creation myths, though. Some say that Olladra and the other Sovereigns were created by mortals, that is, the mortals' belief in a higher power created the gods. Others believe that Olladra and the Sovereigns are actually from another plane of existence, and traveled to Eberron during its creation. Another theory says that the Olladra and the Sovereigns were the ones that convinced the dragon Eberron to create the world. While there are many disagreements to Olladra's origins, all can agree to her place in the celestial host. Olladra, the Sovereign of Feast and Fortune, became the wife of fellow Sovereign Onatar, the Sovereign of Fire and Forge. The two gave birth to twin children: Kol Korran, the Sovereign of World and Wealth, and Kol Turrant, the Sovereign of Death and Decay.

## RMSS/RMFRP Conversion

**Priests of Olladra** use the full channeling priest template found on page 26 of the Channeling Companion. You can either use the Fate, Destiny template or the Healing template. Those that use the Healing Template are usually Halflings. Healers are also priests of Olladra, and the profession is dominated by halflings.
Rekkenmark Fencing

The sword masters at Rekkenmark also teach a style of fencing that is all Karrnath's own. This style is mostly learned among nobles, but some commoners are learning the style. It's characterized as a dazzling display of steel -- something that rivals Aundair's own style of fencing. The style is characterized by feints and disarms. This style isn't taught to the undead armies of Karrnath. Though it has been seen on the battlefield as of late, in skirmishes with the Valenar elves.

**Advanced Weapon Art:** 55 style points

**Recommended Skills:** Rapier weapon attack, feinting, disarm foe, adrenal defense

* One handed Edged (Rapier) (5 points)
* +2 to Initiative rolls (10 points)
* -1 to fumble range (5 points)
* +1 to the critical roll (15 points)
* +10 Bonus to Feint (5 points)
* +10 bonus to disarm (5 points)
* Lesser adrenal Defense (10 points)