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Changelings are a fey or humanoid race who are related to doppelgangers and share their shapeshifting qualities and capacity for disguise. This makes them effective as actors, spies, and criminals, which has in turn led to them being mistrusted amongst the people of Khorvaire.[2][3][1][4][5][6][8] They are sometimes also known as doppelgangers themselves.[1]

Description[]

While changelings can look like anyone, they do have a true form. A changeling in their natural form looks rather like a doppelganger, with a lesser resemblance to a regular humanoid;[2][3] in comparison to a human, they appear faded and lacking detail[8][6] or as if unfinished[2][8] or vaguely depicted yet still striking.[1] They appeared to have a gray and gauzy additional layer of skin all over their bodies.[8] Their skin tone is pale, either white or light gray,[2][3][8][1][4][6] and their hair is thin and fair,[2][3][8][6] most commonly a light shade of silver-white,[1][4] followed by platinum and blond, with traces of green, pink, and blue. Otherwise, changelings have little if any body hair and facial hair.[1] They have over-large colorless or blank white eyes[3][8][6] that may appear sunken and circled by dark rings.[1] Their nose, lips, and mouth are small, even barely noticeable,[2][3][8][1] so they seem expressionless[3] and almost featureless.[6] Their noses lack nostrils.[8] Nevertheless, their features are still somewhat more distinctive than those of a doppelganger.[2][8]

A changeling has a humanoid build some 5​ to ​6 feet (1.5​ to ​1.8 meters) in height,[3] and some can change their height from human to halfling size.[6] They tend to have slender, almost frail-looking, bodies[1] and seem gangly and ill-proportioned, with limbs slightly longer in proportion to other humanoids. Despite this, they do not lack for grace or agility. [2][3][8] In contrast to doppelgangers, changelings display sexual characteristics in their natural form, though they can alter these as they please.[3][8]

However, given their shapeshifting talents, most changelings are rarely seen in their true form[4][6] and may prefer to adopt all kinds of humanoid shapes, treating their appearance like others treat clothes.[4] A changeling typically has a few preferred appearances and a common trait they may keep through all their forms, such as a mole, birth mark, or hair color.[8]

Personality[]

How a changeling chooses and uses each new guise they adopt is up to each individual. It may be for mischief, for entertainment, for exhibiting an emotional state, for artistic expression, or for heroism, or it could be for terrible misdeeds. To one changeling, it may be no more than a disguise, but to another, it could be another facet of their soul. They have different terms for different kinds of guise. A 'mask' is a guise that lacks a backstory and deeper personality; it is created on a whim to display a mood or to fulfill a need and can be discarded, never seen again.[4][6] A 'persona' is a full identity with a backstory, depth, and beliefs of its own,[1][4][5][6] and even its own friendships and associations.[1][5] In contrast, other races who cannot shapeshift as they can are called 'single-skins'.[4]

Most changelings maintain a handful of personas for different applications and situations,[1][4][5][6] so if one identity is compromised, they can disappear and switch to one of their others. One who travels a lot could take on a different identity in every community in order to blend in. They may change their identity from day to day.[1] A particular persona can aid a changeling in focusing on a specific skill or emotion.[4] Changelings and changeling communities can also share their personas (for example, three changeling healers can play the one physician persona, the kind old medic Tek, in shifts) or bequeath them to their descendants (so a young changeling can have the benefits and contacts of an older persona).[4][6]

However, the mutable ways of changelings provoke suspicion and fear in members of other races, who think they use their shapeshifting abilities for malevolent purposes. As a result, many changelings use those same abilities to conceal their true nature, sometimes even from those closest to them. They try not to draw undesired attention to themselves and look for their own place in the world.[1]

Changelings can be of any moral stance, but the majority have a tendency toward a pragmatic neutrality, focusing on their own needs and issues without special consideration for others' laws and ethics[2][4] and are largely uninterested in social and political matters.[1] While many have a personal sense of honor they abide by, they are also keen on their own independence. And although some find using their powers for crime and assassination unthinkable, others welcome it, seeing it as the perfect use of their powers.[2] However, such people are no more common than in any other race, and any given changeling is just as likely as any creature to turn to good or evil, to be truthful or deceitful, to be kind or cruel. On the whole, changelings are a commonly harmless and peaceable people and the majority are not engaged in criminal activity—they just have an aptitude for it.[8][1][4][8]

Changelings tend to be subtle and deceptive in their ways. A typical changeling is careful and wary of dangers, only undertaking a risky endeavor if the rewards or the odds of success make it worthwhile. On the other hand, they have expensive tastes, especially enjoying the comforts and luxuries that riches can bring, and seek them out whenever they could afford them.[2][3]

Changelings love learning new languages and building collections of ones they know. These linguistics also aid their disguises and personas.[2][3]

Their genders are as flexible as everything else about them; changelings view it as just another trait they can alter as they will.[4]

Abilities[]

Shapeshifting[]

Changeling 3

A changeling may begin looking like this...

Changeling PGtE

…and finish looking like this.

Changelings have the magical ability to change their appearance with no more than a thought. Although similar in effect to a disguise self spell, this is no illusion but a small physical transformation of their bodies, so their clothing and possessions are unaffected. It is also not as extensive as a doppelganger's transformation and they are limited to a humanoid form. They can alter their facial features, skin coloration and texture, eye color, hair length and color, race, sex, voice, distinguishing marks, and their size, height, and weight, within limits[2][3][8][1][4][5][6] of human[2][3] or human and halfling scales.[6] They can alter their height by up to 1 foot (0.3 meters) and their weight by up to 100 pounds (45 kilograms) either way.[8] Though it takes several seconds, a changeling can change their form as often as they like and the new appearance lasts until they change again.[2][3][4][5][6][1] If they die, their bodies revert to their natural forms. True seeing will also expose them.[2][3][5][6]

Unsurprisingly, this power gives a changeling a great facility for disguise and impersonation, with them able to create a highly convincing disguise on cue.[3][1] They can take on any face they want, even those of other people and races, but of course cannot look like someone they've never laid eyes on.[4][5][6]

While it's widely assumed that a changeling's disguise is perfect and almost impenetrable, this is often only because people tend to believe what they see and ignore the subtle clues that say otherwise. A changeling's disguise may be given away by them having unchanged clothes and equipment, lacking the skills of their alleged profession or species, being unfamiliar with their apparent culture, or otherwise making errors.[8]

Some changelings may develop their shapeshifting further, such as to aid in contortion and escape artistry[9] and even have a fluid anatomy to avoid serious injury.[10]

Mental Abilities[]

Thanks to their slippery minds, they have an innate resistance to sleep and charm magic[2][3] or to mental defense in general.[1]

They tend to be charismatic.[1][4] Unlike doppelgangers, changelings cannot read thoughts, but they still have an intuitive aptitude for reading body language and mood, and with astonishing accuracy.[2] This extends to a sensitivity to the mannerisms of a culture and the values and mood of a community.[8] Changelings theorize this is a residual element of the doppelganger's power and some may be better at it with training and familiarity.[8] As a result, they have an innate ability to both deceive and intimidate others.[2] A changeling speaks softly, but when they talk to someone they have a knack for getting them to give away more information than they intend to share.[2][3] Thus, they tend to be skilled in areas of deception, intimidation, sensing motive and deceit,[2][3][1][4][6] persuasion,[4][6] or performance.[6]

They also have a gift for languages and can learn new tongues with ease.[2][3][8][4]

Other Abilities[]

Changelings do not manifest dragonmarks but may mimic the appearance (but not powers) of one.[2]

Combat[]

A changeling avoids combat if they can and would rather bluff or bully their way to a peaceful resolution. When pushed to fight, they favor ambushes and sneak attacks and will remain on the defensive while they weigh up their odds and look for a way out. If defeat is likely, they will retreat or run away.[2][3]

Changelings may be practiced at using feints to gain advantage in combat.[1] Others may adopt a hideous visage to unsettle and frighten their opponents.[5]

Society[]

Communities[]

Changeling RftLW

Imitation is the sincerest form of flattery, right?

Having no culture or nation of their own, changelings use their shapeshifting powers to live in secret amongst others, most often humans but also goblinoids and other races, by blending in among them and living in their shadow.[2][3][1][4][6] They favor communities with principles and practices that they share. Somewhat parasitically, rather than creating their own art and achievements, changelings are happy with claiming other societies, their works, and their culture as their own, not only to maintain and enhance an identity but also making them part of themselves.[1] Nevertheless, some new changeling communities will seek new homelands of their own.[11]

Big cities are where changelings are most often found,[3] for these are perfect places in which to blend in or disappear and where most folks are too wrapped up in their own concerns to pay much attention to a peculiar stranger.[1] But even in such cities, they do not gather in great numbers. Those without families operate alone or in small changeling gangs of only about five members under one charismatic leader. Those with dependent children or elders come together in 'clans' for mutual protection and aid. These clans are not bound by blood, but by voluntary association. A clan head governs the clan and sets a common purpose, but only with the consent of its members, so the role is replaced regularly. Clan bosses help organize and keep order in the clan. The clan comprises anywhere from 10 to 60 capable adult members; an additional 30% children, elders, and non-combatants; a boss for every 10 adults, two elders, and one clan head.[3] These clans form their own safe havens in the cities.[4]

Some changelings live in stable communities where they may be open about their nature and be true to themselves, while others live in nomadic clans that roam throughout the Five Nations following the path of the Traveler while they hide their ability to shapeshift from outsiders. Otherwise, changeling orphans may be raised by parents of other races and, finding no others of their kind to guide them, must make their own way through life.[4]

Occupations[]

Changeling1

Two changeling adventurers in not-so-discreet black leather.

Their abilities make them adept at infiltration and criminal activity, and many make the most of it, gravitating toward being rogues. They serve as deep-cover spies and agents of their governments, they work as inquisitives, and they of course they operate as con artists, fences, thieves, and, less likely, assassins. Changeling criminals make up the core of the local criminal underbelly in the big cities of Khorvaire.[2][3][8][4] Changeling spies and thieves have been among the most notorious in the Five Nations' history.[8]

Nevertheless, others prefer reputable professions, and thanks to their other abilities they excel as entertainers, storytellers, diplomats, and negotiators.[2][3][8][4]

Changelings have no great traditions for being artificers and so look elsewhere for magic.[12]

Those without the talents or dispositions for these fields can struggle to get regular work. Typically, changeling adventurers may be set on their path by lack of better opportunities, the need to go on the run from their misdeeds, a desire for justice or vengeance for misdeeds done to them, or a pursuit for spiritual perfection.[2] They are common among the Wayfinder Foundation explorers.[13]

Especially talented changelings are known as chameleons.[14]

Reproduction[]

Ageing slightly faster than humans, changelings are considered mature at around age 15 but have roughly the same lifespan as a human, typically up to 100 years[1][4] and as much as 110.[7]

Philosophies & Beliefs[]

Changelings commonly follow the Traveler, the shapeshifting deity of trickery and change of the Dark Six.[2][3][8][15][16] Changelings are more attracted to the Traveler's faith than any other race of Khorvaire, but while they revere it, they do not exactly worship it. Rather, they see the Traveler as a companion on the road of life, but not one to be fully trusted. Nevertheless, tales of the Traveler are commonly used to justify or explain their other philosophies.[8]

Most, if not all, changelings take up one of three philosophical beliefs when it comes to their mutable forms and these philosophies guide many aspects of a changeling's day-to-day life:[17][8]

  • 'Passers' repress their changeling nature and live life in only one form, treating it as their 'natural state'. They do this to better fit in with those around them and avoid suspicion and prejudice.[17][8] They try not to attract attention nor to get into trouble.[8] Other changelings will often view passers with contempt and use slang words such as 'pretender' or 'actor' to mock them.[17]
  • 'Becomers' exult in their changeling nature and believe that to be a changeling is to possess many different shapes and often different identities and lives altogether.[17][8] In their belief, they are both who they are and who they seem to be, at the same time, savoring how ambiguous and paradoxical this may be.[8] A becomer takes the concept of a dual life to a whole new degree and some will successfully live as several different people for many years.[17]
  • 'Reality seekers' or 'perfecters' pursue an abstract concept of perfection or a perfect reality.[17][8] It is a personal philosophy of the perfect form, wherein the transformation of the body is a spiritual or mystical act that embodies the purification of the spirit.[2][3] They are convinced that a great truth exists that only the changelings can discover; they suppress their shapechanging abilities even more than passers[17] and prefer to live in their natural forms and to live in communities of fellow changelings.[17][8] This philosophy lacks a moral element and is practiced by both virtuous ascetics and vicious assassins.[2][3]

Changeling Names[]

Changeling names are typically very short, usually only a single syllable and sounding like nicknames rather than proper names in most other languages.[2][4] These names are used equally by both genders, with no difference between them. Through their lives, changelings tend to collect various names for use in different strata of society.[2] Names may be distinguished by subtle accents conveyed through shapeshifted appearance. For example, two changelings named Jin may be identified as Jin-with-vivid-blue-eyes and Jin-with-golden-nails.[4]

Some example changeling names include:

Bin, Dox, Fie, Hars, Jin, Lam, Nit, Ot, Paik, Ruz, Sim, Toox, Yog, Yug[2][1]

Of course, they can change their names as they do their faces and every mask and persona will have its own name.[4]

Language[]

As a rule, changelings learn the Common language, as it lets them interact with humans and most other races with ease,[2][3][4][5] and might know a couple of others.[4] They will learn lots of other languages, typically Dwarven, Elven, Halfling,[2][3][5] Gnome, Giant, and even Auran and Terran[2][3] and a thieves' cant.[5]

Relations[]

Changelings' shapeshifting habits create mistrust and distrust and generate suspicion and fear,[1][4] so many people of other races find it hard to trust changelings and are highly cautious around them.[2][3][8] Prejudiced against them, they determine they must be using their shapeshifting powers for criminal or malign purposes[1] and that all are conniving and deceitful and not to be trusted. They are seen at best as tricksters and con-artists, at worst as thieves and assassins.[8] So, humans and elves tend to be suspicious of changelings, yet most will still deal with them if they have need. Halflings and gnomes can have some fun in battles of wits with changelings, though those in the criminal underworld are as likely to be rivals. Meanwhile dwarves do not have much patience for changelings' subtlety and tricks.[2][3] Thus, changelings are typically not accepted in humanoid societies, but neither are they accepted by doppelgangers,[8] who see them as greedy and lazy for trying to live comfortably in human society.[18]

Among the various faiths of Eberron, while the doctrine of the Silver Flame maintains that people of all races should stand together, the zealous Pure Flame sect remains suspicious of changelings, shifters, and others.[19]

Lands[]

Khorvaire[]

Having no homeland to call their own, changelings may be found in all the human nations of Khorvaire, usually living amongst them in the big cities, but never in great numbers, let alone to the level of dominance.[2][20][21] They are most prevalent in the Lhazaar Principalities,[22][23][24] less so in Breland[25][26][27] and the Talenta Plains,[28][29] and to a small degree in Aundair.[30][31] The Gray Tide Principality, based around Lastpoint Island in the Lhazaar Principalities, includes a sizeable population of changelings, many of them reality seekers. Their leader, the changeling Prince Kel, has ambitions of founding a changeling homeland.[32][24] There also changeling communities in Sharn in Breland,[33] with the Dragoneyes district being home to one of the few changeling communities in the nation. Many are entertainers in Dragoneyes (such as at Velvet's) and Smoky Towers.[34]

In non-human Droaam, many changelings live in the cities of Graywall and the Great Crag, and they may be seen in public in their natural forms.[35][36][37] One of the most notable changeling settlements is that of Lost, located somewhere in Droaam, where even the buildings shapeshift.[35][36][38]

In Darguun, changelings are sometimes permitted to join the Khesh'dar, a goblin clan with a penchant for espionage.[39]

Xen'drik[]

In Xen'drik, changelings are as common as any other race in the cosmopolitan city of Stormreach.[40]

Sarlona[]

Although they are second-class citizens,[40] the changelings of Riedra receive far more respect than those that inhabit Khorvaire, owing to them being embraced by the Inspired. Any hopeful changeling can make their way to Riedra in search of acceptance. However, it comes at the price of losing ones' individuality as the Inspired specifically tutor changelings on how to relinquish all sense of individuality.[41] Changelings comprise a significant part of Riedra's armed forces.[42]

Most Riedran changelings loyally serve either the Thousand Eyes or the Iron Gate. Due to their devoted service to the Inspired, changelings are feared and distrusted in the other lands of Sarlona. This devotion is often exploited by dissident or outsider changelings. The dragons of Argonnessen, for example, use changelings to infiltrate the ranks of the Inspired and other nations often find changeling agents are better suited for operations in Riedra.[41]

History[]

It is thought that changelings began as the result of interbreeding between humans and doppelgangers. Their offspring evolved, ultimately becoming a distinct race in their own right.[2][3][8] However, it is also claimed that changelings originated first, and doppelgangers were created by the daelkyr known as Dyrrn the Corruptor by enhancing the changelings' latent gift for psionics and implanting drive to cause chaos in communities.[43] Moreover, another theory holds that the first changeling, tiefling, and skulk bloodlines began among the sages of the lost kingdom of Ohr Kaluun in Riedra, who studied dark magic, made pacts with fell beings such as fiends, and altered their own bodies in mystical rituals.[44]

In one account of their origin, the first changelings anywhere came into existence in the Feywild, as a manifestation of that plane's magical, mutable nature. Accordingly, their shapeshifting power and whether they use it for good or for evil channels either the joys or the dangers of the Feywild.[6]

Changelings, such as the priest Chance, tell the story that in olden times there was a woman called Jes who had one hundred children. When enemies plotted to slay them, Jes appealed to the Sovereign Host, but got no answer but rain and wind. When Jes despaired, a lone traveler came and took her hand, promising "I will protect your children if they follow my path. Let them wander the world. They may be shunned and feared, but they will never be destroyed." Accepting this, Jes was given the traveler's cloak and she spread it over her hundred children. Though their former faces melted away, they could become whoever they wished, becoming the changeling race, shunned by all but shielded by the Traveler's gift.[4] Another, somewhat bland, changeling legend tells that the Traveler chose to create a new race, for reasons unknown and unknowable but much speculated about. The Traveler channeled his will and desires through doppelgangers and gave them temporary extra powers and had them go out into the world and breed with humans and other humanoids, and their progeny were the first changelings.[45]

Rumors & Legends[]

A common story, told by bards and in popular fiction, is of a changeling killer who adopts the appearance of a friend or loved one to infiltrate a home, before shifting into a monstrous shape and attacking their targets.[8]

Notable Changelings[]

Notable Changeling Organizations[]

  • The Tyrants, a prominent criminal organization in Sharn specializing in information, forgery, fraud, and false identities.[50]
  • The Five Faces, a gang of pickpockets in Sharn's Middle Menthis district.[51]

Appendix[]

Background[]

The changeling race is based on the real-world myth of changelings, which are children claimed to have been swapped (that is, changed) by fairies and displaying unusual traits or behaviors, and the term is often conflated with shapeshifting.

Changelings have been a playable race in the 3.5, 4th, and 5th editions of Dungeons & Dragons. They are often seen as an exclusive race to the Eberron setting, being introduced in the main Eberron sourcebook for each edition and only re-released later. They were created for the Eberron setting and first featured in the Eberron Campaign Setting book in June 2004, before being introduced to core D&D in the 3.5-edition Monster Manual III in August. Here, they are of distant descent from doppelgangers, a more monstrous and powerful race that is generally not playable and predates changelings and Eberron. Later books such as Races of Eberron expanded on them significantly, with suggestions of changeling babies being abandoned, adopted out, or swapped incorporating the real-world legend. (An unrelated changeling race based on the swapped-by-fairies myth was presented a year earlier in Dragon #304.)

For the 4th-edition Monster Manual, doppelgangers were revised, being downgraded in power and depicted similarly to the earlier changelings. Most likely, they were intended to be merged and the 4th-edition Eberron Campaign Guide and Eberron Player's Guide followed suit with its playable changeling race, declaring that the words "changeling" and "doppelganger" are synonymous, though the latter carries a more negative connotation. This causes ambiguities across editions, with characters and organizations previously defined as changeling or doppelganger becoming both.

In 5th edition, changelings were reintroduced in Rising from the Last War, which altered their origins again, with changelings having appeared first and doppelgangers being the results of Dyrrn the Corruptor's experiments. They were re-released later in a revised form in Mordenkainen Presents Monsters of the Multiverse, where were identified as a fey race with the Feywild as their origin and with no relation to doppelgangers. It is unclear if they are meant to be the same, though the above article covers both versions under the assumption that they are.

In 3.5 edition, they had two changeling-specific prestige classes in Races of Eberron, the cabinet trickster and the recaster.

External Links[]

Appearances[]

References[]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 1.33 1.34 1.35 1.36 1.37 David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), pp. 26, 28–29. ISBN 0-7869-5100-1.
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  21. David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 122. ISBN 0-7869-5100-1.
  22. Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 184. ISBN 0-7869-3274-0.
  23. David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 140. ISBN 0-7869-5100-1.
  24. 24.0 24.1 Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 119. ISBN 0786966890.
  25. Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 142. ISBN 0-7869-3274-0.
  26. David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 126. ISBN 0-7869-5100-1.
  27. James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), p. 74. ISBN 0-7869-5099-4.
  28. Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 202. ISBN 0-7869-3274-0.
  29. David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 145. ISBN 0-7869-5100-1.
  30. Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 136. ISBN 0-7869-3274-0.
  31. James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), p. 67. ISBN 0-7869-5099-4.
  32. 32.0 32.1 32.2 James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Player's Guide to Eberron. (Wizards of the Coast), p. 98. ISBN 0-7869-3912-5.
  33. Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 151. ISBN 0786966890.
  34. Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), pp. 163, 164, 170, 174, 175. ISBN 0786966890.
  35. 35.0 35.1 James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), pp. 122, 125. ISBN 0-7869-5099-4.
  36. 36.0 36.1 David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 137. ISBN 0-7869-5100-1.
  37. Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 114. ISBN 0786966890.
  38. Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 198. ISBN 0786966890.
  39. James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), p. 112. ISBN 0-7869-5099-4.
  40. 40.0 40.1 David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 152. ISBN 0-7869-5100-1.
  41. 41.0 41.1 Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), p. 107. ISBN 978-0-7869-4037-0.
  42. James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), p. 185. ISBN 0-7869-5099-4.
  43. Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 284. ISBN 0786966890.
  44. Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 138. ISBN 0786966890.
  45. Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 50. ISBN 0-7869-3658-4.
  46. Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 157. ISBN 0786966890.
  47. Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), pp. 41–42. ISBN 0-7869-3274-0.
  48. Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 141. ISBN 0-7869-3274-0.
  49. Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 150. ISBN 0-7869-3274-0.
  50. Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), pp. 180, 254–255. ISBN 0786966890.
  51. Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 245. ISBN 0786966890.

Connections[]


Races
Player's Handbook Races: Dragonborn | Drow | Dwarf | Elf | Gnome | Half-Elf | Half-Orc | Halfling | Human | Tiefling
Eberron Races: Bugbear | Changeling | Goblin | Hobgoblin | Kalashtar | Orc | Shifter | Warforged
Other Races: Armand | Asherati | Bhuka | Doppelganger | Dragon | Gnoll | Goliath | Kobold | Lizardfolk | Medusa | Sahuagin | Shulassakar | Thri-kreen | Yuan-Ti
Outsiders: Aasimar | Angel | Archon | Daelkyr | Demon | Devil | Elemental | Genie | Githyanki | Githzerai | Inevitable | Mephit | Quori | Slaad
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