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 +====== Note ======
  
 +
 +======   Druids That Aren’t Druids   ======
 +
 +Mechanically, a druid is primarily defined by spellcasting abilities, limited armor, and Wild Shape. Here’s a few quick ideas for characters that use the druid class withoutbeing spiritual devotees of nature.
 +
 +===== Changelin Menagerie =====
 +
 +Normally, a changelin can only assume humanoid forms. But a changelin who devotes themselves to the art of shapeshifting can transcend this limitation, mastering the ability to assume a wide array of shapes. At its core, a menagerie is a Moon druid focused on their shapeshifting powers.
 +
 +You //could //play this as a character in touch with primal forces, in which case you could speak Druidic and cast any spells on the druid list. however, if you want to play the character as a master-of-shapes without delving into the primal connection, you could swap Druidic for a standard language and focus on spells that fit either shapeshifting abilities or changelin powers. //Barkskin//, //darkvision//, //jump, longstrider, ////meld into stone//, //poison spray, ////resistance//, and similar spells could all tie to shapeshifting mastery. //Charm person, guidance, hold person, //and the like could reflect enhanced psychic abilities. And healing spells, //enhance ability//, //protection from energy //and such could reflect an ability to alter the forms of others; I could see //cure wounds //being a sort of disturbing thing where you touch someone and scar over their wounds using your own body tissue.
 +
 +===== Weretouched Master =====
 +
 +Shifters are well suited to primal paths and to being traditional druids or rangers, and shifters can be found in most of the Eldeen sects. However, you could play a shifter druid as an expert in shapeshifting as opposed to being a servant of nature. As with the changelin menagerie, I’d make this a Moon druid and encourage spells that reflect control of shape. A shifter might not take //charm person or hold person//, but even without druidic faith, //speak with animals, animal friendship, //and similar spells could be justified as being a manifestation of the shifter’s lycanthropic heritage.
 +
 +These are just a few ideas, but hopefully you understand the concept! If you have questions post them below. As always, thank you to my **[[:https://www.patreon.com/keithbaker|Patreon supporters**]]**, who make it possible for me to spend time on this site.
 +
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 +
 +
 +DARGUUL CHARACTERS
 +Darguun i s a logical point o f origin for Gobelin, hobGobelin, or Gobelours characters. When creating a Ghaal'dar character from Darguun, consider the following:
 +Constant Struggle. Among the Ghaal'dar, you must constantly prove your strength and skill to gain and hold the respect of your kin. Ghaal'dar rarely kill in a casual battle; you might fight to prove a point but kill only when you must.
 +Loyal to Your Clan. Challenge your peers as you like in times of peace, but when blades unsheathe for war, you stand by your clan-or those allies you have bonded with-until death. This loyalty doesn't extend to warriors of other Ghaal'dar clans.
 +Muut and Atcha. Your ancestors once forged an empire even greater than Galifar. Perhaps you believe that your people can reclaim this Perdu glory. The Dhakaani were renowned for their martial skill and their discipline. Muut roughly translates to "duty"-your duty to your empire, your clan, and your commander. Muut is expected; if you have no muut, you have no place in battle. Atcha corresponds to "honor," especially your personal honor gained by virtuous deeds that transcend the expectations of muut.
 +
 +
 +
 +TWENTY STORMREACH ADVENTURES
 +1. The Battalion of the Basalt Towers (page 125)
 +is preparing to launch another major offensive against
 +the city, and the Storm Lords need a small team to
 +deliver a critical preemptive strike.
 +2. An agent of Storm Lord Kirris Sel Shadra asks
 +the PCs to dispose of a body beyond the city’s borders.
 +Seems a simple task, and the price is right. What could
 +go wrong?
 +3. Aging Storm Lord Yorrick Amanatu seeks a
 +magical artifact said to restore youth. It is located
 +deep in the wilds of Xen’drik, and the lord is willing
 +to pay handsomely for it. Storm Lord Paulo Omaren
 +
 +makes a counteroffer, promising rewards and influ-
 +ence if the adventurers give Lord Yorrick a cursed
 +
 +relic instead.
 +4. Someone is murdering the Ninth Wands (page
 +76). If the characters are Aundairians, they will be
 +asked to help. If they are enemies of Aundair, they
 +might be framed for the murders.
 +
 +5. Storm Lord Paulo Omaren hires the adven-
 +turers to investigate House Kundarak and to discover
 +
 +what lies beneath the Tower of Kol Korran.
 +6. Dannel’s Wrath (page 75) takes hostages at the
 +inn where the adventurers are staying. Can the PCs
 +stop the situation without the loss of innocent life?
 +7. A devastated Riedran expedition bound for
 +Dar Qat (SX 20) stumbles into Stormreach, bearing a
 +cursed artifact from the Dal Quor invasion.
 +8. The Swords of Karrn (page 77) and the Knights
 +of Thrane (page 75) are fi ghting an escalating war of
 +retribution. Mercenary work can be found with either
 +
 +side, though investigation reveals a third party is pit-
 +ting the two factions against each other.
 +
 +9. Adventurers discover a Tairnadal crypt in the
 +dungeons beneath the city. If the PCs defeat the undead
 +elves and take their treasures, they will have to face
 +Valenar elves who want to reclaim their ancestors’ relics.
 +10. Naleen Lassite, daughter of the popular Storm
 +Lord Varen Lassite, has been kidnapped, and the PCs
 +have been framed for the crime. Suddenly Stormreach’s
 +
 +most wanted criminals, the PCs must move quickly and
 +carefully to clear their names.
 +
 +11. A thri-kreen approaches the party and indi-
 +cates that they should follow him, but he will not speak.
 +
 +If they follow, he leads them to a powerful monster
 +lurking in the undercity. But what drew the mantis
 +warrior to the PCs?
 +12. A magical infection is spreading through the
 +
 +city. Is it an ancient curse triggered by unwise explor-
 +ers or an arcane weapon being tested by the Dragon-
 +hawk (page 76)?
 +
 +13. Jirian Zayne (page 63) has been poisoned
 +within the Keep of the Silver Flame, and the venom
 +resists all magical healing. The PCs must recover the
 +antivenom from the Hantar’kul drow and hunt down
 +the mysterious assassin.
 +14. A group of powerful Khorvairian benefactors
 +offer the party nearly unlimited resources to uncover
 +
 +the true identity of the individual called the Dragon-
 +hawk (page 76).
 +
 +15. The blind sculptor Mazrath the Maker (page
 +26) requires an escort to a secret rendezvous in the
 +Xen’drik jungle.
 +16. One or more of the adventurers are arrested
 +on trumped-up charges and sentenced to a week in the
 +Red Ring (page 46).
 +17. Something has driven the undead court of
 +the Shrouds (page 72) to madness. Now waves of elf
 +ghosts and wraiths assault the surface world, howling
 +in rage.
 +18. A renowned Stormreach inquisitive asks the
 +PCs help to avenge his sister’s death at the hands of the
 +psychotic Jacques the Hook (page 72).
 +19. Tulea Wylkes (page 60), mother of the city’s new
 +Harbor Lord, hires the PCs to act as bodyguards for
 +her delinquent socialite son.
 +
 +20. An unlikely gang of drow, sahuagin, and thri-
 +kreen warriors threaten to disrupt the power balance
 +
 +in the city. Who could possibly create, or control, such
 +an alliance?
 +
 +
 +
 +
 +===== Sharn Buildings and Businesses =====
 + 
 +
 +The district descriptions in Chapter 2: Life in Sharn list building types in general categories—trades, services, food and lodging, temples and shrines, and resi-dences. These categories cover a wide array of possible businesses. Use the lists below as a general guideline of the sorts of businesses found in each district.
 + If the player characters seek a certain kind of business in a single district, first consult the district description to determine whether it includes the right type of businesses. For example, if they are looking for a sage, listed in the Services—Upscale category, check the district description to see whether it includes upscale services. Dragon Towers (in Middle Central) includes such businesses, while Seventh Tower (in Upper Menthis) does not.
 + Certain district types indicate specific types of businesses in their entries. For example, the University District in Upper Menthis includes explicitly literary upscale trades and lists sage among the specific businesses. If the characters seek a sage in the University District, they have come to the right place.
 + Assuming that the desired business could exist in the district, assign a percentage chance based on the number of businesses in the district of the correct type:
 +
 +Number of Businesses % Chance 1–20 5% 21–60 15% 61–120 30% 121–240 50%
 +
 +For example, Dragon Towers has 20 businesses offering upscale services, giving a 5% chance that one of those businesses is a sage. Highest Towers (in Upper Central) has 75 such businesses, giving a 30% chance that one of them is a sage.
 + If a business of the desired type exists in a district, characters can learn its location with a successful DC 10 Gather Information check, which takes only 1d4 minutes and costs 1d4+1 copper pieces.
 +TRADES
 +Most trades, especially the exotic and upscale proprietors, operate out of an established shop. Most poor trades operate out of stalls in open markets or set up tents in the streets, skybridges, or common areas of towers.
 +Trades—Exotic
 +Alchemist, art dealer, calligrapher, costume shop, imported goods, magic armor dealer, magic item dealer (general), magic weapon dealer, pet store, potion dealer, rare wood merchant, scroll merchant, soap maker, spice merchant, trapmaker, wand merchant.
 +Trades—Upscale
 +Antique dealer, bookbinder, bookseller, candy maker, clockmaker, cosmetics dealer, curio dealer, dice maker, distiller, fine clothier, gemcutter, glassblower, glazier, goldsmith, inkmaker, jeweler, mapseller, papermaker, perfumer, pewterer, sculp-tor, seal maker, silversmith, toy maker, trinkets shop, vintner, wiresmith.
 + In addition to the indicated trades, upscale trades might include fine artisans of the types listed under average trades. As the masters of their trades, these artisans sell items of fine quality at increased prices, including masterwork goods. For example, Sharn’s finest weaponsmiths would be found in districts with upscale trades.
 +Trades—Average
 +Armorer, baker, bazaar, blacksmith, bonecarver, bowyer, brewer, butcher, carpenter, carpet maker, cartwright, chandler, cheesemaker, cobbler, cooper, coppersmith, dairy, fletcher, florist, furniture maker, furrier, grocer, haberdasher, hardware store, herbalist, joiner, lampmaker, locksmith, mason, merchant, music shop, outfitter, potter, provisioner, religious items dealer, roofer, ropemaker, saddler, sailmaker, seamstress, shipwright, stonecutter, tailor, tapestry maker, taxidermist, thatcher, tilemaker, tinker, weaponsmith, weaver, wheelwright, whipmaker, wigmaker, woodworker.
 + In addition to the indicated trades, average trades might include fine crafters of the types listed under poor trades, selling masterwork versions of their goods. There are not many masterwork basket weavers in Sharn, but they would be found in districts with average trades, not poor trades.
 + Also, average trades might include inferior crafters of the types listed under upscale trades, selling inferior goods at lower cost (80% normal). Using inferior tools is better than using no tools at all, but still imposes a –1 penalty on checks made with such tools.
 +Trades—Poor
 +Bait and tackle shop, basketweaver, brickmaker, broom maker, candlemaker, charcoal burner, dyer, firewood seller, fishmonger, fuller, leatherworker, livestock, lumber, miller, netmaker, tanner.
 +In addition to the indicated trades, poor trades might include inferior crafters of the types listed under average trades, selling inferior goods at lower cost.
 +SERVICES
 +Not all services represent established places of business. Many—particularly criminal services such as assassins, burglars, and fences—are individuals who live in residences in the district and whose services are available for hire to those who know how to contact them. Depending on the nature of the service desired, locating such individuals might require a Gather Information check against DC 15 or 20. 
 + Similarly, professionals such as architects, bookkeepers, and guides may not have a fixed place of business, but might work from their homes or travel to their employer’s place of business when they have a contract. Finding such professionals is usually much easier than making a criminal contact, however, since most rely on advertising or extensive word-of-mouth to get new business. A successful Gather Information check against DC 10 or 15 (depending on the nature of the service) is sufficient to locate these professionals.
 +Services—Upscale
 +Animal trainer, apothecary, architect, assassin, bank, barrister, bounty hunter, cartographer, dentist, engraver, illuminator, kennel, masseur, mews, money-changer, sage, scribe, spellcaster for hire, tutor.
 +Services—Average
 +Auction block, barber, bookkeeper, bordello, clerk, engineer, fortuneteller, freight shipper, guide, healer, horse trainer, interpreter, laundry, messenger, minstrel, navigator, painter, physician, public bath, sharpener, stable, tattooer, undertaker, veterinarian.
 +Services—Poor
 +Acrobat, actor, boater, buffoon, building painter, burglar, carter, fence, gambling hall, juggler, laborer, limner, linkboy, moneylender, nursemaid, pawnshop, porter, ship painter, silo, teamster, warehouse.
 +OTHER TYPES OF BUILDINGS
 +In addition to trades and services, Sharn hosts all kinds of businesses and buildings. Remember that most of these aren’t freestanding structures; instead, they occupy one or more floors in a tower or large building. Some are freestanding structures built on the platforms, balconies, and skybridges that form the “ground” of the higher levels of the city, or jut out from the side of a larger tower or building.
 +Lodging
 +Almshouse, boarding house, hostel, inn.
 +Food
 +Club, eatery, restaurant, tavern.
 +Temples and Shrines
 +The Sovereign Host (and specific deities), the Silver Flame, the Path of Light, the Undying Court (in areas with elf populations). Sharn has no overt temples to the Cults of the Dragon Below, and its one temple of the Blood of Vol is specifically detailed in the Graywall district of Middle Tavick’s Landing. A few hidden shrines to the Dark Six do exist.
 +Residences
 +Many businesses are also residences, but residences indicated in district descriptions are single-purpose dwellings. Upscale residences are generally large and spacious, although those located in Northedge and Upper Tavick’s Landing are larger and more like mansions than comparable residences in the heart of the Central Plateau or Menthis, which are more like penthouse condominiums. The largest resi-dences might occupy an entire level of a tower near its summit. Average residences are comparable to a smaller condominium or townhouse. Those on the outskirts of the city are generally larger than those downtown. Poor residences are small apartments crowded close together.
 +
 +
 +HOME , SWEET HOME
 +Homebase
 +
 +Work with the players to develop the connections that
 +each character has to the site. If the location is a tavern,
 +for instance, a bard character might perform there two
 +nights a week. A fighter could be a regular who has a
 +drink named after them. A ranger could be the undefeated
 +champion of the local darts league. If the players
 +enjoy this creative exercise, you could also allow each
 +player to add a physical detail to the place or to describe
 +one of the location's NP Cs-the stuffed gorgon head
 +over the hearth, another regular among the customers,
 +and so on. This is a way to make this location truly feel
 +like home, and to give each player a personal investment
 +in it. This location becomes an automatic starting point
 +for adventures, the place where the adventurers will
 +meet with patrons and conduct business.
 +The Home Base table can also be useful to determine
 +the venue if a patron wants to set up a meeting at a neutral
 +location.
 +
 +
 +H O M E BA S E
 +dl2 Location
 +The D r u n ken Dragon (Cl ifftop, Upper D u ra) is a
 +tavern freq uented by members of the Clifftop Adventurer's
 +G uild. It has a wide selection of spirits,
 +and its walls are covered with adventuring troph ies.
 +The owner, a middle-aged h a lfli n g named Hascal
 +d ' G hallanda, i s a former adventurer who lost a n eye
 +and a leg i n Xen'drik; he always has a story to share.
 +
 +3 The Dezina M useum of Antiqu ities (University, U pper
 +M enthis) i s attached to the l i b rary of Morgrave U n iversity.
 +The museum has a remarkable col l ection of
 +rel ics, but it's always looking for more. The curator i s
 +an elf n a m e d Emeron Sennared. H e might be a personal
 +friend or former teacher of one of the adventur-
 +4
 +ers, or s i m ply one who i n d u lges their enth usiasm for
 +antiquities and exotic locations.
 +Coldflame Keep (High H ope, M id d l e N orthedge) is a
 +garrison c h u rch ded icated to the S i lver Flame. Once
 +it s u pported a troop of templars, but it was largely
 +abandoned d u ring the war and now maintains a m i n i mal
 +staff. T h e priest, M a z i n Tan a , is a faithfu l servant
 +of the S ilver Flame and will provide modest food and
 +lodging to adventu rers who are trying to m a ke the city
 +a better place.
 +5 The Red H a m mer ( Blackbones, the Cogs) caters to
 +warforged. It is run by two warforged, the envoy B l u e
 +a n d a j uggernaut n a m e d Crucible. Although this p lace
 +is a haven for warforged, other h u manoids are allowed
 +inside iftheir warforged all ies vouch fo r them.
 +6 A Gold Dragon I n n (described earlier in this chapter)
 +operated by House Normandin and located in al most
 +any part of Sham.
 +7 The d i strict of Fallen (Lower D u ra) was a bandoned
 +after a floating tower fel l on it. The adventurers m ight
 +have taken over an old temple or tavern o n the edge
 +of the d i strict.
 +8 An abandoned bell tower, which coul d be anywhere i n
 +the city. The spells that d rove t h e massive mechanism
 +fai led long ago.
 +9 An abandoned l i brary, damaged d u ring the war or
 +thought to be cursed or haunted.
 +10 A s huttered tavern, w h i c h is a fa i l e d business t i e d to
 +the fa m i ly of one of the adventurers.
 +1 1 I f one o f the adventurers i s a noble, the characters'
 +base of operations is i n the basement of the fam i ly
 +estate or a tower apartment owned (but not currently
 +used) by a dotty old a u nt.
 +1 2 A ramshackle aérobus tethered t o a condemned
 +tower on the edge of the city.
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +**WHY SHOULD I DO IT?**
 +
 +This begs the question: If I’m chosen by the Poet but I don’t WANT to be a bard… why don’t I just become a fighter anyway? There’s a few points here.
 +
 +  * Society expects it of you. If you refuse to follow the path of your patron, you are putting your personal ego ahead of the preservation of the greatest souls of your race. You will be ostracized and driven out. You can be a fighter if you want, but you’ll never train with the greatest swordsmen and you’ll never earn glory in the eyes of your kin. More important than that…
 +  * //The ////Patron Ancestors are real. //When a patron ancestor chooses you, it forms a bond to your spirit. When you emulate your ancestor, you draw on that bond. A typical elf can’t communicate directly with his patron, though this is a gift that mystics and Revenant Blades develop; but the bond is there, and through it you have access to the //instincts //and the guidance of your patron. If you turn your back on the patron, you are throwing that gift away. When you’re chosen by the Poet, you have the POTENTIAL to be one of the greatest bards of the modern age. Will you throw that away?
 +This is one of those things that **transcends concrete mechanics**. There //are //mechanics for strengthening the bond, notably the Revenant Blade prestige class. But even if you’re not a Revenant, the //idea //is that the bond is there and strengthening you. This is the reason why the Valenar are so scary. In a world in which we have emphasized the fact that **player character classes are rare**, we’ve called out that the //typical //Valenar is a 4th level PC-classed character… and given examples of them up to 12th level. This isn’t simply because they train harder than humans, though most do; it is because they are **//guided by their patron ancestors//** . The elf chosen by the Poet will find that the arts of the bard come quickly and easily to him, whereas if he turns his back on the Poet and insists on being a fighter, he won’t have that edge. It’s not just that society //wants //you to be like your patron… it’s that you will gain concrete benefits if you do.
 +
 +**What’s This Mean For PCs?**
 + 
 +As I said, this isn’t something represented by concrete mechanics; it’s an idea that can be used for character hooks. The Tairnadal have many of the same story hooks as the Kalashtar, in that they are tied to a spirit. But for the Kalashtar, this choice is purely genetic and something that is with them from birth. For the Tairnadal it is something that happens on the border of adulthood. This raises a host of questions…
 +
 +  * What is your ancestor best known for?
 +  * Why did they choose YOU?
 +  * Do you and others around you agree with the choice, or does it seem illogical? You’ve been chosen by the Poet… have you always had an aptitude for the bardic arts, or have you been more celebrated for your brawn than your songs?
 +  * Have you embraced your Patron or are you rebelling against it? How does this manifest in your actions? What could cause you to change your mind?
 +  * What general traits or specific deeds was your patron known for? Were they especially honorable or extremely dishonorable? Bloodthirsty or restrained? Best known for their general skill or for one specific deed?
 +  * Did your patron have any legendary feuds that you may have to take up with elves following other patrons?
 +  * Do YOU interpret your ancestor in a different way from others?
 +
 +This last point is the key one. Tairnadal aren’t clones; even more so than the kalashtar, it is up to the elf to choose the best way to emulate their ancestors. Consider the idea of a patron ancestor who is infamous for striking terror into the enemy through horrific murder of civilians. One follower of this patron might simply translate this to the battlefield, always targeting the weakest opponent, but not actually getting into murder. The typical chosen of this patron might tend to be sociopaths who have a very broad view of “the enemy” and view horrific murder as sport. Then there’s you. //You //were chosen by this murderer, but you feel that you were chosen precisely because these others are misrepresenting him and hurting his spirit. Yes, he murdered horribly when he had to, but he felt great remorse with every killing; he simply felt that it was the most effective tool in the battle for the survival of his people. As a result, you believe that YOUR mission is to hunt down and kill all the elves who are embodying your patron in a flawed manner… and boom, crazy elf //Dexter //saga.
 +
 +The point being that six elves chosen by Gallahad will all embody him in different ways and with different degrees of success. However, it is their cultural and religious duty TO embody him, and those who do so successfully should gain power and skill as their bond to his spirit grows stronger.
 +
 +Another thing to consider when creating a Tairnadal PC: after you are chosen by a patron, you are assigned to a warband. This is a group of elves whose ancestors are at least in line with yours (so the brutal killer of innocents doesn’t get teams up with the conscientious defender of the innocent), selected to work and train together. Often this is a lifelong bond. Unless your whole group embraces this, odds are good you don’t have those partners with you. So what happened to them? Did you abandoned your warband to become a PC? Did you take a leave of absence? Were they all killed, and if so do you want vengeance? Or did //you //kill them in a terrible parting of the ways?
 +
 +
 +
 +DOUBLE-BLADED SCIMITAR The double-bladed scimitar is the signature weapon of Valénar Elfes. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an expensive weapon (100 gp)-few though ever have the opportunity to purchase one. A Valénar blade in the hands of a nonElfee is generally assumed to have been stolen or looted from a fallen foe, and a Valénar elfe might feel entitled to demand its return or challenge the bearer to prove they're worthy to wield it.
 +
 +A double-bladed scimitar is a martial weapon, weighing 6 pounds and dealing 2d4 slashing damage on a hit. It has the two-handed property and the following special property: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals ld4 slashing damage on a hit, instead of 2d4. FEAT: REVENANT BLADE Prerequisite: elfe You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits: • Increase your Dexterity or Strength score by 1, to a maximum of 20. • While you are holding a double-bladed scimitar with two hands, you gain a + 1 bonus to Armor Class. • A double-bladed scimitar has the finesse property when you wield it.
 +
 +pqqqqqqqqqqqqqqqqqqqqrs ROLEPLAYING AN AERENI ELF Here are a couple of tips about playing an Aereni elf. Feel free to incorporate these ideas into your character’s personality and mannerisms. Remain calm even in the face of death, for it is but the next step on the path of ascension. You needn’t be foolish or deliberately seek out foes too powerful for you to face; just remain calm and sure, even in the most trying circumstances. Use a lot of proverbs or aphorisms. Begin most of your statements with “My great ancestor said . . .” or “My honored grandfather always said . . .”
 +
 +pqqqqqqqqqqqqqqqqqqqqrs
 +
 +pqqqqqqqqqqqqqqqqqqqqrs ROLEPLAYING A DROW Here are some tips and ideas to use when playing a drow. Feel free to incorporate any or all of these ideas into your character’s personality and mannerisms. Drow are very loyal to their families and usually refuse even to give the family’s name to an outsider. Play accordingly, granting all inquiries about your family with suspicion
 +
 +or even violence. Adopt a callous attitude about the welfare of those not from your immediate family. Products of a brutal environment, drow have little room in their personality for mercy. They prefer to strike first in any confrontation. Do your best to attack your foes from hiding, and don’t be shy about using poison to bring down foes with a minimal number of strikes.
 +
 +pqqqqqqqqqqqqqqqqqqqqrs
 +
 +
 +
 +pqqqqqqqqqqqqqqqqqqqqrs ROLEPLAYING A Valénar ELF Here are some tips and ideas to use when playing an elf from Valénar. Feel free to incorporate any or all of these ideas into your character’s personality and mannerisms. Do not be shy about praising the might and valor of your ancestors. You are a descendant of the mighty elves who
 +
 +battled free of the Géants’ rule in Xen’drik, and every deed you do gives praise to their greatness. Take your trusted mount with you on your adventures as often as you can. Horses are the life blood of Valénar and the backbone of your nation’s armies. Do not hesitate to seize an opportunity or act with aggression if it will bring honor to yourself and your ancestors.
 +
 +pqqqqqqqqqqqqqqqqqqqqrs
 +
 +**Questions to Ask**
 +
 +A Valénar Elfee's personality is strongly influenced by his patron ancestor. The Valénar strive to emulate their ancestors in all ways. When constructing a Valénar character or NPC, take some time to describe the patron ancestor. What was he known for? Was he a legendary archer or a swordsman? A poet? A traitor? What was his greatest battle? How did he die?
 +
 +Another important question is why the Elfee is away from Valénar and his warband. If you start at 1st level, you are less skilled than the typical Valénar Ranger. Here are a few options to consider:
 +
 +  * In the past, young Tairnadal would spend decades sparring against others of their age. At 1st level you are a novice warrior, but you believe you will gain glory and skill more quickly in the world than in the fortresses of [[:aerenal|]] and Valénar. Your family may support your choice or you may be rebelling against tradition.
 +  * Your ancestor was a paragon of honor and virtue, and you cannot support High King Vadallia's betrayal of Cyre. You seek to bring glory to your ancestor, but you turned your back on the nation.
 +  * Your patron ancestor was a pioneer in the Khorvaire expedition, renowned for making contact with members of other races. By joining a group of adventurers and exploring the unknown, you are reenacting the life of your ancestor.
 +
 +
 +Aereni Mentors
 +d8 Mentor
 +1 An ancestor who died millennia ago and is bound to a spirit idol.
 +2 An elder relative who serves with the Cairdal Blades, Aerenal’s
 +covert operations agency. Did they want you to serve with the
 +Blades, or do they want to use you as a freelance operative?
 +3 An old priest who’s sure to die soon; it remains to be seen if
 +they’ll be inducted into the Undying Court.
 +4 A deathless councilor from your line who’s taken an unusual
 +interest in you. Are they impressed by your talents, or do they
 +know something about your role in the Draconic Prophecy?
 +5 A living sage who encouraged your interest in distant lands.
 +6 A deathless wizard, one of the island’s most powerful mages.
 +7 A deathless soldier, protector of Aerenal for thousands of years.
 +8 A older sibling who struggled to show you your true potential.
 +
 +Aereni Quirks
 +In creating an Aereni character, consider the following.
 +Hidden Faces. The Aereni often alter their features following
 +the traditions of their ancestors or their line. Jhaelian Aereni
 +mortify their flesh to appear deathless even while alive. Melideth
 +Aereni favor facial tattoos, often of skulls or other gothic images.
 +All of the lines have distinctive masks, whether of metal, wood,
 +or leather, worn by agents of the line when conducting official
 +business. Likewise, priests of the Undying Court wear the
 +golden mask of the Court when acting in its service. Do you
 +wear a mask, have tattoos, or other cosmetic alterations?
 +Perfect Technique. Aereni are obsessed with tradition—not
 +simply mastering a skill, but performing it in the perfect style of
 +ancient masters. Where Aundair encourages aspiring wizards
 +to develop their own unique style for incantations and gestures,
 +an Aereni wizard spends a decade perfecting their diction then
 +another mastering somatic gestures. Aereni spellcasting isn’t just
 +functional, it’s beautiful. In describing your actions, add details
 +about the grace and artistry of your movements. Namedrop the
 +ancient elves who developed the techniques you’re using today.
 +When you begin using a new ability that you just acquired after
 +gaining a level, your in-character explanation could be that you’ve
 +been practicing this spell for five years, and only just perfected it.
 +Tradition versus Innovation. The Aereni cling to the past
 +rather than looking to the future. Do you do the same? Are you
 +working to master the techniques of your ancestors, to find lost
 +artifacts of your line, or are you challenging tradition? Perhaps
 +you have an entirely new idea that you feel could change Aerenal
 +and earn you a place in the Undying Court—but you’ve left
 +Aerenal so you can master it without being discouraged by those
 +who dwell in the past. Or perhaps you don’t yet have a new idea,
 +but you’re convinced that your people need to move forward,
 +and you’re exploring different lands in search of inspiration.
 +New in Town? If you’re a recent arrival to Khorvaire, you
 +might make a few mistakes based on your experience in your
 +homeland. You could suggest that a priest of the Sovereign Host
 +request an audience with Aureon; after all, you could visit your
 +gods in Shae Mordai for important matters. If a historical figure
 +comes up in conversation, you could suggest speaking with
 +them; surely Galifar or Mishann would be preserved as spirit
 +idols. What kind of fools would let important souls be lost?
 +What do you mean, we can’t just teleport from Sharn to Korth?
 +Vampires Suck. As Aereni, you’re used to living with the
 +dead, but those deathless are sustained with positive energy.
 +In contrast, the Undying Court teaches that Mabaran undead—
 +negative-energy undead, from skeletons and zombies to liches
 +and vampires—are inherently destructive. Beyond the fact that
 +many of them prey on the living to survive, they’re conduits
 +to Mabar and drain the ambient life from the world simply by
 +existing. It may not be provable, but you believe it’s a concrete
 +environmental threat—have you noticed plants tend to die in
 +places with lots of undead? As someone who’s going to live a
 +long time, your people take these things seriously. While you
 +can put up with their presence if a situation absolutely requires
 +it, you likely consider negative undead a serious threat.
 +
 +Aereni Backgrounds
 +As an Aereni elf in Khorvaire, you’re far from home. Are you
 +an exile, an emissary, or a simple tourist? Here are some ways
 +your background might affect your character’s new life.
 +Acolyte. As an acolyte, you’re a recognized servant of the
 +Undying Court. Temples of the Undying Court are rare in
 +Khorvaire, but they can be found in major cities. Beyond this, you
 +can request minor assistance from any Aereni; they won’t place
 +themselves in danger, but they’ll show respect and support you.
 +
 +Charlatan and Criminal. Crime is rare in Aerenal, but these
 +backgrounds can reflect a connection to criminal organizations
 +in Khorvaire. This could be something your family developed
 +for business. It could be tied to your personal history, especially
 +if you’re an exile from Aerenal. Or you could be an agent of the
 +Cairdal Blades—one of their spies—in which case you might be
 +using criminal connections as a source of information.
 +Entertainer. As an entertainer, your Popular Demand feature
 +could reflect your reputation in Aerenal, Khorvaire, or both. Are
 +your performances tied to the traditions of your ancestors or
 +are you creating something new? Are you willing to work with
 +House Phiarlan or House Thuranni—who will want to license
 +any popular act—or do you despise the dragonmarked for
 +abandoning Aerenal, refusing to work with them?
 +Folk Hero. Being considered a folk hero in Aerenal won’t do
 +you much good if you’re adventuring in Khorvaire. The question
 +is what you’ve done since arriving in Khorvaire to earn this
 +reputation . . . and just as important, why. What is it that would
 +drive you to fight for the common people of a distant land? Is it
 +tied to the reason you left Aerenal? Are you just an altruist, or
 +have you carefully constructed your identity as a folk hero as part
 +of some grand design that could take a century to bear fruit?
 +Hermit and Sage. Both of these are sound paths for Aereni.
 +An Aereni scholar could make an excellent sage. As a hermit,
 +you may have had a vision from the Undying Court or a glimpse
 +of the Draconic Prophecy that has led you to distant lands.
 +Noble. As a member of a noble line, you weren’t born to your
 +position, you were raised into it. What did you do to earn this
 +honor? You’re seen as one of the most promising members
 +of your line, but you’re also expected to serve the interests of
 +your line and your people; do you embrace this duty? While
 +you may not be a noble of the Five Nations, most of the nations
 +of Khorvaire show great respect to Aereni nobles, and your
 +Position of Privilege should still open doors in high society.
 +Sailor. The line of Melideth are the sailors of the Aereni. While
 +Aerenal has little interest in exploration and remained neutral in
 +the Last War, Melideth traders can be found across the seas.
 +Soldier. You may have served in the armed forces of your
 +line, or you might be a member of the Deathguard, the elite
 +military force tasked to eliminate negative undead (a logical
 +background for a cleric or paladin). Your rank will likely be
 +recognized by any loyal citizen of Aerenal. While you have no
 +authority in the Five Nations, officers may at least respect you
 +as a fellow soldier. On the other hand, as an elf, you’ve had a
 +long life; it could be that you left Aerenal a decade or two ago
 +and served with one of the Five Nations. If so, what drew you
 +into the war? How does your family feel about your actions?
 +The far traveler and inheritor backgrounds from the Sword
 +Coast Adventurer’s Guide are sound choices for an Aereni elf.
 +The haunted one background from Curse of Strahd could reflect
 +something you saw in the Mabaran manifest zones of your
 +homeland—or you could be literally haunted by an ancestor.
 +
 +
 +
 +
 +
 +
 +{{tag>dm}}
 +**Questions to Ask**  As an Elfe from Aérénal, a critical question you need to answer is why you have left your homeland. The Aereni rarely travel; their island is a sacred place, while Khorvaire is a land of chaos and ignorance. You may be searching for a way to achieve your full potential, in the hopes of being raised to the nobility and eventually to La Cour Éternelle. You could be one of the Mort-vivant hunters of La Garde de la Mort, or a spy in the service of the Cairdal Blades. You may be acting on behalf of your line – or perhaps you have a patron in La Cour Éternelle itsElfe, who has asked you to be his eyes in the world beyond Shae Mordai. Or perhaps you believe that the culture of [[:aerenal|]] is stagnant, and you have turned your back on your land, searching for wisdom in the world of the younger races. Here are some other things you may want to consider: * What is the history of your line? The line of Jhaelian is deeply spiritual, producing many of the most powerful adepts and clerics of Aérénal. Does your line have a particular tradition of magic or martial skill? * Who are your parents? One of your biological parents will be a member of the noble house of your line. Do you have a close connection with her, or have you never had a bond? * The Right of Counsel feat represents a close tie to a particular member of La Cour Éternelle. All Aereni have ancestors in La Cour Éternelle: to earn the Right of Counsel, you have to have performed great deeds or otherwise show remarkable potential. If you have this feat, you and your DM need to decide who your patron is, and how you came to his attention. * The Aereni Elfes are raised to be patient. You may live for thousands of years; as an adult Elfe, you've already lived longer than the average Humain will. Take your time when making decisions. Don't jump to conclusions or let your emotions force you into rash action. Cultivate calm. * As an Elfe of Aérénal, you have been taught that physical appearance is ultimately irrelevant. Don't judge people by their appearance; while others may be seduced by beauty or horrified by disfigurements, to you these are simply transitory aspects of life. 
 +
 +| \\ **Seven Magical Encounters** \\  \\ 1. Rakshasas love to gamble. Just after the party has found a magic artifact, a rakshasa appears to the group. He can teach the group's wizard a powerful spell known only to the fiends – if they are willing to wager the artifact in a game of skill or chance. Of course, victory might have long-term consequences: The Seigneurs Des Cendres always look to the long term, and the rakshasa may have a sinister reason to place the knowledge in the hands of the heroes! \\  \\ 2. A plague of petrification is slowly spreading across western Breland. Is this the work of the Filles De Sora Kell, or is it an ancient weapon from the Xoriat incursion? Either way, the only hope of countering this disaster lies in the living citadel of Orlassk, which is wandering the caverns deep below Cazhaak Draal. \\  \\ 3. One of the heroes' relatives is afflicted with a terrible wasting disease caused by the Mourning, and divine magic has proven useless. An oracle says that Mordain le Tisseur de Chair could undo this damage. Can the heroes obtain an audience with the transmuter and convince him to aid the ailing heir? What terrible price might Mordain ask for his assistance? \\  \\ 4. Exploring an ancient ruin, the party recovers a series of scrolls – Perdu songs of Jhazaal Dhakaan. If a bard holds onto these scrolls, he can learn the new spells when he advances to a sufficient level. However, the Dhakaani will be furious to find their songs being desecrated by outsiders, and shaarat'khesh assassins are sent to silence the bard forever. \\  \\ 5. Traveling through the Les Terres des Lamentations, the party encounters a village populated by living statues. Each of these stone golems is a perfect replica of one of the former inhabitants who were killed in the Mourning, in both appearance and memory, but they cannot perceive their own condition or that of the ruins around them. Why has Orlassk rebuilt this village? Can the inhabitants leave the Les Terres des Lamentations, or will they revert to inert stone if they try? \\  \\ 6. Mordain is using his magic to lure wizards' familiars to his tower, where he transforms them into Humainoïde creatures and sends them back to kill their masters. When a character's familiar disappears, can the party rescue her before it's too late? \\  \\ 7. An old woman asks the party to help free her daughter – a young sorcerer who has been become trapped in Dal Quor, the region of dreams. The woman is actually Sora Katra – and her "daughter" is Sora Kell hersElfee. After a century in Dal Quor, Sora Kell has learned much of the plans of the Rêve Obscur – but can the party trust the Sorcière?|
 +
 +Zilargo Jones, un professeur/Aventurier Gnome de l'université de Korranberg, en compétition constante avec les routards.
 +Ancien aventurier Ash Hardware Store / Sex Toys Emporium
 +
 +----
 +<ifauth @admin><alert type="warning">
 +PLAYING DURING THE LAST WAR
 +In your campaign, you might want to take a look back at the war as it unfolds. Setting an adventure during the Last War puts the characters in a tumultuous time of political intrigue, tenuous alliances, and brutal conflicts. Consider these ways to make the Last War a present reality in your campaign:
 +• The players create new characters who live during a specific phase of the war. These characters could be figures of legend whose great deeds are known to the present-day characters, or they could be unknowns caught up in events much larger than themselves. In either case, the adventure they undertake can set the stage for events in the "present day" of your campaign.
 +• You might run an introductory session or flashback set during the waning years of the war, bringing the characters' backgrounds to life. Maybe the characters are all part of the same unit in the war, or they might be enemies forced to cooperate when disaster strikes. Are the characters participants in a memorable battle? Do they take actions they'll later regret? Do they make a bitter enemy who comes back to haunt them years later, when the campaign continues in the present day?
 +• A magical phenomenon might send the characters back in time, putting them in the middle of the conflict. Are they transported there to learn something? To alter the course of history? Or are they just stranded in a twisted time stream? How will they escape the horrors of the war and get back to their own time?
 +</alert></ifauth>
 +
 +======The number 13======
 +The number 13 plays an important role in Eberron, particularly in the form of "thirteen minus one", where a group of 13 Perdu one of its number, resulting in 12. Some examples are:
 +*There are 13 unique planes, but only 12 of them currently interact with Eberron on a regular basis.
 +*There are 13 different Marques du Dragon (not houses), but only 12 currently exist (all known bearers of the Marque de la Mort were destroyed). Similarly, there are 13 Maisons Marquées Du Dragon, but they only represent these twelve remaining Marks.
 +*There are currently 13 different nations, but one of those is a wasteland (the Les Terres des Lamentations). Not all nations are "officially recognized."
 +*The ancient Calendrier of the Géant empire is said to have 13 months, whereas the current Calendrier has 12.
 +*During the Âge des Géants, legend says there were 13 Lunes, but currently there are 12 (one has vanished).
 +*In the Nain Bastions de la Nation, there were 13 clans, but one has been destroyed, leaving 12.
 +
 +----
 +At the world's poles-Everice to the south and the Givre-féroce to the north-you might ...
 +• Discover an ancient civilization hidden beneath the ice.
 +• Search for the survivors of a Perdu expedition.
 +• Find the source of a mysterious mystical signal.
 +
 +THE FRO STFELL's AND EVERice's
 +INFLUENCE IN KHORVAIRE
 +I n Khorvaire, you might ...
 +Clash with a cabal of winter warlocks serving a sinister power stirring in Everice.
 +• Encounter a group of frost Géants or Givre-féroce Nains establishing a foothold in Khorvaire.
 +Discover a journal from a Givre-féroce expedition that reveals a horrifying threat.
 +The people of Khorvaire have no commerce with the arctic regions and no certainty about what lives there. If a threat comes from Everice, it might take time for people to identify its origin.
 +With this in mind, relics from Everice or the Givre-féroce could take any form. Are these treasures created by Géants, Fée, or Nains? Are they carved from eternal ice, or are they forged from Nain steel? If the civilization of the Nains truly began in the Givre-féroce, did it fall into ruin, or are there progenitor Nains who possess spells and weapons beyond anything known in Khorvaire? And how would these ancient Nain lords react to their Morin descendants?
 +
 +CHAPTER 4 I B U I L D I N G E B ERRON ADVENTURES
 +Though the Valenar regularly raid their neighbors, these attacks rarely target civilians. The elves aren't interested in wealth or territory; they are looking for challenging battles. They might attack military outposts, patrols, adventurers, or other brigands-any force that seems like it could put up a good fight.
 +EVE RYDAY I M PACT
 +There's no place in Khorvaire that escaped the Last War unscathed. Even villages that were never attacked lost their children to conscription or suffered from shortages. Some towns far from the front lines suffered damage from long-distance magic weapons or terror attacks. Any time you are setting a scene, you could add some element that speaks to the ongoing impact of the Last War. The Everyday Impact table offers some suggestions for these elements.
 +EV E RY DAY I M PACT
 +d6 Impact
 +A su pply shortage is causing tension in the com m u nity.
 +T h i s shortage could be of a basic commodity
 +(such as bread) , a luxury item (such as wi ne) , or an
 +i m portant service.
 +2 Demonstrators in the streets are p rotesting against
 +refugees or warforged, u rging a return to war, complaining
 +about shortages or neglect, or d rawing attention
 +to the needs of veterans, refugees, or others.
 +3 A d isabled veteran shares war stories whi l e begging
 +for copper.
 +4 A crowd has gathered around two people engaged i n
 +a heated d iscussion about t h e war.
 +5 A street vendor is sel ling unusual souvenirs from the
 +war-pieces of a warforged titan, shards of an a i rs h i p,
 +and other cu riosities.
 +6 A memorial has been raised to commemorate members
 +of the com m u n ity lost i n the war.
 +
 +FORTIFIED OUTPOST
 +military outposts across khorvaire serve a variety of purposes during and after the war: rest stops for platoons on the move, garrisons for inactive troops, armories where weapons are stored, staging points for scouts and rangers who keep an eye on nearby enemy movements, and defensive fortifications meant to protect passes, bridges, or other key strategic locations. in an adventure, virtually anything can happen in or around it.
 +
 +FORTIFIED OUTPOST FEATURES
 +This outpost, as shown on map 4.5, is a simple building holding barracks, officers' quarters, and storage areas encased within multiple rings of fortification. A normal approach to the inner compound involves passing through one of two gate houses (protected by arrow slits and murder holes), crossing an open courtyard (with more arrow slits and defenders on the rooftop above), passing through another small gate area, and traversing the training yard before finally reaching the lone entrance.
 +
 +An enormous magic weapon akin to a ballista is mounted atop the outpost and supported by a massive stone column. Depending on the outpost, this weapon might launch ballista bolts with tremendous force and speed, expel surges of lightning, hurl fireballs, or otherwise send devastating munitions at approaching enemies.
 +
 +A basement area is dedicated to storage, including holding cells to contain prisoners of war while they wait to be transported to dedicated prison camps.
 +
 +FORTIFIED OUTPOST ADVENTURES
 +The Fortified Outpost Adventures table provides some possibilities for adventures set in such a location.
 +
 +d8 Adventure Premise
 +1 The Order of the Emerald Claw has seized the outpost and is raising a legion of undead soldiers.
 +2 The outpost is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops.
 +3 A tunnel beneath the outpost leads to a sealed portal to Xoriat.
 +4 The outpost borders the Mournland, where mutant monstrosities emerge from the mists.
 +5 When a force of aberrations arises from Khyber, this a bandoned outpost is the adventurers' only chance to stop their advance.
 +6 The outpost is in a critical location, but it was damaged d u ring the war. It needs to be protected while it is being restored.
 +7 The outpost is located on a manifest zone linked to Thelanis. It has been seized by a group of fey, and the locals want it reclaimed.
 +8 The outpost was built on the foundations of an ancient goblin fortress, and treasures are rumored to lie buried beneath it.
 +
 +VILLAINS OF THE LAST WAR
 +Just as adventurers are shaped by their experiences in the Last War, villains often carry the physical and mental scars of the conflict. When developing the details of a villain's background, consider the following options.
 +
 +WAR CRIMINAL
 +What horrific actions did the villain take during the Last War? Did they massacre civilians? Betray their comrades or their nation? A brillant artificer might have designed arcane weapons that violated the rules of engagement. A Karrnathi bone knight (see chapter 6) could have overseen a camp where prisoners of war were used as subjects in necromantic experiments. Is the villain infamous for their crimes, or yet to be exposed for what they did? Do they believe that their crimes were justified? Is the criminal protected by powerful people in their nation, or reviled by the people they served?
 +
 +GRIM INSPIRATION
 +Something the villain saw or experienced during the war made a lasting impression that still drives them today. Perhaps their family was killed in a senseless attack, and everything they are doing is motivated by a desire to avenge this loss. Maybe they think that they were betrayed by their own nation. Perhaps they were caught in the Mourning, and even though they somehow survived it, what they lived through drove them insane.
 +
 +FORMER COMRADE
 +A former comrade-in-arms can be a useful hook to draw adventurers into a story-or a compelling villain. Which one of the characters served alongside the villain? Were they equals, or was one of higher rank? Did the villain abandon or betray the adventurer, or was it the adventurer who betrayed the villain? This option can be especially interesting for a warforged villain; while searching for their own identity following the war, they have embraced a dark path. If you use this motif, it's important to develop the story in conjunction with the players whose characters are connected to the villain-either establishing crucial details ahead of time, or developing them together by way of a flashback.
 +
 +WAR-TORN SURVIVOR
 +At first meeting, the villain of an adventure might seem to be a person of honor, or at the least a hardscrabble survivor doing what they think is right after surviving the war. The villain might have experienced some of the same things in the war that the characters did, making it easy for the characters to understand the villain's point of view-or at least to harbor a sliver of doubt that makes them think twice before rushing to condemn the villain. The War-Torn Villains table suggests twists you can add to villains mentioned elsewhere in this chapter to give them and their schemes a tie to the Last War.
 +
 +WAR-TORN VILLAINS
 +d6 Villain
 +  1 The villain doesn't know (or refuses to believe) that the war has ended.
 +  2 The villain experienced horrors during the war and targets the people they believe to be responsible.
 +  3 The villain is using the skills they learned during the war to target war profiteers or national leaders.
 +  4 The villain is a former military commander who commands soldiers who served under them in the war.
 +  5 The villain is an ex-soldier with a grudge against citizens of a former enemy nation.
 +  6 The villain wants the power to restart, and "properly" finish, the war.
 +
 +
 +
 +Changelin Concepts
 +You could create a character of any class and background who just happens to be a changelin—or you can create a character whose concept is integrally tied to your identity as a changelin. Chapter 6 presents a changelin traveler background, three racial feats, and a Living Weapon monk subclass that blends shapechanging with martial discipline. However, you can have an equally interesting story with a character of any background or class, instead adjusting the “fluff”—the cosmetic details or backstory of a class—to fit an idea. While the following ideas don’t require any modification to the mechanical rules of a class, it’s always a good idea to discuss any exotic concept with your DM to make sure it fits the campaign.
 +
 +The Aberrant Sorcerer
 +An aberrant dragonmark grants dangerous power. What if you found a way to use your natural powers to transform your mark—and in so doing, to change the powers it grants you? The Wild Magic sorcerous origin could reflect the idea that you’re not entirely in control of your abilities, still learning what you can do and how to control it. Acquiring new spells might reflect your ability to reshape your mark into new configurations.
 +Such an ability would be unprecedented—dragonmarks resist any effort at modification or replication. If you can alter your aberrant mark’s form, could you one day replicate the powers of a true mark? Does this gift mean that you have a special role to play in the Draconic Prophecy, or could your powers be part of an experiment tied to the daelkyr or a group of rogue dragons? If you take the hermit background, this could be the foundation of your Discovery feature. Whatever the truth, you’ll surely be of interest to the dragonmarked houses and House Tarkanan.
 +
 +The Changelin Changelin
 +In many places, it’s possible to pass between Eberron and Thelanis, and countless stories are told of children stolen away by the fey. As a child, perhaps you wandered through such a portal, finding yourself in the Faerie Court. After a decade in Thelanis, you’ve returned as an agent of one of the mighty archfey . . . a changelin changelin. This is a logical path for a warlock with an Archfey patron, and could also work with a bard (likely following the College of Glamour). Your powers reflect both the gifts of your patron and tricks you learned growing up in Thelanis. The archfey isn’t just your patron, they’re your surrogate family. Have you returned with a specific mission to fulfill? Or are you just reacclimatizing to the world and waiting for your purpose to be revealed? As a changelin changelin, you’re an outsider, used to living in a world of fairytale logic and still learning how the world works. The outlander background is one option, reflecting a childhood spent roaming the trackless forests of Thelanis. The hermit background is another logical choice; your Discovery could be a revelation shared with you by your patron. Another path would be to say that you returned to the Material Plane some time ago— perhaps you’ve earned a reputation as an entertainer by playing the music of the Feywild, or become a folk hero using your fey magic.
 +
 +The Fraud
 +You’ve taken the noble background. You’re the proud scion of a noble family . . . except you’re not. You’re a changelin body double hired by a young noble to take their place, and they never returned to take it back. It’s not a bad life, you take your responsibilities seriously, and you’re good at it—far better than the person you replaced. But you’re not who you appear to be. How does this impact your career as an adventurer? Did you know your fellow adventurers before you became a noble fraud? Do you have an entirely separate persona you use while adventuring, or are you adventuring in the guise of the noble?
 +While the noble is a sound choice for this story, many other backgrounds could work as well. You were the understudy for a famous entertainer who died in a mysterious accident; now you’re sought By Popular Demand, but your fame is based on someone else’s face and talent. Or you could be a spy’s contact now forced to complete their mission. Any class could work with this story—regardless, you’ve taken on someone else’s identity and this comes both with benefits and grave responsibilities.
 +
 +The Menagerie
 +As a changelin, you can assume the shape of any humanoid. What if you discovered that this was just a fraction of what you were capable of—that you could assume animal forms as well? As a Circle of the Moon druid, you could assert that your spells and shapechanging powers don’t reflect a bond to nature, but rather an evolution of your natural abilities. Spells such as longstrider, darkvision, and barkskin could all be explained as evolved shapeshifting, while charm person or hold person could reflect psychic talents.
 +
 +If you want to play up this idea of having druidic powers with no ties to druidic traditions, you could talk to your DM about replacing the Druidic language feature. If you take the criminal background, the DM might allow you to replace it with thieves’ cant; another option would be skin cant, described in the changelin traveler background. If neither of these fit, you could likely exchange it for another uncommon language.
 +Like the aberrant sorcerer, a changelin menagerie possesses an unusual talent. As you gain levels, you’re unlocking more gifts. Are you intrigued by this mystery and what you could become? Or is your shapeshifting simply a useful tool for you?
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 +Casual Shapechanging
 +As a changelin, consider that your ability to shapechange is a natural reflex for you. It doesn’t have to be used for impersonation or deception. You can change your hair color or style on a whim, shift your eye color to suit your mood, even create artistic patterns on your skin. When you make a face to express an emotion, it can be any face. Are you making a rude gesture? Well, what sort of hand do you want to use to do it? Shapeshifting gives you many creative opportunities; don’t be afraid to use them!
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 +The Pantheist
 +The wandering priest is an easy role for the changelin traveler; pick a faith you know will receive a warm welcome in your town, preach a sermon for your supper, and move on in the morning. If you started on this path, you could have a shiftweave garment with vestments for the Host, the Flame, and the Blood of Vol, all ready to go. But while you may have started as a charlatan, something odd happened—you found faith. You trust that the Sovereigns are watching over you; you believe that that the Silver Flame strengthens champions of the light; when you adopt an elf form, you even feel a surge of devotion for the Undying Court. When you adopt the trappings of a faith, you feel a connection to it. You’ve had visions tied to every faith, and the magic flows through you. As far as you’re concerned, all the faiths are real; it’s just about picking the right faith for the job.
 +The simplest way to approach this concept is to pick a fairly general domain—such as Life—and to make your transformations largely cosmetic, a foundation for roleplaying. When you expect to be going into battle, shift your trappings to Dol Dorn. Fighting lycanthropes? Turn to the Silver Flame. About to speak to the dead? Time to call on the Blood of Vol. In taking on all these faiths, you are deeply empathetic, you accept all beliefs as valid, and you seek to help people of different faiths understand one another. Another possibility, if your DM likes the idea, is that you can receive divine visions based on the faith you’re currently embodying. Adopting Onatar’s trappings won’t give you the mechanical benefits of the Forge domain, but you may receive a vision from the Sovereign. Again, this is purely a story idea—and it’s always possible that your divine visions are just deep-rooted delusions!
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