What the Eberron Campaign Setting doesn't tell you is how to make your character feel like he or she belongs in the world of Eberron. That's what this section does. It outlines a dozen character archetypes - basic personality and background packages that can help you make a character who feels like a coherent part of the setting. Some of these archetypes are fairly generic: Any setting could feature outlanders, for example, or restless wanderers. Others are quite specific to Eberron. Try to find a combination that appeals to you and work from there. There is no game-mechanical benefit to choosing a character archetype. Rather, each archetype consists solely of suggestions for developing the background, personality, and mannerisms of your character.
I will be updating these peridoically based on what people select since there is a lot to type down for each archetype.
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Chronicler
When you can sell a story to a publication such as the Korranberg Chronicle or the Sharn Inquisitive, everything that happens around you starts to look like a story that needs to be written. You seek out adventure wherever you can find it but you somethings act more like and observer than a participant.
Adventuring: You grew up reading about the Last War in the pages of the Korranberg Chronicle, and though it sounded exciting. You imagined yourself huddled in a tent near the front lines, scrawling a dispatch that you would send back to Korranberg to be read across the Five Nations. Of course, once you finally got a job writing for a small local chronicle, you spent more time talking to farmers about their crops that you did doing anything remotely resembling adventuring. Now you've made it: you travel with a group of adventurers, write about your experiences, and sell the stories to any chronicle that buys them. At least, sometimes you sell the stories.
The primary criterion by which you judge whether to undertake an adventure is where or not you think it will make a good story. By "good story," you might mean one that's dramatic and exciting, or you might mean on that will sell. Other factors are less important: Will your participation make a difference in the world? Are innocent lives at stake? Does the adventure itself pay well? It doesn't matter as long as it makes a good story.
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Devotee of the Host
Even if you are not a cleric, the eities of the Sovereign Host are important to you. You were brought up to show them proper reverence, and devotion to the ideals they represtn guides your every step.
Adventuring: You have been profoundly influenced by a particular cycle of myths relation to the Sovereign Host and the Dark Six-myths that are no longer widely told, but that have inspired countless generations of heroes to take up arms against the forces of evil in the world. These myth are collectively called the Rebellion Saga, and they speak of the original and ongoing rebellion of the Dark Six against the rule of the Sovereigns. According to these ancient tales, it is the work of the devout to bring the Dark Six back into the fold, which will be accomplished by quelling their rebellious followers.
Naturally, reuniting the Dark Six with the rest of the pantheon is not likely to happen any time soon, although certain apocalypse groups believe in its inevitability.
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House Renegade
Sometimes being a member of a dragon marked house means power, prestige, and influence. Sometimes it means living firmly under the thumb of a controlling relative until you can find a way to escape. Congratulations you have found a way.
Adventuring: You adventure because it's better than the alternative, a tightly controlled life as part of a dragonmarked house. Your family think you should be home putting your talents to use in the service of your house. You mother wants you where she can keep and eye on you and makes sure you don't get into any trouble. Your father wants to find you someone appropriate to marry and keep your children close at hand.
Fundamentally, you adventure because you know your family hates it. You might not know yet what you want to do with your life, adventuring might just be something you arr doing to kill time until you figure it out, but you know it won't involve the work of your house.
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House Scion
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Innocent Victim
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Inquisitive
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Outlander
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Restless Wanderer
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Scholar-Adventurer
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Streetwise Scoundrel]/b]
Not every hero is born to privilege in a noble family or a dragonmarked house. You certainly weren't, though you might hesitate to call yourself a hero. The streets are your home-the gutters, truth be told-and you know the back alleys and the criminals of your home city as well as you know your own gear.
[b]Adventuring: If there's a better way than adventuring to earn a quick fortune, you haven't found it yet. It's a perfect deal: you can make use of the survival skills you learned growing up on the streets, you gain some measure of respectability, and you occasionally find bags of gold pieces, which hold more money than you can imagine anyone actually using. (Though you are more than willing to try.)
The driving force in your adventuring life is, whether you admit it or not, a burning desire to escape the circumstances you grew up in. You want to make a life for yourself that's better than the poverty and crime that defined your youth. You want money, certainly, but more than that you want respect, dignity, a sense of meaning and purpose, and a shred of hope. You definitely do not want to die, alone and friendless, and be left to rot in an abandoned sewer tunnel. In your adventuring career, that's one risk you would just as soon not take. You want to live to enjoy your hard-earned wealth.
Personality
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War-torn hero