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Exploring Eberron for 5e.tools
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"json": "ExploringEberron",
"abbreviation": "ExE",
"full": "Exploring Eberron",
"authors": [
"Keith Baker"
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"book": [
{
"name": "Exploring Eberron",
"id": "ExploringEberron",
"source": "ExploringEberron",
"author": "ExploringEberron",
"published": "2020/07/30",
"coverUrl": "https://lh3.googleusercontent.com/mERGVdxwgZ_CWFSJ04TLBWJbrrpZli5RCuy1e4z4ZKJMFwd6DK050xZlykVjWQ33qdWQfp_jBmye8svXcGCP7fAReQ8f_4hZSnkMTSIhKDW8GRzsD6Jf5xLV1uwEbQQ4sm6z1Ps6qPBnjFcRRGkdHDsoPMwhlbedt_5VmOCdk67zCGzWY3sXQ0zupUQPslm522kapNRra0Rim94eDNdAgFE4PFePpvPCBUuSUo_gpIgAc14SqT7DFE5utv4zS2mziEwuPHNaR6U8KkBnq7OheEf0HiAz_j62xhxKzTApetmdbK-bZsyM6PqyJY1QhwXFrz0n0ZRTdfa_cmVEs-Icz5l6Pg_pSkfPKhhM3EJWw3w-64IeAiNQUjxvm4R-fWVZkY34hPVEo4KPTvS7Uz_huaTs5E7l7T1-9jUqjYcCk9JtyJd-IWoiSZagtmx8MiFlMEbnyJ_Y7PsdLpnNOqz_KiP5FC5cimUdhfOOqDbbO6Kij2pn-ZkS--TGSSh3HbqClfUIn5ZUDMcV6F607oW41pR-wa2w3b50bfeKsMSAPS8U2JV2bwciF0VUhuzQ_Q0lrN07kEo8rTl12_a-uwiOidMy-Tl7G8HigzD4cQtqKFtXXb98r9JgjMFUxk3JZf7qQsrV24KV9WOyXbHcUz8T9-brXCdy32kMFFmSRQsBhg_GxuE069uovCfRGgdF=s300-no?authuser=0",
"contents": [
{
"name": "Preface"
},
{
"name": "Chapter 1: Discovering Eberron",
"headers": [
"Ages Past",
"Recent History",
"Cyre: Before the Mourning",
"The Last War",
"Magic in the World",
"Artificers: Invention and Innovation"
]
},
{
"name": "Chapter 2: Races of Eberron",
"headers": [
"Changelings: Embracing Change",
"Elves of Arenal: The Deathless Kingdom",
"Kalashtar: Between Two Worlds",
"Shifters: Wild and Wary",
"Warforged: Steel and Soul"
]
},
{
"name": "Chapter 3: Faiths of Eberron",
"headers": [
"The Role of the Divine",
"The Silver Flame: Defending the Innocent",
"The Blood of Vol: Divinity Within",
"Sovereigns and Six: Shaping the World",
"The Cults of the Dragon Below",
"Unusual Faith",
"Aasimar"
]
},
{
"name": "Chapter 4: Uncharted Domains",
"headers": [
"Droaam",
"The Heirs of Dhakaan",
"Goblin Glossary",
"The Mror Holds",
"The Thunder Sea: The World Beneath The Waves"
]
},
{
"name": "Chapter 5: Planes of Existence",
"headers": [
"Eberron and Its Planes",
"Khyber: The Worlds within the World",
"Daanvi: The Perfect Order",
"Dal Quor: The Region of Dreams",
"Dolurrh: The Realm of the Dead",
"Fernia: The Sea of Flame",
"Irian: The Eternal Dawn",
"Kythri: The Churning Chaos",
"Lamannia: The Twilight Forest",
"Mabar: The Endless Night",
"Risia: The Plain of Ice",
"Shavarath: The Eternal Battleground",
"Syrania: The Azure Sky",
"Thelanis: The Faerie Court",
"Xoriat: The Realm of Madness"
]
},
{
"name": "Chapter 6: Character Options",
"headers": [
"Backgrounds",
"Races",
"Racial Feats",
"Class Options"
]
},
{
"name": "Chapter 7: Treasures",
"headers": [
"Common Magic Items",
"Dhakaani Magic Items",
"Dragonmarks",
"Miscellaneous Magic Items",
"Symbionts"
]
},
{
"name": "Chapter 8: Friends and Foes",
"headers": [
"Daelkyr",
"Fey Rulers",
"Meld",
"Merfolk",
"Quori",
"Sahuagin"
]
}
]
}
],
"bookData": [
{
"id": "ExploringEberron",
"source": "ExploringEberron",
"data": [
{
"type": "section",
"name": "Preface",
"page": "5",
"entries": [
"Wizards of the Coast announced the Fantasy Setting Search in 2002: a call for a new world for Dungeons & Dragons. They received thousands of entries, including my world—which would ultimately become Eberron. I worked with James Wyatt, Bill Slavicsek, Christopher Perkins, and many more to develop my original idea into Eberron as you know it today.",
"I’m extremely proud of the world we’ve created. However, there are elements I love that I’ve never had the opportunity to explore in an official book. When first designing the world, I included aquatic nations—considering the civilizations that the merfolk, sahuagin, and other intelligent undersea species might build. We developed a unique system of planes for Eberron, something with a very different flavor than the well-established Great Wheel. We presented the idea of a proud empire of goblinoids that ruled Khorvaire long before humanity arrived. But there are only so many pages in any sourcebook, and these ideas had to be trimmed down—or in some cases, cut entirely—in our original {@i Eberron Campaign Setting.} The planes exist, but there was never enough space to describe them in more than a paragraph apiece, which isn’t nearly enough to understand what makes Fernia different from the Elemental Plane of Fire, or how you might set an adventure in Mabar. From canon material, we know the sahuagin exist and have ambassadors in Stormreach, but nothing is revealed about their civilizations.",
"From the very beginning, I hoped that we might see a {@i Planes of Eberron} sourcebook, but it never came to pass— and when Eberron returned in the fourth and fifth editions of D&D, sourcebooks needed to prioritize the key foundations of the setting, and didn’t have space to explore these hidden corners. So while I’ve always had dreams of Droaam and the planes in my head, Eberron is the intellectual property of Wizards of the Coast, and only they could publish new Eberron material. That all changed in 2018, when Wizards of the Coast worked with me to create the {@i Wayfinder’s Guide to Eberron}, a PDF supplement released on the Dungeon Masters Guild website … and with that release, they made it possible, for the first time in Eberron’s history, for anyone to create new content for Eberron through the Dungeon Masters Guild. The next year, in creating {@book Eberron: Rising from the Last War|ERLW}—the official fifth-edition hardcover— the design team expanded on the story of the Mror dwarves. But once again, there wasn’t enough room to focus on their conflict with the daelkyr and the mystery of the Realm Below.",
"That’s where Wayne Chang, who works with me on the podcast {@i Manifest Zone}, entered the picture. Together, we sketched out a plan for a book that delves into many of the topics I’ve always wanted to explore—the planes, the Dhakaani, and undersea nations—as well as a few more recent developments, like the Mror. And so, this book was born!",
"As it turns out, writing a book of this size is a {@i tremendous} amount of work. Laura Hirsbrunner accomplished herculean tasks as both editor and layout designer, while Will Brolley developed immersive monsters, magic items, archetypes, and more. Since working in a vacuum is a good way to die of asphyxiation, I’m incredibly grateful to Laura, Wayne, and Will for being a constant source of feedback and inspiration.",
"We also worked with a host of artists to develop original art for this book. From Katerina Poliakova's wonderful portrait of Tira Miron, which opens chapter 3, to Marco Bernardini's amazing planar map with its miniature views of every plane, it's been thrilling to see these unexplored aspects of the world come to life. In some instances, to convey a concept to an artist, I put my own limited artistic skills to work. Below is my first draft of a sahuagin city built around one of the slumbering kar'lassa—and in chapter 4, you can see how Vincentius Matthew made sense of my sketch!",
"I’d be remiss if I didn’t also call out the community of Eberron players, DMs, and creators who are all keeping Eberron alive—including our excellent playtesters! And, of course, my brilliant wife, creative partner, and co-founder of Twogether Studios, Jennifer Ellis—who is always willing to have a conversation about undercover shark people or tourist attractions on the Plane of Peace.",
"Before I lay this book before you, one disclaimer: This is a vision of Eberron as I run it at my table. You’ll find a few details that don’t align with previous sourcebooks; it’s up to you to decide which to use. But remember that there’s always a third option: using {@i your} answer. From the beginning, nearly two decades ago now—when we chose not to present the cause of the Mourning or reveal the powers of the Mark of Death—we wanted Eberron to {@i inspire} players and Dungeon Masters, not to limit them. This is a book of ideas for you to build upon—and some, you might even ignore. This presents {@i my} Eberron, but I’m always thrilled to see people making the world their own.",
"And now—Eberron awaits!",
"{@i Keith Baker, creator of Eberron}"
]
},
{
"type": "section",
"name": "Chapter 1: Discovering Eberron",
"page": "7",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"\"You think it’s safe?\" The crackling arcs of energy wreathing the elemental engine cast a pale blue light across the platform. Dela smiled back at him. \"It’s perfectly safe, Rev. Haven’t you been on a lightning rail before? What you see there is just a secondary manifestation—\"",
"\"Not that.\" The warforged soldier’s voice was deep and solemn, like a heavy drum. \"This task. The mountains. The island. The journey into dreams. Rusty says it’s impossible.\"",
"\"Just because something's never been done doesn’t mean it’s impossible. It just means it’s a problem I’ve never tried to solve. But safe? No, it’s definitely not safe.\" She reached up, resting her hand on his steel shoulder. \"That’s why I’m bringing you.\"",
"Rev gave a single, slow nod. A series of clicks emanated from his right arm, a sound quite familiar to Dela; the warforged was testing his embedded armblade, preparing it for release."
]
},
"Eberron is a world shaped by the rise and fall of great ancient civilizations. It’s a setting scarred by the impact of the Last War and defined by the ongoing evolution of magic and artifice. What were the weapons of the Last War? How is magic a part of everyday life in the Five Nations? What events of the distant past could play a role in the present day?",
{
"type": "section",
"name": "Ages Past",
"entries": [
"The present is shaped by the past. The shadow of the Last War hangs over Khorvaire, setting the stage for conflicts ahead. But Khorvaire also bears the marks of struggles far more ancient. The goblins in Sharn’s slums are descended from the founders of a mighty empire, and they rightfully feel that humanity stole their homeland. The purging of lycanthropes early in the ninth century strains relations between humanity and shifters. The Church of the Silver Flame was founded at the end of the third century, but it's simply the latest manifestation of a conflict that began at the dawn of time—a battle still fought in the shadows by the fiendish Lords of Dust and the dragons of the Chamber.",
"{@book Eberron: Rising from the Last War|ERLW} touches briefly on Eberron's history, but a detailed accounting of the world's hundred-thousand-year recorded history could easily fill an entire book. This section provides an overview of ancient history, focusing on aspects that are particularly relevant to adventurers—presenting echoes of each era that can be seen in the present day and suggesting story elements that could inspire modern adventures.",
{
"type": "entries",
"name": "The Dawn of Creation",
"entries": [
"{@i Period: Dates unknown}",
"Before history began, legend holds…",
{
"type": "list",
"items": [
"The three Progenitor dragons created the planes.",
"In a cosmic quarrel, Khyber destroyed Siberys. Eberron then bound Khyber within her own body, forming the world."
]
},
"No one knows what came before the world’s creation. In some accounts, Xoriat once encompassed everything; some cults of the Dragon Below assert that the daelkyr are simply trying to restore the original balance of reality. Others contend that there was nothing before creation—that the Progenitors descended from a higher level of reality, the same unknowable realm that lies above and beyond Dolurrh. But almost all cultures agree on the forces that brought reality into existence.",
"Three beings wove the planes into existence, then used these concepts as the foundation of the Material Plane. The giants assert that these three beings were some form of titan, but the common interpretation is that of the Progenitor Wyrms: three vast, cosmic dragons. Regardless, the tale ends in conflict. After completing the creation of the Material Plane, Khyber struck without warning and tore Siberys apart, leaving his remnants drifting in the golden Ring of Siberys around the world.",
"Knowing she couldn’t defeat Khyber, Eberron coiled around her, becoming the world itself and binding Khyber within a living prison that holds to this day. Thus, the world as we know it is made from the intersection of Siberys, Eberron, and Khyber: the Dragon Above, the Dragon Between, and the Dragon Below.",
"While this tale is known to all, some traditions give it more weight than others. In the Five Nations, most consider it a simple metaphor for sky, earth, and the monsters that lurk below. Even those who consider it literal truth (as do many druids) don’t worship the Progenitors in the same way as they might the Sovereign Host. Siberys is dead, and Eberron is the world itself; she’s the source of all life, but doesn’t actively intervene in any way. However, a few cults (notably among the kobolds of Khorvaire) do worship the Progenitors directly.",
"Whether literal truth or metaphor, the battle of these mighty Progenitors took place in the distant past. Its impact upon the present is most importantly this: that there {@i is} a present. As this act of creation brought all things into existence, scholars of Khorvaire have yet to find any relics or records of this time before time. If a story involved an object from a deeper past, it would likely possess vast power and be of tremendous scholarly interest."
]
},
{
"type": "entries",
"name": "The Age of Demons",
"entries": [
"{@i Period: More than 100,000 years ago}",
"During the Age of Demons, myths tell us…",
{
"type": "list",
"items": [
"Eberron was dominated by the overlords, thirty archfiends who shaped reality to their will.",
"Champions, later known as the Sovereign Hosts, fought the overlords with an alliance of dragons and couatl.",
"The sacrifice of the couatl bound the overlords with a force that formed the silver Flame."
]
},
"According to the Progenitor myth, Eberron became the world and all natural creatures are her children. But in the first days of the world, the children of Khyber—fiends, aberrations, and other monsters—rose up from the darkness and claimed dominion over the world. The greatest among these were the overlords, immortal archfiends embodying the evils that plague mortals. Each overlord shaped the world to match their whims, and no civilization could challenge them. It was a time of chaos that lasted for untold millennia.",
"The Age of Demons came to an end after an extended war between the overlords and a legendary group of champions— now known as the Sovereign Host. Believed by some to be dragons, by others, gods—or perhaps something else entirely— these rebels raised an army of dragons allied with the couatl, native celestials said to embody the last light of Siberys. As the immortal overlords couldn’t be destroyed, countless couatl sacrificed themselves, their spirits combining into a prison of pure celestial energy that could bind the overlords. Even today, the overlords remain bound and the world protected from immense evil by this force, now known as the Silver Flame.",
{
"type": "entries",
"name": "Why Does It Matter?",
"page": "8",
"entries": [
"The Age of Demons ended a hundred thousand years ago, long before the foundation of any civilization that exists today. But the time lingers in myth and continues to shape modern life. It’s commonly believed that the deities of the Sovereign Host walked the world during this time and physically battled the overlords. However, many scholars assert that these myths are actually based on the deeds of heroic dragons—for example, the myths of the Sovereign Aureon might be inspired by the deeds of a dragon named Ourelonastrix. It’s up to the DM to decide the truth, but it could be possible for adventurers to find places or relics tied to the Sovereigns from this age. You might find the lance Dol Arrah used when battling Katashka the Gatekeeper, or the site where she and Dol Dorn flayed the Mockery for his treachery. Whether tied to gods or dragons, these sites and relics still hold power.",
"While the overlords may have been defeated, they cannot be destroyed. Each overlord is bound in a Khyber dragonshard and held in its prison by the power of the Silver Flame. Though bound, an overlord can influence the world in the region around its prison … and there’s no official list of all of the overlords or where they are bound. So if a story calls for a region where the restless dead rise and prey on the living, this could be the prison of Katashka the Gatekeeper. If a region is suddenly overcome by ice and snow, perhaps the shard-prison of Dral Khatuur has been brought there.",
"Each overlord can only be freed if a particular passage of the Draconic Prophecy comes to pass. The fiends known as the Lords of Dust work to discover and enact these prophecies, while the dragons of the Chamber try to stop them. Both sides frequently use mortals as pawns, so adventurers can easily find themselves caught up in these schemes. As they reach higher levels, adventurers might even become active participants in this struggle instead of mere pawns. Though few mortals are aware of it, this is a constant cold war that determines the fate of the world.",
"Dungeons from the Age of Demons are rare, few surviving the passage of time. Any remaining sites would be infused with fiendish or celestial power. A vault created by the couatl could hold a deadly artifact tied to an overlord. An obsidian fortress might be imbued with Rak Tulkhesh’s power, and people who settle there are consumed by homicidal rage. One of the best documented sites is Ashtakala, an ancient city in the heart of the Demon Wastes said to be the sanctuary of the Lords of Dust."
]
},
{
"type": "entries",
"name": "Character Ideas",
"entries": [
"Though the overlords are bound and the Sovereigns no longer walk the earth, consider these ways your character might be caught up in their legendary struggle:",
{
"type": "list",
"items": [
"You have a dragonshard embedded in your flesh, the source of some of your class abilities (e.g. warlock magic or barbarian rage). This is a sliver of an overlord's prison. How did it come to be part of you? Do the Lords of Dust want to take it from you, or are you destined to become an avatar for an overlord?",
"You possess an object your parents swore once belonged to a Sovereign. Currently it has no magical powers, but perhaps there's some way to activate its potential.",
"You were born in the Demon Wastes and spent your life battling fiends. Have you traveled south pursuing a particular fiend? Or do you follow visions granted by the Silver Flame?"
]
}
]
}
]
},
{
"type": "entries",
"name": "The Age of Giants",
"entries": [
"{@i Period: 80,000—40,000 years ago}",
"During the Age of Giants, scholars describe how…",
{
"type": "list",
"items": [
"Giant nations in Xen'drik unlocked secrets of arcane magic still unmatched in the modern age.",
"The giants fought the inhabitants of Dal Quor, ending the conflict by destroying a moon and thereby breaking Dal Quor's link to Eberron.",
"The giants threatened to crush an elvish rebellion with dangerous epic magics, prompting the dragons to step in, utterly destroying Xen'drik and cursing the land."
]
},
"In the wake of the Age of Demons, the dragons were the most powerful force in Eberron. Some dragons helped guide lesser creatures, including the giants of Xen’drik, in their mastery of arcane magic. As the dragons’ increasing dominion caused a surge in the Daughter of Khyber’s power (see chapter 3), the dragons were forced to withdraw to isolation in Argonnessen. They remain there to this day, in hopes of preventing her power from increasing further.",
"Multiple nations of giants arose on Xen’drik. The Sulat League specialized in elemental binding and magebreeding. They created the drow as living weapons to deal with rebellious elves, and it’s thought that fire giants are remnants of the Sulat. The Group of Eleven was an alliance of eleven city-states, each led by a powerful empyrean mage. Their diverse culture valued internal and external competition, believing it drove evolution. The Cul’sir Dominion was ruled by mighty empyreans and sought to dominate all reality. They explored the planes as well as the world; it’s not known whether the Cul’sir attacked Dal Quor or whether the quori of the time sought to invade Eberron, but the two powers fought an extended war. The giants ended the conflict by destroying one of the moons of Eberron with cataclysmic magic, damaging the planar connection between Dal Quor and the world. Since then, the quori have been unable to physically travel to Eberron, and there are no longer any manifest zones to Dal Quor.",
"These actions had devastating repercussions for giant civilization. In the upheaval, many Cul’sir subjects used the opportunity to rebel, but the largest uprising was that of the elves—both those oppressed by the Cul’sir, and warrior elves who had never been conquered by the giants. When the Cul’sir threatened to draw on their most dangerous magics once more to destroy the elves, the dragons emerged in force from Argonnessen. They utterly devastated the civilizations of Xen’drik, giant and otherwise, then laid curses on the land that are beyond the comprehension of the modern age. To this day, the scourge of the land prevents any advanced civilization from rising again. The Traveler’s Curse warps space and makes travel in Xen’drik unreliable. The curse known as the Du’rashka Tul—\"the madness of crowds\"—causes civilizations that become too advanced or widespread to collapse into madness. Draconic curses are believed the reason the giants devolved from mighty titans into hill giants and the other giants known today. The full extent of these draconic curses is unknown, but the impact is unmistakable.",
{
"type": "entries",
"name": "Why Does It Matter?",
"entries": [
"The curses laid on Xen’drik mean that the entire continent is in essence a vast dungeon, a land that can never be fully mapped or explored. The giants mastered secrets of arcane magic as yet unmatched by humanity or even by the elves, and as such Xen’drik is a source for powerful artifacts, spells, and eldritch machines. Elemental airships and the development of the warforged were both inspired by discoveries tied to the ancient giants, and a new find could be just as important. A race to recover a Cul’sir artifact could easily drive an adventure, and Sulat weapons could shift the balance of power in Khorvaire if they fell into the wrong hands.",
"While Xen’drik’s many curses make it nearly impossible to colonize the land, that doesn’t stop people from trying! The city of Stormreach is an outpost on the edge of the unknown, a gateway through which powerful artifacts, unknown magics, and exotic creatures flow into Khorvaire. Beyond Stormreach lies an intriguing continent of ruins and wonders, waiting to be explored."
]
},
{
"type": "entries",
"name": "Character Ideas",
"page": "9",
"entries": [
"Though the Age of Giants has faded into legend, consider these ideas how your character might encounter its echoes today:",
{
"type": "list",
"items": [
"As an elf, you're haunted by trance-visions of an ancient city of your distant ancestors hidden somewhere in trackless Xen'drik. What is the force that's calling you there?",
"As an artificer, you're on the edge of an arcane breakthrough, but the final piece of the puzzle is tied to the work of the giants. You'll need to search through their ruins for clues.",
"You possess a trinket from Xen'drik—a prospector's map? an ancient key?—tied to an ancient Sulat vault.",
"You own a deed to a small stretch of land outside of Stormreach. Will you try to develop it?"
]
}
]
}
]
},
{
"type": "entries",
"name": "The Age of Monsters",
"entries": [
"{@i Period: 40,000—5,000 years ago}",
"During the Age of Monsters, history recounts that…",
{
"type": "list",
"items": [
"Elf refugees fleeing the devastation of Xen'drik settled in Aerenal, birthing the Undying Court, the Aereni, and the Tairnadal.",
"Goblins and orcs dominated Khorvaire, while dwarves, dragonborn, gnomes, and halflings had a smaller presence and impact on the continent.",
"The goblinoid Empire of Dhakaan flourished for ten thousand years, then was destroyed when the daelkyr invaded the Material Plane. Thought he daelkyr were defeated, their seeds of madness destroyed the goblinoid civilization.",
"The daelkyr conflict destroyed the dwarven Realm Below."
]
},
"After Xen’drik was shattered by the dragons, they remained isolated in Argonnessen. Human civilization was slowly taking shape on Sarlona, but the most dynamic cultures of this period were forming on and around the continent of Khorvaire. The elves founded a new homeland on Aerenal— \"Aeren’s rest\" in Elvish—instituting the Undying Court and establishing the cultures that would become the Aereni and the Tairnadal. On Khorvaire, the goblinoids rose to prominence, founding the Empire of Dhakaan approximately 16,000 years ago. Over the course of the next ten thousand years, it expanded to dominate all of central Khorvaire. The Dhakaani slowly drove all of their competitors to the fringes— the mountains, the wastes, the marches. They clashed with the dragonborn of what’s now Q’barra, the dwarves of the Realm Below, and Tairnadal explorers, but none could stop the advance of Dhakaan.",
"However, when the daelkyr led armies of aberrations through portals from Xoriat, the Empire of Dhakaan was shattered— along with the Realm Below, the vast subterranean civilization of the dwarves (see chapter 4).",
"Though this bitter conflict came to an end when Dhakaani champions and Gatekeeper druids sealed the daelkyr in Khyber, the damage inflicted was irreparable. In addition to creating monsters such as dolgaunts and doppelgangers, the daelkyr unleashed more subtle curses and strains of madness. One of these eroded the connection to the goblinoids’ shared dream that united Dhakaani civilization (see chapter 4). Within generations, the ancient empire collapsed into civil war. Cults and cruelty spread among the goblinoids, and soon, all that remained on the surface of Khorvaire were ruins and chaos.",
{
"type": "entries",
"name": "Why Does It Matter?",
"entries": [
"Dhakaani ruins are scattered across Khorvaire. Most major cities of the modern age are built on Dhakaani foundations, and there are tunnels and warrens beneath them that have been largely ignored by the human inhabitants. A Dhakaani ruin could be viewed as a simple dungeon, but these are the remnants of a proud civilization; what an adventurer sees merely as a useful magical weapon could be an important cultural relic of the goblins. While the Empire wasn’t as advanced as the civilizations of giants that came before, the daashor artificers of Dhakaan—discussed in depth in chapter 4—produced remarkable artifacts and were master weaponsmiths with a remarkable understanding of adamantine and other exotic alloys.",
"This is the story that underlies both the rise of Darguun and the recent emergence of the Heirs of Dhakaan. Before the arrival of humanity, goblins and orcs shaped the destiny of the continent, and there are many who yearn to reclaim that ancient glory.",
"Though it occurred thousands of years ago, the impact of the daelkyr incursion is still felt across Khorvaire. The cults of the Dragon Below and the Gatekeeper druids are active legacies of this conflict. As described in chapter 4, the Mror dwarves are venturing into the ruined Realm Below and recovering daelkyr symbionts and other relics. While the daelkyr remain sealed— and scheming—in Khyber, adventurers could stumble upon ancient fortifications, an organic daelkyr vault, or some other remnant of this forgotten war."
]
},
{
"type": "entries",
"name": "Character Ideas",
"entries": [
"Whether your character is a goblinoid, orc, or a more recent inhabitant of these lands, consider these ways the Age of Monsters might inform your past and your future:",
{
"type": "list",
"items": [
"As a character from the Shadow Marches, you carry an heirloom amulet you’ve sworn to keep safe. Have you learned that it’s part of the wards that bind the daelkyr in Khyber— and that cultists bound to a particular daelkyr will be hunting you, trying to destroy the amulet?",
"You’re obsessed with the early history of Khorvaire and are always searching for leads on ancient Dhakaani ruins and daelkyr relics. Are you a city goblin or Tharashk half-orc searching for your roots? Or just a scholar of another race that’s fascinated with the period?",
"As a Dhakaani goblinoid (see chapter 4) you are an advance scout for a Dhakaani {@i kech}. Were you sent to reclaim lost Dhakaani artifacts, or are you studying the people of the surface, identifying weaknesses, and considering if any are worthy allies?",
"You possess a Dhakaani weapon, claimed by your ancestor and handed down through your family. There is power in the blade, but it only flows through a bearer when they prove worthy … and you haven’t. Can you master the blade? And what will happen when you encounter the Heirs of Dhakaan?"
]
}
]
}
]
}
]
},
{
"type": "section",
"name": "Recent History",
"page": "10",
"entries": [
"Scholars at Morgrave University call the last five thousand years the Age of Humanity, contending that its defining trait is the rise of human civilization and its spread from Sarlona to Khorvaire. The gnome sages of the Library of Korranberg call it the Dragonmarked Age, asserting that the appearance of the dragonmarks and the achievements of the dragonmarked houses are more significant in the grand sweep of history than mere human achievements. Most people dodge this debate by simply referring to it as the modern age.",
"Regardless of where you stand on this argument, a great deal has happened over the last five thousand years. This section begins with an abbreviated timeline, highlights some pivotal moments in Eberron’s history, then delves into some of the more interesting events of recent millennia.",
{
"type": "table",
"caption": "Abbreviated Timeline",
"colLabels": [
"Date",
"Event"
],
"colStyles": [
"col-1 text-right"
],
"rows": [
[
"-4,100",
"The greatpine Oalian is awakened—some say by a Gatekeeper druid, others by Vvaraak herself. Over time, Oalian becomes recognized as the Great Druid, a spiritual authority respected by all the druids of the Eldeen Reaches."
],
[
"-3,200",
"The Mark of Hospitality appears among halflings of the Talenta Plains. The Mark of Shadow and the Mark of Death appear among the elves of Aerenal."
],
[
"-3,000",
"The adventurer Lhazaar leads a wave of human settlers from Sarlona to the eastern shores of Khorvaire, establishing what comes to be known as the Lhazaar Principalities. The Mark of Healing appears among halflings of the Talenta Plains."
],
[
"-2,975",
"Malleon the Reaver builds a fortress amid goblin ruins on the edge of the Dagger River, naming his keep Shaarat. Over time, it expands to become a powerful city."
],
[
"-2,800",
"Humans are aggressively expanding across Khorvaire, fighting and oppressing the goblins and other natives. The Mark of Scribing appears among the gnomes of Zilargo."
],
[
"-2,650",
"The Mark of Sentinel appears among humans in the expanding city-state of Korth."
],
[
"-2,600",
"The Aereni discover that the line of Vol, which carries the Mark of Death, has been performing magebreeding experiments with rogue dragons in hopes of enhancing the mark. The Undying Court joins forces with Argonnessen and completely wipes out the line of Vol. Elves that supported Vol are exiled to Khorvaire, and the elves of House Phiarlan choose to relocate there."
],
[
"-2,500",
"Humans have spread across Khorvaire, and the city-states that will eventually become the Five Nations are now well established: Daskara, Korth, Metrol, Thaliost, and Wroat. The Mark of Making appears among humans of Metrol. The Mark of Warding appears among the dwarves of the Ironroot Mountains."
],
[
"-2,400",
"King Bregor of Wroat destroys the rival city of Shaarat, asserting his power over the region. He eventually rebuilds the city and renames it Sharn."
],
[
"-2,000",
"Karrn the Conqueror seizes control of Korth and establishes the nation of Karrnath. After defeating the remaining goblinoid settlements, he unsuccessfully attempts to conquer Daskara, Metrol, Thaliost, and Wroat. The Mark of Storm appears among half-elves of Daskara."
],
[
"-1,900",
"The Mark of Passage appears among humans in Thaliost."
],
[
"-1,800",
"The Mark of Handling appears among humans in western Thaliost. Adaran monks become voluntary vessels for quori spirits in Dal Quor, creating the kalashtar."
],
[
"-1,600",
"In Sarlona, the Sundering begins. Over the next two hundred years, the quori use manipulation and greed to stir up riots and wars across the continent. These conflicts lead to a wave of human refugees settling on Khorvaire, notably in the Shadow Marches and the Demon Wastes. Tiefling and human refugees from Sarlona establish the Venomous Demesne in what is now Droaam."
],
[
"-1,500",
"The Mark of Detection appears among half-elves of Wroat. The Twelve is established, forging a strong alliance between the dragonmarked houses and standardizing many practices. This leads to the War of the Mark, as the Twelve works to eradicate aberrant dragonmarks. The city of Sharn is ruined in one of the final battles of the war."
],
[
"-1,043",
"Galifar Wynarn is born in Karrnath."
],
[
"-1,022",
"Galifar assumes rulership of Karrnath."
],
[
"-1,012",
"Galifar begins his campaign to unite the Five Nations. He abolishes the practice of slavery in his domain and promises freedom to the oppressed subjects of his enemies. This draws a significant number of goblins to his cause."
],
[
"-1,005",
"Galifar meets with the Twelve and establishes the Korth Edicts, establishing that the houses will remain a neutral force—forbidding them from holding land or noble titles— while promising them regulatory power and industrial preeminence in exchange for their support."
],
[
"-1,000",
"The Mark of Finding appears among the people of the Shadow Marches."
],
[
"1 YK</br>(-998)",
"After a long campaign of conquest and diplomacy, Galifar I unites the nations of Khorvaire under his rule, declaring this realm the United Kingdom of Galifar. During the later reign of Cyre’s son, Galifar the Dark, a new calendar establishes this year as the first Year of the Kingdom (YK)."
],
[
"2 YK",
"Galifar I appoints his five eldest children as governors of the provinces of the new kingdom. He renames these regions after his children. Daskara becomes Thrane, Metrol becomes Cyre, Thaliost becomes Aundair, and Wroat is named Breland after his daughter Brey. Galifar’s son Karrn governs Karrnath, which remains unchanged."
],
[
"5 YK",
"Galifar I and Princess Brey begin the reconstruction of the ruined city of Sharn. The ir’Tain family invests heavily in the construction."
],
[
"15 YK",
"Galifar I establishes the Arcane Congress."
],
[
"22 YK",
"The rogue dragon Sarmondelaryx carries out a reign of terror. When Prince Thrane raises an army to face her, she slays him and scatters the army. The area devastated in the battle becomes known as the Burnt Wood. Sarmondelaryx isn’t seen again for centuries."
],
[
"28 YK",
"The decade-long Galifar–Lhazaar War begins."
],
[
"40 YK",
"Galifar I, now eighty-five years old, steps down and passes rulership of the kingdom to his eldest daughter, Cyre."
],
[
"53 YK",
"Galifar I dies."
],
[
"106 YK",
"House Kundarak is recognized by the dragonmarked houses and becomes part of the Twelve."
],
[
"298 YK",
"The Year of Blood and Fire. The overlord Bel Shalor is partially released from his bonds, and fiends terrorize Thrane."
],
[
"299 YK",
"The paladin Tira Miron sacrifices herself to rebind Bel Shalor. Her allies establish the Church of the Silver Flame, and the cathedral of Flamekeep is built around the pillar of fire marking her sacrifice."
],
[
"347 YK",
"House Lyrandar takes possession of an island off the coast of Aundair to create Stormhome."
],
[
"498 YK",
"House Sivis discovers heirs with the Mark of Finding while exploring the Shadow Marches. Sivis helps the Marchers build House Tharashk, which is quickly recognized by the Twelve."
],
[
"512 YK",
"King Daroon orders the construction of the Starpeaks Observatory in Aundair, now used by the Arcane Congress to study the moons and stars."
],
[
"778 YK",
"A group of medusas emerge from Khyber and take possession of Cazhaak Draal, a Dhakaani ruin in what is now Droaam."
],
[
"789 YK",
"House Sivis message stations begin operations, dramatically improving long-distance communication."
],
[
"802 YK",
"The Kingdom of Galifar, in cooperation with the dragonmarked houses, funds the upgrade of the trade city of Stormreach on the northern peninsula of Xen’drik."
],
[
"811 YK",
"The first lightning rail connects Flamekeep and Fairhaven."
],
[
"830 YK",
"Lycanthropy surges in the Towering Wood. The people of western Aundair suffer a wave of attacks and wererat infiltration."
],
[
"830 YK",
"Keeper of the Flame Jolan Sol launches the Silver Crusade to eliminate the threat of lycanthropy. An army of templars is dispatched to Aundair, and templars across Khorvaire seek to expose and eliminate hidden lycanthropes."
],
[
"845 YK",
"King Jarot begins a public works project to connect all of central Khorvaire via lightning rails. Within twenty years, lines connect the Five Nations, Zilargo, the Mror Holds, and the Talenta Plains."
],
[
"878 YK",
"House Deneith begins to provide clients with goblinoid mercenaries from the Darguun region."
],
[
"882 YK",
"Keeper Jovor Daran declares an end to the Silver Crusade."
],
[
"894 YK",
"King Jarot, the last ruler of Galifar, dies. Thalin, Kaius, and Wroann reject the succession of Mishann. Wrogar backs his sister’s claim, and the Last War begins."
],
[
"896 YK",
"King Kaius I of Karrnath embraces the Blood of Vol as Karrnath’s state religion. The Order of the Emerald Claw is established."
],
[
"910 YK",
"Kaius II ascends to the throne of Karrnath after the mysterious death of Kaius I."
],
[
"914 YK",
"The Mror Holds declares its independence in the first Iron Council. Thalin of Thrane dies and the Church of the Silver Flame assumes control of the nation."
],
[
"918 YK",
"Unknown saboteurs destroy the Glass Tower of Sharn."
],
[
"928 YK",
"Ven ir’Kesslan leads settlers from the Five Nations to forge the nation of Q’barra."
],
[
"956 YK",
"Tairnadal mercenaries annex Eastern Cyre and declare the sovereignty of the elf nation of Valenar."
],
[
"958 YK",
"The Eldeen Reaches declares itself an independent nation under the protection of the Wardens of the Wood and the guidance of the Great Druid Oalian."
],
[
"959 YK",
"The first warforged titans are deployed in Cyre."
],
[
"961 YK",
"Boranel ir’Wynarn becomes king of Breland."
],
[
"962 YK",
"Zilargo formally aligns with Breland."
],
[
"965 YK",
"House Cannith perfects the modern-era warforged, living constructs designed to fight the Last War."
],
[
"969 YK",
"The mercenary leader Haruuc leads a hobgoblin rebellion. The goblinoid nation of Darguun is established."
],
[
"972 YK",
"The Shadow Schism. House Thuranni splits off from House Phiarlan."
],
[
"976 YK",
"Regent Moranna of Karrnath condemns the Blood of Vol and restores the Sovereign Host as the state religion of Karrnath. Seeker orders are disbanded, but the Order of the Emerald Claw refuses to disarm, its members going into hiding."
],
[
"980 YK",
"Queen Aurala’s reign over Aundair begins."
],
[
"986 YK",
"A trio of hags known as the Daughters of Sora Kell arrive at the Great Crag with an army of trolls, ogres, and gnolls."
],
[
"987 YK",
"King Boranel pulls settlers back and seals off the land west of the Graywall Mountains. The Daughters of Sora Kell declare the sovereignty of the nation of Droaam."
],
[
"988 YK",
"House Tharashk begins brokering the services of monstrous mercenaries from Droaam. The criminal organization Daask establishes a presence in Sharn."
],
[
"990 YK",
"The first elemental airships go into service for House Lyrandar."
],
[
"991 YK",
"Kaius III’s rule of Karrnath begins."
],
[
"992 YK",
"A group of disavowed Brelish commandos establishes the criminal organization known as House Tarkanan in Sharn."
],
[
"993 YK",
"Jaela Daran, then six years old, assumes the power of the Keeper of the Silver Flame."
],
[
"994 YK",
"Cyre is destroyed; the Mournland is created."
],
[
"996 YK",
"The Treaty of Thronehold officially ends the Last War. The treaty officially recognizes the nations of Aundair, Breland, Thrane, Karrnath, the Talenta Plains, Zilargo, Q’barra, the Lhazaar Principalities, the Mror Holds, the Eldeen Reaches, Darguun, and Valenar. House Cannith is ordered to destroy all creation forges; the remaining warforged are granted the rights of sentient beings."
],
[
"998 YK",
"The default starting point for an Eberron campaign."
]
]
},
{
"type": "entries",
"name": "The War of the Mark",
"page": "12",
"entries": [
"{@i Period: Approximately 1,500 years ago}",
"The first aberrant dragonmarks appeared soon after the true dragonmarks. At the time the dragonmarked houses joined together as the Twelve, aberrant marks were spread across the Five Nations. Some members of the Twelve truly saw aberrant marks as abominations; others considered them a convenient scapegoat to unite the houses and strengthen their position. House propaganda and whispering campaigns amplified the perception of aberrant marks as dangerous and uncontrollable. Fear progressed to violence, and in time, to squads of Deneith soldiers, Vadalis trackers, and Medani inquisitors \"protecting communities from the aberrant threat.\"",
"Aberrant dragonmarks of the time were generally more powerful and dangerous than those of today. The Twelve took true stories of innocents harmed by uncontrolled marks and amplified them—superstition and fear did the rest. The title \"War of the Mark\" implies two even sides, but this was more of a purge than a struggle of equals. Toward the end, however, a few aberrant-marked champions rallied others and challenged the houses. The most infamous were Halas Tarkanan and the Lady of the Plague, who seized Sharn and declared it a haven for those with aberrant marks. Eventually, the forces of the Twelve laid siege to the city. When Tarkanan and the Lady saw victory was impossible, they unleashed the full power of their marks. Tarkanan’s mark gave him power over the earth, and he shattered the towers. The Lady of the Plague called vermin up from the depths and spread vile diseases in the ruins. Both the aberrants sheltering in the city and the armies attacking it perished, and Sharn remained in ruins for centuries before Galifar I finally reclaimed it.",
"Aberrant marks were almost completely eradicated during the War of the Mark. When they reappeared in later centuries, they were far weaker than Halas Tarkanan’s earth-shaking power, but fear and prejudice linger. Over the last century, with no explanation, aberrant marks have begun manifesting with greater frequency and power. The criminal organization known as House Tarkanan has begun organizing and training those with aberrant marks, fearing another purge could lie ahead.",
{
"type": "entries",
"name": "Why Does It Matter?",
"entries": [
"Aberrant dragonmarks don’t seem to deserve the prejudice leveled against them. They aren’t that powerful, and player characters rarely lose control of their marks. But everyone knows that Halas Tarkanan shattered the towers of Sharn, the Lady of the Plague destroyed her village as a child, and the Dreambreaker was a monster who drove people mad as amusement. As a character with an aberrant mark, you bear the burden of centuries of superstition, stories encouraged and exaggerated by the Twelve. And the leaders of House Tarkanan point to the War of the Mark as a possible path the future might take. If you have an aberrant mark, will you join House Tarkanan and prepare to fight the Twelve? Or will you try to change public perception and fight the fears?"
]
}
]
},
{
"type": "entries",
"name": "The Kingdom of Galifar",
"entries": [
"{@i Period: 1-894 YK}",
"Karrn the Conqueror failed to unite Khorvaire by force, but centuries later, his descendant Galifar Wynarn succeeded through might and clever diplomacy. Galifar didn’t just want power—he wanted to build a better world, and on many levels, he succeeded. He abolished slavery and instituted laws that promised justice for all. Over time, the kingdom would promote public education and the rise of the merchant class. It can be argued that Galifar stumbled in giving the dragonmarked houses too much economic power; while the Korth Edicts prevent dragonmarked heirs from holding lands or titles, they also lay the foundation for the near-monopolies the houses hold today.",
"Galifar can also be faulted for his precarious system of succession. By this tradition, the children of the reigning monarch served as governors of the five provinces, with the eldest governing Cyre. The previous governors served as regents until an heir came of age, at which point they were expected to step aside. This system led to multiple rebellions and attempted secessions over the course of history, the Last War simply the largest and last of them.",
{
"type": "entries",
"name": "Why Does It Matter?",
"page": "13",
"entries": [
"A century of brutal war has divided the people of the Five Nations, but they are still united by a host of common laws and customs—the legacy of Galifar. And there are still many who look back to Galifar as a golden age, who would be willing to go to war again for a chance to return to that supposed paradise.",
"Many of the institutions that define the nations—the Arcane Congress, the King’s Citadel, Rekkenmark Academy—were originally dedicated to the common good of Galifar. Members of the longer-lived races, such as elves and dwarves, likely trained at these institutions, regardless of the nations they serve today."
]
}
]
},
{
"type": "entries",
"name": "The Silver Crusade",
"entries": [
"{@i Period: 830-882 YK}",
"Before the ninth century, lycanthropy was largely just a fearsome legend. Lycanthropes were known in the wilds of Khorvaire, but few people had ever seen one; most commoners thought lycanthropes and shifters were the same thing. Early in the ninth century, something changed—the curse of lycanthropy became more virulent, and its victims were driven to ever more extreme behavior. Werewolf attacks and wererat infestations became an increasing problem in western Aundair, and by 830 YK, some feared that an apocalyptic threat was brewing in the Towering Wood—that any day a horde of lycanthropes could sweep across the land and destroy all civilization.",
"In 832 YK, Keeper of the Flame Jolan Sol declared that lycanthropy corrupted the soul itself and must be completely eliminated. An army of templars was dispatched to Aundair, and servants of the Flame across Khorvaire were ordered to be vigilant and root out lycanthropes in hiding. And so they did.",
"The Silver Crusade lasted for nearly fifty years. The first two decades were a brutal, bloody campaign. The lycanthropes were massing in great numbers on the edge of the Towering Wood (now part of the Eldeen Reaches), driven by some unknown evil; most sages believe it was an overlord on the verge of breaking its bonds. The templars were outmatched. The lycanthropes were cunning and could quickly replenish their numbers, and they intentionally stirred up conflict between templars and shifters. But after decades of bitter conflict, the tide slowly turned in favor of the templars. And somehow, the power of the curse was broken. Lycanthropy continued, but its effects weren’t as strong, its victims not so driven to darkness.",
"While the true threat was dealt with, the peasants of Aundair had suffered through decades of terror and sought a greater revenge. The next thirty years saw an ongoing inquisition as zealous converts to the faith—later classified as an extremist sect, the Pure Flame—sought to hunt down every remaining lycanthrope. In the process, many innocents—including a great many shifters—were tortured and slain. So the Silver Crusade began as a selfless act that may well have saved Galifar, but ended up as an outlet for paranoia and hatred.",
{
"type": "entries",
"name": "Why Does It Matter?",
"entries": [
"The Silver Crusade is a classic example of a virtuous act with bloody consequences. It highlights that the goals of the Silver Flame are to protect the innocent, but fear, greed, and anger can lead reasonable people astray. It’s the origin of the Pure Flame, an extremist sect whose narrow vision of the Flame is as a ruthless weapon with which to burn evildoers. It has created a deep rift between shifters and followers of the Silver Flame, and hurt the reputation of shifters everywhere.",
"In the wake of the Silver Crusade, lycanthropy is considered to be a serious public health risk. Templars deal with any confirmed lycanthropes—when possible, they seek to apprehend and cure them, but lethal force is always an option. Lycanthropes can find a safe haven in Droaam (especially with the Dark Pack), and there are still a few scattered ‘thropes in Stormreach, Q’barra, Darguun, and other frontier nations.",
"If you’re playing a follower of the Silver Flame or a shifter, think about your view of the Silver Crusade. Likewise, if you’re from Aundair or the Eldeen Reaches, consider if your family suffered during the lycanthropic terror."
]
}
]
},
{
"type": "entries",
"name": "Untold History",
"entries": [
"Galifar stood for almost a thousand years before collapsing into the Last War. This section has highlighted some particular moments in history that can be used as inspiration for adventure. But both in this book and in the wider canon of Eberron lore, there are vast stretches of time that remain largely undeveloped.",
"Within your campaign—whether as player or Dungeon Master—feel free to develop and explore additional moments of history if they enhance the stories you want to tell. The {@table Untold History|ExploringEberron} table provides a starting point for ideas. As a Dungeon Master, this can be a way to add depth to a story. Have the players arrived at a currently unremarkable inn? Perhaps two hundred years ago, that inn was the headquarters of an alliance of peasants that rose up against the monarchy, only to be brutally suppressed—and they still don’t think much of characters with the noble background! Or in developing a character, perhaps one of your ancestors was a wizard who made an important arcane breakthrough, only to have it covered up by the dragonmarked houses.",
"The crucial point is that established history is a place to start, nothing more. Use the ideas presented here when they can help you. But always feel empowered to expand the world and develop the history of {@i your} Eberron, even if it may not match official sourcebooks that come out in the future.",
{
"type": "table",
"caption": "Untold History",
"colLabels": [
"{@dice d12}",
"Triggering Event",
"Connected To…",
"Which Was…"
],
"colStyles": [
"col-1 text-center"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"A religious schism or heresy",
"The Church of the Silver Flame",
"Mysteriously forgotten"
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"A rebellion or uprising",
"An alliance of peasants",
"Covered up by the authorities"
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"An assassination or terrorism plot",
"The Twelve or the Arcane Congress",
"Responsible for long-term change"
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"An arcane breakthrough",
"A Wynarn heir (or the sovereign)",
"Brutally suppressed"
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"An important speech",
"A brilliant artificer or wizard",
"Revealed to be an inside job"
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"A major riot or series of riots",
"A faction of dragonmarked heirs",
"Tied to the Lords of Dust"
],
[
{
"type": "cell",
"roll": {
"exact": 7
}
},
"A brutal battle",
"Eldeen druids",
"Never explained"
],
[
{
"type": "cell",
"roll": {
"exact": 8
}
},
"A supernatural disaster",
"A cult of the Dragon Below",
"Responsible for an ongoing feud"
],
[
{
"type": "cell",
"roll": {
"exact": 9
}
},
"A natural disaster or plague",
"The King's Citadel",
"The cause of many deaths"
],
[
{
"type": "cell",
"roll": {
"exact": 10
}
},
"An inquisition or purge",
"The Sovereign Host",
"Commemorated with a holiday"
],
[
{
"type": "cell",
"roll": {
"exact": 11
}
},
"A succession crisis",
"An ambitious aristocrat",
"Turned into a popular song"
],
[
{
"type": "cell",
"roll": {
"exact": 12
}
},
"An act of espionage exposed",
"Changelings, kalashtar, or shifters",
"Arranged by… (roll again on Connected To)"
]
]
}
]
}
]
},
{
"type": "section",
"name": "Cyre: Before the Mourning",
"page": "14",
"entries": [
"{@i The Jewel in Galifar’s Crown. Wondrous Cyre.} Cyre was the heart of the united kingdom of Galifar. But what was the nation actually like? Since Cyre has fallen, lore often focuses on the current plight of the refugees and not on the nation they lost. As a Cyran character, what are the memories you treasure? What was your childhood like? If you hope to rebuild your nation, what is it that you aspire to recreate?",
{
"type": "entries",
"name": "What Our Dreams Imagine",
"entries": [
"Galifar Wynarn was a military genius, but it was his eldest daughter Cyre, twin to Aundair, who imagined the warring nations working together as a single family: Karrnathi might, Daskari faith, and the wisdom of Thaliost working together for the greater good. In crafting the map of the united kingdom, Galifar declared that Cyre would be the heart of the realm. His daughter would govern the province and have all that she needed to pursue her vision. The crest of Cyre is a crown and bell on a green field above a hammer and bellows—the seat of the crown, the bell that rings in change, and the tools to build the future. Cyre’s motto captures the heart of this nation and its people: \"What our dreams imagine, our hands create.\"",
"The provinces of Galifar largely retained the cultures and traditions of the nations they had once been. In many ways, their differences were reinforced and celebrated. Each nation was given one of the pillars of the united kingdom: the Arcane Congress in Aundair, the King’s Citadel in Breland, Rekkenmark Academy in Karrnath, the Grand Temple of Thrane. Cyre was the exception. Rather than building on the existing culture of Metrol, Cyre drew experts and artisans from across Galifar. Instead of being the center of any one discipline, Cyre was the nexus where all of these things came together—the best of what Galifar could be. When the Arcane Congress perfected the {@item everbright lantern|ERLW}, Metrol was the first city whose streets were lit with them. Soldiers trained in Rekkenmark, but the finest warriors served in the Vermishard Guard. While Metrol was the showpiece—a city of wonders— this principle was applied across central Cyre. With education, art, even agriculture, Cyre displayed the best of what Galifar could accomplish.",
"This continued and evolved over centuries. Karrns are tough, Thranes wise, Brelanders industrious, Aundairians clever. The people of Cyre can trace their roots to all of these nations, believing they share these strengths; and beyond that, Cyrans strive to be creative, innovative, and artistic.",
"Cyre’s artistic (and, some might say, whimsical) temperament was balanced and sustained by the presence of House Cannith, based in the great city of Making. Many of Cannith’s greatest forgeholds were spread across Cyre, providing a practical industrial foundation that supported the wonders of Cyre. And those wonders took many forms. Where the Arcane Congress of Aundair focused on the practical applications of magic, the Wynarn Institute of Cyre explored the artistic potential of the arcane. Metrol was a city of light and marvels. Visitors could speak to illusions of past heroes and kings or watch reenactments of historic moments. It’s said that no one ever went hungry in Metrol nor felt the bite of winter. Cyrans say that this reflects the generosity and selflessness of the Cyran spirit; critics point out that these social projects were only possible because of the taxes paid by the people of other provinces. Certainly, Cyre held the wealth of Galifar and had a standard of living higher than any other province. Was this decadence? Or was it a work in progress, a model that could have someday been applied to all nations? There’s no way to know. Cyrans mourn what was lost; the people of other nations criticize the Cyran lifestyle as parasitic. \"What our dreams imagine, our hands create,\" but bitter outsiders point out that while Cyran hands may have built, they used resources gathered by the hard work of others.",
"This bitterness was further fueled by Galifar’s traditions of succession. Following the example of Galifar I, the monarch’s children served as governors of the five provinces. The eldest governed Cyre, and on the death of the monarch, they would take up the crown and their children would take over the governing positions of each province. The prior governors would serve as regents until children were of age, and after that, as advisors. When a monarch lacked five children, the previous governors would maintain the posts. But the principle was simple: Cyre was the heart of Galifar, and all else would shift around it.",
{
"type": "entries",
"name": "Outer Cyre",
"entries": [
"Galifar’s goal with Cyre was to create something new, a culture combining the best aspects of the other nations. In the newly forged Thrane, Aundair, and Breland, the people kept their old traditions, and ruling families were often incorporated into the new governing structure; similarly, Galifar preserved the customs of his homeland of Karrnath. But in the old kingdom of Metrol—which covered an area roughly the size and shape of the modern Mournland—the old systems and rulers were pushed aside to make room for Cyre’s dream. Some of the noble families of Metrol embraced this new path. Others were resettled by Galifar, granted authority over regions that had previously existed as independent frontiers.",
{
"type": "entries",
"name": "Southern Cyre",
"entries": [
"covered what is now Darguun. Largely unsettled when Galifar was founded, it persisted as a backwater in the shadow of the kingdom. Its people ultimately prospered and took pride in their identity as Cyrans, mimicking the customs of the central kingdom. However, they had little of the wealth invested in the north or the wonders that came with it. There were ongoing clashes with goblins, a few severe, but the Ghaal’dar goblinoid clans largely remained in the mountains and dark places until the Last War."
]
},
{
"type": "entries",
"name": "Eastern Cyre",
"entries": [
"—now Valenar—was effectively a separate nation with a dramatically different culture and values. It was arguably Galifar’s greatest failing. The region had first been settled by immigrants from the Khunan region of western Sarlona. Galifar I wanted the lands of old Metrol, so he instead gave its nobles authority over Eastern Cyre, setting them as the feudal overlords of the Khunan settlers. The Blade Desert served as a physical and cultural divide, and after granting the nobles their lands, Galifar largely ignored them. The noble families thus held to the old traditions of Metrol rather than embracing the new culture of Cyre. Many were petty and proud, dissatisfied with the arrangement, and cruelly took it out on their Khunan subjects. Some wonder why it was so simple for the elves to seize control of Valenar; first and foremost, it’s because the Khunan people had no love for their Cyran rulers (generally called \"thrones\"), and many feel they are actually better off under the new regime."
]
}
]
}
]
},
{
"type": "entries",
"name": "Cyre and the Last War",
"page": "15",
"entries": [
"Under the reign of King Jarot, Cyre continued to shine. Aspiring artists and young nobles made their way to the heart of the kingdom, while the most promising artificers settled in the city of Making. King Jarot lavished attention on Cyre—expanding the Vermishard Palace, working with House Orien to expand the lightning rail within Cyre, and spending hundreds of thousands of galifars on the Wynarn Institute of Art and the Cathedral of the Sovereign Host.",
"Following the death of Jarot, the kingdom of Galifar spiraled toward war. Initially, Cyran morale was high. Queen Mishann had centuries of tradition behind her. Everyone knew that Cyre had the best of everything: the finest wizards, the best soldiers, the foremost artificers. And on one level, this was true, but a single unit of exceptional soldiers means little when set against the martial cultures of Karrnath or Thrane. Cyre’s finest wizards were artists and theoretical scholars, whereas Aundair had long worked on magic as a tool of war. And the expert artificers were largely tied to House Cannith, which remained neutral in the war. If you consider the nations as characters, Thrane is a paladin, Karrnath is a fighter, Aundair is a wizard, and Breland is a rogue. In this party, Cyre is the bard—elegant, clever, and doing a little bit of everything … but best when working with others, not prepared to stand alone against a powerful foe.",
"Cyre adapted; it had to. Initially, it relied heavily on mercenaries, as it was the seat of Galifar’s treasury and had the gold to spare. But as time passed and the scope of the conflict became clear, Cyrans devoted themselves to war. Cyre lacked the martial spirit of Karrnath or Thrane, but its people were sustained by the absolute belief that they were in the right. Beyond that, in the eyes of the people, Cyre was Galifar. It embodied the ideals of the kingdom, the best of what it could be—and that was something worth fighting for. Nonetheless, the struggle dealt a tremendous blow to the Cyran psyche. For centuries, Cyrans had seen themselves as the stars of the show, beloved by all; now all hands were raised against them, and some, at least, could see their former beliefs as arrogance and narcissism. Cyre had indeed had the best of everything, but because it was freely given. Now the Arcane Congress devoted its knowledge purely to the good of Aundair, Rekkenmark trained only Karrns, and the King’s Citadel served Breland. Yes, Cyre had echoes of all these things. Its wizards were still a match for any nation other than Aundair, and the Vermishard Guard formed the core of Cyre’s new military academy. But it was clear that the Cyran dream had been sustained by many hands, and now the nation had to learn to stand on its own."
]
},
{
"type": "entries",
"name": "Cyrian Style",
"entries": [
"For a millennium since its founding, Cyran culture blended the traditions of other nations. However, the Last War built walls between Cyre and the other nations, and each evolved in this century of relative isolation. Cyrans know the old add-a-verse songs beloved by Aundairians, but few know the {@i Epic of Valiant and Vigilant}, a tale of martial bravery close to the heart of every modern Aundairian. Nor do they know the maxims of Beggar Dane that now serve as a cornerstone of Brelish culture.",
"Even so, Cyrans see their culture as being founded on the best principles of Galifar, and can still find some common ground with people of any nation. A Cyran can play Conqueror with a Karrn, sing an add-a-verse song with an Aundairian, and debate religion with a Thrane. This reflects the founding principles of Cyre—to gather the best aspects of Galifar and to build upon them. Cyrans believe there's no single perfect path; diversity is a source of strength, but there’s always room for improvement. Cyran culture is thus a strange chimera—a blend of familiar elements from across Khorvaire combined with a steady, ongoing evolution. A Cyran musician might play Karrnathi funeral dirges in the style of a Thrane devotional; it’s a puzzle where the pieces are known, but they’re constantly being arranged in new ways. Some citizens of the other nations believe this is appropriation—that the Cyrans are carrion crawlers who steal from others while arrogantly believing they can do better. But the Cyrans themselves assert that this approach is rooted in love, not arrogance, and call it the \"Cyran appreciation.\"",
"In playing a Cyran, you can find familiar things anywhere you go. But what do you treasure in your memories of Cyre? Do you cling to the past, or do you embrace the Cyran principle of always striving to find a new and better way?",
{
"type": "entries",
"name": "Fashion",
"entries": [
"Cyran fashion blends practicality with endless diversity. Cyran clothing begins with a simple foundation—this base layer may be colorful, but it’s first and foremost practical and durable. Whether breeches, skirts, shirts, or gowns, a Cyran starts with whatever the wearer finds most comfortable. Again, this base level is well made, but it’s more functional than decorative.",
"After starting with simplicity, the Cyran adds flair. Cloaks and gloves are both integral parts of Cyran fashion. Gloves can be short and sturdy for work or war, or long and decorative for more formal occasions. Cloaks likewise vary between the practical and decorative: a heavy cloak for traveling, a short cape for casual socializing, and a long, light cloak with a {@item glamerweave|ERLW} lining for an evening at the Grand Stage. In addition to clothing like gloves, boots, and cloaks, jewelry and other accessories are important parts of Cyran fashion. Often made from copper, leather, wood, or glass, Cyran jewelry is not a display of wealth, but rather a way to express individuality. Feathers and bells are also common accessories; there is a Cyran dance that involves belled bracelets and anklets. Finally, masks are often worn at formal or festive occasions. Cyran masks aren’t intended to conceal identity or intent; rather, they are a way of enhancing identity and expressing a mood.",
"Traditionally, Cyran fashion is filled with color (often accentuated with {@item glamerweave|ERLW}). In the wake of the Last War, many Cyrans have adopted Mourningwear—clothing cut in the Cyran style, but entirely in black. Others celebrate their nation by preserving its styles. Because of the emphasis on durability, your Cyran character may still have the clothes they were wearing on the Day of Mourning. What was that outfit, and do you still wear it? Do you favor a mask, and if so, what is its design?"
]
},
{
"types": "entries",
"name": "Cuisine",
"page": "16",
"entries": [
"Cyran cuisine reflects the Cyran principles of working with the best of all traditions while continuing to explore. In many ways, this is similar to the Sharn fusion found in the City of Towers, and a number of Cyran refugees are rising stars in Sharn’s culinary scene. Cyrans blend the thrakel spices of Thrane with traditional Karrn stews, and add the heat of southern Breland to the delicate pastries of Aundair. While many refugees cling to family recipes as a way to remember the fallen nation, others continue the tradition of Cyran appreciation—adopting new favorites from the place they’ve found shelter and looking for ways to improve them."
]
},
{
"types": "entries",
"name": "Magic",
"entries": [
"Traditionally, Cyrans viewed arcane magic as an art form as well as a practical tool. This lent itself to a wider study of illusion and enchantment than found in other nations. But it’s also about the presentation of magic, regardless of its school. Whether magewright, bard, or wizard, Cyrans often put more show into the performance of magic than even the Aundairians. For a wizard who’s studied at the Wynarn Institute, somatic components are almost a dance, while verbal components have the cadence of song or poetry. This echoes the Cyran love of flowing capes and cloaks. As a Cyran spellcaster, you are truly a student of arcane arts; consider how your casting reflects this."
]
}
]
},
{
"types": "entries",
"name": "Cyran Religion",
"entries": [
"The Silver Flame had some devoted followers and temples in central Cyre, though the Sovereign Host was the dominant faith. However, religion is driven by faith and tradition, and Cyrans have always been encouraged to question and search for new paths. Outer Cyre is a different story. The nobles of Eastern Cyre were and are devout Vassals, convinced they have a divine right to leadership. The people of Southern Cyre are less arrogant, but most hold to a quiet, steadfast faith in the Sovereigns.",
"The war drove some Cyrans to embrace their faith more tightly, but for others it was another source of doubt. Likewise, the Mourning threw many devout Cyrans into a crisis of faith, while for others, it actually strengthened it. A devout follower of the Silver Flame doesn’t question the cause of the Mourning, they simply seek to protect the innocent from harm. Vassals of the Sovereign Host trust that there is a purpose to their suffering. Meanwhile, in the wake of the Mourning, some Cyrans have turned to the Blood of Vol or cults of the Dragon Below, cursing the gods they once worshiped or following a darker vision. There are also a number of new strains of the old faiths, Cyran twists on the Flame and the Host that seek to adapt traditions to make sense of the war and the world.",
"In playing a Cyran, whether a divine caster or other religious character, consider the impact the Mourning had on your faith. Are you conflicted and struggling to hold to your beliefs? Or was the Mourning a source of inspiration—you know you have a divine purpose, that your people need you? If you’re tied to an existing faith, do you follow the standard traditions or have you found an unusual path?"
]
},
{
"type": "entries",
"name": "The Three Cyres",
"entries": [
"When most people say \"Cyre,\" they’re thinking of central Cyre. When they speak of Cyran refugees, they are referring to the people who fled the Mourning. But there were Cyran refugees long before the end of the war. The Tairnadal elves established the eastern kingdom of Valenar in 956 YK, while Lhesh Haruuc claimed Southern Cyre as Darguun in 969 YK. While Valenar was an unpleasant surprise, it had relatively little impact on the nation. Eastern Cyre had always been isolated, and the Khunan majority embraced elf rule; the refugees were thus a handful of nobles who were painfully out of touch with the traditions of the central kingdom. The loss of Darguun was a more significant blow; Southern Cyre was a backwater, but this was still close to home, and it resulted in a flood of refugees that the war-torn nation was ill-prepared to handle. In creating a Cyran character, consider which Cyre you’re from.",
{
"type": "entries",
"name": "Central Cyre",
"entries": [
"If you’re from central Cyre, odds are good that you think of your home as the \"true\" Cyre. Before the Mourning, did you give much thought to the refugees of Valenar and Darguun? Even now, do you think of them when you think of your homeland? Are you devoted to the idea of rebuilding your nation and clinging to your memories and traditions? Or following the Cyran appreciation, are you instead looking forward and trying to find a new and better path, even if that means abandoning the dreams of Cyre?"
]
},
{
"type": "entries",
"name": "Eastern Cyre",
"entries": [
"As an Eastern Cyran, you’re tied to a noble family with roots in old Metrol, before Galifar even existed. You don’t accept any of the nonsense about Cyre being \"the best of Galifar\" or challenging tradition; if people had stuck to the old ways, perhaps all of this could have been avoided. Your people were devoted to the Sovereign Host and truly believed that Aureon had chosen you to rule. At the same time, your lands have been lost for over forty years, and the people of central Cyre have never avenged you or shown your family the respect you deserve. You’re not as affected by the Mourning as some, because it wasn’t your Cyre that was destroyed—now the others just get to see how you feel. While your character has noble ancestry, you’re unlikely to choose the noble background, as nobody would care about such claims. Do you despise the Valenar and hope to reclaim your long-lost homeland? Or do you want to rally Cyran survivors around the {@i true} royal bloodlines, challenging Oargev and reestablishing the long-forgotten kingdom of Metrol?"
]
},
{
"type": "entries",
"name": "Southern Cyre",
"entries": [
"Your people have been struggling for decades in Southern Cyre, eking out a life in camps and shelters. You were encouraged to take up military service—it was easier to send you to the front than to find a new home for you. Many of your friends and family chose to idolize Queen Dannel and central Cyre, believing that she had a vision and would rebuild Galifar, restoring an age of wonders. Did you feel that way? Were you an optimistic idealist? Or were you bitter and angry at the nation that failed to protect you? Are you loyal to Cyre, or are you solely concerned with Darguun and taking vengeance on the goblins?"
]
}
]
},
{
"type": "entries",
"name": "The Wonders of Cyre",
"entries": [
"Cyre was a land of wonders, but it’s now lost to the Mournland, leaving Cyrans with only memories. Some of its most renowned marvels stood in Metrol, including … ",
{
"type": "entries",
"name": "The Vermishards",
"entries": [
"Seven spires rise up from Metrol, a natural (or supernatural) wonder. These plateaus held the ancestral homes of the noble lines of old Metrol with the Royal Vermishard the seat of the Cyran crown. However, over centuries, other powers—such as House Cannith and House Phiarlan—made their way to the Vermishards as well. Cannith and Phiarlan worked together with Cyran magewrights to embed illusory lighting into the Vermishards, their glittering spires becoming a remarkable part of the Metrol skyline."
]
},
{
"type": "entries",
"name": "The Wynarn Institute of Art",
"page": "17",
"entries": [
"The Wynarn Institute was both one of the foremost academies of magic in Khorvaire and one of its most amazing museums, exploring the artistic potential of the arcane. Treasures of the pre-Galifar kingdoms were displayed here along with modern works of art. In addition to purely artistic exhibits, the Hall of Kings allowed visitors to converse with illusory replicas of the past rulers of Galifar. Though some cultures preserve their rulers so they can advise successors—such as the Aereni elves in chapter 3 and the medusas of Cazhaak Draal in chapter 4—the illusions of the Hall of Kings were merely a tourist attraction."
]
},
{
"type": "entries",
"name": "The Vault",
"entries": [
"The Royal Treasury of Galifar was commonly known as the Vault. While there were reserves hidden around the kingdom, the Vault included both the mint, Cyre’s primary reserves of currencies and precious metals, and important cultural artifacts deemed too valuable to be displayed. Salvagers have dreamed of finding this \"Golden Palace,\" but there are some stories saying that the Vault no longer remains where it was built, but is actually missing. The Mourning had strange effects on Metrol, and it’s possible the Vault was simply physically displaced, or it could have fallen into another plane."
]
},
{
"type": "entries",
"name": "The Cathedral of the Sovereign Host",
"entries": [
"Following the spread of the Church of the Silver Flame in Thrane, the Cathedral of the Sovereign Host became the primary seat of Vassal devotion on Galifar. Many of the rulers of Galifar would build an addition to the Cathedral as a way of showing their piety. By the reign of King Jarot, it was a wonder indeed. Nine colossal statues encircled the temple, illusory displays within depicted scenes from the faith, and it held a vast collection of relics and artifacts. The fate of the Cathedral and its treasures remains unknown."
]
},
{
"type": "entries",
"name": "Countless Wonders",
"entries": [
"These wonders just scratch the surface of what was possible. Aundair had floating towers; Cyre expanded on this with floating gardens, flower petals falling on the wind to the cities below. Even small towns had crystal theaters where audiences could scry on the great performances in the Demesne of Shape. There was always music in the air and lights in the sky. With this in mind, feel free to {@i create} wonders of your own imagination. Cyre was the seat of House Cannith and House Phiarlan, second only to Aundair in arcane sophistication. What your dreams imagine, their hands could create. And even if they {@i didn’t} create the things you dream of, people might believe that they did, as the legends of Cyre only continue to grow now that the kingdom is lost."
]
}
]
},
{
"type": "entries",
"name": "Playing a Cyrian Survivor",
"entries": [
"As a Cyran, you come from a culture that strove to find the best in all things, that encouraged creativity and innovation. But your people also lived through a century of betrayal and war, fighting enemies on all sides. How has this affected you? Are you an idealist who still believes in the promise of Galifar—someone who believes that the Five Nations can and should unite, someone who tries to bring people together? Or do you curse the traitors who betrayed Mishann and doomed Galifar? Are you scarred by the memory of the Mourning and determined to reclaim your homeland—or rebuild it somewhere else—or are you always looking forward to what happens next? Do you have any living relatives, and if so, where are they now and what is their situation? Will you send money to your family in High Walls or New Cyre, or are you alone in the world? Where was your home and what did you leave behind? Is there anything you wish you could recover from the Mournland, whether something with practical value or simply sentimental? What do you still possess that reminds you of Cyre?"
]
}
]
},
{
"type": "section",
"name": "The Last War",
"page": "18",
"entries": [
"The Last War shaped the modern age. {@book Eberron: Rising from the Last War|ERLW} explores the bitter grievances lingering after a century of strife and discusses options for running campaigns set during the war itself. The third-edition sourcebook {@i Forge of War} presents a detailed timeline for the war. This section expands on the tools of modern warfare and the ways in which this conflict might shape a character.",
"At a glance, Khorvaire can appear medieval. Soldiers carry spears and swords and Thrane is renowned for its archers. But magic is a central part of life in the Five Nations, used for communication, transportation, entertainment … and war. What weapons were employed on the battlefields of the Last War? What forces can be found patrolling the borders? And what were some of the major innovations of the Last War?",
"To clarify what lies ahead: This section does not present a system for running mass combats. Rather, it explores the tools and tactics used in the Last War so that adventures can incorporate those elements into the story. This allows for an adventure in which the heroes have to make their way through a field of {@item blast disk|ExploringEberron|blast disks}, or must seize a {@object siege staff|ExploringEberron} to halt bombardment. But this section doesn’t include a system detailing artillery spotting and the accuracy of sustained bombardment. It explores the tools of the Last War with the intent that they could appear in traditional adventures.",
{
"type": "entries",
"name": "Arcane Artillery",
"entries": [
"Wands, staffs, and rods are well-established weapons in the world of Eberron. Similarly, arcane artillery doesn’t employ any sort of physical projectile, relying solely on magical energy—but rather than a small weapon one person can easily carry, arcane artillery refers to a variety of larger arcane foci that can increase the range and area of magical attacks. Likewise, the war employed magical explosives such as {@item blast disk|ExploringEberron|blast disks} that could wreak devastation by triggering a previously stored spell.",
"As a general rule, the everyday magic of the Five Nations encompasses spell effects of up to 3rd level; while 4th- and 5th-level effects exist, they are rare and remarkable. This means that effects like {@spell wall of force} could be seen on the battlefield, but were exceptional and rarely deployed, while blasts of fire and lightning were more common.",
{
"type": "entries",
"name": "Operating Arcane Artillery",
"entries": [
"While a specially trained spellcaster must operate arcane artillery, more than one person can assist with its operation, allowing a team to prime, aim, and fire in a single round.",
"All attack rolls and saving throws are based on the spellcasting ability of the operator firing the weapon. When arcane artillery is used to target someone at long range, any attack roll has disadvantage and any saving throw against the spell effect has advantage.",
"Using these weapons requires specialized training, similar to that of an artificer or magewright; someone trained to operate arcane artillery is generally called a bombardier. A typical bombardier may use the magewright stat block, but they also know one or more spells that they’re only able to cast using a focus—such as a {@object siege staff|ExploringEberron} or {@object long rod|ExploringEberron}. So an Aundairian specialist might be able to produce {@spell cloudkill} through a focus, but not cast the spell on its own. Bombardiers don’t use spell slots when casting these spells; instead, they prime the weapon using a dragonshard solution known as the {@i breath of Siberys}.",
"However, player characters are more versatile than magewrights or bombardiers. The DM could allow your spellcasting character to use artillery without penalty if it fits the needs of the story or if you have a background that justifies it—for example, if you’re a wizard with the soldier background. Otherwise, the DM could say that you can operate it at a penalty: you can’t cast spells or make attacks at long range; your attack rolls have disadvantage; and saving throws against your attacks have advantage. As a player character, you can prime the weapon using the {@i breath of Siberys}, or you can expend a spell slot as usual when priming the artillery."
]
},
{
"type": "list",
"items": [
"{@item Breath of Siberys|ExploringEberron}"
]
},
{
"type": "entries",
"name": "Siege Staff",
"entries": [
{
"type": "list",
"items": [
"{@object Siege Staff|ExploringEberron}"
]
}
]
},
{
"type": "entries",
"name": "Long Rod",
"page": "19",
"entries": [
{
"type": "list",
"items": [
"{@object Long Rod|ExploringEberron}"
]
}
]
},
{
"type": "entries",
"name": "Enhanced Artillery",
"entries": [
"While arcane artillery is a powerful force, there’s still a place for mundane siege engines that use physical projectiles, described in chapter 8 of the {@book Dungeon Master’s Guide|DMG}. The {@object ballista}, {@object mangonel}, and {@object trebuchet} are all common forms of artillery, seen on both the battlefield and on warships. However, just as a Thrane archer may have used an enchanted bow, the siege engines of the Last War are enhanced with magical power.",
{
"type": "entries",
"name": "Animated Engines",
"entries": [
"A siege engine can be partially animated, speeding its use. Generally, an animated engine loads itself while the crew aims it, requiring only two actions to fire an animated ballista or three to use an animated mangonel. House Cannith also manufactured fully animated siege engines, capable of self-aiming. Such an engine required the same number of actions to aim and fire as a crewed engine, it simply had no need of a crew. However, these engines could only follow simple instructions and had little ability to adapt, requiring clear, absolute orders to be effective: {@i “Continue to attack the north tower until it is destroyed.”}"
]
},
{
"type": "entries",
"name": "Cannons",
"entries": [
"A {@object cannon} is a weapon that can inflict significant bludgeoning damage at great distances. As noted in the {@book Dungeon Master’s Guide|DMG}, a cannon doesn’t have to use gunpowder, and those used in the Last War did not. The most common form of cannon is the {@i elemental cannon} produced by the gnomes of Zilargo, which uses the essence of a bound earth elemental to project stone cannonballs with tremendous force; Zilargo began supplying Breland with these weapons toward the end of the Last War. While Cannith and the Five Nations experimented with other cannon models, the {@object siege staff|ExploringEberron} typically filled this role on the battlefield."
]
},
{
"type": "entries",
"name": "Enchanted Ammunition",
"entries": [
"Ballista bolts and mangonel missiles are often enchanted with spell effects that trigger when the bolt strikes its target. This effect is in addition to the standard damage inflicted by the siege engine.",
{
"type": "list",
"items": [
"{@i Explosive ammunition} affects a 30-foot-radius sphere centered on the impact of the bolt. Any creature in the area must make a {@dc 15} Dexterity saving throw, taking 10 ({@damage 3d6}) damage on a failed save, or half as much damage on a successful one. Typically, {@i explosive ammunition} deals fire damage, igniting flammable objects that aren’t being worn or carried. However, Karrnathi {@i deathbolts} deal necrotic damage and only harm living creatures, while Thrane {@i Tira’s tears} deal radiant damage.",
"{@i Summoning ammunition} conjures creatures around the point of impact. Aundairian {@i firestones} produce a temporary flaming sphere that randomly rolls around the area of impact. Zil binders developed a more powerful form of this ammunition which casts {@spell conjure elemental} on detonation, but it is extremely costly and rare.",
"{@i Panic stones} force all creatures within a 90-foot-radius sphere centered on the impact of the stone to make a {@dc 12} Wisdom saving throw. Any creature that fails the saving throw drops whatever it is holding and becomes {@condition frightened} for 1 minute. Frightened creatures must use the {@action Dash} action to move away from the {@i panic stone}. If an affected creature ends its turn more than 90 feet away from the {@i panic stone}, it can make a Wisdom saving throw. On a successful save, the effect ends for that creature."
]
}
]
}
]
},
{
"type": "entries",
"name": "Arcane Explosives",
"entries": [
"The {@item blast disk|ExploringEberron} is the most common form of magical explosive used in the Five Nations. While {@item blast disk|ExploringEberron|blast disks} serve a similar role to bombs or landmines, they can produce a wide range of magical effects; a {@item blast disk|ExploringEberron} could trigger a burst of confusion and start a riot, or summon a rampaging elemental into a crowded town square.",
"All nations employed {@item blast disk|ExploringEberron|blast disks} during the Last War; when exploring abandoned battlefields, untriggered {@item blast disk|ExploringEberron|blast disks} are an ongoing threat. While all nations used simple force or fire explosions, there were a few variations tied to specific nations:",
{
"type": "list",
"items": [
"Aundair made extensive use of high-powered {@item blast disk|ExploringEberron|blast disks}; they were infamous for dragonhawk squads equipped with {@spell cloudkill} disks.",
"Breland utilized the base model of explosive disks.",
"Cyre experimented with psychoactive effects—{@spell confusion}, {@spell fear}, and explosions that dealt psychic damage.",
"During the ascendancy of the Blood of Vol, Karrnath created disks that first dealt necrotic damage, then inflicted effects such as {@spell danse macabre|XGE}—killing victims with the initial explosion then animating the corpses to prey on survivors.",
"Thrane developed {@item blast disk|ExploringEberron|blast disks} that dealt radiant damage—a useful tool against Karrnathi undead. Toward the end of the war, Thrane was working on {@spell dawn|XGE} disks"
]
},
"While the basic {@item blast disk|ExploringEberron} is a common magic item, under the Code of Galifar, they’re illegal for civilians to own or carry. House Cannith manufactures {@item blast disk|ExploringEberron|blast disks}, but won’t sell them to civilians (at least, not openly). So if you’re looking for a {@item blast disk|ExploringEberron}, you’ll need to have criminal connections or build your own.",
"The following statistics describe the standard rules for {@item blast disk|ExploringEberron|blast disks}, but more powerful versions can be created to serve the needs of a particular story. A powerful {@i explosive disk} could have a radius of hundreds of feet instead of just twenty, while a {@spell cloudkill} disk could unleash a force that expands as it moves and lingers for hours or days.",
"Many different forms of artillery and explosives were developed during the war, often abandoned once they proved too expensive or difficult to produce. The above are only a few examples of the magic-empowered tools used during the war, and as always, you are encouraged to introduce others if they enhance your story.",
{
"type": "list",
"items": [
"{@item Blast Disk|ExploringEberron}"
]
},
{
"type": "inset",
"name": "The Scale of Damage",
"entries": [
"At first glance, the damage associated with many weapons described here may seem low. How is it that a massive siege staff could end up dealing less damage than a {@item staff of fire}? But in developing weapons of war, consider who those weapons are targeting. The typical soldier in the armies of the Five Nations would use the {@creature guard} or {@creature bandit} stat block, both of which have 11 hit points. When large numbers were called for, nations would employ peasant levies, most of who would use the {@creature commoner} stat block with a mere 4 hit points.",
"Hit points are an abstract concept, a “combination of physical and mental durability, the will to live, and luck.” That range of 4-11 hit points is normal; a typical person on the street could be mortally wounded by a single well-placed crossbow bolt. The high hit points of exceptional individuals—such as player characters—reflect their role as heroes, people who somehow avoid a deadly strike or who can grit their teeth and persevere through damage that would send a lesser person into shock. When designing weapons and battle magic, the mages of Arcanix and artificers of the Twelve were using the typical soldier as the baseline, not a player character.",
"So consider the {@spell fireball}. It has a range of 150 feet, affects a 20-foot sphere, and deals {@damage 8d6} fire damage. This is designed for an elite squad fighting against exceptional foes: it deals high damage with a significant area of effect. But imagine you’re fighting 120 guards with longbows, who start shooting at you once you enter their long range of 600 feet. You may never get close enough to cast your {@spell fireball}. Even if you do, the damage output is far greater than you need (an average of 28 damage against enemies with 11 hit points). {@spell Fireball} is an excellent tool for a small squad engaging powerful foes, which describes the typical party of adventurers. But on a battlefield of common soldiers, it proves inefficient, as range and radius are more important than high damage output. The {@object siege staff|ExploringEberron} may not inflict as much damage as a {@item staff of fire}, but it hits more enemies and from farther away.",
"This impacts how scenes unfold when your player character is on the battlefield. In the interests of story, the DM doesn’t want your party to be wiped out by the first blast of a {@object siege staff|ExploringEberron}; how is that a compelling adventure? Instead, that blast might deal only 12 points of fire damage. It drops half of the soldiers accompanying you (who failed their saving throws), but you and your companions take shelter from the worst of the blast and keep pressing forward. {@damage 3d6} damage may feel low because it won’t kill a player character. But it can kill commoners and typical soldiers; the fact that adventurers can keep going under fire shows how remarkable they are."
]
}
]
}
]
},
{
"type": "entries",
"name": "Air Forces",
"page": "21",
"entries": [
"While the elemental airship is a recent innovation, aerial combat has long been a part of warfare. Flying scouts are a basic component of reconnaissance. Aerial commandos can bypass fortifications and strike at the heart of the enemy. Air cavalry equipped with ranged weapons or spellcasters can make devastating strikes on ground troops.",
{
"type": "entries",
"name": "Flying Mounts",
"entries": [
"These beasts are the most common form of aerial cavalry. Most are bred and trained by House Vadalis, though a few nations have their own personal traditions:",
{
"type": "list",
"items": [
"{@creature Hippogriff||Hippogriffs} are the most common Vadalis flying mount. All nations used these to some degree.",
"{@creature Griffon||Griffons} are another Vadalis staple. Tougher than hippogriffs, griffons were often used to carry a strike force into the middle of a conflict, fighting alongside their passengers.",
"{@creature Pegasus||Pegasi} are exceptional mounts, but are rare and can’t be forced into service. The House Vadalis enclave in Sharn is one of the few places where they’re trained, and Breland has an elite force of pegasi riders.",
"Many Mror clans have established relationships with {@creature manticore||manticores}, and Kundarak is known for its manticore cavalry.",
"Aundair is renowned for its dragonhawks, creatures similar to {@creature giant eagle||giant eagles}, and long ago adopted them as the nation’s national symbol.",
"Since long before Galifar, the nobles of Thrane have maintained a small stable of {@creature wyvern||wyverns}."
]
},
"While these are especially notable examples, many other animals—including glidewings, giant hawks, giant eagles, and {@creature giant owl||giant owls}—are used as mounts and could be encountered during the Last War. This diversity is reflected in Sharn’s annual Race of Eight Winds.",
"While one rider needs to guide the beast, larger mounts can carry multiple riders. A hippogriff can bear a single archer or wandslinger, while a griffon or wyvern can carry several. Thrane was the first nation to employ {@item bag of holding||bags of holding} to devastating effect, allowing a rider to carry a supply of {@item blast disk|ExploringEberron|blast disks} or, more simply, to drop any number of large, heavy objects."
]
},
{
"type": "entries",
"name": "Flying Creatures",
"entries": [
"{@creature gargoyle||Gargoyles} make excellent scouts and couriers, while {@creature harpy||harpies} can have a devastating disruptive effect on troops. House Tharashk only began selling the services of these creatures in 988 YK, so they were never fully integrated into the war effort. However, a number of nations are still exploring ways to effectively exploit the capabilities of these creatures."
]
},
{
"type": "entries",
"name": "Magic Items",
"entries": [
"In addition to its beloved dragonhawks, Aundair also deployed elite units equipped with {@item broom of flying||brooms of flying}. Other nations managed to duplicate these on a smaller scale, using them for scouts and spies, but Aundair was the only nation that fielded actual squads of broom riders in battle."
]
},
{
"type": "entries",
"name": "Elemental Airships",
"entries": [
"The first elemental airships went into service in 990 YK, just four years before the Mourning. Airships require a Lyrandar pilot, and initially Lyrandar was loath to devote its vessels to purely military service. It was only in 994 YK that they produced a small number of “stormships.” Today, Lyrandar is likely working with {@i someone} to develop aerial warships, but it’s up to the DM to decide which nation(s) they’re working with, if any."
]
}
]
},
{
"type": "entries",
"name": "Wandslingers",
"entries": [
"Magic evolves. When Galifar I forged his kingdom, his wizards hadn’t mastered {@spell fire bolt} or {@spell ray of frost}. The development of the cantrip—casual spells that can be used at will—took centuries, as the Arcane Congress studied Aereni techniques and the powers of sorcery. The soldiers of the united kingdom relied on sword and bow. But as the Last War began, Aundair took stock of its resources. Thanks to the presence of the Arcane Congress, Aundair led Galifar in mystical education. Assembling the first regiment of arcane dragoons, Aundair developed the {@i war staff} and {@i battle rod}. Over the course of the Last War, these techniques spread across the Five Nations and beyond. Today it’s no surprise to see a tough inquisitive or a Sentinel Marshal with a sword in one hand and a wand in the other. But no one calls these people “arcane dragoons.” If you fight your battles with {@spell fire bolt} or {@spell sacred flame}, you’re known as a “wandslinger.”",
{
"type": "entries",
"name": "What is a Wandslinger?",
"entries": [
"At its simplest level, a wandslinger is any individual capable of casting a damage-dealing cantrip. Beyond that, it’s about how you present yourself to the world. If you know the {@spell fire bolt} cantrip—whether as a wizard, a sorcerer, or because you took the Magic Initiate feat—you could be a wandslinger. Do you carry an {@item arcane focus|PHB}? If so, do you display it prominently? Do you carry your {@item fernian ash wand|ERLW|wand of Fernian ash} with pride, twirling it and doing flame tricks? If so, you’re a wandslinger. By contrast, if you’re a scholarly wizard who despises conflict and prefers not to use an arcane focus, you’re {@i not} a wandslinger, even though you are just as capable at magical combat. As much as anything, it’s about attitude."
]
},
{
"type": "entries",
"name": "NPC Wandslingers",
"entries": [
"The typical NPC wandslinger can be based on any stat block, adding the ability to cast at least two cantrips. Most arcane dragoons could also cast at least one 1st-level spell. An exceptional wandslinger may know additional cantrips or spells as fits the needs of the story. The “Battle Magic: Range and Radius” sidebar presents two new wandslinger spells.",
"Since NPCs don’t follow the same rules as player characters and player characters are exceptional, the DM may decide that an NPC wandslinger needs an arcane focus in order to cast a spell. Player characters are versatile; it’s useful for you to have a wand, but you can work around its absence. The typical arcane dragoon needs a wand, rod, or staff in order to cast a spell or cantrip. Here are a few examples of NPC wandslingers:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Aundairian Dragoon.",
"entry": "Cantrips known: {@spell force blast|ExploringEberron}, {@spell shocking grasp}. Spells known: {@spell concussive burst|ExploringEberron} (1/day)."
},
{
"type": "item",
"name": "Brelish Firebrand.",
"entry": "Cantrips known: {@spell fire bolt}, {@spell light}. Spells known: {@spell burning hands} (1/day)."
},
{
"type": "item",
"name": "Cyran Phantasm.",
"entry": "Cantrips known: {@spell force blast|ExploringEberron}, {@spell minor illusion}. Spells known: {@spell shield} (1/day)."
},
{
"type": "item",
"name": "Karrnathi Ghoul.",
"entry": "Cantrips known: {@spell chill touch}, {@spell poison spray}. Spells known: {@spell cause fear|XGE} (1/day)."
},
{
"type": "item",
"name": "Thrane Beacon.",
"entry": "Cantrips known: {@spell sacred flame}, {@spell spare the dying}. Spells known: {@spell guiding bolt} (1/day)."
}
]
}
]
},
{
"type": "entries",
"name": "Other Specialties",
"entries": [
"While wandslingers are becoming more commonplace, at the moment this is still an elite specialty. By adding wandslinger capabilities to a standard stat block, such as a guard, you are reflecting specialized training, much like a player character acquiring a feat. If you want to add more national flavor to current or former soldiers, you can add different feats to a stat block. Thrane is known for its archers; if you want to represent an elite Thrane archer, you could use the scout stat block but add the benefits of the {@feat Sharpshooter} feat. Karrnath fielded exceptional heavy infantry, and a Karrnathi knight could gain the benefits of {@feat Heavy Armor Master}."
]
},
{
"type": "inset",
"name": "Battle Magic: Range and Radius",
"entries": [
"As Aundair expanded the use of arcane dragoons, it saw the need for spells that could match the range of the Thrane archers, or bring down large numbers of peasant levies. {@spell Force blast|ExploringEberron} is a simple spell that lacks the offensive punch of a {@spell fire bolt}, but has greater range than a longbow and a rarely resisted damage type. {@spell Concussive burst|ExploringEberron} isn’t as deadly as {@spell burning hands} or {@spell thunderwave}, but it covers the same area as a {@spell fireball} while being accessible to a wandslinger. These spells may not appeal to player characters, but you could find them in the hands of enemy wandslingers.",
{
"type": "list",
"items": [
"{@spell Force Blast|ExploringEberron}",
"{@spell Concussive Burst|ExploringEberron}"
]
}
]
},
{
"type": "entries",
"name": "Wands and Staffs",
"page": "22",
"entries": [
"The wandslinger is trained to use an arcane focus: the power isn’t in the wand, it’s simply a tool for channeling a spell. But what of magic wands, staffs, and rods? Under the wide-magic principles of Eberron, common and uncommon items are part of the magical industry; rare items are exotic and expensive; and very rare and legendary items are largely beyond the capabilities of Cannith and the Arcane Congress. As such, weapons such as a {@item wand of fireballs} or {@item wand of lightning bolts} could be found on the battlefield, especially when dealing with Aundair, but they were rare, only assigned to elite units and critical operations.",
"However, House Cannith and Aundair’s Arcane Congress are always working to produce more efficient weapons, and the {@item wand of magic missiles} is one such recent development. Prior versions of the wand were more expensive, could only be used by trained spellcasters, or didn’t regain charges. The {@item wand of magic missiles} breaks this barrier: it’s an uncommon magic item that doesn’t require attunement and can be used by any creature. A wealthy wandslinger could carry a brace of wands, unleashing a barrage of bolts from a new wand each round. {@item Wands of magic missiles} may be found in the hands of criminal enforcers, royal guards, or any number of other professionals, and can potentially be purchased across the Five Nations. However, they were perfected by the Arcane Congress just twelve years ago, and House Cannith has yet to replicate that technique. As a result, these wands are primarily found in Aundair or used by Aundairians; a wand being sold in Sharn may be surplus or salvage recovered from Aundairian soldiers during the war.",
"Sooner or later House Cannith will duplicate this item and they’ll become available at any Cannith enclave. But for now, these wands can still be difficult to find outside Aundair."
]
}
]
},
{
"type": "entries",
"name": "Warforged Titans",
"entries": [
"Throughout the Last War, Cyre poured gold into House Cannith’s coffers, urging them to develop ever-deadlier weapons. In 959 YK, Cannith presented Queen Dannel with the first warforged titans. For a time, this gave Cyre an edge— but as always, Cannith began selling these creations to other nations, as well as selling {@item blast disk|ExploringEberron|blast disks} and {@object siege staff|ExploringEberron|siege staffs} to those who needed to fight titans.",
"During the Last War, the warforged titan served a number of critical roles. The mere presence of an imposing titan provided a defensive bulwark for infantry, as enemy infantry could rarely afford to engage a titan without artillery or magical support. Titans are tireless, surprisingly swift, and capable of crossing almost any terrain. Thanks to the Siege Monster ability, they are also devastatingly effective against fortifications and siege engines.",
"The statistics of a basic warforged titan, as described in {@book Eberron: Rising from the Last War|ERLW}, grant it additional versatility from its Platforms trait. A titan has two platforms in its chassis, each designed to hold one medium or smaller creature. Typically, these platforms hold archers, providing the warforged with some minimal ranged support to complement its powerful melee attacks. However, specialized crew can dramatically increase the capabilities of a titan: an evoker can provide strong ranged attacks, while an abjurer can stand ready to counter or dispel enemy magic, and an onboard artificer can keep the titan operational. Sending your titan against Karrnathi undead? An exorcist can be a boon for dealing with undead. Alternatively, a titan could simply serve as a battering ram, carrying two spies or commandos ready to leap off and blend into an enemy community as soon as the titan breaches a defensive wall.",
"While the warforged titan stat block represents the basic design, over the course of nearly forty years in service, there were many variations on that design. Consider using one of these options as a way to add flavor to a titan.",
{
"type": "entries",
"name": "Armbow",
"entries": [
"One of the titan’s weapons can be replaced with an integrated ballista. This weapon is self-loading and conjures ammunition. If the titan has an armbow, replace either the axehand or hammerfist with the following attack:",
{
"type": "entries",
"name": "Armbow",
"entries": [
"{@atk rw} {@hit 7}, range 120/480 ft., one target. {@h} 16 ({@damage 3d10}) piercing damage."
]
}
]
},
{
"type": "entries",
"name": "Long Rod",
"entries": [
"Late in the war, Cannith developed titans that had only one platform, with a {@object long rod|ExploringEberron} (as described in the “Arcane Artillery” section) integrated in place of the other platform."
]
},
{
"type": "entries",
"name": "Shielding",
"page": "23",
"entries": [
"Titans serving in particular regions were often shielded against a relevant type of elemental damage. For example, force and fire were the damage types most typically tied to {@item blast disk|ExploringEberron|blast disks} or {@object siege staff|ExploringEberron|siege staffs}, so Cannith often designed titans with resistance to one of these damage types."
]
},
{
"type": "entries",
"name": "Troop Transport",
"entries": [
"The titan has a hollow space within its chassis and can carry up to 6 Medium creatures or extra cargo. Due to the loss of body mass, a model made for transport only has an Armor Class of 18 and 100 hit points, but increases its walking speed to 45 feet."
]
},
{
"type": "entries",
"name": "Titan Consciousness",
"entries": [
"While called “warforged,” the titans are quite different from the truly living constructs that came after them. Titans have limited sentience. They imprint on their commanders, and to a lesser degree, on the uniforms of their allies. They can follow orders and general instructions such as “protect allies” or “engage enemies.” But as a rule, titans don’t feel emotion, reflected by the fact that they’re immune to being charmed or frightened. Today, most remaining titans are simply waiting in storage, content to remain motionless until it’s time to serve again.",
"Yet there are stories of titans who’ve developed full consciousness. If the tales are true, this could be the result of rogue artificers (possibly cultists of the Traveler hidden within House Cannith), or it could be a random spark of evolution— suggesting that the potential for sentience lies within all titans.",
"A sentient titan loses its immunity to psychic damage. It’s no longer immune to being frightened or charmed, but it has advantage on saving throws against effects that cause these conditions. Its Intelligence increases to 10 (or higher) and it is capable of making its own decisions."
]
}
]
},
{
"type": "entries",
"name": "War Stories",
"entries": [
"Khorvaire has suffered through a century of war, the conflict ending with the Treaty of Thronehold just two years ago. As an adventurer, you are someone with remarkable talents and skills. Did you serve in the war? If so, what nation did you fight for and in what capacity? If not, why not? Do you feel no loyalty to your homeland? Do you oppose the idea of war? Or did you just have something better to do with your time?",
"The third edition sourcebook {@i Forge of War} details the events of the war, while {@book Eberron: Rising from the Last War|ERLW} explores ways that it can shape an adventure. This section explores how the war can shape characters—things to consider while creating your character and ideas that could inspire you moving forward.",
{
"type": "entries",
"name": "How Did You Serve?",
"entries": [
"If you’re human, you grew up surrounded by war. If you’re a member of a longer-lived race, you may remember a time before the war—but if so, you were alive for many decades of conflict. How did it affect you? How is this reflected by your character background, or your ideals or flaws?",
"The Last War Background table provides ideas for characters shaped by the Last War. What impact did the war have on your life? You don’t have to take the Soldier background to have served in the Last War; someone with an Outlander background could be a scout, while a Sage or Guild Artisan might have maintained arcane artillery. Regardless of how you served, which nation are you from? Do you feel loyalty to your nation, and if so, do you despise your former enemies? Or do you support peace and hope for a new era of unity in Khorvaire?",
{
"type": "table",
"caption": "Last War Backgrounds",
"colLabels": [
"{@dice d12}",
"Background"
],
"colStyles": [
"col-1 text-center"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"{@background Acolyte}. Did you serve in a cloistered temple, or were you ministering to the faithful on the front lines? Did the war and the Mourning strengthen your convictions, or have you questioned your faith?"
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"{@background Charlatan}. Did you use your cunning to avoid the war, looking out for yourself and making a living as a grifter? Or did you serve as a soldier, using your wits to get your squad the supplies they needed and to talk your way out of trouble? "
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"{@background Criminal}/{@background Variant Criminal (Spy)||Spy}. As a criminal, you placed profit over patriotism. How did the war affect you? How do you feel about your nation? If you were a spy, you were right in the midst of things; did you serve a nation or one of the Shadow Houses? Why and how did you retire from your agency … or are you still an operative?"
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"{@background Entertainer}. Were you a civilian, pursuing your career instead of joining the battle? Or were you a regimental musician or patriot inspiring your troops? Do you work any war themes into your material? Do you feel a loyalty to one nation, or are you a citizen of the world?"
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"{@background Folk Hero}. You’re beloved by the common people. Is this because of heroic acts you performed during the war, which have become the stuff of legend even though you haven’t achieved a high rank? Did you desert the army to protect the common people? Or were you always a vigilante, focusing your efforts on the good of the people as opposed to fighting wars for distant nobles?"
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"{@background Guild Artisan}. Did you work in one of the great cities of the Five Nations, or were you a civilian contractor serving on the front lines? Many artisans tied to the dragonmarked houses were embedded in military units, helping to maintain equipment or providing vital services. Do you feel loyalty to your nation or just to your guild?"
],
[
{
"type": "cell",
"roll": {
"exact": 7
}
},
"{@background Noble}. As a noble, did you lead your people on the front lines? Or did you use the power of your position to avoid serving? Are you a proponent of peace and diplomacy, or do you believe your nation would and should have won the war?"
],
[
{
"type": "cell",
"roll": {
"exact": 8
}
},
"{@background Outlander}. Were you a scout serving in one of the armies of the Five Nations? Are you from a distant land with no stake in the war—do you even know what it was about? Or were you a farmer or hunter with no interest in the greed and aspirations of power-hungry monarchs?"
],
[
{
"type": "cell",
"roll": {
"exact": 9
}
},
"{@background Sage}. Knowledge is power. Were you an academic studying in a university while others fought? A chronicler trying to uncover the truth? Or did you serve one of the nations as a researcher, either studying mundane matters or performing arcane experiments?"
],
[
{
"type": "cell",
"roll": {
"exact": 10
}
},
"{@background Sailor}. Did you serve one of the Five Nations on the open water? Were you a smuggler or pirate, seeking opportunity in the chaos or war? Or did you serve on a merchant vessel, focusing on honest profit in dangerous times?"
],
[
{
"type": "cell",
"roll": {
"exact": 11
}
},
"{@background Soldier}. As a soldier, you are distinguished by military rank, suggesting you served honorably and well. What nation did you fight for? What was the action for which you’re best known? Why did you leave the military, and would you return to service if the war started again?"
],
[
{
"type": "cell",
"roll": {
"exact": 12
}
},
"{@background Urchin}. Khorvaire was full of refugees long before the Mourning. Was your hometown destroyed, and if so, where did you grow up? Did you have a family, and if so, where are they now? Or were you an orphan—whether scavenging from battlefields, eking out a living on the streets of a major city, or growing up in an orphanage?"
]
]
}
]
},
{
"type": "entries",
"name": "What Have You Lost?",
"page": "24",
"entries": [
"A century of war has left deep scars across Khorvaire, both physical and psychological. Regardless of whether you fought in the war or not, it’s almost certainly touched your life in some way. Consider the Losses in the War table and decide if any of these ideas might apply to your character.",
{
"type": "table",
"caption": "Losses in the War",
"colLabels": [
"{@dice d8}",
"You've Lost…"
],
"colStyles": [
"col-1 text-center"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"{@b Family}. Some or all of your family members died during the war. How did they die? Do you bear a grudge against the nation or specific individuals responsible for their deaths?"
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"{@b Faith}. At one point you were on a path to become a priest or a paladin, but something crushed your faith. Was it something you saw? Something you did? Or just the overall horror of the war? What would it take to restore your faith?"
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"{@b Home}. Your home was destroyed in the war. Was it just the building that was lost, or was it your entire community or city? Was your home physically destroyed, or is it now in the hands of enemies?"
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"{@b Hope}. You’ve been embittered by the horrible things you’ve seen or done over the course of the war. Once you may have been an optimist or altruist; now you’re convinced the world is a terrible place. What would it take for this to change?"
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"{@b Legacy}. You may have lost a family heirloom during the war—perhaps a treasured magic item, a relic with great significance. Or it could be a title or position that’s been lost. Can it be regained or replaced, or is it lost forever?"
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"{@b Love}. Was your lover slain during the war? Or did the war somehow come between you? Are you struggling to restore this broken relationship, or are you merely mourning its loss?"
],
[
{
"type": "cell",
"roll": {
"exact": 7
}
},
"{@b Time}. You spent months or years in a prisoner of war camp. How were you treated? What’s the worst thing that happened in the camp? Do you still have any friends or enemies from that experience?"
],
[
{
"type": "cell",
"roll": {
"exact": 8
}
},
"{@b A Limb}. With your DM’s permission, you can have a {@item prosthetic limb|ERLW}. What did you lose, and how did it happen? What does your prosthetic look like?"
]
]
}
]
},
{
"type": "entries",
"name": "Ongoing Conflict",
"entries": [
"The war is over, but nobody won. How do you feel about it? As an adventurer, perhaps you believe that it doesn’t really concern you. You may be glad the war is over and look forward to a new era of peace and international cooperation. On the other hand, if you’re a patriot, you may have strong feelings about the war and current peace. Consider how your character feels about the following topics.",
{
"type": "entries",
"name": "Nationality",
"entries": [
"If you’re from one of the Five Nations, how do you feel about the others? Are you proud of your nation’s actions during the war, ashamed, or ambivalent? Do you blame the citizens of rival nations for the losses you’ve suffered? What about the new nations that have emerged during the war—Valenar, Darguun, the Eldeen Reaches, the Mror Holds, and Droaam? Do you support these nations, or do you consider them to be traitors and rebels?"
]
},
{
"type": "entries",
"name": "Lost Lands",
"entries": [
"Thrane still holds the Aundairian city of Thaliost, and this is far from the only town that’s changed hands. Darguun and Valenar seized land from Cyre, and the Eldeen Reaches split from Aundair. Do you have attachments to one of the new nations? If you’re from one of these regions, are you a fervent supporter of your young nation, or are you ambivalent to the struggles it may face? If you’re tied to one of the lands that was lost, do you want revenge or to restore your homeland?"
]
},
{
"type": "entries",
"name": "Rivals or Revenge",
"entries": [
"Consider what you’ve lost and what you’ve been through. Did you make any enemies during the war? Have you sworn to one day get vengeance on the Karrnathi general who slaughtered your unit and raised your dearest friends as undead? Or perhaps the cruel commandant who had you tortured in a prison camp? The incompetent Cannith magewright who supplied your troops with faulty weapons? Or do you have a more friendly rival—a fellow soldier who always outshone you on the battlefield that you’re determined to outdo in the future?"
]
}
]
}
]
}
]
},
{
"type": "section",
"name": "Magic in the World",
"page": "25",
"entries": [
"There are challenges facing every society, problems that need to be solved. Communication. Transportation. Even entertainment. In Khorvaire, magic is the tool people use to solve these problems. But what does that look like? Everyone knows about the lightning rail and the elemental airship. But what about when you walk into a tavern or down the main street of a small town? The Magical Ambience table provides a few examples of everyday magic seen at work.",
"This section explores many different aspects of how magic works in Khorvaire, from the role of cantrips and common magic items to the magic services that adventurers can take advantage of.",
{
"type": "table",
"caption": "Magical Ambience",
"colLabels": [
"{@dice d10}",
"Magic in the World"
],
"colStyles": [
"col-1 text-center"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"A passerby is wearing a black cloak that resembles the night sky, complete with the moons, twinkling stars, and the golden Ring of Siberys"
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"A child is playing with a wooden doll. They tap the doll on its chest, and it loudly exclaims, “Magecrafting is hard!”"
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"A blacksmith prepares her anvil. She whispers as she traces a pattern over the metal, and you see glowing lines following her fingertips."
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"A gnome in a bright blue doublet stands on a street corner, holding a rod of brass and wood. As he runs his fingers along the rod, you hear unearthly music—soft, soothing, seeming to come from all around you."
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"A lamplighter uses a long hook to raise the shutter on a nearby streetlight. This reveals the globe of cold fire within the {@item everbright lantern|ERLW}, casting golden light across the street."
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"A shadow falls over you as an elemental airship passes overhead. The vessel is surrounded by a ring of fire, blazing brightly as the airship accelerates and sails away."
],
[
{
"type": "cell",
"roll": {
"exact": 7
}
},
"Two gnomes are having an animated conversation. One notices you looking at him; he makes a gesture, and the sounds of their voices are suddenly muffled and nearly impossible to hear."
],
[
{
"type": "cell",
"roll": {
"exact": 8
}
},
"A street performer weaves minor illusions in the air, depicting the events of a local hero of the Last War."
],
[
{
"type": "cell",
"roll": {
"exact": 9
}
},
"A man with gleaming silver hair emerges from a salon. He pauses to admire his new reflection in the mirror."
],
[
{
"type": "cell",
"roll": {
"exact": 10
}
},
"A dwarf merchant passes by you. A large trunk follows close behind her, floating a foot above the ground."
]
]
},
{
"type": "entries",
"name": "Wide Magic",
"entries": [
"The Five Nations are built on a foundation of magical tools and services. Arcane magic is understood to be a form of science: anyone with the aptitude for it can train at a house trade school to become a magewright or learn how to be a wandslinger. There’s nothing strange about seeing an airship in the sky or sending a message to a distant friend using a {@item speaking stone|ERLW}.",
"However, a common maxim about Khorvaire is that it possesses “wide magic, not high magic.” While the {@item speaking stone|ERLW} allows you to send messages between two stone stations, {@spell sending} is a rarer service that fewer people can afford. {@spell Lesser restoration} is available at any good Jorasco healing house, but {@spell raise dead} isn’t so trivial.",
"As a broad rule, the people of Khorvaire are used to dealing with tools and services that mimic cantrips or spells of 1st and 2nd level. They’re familiar with 3rd-level spells—{@spell fireball||fireballs} on the battlefield, aristocrats using Sivis {@spell sending} services— but these things are expensive. Effects of 4th or 5th level are known—Orien maintains a network of teleportation circles, the dead can be raised, an oracle can cast {@spell divination}—but these things aren’t part of everyday life, and the typical commoner doesn’t expect to run into them. Magical effects of 6th level or higher are usually the product of more advanced civilizations—the dragons of Argonnessen, the elves of Aerenal, the ancient giants of Xen’drik. The same principle applies to magic items. Common and uncommon items are part of everyday life. Rare items exist, but they’re rare. And very rare and legendary items are typically the product of advanced civilizations or remarkable events.",
"There are exceptions to this rule. There are higher-level spellcasters in the world: Mordain the Fleshweaver, Jaela Daran, the Great Druid Oalian. But civilization is built on a foundation of common and uncommon items, and spells of 3rd level and below. High-level spellcasters are capable of remarkable feats, but these can’t yet be mass produced.",
{
"type": "entries",
"name": "Common Magic Items",
"entries": [
"Common magic items are common throughout Khorvaire. This isn’t to say they are trivial—{@book Eberron: Rising from the Last War|ERLW} sets the price of a common magic item at {@dice 2d4*10|2d4 × 10} gp, so even the simplest item will cost 20 gp. A farmer might treasure her {@item everbright lantern|ERLW} and the gown of {@item clothes of mending|XGE} that has been in her family for generations, while a wealthy young noble may flaunt his {@item glamerweave|ERLW} and {@item cloak of many fashions|XGE}.",
"Common magic items generally aren’t all sold in one place. A high-class tailor will sell both mundane and magical clothes, but you can’t buy an everbright lantern at their shop. People don’t see these things as a separate class of “magic item”; they're simply the most effective tools of their type.",
"Beyond this, consider that both in price and description, there’s a wide range of quality between items, reflected in the range of price. A 20 gp {@item everbright lantern|ERLW} is ugly but functional, while for 80 gp you can get one inlaid with beautiful patterns, and you might even be able to adjust the shade and brilliance of the light source. {@item Glamerweave|ERLW} is clothing that's been imbued with illusions: both the quality of the base clothing and the illusion factor into the cost, and the finest glamerweave can be far more than 80 gp. In short, the magic item description tells you what a common item {@i does}, but it’s also an object beyond that, and it’s good to think about its form and quality."
]
},
{
"type": "entries",
"name": "Uncommon Magic Items",
"entries": [
"{@book Eberron: Rising from the Last War|ERLW} only calls out common magic items, but at the DM’s discretion, uncommon magic items can also be purchased in major cities (especially in Aundair). Such items are more expensive—the price is typically between 200-500 gp, set by the DM based on the power and quality of the item—but selection will be far more limited. Just because you could theoretically purchase a {@item cloak of protection} doesn’t mean one is always available in that particular shop or town. However, an exceptional weaponsmith may have a {@item +1 weapon} for sale or take a commission to create one, and large House Sivis enclaves often sell {@item sending stones}. Ultimately, it's up to the DM to decide what sort of uncommon magic items are available and who is selling them."
]
},
{
"type": "entries",
"name": "Dragonmark Focus Items",
"page": "26",
"entries": [
"Chapter 7 includes a list of dragonmark focus items. These represent that it’s easier to create an item that can only be used by someone with a dragonmark—presenting focus versions of other magic items, but with a reduced rarity. Dragonmark focus items can only be created by a character with the Mark of Making or the dragonmark used by the item; while they are more common than similar items that work for unmarked characters, they are typically only available through the dragonmarked houses and often only as rewards for house service."
]
},
{
"type": "entries",
"name": "Static Items",
"entries": [
"Most magic items are portable and designed for adventurers. However, you may also encounter magic items that are meant for industrial use. Just as a dragonmark focus item is easier to create because of its limitations, a large, immovable industrial item can make a rare or uncommon item’s properties accessible to the public. An Aundairian village may have a large {@item cleansing stone|ERLW} set into the town square. If a theater has a magical tool that can generate {@spell minor illusion||minor illusions}, it could be similar in size and shape to a pipe organ. Essentially, in thinking about the magical items that people may encounter, keep in mind that they aren’t necessarily designed for use in adventuring!"
]
}
]
},
{
"type": "entries",
"name": "Magewrights",
"entries": [
"The magical economy of Eberron is built on the backs of the {@creature magewright|ERLW|magewrights}: spellcasters who know a handful of cantrips or rituals that allow them to provide vital services. Wizards are exceptional; their ability to prepare any spell with a few hours of study reflects remarkable talent and versatility. By contrast, a magewright knows few spells, but because of their intense focus on those spells, they’re able to cast them in ways others cannot.",
"An artificer is equally exceptional. Most of the people assembling magic items at Cannith forgeholds aren’t artificers; they work using industrialized processes, massive tools that enhance the creation process (like the {@i creation forge}), and house resources. These craftspeople couldn’t just create a wand at home alone. By contrast, as an artificer, you are unconventional, using personalized techniques and improvising solutions.",
"Just because {@i you} can create any common magic item with little time and effort doesn’t mean that this is typical or that others could duplicate your work. Never forget that in Eberron, {@i player characters are exceptional}. Even at low levels, you have potential that the common magewright can’t match. There are also exceptional NPCs, ones who can do things player characters cannot; but remember that as a player character, not everyone who follows your path can match your abilities.",
{
"type": "entries",
"name": "Magewright Spells",
"entries": [
"For simplicity’s sake, magewrights cast spells from the existing spell lists. But magewright spells are unique in a few ways. First of all, magewrights cast all their spells as rituals—even spells that don’t normally have the ritual tag. The drawback is that they can only be cast as rituals with an extended casting time. All magewright spells have a minimum casting time of 10 minutes, and the DM can choose to give a spell an even longer casting time; it may take a medium a full hour to cast {@spell speak with dead}.",
"As magewrights can only cast spells as rituals, they don’t use spell slots. But they do require a surge of magical energy to power the spell, typically generated by refined Eberron dragonshards, the fuel of arcane industry.",
"When a magewright performs a ritual, it consumes an amount of Eberron dragonshards worth 20 gp × the spell’s level, in addition to any costly material components of the spell. This is the cost to the magewright to cast the spell; they might charge far more for offering that service to others, generally at least twice the casting cost. Following the general limitations of everyday magic, it’s unusual to encounter a magewright that can cast a spell of 4th level or higher, and any such magewright would likely charge a significant premium for their services.",
{
"type": "inset",
"name": "New Cantrips",
"entries": [
"Here are two new cantrips you might find employed by a magewright, other NPC, or player character in Khorvaire.",
{
"type": "list",
"items": [
"{@spell Aundair's Silent Sanctum|ExploringEberron}",
"{@spell Magecraft|ExploringEberron}"
]
}
]
},
"At DM discretion, a magewright’s spells may have expanded— or limited—effects. Consider what it takes to make a spell a viable commercial service. For example, {@spell augury} only allows the caster to predict events 30 minutes in the future—useful for adventurers in the midst of a dungeon, but not for the farmer wanting an opinion on planting crops. A professional oracle might be able to predict woe or weal anywhere from a day to a week in advance—but such an oracle could have very specific limitations, such as only being able to make predictions related to weather or agriculture. As a DM, use the existing spells as a model, but adjust them as necessary to create a viable business.",
"Player characters can’t duplicate these effects. The unique aspects of magewright spells reflect both their devotion to a single subject and personal aptitude; the oracle has a unique talent for divination that even a diviner wizard can’t replicate. Player characters have unmatched potential and great versatility; magewrights are extremely limited, but have unique advantages."
]
},
{
"type": "entries",
"name": "Casual Cantrips",
"page": "27",
"entries": [
"In Aerenal, almost every citizen knows a few cantrips. The Five Nations aren’t quite so advanced; there, cantrips are common, but still reflect specialized training. Most people rely on common magic items; a magewright can be proud of their talents, though just as magewrights have a narrow spell selection, their cantrips are also more limited than those used by player characters. A magewright chef uses effects similar to {@spell prestidigitation} to heat and flavor food, but they can’t conjure illusions or extinguish flames. The idea is that the most versatile cantrips—such as {@spell prestidigitation} and {@spell thaumaturgy}—represent knowledge of a range of discrete spell effects, all categorized under one greater cantrip. Your spell list merely says {@spell prestidigitation}, but that encompasses a host of lesser cantrips; when you extinguish a fire, you’re actually casting {@i incendiary purge}, and when you chill your drink, you’re performing {@i culinary transmutation}. While this has no effect on player characters, consider that magewrights and other lesser spellcasters might only know limited forms of common cantrips, such as the following:",
{
"type": "entries",
"name": "Boldrei's Broom",
"entries": [
" You clean an object or surface made from wood, stone, or metal no larger than 1 cubic foot."
]
},
{
"type": "entries",
"name": "Culinary Transmutation",
"entries": [
"You chill or warm up to 1 cubic foot of nonliving material."
]
},
{
"type": "entries",
"name": "Grogan's Grime",
"entries": [
"You soil an object or space no larger than 1 cubic foot."
]
},
{
"type": "entries",
"name": "Halan's Dramatic Entrance",
"entries": [
"You instantaneously cause an unlocked door or window within 30 feet to fly open or slam shut."
]
},
{
"type": "entries",
"name": "Incendiary Purge",
"entries": [
"You extinguish a candle, a torch, or a small campfire."
]
},
{
"type": "entries",
"name": "Kellan's Kindling",
"entries": [
"You light a candle, torch, or small campfire."
]
},
{
"type": "entries",
"name": "Phiarlan Whispers",
"entries": [
"You create an instantaneous sound that originates from a point of your choice within 30 feet, such as a rumble of thunder, the hooting of an owl, or ominous whispers."
]
},
{
"type": "entries",
"name": "Shol Flame",
"entries": [
"You cause flames to flicker, brighten, dim, or change color for 1 minute."
]
},
{
"type": "entries",
"name": "Tialaen Tongue",
"entries": [
"Your voice is up to three times as loud as normal for up to one minute."
]
},
{
"type": "entries",
"name": "Verran's Textile Restoration",
"entries": [
"You clean an object made of cloth or leather no larger than 1 cubic foot."
]
},
{
"type": "entries",
"name": "Zolan Zest",
"entries": [
"You flavor up to 1 cubic foot of nonliving material; this lasts for one hour."
]
}
]
},
{
"type": "entries",
"name": "Magewrights in Action",
"entries": [
"Magewrights weave magic into their work. They are not only limited spellcasters, but skilled professionals who use magic as a tool. In addition to a limited range of magic ability, magewrights are also skilled in the mundane aspects of their specialty. A magewright chef doesn’t make food by snapping their fingers; they’re skilled with cook’s utensils, as well as using {@i culinary transmutation} and {@i Zolan zest} as tools in their repertoire. Below are a few examples of magewright professions.",
{
"type": "entries",
"name": "Arcane Locksmith",
"entries": [
"Locksmiths are typically trained by the Warding Guild of House Kundarak, and most people expect a locksmith to be a dwarf. An arcane locksmith is proficient with {@items thieves' tools|PHB} and {@items tinker's tools|PHB}, using these for most of their work. They can cast {@spell arcane lock} and {@spell knock} as rituals. When casting these rituals, they use tinker’s tools as an arcane focus, tracing symbols and sprinkling powdered dragonshards over the object to be locked or unlocked."
]
},
{
"type": "entries",
"name": "Artisans",
"entries": [
"Blacksmith, cobbler, or cooper, a typical artisan is proficient with their tools and learns mending and magecraft. The {@spell magecraft|ExploringEberron} cantrip allows them to enchant their tools and supplies, creating the perfect conditions for their work. Most receive this training from the Fabricator’s Guild of House Cannith, but others apprentice with local magewrights, while adepts cast {@spell magecraft|ExploringEberron} by invoking Onatar or the Traveler."
]
},
{
"type": "entries",
"name": "Healer",
"entries": [
"Professional healers are usually trained by House Jorasco. A healer is proficient with {@skill Medicine} and {@item Herbalism kit|PHB|Herbalism kits}, using these to treat common injuries. They know the cantrips {@spell spare the dying} and {@spell detect poison and disease}, and can perform {@spell lesser restoration} as a ritual, but the ritual uses the herbalism kit as a focus and includes the trappings of mundane healing. They don’t just snap their fingers to cure people; they use pinches of herbs and tap glands and pressure points."
]
},
{
"type": "entries",
"name": "Medium",
"entries": [
"No dragonmarked house trains mediums. Instead, some come from communities steeped in the Blood of Vol, while others are Vassals who invoke Aureon and the Keeper. A medium performs {@spell speak with dead} as a ritual, and many use a form of {@spell minor illusion} to conjure up an image of the deceased in conjunction with the ritual. Some less-scrupulous mediums rely on {@skill Insight}, {@spell History}, or {@spell Deception} to simulate speaking with the dead without going through the full ritual."
]
},
{
"type": "entries",
"name": "Oracle",
"entries": [
"Every oracle has a preferred method of divination. Some use cards, others use bones or dice. The bread and butter of the oracle is {@spell augury}. As noted earlier in this chapter, most oracles can use {@spell augury} to make predictions stretching further into the future than the spell normally allows, but they may be limited in the subjects they can predict—some oracles only make predictions related to agriculture, while others discuss romance. Greater oracles may have the ability to cast divination, but this requires the oracle to have a connection to a spiritual guide. A religious adept will deal with a celestial tied to their faith, while a secular oracle may deal with a fiend or other spirit."
]
},
{
"type": "entries",
"name": "Truthteller",
"entries": [
"Licensed by the Warning Guild of House Medani, truthtellers are proficient in {@skill Insight} and can cast {@spell zone of truth} as a ritual. The ritual casting includes a lengthy invocation and chalk symbols traced across the area of effect. The truthteller knows if someone succeeds or fails their saving throw, and encourages them to voluntarily submit to the ritual; thus, saving against it will be seen as an attempt to evade questioning."
]
},
"The above are just a few examples of magewrights. A launderer uses {@i Verran’s textile restoration} to clean the toughest stains, while a professional stagehand uses {@i Phiarlan whispers} or {@i Shol flame} to add details to a performance. The critical element is to see these things are part of their profession. They aren’t dropping everything to cast a spell; the spell is incorporated into the way in which they perform their job."
]
},
{
"type": "entries",
"name": "What About Adepts?",
"entries": [
"Arcane magic is a science—magewrights master its techniques. However, there are other forms of magic which can likewise be adapted to everyday functions. An adept derives their magic from their faith, a more limited form of what a cleric can do; similarly, a gleaner masters the simplest forms of druidic magic. Especially with the adept, this is more of a calling than a job; you don’t decide to become an oracle of Aureon, you find that you are gifted with visions. The rituals of an adept invoke divine forces, while a gleaner draws on the world around them and often uses an herbalism kit as a spellcasting focus. Adepts are common in Thrane and other religious communities, while gleaners provide useful services in the Eldeen Reaches."
]
},
{
"type": "inset",
"name": "Telling Time: Chronal Cantrips",
"entries": [
"The people of Eberron don’t use mechanical clocks, and if you’re in a Mror mine or the heart of one of Sharn’s towers, you can’t see the sun. So how do you tell time?",
"The answer is simple: magic. There are a wide range of cantrips that tell time—some tied to an absolute time, some tied to the moons, some set to a local time. In Eberron, any character that has the skill to cast {@spell prestidigitation}, {@spell thaumaturgy}, or {@spell druidcraft} can produce an additional effect allowing them to tell time. Clocks in Eberron are common magic items, and in most major cities, bells are rung to identify the hour; three bells means “three o’clock.” An {@item orb of time|XGE} is another common magic item—a small polished stone disk, often connected to a chain like a pocket watch—that tells time."
]
}
]
},
{
"type": "entries",
"name": "Magical Services",
"page": "28",
"entries": [
"This section supplements the list of magical services presented in {@book Eberron: Rising from the Last War|ERLW}, offering a few additional services as well as options for some existing ones.",
{
"type": "entries",
"name": "Entertainment",
"entries": [
"Most theaters employ illusions to add special effects to a performance, whether provided by magewrights or static items. Dream parlors provide entirely illusory entertainment. House Phiarlan’s latest innovation is the {@i crystal theater}. A large device uses a tiny scrying crystal to project an image on a screen. The crystal is tied to a single location—one of the grand stages in House Phiarlan’s central demesnes. This allows the patrons of a crystal theater to watch a live performance occurring on a distant stage. As this practice expands, this could provide entertainers and bards with a global reach; Phiarlan might even pay adventurers to license the rights to dramatize their exploits."
]
},
{
"type": "entries",
"name": "Cosmetic Transmutation",
"entries": [
"One form of fashion that hasn’t been discussed in depth is the practice of {@i cosmetic transmutation}. A magewright beautician can perform a range of minor transformations—for a price. Minor cosmetic transmutation is quite common; most professional beauticians can change your hair or eye color. Unnatural effects are rarer, seen mainly in Aundair and Zilargo; metallic hair colors are a recent fad in Fairhaven, and in the days before Galifar, the nobles of Thaliost would adopt elf features. The effects of cosmetic transmutation typically last a week, but if you’re dealing with a magewright of sufficient skill, you can extend the effect to one month. In some cities, you might even find an expert who can make the change permanent. The more complicated the transmutation, the more costly—and hard to find—the service becomes.",
{
"type": "table",
"caption": "Cosmetic Transmutation Services",
"colLabels": [
"Type",
"1 Week",
"1 Month",
"Permanent"
],
"colStyles": [
"",
"text-right",
"text-right",
"text-right"
],
"rows": [
[
"Minor (natural)",
"10 gp",
"20 gp",
"50 gp"
],
[
"Minor (unusual)",
"20 gp",
"40 gp",
"100 gp"
],
[
"Moderate",
"40 gp",
"80 gp",
"200 gp"
],
[
"Major",
"60 gp",
"120 gp",
"300 gp"
]
]
},
{
"type": "entries",
"name": "Minor (Natural)",
"entries": [
"Simple transmutation can temporarily change the color of your hair, skin, or eyes within the standard parameters for your species."
]
},
{
"type": "entries",
"name": "Major (Unusual)",
"entries": [
"If you’re seeking unnatural effects—cat’s eyes or moving tattoos—you’ll need a highly skilled beautician."
]
},
{
"type": "entries",
"name": "Moderate",
"entries": [
"Significant physical transformation allows you to alter your weight, height, or sex. These substantial transmutations require an expert in their trade."
]
},
{
"type": "entries",
"name": "Major",
"entries": [
"Specialized or exotic physical transformation can match the appearance of a specific individual or change your apparent species. While this alters your appearance, you don’t gain the racial traits associated with your selected form. Those seeking to imitate another’s appearance must be wary. Duplicating the appearance of another person is a crime under the Code of Galifar—malicious theft of identity—and even those who can perform the magic won’t do so without good reason. "
]
},
"It’s always up to the DM to decide what services are available in any given community, and as with any magewright, beauticians are often specialized; a hairdresser might be able to give you permanent silver hair but be unable to change any other feature. In Sharn, Transmutation in Upper Tavick’s Landing and The Veil of Flesh in Upper Northedge are salons that specialize in cosmetic transmutation. A House Jorasco clinic can help with gender transition, shaping muscle tone, and similar services, while the criminal Tyrants of Tavick’s Landing are the masters of exotic physical transformation."
]
},
{
"type": "entries",
"name": "Transportation",
"entries": [
"The prices of transportation may seem prohibitively expensive for commoners or poor adventurers. Airship travel is new and expensive, but when traveling by elemental galleon or lightning rail more inexpensive fares are available. {@book Eberron: Rising from the Last War|ERLW} lists a price of 5 sp per mile, which represents the finest quality of travel, equivalent to a stay at an inn of wealthy or aristocratic quality. However, the standard fare is 2 sp per mile, which is modest to comfortable in its appointments. Those on a budget can book passage in steerage for only 2 cp per mile, but this is typically squalid or poor in quality, and a long journey can be dangerous. Depending on their reputation, adventurers may also be able to exchange services for their passage, whether working as security or employing useful skills.",
"Similarly, the listed speeds of water and air transport represent the average rate of travel on a standard-fare vessel. Both Orien and Lyrandar have prototype vehicles capable of significantly higher speeds; however, travel on such vessels is both more expensive and dangerous."
]
}
]
},
{
"type": "entries",
"name": "Manifest Zones",
"entries": [
"Manifest zones are areas where the influence of the other planes bleeds through into the Material Plane. {@book Eberron: Rising from the Last War|ERLW} presents some possible manifest zone effects, and chapter 5 of this book explores these in more depth. Some manifest zones are dangerous, and such regions are shunned. However, other manifest zones have effects that can be quite useful for commerce or industry, and like any natural resource, these tend to be harnessed over time. The towers of Sharn are made possible by the manifest zone to Syrania, and any other city with a similar zone could support skycoaches and high towers. Lamannian manifest zones often promote fertility and growth, and many of the greatest farms and vineyards in Khorvaire are in such zones. Ultimately, this is one more factor in the wide magic of Khorvaire: it’s not simply what spells can be cast, it’s that there are places in the world itself that are inherently magical."
]
}
]
},
{
"type": "section",
"name": "Artificers: Invention and Innovation",
"page": "29",
"entries": [
"Arcane magic is a science. Wizards use words of power and mystic gestures, but there are many ways to channel arcane energies—suspended in the liquid of a potion, trapped in the sigils of a scroll, or focused through a wand.",
"The artificer is an arcane engineer; instead of working directly with mystical energy, they use tools to perform wonders. In a world where wandslingers take to the battlefields and airships sail through the skies, artificers are innovators and inventors developing tools to shape the future. Chapter 6 presents two new artificer subclasses and a number of infusions, representing the diversity of artifice styles and specializations.",
{
"type": "entries",
"name": "Style of Artifice",
"entries": [
"As an artificer, you possess remarkable talents. You don’t need the eldritch machines or vast resources that are traditionally involved in arcane industry, and can produce magical effects using just your personal tools. But what’s the foundation of your magic? Are you building on the basic principles used by House Cannith or exploring less traditional paths of arcane science?",
"The Artificer Techniques table presents a few ideas. Use one of these or develop your own, considering how this affects your appearance and the way you cast your spells. Your unique style doesn’t have to change any of the default rules associated with your magic. For example, you may say that you’re working with principles of mundane science, but your spells will still be negated by {@spell counterspell}. Find creative ways to explain how your character’s techniques interact with game rules. Perhaps some of your theories are completely false; while you believe that you’re producing magical effects by talking to spirits or using Thelanian logic, it’s possible you’ve stumbled on a different way to trigger traditional arcane reactions. If you want to explore mechanical advantages and limitations based on your unusual techniques, discuss it with your DM.",
{
"type": "table",
"caption": "Artificer Techniques",
"colLabels": [
"{@dice d6}",
"Technique"
],
"colStyles": [
"col-1 text-center"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"{@b Cannith Traditional}. You follow the long-practiced artifice techniques of House Cannith and the Arcane Congress. You may be adding innovative twists to your creations, but you’re advancing the basic traditions of common arcane science."
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"{@b Planar Influence}. Rather than drawing on the ambient energies of Eberron, your magic uses the power of the planes. You might open microscopic portals to the planes, or use elements from the planes to produce your effects— producing fire from Fernian coal or generating light from Irian crystal."
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"{@b Mundane Science}. You work with principles we can recognize from our own world. You produce fireballs with mundane explosives, your healing potion is a shot of adrenaline, and your arcane firearm uses gunpowder. Your techniques are utterly baffling to most wizards and artificers. (Note: by artificer rules, your effects still count as magical and can be counterspelled.)"
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"{@b Animism}. There are spirits all around us. All things are alive. You talk to potions, whisper to wands, or bind ghosts or minor fiends to your infused items. These can’t be mass produced; you have a personal relationship with everything you create."
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"{@b Magical Thinking}. Your techniques seem nonsensical to any traditional wizard or magewright. Did you spend your childhood in Thelanis, or are you driven by strange visions? Do you bake mystical pies, sew shadows together, or carve wooden toys that somehow produce powerful magic?"
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"{@b Self-Made}. As a warforged artificer, you might use pieces of your body to produce your effects. Were you designed to be the ultimate artificer, or are you discovering things about warforged potential that Cannith never imagined?"
]
]
}
]
},
{
"type": "entries",
"name": "The Tools of Magic",
"page": "30",
"entries": [
"When you cast an artificer spell, you follow the same rules as other spellcasters—but what are you {@i doing} when you use your action to produce a magical effect? You aren’t praying for divine intervention, invoking a supernatural patron, or producing a fireball with words and gestures. To cast spells, you must be holding a tool you’re proficient with—why? Because you’re using that tool and its associated skills to produce magical effects. If you’re using alchemist’s supplies to cast {@spell cure wounds}, you aren’t just poking someone with a beaker; you’re mixing a healing salve.",
"Think about what your tools actually are. Artisan’s tools are an abstract concept—10 pounds of assorted objects and supplies, not just a singular tool. You may have a satchel holding them or a bandolier of pouches. If you use {@item tinker's tools|PHB} to create an effect, what specific tools are you using, and how? Some of the most common tools of artifice are discussed below, but you can cast spells using any artisan’s tool you’re familiar with. You could even perform your alchemy using {@item brewer's supplies|PHB} or {@item cook's utensils|PHB}; why drink a potion when you could eat a magical pie?",
{
"type": "entries",
"name": "Alchemist's Supplies",
"entries": [
"The challenge of creating an alchemical potion is in suspending the mystical chemical reaction for later consumption. It’s much easier to trigger an instant effect, and that’s what you’re doing when you cast your spells. Your {@spell fire bolt} could be a thrown flask, {@spell poison spray} is flinging foul substances. {@spell Cure wounds}, {@spell false life}, and {@spell water breathing} could be potions you mix and serve on the spot. {@spell Disguise self} or {@spell alter self} could be magical cosmetics."
]
},
{
"type": "entries",
"name": "Calligrapher's Supplies",
"entries": [
"Sigilry channels arcane power through symbols and sound, using special inks and techniques. As with alchemy, it’s much easier to produce an instant effect than to suspend and sustain it as a scroll. When you cast {@spell fire bolt}, perhaps you use your quill to trace the name of fire in the air before you; or you might have the sigil written down and you just read it to produce the effect. Whether you draw sigils onto things or craft simple scrolls and read them, your pen is mightier than most swords."
]
},
{
"type": "entries",
"name": "Cartographer's Supplies",
"entries": [
"This is a twist on the sigilist, and you could use your tools in the same way, drawing arcane glyphs. Or, more exotically, you could specialize in calculating ley lines and the relationships between the planes. The world is filled with micro-manifest zones waiting to be triggered; you’re using your tools to calculate the proper alignments to channel the planar energies you need."
]
},
{
"type": "entries",
"name": "Painter's Supplies",
"entries": [
"If you want to be fanciful about it, you could paint what you need into reality. When you cure wounds, you’re literally painting over the injury; when you cast {@spell fire bolt}, you paint the flame in the air and it flies toward your opponent. This is a variation of sigilry, but the same underlying principles apply. You might even create scrolls that are images rather than words."
]
},
{
"type": "entries",
"name": "Thieves' Tools",
"entries": [
"Artificers are proficient with both thieves’ tools and tinker’s tools, and you use them in similar ways. Thieves’ tools include picks and other fine manipulators. You don’t cast a {@spell fire bolt} by pointing a lockpick at someone; but you could use it to clear a problematic valve on a dragon-pistol you made with tinker’s tools."
]
},
{
"type": "entries",
"name": "Tinker's Tools",
"entries": [
"You can justify all manner of odd gadgets with tinker’s tools, putting together a prototype that becomes part of your toolkit. A dragon-shaped sidearm could produce {@spell fire bolt} or a modified gauntlet could deliver {@spell shocking grasp}. These unstable prototypes can’t be used by anyone else, needing constant tinkering to keep them working. So you always carry your tools, and to cast a spell, a “tool” must be in hand—but it can be a dragon-gun, as opposed to pliers. You might cast {@spell cure wounds} using a tiny metal spider you’ve tinkered; while it looks like a mundane clockwork construct, magic lets it move and think. Mundane engineering is part of a tinker’s creations, but magic makes them work."
]
},
{
"type": "entries",
"name": "Woodcarver's Tools",
"entries": [
"Wands, staffs, and rods are some of the most basic forms of arcane focus. If you perform magic with woodcarver’s tools, you aren’t actually blasting someone with a saw. Instead, you are using experimental, exotic, or temporary wands or rods. As with tinker’s tools, you have to have a tool in your hand and you have to possess woodcarver’s tools to perform your magic, but the exact nature of which tool is in your hand is up to you. It could appear to be a traditional wand, or you could have come up with a new revolutionary form of wand, staff, or rod."
]
}
]
},
{
"type": "entries",
"name": "Spell Preparation and Infusions",
"entries": [
"As an artificer, you prepare spells during a long rest, but it’s not like a wizard reading a book. It’s about assembling the specialized supplies and tools you need for the things you want to do. A sigilist can’t create a scroll with just any ink, but has entirely different inks based on the type of effects they’re going to produce. Likewise, an alchemist prepares special reagents that combine to produce spell effects. If you use tinker’s tools, you’re creating and fine-tuning your gadgets. You can’t create a dragon-pistol in six seconds; you prepare the pistol during your rest, and when you cast a spell, you’re simply loading enchanted ammunition or triggering the arcane sigils you set in place.",
"This also explains the idea of spell slots. The reagents you’ve prepared are tricky to produce and don’t last forever. You’re preparing as much as you can, but once you go through all your mystic inks, you can’t produce another scroll effect until you have a few hours to work on it. Effectively, your spells use temporary magic items that only you can use, created during a long rest.",
"Meanwhile, infusions allow you to create longer-lasting tools that you can share with your companions. Artificers create magic items, but to maintain class balance, you can’t flood the party with them; it’s up to you what you do with this limited resource."
]
},
{
"type": "entries",
"name": "Firearms and Homunculi",
"entries": [
"Artillerists produce eldritch cannons and arcane firearms. Battle Smiths make steel defenders. Any artificer can craft a homunculus companion. But what are these? Are Artillerists wielding guns like those of our own world? Not necessarily.",
"These items are “arcane” and “eldritch.” Much as the primary form of arcane artillery is the {@item siege staff|ExploringEberron}, the Artillerist uses woodcarver’s tools, turning “a rod, staff, or wand into an arcane firearm, a conduit for your destructive spells.” So you’re a specialized wandslinger with improved wands, staffs, and rods. You choose their appearance—a wand, a specialized hand crossbow, a flintlock pistol, a tiny metal dragon, or any aesthetic you like. “Arcane firearm” doesn’t necessarily mean “handgun.”",
"While the name “eldritch cannon” sounds like a massive piece of artillery, an eldritch cannon is either small or tiny, possibly small enough to hold in your hand. What does it look like, and does it have legs? Is it an animated ballista? A small siege staff? A tiny brass dragon that breathes fire on your enemies?",
"The same principle applies to a homunculi’s appearance. Consider your style and the tools that you use for your magic. Your homunculus servant can deliver your touch spells, but how? If you use painter’s supplies to perform your magic, your homunculus could be a tiny humanoid paintbrush, a floating palette, or even a creature made out of living paint. An alchemist’s homunculus could be a tiny cauldron or a little humanoid creature made from glass and beakers.",
"Through all of these, the mechanics don’t change. The shape of your arcane firearm makes no difference in combat rules; what it changes is the story that you’re telling. What’s interesting about your artificer? What does your homunculus say about you?"
]
},
{
"type": "entries",
"name": "Background Ideas",
"page": "31",
"entries": [
"You’ve developed your style and chosen your tools. But how and where did you develop your skills? Do you have a connection to an established order of artificers? Consider these ways your background could reflect your experience as an artificer.",
{
"type": "entries",
"name": "Wage Mage (Guild Artisan)",
"entries": [
"You worked your way up in House Cannith or the Arcane Congress, studying at a trade school and working in an industrial forgehold. While you’ve abandoned the factory in favor of adventure, you still have strong ties in the Fabricator’s Guild."
]
},
{
"type": "entries",
"name": "Siege Engineer (Soldier)",
"entries": [
"You operated and maintained the engines of war. What nation did you serve? Are you proud of your service, or haunted by your deeds? Did you serve and retire with distinction—or are you a folk hero who deserted to help innocents?"
]
},
{
"type": "entries",
"name": "Savant (Sage)",
"entries": [
"You don’t do well with authority. You may have started with Arcanix or the Twelve, but you were thrown out after challenging the system one too many times. You’re brilliant— but determined to find your own path."
]
},
{
"type": "entries",
"name": "Natural (Urchin)",
"entries": [
"You’ve never studied arcane science, but you have an intuitive talent for artifice. Perhaps you grew up on battlefields, scavenging parts from warforged titans or shattered floating fortresses. Your work isn’t pretty—and often seems like it {@i shouldn’t} work—yet you can do things no magewright can match."
]
},
{
"type": "entries",
"name": "Technical Support (Criminal/Spy)",
"entries": [
"You provided arcane assistance to an organization operating out of the public eye. Did you serve with the Royal Eyes of Aundair or the King’s Citadel of Breland, crafting common items for agents? Or was it a shadier operation like the Boromar Clan or House Tarkanan? Why did you shift to a life of adventure? What pieces of your old life could come back to haunt you?"
]
}
]
},
{
"type": "entries",
"name": "Bastions of Artifice",
"entries": [
"If you’re a guild artisan, what guild did you work with? When you buy a {@item wand of magic missiles} in Sharn, who made it? Here are some institutions that employ or train artificers, factions that could be tied to your background or play a role in an adventure.",
{
"type": "entries",
"name": "The Arcane Congress & Arcanix (Aundair)",
"entries": [
"Throughout the golden age of Galifar, the Arcane Congress delved into magical mysteries for the good of all. Today, it only serves the people of Aundair, yet remains the largest institute of both wizardry and artifice outside of House Cannith. The Arcane Congress was largely devoted to the war effort, but it has also continued to develop common magic items and other magical tools to improve the daily life of people in Aundair."
]
},
{
"type": "entries",
"name": "The Daashor (Darguun)",
"entries": [
"The Heirs of Dhakaan maintain their own ancient tradition of artifice, which is discussed in chapters 4 and 6."
]
},
{
"type": "entries",
"name": "House Cannith (International)",
"entries": [
"House Cannith is the single largest source of artifice in the Five Nations, providing training through its trade schools and employing magewrights and artificers in its factories and forgeholds. The Fabricator’s Guild creates both magical and mundane goods, while the loosely organized Tinker’s Guild focuses on maintenance and repair. While Cannith has a broad range of expertise, Cannith West in Aundair excels at alchemy, Cannith South in Breland has the edge in general industry, and Cannith East specializes in artillery and dabbles in necromancy."
]
},
{
"type": "entries",
"name": "The Crucible (Thrane)",
"entries": [
"Developed during the Last War, this small order of adepts and artificers crafts items drawing on the power of the Silver Flame."
]
},
{
"type": "entries",
"name": "The Military",
"entries": [
"Every nation employed enhanced and arcane artillery in the war, along with battle magic. While most relied heavily on House Cannith, every nation has its own program researching military applications of magic, along with a corps of magewrights trained to operate artillery. Adventurers could run up against ambitious military artificers whose ambitions stretch beyond their skills."
]
},
{
"type": "entries",
"name": "Onatar's Chosen (Five Nations)",
"entries": [
"In a parallel to the cults of the Traveler, this secret order of magewrights and artificers believe they’re directly inspired by the Sovereign Onatar. Members can be found scattered throughout the other organizations in this section. Onatar’s Chosen believe that artifice should serve the greater good, and they seek to drive their organizations toward such positive purposes."
]
},
{
"type": "entries",
"name": "Tasker's Dream (House Sivis)",
"entries": [
"This elite think tank focuses on developing new and improved forms of communication, both through enhancing existing tools such as the speaking stone, and pioneering new techniques."
]
},
{
"type": "entries",
"name": "Traveler Cults (Five Nations)",
"entries": [
"These cults are a dark reflection of Onatar’s Chosen. Followers of the Traveler are found in most organizations in this section, with a strong presence in House Cannith. Traveler cultists pursue innovation at all costs, creating weapons or tools that could shatter the existing balance of power or cause chaos in other ways. Some outsiders believe airships (which cause strife between Orien and Lyrandar) and warforged may been created by these cultists—and many blame the Traveler for the Mourning."
]
},
{
"type": "entries",
"name": "The Twelve (Karrnath)",
"entries": [
"While House Cannith is the primary source of general industry, the Twelve focuses on cooperation between all of the dragonmarked houses. The Kundarak vault network was developed here, along with most tools that draw on the specialties of multiple houses."
]
},
{
"type": "entries",
"name": "The Zil Binders (Zilargo)",
"entries": [
"The Zil elemental binding industry is an important source of magewrights and artificers, especially those following the path of planar influence. This isn’t a monolithic organization; there are six major families involved in binding. The Zil consider their binding techniques to be an important national resource, and are unlikely to train anyone other than a gnome."
]
}
]
}
]
}
]
},
{
"type": "section",
"name": "Chapter 2: Races of Eberron",
"page": "33",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Dela ran her fingers over the marble features of the statue, a small bust of an elven woman. “She’s still alive? Trapped in there?”",
"“You speak as if that’s a punishment.” The priest’s features were hidden by his golden mask, his voice calm and steady. “Our lives are filled with chaos, battling disease, searching for sustenance. And what for? When we die, all that we are is consumed by Dolurrh. Instead, she is free—from fear, from hunger, from pain. She is eternal.”",
"“What good’s eternity trapped in stone?”",
"“She lives in a world of her own creation,” the priest said. “An endless trance—not unlike your dreaming, but she shapes the form of it. She may be walking through her perfect garden or reading her favorite book. She has access to all the memories of her time in her body. And that’s why life is so important; it is where we gather the knowledge and memories we will use to build our eternity.”",
"Dela looked at the hundreds of stone faces lining the shelves. Each one the vessel of an elf soul, countless generations of the Jhaelian line. “So which one wanted to talk to me?”"
]
},
"{@book Eberron: Rising from the Last War|ERLW} presents statistics for four races unique to the world of Eberron: {@race changelings|ERLW}, {@race kalashtar|ERLW}, {@race shifters|ERLW}, and {@race warforged|ERLW}. This chapter delves deeper into the unique aspects of these races as well as exploring the elf culture of Aerenal. Chapter 4 also presents information on the dwarves of the Mror Holds, the ancient Dar goblinoids, the gnolls of Droaam, and the inhabitants of the Thunder Sea.",
{
"type": "section",
"name": "Changelings: Embracing Change",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"“I will protect your children if they follow my path. Let them wander the world. None will know them. They will have no kingdom but the road, and no enemy will find them. They may be shunned by all, but they will never be destroyed.”"
]
},
"These are said to be the words of the Traveler, a promise that was made to the first {@race changelings|ERLW} bestowed with the gift of shapeshifting. Many changelings still live according to these principles—wandering clans that remain hidden from the world. But there are an ever-increasing number of changelings who chose to live in the open. As a changeling adventurer, you may use your gifts to fool your enemies—but do you show your true face to your companions?",
{
"type": "entries",
"name": "Changeling Origins",
"entries": [
"Changelings are spread across Khorvaire and Sarlona. They can interbreed with many other humanoid species, and the offspring of such a union will either be changeling or the other species—there are no “half-changelings.” So just as you can be a Brelish elf with no ties to Aerenal, you can be a changeling with no connection to any changeling culture or community. There are changeling students in Arcanix and Morgrave, changeling agents in the King’s Citadel and the Royal Eyes of Aundair, and any number of changelings devoted to the nations they call home. So you don’t {@i need} deep cultural ties to play a changeling character, but if you want to explore a connection to your changeling roots, here are a few ideas.",
{
"type": "entries",
"name": "Travelers",
"entries": [
"Nomadic changelings are often referred to as “travelers,” a name referencing both to their wandering lifestyle as well as the Traveler of the Dark Six—who, legend holds, gave them the ability to change their form, and whose chaotic nature is echoed in the lives of many travelers today.",
"The oldest traveler tradition is that of the Children of Jes. Inspired by the Traveler, the Children follow migratory patterns that slowly evolve, keeping them from becoming too predictable to outsiders. Many travel in small groups—a troupe of entertainers, a merchant convoy, a stagecoach of exotic travelers. Others prefer to travel alone. Regardless, they believe in the importance of change, taking on many personas during their wanderings. Tinker, bard, courier, and priest are common roles, and the changeling might well be quite talented at their trade. Traveler priests can preach a sermon to the Host in the morning and lead Flamesong in the evening. As they conceal their true changeling nature, Children are usually invisible to the people around them; they use a secret language of tattoos and scars to identify one another, along with a set of shared personas.",
"Few people in the Five Nations understand the culture and values held by changeling travelers. Some are unnerved by the concept of a hidden culture, that a stranger might not be the human or hobgoblin they appear to be. Others assume that because changelings have the uncanny ability to change their faces at will, that they will use it for malevolent ends, cheating honest folk before moving on. Changeling traditions predate Galifar and its laws, and indeed, some deem it fair to “obtain” another’s possessions as long as they’re replaced with a gift of equal value. And a few travelers assert the Traveler’s blessing is their license to prey on the “single-skins”—a term for races lacking the changeling gift for shapeshifting. However, travelers are no more innately dishonest than any other people—whether dragonmarked heir or Gatekeeper druid—though those that respect local customs are still subject to much suspicion due to their shapeshifting abilities and nomadic preferences.",
"As a player character, the changeling traveler background presented in chapter 6 can allow you to be part of a secretive network of changelings spread across the nation. As a DM, you could present the Children as a stereotypical source of thieves and charlatans. But they could be more enigmatic— an unexpected ally that can appear almost anywhere."
]
},
{
"type": "entries",
"name": "Stable Changelings",
"entries": [
"Under the rule of Galifar, many changelings chose to emerge from the shadows and live in the open, and today they can be found in most major cities of the Five Nations. Changelings in stable communities—such as Dragoneyes in Sharn or the Blackleaf district of Wroat—rarely hide their true nature. This allows them to sell their services openly and to pursue careers that make use of their unique talents, as explored in the “Changeling Careers” sidebar. However, many still make use of shared personas, and outsiders can be confused by the changelings’ fluid relationship with identity. Settled changelings don’t face the same level of prejudice as travelers, but there are still many single-skins who believe no changeling can be trusted.",
"In addition to changeling neighborhoods in the cities of the Five Nations, there are two unique changeling cultures. The Gray Tide principality of the Lhazaar Principalities is a nation of changelings with a strong mercantile tradition; some say that the Gray Tide engages in a great deal of piracy, using their shapeshifting gifts to shift the blame to other princes. In Droaam, changelings are said to have a stronghold in the city of Lost. However, no outsider knows the location of Lost, and it’s said that the city itself is alive, and can freely move and change its shape. Regardless, the changelings of Lost have been strong allies of the Daughters of Sora Kell, and changelings can be found serving Daask.",
"As a player character, a stable background gives you a place to call home and allows you to be open about your true nature. As a DM, a changeling community can be an interesting backdrop for an adventure or an easy place to find changeling services."
]
},
{
"type": "inset",
"name": "Changeling Careers",
"entries": [
"People often think of the shapeshifting talents of the changeling as a tool for deception. But in places where changelings live openly, including Droaam and the major cities of the Five Nations, there are many practical uses for shapeshifting. Changelings have long dominated the industry of paid companionship, using their talents to fulfill fantasies. While this can be sexual, there are many other changeling companions who specialize in giving a client the opportunity to have a meal or conversation with a distant loved one, or to practice a difficult conversation with a changeling stand-in. Many artists use changelings as versatile models. Changelings can also often be found as beauticians; in addition to possessing a deep understanding of the shifting nature of appearance, a changeling can use their own form as a palette on which to perfect the look a client is aiming for.",
"Impersonation is also a viable career. Do you need to be in two places at once? Do you want a local celebrity to appear at your child’s birthday party? Hire a changeling impersonator. The Defender’s Guild of House Deneith has recently begun training and licensing elite changeling bodyguards, capable of serving as body doubles or posing as harmless bystanders until needed.",
"Many changelings pursue a career in entertainment. After all, a changeling with the proper {@item shiftweave|ERLW} outfit can play five roles! However, House Thuranni and House Phiarlan have been accused of denying opportunities to changelings. In licensed Phiarlan companies, changelings are typically relegated to serving as understudies and stunt doubles for dragonmarked superstars."
]
},
{
"type": "entries",
"name": "Passers",
"page": "34",
"entries": [
"While changelings are well represented in the major cities, there are many villages and towns where they’re treated with fear and suspicion. You might have been born into such a community, possibly never even knowing another changeling. As a passer, you’ve crafted a single identity that you consider to be your true face. You may live your entire life as a human warrior or an elf priest, engaging your shapeshifting abilities only as a last resort.",
"If you grew up as a passer, how do you live today? Do you want to learn more about other changeling cultures, or do you deny any connection to other changelings? Do you acknowledge your changeling nature, or do you consider your passer identity to be your true self? Do you pretend that your changeling abilities come from another source—claiming that your nonmagical cap is a {@item hat of disguise} or pretending that you’re casting {@spell disguise self} when you shapeshift?",
"Passer can be an interesting choice for an urchin, outlander, or a changeling who’s lived through oppression and is only now coming to understand their true nature. With NPCs, passers can add an element of chaos—if a slain villain is revealed as a changeling, did they use a body double and escape, or was the villain always a passer?"
]
},
{
"type": "entries",
"name": "Others",
"entries": [
"Changelings are as diverse as any other species, presenting many other cultures and paths you could explore. {@i Reality seekers} are settled changelings who prefer their natural form and avoid deception, instead searching for the ultimate truth. {@i Becomers} actively seek to live many lives in order to more fully understand the experiences of others. The Cabinet of Faces is a secret society devoted to the Traveler, and its members actively seek to challenge traditions and cause chaos. Do you have ties to any of these movements?"
]
}
]
},
{
"type": "entries",
"name": "Personas",
"entries": [
"For a changeling, an identity is like a set of clothes. Within a changeling community, a persona may serve the same role a badge of office or uniform would for a human. The local priest is Father Hes. The sheriff is Big Dol. The healer is Lela. Whoever takes on the job assumes that persona. There may be three different priests, but whoever is currently on duty assumes the identity of Hes. In part, this is visual, but it’s also about adopting a personality—not just looking like Father Hes, but {@i becoming} Father Hes, giving the people a sense of continuity.",
"This is especially important for the traveling clans. Travelers use well-established personas as anchors in potentially hostile communities. A trusted merchant, a beloved storyteller, or a reliable mercenary—any traveler can use one of these established personas to ensure a warm welcome. Of course, when using an established persona, it’s up to you to preserve its reputation. If you’re exposed as a changeling or if you ruin the reputation of the persona, you’re destroying a valuable tool.",
"Many changelings develop their own unique personas. If you’re a fighter with proficiency in the violin, you might use a grim half-orc form in combat and an elegant elf when you play the violin. You’re not required to use a persona—the violinist could fight in their elf form—but the persona can serve as a way to focus on that particular skill. The {@feat Focused Personas|ExploringEberron} feat in chapter 6 provides a concrete reflection of this."
]
},
{
"type": "entries",
"name": "Changeling Concepts",
"entries": [
"You could create a character of any class and background who just happens to be a changeling—or you can create a character whose concept is integrally tied to your identity as a changeling. Chapter 6 presents a changeling 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.",
{
"type": "entries",
"name": "The Aberrant Sorcerer",
"entries": [
"An {@feat aberrant dragonmark|ERLW} 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 {@class sorcerer||Wild Magic|Wild} 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 {@background 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."
]
},
{
"type": "entries",
"name": "The Changeling Changeling",
"page": "35",
"entries": [
"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 changeling changeling.",
"This is a logical path for a warlock with an {@class warlock||Archfey|archfey} patron, and could also work with a bard (likely following the {@class bard||College of Glamour|glamour|XGE}). 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 changeling changeling, you’re an outsider, used to living in a world of fairytale logic and still learning how the world works. The {@background outlander} background is one option, reflecting a childhood spent roaming the trackless forests of Thelanis. The {@background 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."
]
},
{
"type": "entries",
"name": "The Fraud",
"entries": [
"You’ve taken the noble background. You’re the proud scion of a noble family … except you’re not. You’re a changeling 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 {@background noble} is a sound choice for this story, many other backgrounds could work as well. You were the understudy for a famous {@background 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 {@background variant criminal (spy)||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."
]
},
{
"type": "entries",
"name": "The Menagerie",
"entries": [
"As a changeling, 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 {@class druid||Circle of the Moon|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 {@spell longstrider}, {@spell darkvision}, and {@spell barkskin} could all be explained as evolved shapeshifting, while {@spell charm person} or {@spell 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 {@background criminal} background, the DM might allow you to replace it with thieves’ cant; another option would be skin cant, described in the {@background changeling traveler|ExploringEberron} background. If neither of these fit, you could likely exchange it for another uncommon language. Like the aberrant sorcerer, a changeling 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?"
]
},
{
"type": "inset",
"name": "Changeling Shapechanging",
"entries": [
"As a changeling, 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!"
]
},
{
"type": "entries",
"name": "The Pantheist",
"page": "36",
"entries": [
"The wandering priest is an easy role for the changeling 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 {@item shiftweave|ERLW} 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 {@background 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 {@class cleric||Life|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!"
]
}
]
}
]
},
{
"type": "section",
"name": "Elves of Arenal: The Deathless Kingdom",
"entries": [
"As one of the Aereni, you walk a different path than the people of Khorvaire. You were born in a realm guarded and guided by ancient and powerful spirits. You have learned lessons from teachers whose bodies died thousands of years ago, and you know that even the centuries of life that may lie ahead of you are just the beginning of your soul’s journey. Your people possess arcane knowledge beyond the grasp of Aundair; the priests of the Undying Court wield powers matched only by the Keeper of the Flame. You are from a land of wonders, a realm literally guided by divine forces. In short, your people have already achieved perfection. As an Aereni elf, you aren’t expected to {@i improve} your society; your task is to prove yourself worthy of it and to earn your afterlife.",
"Aereni elves have a reputation for being arrogant and condescending. Why wouldn’t you be? Humans are like children to you, with their short lives and desperation to do things quickly regardless of the quality of their efforts. Even the elves that settled in Khorvaire have abandoned the traditions of their ancestors and their blessed homeland. It’s easy to be smug … but who wants that character around? An Aereni elf doesn’t have to be unpleasant. As one of the Aereni, you are a traveler from a mysterious and magical kingdom. You possess ancient wisdom and a tie to divine spirits. Beyond that, the Undying Court is one of the few forces in the world that has a glimpse of the Draconic Prophecy. Have you come to Khorvaire as an emissary of the Undying Court, whether as a diplomat or an agent of prophecy? Are you working on behalf of a noble family, pursuing mercantile interests, or seeking an artifact stolen from your people long ago? Are you an anthropologist fascinated by the behavior of humanity? Are you a paladin in the service of the Deathguard, charged to exterminate undead wherever they can be found? Or are you an exile, driven from your homeland and forced to live among the barbarians?",
"Whether you play an Aereni character or encounter them as NPCs, this section provides insight into the land of the elves. In addition, chapter 6 presents a feat and subrace for Aereni elves.",
{
"type": "entries",
"name": "A Brief Guide to Aerenal",
"page": "37",
"entries": [
"Aerenal is an isolated nation with little interest in the outside world. They have little fear of conquest; the divine power of the Undying Court has repelled assaults by legions of dragons. But the power of the Undying Court doesn’t extend beyond Aerenal, and the elves have chosen to remain in their haven rather than to expand across the world. From this island sanctuary, they have seen the Empire of Dhakaan rise and fall, and they expect to be around long after the Five Nations have fallen to dust. Here are a few more important things to know about Aerenal.",
{
"type": "entries",
"name": "The Undying Court",
"entries": [
"Aerenal is ruled by the living. The Sibling Kings lead the nation from Shae Cairdal, and the high priests and lords of the lines are mortal elves. But the dead guide and protect the living. When remarkable elves die, they are preserved beyond death. Most are tied to {@i spirit idols}, statuettes that preserve the soul and prevent its dissolution in Dolurrh. But others are raised as deathless, undead similar to mummies but sustained by positive energy. Deathless soldiers guard the catacombs and temples, and deathless sages and councilors share their knowledge and wisdom with their descendants. Over time, the deathless can rise to an even greater state, becoming beings of pure spirit with little need for a body. These sprits, known as ascendant councilors, reside in the great city of Shae Mordai, and it is when their spirits join together in a mystical gestalt that they wield divine power.",
"Many outsiders assume that the ascendant councilors are the Undying Court, and it’s true they are the source of its power. But the Undying Court refers to {@i all} the undead guardians of the island, from the soldiers to the {@i spirit idols}. You may not expect to become an ascendant councilor—this is a process of evolution that typically takes thousands of years—but you can aspire to join the Undying Court after death.",
"As an Aereni, you have a keen awareness of the duty you owe to the Undying Court. The deathless are sustained by positive energy; this can be drawn from Irian manifest zones—such as the one in Shae Mordai—but it is also generated by love and devotion. Unlike many religions in Eberron, the Undying Court doesn’t rely on faith; there’s no question whether the Court exists. But it does depend on devotion. Your prayers and your faith are the offering you give in exchange for all that the Court has done for you and your people—from protecting your land from invasion, plague, and natural disasters to guiding your leaders and training your young. Your ancestors protect you, but they also need your devotion to survive."
]
},
{
"type": "inset",
"name": "Spirt Idols",
"entries": [
"The deathless state isn’t the only way to experience eternity. Most honored dead of Aerenal are preserved in spirit idols that preserve the soul from the dissolution of Dolurrh. This stone bust of a dead elf holds relics of their corpse (bone shards, a lock of hair) embedded within it. While dormant, the spirit within the idol is unaware of the outside world or the passage of time, existing in an ongoing trance—a dreamlike existence built from memories and personal experiences. A {@i spirit idol} can be awakened with the {@spell speak with dead} spell, though some remain conscious indefinitely and can be found serving as tutors, provosts, and judges.",
"Not all Aereni want to become deathless—many consider the {@i spirit idol} the superior state. The deathless are sworn to protect and serve the living, and must deal with the ongoing inconvenience of physical existence; within a {@i spirit idol}, an elf can experience eternal peace in a dream of their own making. For many Aereni, their greatest goal in life is to gather the memories and ideas that will be their companions in their eternal trance after death.",
"While there are more {@i spirit idols} than there are deathless, not all dead are preserved this way. {@i Spirit idols} are reserved for those who have proven worthy of eternal existence. The common dead are embalmed after death and interred in the vast catacombs below the land, along with a record of their life. Only those who have committed truly heinous crimes—such as grave robbers— are denied memory; such criminals are burned after death, their ashes scattered in the oceans, with no records kept of their lives."
]
},
{
"type": "entries",
"name": "A Magical Kingdom",
"entries": [
"Both arcane and divine magic are woven into Aereni civilization more deeply than in the Five Nations. Every citizen of Aerenal knows at least one useful cantrip; the skills of a master magewright in Khorvaire would be considered a mere apprentice’s training in Aerenal. Here, spell effects of up to 5th level can be found woven into the fabric of everyday life. {@spell teleportation circle||Teleportation circles} link Aerenal’s great cities, and {@i {@spell sending} stations} allow instant communication across any distance. Buildings are raised using the principles of {@spell stone shape}. Diviners communicate with other planes, and healers can break curses and reverse petrification. Spell effects of up to 7th level can be encountered in the hands of master wizards and high priests, and Aereni artificers can craft very rare magic items. As you explore Khorvaire and the lands beyond, bear in mind that in your Aereni eyes, it’s little more than a primitive backwater."
]
},
{
"type": "entries",
"name": "Perfection in the Past",
"entries": [
"At a glance, the people of Aerenal are simply better at everything than their counterparts in Khorvaire, due to their exceptional work ethic and long lifespan. An Aereni artisan can spend multiple human lifespans perfecting their craft. Even while trancing, an elf may be contemplating their work. However, Aerenal lags behind Khorvaire in industry and innovation. The Aereni aren’t trying to find better ways to do things; an elf artisan’s goal is to match the skills of past masters rather than find new techniques. Challenging the past would be an insult to those ancient masters—and in Aerenal, they’re still around and still teaching their techniques. An Aereni artificer can produce a very rare magic item no Cannith forge can match, but it’s a handcrafted work of art that takes years to produce, while the Cannith forge is churning out a host of common and uncommon items, and constantly searching for ways to innovate. The Five Nations may not match Aerenal today, but over the last thousand years it has evolved dramatically, while Aerenal stands still. You’ve never been encouraged to innovate; you’ve been taught that {@i the old ways are the best ways}. Do you agree with this?"
]
}
]
},
{
"type": "entries",
"name": "Noble Lines",
"page": "38",
"entries": [
"Aerenal is effectively a collection of city-states, united in devotion to the Sibling Kings and the Undying Court. Each region of the country (save for the northern territory of the Tairnadal) is governed by a noble line. The original settlers of Aerenal came from different cultures and environments, and the lines represent this; while all are united by the common customs of Aerenal, each line has its own unique fashions and traditions. A line is an alliance of ancient families governed by a noble house that carries the name of the line. Thus, “the line of Mendyrian” refers to multiple families, but someone who uses the surname— such as Belaereth Mendyrian—is a member of the noble line. The noble line represents the best of the region; it’s not a hereditary family, but rather, a meritocracy whose members are chosen from the people of the region. Similarly, the Sibling Kings—the rulers of the united kingdom—are members of the same line and symbolically brother and sister, but they aren’t blood relatives. So in life, elves aspire to be appointed to their noble line; in death, they hope to be raised to the Undying Court.",
"In creating an Aereni elf, work with your DM to develop details about your family and the line you owe allegiance to. Since each line is an alliance of multiple families, there’s room for you to add your own details even within an existing line. A few of the noble lines are described below, but look to these as a source of inspiration rather than a limitation.",
{
"entries": [
{
"type": "entries",
"name": "Jhaelian",
"entries": [
"The line of Jhaelian governs the region around Taer Kalindal. Jhaelian has strong spiritual traditions; its members are deeply devoted to the Undying Court and to contemplating divine mysteries. This line produces many monks, clerics, and paladins, as well as many members of the Deathguard— the Aereni institution dedicated to hunting down Mabaran undead. Members of this line have a tradition of using cosmetic transmutation to adopt a desiccated appearance—not unlike that of the deathless themselves—though other Jhaelian Aereni prefer to wear masks."
]
},
{
"type": "entries",
"name": "Melideth",
"entries": [
"Governors of the region surrounding Pylas Talaear, the line of Melideth produces the finest sailors of Aerenal and maintains the Aereni navy. Due to its mercantile tradition, Melideth Aereni are more comfortable with foreigners than many of their kin. Facial tattoos are a common practice among the Melideth."
]
},
{
"type": "entries",
"name": "Mendyrian",
"entries": [
"The line of Mendyrian governs the region around Shae Cairdal, and for most of Aerenal’s history they have also been the source and seat of the Sibling Kings. The Mendyrian Aereni are devoted to arcane lore, and many of the most gifted wizards and artificers are Mendyrian. The Mendyrian Aereni take particular pride in their appearance, favoring ornate patterns and decoration in clothing, elaborate hairstyles, and masks of metal or leather."
]
},
{
"type": "entries",
"name": "Tolaen",
"entries": [
"Centered around Pylas Zirinth, the line of Tolaen drives Aerenal’s lumber industry, both harvesting wood for trade and producing the finest architects and wood-masons on the island. While they are devoted to the Undying Court, the Tolaen Aereni are more invested in perfecting physical crafts than in contemplating metaphysical mysteries. The Tolaen also produce many of Aerenal’s soldiers and usually have good relations with the Tairnadal. Tolaen Aereni prefer simple, functional clothes with little adornment. Tolaen masks are usually made from wood, and may be intricately carved; Tolaen soldiers often wear half-masks covering their lower faces."
]
},
{
"type": "entries",
"name": "Valraea",
"entries": [
"All but unknown in the Five Nations, the Valraea are a line of {@race elf (sea)|MTF|sea elves}. Their ancestors were magebred and charged to guard and govern the coastline of Aerenal. While rare, Valraea can be encountered in any of the port cities of Aerenal and are represented in the Undying Court. While Valraea characters use the sea elf subrace instead of the Aereni elf subrace presented in chapter 6, they are culturally Aereni and all the other material in this section applies to them. Valraea typically dress in leather and are comfortable with casual nudity; they fashion masks from shell and bone. More information about the Valraea Aereni can be found in chapter 4."
]
}
]
},
{
"type": "inset",
"name": "Aereni Names",
"entries": [
"Aereni names tend to be multiple syllables, and commonly contain the ae diphthong. With foreigners, Aereni often use only their personal name and identify their line; surnames are generally used in introductions to other elves. Only members of the noble line will use the name of their line as a surname.",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Male:",
"entry": "Aeren, Belaereth, Carden, Dalaer, Dayne, Helaeras, Jhalaer, Jhayne, Maeran, Mazareth, Mayne, Shaeras, Taen, Thaendyr, Tolan, Varaendyr, Varonen"
},
{
"type": "item",
"name": "Female:",
"entry": "Aeren, Ashaelyn, Erandis, Etrigani, Heladaen, Jhalira, Laeren, Mazalira, Minaera, Serandis, Syraen, Taelira, Tazaera, Thaera, Vadallia, Vaeren"
},
{
"type": "item",
"name": "Surnames:",
"entry": "Alaraen, Alorenthi, Daelian, Dyraen, Halaen, Jholareth, Jholyr, Maloraen, Mendaen, Mol, Shialaen, Shol, Tolarenthi"
}
]
}
]
},
"The line of Vol once governed the region around Shae Deseir, but that line was broken and all ties to the bloodlines bearing the Mark of Death were eliminated thousands of years ago. There are many other noble lines among the Aereni, and you are free to create your own as called for by your story.",
"In creating an Aereni character, how does your heritage impact you? What line are you tied to and who’s your family? Are they respected? Do you respect your leaders? What’s one unusual custom tied to your line? Do you aspire to join the noble line?"
]
},
{
"type": "entries",
"name": "Mentors",
"entries": [
"As an Aereni elf, you aren’t considered an adult until you’ve passed your first century. During that time, you undergo deep schooling in the traditions of your line and your chosen profession. If you’re using the Aereni elf subrace presented in chapter 6, this is when you develop your Aereni Expertise and learn your cantrip. A century is a long time, and you’ve surely developed important relationships in your youth. In creating your character, work with your DM to establish a mentor—an NPC who played a particularly critical role in your early life.",
"The Aereni Mentors table provides ideas for developing a mentor. Consider whether they play an ongoing role in your life or were simply a vital inspiration. Are you now working on behalf of your mentor? Are you hoping to solve a mystery for them? To find something they need? To somehow clear their name or vindicate their beliefs? Are you your mentor’s protégé or favored student, or are you driven by the fact that you disappointed them and were banished from their company? Perhaps you have a rival who betrayed your mentor—or stole your place with them!",
{
"type": "table",
"caption": "Aereni Mentors",
"colLabels": [
"{@dice d8}",
"Mentor"
],
"colStyles": [
"col-1 text-center"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"An ancestor who died millennia ago and is bound to a {@i spirit idol}."
],
[
{
"type": "cell",
"roll": {
"exact": 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?"
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"An old priest who’s sure to die soon; it remains to be seen if they’ll be inducted into the Undying Court."
],
[
{
"type": "cell",
"roll": {
"exact": 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?"
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"A living sage who encouraged your interest in distant lands."
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"A deathless wizard, one of the island’s most powerful mages."
],
[
{
"type": "cell",
"roll": {
"exact": 7
}
},
"A deathless soldier, protector of Aerenal for thousands of years."
],
[
{
"type": "cell",
"roll": {
"exact": 8
}
},
"An older sibling who struggled to show you your true potential."
]
]
}
]
},
{
"type": "entries",
"name": "Aereni Quirks",
"page": "39",
"entries": [
"In creating an Aereni character, consider the following.",
{
"entries": [
{
"type": "entries",
"name": "Hidden Faces",
"entries": [
"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?"
]
},
{
"type": "entries",
"name": "Perfect Technique",
"entries": [
"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."
]
},
{
"type": "entries",
"name": "Tradition verses Innovation",
"entries": [
"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."
]
},
{
"type": "entries",
"name": "New in Town?",
"entries": [
"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, {@i 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?"
]
},
{
"type": "entries",
"name": "Vampires Suck",
"entries": [
"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."
]
}
]
}
]
},
{
"type": "entries",
"name": "Aereni Backgrounds",
"entries": [
"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.",
{
"entries": [
{
"type": "entries",
"name": "Acolyte",
"entries": [
"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."
]
},
{
"type": "entries",
"name": "Charlatan and Criminal",
"entries": [
"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."
]
},
{
"type": "entries",
"name": "Entertainer",
"entries": [
"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?"
]
},
{
"type": "entries",
"name": "Folk Hero",
"entries": [
"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 {@i 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?"
]
},
{
"type": "entries",
"name": "Hermit and Sage",
"entries": [
"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."
]
},
{
"type": "entries",
"name": "Noble",
"entries": [
"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"
]
},
{
"type": "entries",
"name": "Sailor",
"entries": [
"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."
]
},
{
"type": "entries",
"name": "Soldier",
"entries": [
"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 {@background far traveler|scag} and {@background inheritor|scag} backgrounds from the {@book Sword Coast Adventurer’s Guide|scag} are sound choices for an Aereni elf. The {@background haunted one|cos} background from {@adventure Curse of Strahd|cos} could reflect something you saw in the Mabaran manifest zones of your homeland—or you could be literally haunted by an ancestor."
]
},
{
"type": "inset",
"name": "What About the Tairnadal?",
"entries": [
"The Aereni are the dominant culture of Aerenal. The Tairnadal are a separate culture that came to Aerenal during the exodus and laid claim to the northern steppes. Rather than preserving their ancestors as deathless or {@i spirit idols}, the Tairnadal believe they anchor their ancestors by emulating their heroic deeds.",
"The Tairnadal have a long alliance with the Aereni and fight alongside their cousins when the island is threatened. It’s possible for elves to immigrate from one culture to another; the line of Tolaen is known for having close ties to the Tairnadal. But they’re separate cultures; the Tairnadal don’t worship the Undying Court and its warriors don’t become deathless."
]
}
]
},
{
"type": "section",
"name": "Kalashtar: Between Two Worlds",
"page": "40",
"entries": [
"You were born with a bond to an otherworldly being. You have memories of a life you’ve never lived, visions of battling fiends and an endless struggle against darkness. When you sleep, you don’t dream as others do, but you often wake with a sense of purpose or new ideas. You see the pain and suffering in the world and know that there is a path to light—but there are monsters in the shadows, faceless enemies that have been hunting you since before you were born.",
"Will you embrace the spirit within you and make its struggle your own? Will you stand against the darkness, even if it draws the many eyes of the Dreaming Dark upon you? Or will you ignore that inner voice and try to live your own life?",
{
"type": "entries",
"name": "Kalashtar Origins",
"entries": [
"The quori are spirits of nightmare. But just as angels can fall, fiends can rise. Centuries ago, a handful of quori turned against il-Lashtavar, the malevolent force that dominates Dal Quor. The Dreaming Dark hunted them across the dreamscape, seeking to consume and reclaim them. In desperation, these rebel spirits reached out to Eberron, finding a haven in the minds and bodies of a group of Adaran monks. Sixty-seven spirits escaped, and the first kalashtar were born.",
"As a kalashtar, you’re descended from one of these monks. A quori is bound to your bloodline. It exists in the minds and dreams of all of your siblings, and as long as one of you is alive the quori is sustained. Should you all die, the spirit will be lost … and so, the Dreaming Dark is always happy to kill a kalashtar.",
"The kalashtar were born centuries ago, and have since spread out from Adar. What is your background? What has set you on the path to adventure? Are you searching for allies against the Dreaming Dark, or are you pursuing a mission of your own?",
{
"type": "entries",
"name": "Adaran",
"entries": [
"The kalashtar were born in Sarlona, in the distant land of Adar. Today, the Empire of Riedra dominates Sarlona, and imperial forces endlessly siege Adar. The monks and priests of Adar believe that the war against the Inspired and il-Lashtavar won’t be won with weapons; instead, prayer and guided meditation will ultimately shift the balance from darkness to light.",
"Adaran kalashtar rarely take direct action without reason. If you are from Adar, what caused you to leave your monastery and brave the Riedran blockades? Have the elders entrusted you with a specific mission, or has your quori spirit driven you to distant lands? The hermit background is a good way to reflect a mystic from a distant land possessing dangerous revelations.",
"Of all the origins mentioned here, you likely have the strongest connection to your quori spirit. Adaran kalashtar are ascetic, disciplined, and focused on the Path of Light. You were taught to inspire those who live in fear and enlighten those lost to darkness; can you reconcile this with your adventuring life? If you’ve recently arrived in Khorvaire after living your life in a monastery, you are unaccustomed to crime and greed. Is the chaos of a city like Sharn disorienting?"
]
},
{
"type": "entries",
"name": "Khorvairian",
"page": "41",
"entries": [
"There are kalashtar communities in several major cities of the Five Nations, including the Overlook district in Sharn and Whitewalls in Fairhaven. Kalashtar prefer to stay close to one another, both to practice their shared traditions and to stand together against any threats posed by the Dreaming Dark. If you were raised in such a community, you’re familiar with the Path of Light and other kalashtar customs. But there’s no Riedran army at the gates; you know the Dreaming Dark is a threat, but it’s a ghost in the shadows.",
"Many kalashtar simply seek to spread light through their daily actions, such as showing kindness and compassion or mediating disputes. On the other hand, some of the kalashtar of Khorvaire have embraced a grim path in the battle against darkness. The Shadow Watchers don’t believe that evil can be fought merely with kindness and prayer. Members of this order seek to identify sources of corruption and to ruthlessly eliminate them. While a Shadow Watcher’s focus is on agents of the Dreaming Dark, they can pursue any force of evil, supernatural or otherwise.",
"As a kalashtar of Khorvaire, you could bring a compassionate approach to any background; whether you’re an acolyte of the Path of Light, a wise sage, or a lively entertainer, you do your best to help the innocent and lift spirits. Criminal and charlatan would be unusual paths, but the spy background could reflect the work of a Shadow Watcher. While you aren’t as isolated from the world as an Adaran kalashtar, you’re still guided by alien instincts and have an otherworldly demeanor."
]
},
{
"type": "entries",
"name": "Orphan",
"entries": [
"Kalashtar can breed with humans and half-elves, and their children have an equal chance of being fully kalashtar or the race of the other parent. Kalashtar are quite rare; even in cities like Sharn with kalashtar communities, there are many people who will assume kalashtar are just humans with strange eyes … or some sort of half-elf, maybe? Maybe it’s a new fashion?",
"As such, there are kalashtar in Khorvaire who grew up without the guidance of a kalashtar parent. Orphans may be entirely unaware of their heritage and the nature of their quori spirit—it tries to communicate through dream-visions and instincts, but lacking any context, such orphans rarely understand their quori bond. Nonetheless, the quori is an integral part of them, urging them toward the light—and indeed, most orphans follow such a path. A kalashtar orphan who chooses a darker path is fighting the instincts imparted by their spirit. Such a kalashtar is likely to be deeply conflicted, which can manifest as unidentified stress, fits of rage, depression, or unpredictable behavior.",
"An orphan kalashtar can follow any path. Whether altruistic, nefarious, or somewhere in between, work with your DM to decide how you interpret the influence of your quori bond. Have you followed its guidance despite not knowing its true nature? Do you interpret it as a curse or ghost, twisting your thoughts and putting you at odds with yourself? Have you found the inner determination to suppress it entirely? Do you ultimately want to come to terms with your kalashtar nature, or do you like being an outsider and prefer to stay that way?"
]
}
]
},
{
"type": "entries",
"name": "The Quori Bond",
"entries": [
"As a kalashtar, you’re part of a spiritual lineage, traditionally reflected by the suffix of your name. For example, Lanhareth and Minhareth are both kalashtar of the lineage of Hareth. Your lineage is set before birth, tied to one of your parents. If you are born to kalashtar of Vaktri and Hareth, you inherit only one of the bonds, often that of the parent of your gender. Since you can’t inherit both bonds, you won’t be half Hareth and half Vaktri. Your lineage affects your appearance and personality, eye color, hair color, and other aspects. When you meet another kalashtar of your lineage, you’ll see common traits, but you’ll also feel a deeper connection; in some ways, you’re one person.",
"The quori bond exists on a deep level. Your quori doesn’t hover over your shoulder or whisper in your ear. Instead, it exists in the collective subconscious of all kalashtar of your lineage, shaping and guiding you all. You feel it as instinct, in memories of things you’ve never done—visions of a war in the realm of dreams. When you sleep, you don’t dream, but the bond grows stronger. Your quori may even give visions to guide you. With time and training, you can strengthen this connection, learning to hear its psychic voice more clearly; the Quori Bond feat presented in chapter 6 is one way to reflect this stronger bond. Ultimately, it’s up to you how you roleplay your connection. While the quori isn’t an active presence that responds in conversation, some kalashtar do speak to it as if it was, talking with the quori as a way of processing their own thoughts. Others take comfort in its subconscious presence, confident it is with them at all times. And some—notably orphans—refuse to acknowledge it, determined to see their mind as their own.",
"In creating a kalashtar character, it’s important to consider what type of quori you’re bound to. You can develop this through roleplaying, but it can also be reflected by your choice of class and by your abilities or spells. Each quori has a connection to a particular emotion. Fiendish quori feed on this emotion, using it to manipulate mortals. In your case, it could be that you understand how to generate that emotion in others, or that you yourself experience that emotion in a deep and powerful way. Or it could be that you have learned how to suppress that emotion, and that is the source of your strength. Whatever choice you make, it will be reflected throughout your lineage. If you decide that Vaktri is a du’ulora quori and that you draw on his burning fury to produce your own barbarian rage, then other Vaktri kalashtar you meet may also be barbarians or furious warriors.",
"The three quori presented in {@book Eberron: Rising from the Last War|ERLW} are described below, along with another fourth common quori, the du’ulora, whose statistics are presented in chapter 8. If you want to develop a kalashtar from another quori lineage, discuss it with your DM.",
{
"type": "entries",
"name": "Du'ulora",
"entries": [
"The fiendish du’ulora are spirits of rage and aggression. In Dal Quor, they craft dreams that drive feuds and vendettas, spurring mortals to violence and vengeance. Your du’ulora spirit has turned against the darkness, but fury remains its domain and anger is your birthright. How do you express this? As a bard, you might specialize in taunting enemies, turning their anger against them and driving them to rash action. As a barbarian, you could say that your spirit is the source of your rage. As a paladin, you might channel its fury when you smite your foes. You might be calm and serene most of the time, expressing sudden powerful moments of rage when you draw on your bond.",
"The key thing to remember is that your du’ulora has chosen the path of light, even if it is a spirit of rage. You may revel in moments when you get to unleash your anger on your enemies, but it still drives you to fight for a noble cause. Your fury is a tool, and you should never let it drag you into darkness."
]
},
{
"type": "entries",
"name": "Hashalaq",
"entries": [
"The hashalaq are seducers and deceivers, feeding on doubt and desire. They are the spies and loremasters of the quori. Hashalaq kalashtar make excellent bards; the College of Lore reflects both your love of knowledge and your ability to confuse your foes. Hashalaq make excellent warlocks, with your spirit granting the {@optfeature Beguiling Influence} invocation and allowing you to charm your enemies. As a hashalaq kalashtar, consider whether you specialize in deception, or choose to be honest and focus on your ability to inspire positive emotion—do you prefer cunning {@skill Deception} or empathic {@skill Persuasion}? Hashalaq clerics typically follow this latter path, using their knowledge to guide allies and cut through the deception that comes so naturally to their kind."
]
},
{
"type": "entries",
"name": "Kalaraq",
"page": "42",
"entries": [
"The kalaraq are spirits of pride and ambition. The natural leaders of the quori, they dominate through sheer charisma and force of will. As a kalaraq kalashtar, you surely have your own grand ambitions. You excel at inspiring others to follow you and you won’t hesitate to take bold action. You might lead in the vanguard as a paladin, or strengthen your allies as a cleric, or bend enemies to your will as a bard of the {@class bard||College of Glamour|glamour|XGE}. The kalaraq are also known as the eyebinders, capable of consuming and binding weak souls; you could be a warlock or wizard who specializes in summoning or binding spirits.",
"The kalaraq are the rarest and most powerful of the quori. The kalaraq Taratai was the leader of the rebels, and hers is the only spiritual lineage that has been completely destroyed by Dreaming Dark; Taratai’s own fate is unknown. There are only a couple remaining kalaraq lines, and as a kalaraq kalashtar, others may look to you for bold leadership and guidance."
]
},
{
"type": "entries",
"name": "Tsucora",
"entries": [
"The tsucora feed on terror and craft the most classic nightmares. As a tsucora kalashtar, you have a deep understanding of fear. This is an excellent foundation for a bard of the College of Whispers or a Living Weapon monk (in chapter 6), sowing fear with a word or a touch. Likewise, you could be a {@class warlock||Great Old One warlock|great old one} tormenting your enemies with fear and dissonant whispers. On the other hand, you could take the path of an inspiring cleric who bolsters your allies against fear, using your knowledge of it to strengthen their resolve. Tsucora kalashtar often seem cold and intimidating, but despite your knowledge of nightmares, you are still looking toward the light."
]
}
]
},
{
"type": "entries",
"name": "Psychic Power",
"entries": [
"Kalashtar are known for their psychic gifts, but aside from their Mind Link, how does this manifest in a kalashtar character? In fifth edition, how do they wield mental power? Chapter 6 presents a Mind Domain cleric and two kalashtar racial feats. In addition, characters carry an innate sense of mental discipline—a kalashtar monk could consider ki as a representation of psionic ability, and the Living Weapon monastic tradition in chapter 6 builds on this. But you can also change the flavor of a class without altering the mechanics. Consider the following ideas.",
{
"type": "entries",
"name": "Bards",
"entries": [
"Many kalashtar seek to fight evil through inspiration, and the bard can be an excellent foundation for this. While Bardic Inspiration is described as “stirring words or music,” you can describe your actions as being tied to psychic gifts; instead of a mystical song, you could describe your inspiration as a word backed by a surge of psychic energy. When you use the Words of Terror of the {@class bard||College of Whispers|whispers|XGE} or the Cutting Words of the {@class bard||College of Lore|lore}, this could easily reflect your powers of psychic manipulation. Likewise, your spellcasting is mechanically magic; it can be counterspelled, it won’t work in an {@spell antimagic field}, and so on. But you can easily describe {@spell vicious mockery} or {@spell crown of madness} as psychic attacks, or present {@spell cure wounds} as a psychometabolic effect, using your mind to knit together the wounds of another. You gain no mechanical advantage from this—in the case of Bardic Inspiration, your target still has to be able to hear you, even if you’re using psychic power—but there’s nothing preventing you from presenting your bard as being psychically gifted as opposed to singing magic songs."
]
},
{
"type": "entries",
"name": "Clerics and Paladins",
"entries": [
"Most kalashtar are devoted to the Path of Light, and though its faithful worship no gods, the faith itself can be a source of divine magic. Priests of the Path of Light say that the faithful are inspired by il-Yannah—the great light that will one day rise to replace the Dreaming Dark—but their power comes from within. As such, both cleric and paladin are logical paths for a kalashtar, and you can add psychic flavor to your spells as described with the bard above. When you cast {@spell command}, you aren’t demanding your victim bow to il-Yannah; instead, il-Yannah is strengthening your mind and allowing you to impose your will on the target. Effects such as {@spell bless} could reflect your ongoing psychic guidance, while {@spell cure wounds} and similar spells could be psychometabolic. Your faith helps you focus your mind, but it’s your mind that generates the power. If you want to take this farther, the {@class cleric||Mind domain|mind|ExploringEberron} presented in chapter 6 allows you to replace radiant damage with psychic damage; thus, you can flavor your {@spell sacred flame} as a psionic blast instead of holy fire.",
"This same concept can work for a {@class sorcerer||Divine Soul|divine soul|XGE} sorcerer. You don’t use the trappings of a priest, but your visions of il-Yannah have allowed you to focus your mind and alter reality. You can select spells that feel like they could be psychic powers; when you cast mage hand, it can be flavored as an act of telekinesis."
]
},
{
"type": "entries",
"name": "Warlock",
"entries": [
"You can simply describe your warlock spells as being drawn from psychic power as opposed to arcane invocations. Your patron is your quori spirit. As a warlock, you might have an especially strong bond to this spirit and receive clearer visions than most kalashtar of your lineage; traditionally, kalashtar with such a strong connection are called atavists. The {@class warlock||Great Old One|great old one} is an easy choice, as many of its spells reflect mental manipulation; you can describe {@spell Evard's black tentacles} as ectoplasmic projections, or {@spell armor of Agathys} as a blend of telekinetic force and cryokinesis. The Awakened Mind feature soon becomes obsolete due to Mind Link; a DM could choose to combine the two, increasing the range of a kalashtar warlock’s Mind Link feature by 30 feet. The {@class warlock||Celestial|celestial|XGE} patron is another logical choice, focusing on your quori as a spirit of light. As a {@class warlock||Hexblade|hexblade|XGE} or any warlock using the {@optfeature Pact of the Blade}, you can describe your weapon as being forged from nightmares.",
"If you want to add more psionic flavor to your warlock, your DM might allow you to shift the damage type of a few of your spells; could {@spell eldritch blast} inflict psychic damage? And even with default rules, you can roleplay it as a burst of telekinetic force."
]
}
]
},
{
"type": "inset",
"name": "Creating a Lineage",
"entries": [
"Once you’ve chosen a quori spirit, next define your lineage, considering the traits you might share with other kalashtar bound to that same quori line. Here are two examples.",
"{@b Lurashtai} began her existence as a tsucora quori. She wove dreams of gothic horror, playing on her victims’ fears of death and the undead. Raised on these morbid memories, the kalashtar of her line are comfortable with tragedy, have no fear of death, and see beauty in things that others find disturbing or terrifying. As a spirit of light, Lurashtai has taken an interest in the undead; she fears that by being trapped outside the cycle of life and dream, the undead weaken the shared soul of the age. As a result, the kalashtar of her line are often driven to hunt undead and lay their spirits to rest. Lurashtai kalashtar usually have pale complexions, sharp features, and silky, dark hair; they generally favor the color red in their clothing.",
"{@b Aveth}, a hashalaq quori, wielded the twin weapons of manipulation and insight before his exodus from Dal Quor. He takes great interest in the potential that mortals hold to choose a nobler path, much as he and his kind fled Darkness in search of Light. The kalashtar of Aveth’s line prefer following their intuition over the careful planning of others. They have great confidence in their ability to win over potential foes, turning them into friends, which can yield unexpected allies—or the untimely death of the too-optimistic kalashtar. Aveth kalashtar usually have dark skin, black hair, a preference for blue and aquamarine, and a distinct dislike of peanuts."
]
}
]
},
{
"type": "section",
"name": "Shifters: Wild and Wary",
"page": "43",
"entries": [
"As a shifter adventurer, you walk a path between the wilds and the civilized world. You are driven by primal instincts, the whispers of Wolf or Rat. When you embrace those voices, you transform. Do you see your shift-form as your true self, reveling in these moments of primal ascension? Or do you hate shifting, fearing that you might one day lose yourself to the beast within?",
"In creating a shifter, consider your roots and the spirit that drives you. What has set you on the path to adventure? Do you embrace the party as your pack, or are your companions just the means to an end?",
{
"type": "entries",
"name": "Shifter Origins",
"entries": [
"Shifters are relatively rare in the Five Nations; there are more changelings in Breland than there are shifters. The bulk of the shifter population of Khorvaire is based in the Towering Wood, the vast forest that stretches across the northwest. Over the last four decades, shifters have emerged from the deep woods to live in the farmlands of the Eldeen Reaches, shaping the culture of this new nation. Outside the Towering Wood, many shifters fled the violence and persecution of the Silver Crusade, leading to their scattering across the Five Nations. While the hysteria of the Silver Crusade has long since died down, there are still many who treat shifters with fear or suspicion. {@i They’re weretouched, more beast than human. They’re prone to violence—they can’t help it. Don’t they become dangerous when the moons are full?}",
"As a shifter character, you don’t have to be tied to a shifter community. You could’ve grown up in the Five Nations, serving as a soldier or working for a dragonmarked houses just as anyone else might have. But if you want deeper ties, consider the following options.",
{
"type": "entries",
"name": "Deep Forest",
"entries": [
"The shifters of the Towering Wood, nomadic hunter-gatherers, follow the same traditions that have sustained their people for millennia. Their champions are druids, rangers, and barbarians, and they are attuned to the beast within. But they know almost nothing about the world beyond the wood and have little experience with artifice or the wonders of the dragonmarked houses. If you’re from such a tribe, what drove you to leave the woods? Are you following a druidic prophecy? Pursuing an ancient evil that’s escaped from the wood? Have you been exiled from your tribe, or are you simply driven by curiosity? Outlander and hermit are both logical backgrounds for such a character."
]
},
{
"type": "entries",
"name": "Eldeen Reaches",
"entries": [
"Shifters played a strong role in the rise of the Eldeen Reaches. They can be found in the Warden militia, and many have settled in the farmlands, integrating with the other races in the area. The Reaches are a young nation that broke free from Aundair during the Last War, and there’s considerable fear that Aundair may try to reclaim the region. As an Eldeen shifter, are you a proud Reacher? Do you stand up for your people and take an aggressive stance against Aundair? Are your actions in some way helping your family? Or have you turned your back on the Reaches? Any background can work for an Eldeen shifter, but folk hero and outlander are both strong options."
]
},
{
"type": "entries",
"name": "Urban Pack",
"page": "44",
"entries": [
"Due to the fear and prejudice of many strangers, shifters often form tight communities in the larger cities. Lower Northedge in Sharn holds most of the city’s shifters; as a child, you might have played hrazhak on the bridges or pissed on the shrine of Fathen the Martyr. Do you have ties to an extended family in a bad part of town, or are you a lone wolf? Did you serve in the Last War, and if so, was it a sign of devotion to your nation or were you just doing your job? Do you cling to any of the old traditions of the woods, or do you see stories of Grandmother Wolf as foolish superstition?"
]
}
]
},
{
"type": "entries",
"name": "The Beast Within",
"entries": [
"Your shifter subrace isn’t driven by genetics—two beasthide shifters can have a swiftstride child. Young shifters have the same general phenotype, but as a child you find your beast within; this sets your subrace, triggering physical and psychological changes. The tribes of the Towering Wood believe that these beasts are totem spirits; Moonspeaker Druids tell stories of Grandmother Wolf and Grandfather Rat, and shifter hunters may swear by Tiger’s Blood.",
"Your beast within is reflected by your subrace and shapes your personality and appearance. If your beast is the Tiger, you likely have feline features, which are exaggerated when you shift. However, the beast is ultimately a reflection of who you are; you can attribute your wild temper to your Boar nature, but it’s not a truly independent force like the quori spirits of the kalashtar.",
"Moonspeaker druids respect many spirits, but the following five are usually associated with the beast within:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
"The {@b Bear} embodies strength and caution; in contrast to the Boar, the Bear pauses before taking rash action. Shifters tied to the Bear are typically {@race shifter (beasthide)|ERLW|beasthide}.",
"The {@b Boar} possesses great endurance and is celebrated for its honesty and lack of guile; however, it is also seen as being reckless and overly enthusiastic, often prone to rash action. Boar shifters are typically {@race shifter (beasthide)|ERLW|beasthide}.",
"The {@b Rat} is clever and stealthy. Lacking physical strength, Grandfather Rat uses wits to overcome his enemies. Rat shifters are usually {@race shifter (swiftstride)|ERLW|swiftstride}, but can also be {@race shifter (wildhunt)|ERLW|wildhunt}.",
"The {@b Tiger} is known for grace and speed, seen as a valiant hunter. In contrast to those guided by the Wolf or Rat, those touched by Tiger tend to be loners. Tigers are usually {@race shifter (swiftstride)|ERLW|swiftstride} or {@race shifter (wildhunt)|ERLW|wildhunt}.",
"The {@b Wolf} is considered wise and honorable, the pillar of a community and keeper of the druidic mysteries. Wolf shifters with a martial bent tend to be {@race shifter (longtooth)|ERLW|longtooth} shifters, while druids guided by Grandmother Wolf are usually {@race shifter (wildhunt)|ERLW|wildhunt}."
]
},
"Chapter 6 presents two character options that can represent your connection to the beast within, including the Superior Shifting racial feat and the Way of the Living Weapon monastic tradition. In creating a shifter character, consider both the nature of your beast within and how you relate to it. If you’re a wildhunt shifter with lupine characteristics, do you think of yourself as being touched by Grandmother Wolf? Do you play up this aspect of your personality, or do you largely try to ignore it?"
]
},
{
"type": "entries",
"name": "Shifters and Lycanthropes",
"page": "45",
"entries": [
"Shifters and lycanthropes are clearly related. Both transform into a more bestial state. Shifters have affinities for bear, boar, rat, and wolf; could it be mere coincidence that these are the most common forms of lycanthrope? And yet, the differences between shifter and lycanthrope are vast. Being a shifter isn’t a condition that can be passed by a bite. Shifters have full control over their gifts, while lycanthropes struggle with them. The beast within may shape a shifter’s personality, but it doesn’t overwhelm it. By contrast, lycanthropy attempts to destroy the victim’s original personality and can turn the most virtuous hero into a bloodthirsty murderer. Wererats and werewolves are cruel killers … but Grandmother Wolf doesn’t encourage savagery, and Grandfather Rat doesn’t urge murder. And perhaps most important of all: shifters themselves can become lycanthropes. This isn’t in their blood; lycanthropy is a curse, and it can afflict them just like it can any other humanoid.",
"The Moonspeaker druids tell a tale of five shifter champions who ventured too deep into the Towering Woods. They hunted a great evil, but when they caught it, they were overwhelmed; its evil filled their hearts, and it sent them back to prey on their friends and families. If anyone survived their attacks, the evil would seep through the wound and poison their hearts as well. These, they say, were the first lycanthropes.",
"The Silver Crusade began when a dark power surged in the Towering Wood, amplifying the power of lycanthropy. The curse became more virulent. Victims fell prey to its power more quickly, guided by some dark power beyond the common evil of the curse. Within the Towering Woods, tribes of shifters fought their corrupted kin. Beyond it, the farmers of Aundair were tormented by raiding wolves and boars. When the templars responded, the beasts that were slain reverted to their natural forms, revealing that they were shifters. The word quickly spread: all shifters were weretouched, capable of turning into savage beasts. None could be trusted! Meanwhile, among the shifter tribes, scouts warned of atrocities committed by the foreign soldiers. In fact, the demagogues on both sides were wererats working to ensure that these possible allies would instead become bitter enemies … and the trick worked. Frightened templars and paranoid mobs slew many innocent shifters, and to this day the extremist sect known as the Pure Flame claims all shifters are servants of darkness.",
"The fact of the matter is that {@i lycanthropy is a weapon}; it spreads through violence and turns its victims into killers. Its origins may never be discovered, but the Moonspeaker tale is as logical as any. Lycanthropes and shifters are related in that the first lycanthropes were cursed shifters. The unknown force responsible was likely also behind the surge that caused the Silver Crusade—and it could rise again. One logical contender is the daelkyr known as Dyrrn the Corruptor. It’s said that Dyrrn created doppelgangers by twisting changelings; it could have used this same technique to create lycanthropes from shifters. Or it could have been the work of an overlord, an archfiend of the Age of Demons; some texts speak of the Wild Heart, an overlord who destroys civilizations and feeds on primal cruelty. Ultimately, it’s up to the DM to decide if the answer will be revealed, and if so, what it is. In battling the cults of the Dragon Below, could you face the original shifter champions corrupted by Dyrrn? Or might the schemes of the Lords of Dust unleash the Wild Heart?",
"While shifters and lycanthropes aren’t the same, the story and the stereotype is well established. Everyone calls the shifters “weretouched.” Beyond the Towering Woods, there are many shifters who indeed believe they are thin-blooded lycanthropes. And the wounds caused by the Silver Crusade and the Pure Flame will never completely heal. But despite the stereotype, the shifters of the Towering Woods fear and fight evil lycanthropes, and their tribes include Monster Slayer rangers who specialize in hunting werewolves. Shifters and lycanthropes resemble one another, but they are not the same—and shifters are just as vulnerable to the curse of lycanthropy as humans are."
]
},
{
"type": "inset",
"name": "Shifters and Totems",
"entries": [
"The {@class barbarian||Totem Warrior|totem warrior} barbarian and the {@class druid||Circle of the Shepherd|shepherd|XGE} druid are both strong choices for a shifter character. But how do the totem options overlap with your ties to the beast within? If you decide that you’re a beasthide shifter with a Bear spirit, can you take Wolf as your Totem Spirit feature? Of course you can—even as a Totem Warrior, you’re not bound to a single totemic beast. You could play up the idea that you feel a connection to multiple spirits. With your DM’s approval, you could even have your character develop physical traits tied to your second spirit; you’ve always been a big, bearlike warrior, but now you manifest lupine ears and fangs when you shift.",
"Another option is to rename your class features to match your beast within. There’s no reason you can’t take the Bear option for the Totem Spirit feature but call it “Boar” instead. There is no Rat option for a Totem Warrior, but you could take the Eagle option and call it Rat. Ultimately this is a question of story. If you want to highlight your tie to a single spirit and it makes sense, just change the names. But there’s nothing wrong with having a totem menagerie!"
]
}
]
},
{
"type": "section",
"name": "Warforged: Steel and Soul",
"entries": [
"As a warforged, your body was made in a Cannith forgehold. The creation forge wove rootlike muscles across a frame of metal and darkwood, bathing your body in alchemical fluids, giving you skin of steel or hardened leather. And then the miracle occurred: you came to life. You are made from wood and steel, but you are {@i alive}, aware, capable of feeling love and anger. You were born with an innate sense of your purpose, the knowledge of war burned into the back of your mind. But you aren’t bound to follow the path that your creators planned for you. You have freedom. You have the ability to learn. Perhaps you even have a soul.",
"As a warforged, you were created for a reason—what was it? How did you find a new purpose and become an adventurer? What do you want from life now? Are you concerned about the fate of the warforged as a species, or do you feel more of a kinship with your adventuring companions than you do with other warforged?",
{
"type": "entries",
"name": "Origin and Purpose",
"entries": [
"The first warforged were built for battle. As Cannith refined its techniques, what started as simple infantry gave way to more sophisticated designs: lithe scouts with mithral plating, powerful juggernauts, even “living wands” wielding the power of sorcerers. As people grew more accustomed to these living constructs, Cannith began designing civilian warforged with a wide array of talents.",
"As a warforged, you have the ability to learn, and your background and class features could reflect this. If you’re a warforged bard, were you built to entertain, or were you created as a simple laborer only to discover remarkable talent within yourself? If you’re a sorcerer, were you designed to channel arcane power, or is it an unexpected development? Determine your original purpose from the options below, then consider how it relates to who you are today.",
{
"type": "entries",
"name": "Battlefield",
"page": "46",
"entries": [
"Like most warforged, you were designed to serve in the Last War. You didn’t choose your side; you were sold to one of the Five Nations and set to work. You weren’t taught to question this role—war was the only purpose you knew. Some warforged came to feel a patriotic attachment to the nation they served, despising the enemies they fought. Others felt a close bond to the officers and soldiers they served with, fighting for this “family” rather than for a nation. How about you? Which nation did you fight for? Do you consider yourself to be a Thrane or a Cyran, or do you have no love for the nation that bought you and threw you on the front lines?",
"Warforged were in service for the last three decades of the war. How long did you serve? What was your most dramatic experience? Did combat leave you with lasting scars or damage, even if they have no mechanical effect on your character?",
"For many warforged, class abilities reflect the role you played on the battlefield. As a fighter, you likely fought in the vanguard. As a ranger or rogue, you may have been designed as a scout. A barbarian’s rage could reflect a “battle mode”— you don’t actually get angry, but you temporarily increase your damage output and resistance. Class abilities gained over time could reflect an evolution of that design as you unlock your full potential—is this true for you, or are you developing unexpected talents?"
]
},
{
"type": "entries",
"name": "Civilian",
"entries": [
"In the last decade of the Last War, Cannith began selling warforged to civilian organizations. This wasn’t a common thing; a farmer couldn’t just go to the shop and take a warforged home. But you could have served a dragonmarked house, been a bodyguard or a tutor for a noble family, or even been designed to serve as an enforcer for a criminal organization. This path provides a wide range of possible backgrounds and unusual stories. If you take the {@background noble} background, that doesn’t mean you hold noble rank yourself—you could be a trusted bodyguard who’s still treated as a member of the household. Perhaps a noble has made you their heir; such a thing would be unprecedented, but it would be an interesting story! With the {@background folk hero} background, you could have served as the protector of a particular village, with the story of your brave deeds spreading far and wide.",
"As a civilian warforged, does your class reflect your original purpose, or have you risen beyond that? For example, you could take the {@background sage} background to reflect that you were designed to be a tutor or a researcher. You weren’t built to be a wizard—but over the course of your career, you began to master the arcane, far exceeding the expectations of your creators.",
"Warforged who served on the battlefield are forced to find a new life, because there is no war. As you weren’t made for war, did the end of the war have a dramatic impact on you? The Treaty of Thronehold released you from any form of indenture, but do you still feel an attachment to your family or village? Did you ever have a sense of loyalty to a nation, or has your worldview always been shaped by the people you worked with?"
]
},
{
"type": "entries",
"name": "Specialized or Unique",
"entries": [
"Battlefield warforged were largely mass produced. But there were many small runs of experimental warforged using specialized designs or experimental techniques. Perhaps your warforged rogue was part of a secret unit of assassins that were never deployed; how many others were in the unit, and what’s become of them? As a warforged entertainer, were you built to be a superstar—and if so, how does House Phiarlan feel about that? As a druid, have you found a bond to the natural world within, or did an eccentric artificer design you with the potential to change shape and bond with natural creatures?",
"In developing an exotic warforged, talk with your DM to develop details about your creator and your purpose. Are you one of a kind or part of a small run? Do you know who built you and why, or is your true purpose a mystery even to you?"
]
}
]
},
{
"type": "entries",
"name": "Mind and Body",
"entries": [
"Cannith artificers designed your body and made you for a purpose. When the creation forge imbued you with life, there were things you {@i knew}. If you were built to be a warrior, you knew how to wield a sword and pike. You had an instinctive sense of squad tactics. There were things Cannith instructors had to teach you, but even there, it felt almost as if they were reminding you of things you already knew.",
"This is one of the mysteries of the warforged. Where does your sentience come from? Cannith gave direction, but they didn’t design your mind; if they could, they’d have made you without emotion, and likely without the capacity for true independence. Many arcane scholars theorize that the creation forges don’t create the warforged mind, but rather summon it. Some believe that the warforged soul is drawn from the planes, that a warforged soldier is infused with the essence of Shavarath. Others suggest that the creation forges could be recycling husks from Dolurrh … perhaps the reason you sometimes feel that you’re remembering new skills is because you possessed those skills in a former life.",
"Regardless, your Cannith instructors taught you to focus solely on the purpose they gave you. They trained you to suppress emotions, to be a weapon or a tool. Now you are free, able to explore your full potential. What does this mean for you? You can feel a full range of emotions, but do you? Or are you mystified by anger and love? What do you actually care about? Do you feel loyalty to a particular person? To a nation? To the future of the warforged race? Some warforged revel in the ability to choose a new path; others hold fast to their original purpose, and just want a reason to put those skills to work.",
{
"type": "entries",
"name": "Evolution",
"entries": [
"Warforged aren’t machines; they’re living, magical beings, and can evolve both physically and mentally. Just as you can learn new skills, your body can transform over time. This is one way to reflect class benefits; can you think of a way that your body could physically change to account for a new ability? If you gain the Defense Fighting Style, that might reflect your natural armor becoming thicker. If you’re a warforged sorcerer, the ability to cast new spells could be reflected by arcane sigils appearing on your body, or by growing crystals that project light or energy. Never forget that you’re the product of magic as well as science. You may be made of metal and leather, but you’re also alive."
]
},
{
"type": "entries",
"name": "Integrated Protection",
"page": "47",
"entries": [
"As a warforged, your armor is a part of you. Your skin is metal or leather, physically bonded to the rootlike tendrils that serve as your muscles. While it is possible for you to change your armor, very few warforged actually ever do this. The process is similar to a human peeling off their skin; while it’s not dangerous for the warforged, it’s a disturbing and uncomfortable experience. As an adventuring warforged, it’s an important ability to have, as it allows you to improve your defense and to make use of magical armor. But be aware of the weight of what you’re doing when you exchange your armor.",
"Once you have integrated a suit of armor, it cannot be removed against your will. However, you are still considered to be wearing armor for purposes of the Defense Fighting Style or other feats and benefits that relate to armor. Likewise, integrated armor can be targeted by magical effects. The Juggernaut Plating feat presented in chapter 6 enhances your integrated armor and protects it from hostile magic."
]
},
{
"type": "entries",
"name": "Integrated Tools",
"entries": [
"Just as a warforged can bond to armor or weapons, it’s possible to attach a tool to its body. There are two ways to do this. The first is to acquire an {@item integrated tool|ExploringEberron}. As presented in chapter 7, this is a common magic item that requires attunement; through attuning the tool, you bond it to your body. An alternative is to take the Envoy Specialist feat found in chapter 6. This gives you the benefit of an attached tool without requiring attunement.",
"Unlike an {@item armblade|ERLW}, an {@item integrated tool|ExploringEberron} represents more than just having a hammer attached to your hand. Most tools don’t represent one single object, but rather, a range of smaller items. How does this manifest with you? If you have a set of integrated thieves’ tools, do you use your fingers as lockpicks? Or do you draw the various tools you need out of compartments in your forearm? If you have an integrated instrument, is it built into your arm or your torso? Whatever you decide, remember that you have to have a hand free in order to make use of an integrated tool. You can say that your bagpipes are built into your chest, but you still need a free hand to play them.",
"An {@item integrated tool|ExploringEberron} can be an interesting part of a character concept that reflects the purpose a warforged was built for. A warforged outlander could have a set of cartographer’s tools built into her body; she was designed to explore, using her integrated tools and innate sense of direction to constantly update her maps. A warforged entertainer with an integrated flute is a compelling image. In both cases, it’s not that the warforged acquires the tool, but rather, it was part of their original design. If you have an interesting origin story, you can see if your DM will allow you to take a tool you possess at character generation as an {@item integrated tool|ExploringEberron}. If not, integrated tools are common magic items and can be easily acquired over the course of your adventures."
]
}
]
},
{
"type": "entries",
"name": "Warforged Concepts",
"entries": [
"When creating a warforged character, a simple place to start is to ask: What did you do during the war? How have you changed since it ended? Did you choose the path you’re on, or were you designed for it? Chapter 6 includes two new subclasses that a warforged could explore. The Living Weapon monk could be a warforged whose abilities reflect physical evolution combined with martial discipline. The Circle of the Forged is a druid path that lets you explore your connection to the natural world while remaining a creature of wood and stone. Here are a few other unusual concepts.",
{
"type": "entries",
"name": "The Divine Tool",
"entries": [
"You were made by human hands. There are many who believe that you have no soul, that you’re just a tool. What would draw you to a religion and imbue you with the faith required to channel divine magic? If you’re creating a warforged paladin or cleric, here are a few ideas to consider:",
{
"type": "list",
"items": [
"Onatar is the Sovereign of the Forge, the patron of the smith and artificer. As a {@class cleric||Forge|forge|XGE} cleric, you might believe that the warforged weren’t designed by a mortal mind; rather, Aaren d’Cannith was guided by divine inspiration to bring Onatar’s children into the world. Do you want to bring humans and warforged together, promoting a peaceful coexistence? Or do you believe that the warforged have their own divine purpose that has yet to be fulfilled?",
"An artificer built fifteen warforged, each to serve as an avatar for one of the Sovereigns and Six. Did they succeed? You wield divine magic; is there the seed of a Sovereign within you, waiting to grow as you gain levels? Which Sovereign do you represent? And if the experiment appears to have worked, what became of your fourteen siblings?",
"You have the body of a warforged but the mind of a human. You were a devoted follower of the Blood of Vol. After death, you awoke in a warforged body. You don’t know how this happened. Was it an accident? The work of a necromancer? Or are all warforged vessels for dormant ghosts? Regardless, you intend to use this second life to fight for the living.",
"Any noble soul can draw on the power of the Silver Flame to protect the innocent. Were you inspired by a paladin who fought by your side, and you took up their sword when they fell in battle? Or perhaps you were {@i designed} to channel the power of the Flame—a prototype commissioned by one of the Cardinals of Thrane. Are you a miracle, a celebrated champion of the church with the acolyte background? Or has Cardinal Krozen branded you an abomination?"
]
}
]
},
{
"type": "entries",
"name": "The Docent Warlock",
"entries": [
"A {@i docent} is a sentient magic item, a sphere that attaches to the chest of a warforged and offers guidance. Ancient {@i docents} have been found in Xen’drik, artifacts of unknown age and origin. You found such a {@i docent} and it’s attached to your body, altering your physiology and gifting you with supernatural powers. Mechanically you’re a warlock, but you wear your patron on your chest. The patron you choose reveals something about the nature of the {@i docent}. If you take the {@class warlock||Fiend|fiend} as your patron, it suggests that a dark power could be bound in the {@i docent}. If you take the {@class warlock||Celestial|celestial|XGE} as your patron, perhaps the {@i docent} holds a spirit of light. The {@i docent} is the source of your powers, but you don’t know if you can trust it; discovering the true nature of the {@i docent} will be part of your unfolding story. Is it a magic item created by a forgotten society? Or is an immortal spirit bound in the docent … and if so, what does it want?",
"While the story idea is that you found a {@i docent}, your patron doesn’t use an attunement slot and you can’t actually remove it; it’s become a part of you. However, if you do somehow remove it, you won’t lose the powers you already possess. Should this happen, perhaps you’ll have to find a new patron, or perhaps you’ll find that the power was a part of you all along."
]
},
{
"type": "entries",
"name": "The Forgotten Assassin",
"entries": [
"You awoke in the bottom of a lake. You have no memory of how you got there or anything of your life before that moment. As warforged don’t need to breathe, you made your way back to shore. You’re a warforged rogue, quick and deadly. But you have flashes of your past, glimpses of memory in which you’re an assassin possessing far greater skills than you have today. As you gain levels, you are actually regaining these skills you once possessed. As you do so, perhaps you’ll also recover your memory. Who did you work for? Who did you kill? How and why was your memory wiped? And most of all, are you sure you want to know the answer?"
]
}
]
}
]
}
]
},
{
"type": "section",
"name": "Chapter 3: Faiths of Eberron",
"page": "49",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"There’s no evil in the heart of a newborn child. But demons prey on our base emotions, and from the moment we’re born, the fiends start calling us down their dark paths. None of us are perfect, and there will be times when even the best are lured into darkness. But remember: the child who’s gone astray isn’t the enemy—they’re the victim. You carry the Flame. Don’t burn the misguided; instead, banish the shadows and lead them back into the light.",
"—Tira Miron, {@i To the Templars}"
]
},
"When humans first set foot on Khorvaire, they thanked Kol Korran for seeing them safely across the water. King Galifar I believed that it was Dol Arrah who guided him to victory and looked to Aureon to inspire his rule. But the humans didn’t invent the Sovereign Host. Explorers in Xen’drik have uncovered a vast temple dedicated to Ouralon Lawbringer—a clear parallel to the Sovereign of Law and Lore, worshiped by the giants tens of thousands of years before human civilization existed.",
"For many hundreds of years, the Sovereign Host stood as the bedrock faith of Galifar and the Five Nations. But over centuries, cracks began to form. In Thrane, a young paladin delivered the nation from fiendish domination, crediting her victory to an ancient force of light. The people she saved were quick to embrace the faith of the Silver Flame, and it gradually spread across Galifar. Meanwhile, in the far northeast, a small but devoted following held to the teachings of the Blood of Vol.",
"Some scholars say that the growing power of industry and arcane science weakened faith. Why should a blacksmith make an offering to Onatar when he could use his copper to take Cannith courses and learn {@spell magecraft|ExploringEberron}? Others say that the Last War is to blame. Whatever the cause, there are certainly many in Khorvaire who have no deep devotion to any religion. None would deny that divine power exists, but in a world with sorcerers and dragonmarks, the ability to perform magic is no assurance of the existence of gods. But many faithful see no conflict between the wonders of the modern age and their devotions. Even House Cannith has always claimed to prosper through the blessing of Onatar, and there have always been those within the house who have asked the Traveler for dangerous inspiration. While the Mourning caused some people to question their beliefs, for others, their faith was the source of stability and comfort in a bleak world: {@i Whatever horrors we face, surely there is a reason for our suffering … a divine purpose we can’t yet understand.}",
"This chapter examines the role of divine power in daily life and explores the differences between arcane and divine magic. It examines the three major religions of Khorvaire and delves into the occult mysteries of the cults of the Dragon Below. It concludes with revelations about the {@race aasimar|VGM} and their place in the world of Eberron.",
{
"type": "section",
"name": "The Role of the Divine",
"entries": [
"While scholars debate if the Sovereigns truly exist, the presence of divine forces can be felt in everyday life. This is more pronounced in specific places—Thrane, Aerenal, a Seeker community in Karrnath—but even on the cynical streets of Breland, you can consult an oracle of Aureon or get help from an exorcist of the Silver Flame. Similarly, people may criticize the actions of the Church of the Silver Flame, but no one doubts that the Flame itself exists, and everyone knows that its champions wield mystic power. Player characters are remarkable, and paladins are rare, but it’s common knowledge that paladins exist. When a paladin heals a wounded soldier by laying on hands, it’s impressive, but not unprecedented. How is divine power encountered in the world, and how does it differ from the magic of wizards and artificers?",
{
"type": "entries",
"name": "What is Divine Magic?",
"entries": [
"A cleric, a bard, and an artificer can all cast cure wounds. Working strictly by the rules, the only difference between the three characters is the spellcasting ability associated with each, so arcane and divine magic aren’t concrete mechanical concepts. Rather, it is part of the story itself, with the artificer and cleric each doing something fundamentally different; the artificer creates a quick healing salve, while the cleric lays their hands on the victim and calls for a miracle. This section explores the difference between arcane and divine magic, suggesting flavor that you can employ in describing the actions of spellcasters.",
{
"type": "inset",
"name": "Spoiler Alert",
"entries": [
"While much of this chapter is applicable to both players and DMs, some information lies ahead that isn’t common knowledge to most player characters. Even characters with proficiency in Religion don’t automatically know the deep lore of their faith; for example, most clerics devoted to the Blood of Vol don’t know how Erandis Vol is connected to it. As a player, recognize that your character is unlikely to know all the things you’re about to read, and work with your DM to determine how much they know about their religion and its secrets.",
"It’s also important to note that the faiths of Eberron have been presented in different ways over the course of different books and editions of the game. As a DM, it’s up to you to decide what’s true in your campaign. And as a player, keep in mind that your DM may not take this book as gospel! This chapter is meant as a source of inspiration, not as absolute truth."
]
},
{
"type": "entries",
"name": "Arcane Magic",
"page": "50",
"entries": [
"Arcane magic is a form of science. There are predictable rules that shape reality, and with proper study and force of will, anyone could potentially perform arcane magic. This is what makes arcane magic the foundation of civilization in the Five Nations: it can be taught, and once learned, it is entirely reliable. Arcane magic involves channeling ambient magical energy—the powers of the planes, the emanations of the Ring of Siberys—and focusing it to alter reality. The components of a spell—like verbal incantations, somatic gestures, and focus items—help this process, but the most important element of spellcasting is mental focus. Though a fighter could perfectly duplicate the words and gestures of a wizard, nothing would happen. You must cast the spell in your mind, harnessing and shaping mystical energy, and this is dangerous and exhausting; this is why most spellcasters are limited in how many spells they can cast each day.",
"All arcane magic consists of reliable skills you can master, but there are different forms of arcane magic. While a wizard and sorcerer can both cast fireball, there’s a difference, tied to the ability associated with spellcasting.",
{
"type": "entries",
"name": "Intelligence",
"entries": [
"Spellcasting using Intelligence is grounded in knowledge and logic. For these characters, casting a spell is like solving an equation—harnessing and carefully channeling the precise quantity of mystical energy required to produce the effect you’re looking for. A wizard may use words of power and mystic gestures to generate power, while an artificer instead relies on tools. But either way, you fundamentally know what you’re doing, which is why both artificers and wizards can prepare new spells each day. Arcane magic is a science, and you’re a scientist."
]
},
{
"type": "entries",
"name": "Charisma",
"entries": [
"Spellcasting using Charisma is tied to instinct and force of personality. For these characters, casting a spell is like knowing a few amazing family recipes even though you have no concept of the fundamental principles of baking. Your spellcasting talents may come from an arcane bloodline, a mystic patron, or a magical song. Regardless, you still have to perform similar actions to a wizard; to cast a {@spell fireball}, you still need somatic gestures and verbal incantations along with a ball of guano or an arcane focus. But you don’t have to understand what you’re doing the way a wizard does; you just know that if you follow the recipe, you’ll get a perfect result."
]
},
"In general, wizards, sorcerers, warlocks, artificers, bards, wandslingers, and magewrights use arcane magic. This still leaves room for individual flavor, and the techniques of an Aereni wizard may look quite different from those of an Aundairian wandslinger. But the same basic science underlies them both, and the principles of verbal and somatic components are familiar, even if the precise gestures or words are different. You can decide your character breaks this tradition, but this doesn’t change any mechanical rules. You might say that your bard uses divine magic to cast spells— singing prayers to the Sovereigns, for example. However, this won’t change your spellcasting ability or allow you to use a holy symbol as a spellcasting focus, unless you make arrangements with your DM."
]
},
{
"type": "entries",
"name": "Divine Magic",
"entries": [
"There’s no logic to divine magic, no pure science that can explain exactly how it works. An acolyte might spend years meditating and praying, performing virtuous deeds, and tending their flock, and still never gain the power to cast a spell; meanwhile, a smith who can’t even read might feel Onatar’s guiding hands and cast {@spell magecraft|ExploringEberron}. Divine magic requires two things: absolute faith and a connection to a divine power source.",
"Faith is about conviction. It can’t be something you approach rationally. You need to know in your heart that the magical effect you seek to produce with your spell should and will happen. Whether you’re smiting an enemy or healing an ally, you know that the enemy will fall and that you will save your friend. This doesn’t mean that you have to be a zealot with no doubts whatsoever; you can question your overall course of action. But you can’t think about your doubts in the moment of casting the spell; in that instant, you must have pure and absolute certainty that the spell will come to pass.",
"But faith alone isn’t enough; you also need a connection to a source of divine power. In Eberron, no one can prove whether the Sovereigns or other deities exist—if Onatar actually guides all artisans or if Dol Dorn and Dol Arrah truly watch over every battlefield. But whether or not Dol Arrah exists, when her paladin smites a foe, they draw that power from something. The paladin believes it to be Dol Arrah granting her favor, and maybe it is. Or maybe the shared faith of the tens of thousands of people who believe in the Sovereigns has created wells of power in the collective unconscious, and the paladin draws on this powerful force instead. In a practical sense, the truth is irrelevant; regardless of its nature and source, the power exists. And this is where science fails. The Silver Flame is a source of divine power, a force that has held demons at bay for millennia. Those who seek to defend the innocent and fight supernatural evil can draw on its power. But why does one templar become a paladin over another of equal faith? Why does an illiterate farmer gain the gift of divine magic when a religious scholar who’s spent decades studying texts doesn’t? People of faith usually respond that it’s because the farmer was chosen by Arawai, or because one templar was more open than the other to the Voice of the Flame. Maybe that’s true, or maybe it’s all just luck.",
"As a paladin or cleric, you are tied to a source of divine power. Have you been chosen for a grand purpose? Did you earn this gift through piety or virtue? No one can prove the answer one way or the other. All that matters is that you have your faith, and that when you call for divine power, something answers.",
{
"type": "entries",
"name": "Manifestations of Divine Magic",
"entries": [
"To the outside observer, divine magic is very different in flavor from arcane magic. A wizard traces glowing sigils and speaks words in a language older than humanity; a priest simply points dramatically at their enemy and calls on the Silver Flame to strike them down. Whether a spell is fueled by arcane or divine power, however, it still requires verbal and somatic components. Practically speaking, this means the spellcaster has to be able to speak and use their hands, and that these are somehow tied to casting a spell. But where a wizard may recite a complex incantation, the verbal component of divine magic could be the simplest of prayers: “Dol Arrah smite my foe!” or “Stand revealed in the light of the Flame!” Or it might be more complex, perhaps singing a hymn or reciting a passage from an ancient text. In both cases, the verbal components are statements of conviction and intent. Just as arcane magic is more than words and gestures, divine magic likewise has a mental component. The caster doesn’t just ask for something; they reach out and {@i take} the power from the divine source, and if they draw too heavily on this connection, it’ll be exhausted until they can rest."
]
},
{
"type": "entries",
"name": "The Value of Uncertainty",
"entries": [
"Mechanically, there’s no difference between arcane magic and divine magic. But Eberron’s divine magic is inherently more mysterious—it’s not a science and shouldn’t be entirely consistent or reliable. If you and your DM both agree to it, the DM could add some uncertainty to your divine magic. Consider a few ways this could manifest:",
{
"type": "list",
"items": [
"A spell could have a more powerful effect than you expected, as if cast with a spell slot of a higher level.",
"The target of a spell could gain advantage or disadvantage on a saving throw against it.",
"A target could be unexpectedly included or excluded from a spell effect."
]
},
"This uncertainty should never become commonplace. It’s the sort of thing that might happen once or twice during an adventure, if at all, and it should never be something you demand. It’s a way to add that sense that divine magic isn’t logical—not to create a concrete advantage or disadvantage for divine casters.",
"You should generally have a sense of why the uncertainty is happening. If you doubt the righteousness of your cause, it would make sense for you to have disadvantage on your attack roll; conversely, if you’re a Silver Flame priest facing one of the Lords of Dust and you’ve just made an impassioned speech condemning them in the name of the Flame, you might expect a surge in power. But divine magic should never be entirely logical. If you cast {@spell flame strike} and one of the targets is entirely untouched, is it because your faith faltered, or could it be a sign that you are supposed to spare this person’s life?"
]
},
{
"type": "entries",
"name": "Visions and Portents",
"entries": [
"As a divine caster, you are in touch with a divine power source. DMs can add a sense of mystery to divine magic by granting you divine visions. This might be clear and direct: during a long rest, you have a vision of a dark cloud over a nearby town. You know that evil forces are gathering there and that you have been charged to defend the townsfolk. This can be an easy way to set an adventure in motion. But it can also be more cryptic and intriguing: as your paladin enters the village, you see a burning crown floating above the head of a crippled beggar. The vision lasts an instant and is gone, with no further guidance. Is it a sign that the beggar is the rightful ruler and you should restore him to power? Is it a warning that he’s an agent of Rak Tulkhesh? There is no clear answer; it’s up to you to interpret it. The divine power is telling you something, but can your mortal mind make sense of it? As with unreliable magic, visions should be rare and remarkable. Such a vision is a reminder that you are in touch with a higher power, but you should never take this gift for granted or come to expect it."
]
}
]
},
{
"type": "entries",
"name": "Other Forms of Magic",
"page": "51",
"entries": [
"Divine magic and arcane magic are the two most common forms of spellcasting, but they’re far from the only paths. Primal magic draws on the ambient power of the natural world, and is commonly used by druids and rangers. The verbal components of a primal spell might include a bird call or invocation of an animal spirit; somatic components might mimic the motion of a beast or spreading roots. Psionic magic uses the focused power of the mind, and chapter 2 includes suggestions for adding psionic flavor to kalashtar characters. A warlock might say that they are directly channeling their patron, acting simply as a vessel for that power."
]
}
]
},
{
"type": "entries",
"name": "Divine Magic in Everyday Life",
"entries": [
"Faith is a part of everyday life in the Five Nations. The people of Galifar were devoted to the Sovereign Host, and this echoes through its institutions—marriages are sanctified by Boldrei and judges swear oaths to Aureon. The Sovereign Aureon is the patron of wizards and magewrights, and Cannith artificers look to Onatar and the Traveler for inspiration. Many dragonmarked heirs assert that their marks are divine gifts.",
"So faith remains widespread, and there is no inherent clash between arcane and divine magic, but most commercial magical services are provided by arcane magewrights, not divine adepts. Priests can often cast {@spell thaumaturgy} or {@spell ceremony}, but rarely wield other forms of magic. The job of the priest is to provide spiritual guidance to their community; if you’re looking to fix your injured leg, you go to a Jorasco healing house, not to a temple.",
"As a result, people are well aware of divine magic, but it’s not taken for granted in the same way arcane magic is. The people of Eberron understand that divine magic isn’t necessarily reliable, as discussed in the “Gifts in Time of Need” sidebar. A paladin player character will never lose their class abilities, but an NPC templar might gain divine power only when fighting supernatural evil and be unable to produce those effects at other times.",
"People with the abilities of clerics and paladins are usually found serving as champions of their faiths. They are exorcists, templar commanders, inquisitors, and missionaries venturing into dangerous lands. You wouldn’t just go into a temple of Boldrei and demand to be healed. Clerics and paladins are remarkable, and people will assume that you were given your powers for a special purpose. NPC clerics of Boldrei might be found operating charitable clinics or fighting outbreaks of plague.",
{
"type": "inset",
"name": "Gifts in Time of Need",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Long ago, a simple smith received Onatar’s blessing, and from then on, found he could use divine magic to cast magecraft. When a gang of bandits threatened his village, the old man struck down the bandit leader, then smote those who didn’t flee. He exclaimed that Dol Arrah and Boldrei empowered him to protect his people. But when the bandits fled, this strength left him and he died."
]
},
"This is a typical folktale in the Five Nations. You can’t choose to become a divine spellcaster; the power is given to you. While some say this proves the existence of divine intervention, others assert it’s simply that deep devotion allows anyone to channel divine power under the right circumstances. In some cases, divine power can be temporarily granted by an immortal entity, as the paladin Tira Miron was strengthened in her battle against Bel Shalor by a couatl guardian.",
"Player characters rarely have power stripped away; their core abilities should be reliable unless the player and DM agree to add uncertainty to their abilities. But NPCs could receive temporary divine gifts; the old smith described above could be a vital ally in a battle, but at the end of the adventure, his powers leave him. In the case of a player character, any character with faith could temporarily receive a boon (as presented in the {@book Dungeon Master’s Guide|DMG}) tied to a particular quest or purpose. That purpose might be made clear—gifted by a spiritual guide like Tira’s couatl, or revealed in a divine vision—or it could be a mystery. Such a gift is temporary, and will be lost when it has served its purpose. This sort of gift should be especially rare and remarkable; Tira and the couatl is a legendary event, not something taken for granted. But it is something that can happen if it fits an adventure."
]
},
"While it’s rare to find people selling divine magic as a service, it’s not unheard of. Breland is infamous for corruption, and an NPC cleric could demand gold for mystical assistance. Oracles of Aureon typically demand “donations” for their insights. And in places where faith is especially strong or widespread, adepts can be found providing services commonly performed by magewrights. In a Seeker community in Karrnath, you may find skeletons animated by the local priest tilling a field. A devout blacksmith might cast {@spell magecraft|ExploringEberron} by calling on Onatar instead of learning it from Cannith—but unlike with arcane magic, this devout blacksmith can’t teach the spell to an apprentice. Divine spellcasting is a gift, not a job; an apprentice might earn that gift with their own devotion, but it’s never a sure thing.",
"Within the Five Nations, Thrane is the greatest example of divine magic being worked into everyday life. Even there, Jorasco still provides healing and people rely on Sivis speaking stones to communicate. But in Flamekeep the streets are lit with silvery {@items everbright lantern|ERLW|everbright lanterns} created by adepts instead of artificers, and many other common services are provided by divine faith instead of arcane science. Beyond the Five Nations, the cultures of Aerenal and the Ghaash’kala orcs of the Demon Wastes use divine magic nearly as commonly as arcane services."
]
},
{
"type": "entries",
"name": "Questioning Faith",
"page": "52",
"entries": [
"Divine magic is real. For a player character, it’s reliable, and under fifth edition rules, clerics and paladins don’t risk losing their powers if their actions aren’t perfectly aligned with their faith. As discussed in the “What is Divine Magic” section above, there are many ways to reflect the importance of faith and what makes playing a divine spellcaster feel distinctly different than playing a wizard.",
"But what happens when that faith falters? A DM and player could work together to reflect the evolution or even loss of faith by an equally dramatic mechanical change to a character. Consider a paladin who discovers or does something that deeply undermines their faith. If the character simply loses their class features, no one will have fun. But you could redesign the character as a fighter of the same level, reflecting the idea that their divine abilities are gone, but they’re still a tough, hardbitten warrior. Or in reverse, you could start a campaign playing a fighter as a former paladin who lost your way; if you find redemption or new faith over the course of the campaign, you could eventually redesign the character to be a full paladin.",
"Similarly, a character’s beliefs might evolve rather than be lost entirely. Tira Miron began as a paladin of Dol Arrah but later embraced the Silver Flame. It’s equally possible for a cleric of the Sovereign Host to have a journey that leads them to embrace the Blood of Vol; this sort of character evolution can be a remarkable story, and be reflected mechanically by the DM and player working together to swap their class archetype.",
"These mechanical changes might require some suspension of disbelief, as the paladin who becomes a fighter might suddenly be a significantly better fighter, and the cleric who swaps domains might lose proficiencies and have to throw away their armor. This is an imperfect process, and it’s up to both player and DM to find ways to push past this and explain them within the story: {@i “My armor was a prison. Now that I’ve embraced the light, I can’t bear to carry the weight of war on my shoulders.”} It’s important to maintain game balance, even if it means overlooking a few blips in the story. But changing beliefs can be a good reason for a dramatic mechanical shift within a character. Ultimately, your beliefs—or lack thereof—don’t have to be limited by a class choice you made at 1st level. Whether it’s ultimately strengthened or abandoned, questioning and exploring faith can be an interesting path for any character."
]
}
]
},
{
"type": "section",
"name": "The Silver Flame: Defending the Innocent",
"entries": [
"Eberron is just one bad day away from collapsing into a demonic apocalypse. The fiendish overlords struggle against their bonds, and shapeshifting rakshasa are manipulating humanity and working to release their masters. If you live in Khorvaire, you know as absolute fact that the dead can rise to prey on the living. You know that horrific aberrations could burst out of the underworld at any time and that the bite of a werewolf is all it would take to turn you into a murderous monster. The more you know, the worse it gets—even your dreams could be orchestrated by the Dreaming Dark. These things aren’t questions of faith; these are simple facts. The overlords embody our worst fears. They thrive on hatred, cruelty, and chaos. Even when they’re bound, they can use their influence to drive people toward darkness. And if they break their bonds, the world as you know it will be destroyed.",
"These realities—and the need to protect the world from them—form the vital foundation of the Church of the Silver Flame. This is a world where deadly supernatural evil is a concrete fact of existence, and the church itself was founded when a noble paladin gave her life to pull her nation back from the abyss. Some might mistakenly see the church merely as a militant hierarchical religious organization and assume that it must be a force of oppression. But while the Church of the Silver Flame is a religion, it’s equally a volunteer militia whose members are prepared to risk their lives to protect every innocent from the real and deadly threats lurking in the shadows. At the end of the day, the templar isn’t there to tell you how you should live your life; they’re there to make sure you can live your life, to protect you from the monsters and fiends that could appear at any moment.",
{
"type": "entries",
"name": "Foundations of the Faith",
"entries": [
"The Silver Flame was forged in the Age of Demons, and heroes of many cultures have wielded its power over the ages. The following principles form the common foundation of the Flame, regardless of whether you’re a Ghaash’kala orc or a templar of Thrane—though extremist sects pick and choose which tenets to follow or discard. When dealing with followers of the Silver Flame, keep these in mind.",
{
"type": "entries",
"name": "A Power, Not A God",
"entries": [
"The Silver Flame is a force created during the Age of Demons to bind the overlords. It has a concrete purpose: it is the cage that keeps apocalyptic evil at bay. The Sovereigns and Six are deities, believed to influence every facet of daily life. The Silver Flame is different. It’s not seen as an anthropomorphic entity; rather, followers recognize it as a pure force of celestial energy. It doesn’t influence the world on its own, and can only empower champions who will use that gift to protect the innocent. The Flame itself doesn’t speak to people; instead, it is the Voice of the Flame that guides the faithful. Ultimately, the Silver Flame is a resource; if you seek to protect the innocent from supernatural evil, you may be able to draw on the power of the Flame to aid you in your fight."
]
},
{
"type": "entries",
"name": "Coexistence",
"page": "53",
"entries": [
"The Silver Flame won’t grant you a good harvest as Arawai will, nor will it send storms like the Devourer. The Silver Flame isn’t a god, but a resource to serve a specific purpose, and there is no inherent conflict between the beliefs of the Silver Flame and the Sovereign Host. The Church of the Silver Flame is a practical, pragmatic faith founded on active public service. It takes the approach that the world will manage itself—that there will be a harvest or a storm whether or not you acknowledge Arawai or the Devourer—and that the most important thing is to protect people from the darkness that could destroy them. The church doesn’t inherently challenge the worship of the Sovereigns, and the two faiths have coexisted peacefully throughout history. Paladins of Dol Arrah often coordinate with templars of the Silver Flame to deal with threats, and Vassals of the Sovereign Host are usually happy to accept the assistance of templars when danger strikes."
]
},
{
"type": "entries",
"name": "Defense of All",
"entries": [
"The Silver Flame protects the entire world from the evil of the overlords, and likewise, those who channel its power should protect all innocents from supernatural threats. While extremist sects may stray from this path, the core beliefs of the Church of the Silver Flame don’t elevate any nation or species above another. Templars of the Silver Flame should protect everyone from evil. Friars should guide and care for all who are in need.",
"This principle was clearly evident during the Last War. Even when the Church took power in Thrane, most priests and templars in other nations continued to serve their people. Regardless of the position of the cardinals and the Keeper, the mission of the Flame is to defend the innocent, not to rule the world. Brelish and Cyran templars would quickly unite with Thranes if a supernatural threat arose in the midst of a conflict; if demons from Shavarath appeared on a battlefield, all templars would unite against them. But in the absence of supernatural evil, there’s nothing preventing a templar from serving their nation or protecting their family. While the templars of Thrane are also the army of Thrane, they still recognize the difference between their sacred duty and their service to their nation."
]
},
{
"type": "entries",
"name": "Eternal Evil",
"entries": [
"The Silver Flame was kindled to bind the fiendish overlords, immortal spirits that cannot be destroyed. The overlords are the embodiments of hatred, fear, greed, cruelty—and, like the overlords themselves, these things can never be permanently destroyed, only held at bay. The message of the Silver Flame isn’t that evil can ever be permanently eradicated. It is that we must be ever vigilant and prepared to deal with evil when it arises. Even in the most peaceful moments, a new terror could emerge from Khyber, or a gate could spill shadows out of Mabar. And even in a town of virtuous people, someone could be corrupted by greed or anger. The templar stands ever ready to fight the physical threat, while the minister seeks to keep their people on the virtuous path."
]
},
{
"type": "entries",
"name": "Afterlife and the Voices of the Flame",
"entries": [
"The basic doctrine of the Silver Flame doesn’t promise punishment or paradise after death. But its faithful commonly believe that the souls of those who live virtuous lives pass through Dolurrh unharmed, merging with the Silver Flame itself. By strengthening the Flame, these souls continue to protect the innocent of generations to come. Merging with the Flame is generally depicted as a transcendent union with those who have gone before, a state beyond mortal understanding— seen both as a reward and a duty.",
"Typically, souls that merge with the Flame don’t return to the mortal world. However, it is possible for a spirit within the Flame to maintain its identity, guiding or advising the faithful from beyond. The Church of the Silver Flame calls out Tira Miron as the Voice of the Flame, who stands between eternity and mortality and guides the faithful toward the light. However, the Ghaash’kala and the serpent cults existed long before the sacrifice of Tira Miron, and they have their own Voices of the Flame—heroes who guide the faithful of these cultures."
]
}
]
},
{
"type": "entries",
"name": "The Hierarchy of Evil",
"entries": [
"The Silver Flame empowers mortals to fight against evil. But not all evils are equal, and different threats call for different approaches. The Church of the Silver Flame defines the hierarchy of evil as follows:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Entities of alien evil.",
"entry": "These are the children of Khyber, encompassing all manner of fiends and aberrations. These beings are fundamentally unnatural and innately malevolent; even their presence is seen as harmful to the world."
},
{
"type": "item",
"name": "Entities of unnatural evil.",
"entry": "These are beings once native to Eberron that have been corrupted by alien forces. Undead and lycanthropes are the most obvious examples of this category—innocent people transformed into monsters. Like the followers of the Undying Court, the Church of the Silver Flame maintains that undead are inherently unnatural and harm the living simply through their existence."
},
{
"type": "item",
"name": "Entities of innate evil.",
"entry": "This is the most contentious category on the list, and it is the idea of {@i monsters}—that there are creatures native to Eberron who are evil by nature. In the past, the church has placed medusas, harpies, trolls, and similar creatures into this category, asserting that through no fault of their own, these creatures are vessels for supernatural evil and pose a threat to the innocent."
},
{
"type": "item",
"name": "Those who choose evil.",
"entry": "This encompasses all humanoids who are born innocent but choose to follow an evil path. Because such beings aren’t evil by nature, the goal of the faithful should always be to lead them back to the light."
},
{
"type": "item",
"name": "The evil within.",
"entry": "Every follower of the Flame must recognize their own capacity for evil action; only through awareness can they guard against it. The Shadow in the Flame is always whispering, and it is arrogant and foolish to ignore that threat."
}
]
},
"Entities of alien and unnatural evil must be fought with steel and spell. This is the purpose of the Silver Flame: to protect the innocent against these threats. When such forces arise, followers of the Silver Flame are expected to set aside any differences until the evil is defeated; this was seen in the Last War, where templars might serve different nations but would unite to deal with a supernatural threat. If it’s possible to eradicate a threat without violence—such as curing a lycanthrope rather than killing it—that’s acceptable, even laudable. But protection of the innocent should always be the primary concern, which is why the Silver Crusade focused on the eradication of the lycanthropes; the templars rarely had the resources to capture and cure lycanthropes.",
{
"type": "inset",
"name": "Celestials and the Silver Flame",
"entries": [
"The Silver Flame is tied to Eberron. If you worship the Flame and cast a spell that normally contacts or summons an extraplanar ally, you touch the power of the Flame itself. This could be a couatl, or you could speak to the Voice of the Silver Flame—the spirit of Tira Miron, though now that she is bound to the Silver Flame, she is far more than just a ghost. {@spell Conjure celestial} will usually summon a couatl, its essence drawn from the Silver Flame and given temporary existence until its task is done. {@spell Planar ally} can produce more powerful celestials, but these aren’t called from another plane; while they may use the statistics of angels, they are formed from the pure light of the Flame itself and return to the Flame when their work is done."
]
},
"With those who choose evil and those who fall prey to the evil within, the Church of the Silver Flame urges compassion over brutality. Templars take arms against unnatural evil, but it is the purpose of friars and ministers to guide mortals to the light. Innocents must always be protected from those who would harm them, but anyone who chooses evil could be convinced to choose good, and true followers of the Flame are encouraged to act with empathy and compassion for all natural creatures.",
"In the past, the church assumed that trolls, harpies, worgs, and similar creatures were innately evil, so templars eliminated these threats wherever they were encountered. With the rise of Droaam and House Tharashk’s introduction of monstrous mercenaries, Khorvaire is learning that these creatures aren’t any more inherently evil than humans or dwarves. Ultimately, it is up to the Keeper of the Flame to make rulings on these matters—much like a past Keeper’s ruling that the deathless of Aerenal are not creatures of unnatural evil. In 992 YK, Keeper Lavira Tagor ruled that the church needed to reevaluate the classification of innate evil, and that templars should judge the actions of creatures in question and seek guidance from the Voice of the Flame. Since then, the Council of Cardinals has been debating the status of Droaam, but Keeper Daran has yet to make a final ruling on the matter.",
"The Ghaash’kala, serpent cults, and other paths have their own traditions, each with the same core principle—the Silver Flame is a tool that allows the virtuous to fight fiends and unnatural horrors. Though those paths may share similar beliefs, this particular hierarchy of evil is specifically defined by the Keeper and the doctrine of the Church of Thrane."
]
},
{
"type": "entries",
"name": "Heresy",
"page": "54",
"entries": [
"The Church of the Silver Flame represents just one path of the faith. It was built on the teachings of Tira Miron, but less than a year elapsed between her vision—leading her to embrace the Flame and rally an army—and her final sacrifice to defeat Bel Shalor. Thus, it wasn't her own words that established most of the church’s traditions and doctrines, but the words of those who fought alongside her during that year. These were refined over time by priests who’d never met her—despite the passage of time, it’s believed these priests were guided by the Voice in the Flame.",
"The Keeper of the Flame is tied specifically to the official Church of the Silver Flame. The Keeper’s power is based in Flamekeep, and the fountain of fire they keep marks the spot where Tira Miron gave her life to restore the bonds of the overlord Bel Shalor. Some people mistakenly assume that this fountain of fire {@i is} the Silver Flame. While it’s a focal point where the Silver Flame’s power bleeds into the world and a conduit for those who seek the guidance of the Voice of the Flame, the Silver Flame itself is far more than a spark in one cathedral— its power stretches across Eberron, binding overlords on every continent. The Church of the Silver Flame celebrates the Keeper of the Flame as being both the vessel of the Voice and the channel for the power of the Flame. However, the faithful of other cultures—such as the Ghaash’kala of the Demon Wastes— see the Keeper as a powerful priest and nothing more.",
"The Church of the Silver Flame is largely willing to overlook the divergent beliefs of groups like the Ghaash’kala. In the church’s eyes, these northern orcs are a curiosity and their unusual beliefs don’t threaten the faithful of the Five Nations. Likewise, the Council of Cardinals has taken no action to suppress the extreme beliefs of the Pure Flame, even going so far as appointing the puritan Archbishop Dariznu as governor of Thaliost. In part, this is because the Pure Flame came into its own over the course of the Last War, and the cardinals of Thrane had little ability to enforce their will over the faithful of Aundair. Dariznu’s appointment was an effort to ensure that the followers of the Pure Flame would accept the authority of Flamekeep. Despite the church thus far taking no action against the Pure Flame, Keeper Daran is deeply troubled by this sect and is considering the best way to address the problem.",
"There have been times when heretical beliefs divided the church, the most infamous known as the Time of Two Keepers. In 497 YK, a peasant woman calling herself Melysse Miron challenged Keeper Kyra Danth for control of Flamekeep and the Church of the Silver Flame. Melysse claimed that Tira Miron had revealed she was Tira’s direct descendant and the rightful Keeper. She challenged many church doctrines and claimed it had strayed from its path. And like Keeper Danth, Melysse was shockingly able to wield the power of the fountain of fire in Flamekeep, performing miracles no lesser priest could match. This triggered a deep schism that lasted for years, until Melysse was finally revealed to be the chosen hand of the Shadow in the Flame—it was not the Silver Flame, but rather the overlord Bel Shalor, that strengthened her in Flamekeep. Because of the fear that her death would allow Bel Shalor to choose a new AntiKeeper, Melysse wasn’t killed; instead, she was petrified and placed in Dreadhold, where she remains to this day.",
"More recently, the church was divided in 914 YK when Keeper Serrain was invested with temporal authority over the nation of Thrane. While many celebrated the idea of a kingdom founded on the noble principles of the church, there are many—even some in Thrane itself—who believe that investing cardinals and Keeper with political power distracts the church from its proper mission and serves as an invitation to corruption. This served as justification for the foreign templars who fought against Thrane in the Last War; they argued that they continued to respect the spiritual authority of the Keeper, but that the church shouldn’t rule a reunited Galifar. The priests of Stormreach went so far as to condemn the theocracy and Keeper Serrain. In the wake of this division, Stormreach was formally severed from Flamekeep; it receives no support and Flamekeep doesn’t acknowledge its priests within the church hierarchy. As such, Stormreach has become a haven for those who believe in the principles of the Flame but question its doctrine.",
"It’s up to the DM to decide if the rifts over the theocracy and the Pure Flame could widen or whether the faithful will remain united. There is always room for new revelations or beliefs to create a new path for the faithful to follow.",
{
"type": "inset",
"name": "Miron's Tears",
"entries": [
"Most believe Miron’s Tears to be an urban legend—a secret order of spies and assassins deep within the Church of the Silver Flame, hidden even from the Keeper and the Cardinals. According to the stories, Tira Miron foresaw the danger of the Shadow in the Flame. On the eve of her battle with Bel Shalor, Tira charged her trusted companion Samyr Kes to monitor the Church that was to come for signs of fiendish corruption—to save those who could be saved, and eliminate those who could not. Those who believe these tales say that it was agents of Miron’s Tears who recognized the threat of Melysse Miron and exposed her as an agent of Bel Shalor.",
"It’s up to the DM to decide if this order exists or if it died out long ago. If he still lives, Samyr Kes—an elf whose long life has been extended by the Flame—could be disgusted by the corruption of the modern church. Beyond combating fiendish corruption, Miron’s Tears could target greedy priests in Breland, fight the extremism of the Pure Flame in Aundair, or even seek to bring down the Thranish theocracy, seeing it as a corrupting influence on the church. Virtuous player characters could be recruited into the order. Or chaos could ensue when an ally of the player characters—secretly a servant of the Lords of Dust—is targeted by the Tears."
]
}
]
},
{
"type": "entries",
"name": "Corruption",
"page": "55",
"entries": [
"The Church of the Silver Flame has lofty aspirations, and it’s easy to find fault when it fails to live up to them. While there’s always potential for corruption in the church, it’s often exaggerated. Stories about corrupt priests can be more dramatic than virtuous ministers who are only there to help, but the majority of priests {@i do} strive to live its principles—resisting the evil within, treating others with compassion and empathy, and working together for the common good. The point isn’t that the church is a fundamentally corrupt institution, but rather that no one is perfect—in their imperfections, people can be led astray by the Shadow in the Flame or simply succumb to pride or greed.",
"In dealing with corrupt followers of the faith, consider what kind of “corruption” it is and where it comes from. There’s a considerable difference between the Brelish priest who demands gold for a blessing and the Thrane inquisitor who lets their zeal for fighting evil drive them to cruelty.",
{
"entries": [
{
"type": "entries",
"name": "Zealots",
"entries": [
"represent the most common form of corruption, especially among paladins or clerics. A zealot is devoted to the principles of the faith, but loses sight of the importance of compassion—giving in to the evil within in their quest to fight evil in the world. This includes those who engage in unnecessary cruelty, especially when dealing with those who choose evil. Zealots have no interest in gold or power, and risk their lives to defend others; they are simply able to justify ruthless and evil actions in the name of the greater good. This is the primary sin of the Pure Flame, but zealots can be found anywhere."
]
},
{
"type": "entries",
"name": "Opportunists",
"entries": [
"seek to use their religious authority for personal gain. This typically involves charging people for services that should be granted freely, or gaining gold or influence by using church resources for unrelated purposes. In Sharn, Archierophant Ythana Morr is often accused of using templars as mercenaries and serving as a strongarm for local merchants. Usually this reflects a fundamental lack of faith, and as a result, opportunists rarely wield divine magic. If an opportunist can channel the power of the Flame, it suggests that somehow, they are able to justify these conflicting concepts— that they truly believe their actions are righteous and serve the greater good, even if those actions incidentally line the pockets of the priest. Such a character might believe that they need greater wealth or influence to help others, or that they are fighting fire with fire—teaching the wicked the error of their ways through political or economic means. Before the Last War, opportunists were usually found in Breland, but the rise of the theocracy has yielded more opportunists in Thrane as well."
]
},
{
"type": "entries",
"name": "The Tarnished",
"entries": [
"are the worst form of corruption: priests or templars who knowingly serve the Lords of Dust or the Shadow in the Flame while posing as servants of the light. The Tarnished may mimic a devout priest—as Melysse Miron did in the Time of Two Keepers—but they are drawing this power from the Shadow in the Flame. This still requires deep faith, but the Tarnished are devoted to quite different principles. The most widespread form of this corruption is the cult of the Whispering Flame, described in the section on “The Cults of the Dragon Below.” But the Tarnished can also be loners who embrace the evil within alone. In dealing with a Tarnished villain, consider what has caused them to embrace darkness over light. Have the Lords of Dust promised them something priceless? Do they believe mortals are fundamentally flawed or that the cruelty of Bel Shalor is the rightful state of humanity? Do they somehow see themselves as the heroes of the story?"
]
}
]
}
]
},
{
"type": "entries",
"name": "Paths of the Faith",
"entries": [
"The Silver Flame is older than humanity itself. The Church of the Silver Flame is the dominant manifestation of this faith on Khorvaire, but you can be a follower of the Silver Flame without having ties to the church. In creating a player character or NPC, consider the following options, or if you’re interested in playing a Tarnished character, refer to the section on “The Cults of the Dragon Below” later in this chapter.",
{
"type": "entries",
"name": "The Common Faith",
"entries": [
"Templars, friars, and ministers are all part of the formal hierarchy of the Church of the Silver Flame. But you can be a cleric without being an acolyte. You could be a ranger who trusts in the Flame to sharpen your aim even though you have no formal role within the faith. Most of the commoners of Thrane fall into this category: people devoted to the faith, but not part of its structure. What role does the Silver Flame play in daily life?",
"A few basic tenets guide the faithful masses. As a farmer, you may not have the strength to fight alien evils, but you can always guard against the evil within and help those around you to choose light instead of darkness. Church doctrine urges the faithful to act with empathy and compassion, seek to understand the troubles of those around you and to lighten their burdens, resist responding to anger with anger, and turn to violence only as a last resort. Not everyone can live up to these ideals, and the Last War was an inherently violent time. But the faith still urges everyone to resist the evil within, and instead to embrace the virtues of generosity and compassion.",
"As discussed earlier, the church also emphasizes unity against supernatural threats. The world is a dangerous place, and those who have strength should always use it to defend the innocent. Every village in Thrane maintains a militia prepared to defend the community from the unnatural. Archery is a common devotional practice among the faithful; some say the rainbow-feathered arrows represent the couatl defending the innocent, but they also reflect the practicality of remaining as far away from danger as possible.",
"The Church of Thrane believes in the value of hierarchy, but the church can’t grant the divine powers of a cleric or paladin— these come through faith and noble intent. As such, you can play a character who draws power from the Flame without having any formal tie to the church itself. The primary question is why—if you are a paladin, why have you made the decision not to become a templar? Do you feel the hierarchy is corrupt? Or do you simply feel you’re called to follow a different path?"
]
},
{
"type": "entries",
"name": "The Church Hierarchy",
"entries": [
"Backgrounds are an easy way to create a character with an established place in the hierarchy of the Church of the Silver Flame. Ministers and friars would typically take the acolyte background, while the Military Rank feature of the soldier background can reflect your rank as a templar. Are you still an active agent of the church, or have you been released from your duties after serving with distinction? {@book Eberron: Rising from the Last War|ERLW} presents the templars as an option for the religious order group patron, exploring the idea that your entire group of adventurers could be fighting evil on behalf of the church. However, you could also serve alone. Friars of the Silver Flame are charged to wander the world and combat evil through acts of compassion and charity; if you’re a friar with the powers of a paladin or a cleric, that would certainly encompass protecting innocents from supernatural evil wherever you encounter it. You could be a retired templar who continues to fight evil as an adventurer, or you could be a templar given a specific mission that coincides with the goals of the adventurers. Or you could be tied to the Argentum, an order which began with the mission of finding and destroying dangerous magic items, but that has since come to serve as the espionage arm of the church.",
"In making a character with ties to the hierarchy, consider which branch of the church you call home and how this affects your outlook. If you were trained in Flamekeep, you’re most likely a strong supporter of the cardinals and the theocracy. On the other hand, if you’re from Breland, you might be more pragmatic, if not entirely corrupt. As a cleric who served in Sharn, you could potentially take the criminal background instead of acolyte; you no longer have significant influence in the church, but you still have friends in low places."
]
},
{
"type": "entries",
"name": "The Flametouched Folk Hero",
"page": "56",
"entries": [
"You don’t have to follow the faith of the Silver Flame to draw on its power. Tira Miron herself was a devout paladin of Dol Arrah when a couatl set her on the path to the Silver Flame. Ultimately, the Flame is a pool of divine energy that can empower anyone who seeks to defend the innocent from supernatural evils. If you’re a paladin, it could be that your powers came to you unbidden when you leapt into danger to protect a group of strangers from a ghoul. Or it could be that you hear a voice guiding you on the path to virtue: is it the Voice of the Silver Flame? Or perhaps a couatl with a specific purpose for you? Either way, you could be a champion of the Silver Flame who not only has no ties to the church, but who doesn’t even know anything about the faith or acknowledge it as the source of your divine power. The manifestations of your abilities will likely be obvious to any religious scholar; your spells might manifest with silvery radiance, and your {@spell guardian of faith} could be a couatl. Are you simply ignorant of the source of your power, or do you have a different name or explanation for it?"
]
},
{
"type": "entries",
"name": "The Ghaash'kala",
"entries": [
"The traditions of the Ghaash’kala are not only older than the modern Church of the Silver Flame, but predate human civilization itself. The warriors and priests of the Ghaash’kala guard the vast network of canyons that separate the Demon Wastes from the rest of Khorvaire, preventing both fiends and the barbarians of the Carrion Tribes from threatening innocents. The Ghaash’kala began as orcs, but over the course of centuries, members of other races have been drawn to this sacred duty. An outlander or hermit of any race—especially half-orcs—could assert that they served with the Ghaash’kala.",
"The Ghaash’kala revere Kalok Shash, “the Binding Flame.” While they follow the same basic principles as other forms of the Silver Flame, they are fighting a brutal, never-ending war in a harsh and deadly land. As such, their focus is more on fighting supernatural evil than on using compassion to guide mortals to the light. Even so, they risk their lives every day to protect all mortals from the evils of the Wastes. They typically consider the people of “the south”—meaning everywhere south of the Demon Wastes—to be weak and naive, but still see it as their duty to protect these innocents from evil. They don’t care that they receive no acknowledgment for their eternal vigilance; it is a war that must be fought.",
"As a character tied to the Ghaash’kala, consider why you’ve left your post and ventured south. Do you have a specific mission? Are you guided by divine visions? Or have you been exiled from the Wastes for some reason—and if so, have you shared the truth with your fellow adventurers?"
]
},
{
"type": "entries",
"name": "The Pure Flame",
"entries": [
"An extremist branch of the Church of the Silver Flame, the Pure Flame rose in the aftermath of the Silver Crusade. Aundairians whose families had suffered through decades of lycanthropic terror embraced the Flame as the weapon of their liberation, but as a faith born in battle, they have a distorted view of its principles. The core principle of the Silver Flame is to defend the innocent, but those who follow the Pure Flame see it as a tool to punish the wicked. They see no room for compassion; while they accept the idea that the overlords and the Shadow in the Flame drive people to do evil, they focus not on treating them with compassion, but on burning the evil out of them.",
"The primary defining traits of the Pure Flame are this harsh violence and uncompromising sense of justice. There must be no compromise with the wicked, and there is no hierarchy of evil; {@i no} evil deed can be tolerated. Most followers of the Pure Flame are exceptionally loyal to the Voice of the Flame and believe the Keeper to be a divine being. However, many also distrust the cardinals of Thrane, and should the Keeper make a proclamation that goes against their beliefs, they’re quick to attribute it to the corrupt cardinals putting words in her mouth. A movement in Thaliost urges Archbishop Dariznu to rally forces and seize Flamekeep in order to “liberate the Keeper,” though the Pure Flame doesn’t have the forces, resources, or training to pull off something like this.",
"Members of the Pure Flame are intolerant, bigoted, and violent, rejecting the compassionate principles of the faith and denying that all are equal in the light of the Flame. However, because of their fanatical devotion to the fight against evil, they might offer adventurers assistance against a real supernatural threat. Purists are generally NPCs, not player characters, as their uncompromising and intolerant nature will likely cause clashes with other adventurers. That being said, a player character might be a former Purist seeking redemption for their vile behavior, or perhaps a young Aundarian rebelling against a Purist upbringing and broadening their horizons."
]
},
{
"type": "entries",
"name": "Serpent Cults",
"entries": [
"Serpent cults are the Silver Flame’s oldest tradition, though they’re virtually unknown in the present day. Rather than venerating the Flame itself, serpent cults honor the countless couatl whose sacrifice brought it into being. A common myth says that the couatl were formed by the last breath of Siberys, unleashed to contain Khyber’s evil. These cults maintain that the Silver Flame was formed when the couatl sacrificed their individual existence and bound their celestial energy together to bind the overlords; research suggests that this is true, though it’s not in the common doctrine of the church. Rather than revering a Voice or Keeper of the Flame, the serpent cults listen for the guidance of couatl themselves. A few couatl did remain separate from the Flame in order to serve as guardians or carry out specific missions, and it’s also possible for couatl to temporarily serve as spiritual guides; this was the case with Tira Miron, and could also be the case with an aasimar tied to the Silver Flame.",
"As a member of a serpent cult, the hermit background can be a good option to reflect that you possess secret knowledge about the Silver Flame that the modern church knows nothing about. If you’re tied to a serpent cult, work with your DM to determine its size, origin, and influence. Is your sect a band of six people living in the Blade Desert, or are you tied to the Shulassakar—a race of rainbow-feathered yuan-ti who have been watching from the shadows for millennia? Do you have a specific mission? Or do you have a less-spiritual reason for adventuring, despite your unusual faith?"
]
}
]
}
]
},
{
"type": "section",
"name": "The Blood of Vol: Divinity Within",
"page": "57",
"entries": [
"Life is pain, a ceaseless struggle against hunger, disease, and despair. Every day we’re one step closer to the grave, and all that lies beyond is Dolurrh and the disintegration of the soul. What just god would create such a world? What benevolent Sovereign would condemn their creations to such misery?",
"But what if mortality is something that can be overcome? Perhaps we all have a spark of divinity within us, a spark that can become a force to rival the Silver Flame. Perhaps one day we can end the cycle of death and misery, so all can live long enough to find their divinity within. Until then, the best we can do is to hold our family and friends close, defy cruel fate, and fight to live as long as we can.",
"This is the message of the Blood of Vol. Life is suffering and death is annihilation, but you can defy this cruel fate— and perhaps even break the cycle for good.",
{
"type": "entries",
"name": "Foundations of the Faith",
"entries": [
"Most followers of the Blood of Vol identify as Seekers of the Divinity Within—usually shortened to Seekers—though there are other traditions within the faith. The Blood of Vol has long been vilified, with outsiders often viewing it as a death cult, falsely equating it with the cult of Katashka the Gatekeeper (described later in this chapter), or blaming its members for plagues and blights. In the midst of misinformation and fear, what is the truth of the Blood of Vol?",
{
"type": "entries",
"name": "Born in Khorvaire",
"entries": [
"Human settlers to Khorvaire brought the faith of the Sovereign Host with them, but the Blood of Vol is indigenous to the continent. The line of Vol was a noble line of Aerenal, as described in chapter 2, with a long tradition of necromancy tracing its roots back to Xen’drik. When members of the line of Vol developed the dragonmark known as the Mark of Death, they undertook a risky series of experiments designed to unlock its full powers. This ended when the Undying Court and the dragons of Argonnessen joined forces to eradicate the bloodlines that carried the Mark of Death. In the aftermath of this brutal purge, those elves who had supported Vol but didn’t bear its blood were given the choice of exile or swearing fealty to the Sibling Kings of Aerenal. This resulted in a wave of exiled elves settling in the Lhazaar Principalities and spreading west into the lands that are now Karrnath.",
"These exiles brought the knowledge of necromancy along with stories of how the heroic family of Vol had sought to attain godhood, only to be destroyed by the jealous gods. The people of the region knew nothing of Aereni traditions or dragonmarks, and they blended this story with their own experience of life in a harsh land, local tyrants, and the empty promises of Sovereign priests. And in the process, they somehow discovered something real. The line of Vol had never sought the divinity within, but these first priests found it, drawing divine power from their own conviction and their own souls.",
"So despite its name, the religion was never practiced by the line of Vol, nor by the infamous Erandis Vol herself, who was in hiding during the period in which the faith evolved. It is a faith born of the blending of elf and human myths and traditions. While the faithful believe that “Vol” was the first person to find the divinity within and challenge the curse of mortality, the faith is based around the divinity within each of us, not the worship of this mythical Vol. Even devoted priests of Vol do not know Erandis Vol’s identity, though they respect the name of “Vol” as author of their core texts, believing that this Vol challenged the Sovereigns, then was subsequently destroyed by these jealous gods—a martyr of the faith. Modern Seeker scholars debate the origins of the name, whether Vol was an individual or a group of people, or related to the elven line at all. So if Erandis Vol were to proclaim her true identity, many of the faithful would be impressed by her lineage, but her bloodline alone wouldn’t give her divine authority."
]
},
{
"type": "entries",
"name": "Always in Opposition",
"entries": [
"Millennia ago, as the faith of the Blood of Vol emerged in pre-Galifar Khorvaire, it stood in opposition to the dominant beliefs and authorities of the time. The tyrannical leaders asserted that the Sovereigns blessed their bloodlines and their rule. By challenging the benevolence of the Sovereigns, these early Seekers were also challenging the despots of the time. As time marched on and those petty tyrants fell, the Sovereign Host remained the dominant faith of humanity in Khorvaire, and the philosophical divide between Seeker and Vassal only grew.",
"The Seekers were also shunned for their use of necromancy, generally considered taboo and said to be condemned by Aureon and Dol Arrah. This prejudice grew worse with the rise of Galifar and the Church of the Silver Flame, which asserted that undead are inherently anathema and drain the life from the world by their very existence. In turn, this caused people to blame plagues and blights on the Seekers. However, the Blood of Vol is a faith grounded in the principle of an oppressive universe, and it endured in spite of this prejudice and persecution. But it never spread far beyond the harsh lands where it began, and Seekers are often still met with fear and suspicion today."
]
},
{
"type": "entries",
"name": "Stronger Together",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The universe is against us, and all we have is each other."
]
},
"This is one of the most basic principles of the Blood of Vol. Despite its grim outlook, it is a faith that emphasizes the value of friendship, family, and community. There are no benevolent gods looking out for us, so we have to look out for each other. Death is the end, so we can’t let it steal the people we care about without a fight. And since there is no pleasant afterlife waiting for us, we should treasure the time we have with those we love. These values have kept the Blood of Vol alive through the centuries: the deep commitment to community and to working together even in the face of impossible odds."
]
},
{
"type": "entries",
"name": "The Divinity Within",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Divinity lies within our blood."
]
},
"In the eyes of the Seeker, life and the soul are both divine forces. Every soul has the potential to evolve and develop divine power—but this takes time and willpower, and most mortals die before they accomplish it.",
"As a divine spellcaster who follows the Blood of Vol, you believe that your power comes from your own soul. As a paladin, you are calling on the power of your own blood when you heal your allies or smite your enemies. The visible manifestations of magic of the Blood of Vol typically involve crimson energy, as if luminous tendrils of blood are flowing from you. But it’s not simply your power. Consider the Seeker priest who casts {@spell commune}; how can they gain information they don’t already know? The answer is that the divinity within is something far greater than you. It is a god, possessing celestial power you can’t understand or imagine—but it is still in its chrysalis, waiting to be born. When you cast your spell, you awaken a sliver of its power; once the spell is done, it returns to its rest.",
"Or at least, that’s what a Seeker believes. Scholars of other faiths argue that the Seekers are deluded, that their powers are simply drawn from some other source, the same kind of delusion that allows a warforged cleric to draw magic from their devotion to the Lord of Blades. However, Seeker priests can reverse this same argument. What proof is there that all clerics aren’t simply drawing on their own divine sparks—that even a paladin of Dol Arrah mistakenly thinks their power come from above, when really, it’s always come from within?"
]
},
{
"type": "entries",
"name": "Necromancy and the Undead",
"page": "58",
"entries": [
"The Blood of Vol emerged from collaboration with Aereni necromancers, and the undead have always been associated with the faith. First and foremost, this link is born out of practicality. Seekers have no reverence for corpses; the divinity within is tied to life and to the soul, and once those things are gone, what’s left is just meat and bone. As an extension of this, most Seekers want their corpses to be put to use. The faith is driven by the idea of serving a community—why let your corpse go to waste when it can help your friends and family? As such, mindless undead are commonly seen in Seeker communities serving as guardians, performing manual labor, and completing other simple tasks.",
"However, a common misconception is that Seekers want to become undead. Some do, driven purely by the fear of oblivion, but undeath is a miserable half-life, not a triumph. The divinity within is bound to your blood and your soul, so Seekers believe that the souls of undead are trapped in their corpses, the spark of divinity lost to them. Those who embrace undeath are seen as martyrs, and generally expected to protect and serve their Seeker community. One of the most public of these champions is the mummy lord Malevanor, the high priest of Atur. The former high priest of Atur was the mummy Askalor, who held the post for over four hundred years—but he was weary of his long undead existence. When Malevanor was grievously injured during the Last War, Askalor transferred his power and his undead existence to his apprentice. This raises an interesting question: if the divinity within lies in the blood, how does Malevanor cast divine magic? The answer is that Seeker communities ritually draw their blood and share it with these champions. Vampires drink this blood, while mummies or liches may bathe in it. Through this, undead priests draw their power from the blood of the living faithful.",
"Another factor in the long association between the Blood of Vol and necromancy is that Seeker communities have often formed in or near manifest zones to Mabar. While such areas are often inhospitable or dangerous, over the course of many centuries, Seekers have learned how to tap the energies of these places. Because Mabaran manifest zones are usually blighted, outsiders often accuse the Seekers of causing blights. In reality, the Seekers often perform rituals that limit the negative effects of the manifest zones—so instead of causing the plagues and blights associated with Mabar, they often prevent them."
]
},
{
"type": "inset",
"name": "Celestials, Fiends, and the Blood of Vol",
"entries": [
"If the power of the Blood of Vol flows from within, who answers when a cleric conjures a celestial or invokes {@spell planar ally}? One simple answer is for the DM to use a being who has the statistics of a celestial or fiend, but that is formed from blood and magic; it’s a manifestation of your own divine essence and fades away when its work is done. This might seem a strange match for {@spell planar ally}, a spell that normally requires payment to an external force, but even an ally of your own essence might demand a service in return. This could be seen as a request from your subconscious—a demand that you do something you know you should do, but that you’ve been trying to ignore. On the other hand, it could be a mysterious task with no discernible purpose; this ties to the fact that your Divinity Within is something beyond mere mortal understanding, and you don’t fully understand what it needs or wants.",
"Another possibility is that you’re drawing on the Seeker community rather than reaching to the planes for assistance. One principle of the faith is that champions become undead so that they can help other Seekers. When you cast {@spell planar ally}, rather than calling a celestial or fiend, you might summon an undead champion of your faith; this could be anything from a vampire to a mummy lord or a death knight. In this case, the payment they demand for their service would likely be a tithe to the Seeker temple they are bound to. On a smaller scale, your DM could similarly decide that when you cast {@spell conjure celestial}, it summons a sarcastic flameskull instead of an angel."
]
},
{
"type": "entries",
"name": "War and Peace",
"entries": [
"Throughout its history, the Blood of Vol has been treated with fear and suspicion by the people of the Five Nations. It’s a faith that has dwelled in the shadows. This changed early in the Last War. His nation crippled by famine, King Kaius I accepted the aid of the Blood of Vol. The Seekers provided undead soldiers and necromantic expertise; with the resources of the crown behind them, Seekers developed necromantic rituals and weapons never before imagined. In exchange, Kaius elevated the Blood of Vol to the official state religion. Warlords were encouraged to embrace the faith, and Seeker families were given lands and titles.",
"For a time, the Blood of Vol spread and was celebrated—or so it seemed. Most of the old warlord families still despised the Seekers and felt that the use of undead in battle debased the proud martial traditions of their ancestors. Toward the end of the war, Regent Moranna turned on the faith and the Blood of Vol became a scapegoat for all of Karrnath’s troubles. Moranna claimed that the famines and plagues the people had suffered were caused by the Seekers. Its nobles were stripped of their lands. Chivalric orders of Seekers were disbanded. Some—notably the infamous Order of the Emerald Claw— refused to surrender, but most Seekers remained loyal to their nation even when it betrayed them.",
"Today, the Blood of Vol has returned to the shadows, though there are still Seekers who serve the crown. Kaius III has sealed most of his undead forces in the crypts below Korth and Atur, but he isn’t willing to entirely surrender this strategic advantage. Fort Bones and Fort Zombie remain bastions of loyal Seekers. But the faith is no longer celebrated, and the old warlord lines still mutter that they would have won the war if only they’d relied on skill and steel instead of foul magics. In playing a Karrnathi Seeker, do you support the crown and believe that Kaius III is only doing what he has to do to maintain the support of the warlords, or do you despise Kaius III and Moranna for betraying your faith?"
]
}
]
},
{
"type": "entries",
"name": "Paths of the Faith",
"page": "59",
"entries": [
"When creating a player character or NPC associated with the Blood of Vol, consider the following paths and which best fits your character.",
{
"type": "entries",
"name": "The Seekers of the Divinity Within",
"entries": [
"The Seekers of the Divinity Within are the largest and most widespread tradition associated with the Blood of Vol. The faith isn’t as formally structured as the Church of the Silver Flame or even the Sovereign Host. For the most part, Seekers keep to themselves, living in their own villages and small towns or in isolated neighborhoods of larger communities, where they can practice their traditions without drawing the ire of their neighbors. The exception is the city of Atur: known as the City of Night, this remains the most public bastion of the Blood of Vol. Expanded and fortified during the Last War, Atur is the seat of Karrnath’s necromantic research and development. While Kaius III has stripped the Blood of Vol of much of its standing, he still recognizes its potential value should the war begin anew, and many believe that he continues to provide support to Atur. The mummy lord Hass Malevanor is the high priest of Atur and the current spiritual leader of the faith. However, there are stories of undead champions who have guided and protected the Seekers for centuries. Sometimes known as the Crimson Covenant, these enigmatic figures may be the true power behind Atur.",
"Outside Atur, for the most part, each Seeker community relies on their abactor—the priest that oversees a temple or community—and they rarely reach out to the world beyond. The largest temple in a region serves as a hub, coordinating with the other Seeker communities around it. But every community has its own stories and traditions and they’re generally unconcerned with “heresy”; feel free to develop your character’s own unique beliefs.",
"As an acolyte of the Blood of Vol, you’ve been ordained as a priest, but not bound to a single community as an abactor. You can receive shelter in any Seeker community. Are you following orders from Malevanor or the Crimson Covenant itself? Are you guided by visions from your own divinity within? As a Seeker hermit, you spent your time in isolation communing with your divinity within, and your Discovery may relate to the faith. Perhaps you have an insight into how to unlock your own power. Or perhaps you’ve learned a secret about the Crimson Covenant, and believe that a malevolent force is manipulating the faithful Seekers—can you find a way to bring down this ancient evil and free your people?"
]
},
{
"type": "entries",
"name": "The Bloodsails",
"entries": [
"The elves of the Bloodsail Principality occupy the island of Farlnen in the Lhazaar Principalities. The Bloodsails share the same roots as the Blood of Vol, as the principality was founded by Aereni exiles. However, they have followed a different path and hewn closer to the traditions of their ancestors. They don’t believe in the divinity within and readily seek immortality through undeath. However, the island can only support a limited number of vampires, and Bloodsails must earn their afterlife by paying {@i velgys}—blood money—to the lords of the land. Those who fail to earn enough to buy a better afterlife are instead bound to objects after death. This is similar to the Aereni techniques described in chapter 2, but Bloodsail elves are often tied to ships and sails, enabling their vessels to move across a windless sea, sails driven by ghosts.",
"Bloodsail elves often bear crimson tattoos that are tied to their families and vessels. The Bloodsails are exceptional sailors, so both sailor and pirate are logical backgrounds for a player character. Most Bloodsails use the Aereni elf subrace provided in chapter 6. As an adventurer, you might have been exiled from your island, or you could be searching for a way to quickly earn the blood money you need to leave mortality behind."
]
},
{
"type": "entries",
"name": "The Order of the Emerald Claw",
"entries": [
"The Order of the Emerald Claw began as an elite military force comprised of devoted Seekers. When Regent Moranna turned on the Blood of Vol, the Emerald Claw refused to stand down. Today, members of the order include both Seeker extremists and Karrnathi patriots furious at Kaius III for embracing peace. The ultimate leader of the Emerald Claw is the lich known to most as the Queen of the Dead, though those in the inner circle know her to be the infamous Lady Illmarrow of Farlnen. She claims that her violent actions are for the good of Karrnath and the Blood of Vol, but in truth, they primarily benefit her and serve to spread terror.",
"The Order of the Emerald Claw is full of villains whose actions have cast all Seekers in a bad light, and most Seekers despise the Emerald Claw. If you have ties to the Emerald Claw, you could have served with them before realizing that the Queen of the Dead is pursuing her own evil agenda; if so, you could be determined to find some way to destroy the lich and restore honor to the order. Or you could be convinced that Lady Illmarrow truly does have the best interests of your people at heart. Has she been unjustly vilified? Or are you simply a tool?",
"If you wish to play a Seeker veteran without the villainous ties of the Emerald Claw, the Order of the Onyx Skull was another elite unit comprised of Seekers, but disbanded on Moranna’s orders. As a paladin of the Blood of Vol, you could be a knight of the Onyx Skull who has taken up adventuring after being cast aside by your nation. Are you still loyal to Karrnath? Or do you believe Kaius III is a traitor to your people?"
]
},
{
"type": "entries",
"name": "Thieves of Life",
"page": "60",
"entries": [
"The Seekers of the Divinity Within value community, urging the faithful to stand together. But there are others who follow the principles of the Blood of Vol who prefer to stand alone. The hermits known as Thieves of Life are determined to unlock their divinity within at any cost—not to help others, but solely to further their own quest for power and immortality. Thieves of Life are often master necromancers, but never become undead themselves; instead, they specialize in magics that allow them to drain the life from their foes.",
"As a hermit devoted to the Blood of Vol, you could choose the path of the Thief of Life. You are utterly devoted to the pursuit of your personal divinity, and your Discovery has likely shown you the path you must take. You might be a cleric, a Divine Soul sorcerer, or an Undying warlock (with your patron being your own nascent divinity within). What binds you to your fellow adventurers, and why would they choose to associate with you? You may be utterly devoted to your quest for immortality—but what is your redeeming feature, your anchor to humanity?",
"An unusual option for a Thief of Life hermit is to say that you’ve actually been in a state of suspended animation for decades or even centuries—your Discovery was made on an inner journey. You were once far more powerful than you are today, but your powers have yet to return; as you gain levels, you are actually regaining the power you once had. If this is the case, it could be that one or more of your adventuring companions are actually descendants of yours; while you’re obsessed with your quest for immortality, you also care about your own bloodline."
]
}
]
}
]
},
{
"type": "section",
"name": "Sovereigns and Six: Shaping the World",
"entries": [
"The Sovereigns and Six are all around us, their hands shaping the world. Onatar stands by the smith at the forge, ready to guide their hands. Dol Dorn is on the battlefield with every soldier. Give thanks to Arawai for the gentle rain that helps the harvest—and curse the Devourer for the storms that devastate your fields. The Dark Six are also with us, urging us to stray from the righteous path and give way to cruelty and greed, but we must let the Sovereigns guide our actions and thank them for their blessings.",
"The Sovereign Host isn’t a demanding religion, and there are many cultural variations and unique sects across Khorvaire. As a follower of this faith, you could feel an especially strong connection to a single deity, or you could have a general reverence for the pantheon as a whole. Do you believe that there is a particular Sovereign who guides your actions? Was there a key moment in your life where you felt the hand of one of the Sovereigns or Six?",
{
"type": "entries",
"name": "Foundations of the Faith",
"entries": [
"Followers of the Sovereign Host are generally called Vassals, but despite the shared name, they are anything but monolithic. Variations of the Sovereign Host can be found across Eberron in many different cultures—the Pyrinean Creed of humanity, the Rushemé faith of the giants of Xen’drik, the Cazhaak traditions of Droaam. Precise names and groupings change, but the faith’s basic principles remain the same.",
{
"type": "entries",
"name": "Distant yet Omnipresent",
"page": "61",
"entries": [
"The Sovereigns don’t walk the world. No one expects to meet Dol Dorn in the flesh. To do so would, in fact, be unnecessary and limiting. You don’t expect to meet Dol Dorn because you know he is with you every time a blade is drawn, ready to guide your hand. Aureon watches over the wizard studying magic and the judge presiding in court. The Devourer is present in every storm, and you can’t fight him any more than you can defeat an earthquake with a sword. A true Vassal doesn’t need proof of the Sovereigns’ existence for the world itself is the proof.",
"With that said, many myths depict the Sovereigns in the flesh, performing heroic acts and setting particular elements of creation in motion. These myths are set during the Age of Demons, and Vassal doctrine maintains that the Sovereigns defeated and bound the fiendish overlords. As the overlords previously ruled reality, once they were defeated, the Sovereigns ascended to fill that role. So there are stories of Dol Dorn performing tremendous feats of strength, and you might find an artifact said to be Onatar’s hammer; but these date back to a mythic age when they were champions, not yet true Sovereigns.",
"Every culture depicts the Sovereigns in different ways. The giants depict them as giants while the Pyrinean Creed (discussed in a later section) depicts them as humans. Many cultures use draconic imagery to represent the Sovereigns. But since the Sovereigns don’t manifest physically, any representation of them is purely symbolic. Dol Dorn is the Warrior, Onatar is the Smith—any image that clearly depicts these concepts will do."
]
},
{
"type": "entries",
"name": "A Personal Experience",
"entries": [
"The Sovereigns are everywhere, offering guidance to anyone who will listen. Due to the personal nature of this faith, it doesn’t have the same degree of organization and hierarchy as the Silver Flame. A large community generally has an eight-sided temple to the Sovereign Host, staffed by full-time priests. In smaller villages and towns, there might be an untended shrine or a local person who is considered to be especially close to a Sovereign and performs ceremonies. In the town of Riverford, the innkeeper Dara is said to speak with Boldrei’s voice; she’s the pillar of the community, and people come to her with their problems and disputes.",
"A Sovereign priest’s role isn’t simply as an intermediary to the divine; anyone can talk to the Sovereigns. Instead, priests offer guidance and clarity, helping you understand the path you’re on. A temple or priest often serves another function beyond their religious duties; the Great Hall of Aureon in Sharn is a library as well as a temple, while you might find a shrine to Kol Korran at the center of the public market. Priests serve as teachers, mediators, and guides, but they are often also subject matter experts in the path tied to the Sovereign they serve.",
"In creating a Vassal character, think about your personal relationship to the Sovereigns. Who do you feel particularly close to? Do you feel you are blessed or directly guided by a Sovereign? Is there a point in your life where you believe one of the Sovereigns intervened on your behalf?"
]
},
{
"type": "entries",
"name": "The Founding Faith",
"entries": [
"When human settlers came from Sarlona, they brought the Sovereign Host with them. While some traditions have evolved over the course of centuries and civilizations, the Pyrinean interpretation of the Sovereigns is part of the very foundation of the Five Nations, and its creed is reflected in their values. You should follow the laws (Aureon) and value the traditions of your community (Boldrei). Industry (Onatar) and commerce (Kol Korran) are encouraged, though greed (the Keeper) is not. On the battlefield, you should fight with courage (Dol Dorn) and honor (Dol Arrah), while not engaging in needless cruelty (the Mockery). You should trust in Aureon’s laws and not take vengeance into your own hands (the Fury).",
"Beyond these basic values, the Sovereigns are ubiquitous in the Five Nations. When you go into a courtroom, you stand on an Eye of Aureon. Standard marriage ceremonies invoke Boldrei. Many people aren’t devoted Vassals and don’t actually believe the Sovereigns are guiding their every action. But even such pragmatists recall the names of each Sovereign, know many of their songs, and will celebrate Wildnight or Boldrei’s Feast. By and large, if you live in the Five Nations, it’s assumed you’re a Vassal unless you specifically say you’re not."
]
},
{
"type": "entries",
"name": "Endless Diversity",
"entries": [
"The giants of Xen’drik raised temples to Ouralon Lawbringer long before humanity embraced Aureon, the Sovereign of Law and Lore. Hunters in Aundair give thanks to Balinor, but orcs in the Shadow Marches invoke Baalkan the Beastlord, while the Talenta halflings tell stories of clever Bally-Nur.",
"Some of this is a natural process of syncretism. The Marcher orcs blended their original beliefs with the traditions of human settlers. But the Talenta were telling their stories before they ever encountered humanity. Though scholars debate the reason why, most agree that the more similar a tradition is to an archetypal Sovereign, the easier it is to draw divine power from that faith. A culture that invokes a deity of the hunt is more likely to produce clerics and paladins than a culture that worships a giant salmon of the same name—and if the deity’s name is similar to “Balinor,” the connection to divine magic will be easier still. Vassals sages assert that this proves the existence of the Sovereigns, while skeptics say it could simply be a numbers game—it’s easier to draw power from a shared belief, and belief in the Sovereigns has reached critical mass.",
"Because of this diversity, Vassal priests are rarely concerned with heresy. Those who follow the Pyrinean Creed may attempt to correct what they see as flawed beliefs, but ultimately, most just smile at the ignorance of the Marcher orc, content in the knowledge that {@i they} know the proper names of the Sovereigns. Likewise, while player characters and NPCs may choose to follow one of the paths described below, you can always develop a unique twist on tradition or introduce a new cult that worships a specific grouping of Sovereigns. This openness is also reflected in Vassal interactions with the Church of the Silver Flame. The Pyrinean Creed asserts that the Sovereigns defeated the overlords at the dawn of time; if the Silver Flame is what keeps the overlords bound, presumably the Sovereigns created it. So there’s no inherent conflict; rather, a Vassal will simply shrug and say, “But why do you worship a cage?”"
]
}
]
},
{
"type": "entries",
"name": "Paths of the Faith",
"page": "62",
"entries": [
"The Sovereigns are worshiped in many different configurations and forms. A particular community could be devoted to a single Sovereign, or it could present a Sovereign and member of the Dark Six as being allied forces (as seen with the Restful Watch). A few of the best-known variants are described below.",
{
"type": "entries",
"name": "The Pyrinean Creed",
"entries": [
"The standard names and attributes of the Sovereigns and Six as presented in {@book Eberron: Rising from the Last War|ERLW}—Aureon, Balinor, the Shadow—are drawn from the Pyrinean Creed, the dominant tradition within the Five Nations. This is the source of the Octogram symbol, the division of Nine and Six, and holy days like Boldrei’s Feast. If you follow the Pyrinean Creed, you believe in the faith as it’s presented in the core Eberron sourcebooks. You recognize all of the Sovereigns and Six, even if you may feel that one in particular is especially influential in your life.",
"While the common faithful know the term “Pyrinean Creed,” its history is largely only of interest to scholars and priests. A typical Vassal might know that they believe in the Pyrinean Creed, but if you asked five of them what Pyrine was, you’d get five different answers—“He was a legendary missionary!” “It was an old town in Daskara where there was a council!” In reality, these beliefs were codified thousands of years ago in the Sarlonan nation of Pyrine, then carried to Khorvaire by human settlers. While Pyrine was assimilated by the Empire of Riedra over a thousand years ago and its people no longer worship the Sovereign Host, their legacy lives on in Khorvaire.",
"{@book Eberron: Rising from the Last War|ERLW} assigns domains to individual Sovereigns, but Pyrinean priests can often perform the rites of any Sovereign, invoking the deity most appropriate to the current situation. In creating a Sovereign cleric, you can assert that you have a close tie to a particular Sovereign and primarily speak on their behalf; in this case, use the domain associated with that Sovereign. For example, the {@class cleric||Life|life} domain is a good option for a cleric who speaks for all Sovereigns equally, as it provides a general ability to protect your allies and community; and the {@class cleric||Knowledge|knowledge} domain makes sense for a priest who’s more scholar than warrior."
]
},
{
"type": "entries",
"name": "The Church of the Wyrm Ascendant",
"entries": [
"The Church of the Wyrm Ascendant worships the Sovereigns in the same groupings and names as the Pyrinean Creed. However, the church asserts that the champions who fought the overlords were dragons, depicting them as such. The church is very focused on wealth and economic power; members are expected to contribute to the hoard of their local temple, and the priests often engage in behavior that outsiders might consider to be corrupt. They hold the unorthodox belief that mortals can ascend to become Sovereigns themselves—that by emulating a particular Sovereign, a mortal can eventually take their place. Popular rumor holds that the founder of the Library of Korranberg, Dorius Alyre ir’Korran, built the library as part of a quest to assume the mantle of Aureon. While this Sovereign ascension is believed to occur after death, some priests teach that devoted members—especially those who donate great sums to the temple hoard—can actually become dragons in life. While this seems unlikely, it could be an interesting background for a Draconic Bloodline sorcerer; it’s not that you have draconic ancestry, but rather, due to your devotion, you appear to be evolving into a dragon.",
"Wyrm Ascendant Vassals believe the dragons themselves are divine tools and emissaries of the Sovereigns and Six, though few dragons have ever acknowledged the church in any way. It’s thought that the dragons themselves follow a form of this faith known as Thir—Draconic for “three”—but the traditions of Argonnessen are rarely revealed to people of Khorvaire.",
"The Wyrm Ascendant is strongest in Aundair and Zilargo, though it remains an obscure sect, and has noteworthy temples in Stormreach, Korranberg, and Fairhaven."
]
},
{
"type": "entries",
"name": "The Restful Watch",
"entries": [
"Priests of the Restful Watch specialize in embalming, funerals, and cemetery maintenance. They can be found in every major city in the Five Nations, and even smaller towns may have a devotee of the Watch tending the boneyard. The Restful Watch maintains that the souls of the dead pass through Dolurrh into the realm of the Sovereigns—unless they are snatched by the Keeper’s greedy talons. One of a priest’s most important duties is helping bereaved choose appropriate grave goods or sacrifices sufficient to distract the Keeper and ensure the deceased’s soul reaches Dolurrh. For a simple person with few achievements, a single coin might suffice. But the more remarkable the deceased, the greater interest the Keeper will have in their soul—requiring a more significant sacrifice to distract him.",
"Faithful of the Watch rarely discuss another aspect of their faith with outsiders—that once a soul rises to the realm of the Sovereigns, it can never return. The Restful Watch believes that if Aureon knows that a dead hero will be needed in the future, he has the Keeper snatch the soul before it reaches Dolurrh, so it can be restored when the time is right. Thus, while the Restful Watch primarily reveres Aureon, they also understand and respect the Keeper, and believe that he serves a vital purpose.",
"Members of the Watch often serve as mediums and exorcists, considering it a sacred duty to lay restless spirits to rest. Clerics associated with the Restful Watch usually take the {@class cleric||Grave Domain|grave|XGE}, though the {@class cleric||Knowledge|knowledge} and {@class cleric||Death|death} domains are also options. Paladins of the Watch typically take Oaths of {@class paladin||Devotion|devotion} or {@class paladin||Redemption|redemption|XGE}, but those with an especially deep understanding of the Keeper might be represented by the {@class paladin||Oathbreaker|oathbreaker}.",
"Two other roles within the Restful Watch could be interesting options for a player character. The Restful Watch believes that Aureon is preserving the souls of heroes in preparation for an apocalyptic conflict that lies ahead. It’s said that this will involve the collapse of the Silver Flame and the subsequent unleashing of the dreadful overlords. You may have been sent out in the world to watch for signs that this conflict is coming to pass; this could require you to investigate the Mournland or clash with the Lords of Dust.",
"The Restful Watch also occasionally identifies people they believe Aureon has marked as a hero whose soul will be preserved. This could be one of your fellow adventurers—and as an acolyte or sage of the Restful Watch, you’ve been assigned to follow this person around, chronicling their life and making sure to perform the appropriate rituals when they die. “Don’t mind me, I’m just going to follow you around until your heroic death. Trust me, you’re going to accomplish amazing things!”"
]
},
{
"type": "entries",
"name": "The Three Faces",
"page": "63",
"entries": [
"Followers of the Pyrinean Creed honor the Sovereigns and are encouraged to shun the Dark Six. The Six embody dark forces that have no place in a virtuous society. However, over the course of centuries, there have always been cults to challenge this view. The Three Faces cults serve two purposes. On the one hand, they honor particular groupings of the Sovereigns and Six, asserting that there are members of the Six with something valuable to offer worshippers. Beyond this, the cults are also secret societies—a form of fraternal order that binds people together even if they aren’t truly invested in the religious aspects of the cult. For example, the Three Faces of War can be found in all of the armies of the Five Nations.",
{
"type": "entries",
"name": "The Three Faces of Coin",
"entries": [
"honors Kol Korran, Onatar, and Kol Turrant (the Keeper). This cult operates in major cities, usually recruiting merchants, smugglers, and captains of industry. It is based on the idea that while honest trade and industry form the core of commerce, there should always be a way for people to get what they desire; thus, it is a neutral ground where criminals and guild artisans can work together. The Aurum often recruits members from the Three Faces of Coin."
]
},
{
"type": "entries",
"name": "The Three Faces of Love",
"entries": [
"honors Boldrei, Arawai, and Szorawai (the Fury)—the Love that Binds, the Love that Brings Life, and the Love that Burns. This cult embraces all who believe in and wield the power of love, from actors to poets to paid companions. Members gather to share stories and change lives; the cult excels at matchmaking and at disrupting important relationships they consider to be doomed."
]
},
{
"type": "entries",
"name": "The Three Faces of War",
"entries": [
"honors Dol Arrah, Dol Dorn, and Dol Azur (the Mockery). It was part of the united armies of Galifar, and cult chapters can be found in all of the armies of the Five Nations. Sect meetings provide a place for soldiers and veterans to interact as friends and equals, regardless of rank or nationality. The cult asserts that honor and courage are to be valued, but there is also a time and place for cunning and cruelty, even if it is never to be desired."
]
},
{
"type": "entries",
"name": "The Three Faces of the Wild",
"entries": [
"honors Arawai, Balinor, and Shargon (the Devourer). Sects are usually found in rural communities, and include farmers, hunters, and all manner of wanderers. The Three Faces of the Wild supports agriculture and hunting, but recognizes that the wild cannot be fully tamed. Members sometimes engage in ritual sacrifices or the burning of fields or other acts of destruction. They believe that the Devourer must have his due—and by making their chosen offerings, they keep him from striking elsewhere."
]
}
]
}
]
},
{
"type": "inset",
"name": "Celestials and the Sovereign Host",
"entries": [
"When priests of the Sovereign Host cast spells such as {@spell commune} or {@spell planar ally}, they usually interact with celestials from the planes. Typically, this is a celestial that embodies the same concept as the Sovereign in question; when a Vassal priest casts {@spell conjure celestial} in Dol Arrah’s name, a warlike angel may come from Shavarath. When a celestial speaks the name of a Sovereign, listeners will hear the name they are most familiar with, whether that’s Balinor, Baalkan, or Bally-Nur. As such, some scholars assert that it’s slightly unclear if a summoned angel serves “Dol Arrah,” or if it instead serves “Honor in War” and it’s just being translated as Dol Arrah. If asked such a pedantic question, both the angel and a devout Vassal might simply respond with, “What’s the difference? Dol Arrah is honor in war.”"
]
},
{
"type": "entries",
"name": "The Dark Six in the World",
"entries": [
"The Sovereigns embody pillars of civilization: agriculture, commerce, industry, honor, law. The Dark Six represent frightening and destructive forces, their existence explaining why bad things happen in the world. When a wildfire destroys a village, the Devourer is to blame. When someone commits a crime of passion, they were overcome by the Fury. When monsters prey on the innocent, good people curse the Shadow.",
"The Pyrinean Creed exhorts that the Dark Six should be shunned, teaching their names and aspects so that people can recognize their works and understand how to resist them. When Pyrinean Vassals do make offerings to the Dark Six, it’s usually as an act of desperation: begging the Devourer to calm storm-tossed waters or calling on the Fury to enact a terrible revenge when the law has failed. However, there are those in the Five Nations and beyond who see the Dark Six as powers to be respected and worshiped in their own right. This section presents a brief overview of the Dark Six and how their followers can be encountered in the Five Nations. These descriptions expand on the material presented in {@book Eberron: Rising from the Last War|ERLW}, further developing the roles of these deities. The monsters of Droaam also have a quite different view of the Sovereigns and Six, explored in more detail in chapter 4.",
{
"type": "entries",
"name": "The Devourer",
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Province:",
"entry": "Nature’s wrath"
},
{
"type": "item",
"name": "Suggested Cleric Domains:",
"entry": "{@class cleric||Nature|nature}, {@class cleric||Tempest|tempest}"
},
{
"type": "item",
"name": "Suggested Paladin Oath:",
"entry": "{@class paladin||Ancients|ancients}"
}
]
},
"The Devourer is the tsunami that overwhelms the tallest ship, the wildfire that consumes the grandest castle, the earthquake that levels the most glorious city. He is the vast and primordial power of nature, a force that will break any chain and wear down the strongest wall. The Devourer is the glorious cruelty that drives the predator, the cry of the hawk and the howl of the wolf. He is all that is wild, savage, and unknowable. He is the deepest ocean, a force that can be crossed but never controlled.",
"Those who fear the Devourer see him as an entirely destructive force. Arawai is the patron of agriculture, of peacefully harvesting nature’s bounty. Balinor is the patron of the hunt, of civilized folk using bow, spear, and skill to challenge or tame the mightiest beasts. These deities reflect the power of civilization to harness and control the natural world, but the Devourer puts the lie to this, showing that nature will never be truly tamed.",
"Those who embrace the Devourer celebrate the glorious power of the wilds. They revel in the raging storm and gladly embrace their predatory instincts. They accept that nature is often bloody and cruel, and don’t hesitate to follow its example. But while it may be harsh, nature is rarely evil. Priests of the Devourer often urge their parishioners to follow their instincts, or teach people to live in accord with nature instead of forcing their will upon it. They may serve as intermediaries, convincing the Devourer to redirect his wrath and spare their followers—or to turn his rage against their enemies."
]
},
{
"type": "entries",
"name": "The Fury",
"page": "64",
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Province:",
"entry": "Passion, revenge"
},
{
"type": "item",
"name": "Suggested Cleric Domains:",
"entry": "{@class cleric||War|war}"
},
{
"type": "item",
"name": "Suggested Paladin Oath:",
"entry": "{@class paladin||Vengeance|vengeance}"
}
]
},
"The Fury is a silent whisper that can drive you to doubt or despair. She is reckless rage and all-consuming passion. Instinct is the voice of the Fury, guiding us when rational thought fails. And she is the Sovereign of revenge, promising vengeance to those willing to surrender to her. Her father the Devourer embodies the devastating power of the storm outside us; the Fury is the storm that rages within us, the wild emotions we fight to control.",
"Devotees of the Fury generally follow one of two paths. Revelers believe that suppressing emotion causes anguish, and that people should embrace their emotions fully and act on impulse and instinct. They hold wild, ecstatic celebrations as a way for participants to throw off the chains of civilization for a moment and experience life and emotion fully. A player character who follows this path might be a Berserker barbarian or a bard using the {@class bard||College of Glamour|glamour|XGE}—either embracing their own primal emotion or inspiring it in others. A sorcerer might attribute their power to wild emotion; they can only access their magic when they let the Fury guide them.",
"The other path of the Fury is the road of revenge. People who have suffered grievously can call on the Fury to give them the will and strength to take vengeance into their own hands. Or rather than seeking revenge themselves, one tradition calls for someone who has been wronged to place a red candle in a window, inscribed with the name of their tormentor. This is an invitation for the Fury to take vengeance on their behalf. A player character following this path could be charged to investigate and fulfill these calls for revenge. While this could be the path of a cleric or paladin, it could just as easily suit an {@class rogue||Assassin|assassin} rogue, a bard of the {@class bard||College of Whispers|whispers|XGE}, or a warlock."
]
},
{
"type": "entries",
"name": "The Keeper",
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Province:",
"entry": "Death, greed, hoarding"
},
{
"type": "item",
"name": "Suggested Cleric Domains:",
"entry": "{@class cleric||Death|death|DMG}, {@class cleric||Trickery|trickery}"
},
{
"type": "item",
"name": "Suggested Paladin Oath:",
"entry": "{@class paladin||Oathbreaker|oathbreaker|DMG}"
}
]
},
"Every Vassal knows they should never flaunt good fortune, avoiding arrogance and pride. Those who crow too loudly may catch the jealous eye of the Keeper. Even the mightiest hero can be laid low by disease or ill fortune, as the Keeper has a vast arsenal to bring down those that he desires. Once he pulls you down into the darkness, he will snatch your soul before it can reach Dolurrh and add you to his endless hoard, where he can toy with you and torment you until the end of time.",
"The Keeper is the patron of those who put personal gain above all else. He guides those who use guile to gain gold, regardless of the cost to others. A rogue who invokes Olladra sees themselves as the hero of the story; one who calls on the Keeper has no compunctions about being the villain. Beyond guiding those who place profit before all else, the Keeper is also known for his willingness to make deals—though his bargains are always slanted in his favor. Priests known as Talons make these deals on behalf of the Keeper, though the terms are often abstract and driven purely by faith. An entertainer could bargain with a Talon, exchanging ten years of their life for fame; even if the entertainer subsequently becomes famous, there’s no way to know if this is the result of the bargain, nor to anticipate when the entertainer might suddenly die. This could easily be a part of the backstory of a player character. Did your entertainer make a bargain with the Keeper?",
"Another possible path for a player character or deadly NPC is that of being a Keeper’s Fang. These people receive visions of things that the Keeper wishes to add to his hoard; these are usually the souls of specific people, but they could also be artifacts or other unique treasures. This is an interesting path for an {@class rogue||Assassin|assassin} rogue, an {@class paladin||Oathbreaker|oathbreaker|DMG} paladin, or a {@class warlock||Hexblade|hexblade|XGE} warlock."
]
},
{
"type": "entries",
"name": "The Mockery",
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Province:",
"entry": "Betrayal and bloodshed"
},
{
"type": "item",
"name": "Suggested Cleric Domains:",
"entry": "{@class cleric||Trickery|trickery}, {@class cleric||War|war}"
},
{
"type": "item",
"name": "Suggested Paladin Oath:",
"entry": "{@class paladin||Conquest|conquest|XGE}, {@class paladin||Vengeance|vengeance}"
}
]
},
"Dol Arrah will show you how to fight with honor, Dol Dorn will grant you courage, and when you die, at least you’ll know you did so bravely and honorably. The Mockery will drag you through mud and blood, drive you to betray your principles and employ tactics that horrify your allies and enemies alike—but at the end of the day, you’ll be standing over the corpse of your foe. Which path will you follow?",
"Those who despise the Dark Six condemn the Mockery as a villain, a monster who encourages cruel and treacherous behavior. This can be as simple as ambushing an enemy, using stealth instead of facing them openly. Or it can mean slaughtering innocents, torturing your foes, breaking a truce— anything to bring you victory. Those who embrace the path of the Mockery may say that such tactics are the only way to bring down a superior foe. Honor is a luxury for the strong; for those who are weak and oppressed, victory is all that truly matters.",
"Others who follow the Mockery assert that the very idea of honor in war is delusional. Pain, terror, and death are the inevitable results of violence; at least those who follow the Mockery acknowledge the truth others deny. The assassin who kills without warning, the barbarian who sees mercy as a weakness, the pirate who cultivates a terrifying reputation—all these might view the Mockery as an ally. While this can be a dark path for a player character to follow, a hero could use the techniques of the Mockery in pursuit of a noble cause. A grim vigilante who uses stealth and fear to terrify cowardly criminals into changing their ways could be guided by the Mockery."
]
},
{
"type": "entries",
"name": "The Shadow",
"page": "65",
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Province:",
"entry": "Ambition and temptation, forbidden knowledge, monsters"
},
{
"type": "item",
"name": "Suggested Cleric Domains:",
"entry": "{@class cleric||Arcana|arcana|scag}, {@class cleric||Knowledge|knowledge}, {@class cleric||Trickery|trickery}"
},
{
"type": "item",
"name": "Suggested Paladin Oath:",
"entry": "{@class paladin||Conquest|conquest|XGE}, {@class paladin||Oathbreaker|oathbreaker|DMG}"
}
]
},
"The war between the Shadow and Aureon rages in all of us. Aureon’s voice tells us that we are stronger together, that it’s worth it to suffer for the sake of the common good. The Shadow whispers that there is no common good—all that matters is what you need and what you can do. Why should you make sacrifices for others instead of doing what’s best for yourself? Why should you give when you can take?",
"The Shadow is the Sovereign of ambition. Those who revere it view this as a positive trait; the Shadow will show you how to be the best you can be. But how far will you go in pursuit of your ambition? What—or who—will you sacrifice? Priests who embrace this aspect of the Shadow call themselves Mentors, emphasizing that they can show you how to achieve your full potential; others call them Tempters, as they will always drive you down the darkest path. The Pyrinean Creed says that the Shadow consumes the souls of those who fall prey to its temptation; a Mentor will tell you that this is exactly the sort of lie the Sovereigns use to trick you into following their rules.",
"The Shadow is also the keeper of forbidden knowledge, of secrets you know you shouldn’t pursue. This includes arcane magic—granting powers virtuous people should shun (see the Forbidden Magic sidebar for ideas about this). Any spellcasting character could attribute their powers to the Shadow; a wizard might have been struggling with their studies, but after a sacrifice to the Shadow, they awoke with new insights. The Shadow can also serve as a warlock’s patron, likely in the role of the {@class warlock||Fiend|fiend} or the {@class warlock||Hexblade|hexblade|XGE}. While the Shadow won’t interact directly with a warlock, they could receive visions like a priest; they could interact with a fiend who claims to speak for the Shadow; or they could be mistaken about the nature of their patron, and actually be bound to the overlord Sul Khatesh.",
"In addition to mystical knowledge, priests of the Shadow often know things they simply shouldn’t know—secrets that can harm people if revealed. Priests of the Shadow can sometimes be found working as fixers in the criminal underworld; how much are you willing to pay for the knowledge you seek?",
"Beyond all this, the Shadow is seen as a corrupting force that creates monsters, both figuratively through temptation, and literally—it is said to have created many of the monstrosities that prey on innocents. In turn, many monstrous creatures see the Shadow as their patron."
]
},
{
"type": "inset",
"name": "Optional Rule: Forbidden Magic",
"entries": [
"The Shadow tempts you to perform evil actions and can teach spells no one should know. While the game’s rules aren’t designed with the idea of forbidden spells that shouldn’t be cast, a DM could choose to grant a character one or more additional spells that have dangerous or unpleasant side effects every time they’re cast. Or the Shadow could grant a spellcaster the ability to increase the power of any spell they know—as if it was cast using a higher-level spell slot—once per long rest, but in doing this, it triggers a negative effect.",
"Regardless of what effects you establish, they should illustrate a clear and concrete reason why this magic is forbidden. Someone or something will pay a price every time this magic is used. Consider the following ideas:",
{
"type": "list",
"items": [
"When you cast the spell, roll a d6. The DM chooses you or one of your allies, either dealing the result as necrotic damage or applying it as a penalty to that creature’s next saving throw.",
"When you cast the spell, an innocent creature dies. You have no control over who will suffer and may never know who it is.",
"When you cast the spell, plants wither and all living creatures within 15 feet of you take one point of necrotic damage.",
"When you cast the spell, choose an ally within sight. That player can reveal a disturbing secret about their character to you. This must be worse than any previous secret they’ve revealed; if they can’t or if they choose not to, the spell fails.",
"When you cast the spell, the effect of the spell itself is particularly horrifying."
]
}
]
},
{
"type": "entries",
"name": "The Traveler",
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Province:",
"entry": "Change, chaos"
},
{
"type": "item",
"name": "Suggested Cleric Domains:",
"entry": "{@class cleric||Forge|forge|XGE}, {@class cleric||Knowledge|knowledge}, {@class cleric||Trickery|trickery}"
},
{
"type": "item",
"name": "Suggested Paladin Oath:",
"entry": "Paladins are rarely champions of the Traveler, though any oath’s mechanical features could be used to pursue a life of change."
}
]
},
"The Traveler touches the domains of many other Sovereigns. Like Aureon and the Shadow, the Traveler is a source of knowledge. Along with Olladra and the Mockery, it is a patron of those who rely on deception and cunning. Like Onatar and the Fury, it can provide inspiration to the artisan. Both those who fear the Traveler and those who revere it agree on one thing: whatever gifts the Traveler gives, they always lead to chaos. If the Traveler gives you knowledge, it’s because the revelation will force you to reevaluate everything you have known. If it helps you deceive, it’s because your actions will introduce chaos and crisis—whether into your life or the lives of others. Onatar will teach a swordsmith to make a better sword; the Traveler might show them how to make a bomb, changing the face of warfare. The Traveler isn’t here to satisfy your greed or to grant your ambitions. Instead, it will set you on paths you never thought to try. This may sometimes grant you good fortune, but when you call on the Traveler, you’re inviting the unexpected into your life.",
"One of the more infamous Traveler cults within the Five Nations is hidden within House Cannith. While Onatar is the acknowledged patron of House Cannith, some believe that the Traveler is the source of dramatic inspiration, helping artificers make unforeseen breakthroughs. Those who invoke the Traveler know that its gifts will surely have a cost and could shake the foundations of civilization, but they still yearn for that grand discovery. Many in House Cannith believe that Aaren d’Cannith—the inventor of the warforged—was a Traveler cultist; others assume that the Mourning may have been the work of a Cannith heir following the path of the Traveler.",
"Some who follow the Traveler are tricksters, causing chaos with no clear agenda. But others see themselves as guides, playing tricks on people in order to teach them lessons. Guides seek to challenge established traditions, laws, or institutions—not necessarily to destroy them, but to ensure that they haven’t outlived their usefulness. Still others are wanderers, embracing a life of constant change. The changeling travelers described in chapter 2 fall into this category, believing that as long as they remain in motion, the Traveler will guide and protect them. Ultimately, the Traveler will throw your life into chaos—for it’s by adapting to this chaos that people grow."
]
}
]
}
]
},
{
"type": "section",
"name": "The Cults of the Dragon Below",
"page": "66",
"entries": [
"The title “Cult of the Dragon Below” is a blanket term used to describe any sect that serves a malevolent power or has bizarre beliefs that defy rational thought. But no member of such an organization would call themselves a “cultist of the Dragon Below.” As a true believer, you might be a blessed eye of the All-Seer, a pilgrim on the road to the Inner Sun, or a warlock in the court of the Queen of Shadows. If you’re a member of one of these three cults, you don’t see the other two as allies, for they’re clearly dangerous and delusional. And while outsiders may be able to guess what force is behind the cult—it doesn’t take a Korranberg sage to guess that the people growing eyes on their hands might be tied to Belashyrra—only a fraction of the cults of the Dragon Below knowingly serve a daelkyr or overlord.",
"Cults of the Dragon Below are categorized by two elements: structure and power. The structure defines the shape and scale of a cult, while the power is the malevolent force behind it, usually a daelkyr or fiendish overlord. The cults of the Dragon Below table provides a few examples of cults—simply scratching the surface of what can appear in the world—and the rest of the section explores these elements in more detail.",
{
"type": "table",
"caption": "Cults of the Dragon Below",
"colLabels": [
"{@dice d8}",
"Cult",
"Power",
"Structure"
],
"colStyles": [
"col-1 text-center",
"",
"col-1",
"col-2"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"{@b The Vigilant Eye.} Cult members develop an alien eye on the palm of their non-dominant hand. When they view the world through this eye, members can see “secrets” about the world around them that feel true—such as seeing certain people are possessed by demons or about to commit murder. Members take vigilante action to eliminate the threats “revealed” by their eyes. This cult often takes root in House Deneith enclaves or city watch units.",
"{@creature Belashyrra|ERLW}",
"Corrupted cult"
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"{@b Whisperers.} An ancient tradition found across the Shadow Marches. Whisperers have a strange bond with gibbering mouthers, and a Whisperer family will keep a mouther somewhere in their home. When a family member reaches a certain age, they are fed to the mouther; the Whisperers believe that the soul of the departed lives forever in the mouther and can be heard in the gibbering. The name “Whisperer” comes from their tradition of prayer, a sort of ecstatic murmuring that mimics the chaotic gibbering of the mouther.",
"Kyrzin",
"Traditional cult"
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"{@b The Court of Shadows.} A cabal of warlocks and wizards who serve the overlord {@creature Sul Khatesh|ERLW} in exchange for arcane knowledge and power. The current iteration of the Court began in Arcanix during the Last War, and is spreading across Khorvaire. Members are assigned a rank in the imaginary court of the Queen of Shadows; a warlock might be the Count of the Broken Bell or the Baroness of the Forgotten Moment.",
"{@creature Sul Khatesh|ERLW}",
"Transactional cult"
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"{@b The Hive.} Members of the Hive believe they are the children of Valaara, the Crawling Queen. Most believe they began their lives as insects, which then crawled into a humanoid body and consumed its brain. Hive cultists are compelled to work together, tirelessly pursuing the goals of their queen.",
"{@creature Valaara|ExploringEberron}",
"Corrupted cult"
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"{@b The Inner Sun.} This cult can be found across the west coast of Khorvaire, from the Shadow Marches to the Demon Wastes. Cultists believe that there is a paradise within Khyber: the Vale of the Inner Sun. To earn passage to the Vale, a champion must defeat a host of worthy foes, dedicating their souls to the Gatekeeper. Cults vary on the criteria for “worthy foe”—while some cultists are serial killers, others only consider monsters or evildoers as qualifying for their passage.",
"Katashka",
"Traditional cult"
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"{@b The Transcendent Flesh.} Followers of the Transcendent Flesh walk the paths of the Foul Labyrinth in a quest to evolve beyond the bodies they were born in. They work with mind flayers and other minions of {@creature Dyrrn|ERLW|Dyrrn the Corruptor}, receiving their payment in symbionts, warlock powers, or other forms of physical or mental transformation.",
"{@creature Dyrrn|ERLW}",
"Transactional cult"
],
[
{
"type": "cell",
"roll": {
"exact": 7
}
},
"{@b Revenants.} Not to be confused with the Revenant Blades of Valenar, members of revenant cults believe that they are ancient heroes reincarnated to serve a divine purpose. Revenants may operate alone, or a band of cultists may believe they are heroes from the same time period. Katashka, {@creature Rak Tulkhesh|ERLW}, and {@creature Dyrrn|ERLW|Dyrrn the Corruptor} have all been known to produce revenant cults. The challenge of fighting a revenant cult is simple: How do you know they’re not reborn heroes with a vital purpose?",
"Varies",
"Corrupted cult"
],
[
{
"type": "cell",
"roll": {
"exact": 8
}
},
"{@b Loyalists.} A common cult that can spring up anywhere, loyalists worship their immortal patron as a deity and are devoted to releasing it from Khyber. Traditional loyalists may have been slowly advancing their patron’s goals for centuries, worming their way into positions of influence and aiding their master’s inhuman minions. Corrupted loyalists are usually wildly dedicated to a single task, and the cult will dissolve if their attempt fails.",
"Varies",
"Varies"
]
]
},
{
"type": "entries",
"name": "Cult Structure",
"page": "67",
"entries": [
"{@creature Rak Tulkhesh|ERLW} has tribes of barbarians clamoring to spill blood in his name in the Demon Wastes. He has loyalists in the Five Nations subtly spreading hatred and ignorance. And he produces revenants, innocents who wake up convinced they are reincarnated soldiers with a duty to complete unfinished battles. This is common—most overlords and daelkyr have multiple cults, each completely unaware of another. While each cult is unique, most fall into one of the following three categories.",
{
"type": "entries",
"name": "Corrupted",
"entries": [
"Members of these cults are united by shared delusions, the reality of their minds corrupted by a horrifying alien force. Sometimes the delusion infects those who take part in the rituals; other times the ideas first leak into people’s minds, then draw them to the cult. This is why the cults of the Dragon Below can never be wiped out, and why they can appear anywhere— you never know when or where an irrational idea can take root, twisting the thoughts and beliefs of innocent people.",
"While a corrupted cult’s beliefs and actions may seem irrational to outsiders, to members of the cult they make perfect sense. A revenant truly believes they are a legendary hero reincarnated. A Vigilant Eye cultist believes they’ve been given blessed vision that reveals evildoers who must die. The fact the cultist has grown a new eye doesn’t seem strange to them—{@i it’s a blessed eye! Others are just jealous they don’t have one.} Corrupted cultists may see the world differently than people around them. A group of revenants could be working with a mind flayer and dolgrims, but they see these aberrations as loyal knights tied to their ancient order. When encountering a corrupted cult, player characters will face the challenge of making sense of the delusion—understanding what the cult members believe they’re trying to accomplish, and how it relates to what they’re actually doing. These delusions have nothing to do with mental illness and cannot be treated at a Jorasco healing house. This is a form of supernatural influence with a specific cause—a corrupting alien entity—and with a specific effect; corruption can take hold of anyone at any time, and cultists may otherwise appear perfectly healthy and sane.",
"Corrupted cults rarely last long. They typically come into existence with a clear purpose, a specific scheme that somehow benefits their guiding power. After this scheme succeeds or fails, the driving force often abandons the survivors. The question is whether this releases cultists from the delusion, or whether they are simply abandoned—or even driven toward destructive acts. A second important question is whether it’s possible to free a cultist from their delusion while the cult is still active. This could require magic, such as {@spell greater restoration}. But it could simply require the cultist to be isolated from their allies and deprogrammed, or perhaps separated from an item that is reinforcing the delusion. If this powerful delusion can be broken, perhaps the cultist’s original identity can reassert itself.",
"The power behind a corrupted cult isn’t always obvious. Loyalists know the power they serve and often proudly proclaim it, but many other corrupted cults aren’t aware of the power behind them. Vigilant Eye cultists could mistakenly believe that their blessed eyes are a gift from Aureon, while a revenant might believe Dol Arrah has returned them to the world. Even if the cultists themselves don’t realize who they serve, the trappings can be a giveaway. Belashyrra’s cultists often deal with eyes or beholders, Dyrrn employs illithids and doppelgangers, and Kyrzin’s cults usually have something to do with oozes and slime. But sometimes a cult can appear perfectly innocent. Are you absolutely certain that revenant {@i wasn’t} restored by Dol Arrah?"
]
},
{
"type": "entries",
"name": "Traditional",
"entries": [
"There are cults far older than any human civilization. Their strongholds are in desolate regions—the Demon Wastes, the Shadow Marches—but immigrants have carried these beliefs into the Five Nations. The members of these cults have been raised to believe that the traditions of their faith are normal. {@i You remember when your grandmother was consumed by the gibbering mouther in the basement. What’s wrong with that? It was her time and her passage to immortality; you’ve heard her speaking to you in the whispers of the mouther. You hope that you’ll live long enough to join her in its bowels.}",
"Traditional cultists are typically less volatile and extreme than corrupted cultists; surviving long enough to become a tradition means avoiding reckless behavior and learning to keep your faith hidden from strangers. Many traditional cults can seem harmless; for the most part, Whisperers have no interest in harming or interacting with outsiders. However, traditional cults provide a lurking support network that can be activated when needed. {@creature Rak Tulkhesh|ERLW} has loyalists hidden throughout the armies of the Five Nations, always ready to escalate violent situations. And a town could be filled with followers of the Transcendent Flesh who appear completely harmless and mundane—until the Night of Six Moons, when they all attach their symbionts and tear apart any outsiders unlucky enough to be in the town that night.",
"Traditional cults are less extreme than corrupted ones, but they still see the world through a strange lens, despite knowing the power they’re bound to. Some traditional cults believe their patrons are simply misunderstood—{@i Dyrrn seeks to elevate humanity, not to corrupt it!} Others celebrate the destructive or chaotic aspects of their patrons, either believing that this corrupt world deserves to be torn down, or that the faithful will be elevated in the next age. Even a cultist who reveres {@creature Rak Tulkhesh|ERLW} may not be evil; they could believe the corrupt world must be washed in blood to cleanse evil, and aside from their duties to the Orphan King, they may be gentle and altruistic."
]
},
{
"type": "entries",
"name": "Transactional",
"entries": [
"The dark powers associated with the cults of the Dragon Below have much to offer. They can imbue their servants with mystical powers, following the model of the warlock. Daelkyr can provide symbionts and physical transformation, while the Lords of Dust can provide wealth, influence, or ancient artifacts to their loyal agents. As a result, transactional cults often begin as secret societies. People join of their own free will, eager to obtain whatever it is the cult has to offer. But even if someone joins for the most rational of reasons, the influence of a daelkyr or an overlord is difficult to resist; the longer someone remains in the cult, the more power it will have over them.",
"Consider the Court of Shadows cult, tied to {@creature Sul Khatesh|ERLW}. A wizard has a fascinating conversation with a colleague, discussing a spell unlike anything they’ve seen before. The colleague explains that the spell is from Ashtakala’s vaults, and if the wizard joins the Court, they’ll discover many amazing things about magic and history. So they go to a meeting and are impressed by the scholars and warlocks they meet. Soon they’re initiated into the cult, swearing an oath to the Queen of Shadows and being invested as the Knight of the Forgotten Library. It seems like a game, and they’re gaining access to fascinating new spells. But as time passes, they become ever more obsessed with rising in the Court of Shadows. The political interplay in the Kingdom of Shadows feels more real, more relevant than the mundane politics of Khorvaire. They pursue missions for the Queen, yearning to win her favor. And they hope that someday the Queen will rise from her slumber, for then, the Kingdom of Shadows will truly become real.",
"Transactional cults can be found anywhere on this slippery slope. A transactional cult might use symbiont weapons but otherwise be quite rational. Or, while you can still see how they stumbled into this mess, they could be completely pulled into the warped reality espoused by the cult.",
"Transactional cults are typically small, but can be widespread. A coven of the Court of Shadows may only have a few members, but the Court itself is spread across Khorvaire. Often, members of transactional cults know who they are dealing with, but greed or curiosity overrides concerns. However, it’s also possible for people to only know part of the story; a warlock might believe that the Queen of Shadows is a mighty warlock or perhaps an archfey, not realizing she’s actually an overlord."
]
}
]
},
{
"type": "entries",
"name": "Cult Goals",
"page": "68",
"entries": [
"What do the cults of the Dragon Below {@i want}? What do members strive to achieve? This varies based on the structure and patron of the cult. All of the malevolent powers described in this section have loyalists, cults that are devoted to releasing their lords from Khyber or helping their agents (be they Lords of Dust, mind flayers, or rogue dragons) with whatever they require. But beyond the loyalists, cult goals can be a little more exotic.",
"Corrupted cults usually have some sort of immediate goal that drives the formation and expansion of the cult. {@i The Vigilant Eye is hunting down “demons” hidden in the community, which can only be seen with their blessed eyes! The revenants have to re-enact a brutal massacre that occurred five hundred years ago today!} The goals are often terrible things that must be stopped, but it’s not always obvious how they are helping the power behind the cult; these schemes may have nothing to do with the seals of the daelkyr or releasing an overlord. In the case of an overlord, the archfiends gain strength by driving mortals down their paths. For {@creature Sul Khatesh|ERLW}, getting mortals to use magic for malevolence strengthens her regardless of what they actually do; likewise, {@creature Rak Tulkhesh|ERLW} revels in all violence. Meanwhile, the daelkyr are truly incomprehensible. They certainly enjoy experimenting with their preferred mediums; one of {@creature dyrrn|ERLW|Dyrrn’s} cults could enact a ritual that causes dragonmarks to come to life and attack their bearers, with no purpose beyond satisfying Dyrrn’s curiosity. As the daelkyr experience time in a nonlinear fashion, it’s also possible that what seems like meaningless chaos could have a unforeseen future—that there will come a time when a living dragonmark unleashed in the cult’s bizarre rampage ends up being the vital element needed to defeat one of the Lords of Dust. The key point is that cults of the Dragon Below—particularly corrupted cults—may not have long-term plans; their schemes can and should often appear nonsensical.",
"Traditional cults are religions. They aren’t driven by short term goals, but instead provide guidelines on how to live your whole life. Traditional cults can be peaceful and innocuous … until they aren’t. A particular alignment of moons, a vision sent to the cult leader, a critical mass of outsiders arriving at the same time—any cult could have a set of circumstances that trigger bloody rituals or brutal sacrifices. This is where the absurdity of a traditional cult rises to the surface. The people of Lowholt couldn’t be kinder—until the flesh barn runs low on spleen and they have to harvest your organs. {@i It’s a real shame, stranger, but our grandparents have to have that spleen}—the “grandparents” in this case being the gibbering mouther in the basement.",
"Transactional cults are often initially driven by the desires of the members. Someone joins a transactional cult because they want the power to do something—to take revenge on their enemies, to overthrow a tyrant, to destroy a local criminal gang. But the patron always has a price, and this can eventually follow the same model described for corrupted cults earlier."
]
},
{
"type": "entries",
"name": "The Powers Behind the Cults",
"entries": [
"Each cult of the Dragon Below is tied to a sinister power trapped in Khyber, and a cult’s goals usually reflect the power behind it. If the cult has inhuman allies, are they fiends, aberrations, or other monsters? What sort of treasures and magic items does the group use? These magic items aren’t necessarily direct gifts from the patron; a cult of Kyrzin may have many potions because the high priest is an alchemist, or because a strange fountain in the temple secretes mystical fluids. In the case of loyalists and traditional cults, the connection to its patron may be quite obvious, whereas corrupted cults can be challenging to identify the hidden manipulator. Regardless of whether cultists know the identity of their patron, the power behind a cult has many effects.",
"As a broad rule, cults tied to overlords (Rak Tulkhesh, Sul Khatesh, Katashka, Bel Shalor, the Daughter of Khyber) are either directly helping the Lords of Dust or trying to drive behavior that strengthens the archfiend. The daelkyr (Belashyrra, Dyrrn, Kyrzin, Orlaask, Valaara) are more enigmatic. Their traditional cults may continue strange patterns of behavior handed down for generations, performing sacrifices or mysterious rituals when the planes are aligned. But they can also engage in dramatic actions with no clear benefit to anyone. There’s no clear reason for Orlassk to turn citizens of Sharn into gargoyles; it could be an experiment, or simply a form of art. But these actions will be related to the sphere of the daelkyr that causes it, whether that’s oozes, stone, eyes, or insects.",
"The ten powers described below reflect the most common cults, but there are many other overlords and daelkyr. There will never be a complete list, and DMs can always develop new powers. Use these as inspiration, but don’t feel limited.",
{
"type": "entries",
"name": "Bel Shalor: The Shadow in the Flame",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The brightest soul casts the longest shadow. You can’t escape the evil within you. It’s always one step behind, waiting for you to miss a step. Even if you keep your footing, do you truly believe that those around you are as strong as you? Are they so virtuous? Or have they already let the darkness in?"
]
},
"The overlords embody mortal fears, and Bel Shalor embodies our fear of {@i other mortals}—the eternal suspicion that a stranger means us harm, that even our friends can’t be trusted. Bel Shalor thrives on paranoia and feasts when fear drives good people to do terrible things. Wars feed Rak Tulkhesh, but an inquisition that torments countless innocents delights Bel Shalor—especially when carried out by virtuous people. In the third century YK, Bel Shalor nearly escaped his bonds before being bound once more by the sacrifice of Tira Miron, but some sages wonder if Bel Shalor didn’t in fact {@i allow} himself to be defeated. Now he is forever tied to Tira, and anyone who can hear the Voice of the Silver Flame can also hear the tempting whispers of the Shadow in the Flame.",
"Bel Shalor doesn’t encourage savage violence. Instead, he amplifies fears and suspicions while fanning the fires of greed and self-interest. He convinces us that the people around us are cruel and petty; the only way to survive is to strike first, to take what we need regardless of the cost to others.",
"Corrupted cults can appear anywhere; Bel Shalor seizes on a suspicion and amplifies it. The Whispering Flame is a transactional cult hidden within the Church of the Silver Flame—a secret order of priests and templars who do Bel Shalor’s bidding in exchange for power and influence. The greatest agents of the Whispering Flame rarely perform obvious acts of corruption themselves; instead, they subtly encourage others to compromise their principles or succumb to their fears.",
{
"type": "entries",
"name": "Forces",
"entries": [
"Bel Shalor’s chief agents are {@creature rakshasa}, and his {@i prakhutu} (“speaker”) on the Council of Ashtakala is known as the Wyrmbreaker. His minions specialize in stealth and deception, not brute force. Bel Shalor also controls shadows, and it’s said he can grant malevolent life to anyone’s shadow, causing it to spy on the person who casts it or even to kill them."
]
},
{
"type": "entries",
"name": "Gifts",
"entries": [
"Magic items associated with Bel Shalor typically are used to manipulate others, conceal thoughts, or control shadows. Important members of the Whispering Flame often receive a {@item ring of mind shielding}, and may use {@item eyes of charming} to influence others. Such items are typically made by the Lords of Dust, though they can be ancient relics or items infused with the power of the Shadow in the Flame."
]
},
{
"type": "entries",
"name": "Character Ideas",
"entries": [
"Bel Shalor thrives on manipulating thoughts and emotions. A bard of the {@class bard||College of Whispers|whispers|XGE} could attribute their gifts and magical talents—the ability to harness fears and even steal another’s shadow—to a bond to Bel Shalor. For a warlock, either the {@class warlock||Archfey|archfey} or the {@class warlock||Great Old One|great old one} could represent the Shadow in the Flame. Members of the Whispering Flame sometimes begin as paladins or clerics devoted to the Silver Flame. Even once serving Bel Shalor, they are able to retain a connection to the Flame and keep their class abilities; however, they typically shift to the {@class cleric||Trickery|trickery} domain or the {@class paladin||Oathbreaker|oathbreaker|DMG} oath."
]
},
{
"type": "entries",
"name": "Story Ideas",
"entries": [
"Any fear could be amplified by Bel Shalor and form the basis of a cult. A group of people in a small town might become convinced that there’s a {@creature doppelganger} or a {@creature wererat} hidden in the community that has to be rooted out at any cost. Or perhaps it’s a fear of foreign spies. Or warforged made to replace humans … can you prove that you’re not a warforged imposter? Frequently such cults truly believe that they’re protecting the innocent from a serious threat, and don’t realize that they are the ones serving a dark power.",
"Similar stories can be associated with the Whispering Flame. Cultists work to trick truly virtuous members of the church, convincing good templars to persecute innocent people in pursuit of imaginary threats. This situation—good people harming good people—delights Bel Shalor. Can adventurers expose the true agents of evil without killing innocents themselves?"
]
}
]
},
{
"type": "entries",
"name": "Belashyrra: The Lord of Eyes",
"page": "69",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"We know the world through our eyes. But sight is a gift of the Glorious Eye, and what is given can be taken away. Those who serve the All-Seer well are given new eyes, able to see layers of reality hidden from mere mortals. If only you could see what I can see!"
]
},
"The daelkyr {@creature Belashyrra|ERLW} is associated with sight, and might use its cultists as vessels through which to explore the world. Belashyrra’s cultists can become obsessed with sight, both unable to believe what they can’t see, and utterly convinced of those things they can. They might experience visions others can’t see, or gain powers linked with sight, like a beholder’s eye rays. The concept of seeing secret things is critical for these cults and typically drives their missions. It’s common for devoted cultists of Belashyrra to grow new eyes, as with the Vigilant Eye cult.",
"Belashyrra has traditional cults in the Shadow Marches; members generally keep to themselves, unless guided by visions or gathering sacrifices. Belashyrra’s corrupted cults can appear anywhere, driven by ecstatic visions or convinced that only they can see threats that must be dealt with (such as members of the Vigilant Eye believing they can see hidden demons). Belashyrra’s cultists aren’t always dangerous; they can be gifted oracles, and sometimes they truly can see threats hidden from others. Belashyrra is also known to be fighting the Umbragen drow beneath Xen’drik.",
{
"type": "entries",
"name": "Forces",
"entries": [
"Belashyrra is the source of beholderkin in Eberron, though they can be found serving other daelkyr or operating independently. Any aberration whose powers revolve around eyes or vision could be tied to Belashyrra. Any creature created by Belashyrra will have extra eyes; this includes its {@creature dolgaunt|ERLW|dolgaunts} and {@creature dolgrim|ERLW|dolgrims}, though the dolgaunts still possess blindsight."
]
},
{
"type": "entries",
"name": "Gifts",
"entries": [
"Any magic item associated with sight can be tied to Belashyrra, usually in symbiont form. Cultists may have organic versions of {@item eyes of the eagle}, {@item eyes of charming}, or {@item goggles of night}; a {@item robe of eyes} could be made from a leathery material that bonds to the wearer’s body. Symbiont items that grant sight-related abilities will often demand to see certain things; the wearer will simply have a sense that the robe wants to see what’s inside that building, and refusing such requests could result in losing the powers of the item until a long or short rest has been completed. In addition to items, Belashyrra can grant supernatural gifts tied to sight, such as granting darkvision or the ability to use {@spell true seeing} once a week; such gifts usually take the form of a new eye manifesting on the victim, with the power only working through that eye."
]
},
{
"type": "entries",
"name": "Character Ideas",
"entries": [
"Belashyrra can be an excellent patron for a {@class warlock||Great Old One|great old one} warlock, because typically what it asks of its warlocks is to see things; a warlock will be charged to find something or observe a particular event. Sight-related invocations are common, and spell effects may be channeled through the eyes—either the warlock’s natural eyes, or new ones that they manifest. Any character could be guided by visions shown by Belashyrra; a paladin might not follow a god, but rather be driven by the visions of evil Belashyrra shows them. Is Belashyrra guiding them to stop evil, or is the All-Seer mocking them by showing them the evil people do, while the paladin is determined to prevent these visions from coming to pass?"
]
},
{
"type": "entries",
"name": "Story Ideas",
"entries": [
"Due to a cult’s actions, people start seeing hidden truths they don’t want to know. A wave of visual hallucinations is causing people to see their friends as monsters or deadly enemies. A serial killer is collecting eyes of different species to offer to the All-Seer. A loyalist cult sees signs that reveal one of the adventurers is their next designated sacrifice. An individual or group (such as the Vigilant Eye) is guided by visions leading them to murder hidden demons—are they killing innocents, or could there truly be demons hidden in the community?"
]
}
]
},
{
"type": "entries",
"name": "The Daughter of Khyber",
"page": "70",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Even Eberron herself couldn’t defeat Khyber, and the day is coming when she’ll break her chains, shattering the world that you know, revealing the one that was always meant to be. Khyber’s Daughter gathers her armies, and soon their wings will blot out the sun."
]
},
"The Daughter of Khyber embodies the fear of dragons. She manipulates the hearts and minds of dragons, turning them to darkness and ultimately seizing control. This has kept the dragons in self-imposed isolation in Argonnessen; the more they exert their power, the stronger Khyber’s Daughter becomes.",
"Of all the cults, this is the one that most truly serves the Dragon Below. Loyalists serve the Daughter of Khyber as the greatest champion of her mother and the harbinger of Khyber’s return. Loyalist doctrine maintains that Khyber didn’t betray Siberys; instead, she was the one betrayed. Khyber had a grand and glorious vision for reality, but the other Progenitors turned on her. Cultists typically see themselves as being oppressed by laws and systems; like Khyber, they are imprisoned by their inferiors, by people who don’t understand their vision for the world, and they will ascend to glory when Khyber rises. Some cults maintain that dragons themselves were the creations of Khyber and were stolen by Siberys and Eberron; under this belief, the Daughter isn’t corrupting dragons, but rather restoring them to their rightful role. In any case, loyalists see themselves as warriors in a battle to restore proper balance to reality, heroes who will be elevated in the dark and beautiful reality soon to be revealed through dragonfire and blood.",
"Corrupted cultists may share these beliefs. Other common delusions include the idea that cultists are dragons—either transformed and trapped in human form, or inheritors of draconic bloodlines who could someday regain their proper form. In extreme cases, such cultists may manifest draconic physical traits—growing scales or claws, manifesting breath weapons, or wielding sorcerous power.",
"Some cults refer to the Daughter of Khyber as Tiamat, after the draconic deity known in other sections of the multiverse. However, the Daughter of Khyber is a fiendish overlord, bound in the Pit of Five Sorrows in Argonnessen, and does not wield power in other realms.",
{
"type": "entries",
"name": "Forces",
"entries": [
"The Daughter of Khyber is associated with dragons, along with {@race dragonborn}, {@creature kobold||kobolds}, and other creatures with draconic traits. While she has rakshasa followers among the Lords of Dust, her primary servants are abishai."
]
},
{
"type": "entries",
"name": "Gifts",
"entries": [
"Magic items associated with the Daughter of Khyber are usually associated with dragons in some way, and may come from Argonnessen or be relics from the Age of Demons. Magic weapons and armor may be made from dragon scales or bones. Artifacts and wondrous items that allow the bearer to control dragons, protect them from dragons, or emulate draconic abilities are all possible."
]
},
{
"type": "entries",
"name": "Character Ideas",
"entries": [
"The powers of a {@class sorcerer||Draconic Bloodline|draconic} sorcerer could be tied to the Daughter of Khyber; was it you that forged this bond, or did one of your ancestors serve the Dragon Below? A dragonborn character could have been born as another species, transformed into their current form by the Daughter of Khyber. A cultist barbarian could be described as taking on draconic traits when they rage, their damage resistance granted by rage reflecting a temporary layer of dragon scales."
]
},
{
"type": "entries",
"name": "Story Ideas",
"entries": [
"The residents of a small village have been transforming into dragonborn, hearing the whispering voice of the Daughter calling them to service. Can this be stopped and the victims restored? A group of cultists are convinced they are dragons, and seek to spread a message of draconic dominance. A scholar obsessed with the Draconic Prophecy is secretly a servant of Khyber’s Daughter … and possibly even a corrupted dragon. A young dragon dominated by the Daughter of Khyber is raiding villages—but what purpose does this serve? A dragon tied to the Chamber employs adventurers to recover an {@item Orb of Dragonkind}—will the party surrender it once it’s in their hands?"
]
}
]
},
{
"type": "entries",
"name": "Dyrrn: The Corrupter",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Flesh isn’t final: it’s clay to be molded into something better. We can be so much more than these bodies we’re born with. You were birthed in the prison of everyday life, but there are paths in this foul labyrinth that lead to unimaginable wonders. Let us show you the way."
]
},
"One of the most active daelkyr, Dyrrn the Corruptor is infamous for warping mind and body to turn innocents into monsters. It’s said that Dyrrn bred the first {@creature dolgrim|ERLW|dolgrims} and {@creature dolgaunt|ERLW|dolgaunts} from goblinoid stock. It created {@creature doppelganger||doppelgangers} from changelings, and perhaps even {@creature choker|MTF|chokers} from halflings. Strong evidence suggests Dyrrn corrupted shifters, creating the first lycanthropes. Lord of the mind flayers, it takes equal joy in twisting thoughts and flesh.",
"Dyrrn’s loyalists believe that the Corruptor will ultimately consume and transform the world, and that only those who serve it will survive the experience. However, there are other cults—such as the Transcendent Flesh—who see Dyrrn’s actions in a positive light. Dyrrn transforms and creates new forms of life—but who are we to decide that these things are monsters? Such cultists believe that Dyrrn is driving evolution, and they can transcend their own limits by walking the path of the Foul Labyrinth. While this can start as simply transactional, the influence of the Corruptor is insidious, and cultists can soon start to see natural creatures as vile and weak.",
"Dyrrn has had a long presence in western Aundair and the Eldeen Reaches, and the Wardens of the Wood remain ever watchful for its vile creations. During the Last War, the dwarves of the Mror Holds discovered that Dyrrn’s forces were deeply entrenched in the ancient realm below their holdings. While many clans are determined to drive all aberrations from the depths, others feel it may be possible to use Dyrrn’s power for the greater good; this has offered a foothold for the Transcendent Flesh and other cults to spread.",
{
"type": "entries",
"name": "Forces",
"entries": [
"Dyrrn has created many of the aberrations used by all daelkyr, such as {@creature dolgaunt|ERLW|dolgaunts} and {@creature dolgrim|ERLW|dolgrims}. It’s the source of {@creature mind flayer||mind flayers} in Eberron; they know Dyrrn as the Overmind, and it serves as the cornerstone of their collective consciousness. {@creature doppelganger||Doppelgangers} and {@creature mind flayer||mind flayers} are often associated with Dyrrn’s cults, but any aberration or monstrosity could appear."
]
},
{
"type": "entries",
"name": "Gifts",
"entries": [
"Dyrrn is a prolific producer of symbionts. It’s not bound to any one theme; any living weapon or tool could be tied to Dyrrn. It’s also closely associated with psionic powers and the evolution of the mind, and a cult could be found wielding tools that focus mental power."
]
},
{
"type": "entries",
"name": "Character Ideas",
"entries": [
"An artificer could hear Dyrrn’s whispers, guiding them to create living tools; their infusions might appear to be alive, though their effects are the same as those for other artificers. A warlock bound to Dyrrn could experience dramatic physical transformation or focus on powers that control thought— are they now a renegade fighting Dyrrn, or being guided toward evolution? A barbarian could present their rage as a disturbing physical transformation, while a transmuter wizard might follow in Mordain the Fleshweaver’s footsteps."
]
},
{
"type": "entries",
"name": "Story Ideas",
"entries": [
"Dyrrn’s cults can always provide a foothold for aberrations to enter a story. Cultists could be creating monsters from corpses, cloning important people and releasing the clones into the world, or turning innocent people into aberrations. A Transcendent Flesh cult might focus on their own physical or mental evolution and have no intention of harming others— until they need extra brains or body parts. Someone might discover that Dyrrn is responsible for both aberrant and true dragonmarks; what impact would this have on the world?"
]
}
]
},
{
"type": "entries",
"name": "Katashka: The Gatekeepr",
"page": "71",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"You cannot defeat me. You fear death, knowing your flesh will rot and your soul will shrivel away in Dolurrh. But I serve the Grim King, the Keeper of the Gate— and even if you kill me now, he will open the gate for my return."
]
},
"The overlord Katashka embodies the fears of both death and the undead. People often assume that the followers of the Blood of Vol want to become undead, but it is Katashka’s cultists who embrace this dark destiny. His loyalists dream of a world where the dead reign over the living, reveling in the power death holds over the rabble, secure in the belief that Katashka will either grant them immortality through undeath or raise them when they fall.",
"Katashka thrives both on the fear of death and fear of the undead. As such, his cults might spread plagues or otherwise cause mass death, or they might unleash ghouls in the sewers or trigger zombie outbreaks. His intent is not death itself— the Grim King draws strength from the {@i fear} of the living. As such, Katashka rarely seeks to kill people swiftly. The primary purpose of the lingering plague is to sow fear among those fighting it, and the small pack of ghouls that causes long-term terror is more effective than an army that wipes out a city in a day. Likewise, Katashka’s undead champions revel in their unnatural condition; they want people to know what they are and to fear them.",
"The Gatekeeper’s cults are often transactional, with cultists serving the Grim King in exchange for secrets of necromancy or undead servants. Corrupted cults will in some way tie to death or the undead; Katashka also produces revenants. Katashka’s cults have no established territories, but are actually rarer in Karrnath than elsewhere in the Five Nations, as the Blood of Vol presents a different path to necromantic magic along with a more positive overall message for followers.",
"There are some obvious similarities between Katashka and the Keeper, and some scholars assert that they are one and the same—that Katashka’s actions in the Age of Demons inspired the myths of the Keeper. A critical difference is Katashka’s focus on undeath, in some ways resembling the role of Orcus in other settings. In contrast, priests of the Keeper also deal with general greed, offering deals that have nothing to do with death or undeath.",
{
"type": "entries",
"name": "Forces",
"entries": [
"Katashka’s forces are undead; even within the Lords of Dust, his champions are liches, {@creature death knight||death knights}, and dracoliches. His transactional cults include necromancers, though he actually has fewer necromancers in his service than are found among the Blood of Vol and the Emerald Claw; his followers don’t need to understand the science of necromancy if their dark lord raises bones for them."
]
},
{
"type": "entries",
"name": "Gifts",
"entries": [
"Katashka’s treasures are tools that consume life, such as a {@item sword of life stealing}. His cultists may also possess tools that create or command undead. Beyond this, the greatest gift Katashka grants his followers is life after death. A champion of Katashka could be repeatedly raised after death, forcing adventurers to find more elaborate ways to prevent their resurrection. His champions could also be returned as undead; only valuable servants are granted a second life as liches or vampires, but lesser cultists could rise after death as zombies or ghouls—an unpleasant surprise for adventurers fighting them!"
]
},
{
"type": "entries",
"name": "Character Ideas",
"entries": [
"A {@class barbarian||Zealot|zealot|XGE} barbarian dealing necrotic damage could have a tie to the Grim King; do they have to earn this power by killing in the name of the Gatekeeper? The {@class warlock||Undying|undying|scag} warlock patron is another sound match for Katashka. While the {@class cleric||Death|death|DMG} domain and the {@class paladin||Oathbreaker|oathbreaker|DMG} paladin both fit Katashka thematically, Katashka isn’t a god and such characters may be a better fit for the Keeper or the Blood of Vol. Perhaps you died in the past, then were returned to life by Katashka, but with a bargain to fulfill—along with the knowledge that if you fail to carry out your mission, you will die again. Will you do the bidding of the Grim King, or will you try to find another way to earn your life?"
]
},
{
"type": "entries",
"name": "Story Ideas",
"entries": [
"Any plotline involving evil undead or power-hungry necromancers can be laid at Katashka’s feet; his cults require less nuance than the Blood of Vol. A common theme is the fact that Katashka doesn’t simply want to kill innocents, he wants people to fear death and the undead."
]
}
]
},
{
"type": "entries",
"name": "Kyrzin: The Prince of Slime",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Slime, water, blood—fluids are the purest essence of life. We begin as a drop of liquid, and in the end we return to it. Drink the bounty of the Bile Lord. Heed the voice of the Lurker Within, for it’s already part of you. Follow our teachings, and after death, you’ll find eternal peace in the whispering choir."
]
},
"The daelkyr Kyrzin deals in living liquids and foul fluids. It is infamous as the source of all oozes; some believe that there are living rivers of gray ooze and green slime in the depths of Khyber. Many cults revere gibbering mouthers and hear guiding words in the ravings of these beasts; such cults refer to Kyrzin as the Regent of Whispers. While oozes play a major role, its cults can be associated with liquid in any form. One cult might venerate an ancient well, while others say that the local lake holds the ghosts of their ancestors. Any delusion associated with liquids could be tied to Kyrzin.",
"Kyrzin’s traditional cults are strongly established in the Shadow Marches, but Whisperers keep to themselves. Marchers refer to the common cold as “the drip” or the “Bile Lord’s kiss;” and stories say that Kyrzin has sown giant oozes in the rivers of the Marches. While many Marchers know stories of the Prince of Slime, it’s typically seen as a dangerous but largely neutral force. Mold plays an important part in Marcher medicine, and the Bile Lord is seen as a force that can cause disease when angered, or help to prevent it. So most prefer to ignore and avoid Kyrzin, and Whisperers are largely left alone.",
{
"type": "entries",
"name": "Forces",
"entries": [
"In Eberron, Kyrzin replaces Juiblex as the source of {@creature black pudding||black puddings}, {@creature gray ooze||gray oozes}, {@creature gibbering mouther||gibbering mouthers}, {@creature mimic||mimics}, and similar creatures, any of which could be tied to the Prince of Slime. It can also create creatures similar to living spells, though Kyrzin is not responsible for the living spells that roam the Mournland. Its most infamous creations are parasitic oozes, a form of black pudding that can enter a creature’s body. More intelligent than their larger kin, these oozes can communicate telepathically with their hosts. An adventurer who kills a weak cultist may have an unpleasant surprise when a deadly parasitic ooze emerges from the corpse! Victims unwillingly bonded to a parasitic slime must find a way to coexist until they can be freed from the creature ({@spell greater restoration} will expel it). If angered, the ooze can eat its way out of the victim, which is usually fatal. Kyrzin is also served by {@creature dolgaunt|ERLW|dolgaunts} and {@creature dolgrim|ERLW|dolgrims}; those created by the Prince of Slime have slimy, translucent skin."
]
},
{
"type": "entries",
"name": "Gifts",
"entries": [
"Kyrzin’s cults are well stocked with potions. While they may have standard effects, Kyrzin’s potions are often disturbing to look at and may crawl about, ooze-like, if spilled. Kyrzin’s symbionts often mimic the effects of magical garments, though they are fluid rather than fabric; Kyrzin’s {@item cloak of elvenkind} is an amorphous shroud that shifts to match its surroundings."
]
},
{
"type": "entries",
"name": "Character Ideas",
"entries": [
"An artificer from an old Whisperer family could have an unorthodox approach to alchemy, and their homunculus could be a living ooze. A {@class warlock||Great Old One|great old one} warlock could specialize in spells dealing with fluids or confusing whispers; even {@spell eldritch blast} could be flavored as flinging globs of mystically charged slime."
]
},
{
"type": "entries",
"name": "Story Ideas",
"entries": [
"A cult could do something unusual to the water supply of a town, whether introducing poisons or hallucinogens, or transforming the water into living ooze. Kyrzin’s parasitic oozes could spread throughout a town or take over a particular organization—but what do they actually want? Friends of the party could be consumed by a gibbering mouther—but could they still be alive within the slime?"
]
}
]
},
{
"type": "entries",
"name": "Orlassk: The Voice in the Stone",
"page": "72",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Stone is immortal. It listens. It remembers. It chooses to be still, but anyone who’s seen a gargoyle knows it can move whenever it chooses. So respect the stone, for it’ll still be here long after you’ve turned to dust."
]
},
"The daelkyr Orlassk is the master of stone. Orlassk’s traditional cults say that it is the Still Lord who carves out caverns, and that it is the Voice in the Stone that guides the miner to the ore. Orlassk can breathe life into stone, as seen in the {@creature gargoyle}; but it can also turn living creatures into stone, and it’s thought that most creatures with this power—{@creature medusa||medusas}, {@creature gorgon||gorgons}, {@creature basilisk||basilisks}, {@creature cockatrice||cockatrices}—are its creations. Cults may associate with such creatures, but they can also venerate stone itself. Orlassk’s cultists could venerate a sacred stone that whispers when it’s fed fresh blood, or maintain a deep chamber where all the secret knowledge of the cult is engraved into the walls.",
"Orlassk is one of the lesser known daelkyr. Its cults are found where people live around stone, in high mountains and deep caves. Orlassk’s corrupted cults often form around those who work with stone: masons, sculptors, stone giants, or even just people who dwell in stone towers. When the walls start whispering to you, Orlassk has found you.",
"Orlassk is thought to have feuds with other daelkyr. Orlassk and Kyrzin are fundamentally opposed: solid against liquid, static against change. Some scholars suggest that Orlassk’s creation of {@creature medusa||medusas} and {@creature basilisk||basilisks} is a blow against {@creature Belashyrra|ERLW}, as seeing these creatures is what triggers their deadly power.",
{
"type": "entries",
"name": "Forces",
"entries": [
"Orlassk is tied to creatures of stone, both those made of stone and those that petrify. The {@creature medusa||medusas} of Cazhaak Draal in Droaam deny any connection to Orlassk, but it may have {@creature medusa} cultists elsewhere in Khyber. Orlassk has many {@creature gargoyle} servants in exotic variations. It employs creatively twisted earth elementals. Orlassk’s {@creature dolgrim|ERLW} and {@creature dolgaunt|ERLW} minions have a rocky skin texture and can stand still indefinitely."
]
},
{
"type": "entries",
"name": "Gifts",
"entries": [
"Any form of magic item that is related to stone can be associated with Orlassk. Cultists often use {@item figurine of wondrous power||figurines of wondrous power}, though the beasts associated with them are usually aberrant and strange. Orlassk is the most common source of {@item ioun stone||Ioun stones} in Eberron, its stones whispering disturbing secrets to the attuned character. Orlassk’s cults may also employ armor or weapons made out of enchanted stone instead of metal."
]
},
{
"type": "entries",
"name": "Character Ideas",
"entries": [
"A {@class barbarian||Totem Warrior|totem warrior} barbarian could describe the benefits of the Bear Totem as the Still Lord’s blessing, with their skin taking on a stone-like texture during their rage. A {@class artificer|ERLW|Battle Smith|battle smith|ERLW} artificer could work with stone instead of metal, sculpting their {@creature Steel Defender|ERLW} before bringing it to life."
]
},
{
"type": "entries",
"name": "Story Ideas",
"entries": [
"All of the statues in a city begin speaking, whispering dangerous secrets. There’s a series of inexplicable murders; could it be the work of statues coming to life? A corrupted cult is drawing in members who are then {@condition petrified}. Their cult leader says that a terrible cataclysm is about to occur, and only those petrified will survive, and the Still Lord will free them once it passes; could it be true? The rituals of a cult are slowly turning a community and everyone in it into stone. A cult is sculpting statues that then come to life; are they replacing important people with these duplicates, or working on a monster that could destroy the city? The cult’s rituals are drawing {@creature gargoyle||gargoyles} to the city, but for what purpose?"
]
}
]
},
{
"type": "entries",
"name": "Rak Tulkesh: The Rage of War",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"It is only in conflict that we find ourselves. We can only know our strength when we measure it against another. Laws are traps laid by the weak to control the stronger; anything you can take with fist or blade is yours by right."
]
},
"The overlord {@creature Rak Tulkhesh|ERLW} embodies the fear of war and bloodshed, whether as a victim of violence or losing oneself to bloodlust and rage. The cults of Rak Tulkhesh include brutal raiders who embrace lives of endless violence, but it also includes those who spread hate and strife—anything that could stir up harsh conflict where there might otherwise be peace.",
"While most of the Orphan King’s cults are driven by ruthless aggression, they could also believe they are serving a greater good. A corrupted cult might truly be determined to bring down bandits that are preying on innocents; they are simply driven by the delusion that there are no other alternatives to bloodshed. Another common delusion is that the current world must be cleansed in bloody battle to clear the path for a peaceful world—these cultists are only fighting today so that their children may know peace tomorrow.",
"The Rage of War has a particularly strong following among the Carrion Tribes of the Demon Wastes, but he has drawn strength from the Last War and cults can be found anywhere in the Five Nations, especially in communities that suffered serious losses during the war. Just as Katashka differs from the Keeper, Rak Tulkhesh is different from the Three Faces of War. Rak Tulkhesh isn’t a god of war who guides the hands of each soldier; rather, he drives aggression and revels in the bloodshed, regardless of who wins or loses.",
{
"type": "entries",
"name": "Forces",
"entries": [
"The Rage of War has fiendish servants among the Lords of Dust, including {@creature rakshasa}, {@creature narzugon|MTF|narzugons}, {@creature merregon|MTF|merregons}, and other devils and demons. But Rak Tulkhesh’s forces are primarily mortal. In addition to the Carrion Tribes of the Demon Wastes, many of the {@creature minotaur||minotaurs} of Droaam revere Rak Tulkhesh in the guise of the Horned Prince. The Znir Pact {@creature gnoll||gnolls} have broken ties with fiends, but there are still many gnolls—especially in the Demon Wastes—bound to the Rage of War."
]
},
{
"type": "entries",
"name": "Gifts",
"entries": [
"Rak Tulkhesh arms his champions with magical weapons. The most powerful might be forged in Ashtakala or relics of the Age of Demons, but on a lesser level, Rak Tulkhesh’s cults have an uncanny talent for finding arms dealers and securing the best weapons available within a particular region."
]
},
{
"type": "entries",
"name": "Character Ideas",
"entries": [
"The {@class barbarian} is the iconic champion of Rak Tulkhesh, and as a cultist, you could be a proud {@race minotaur|ggr} dedicating your kills to the Horned Prince, or a {@race human} or {@race tiefling} from the Demon Wastes who’s left your treacherous land behind. The {@class warlock||Hexblade|hexblade|XGE} warlock is a possible path for a cultist bound to Rak Tulkhesh; your weapon could be an artifact from the Age of Demons, forged by Mordakhesh the Shadowsword. Do you revel in your powers, or is your blade a curse? Perhaps it will take a life once a week, and if you don’t kill someone who deserves it, you know the blade will kill an innocent."
]
},
{
"type": "entries",
"name": "Story Ideas",
"entries": [
"Like Bel Shalor, plots tied to Rak Tulkhesh can focus on escalating tensions in the aftermath of the Last War; the primary difference is that Bel Shalor’s cultists may promote more nuanced inquisitions, while Rak Tulkhesh will inspire mob violence. Locals could unleash their rage on Cyran refugees or warforged, believing they threaten their livelihoods. Revenants could claim to be the spirits of heroes returned to right ancient wrongs. A charismatic leader could inspire a community to rise up against oppression—fighting bandits or a tyrannical local lord. It’s a noble cause, but how many people will die in the violent uprising that follows?"
]
}
]
},
{
"type": "entries",
"name": "Sul Khatesh: The Keeper of Secrets",
"page": "73",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"I know the secrets that shape the world. With three words, I can kill with fire; with four, ice. But why should I, when I can bend you to my will? The Queen of Shadows reveals your secrets—do as I command, or all will learn what you’ve hidden."
]
},
"The overlord {@creature Sul Khatesh|ERLW} embodies the fear of both magic and of secrets … for what is magic but secret knowledge? She whispers insights to students at Arcanix and inspires evokers working on weapons of war. But she also encourages people to keep secrets, and then sets misery in motion when she reveals these secrets to those who would use them.",
"Sul Khatesh’s cults often begin as transactional. Wizards or would-be warlocks invoke her with rituals, offering blood or service in exchange for power and knowledge. Sul Khatesh has no need of mortal souls, but a cultist might believe they have sworn their soul to her. What truly delights her is when magic is used for cruel purposes or in ways that cause people to fear it. While cultists may forge a bond for rational reasons, the more people that draw on her gifts, the more that corruption can creep in. Members of the Court of Shadows believe that they are part of a shadow kingdom that becomes more real with each day; some members even believe they can see its towers and spires overlapping the structures of the real world. Other cults may become obsessed with their own power, embracing the idea that those who can do magic are superior to those who cannot—that it is their right to prey on these mundane cattle. Given her love of secrets, the cults of Sul Khatesh are almost always hidden and subtle. While magic usually plays a role in her cults, she could certainly have one that deals purely with blackmail and the manipulation of secrets.",
{
"type": "entries",
"name": "Forces",
"entries": [
"Sul Khatesh’s supernatural agents are primarily {@creature rakshasa}, often with greater mystical power than their comrades. Her prakhutu Hektula is the librarian of Ashtakala and perhaps the most knowledgeable sage in existence. Beyond this, her primary agents are mortals she has lured into her service and gifted with arcane power."
]
},
{
"type": "entries",
"name": "Gifts",
"entries": [
"Those who serve the Keeper of Secrets are usually well supplied with scrolls and magic books, and cults could be given wands or rods crafted in Ashtakala. As Sul Khatesh’s primary gift is knowledge, she might instead lead her followers to a cache of Dhakaani treasure or other hidden troves. Sul Khatesh is well known for bargaining with warlocks, and she can grant lesser spellcasting abilities should she choose."
]
},
{
"type": "entries",
"name": "Character Ideas",
"entries": [
"Sul Khatesh can be an excellent patron for a warlock. Her gifts are versatile; depending on the powers you seek from her, she could grant the features associated with the {@class warlock||Archfey|archfey}, {@class warlock||Fiend|fiend}, or {@class warlock||Hexblade|hexblade|XGE} patrons. The primary question for such a warlock is whether you still serve her—whether you are seeking to rise in the Court of Shadows even as you go about your adventuring career—or whether you regret the bargain that you made and are trying to find a way out. Any spellcaster could have received a boon from Sul Khatesh even if they don’t have the close bond of a warlock; did she teach you your first spell in your dreams, and are you afraid she’ll return to call in this favor? Likewise, a character who wants to take the {@feat Magic Initiate} feat could frame this as a sudden gift from Sul Khatesh—but what’s the catch?"
]
},
{
"type": "entries",
"name": "Story Ideas",
"entries": [
"A cult of Sul Khatesh is an easy way to introduce an evil wizard or cabal of warlocks using their gifts to terrify and dominate a community. The Court of Shadows could fill this role, but it could also be used in a more subtle way; perhaps nobles of the Court assist the adventurers, and they are drawn into the politics and intrigues of this imaginary kingdom. A cult of Sul Khatesh could be at the center of a web of blackmail that’s tearing a city apart. A player character or NPC could suddenly find that they know the worst secrets of everyone they meet … but are they sure all of these secrets are true? Or is Sul Khatesh feeding them just enough truth that they’ll start believing these insights without question, even if it leads them down evil paths?"
]
}
]
},
{
"type": "entries",
"name": "Valaara: The Crawling Queen",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Individuality is a curse. Every day, it fills you with disappointment and doubt. But within the Hive, you will always know your place, always know your purpose. Join us. Forget your past. Forget your pain. And help us build a better world."
]
},
"The daelkyr Valaara works with insects and all manner of crawling vermin. Its children are all around us, listening in the walls and consuming our dead. While it creates new and deadly forms of insects and arachnids, Valaara also experiments with insect consciousness, spreading the mind of a humanoid across multiple bodies. Victims of Valaara’s delusions may believe that they are insects transformed into human form, or that they are being controlled or consumed by parasites. Its most widespread cult calls itself the Hive; members of this sect surrender their individuality to serve the collective, with mammals acting as if they’re insects. The question when dealing with the Hive is whether it’s solely a delusion and the victims can be saved, or whether the cultists truly have been consumed from within by Valaara’s children, and are simply wearing human shells.",
"Beyond the Hive, Valaara’s cults invariably interact with insects in some way. Some believe they are receiving divine messages hidden in the buzzing of insects. Others cultivate massive hives of telepathic insects or create charnel pits as a breeding ground for maggots.",
"Valaara has no established domain, but its cults often spring up in the sewers and middens of major cities. It prospers in places where insects and humans both thrive. Despite their shared affinity for vermin, the Children of Winter druids despise Valaara and its cults; they seek to preserve the natural order, whereas Valaara’s creations are anything but natural.",
{
"type": "entries",
"name": "Forces",
"entries": [
"Valaara created the {@creature carrion crawler||carrion crawlers}, and any sort of unnatural insect or crawling vermin could be attributed to the Crawling Queen. Valaara doesn’t associate with dolgaunts or dolgrims. Its primary servitors are {@creature thri-kreen}; it is constantly twisting and evolving them, and they may be slightly different each time they’re encountered. Swarms, {@creature spider||spiders}, {@creature scorpion||scorpions}, and other similar creatures can be found with Valaara’s cults. However, as with all the daelkyr, Valaara takes natural things and makes them unnatural. When using a relatively mundane insect as a base creature, consider what you can add to making it unnatural. This could be a mystical ability, but it could also be abnormal intelligence or a cosmetic detail—perhaps the insects of the swarm are bioluminescent, and the fluctuating patterns of their glowing carapaces has an almost hypnotic effect; when the creatures fly, the buzzing of their wings sounds like maniacal human laughter."
]
},
{
"type": "entries",
"name": "Gifts",
"entries": [
"Valaara creates chitinous armor and living weapons. It creates symbionts that burrow into the flesh of the host; two of its gifts are the {@item throwing scarab|ExploringEberron} and the {@item spellburrow|ExploringEberron}, both presented in chapter 7."
]
},
{
"type": "entries",
"name": "Character Ideas",
"entries": [
"A druid using the {@class druid||Circle of Spores|spores|GGR} could be reflavored, with their Halo of Spores presented as an aura of insects. A character might believe they are one of Valaara’s children—an insect transformed into humanoid form, either as an experiment or as a scout sent out to gather information."
]
},
{
"type": "entries",
"name": "Story Ideas",
"entries": [
"A plague of unnatural locusts is stripping the land; what is drawing the insects here? A sect of the Hive is spreading through a squalid part of town, but are they preying on innocents, or are new members joining of their own free will? An insect follows the adventurers, whispering their secrets; is it a single warped creature, or just one drone from a telepathic hive?"
]
}
]
}
]
},
{
"type": "entries",
"name": "Cultist Characters",
"page": "74",
"entries": [
"Members of the cults of the Dragon Below aren’t always evil, and cults aren’t always pursuing malevolent ends. The previous section presents a host of ideas for player characters with ties to a particular cult. But what does it mean to be a barbarian drawing power from the Rage of War?",
"Ultimately, the question is: what do you want it to mean? Do you want to play a character who knowingly serves a sinister power? Do you want to highlight the idea that while others see the power you deal with as evil, you interact with it in a positive way? Or do you want to explore the idea that you’re either actively working to break your ties to the cult, or that you’re a renegade fighting the power you once served? The Cultist Origins table provides examples you can use as inspiration.",
{
"type": "table",
"caption": "Cultist Origins",
"colLabels": [
"{@dice d6}",
"Origin"
],
"colStyles": [
"col-1 text-center"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"You were raised in a traditional cult, such as the Whisperers or Inner Sun. You know that outsiders don’t understand your faith, but you see nothing evil about it and seek to honor your family traditions. "
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"You’re a revenant. You believe that you are the reincarnation of an ancient hero with a destiny to fulfill in the modern age. This could be a delusion, and if so, you must discover which sinister power is using you as a pawn. On the other hand, perhaps it is exactly what it seems to be; Aureon and the Keeper truly preserved your soul and returned you when the world needed your talents."
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"You’re tied to a transactional cult, such as the Court of Shadows. You believe that the good you can do with the powers you possess outweighs the sinister nature of their source. Will this always be the case? Or will you learn secrets about your patron you realize you’d rather not know?"
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"You gained some or all of your class features as a cult champion, but now you’re trying to find a way to break that connection. If you succeed, will you lose those powers (perhaps changing your class or subclass to reflect this)? Are you being pursued by your former allies?"
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"You’ve stolen your powers from an overlord, and you believe that when you wield them, you are actually weakening the overlord’s power. Are they aware of your actions? Are cultists trying to kill you?"
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"You’re a member of a traditional cult, and you believe that the power you serve will make the world a better place. If you’re bound to Rak Tulkhesh, you may believe that conflict is the natural state of life; if you’re tied to Sul Khatesh, you could feel that a world ruled by magic would be a better place. Or you believe the rise of Khyber is inevitable, but your overlord will at least preserve civilization. These beliefs won’t stop you from being a hero, they simply affect the path you take to heroic action. "
]
]
}
]
}
]
},
{
"type": "section",
"name": "Unusual Faith",
"entries": [
"There are sources of divine magic that are concrete and clear— the Silver Flame is a pool of energy that binds the overlords, and spellcasters can divert its power for other purposes. There are other sources that are less certain—are the Sovereigns the deities their followers believe them to be, or is the power of a Sovereign cleric simply drawn from the power of collective belief? And then there’s a third kind of source, where divine spellcasters draw power from devotion to forces that clearly are not divine and have no obvious way to grant such power. How is it that a warforged paladin can draw power from their devotion to the Lord of Blades when the Lord of Blades doesn’t wield such power himself? Is a cleric of the Dragon Below actually receiving their power from a daelkyr, and if so, how?",
"Ultimately, these questions don’t need an absolute answer; after all, the most basic principle of divine magic is that it’s not scientific and can’t be absolutely explained. But here are a few ways to approach such spellcasters.",
{
"type": "entries",
"name": "Borrowed Power",
"entries": [
"The most common theory advanced by theologists in Eberron is that people with exotic or implausible beliefs who wield divine magic are actually drawing that power from another source without realizing it—that their faith is so strong that an actual existing power answers the prayer. Phthaso Mogan of Sharn has written a treatise in which he describes a man who performed miracles based on his fanatical devotion to his own shoe. Mogan concluded that the man was actually receiving his power from Kol Korran, the Sovereign of Travel. But while it’s possible to draw spells from worshiping a shoe, this would be extremely rare. Though the cause is debated, scholars recognize that the more similar your target of worship is to an archetypal Sovereign, the more likely you are to be granted divine magic. And thus, over the ages, civilizations have gravitated toward worshiping a variation of the Sovereign Host.",
"Mogan also proposed that clerics of unusual faiths may actually receive their spells from the Traveler, who might support such ideas to cause chaos and undermine faith in established traditions. Korranberg scholar Dravo Den Talas has proposed an alternate theory: that if there is any truth to the beliefs of the Blood of Vol, {@i all} divine magic could be drawn from the mystic spark of the caster. According to Talas, the actual belief is irrelevant; it is purely the strength of faith that matters.",
"Regardless of what they conclude, the various theories generally acknowledge that a paladin who worships the Lord of Blades doesn’t actually have to draw their power from the Lord of Blades himself. The power might come from within the paladin, it could be ultimately drawn from Dol Dorn or Onatar—or even be a gift of the Traveler."
]
},
{
"type": "entries",
"name": "Not All Clerics are Divine",
"page": "75",
"entries": [
"Ultimately the distinction between divine spellcasting and arcane spellcasting is a question of flavor. There’s nothing that says a paladin has to be considered to be a divine spellcaster. A kalashtar cleric could present their {@spell command} as psychic ability, while a paladin from a cult of the Dragon Below could describe Divine Smite or Lay on Hands as being empowered by a disturbing symbiont that encases the arms of the paladin. Warlocks and barbarians might seem more thematically appropriate for many of the cults of the Dragon Below, but the same concept can be applied to clerics or paladins; while they are driven by their faith, their powers are based on gifts, physical mutations, or otherworldly revelation, as opposed to coming as a literal answer to prayer."
]
},
{
"type": "entries",
"name": "Strange Gods",
"entries": [
"The Sovereign Host is by far the dominant faith of Khorvaire, followed by the Church of the Silver Flame, which has churches and shrines all across the Five Nations. While the Blood of Vol is a distant third, it has been well established in Karrnath and the Lhazaar Principalities for over a thousand years. However, there are many other religions in the world. These include the druidic traditions of the Eldeen Reaches, the kalashtar Path of Light, and other faiths described in {@book Eberron: Rising from the Last War|ERLW}. In addition, players and DMs can always develop new religions, either as traditions that have recently appeared or as obscure faiths that have few followers. A few examples of uncommon religions are provided below.",
{
"type": "entries",
"name": "The Becoming God",
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Province:",
"entry": "The warforged (creation, evolution, ascension)"
},
{
"type": "item",
"name": "Suggested Cleric Domains:",
"entry": "{@class cleric||Forge|forge|XGE} ({@book Xanathar’s Guide to Everything|XGE})"
},
{
"type": "item",
"name": "Suggested Paladin Oath:",
"entry": "{@class paladin||Devotion|devotion}"
}
]
},
"This small cult believes that the souls of the warforged flow from a greater spiritual power. Those who follow the path of the Becoming God believe that House Cannith was merely a tool of the Becoming God; Cannith created bodies, but it was the God that shared its essence and gave the warforged life. Followers believe that each warforged holds a divine spark, that their people have a destiny, and that when they work as one, they can change the world. Followers seek to ensure a positive future for the warforged race, seeking to reactivate the old creation forges or to find a new way to create warforged. The faithful are also charged with helping to build a physical body for the Becoming God itself, and a community of warforged in the Mournland labors toward this aim. It could be that this vessel will be a vast form that dwarfs even the warforged colossi, but perhaps the Becoming God’s size doesn’t matter, only its perfection. Followers of the faith may receive visions of objects that must be located and brought to the Mournland to help with this quest.",
"The cult of the Becoming God is notably less violent than the followers of the Lord of Blades. The faithful are determined to protect the warforged and help them reach their full potential, but they generally believe that it’s possible to work with creatures of flesh and blood, and harmony is better than strife."
]
},
{
"type": "entries",
"name": "The Draconic Prophecy",
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Province:",
"entry": "Destiny, divination"
},
{
"type": "item",
"name": "Suggested Cleric Domains:",
"entry": "{@class cleric||Knowledge|knowledge}"
},
{
"type": "item",
"name": "Suggested Paladin Oath:",
"entry": "{@class paladin||Devotion|devotion}"
}
]
},
"Priests of the Draconic Prophecy embrace the idea that there is a guiding force underlying reality, and that they can see glimpses of its divine plan. A priest of the Draconic Prophecy believes that their divine powers are granted to keep the Prophecy on its proper path—that when a cleric uses {@spell cure wounds} to save a comrade, it’s because that person isn’t destined to die today. When they cast a spell such as {@spell commune}, it doesn’t contact an extraplanar entity, but reveals a cryptic glimpse into the Prophecy itself.",
"Despite having priests, this isn’t an organized religion and there are no clearly established traditions. It’s a calling, and each champion must find their own path. Priests of the Prophecy are often set in opposition to forces that seek to manipulate the Prophecy and to use it for their own ends, notably the fiendish Lords of Dust."
]
},
{
"type": "entries",
"name": "The Lord of Blades",
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Province:",
"entry": "The warforged (conquest, revenge)"
},
{
"type": "item",
"name": "Suggested Cleric Domains:",
"entry": "{@class cleric||Forge|forge|XGE} ({@book Xanathar’s Guide to Everything|XGE}), {@class cleric||War|war}"
},
{
"type": "item",
"name": "Suggested Paladin Oath:",
"entry": "{@class paladin||Conquest|conquest|XGE}, {@class paladin||Vengeance|vengeance}"
}
]
},
"The Lord of Blades is a warforged insurgent. He asserts that the warforged were created as tools and weapons, but now it is time for their former masters to reap the harvest they have sown. Some of his most devoted followers—who call themselves Blades—believe that there can be no peace between the warforged and creatures born of flesh and blood, and that there will come an apocalyptic reckoning between the two. They don’t believe the Lord of Blades to be a god, but they do consider him to be a divine champion. There is a parallel here to the Becoming God, as the Blades believe the Lord of Blades is the vessel for the spirit of their people, the fulcrum of their destiny; the primary difference is that the followers of the Becoming God seek peaceful coexistence, while the Blades devotedly believe in both conquest and vengeance.",
"Due to the antagonism between Blades and creatures of other races, this path would be an unusual choice for a player character, unless the entire party of adventurers is comprised of warforged. However, it’s possible a Blade paladin could be pursuing a sacred mission—perhaps searching for a particular artifact or the secret of how new warforged can be created— that requires them to find a way to peacefully work alongside creatures of flesh. Perhaps along the way, they will conclude that coexistence is possible.",
"While the Blades believe that conflict is inevitable, they aren’t fools, and few are bloodthirsty or cruel. Most Blades are combat veterans with tactical experience, and know better than to simply attack every human they encounter; when they act, they strike strategic targets and have a plan of attack. At the moment, there are working toward acquiring strategic resources, developing weapons, and striking at those perpetrating injustice toward the warforged. They may make bloody examples of their enemies, but most acts of violence are carefully planned."
]
}
]
}
]
},
{
"type": "section",
"name": "Aasimar",
"page": "76",
"entries": [
{
"type": "inset",
"entries": [
"Nara smiled as she faced the assembled fiends. “You’re the ones who are outnumbered.” Her spectral wings unfolded from beneath her cloak, rainbow feathers casting light across the chamber. “All of the champions of the Silver Flame are with me, and no evil can stand against our power.”"
]
},
"Divine magic is usually the product of deep faith and unyielding conviction, but an {@race aasimar|VGM} has a direct tie to a source of divine power and receives guidance from a celestial entity. Usually, these gifts aren’t hereditary, and you can’t necessarily identify an aasimar in Eberron by their appearance; there is no single recognized trait that defines an aasimar, and no reliable way of producing one. While the existence of aasimar may seem to fly in the face of Eberron’s distant gods, it’s important to remember that an aasimar needs no direct connection to a deity. An aasimar draws power from a divine energy source, and their spiritual guide is a celestial being—an angel, a couatl, or similar spirit. The aasimar may be marked as a champion of the faith, but even they can’t prove the existence of the Sovereigns.",
"Chapter 6 presents racial traits for aasimar of many faiths. As you create an aasimar character, consider these questions:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Faith.",
"entry": "Aasimar are touched by divine power … but which divine power are you connected to? Are you blessed by one of the Sovereigns, or are you a living servant of the Undying Court?"
},
{
"type": "item",
"name": "Apperance.",
"entry": "How does your aasimar nature manifest? Is it always obvious, or revealed by channeling celestial energy?"
},
{
"type": "item",
"name": "Devotion.",
"entry": "While many aasimar become clerics or paladins, serving as champions of the force they’re bound to, the gifts of an aasimar are innate powers that don’t rely on faith. Are you a servant of the light, or do you resist this divine calling?"
}
]
},
"The Faiths and Aasimar section discusses these first two questions, providing details about your appearance and faith. But the question of devotion is entirely in your hands. Do you want to play a champion of the light, a devoted servant of a celestial being? Or do you want to explore the story of a rebel, someone called to a divine destiny but refusing to yield to it?",
"As a general rule, aasimar are so rare and diverse in their appearance and traits that you wouldn’t be recognized by the common populace. However, most people devoted to a particular religion will recognize an aasimar associated with their faith when you manifest your divine gifts. Aasimar are usually seen as blessed beings by those who share your faith, and they will likely assume that you are a devoted servant of that faith called to serve a divine purpose. By contrast, people who don’t share your faith may not recognize your nature; for example, few outsiders are familiar with the manifestations of a Blood of Vol aasimar.",
"Your celestial nature might draw you into schemes or danger. Authority figures tied to your faith may have their own plans for you. There could be prophecies you’re expected to fulfill. Or you could be targeted by enemies you never knew you had; perhaps the Lords of Dust need the blood of a Sovereign aasimar to complete a ritual that’s performed only once in a generation. In creating an aasimar character, discuss this with your DM. What is the story you want to tell? Do you want to have a greater purpose and destiny, or to clash with hidden cults? What appeals to you about playing an aasimar character?",
{
"type": "entries",
"name": "Aasimar Origins",
"page": "77",
"entries": [
"Aasimar have an innate connection to a divine power and a celestial guide. But when and how did this manifest? Were you born an aasimar, or was the power thrust upon you? The Aasimar Origins table presents a few possibilities.",
{
"type": "table",
"caption": "Aasimar Origins",
"colLabels": [
"{@dice d6}",
"Aasimar Origin"
],
"colStyles": [
"col-1 text-center"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"{@b Aasimar Bloodline.} Typically, aasimar nature isn’t hereditary … but in your case, it is. Where did your lineage begin? How large is your family? Are you closely tied to the church and celebrated for your gifts? Or was your family cast out long ago, branded as heretics and apostates?"
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"{@b Noble Birth.} While your line manifests an aasimar only once in a generation or so, your family is well known for its piety and virtue. Other members of your family might be clerics or paladins, and your family estate could be in a manifest zone tied to Daanvi, Irian, or Syrania. Are you a proud heir of your family, or do you chafe at its noble traditions? "
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"{@b Blessed Event.} You developed your gifts at birth or as a child. Your community had no history of producing aasimar, but the people celebrated you and your gifts. Do you maintain close ties to your home, or was it destroyed by the Last War or forces of evil? "
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"{@b Celestial Connection.} You weren’t born an aasimar. Your aasimar nature manifested after you had an encounter with the celestial being who serves as your guide. You agreed to serve as this celestial’s hand on Eberron, and you have a stronger tie to it than is typical for an aasimar. What does this celestial want, and why did it choose you? "
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"{@b Experiment.} Your gifts weren’t given freely; they were seized through arcane science. Perhaps House Vadalis is trying to produce divine souls. Maybe you’ve been fused to a Khyber shard that contains the essence of a trapped celestial. Did you volunteer for these experiments, or are you a victim? Do you work with your celestial guide, or do you consider it to be your servant?"
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"{@b Mysterious Past.} You remember absolutely nothing about your childhood. Perhaps you awoke in the Mournland, or were the only survivor of a terrible battlefield. Your only clues to your past and your purpose come from dreamlike visions from your celestial guide. Can you unravel the mystery? Are you sure you want to?"
]
]
}
]
},
{
"type": "entries",
"name": "Faiths and Aasimar",
"entries": [
"As an aasimar, you’re tied to a divine force … but which one? The Undying Court and the Silver Flame are both known sources of divine power, but they are quite different from one another. This section looks at the major religions of Eberron and how aasimar are typically tied to each faith, including common subraces and backgrounds for aasimar of that faith.",
"As you read, consider that as an aasimar in fifth edition, your celestial guide is one of your defining features, and their nature should be tied to the faith you’re associated with. Work with your DM to establish the specific details of your guide using the information discussed in this section. Usually, spiritual guides only communicate through dreams and visions. Is this the case for you, or do you ever have more direct conversations with your guide? Does the guide make specific demands or assign you tasks, or are its pronouncements cryptic or vague? Is it testing you, or is it working to convince you to embrace your destiny? Are you the only aasimar tied to this celestial, or is it the patron of a group of aasimar—and if so, have you met any of the others?",
{
"type": "entries",
"name": "The Blood of Vol",
"entries": [
"As an aasimar of the Blood of Vol, you weren’t chosen by some distant angel; your power comes from within. The potential for divinity lies within you, and it is your own divine spark that guides you on the path toward ascension.",
{
"type": "entries",
"name": "Apperance",
"entries": [
"Seeker aasimar appear human. Some have a pale, almost vampiric complexion, while others appear exceptionally vibrant and healthy. Your eyes often glow when channeling divine energy, and your energy manifestations are typically red or black."
]
},
{
"type": "entries",
"name": "Guide",
"entries": [
"Your guide is an aspect of yourself; think of it as the god you could become, working to guide you toward ascension. Guidance usually takes the form of instincts or visions; you can’t converse with it directly. Is your guide primarily concerned with your own ascension? Or is it driven by the Seeker principles of protecting your community and opposing death?"
]
},
{
"type": "entries",
"name": "Background",
"entries": [
"Seeker aasimar are exceptionally rare; even followers of the faith often don’t recognize your true nature. If you focus on protecting the innocent, you might be a {@background folk hero}. If you’re pursuing personal ascension, you could be a {@background sage} or a {@background hermit}. Or you could be an {@background urchin} or an {@background outlander} who found your divine spark while struggling to survive."
]
},
{
"type": "entries",
"name": "Subrace",
"entries": [
" As an aasimar of the Blood of Vol, use the {@race aasimar (seeker)|ExploringEberron|Seeker aasimar} subrace presented in chapter 6."
]
}
]
},
{
"type": "entries",
"name": "The Path of Light",
"entries": [
"Aasimar are rarely associated with the Path of Light, though the faith does have champions—the kalashtar—guided by otherworldly spirits. While anything is possible, the Path of Light has yet to produce aasimar."
]
},
{
"type": "entries",
"name": "Planetouched Aasimar",
"entries": [
"When you were born, you were imbued with a sliver of the immortal essence of an angel. Most likely this was an accident: you were conceived in a manifest zone at the precise moment the angel’s physical form was destroyed, and while it reformed, a fragment of its spirit went into you. But it’s also possible that the angel chose you to be its avatar or agent in the Material Plane. Either way, this spirit embodies the positive aspects of the concept of the plane (discussed at length in chapter 5), and it encourages you to embody that principle.",
"As a planetouched aasimar, your appearance is more exotic than most other aasimar. You have an alien aspect that reflects the plane and the angel you’re tied to, and this becomes more dramatic when you manifest your abilities. Only scholars and sages might recognize you for what you are, while common folk will generally view you with curiosity.",
"The following planes are most likely to produce aasimar.",
{
"type": "entries",
"name": "Daanvi",
"entries": [
"You’re tied to an angel that embodies the concept of law in the service of justice. Your skin and hair have a metallic sheen, often copper or bronze, and your wings have the appearance of clever clockwork. Daanvi aasimar typically use the {@race aasimar (protector)|VGM|protector} subrace. Your instincts drive you to fight for the greater good, but within the structure of the law; you’re more likely to have the {@background variant noble (knight)||knight}, {@background soldier}, or {@background city watch|scag} background than to be a vigilante folk hero. Your guide could be a planetar—a judge on an inevitable tribunal, who urges you to enforce the law. Or you could be bound to one of the solars of the Panopticon, each bound to enforce justice within a particular plane. Hazariel, the Solar of Syrania, has exiled radiant idols to the Material Plane; perhaps it’s concerned about the damage these fallen angels are doing on Eberron and is grooming you to deal with them."
]
},
{
"type": "entries",
"name": "Fernia",
"entries": [
"Your guide embodies the positive aspects of fire: the flame that provides light and warmth, driving back the darkness. Fernian aasimar typically have crimson skin, and eyes or hair that burn with cold flame. Use the variant {@race aasimar (fernian)|ExploringEberron|Fernian aasimar} provided in chapter 6. Your guide drives you to provide comfort to the frightened and to battle forces of darkness. Fernian aasimar are often sorcerers wielding elemental flame; the {@class sorcerer||Divine Soul|divine soul|XGE} sorcerous origin is a good option to reflect your tie to your angel, or you can use the red dragon {@class sorcerer||Draconic Bloodline|draconic} origin, describing your features as angelic rather than draconic."
]
},
{
"type": "entries",
"name": "Irian",
"entries": [
"You’re bound to an angel of light, a spirit that inspires hope and life. Your skin and hair have a luminous appearance and your wings are formed from pure light; when you cast the {@spell light} cantrip, you can describe it as your body itself radiating light. Most Irian aasimar use the {@race aasimar (protector)|VGM|protector} subrace. Your guide could be a lesser angel, or more unusually, you might be tied to one of the Architects of Irian. Araam, the Architect of the Refuge, would urge you to provide hope to the hopeless. The Gardener would inspire you to heal the injured and fight for life. The Dawn Empress would charge you to achieve your full potential and help others do the same. Any of these could also direct you to battle the forces of Mabar—life-draining undead and other dark forces. As a champion of hope, you might be a {@background folk hero} or a {@background hermit}. Prince Lorrister of the Lhazaar Principalities is an Irian aasimar who has risen to rule the principality he calls the Heavenly Fleet; if you’re tied to Lorrister, you might be a {@background sailor} or a {@background noble}."
]
},
{
"type": "entries",
"name": "Mabar",
"entries": [
"You’re connected to an angel that’s trapped in Mabar and slowly being transformed by the plane’s dark powers. Choose any other plane from this section; the angel is originally from that plane, and you have a generally similar appearance to other aasimar touched by that plane—but your colors are dull, as if the light is being leached away from you, and your eyes are pure darkness. Use the variant {@race aasimar (mabaran)|ExploringEberron|Mabaran aasimar} provided in chapter 6. Your guide still inspires you to follow the principles of its plane of origin, but it’s fighting against Mabar’s overwhelming despair and a hunger to drain the light and life from mortal creatures; when you use your Consuming Touch, you’re channeling this energy to your guide. Your guide might hope you can someday release it from Mabar, though no immortal has ever escaped its corruption before. Or it could simply encourage you to follow the general principles of its plane of origin—balanced against its growing hunger and despair. You might be an {@background urchin} or a {@background hermit}, haunted by visions of Mabar; or you could be a {@background sage}, seeking to unlock the secrets of the planes."
]
},
{
"type": "entries",
"name": "Shavarath",
"entries": [
"The angels of Shavarath are martial champions. Your skin and hair have the appearance of iron or steel. Shavaran aasimar generally use the {@race aasimar (protector)|VGM|protector} subrace, and your wings are formed from knives. If your guide is from the Legion of Justice, it urges you to fight for a just cause; you might be a {@background variant noble (knight)||knight} or a {@background soldier}. If your guide is tied to the Legion of Freedom, it urges you to battle all forms of tyranny and oppression, perhaps leading you to be a {@background folk hero}. This can be an interesting option for a {@class warlock||Hexblade|hexblade|XGE} warlock; your guide has given you their celestial weapon, and it urges you into battle."
]
},
{
"type": "entries",
"name": "Syrania",
"entries": [
"You are tied to a dominion of Syrania. Each dominion has a particular domain, reflecting its area of influence and interest; is your dominion an angel of war? Of nature? Of commerce? What’s its specialty within that broad domain? Syranian aasimar typically use the {@race aasimar (protector)|VGM|protector} subrace, and have classic feathered wings; however, your appearance might reflect the domain of your guide in some way. Your guide will urge you to exemplify its domain—if it’s the Angel of Swords, it will want you to master the sword! It also observes the world through your eyes, and it might send you to observe events or take actions tied to its domain."
]
}
]
},
{
"type": "inset",
"name": "Aasimar, Genasi, and Tieflings",
"entries": [
"What’s the difference between a Fernian aasimar, tiefling, and genasi? They’re all exotic humanoids touched by fire.",
"{@race Aasimar|VGM} are touched by the positive aspect of a plane, and have a direct connection to a celestial from that plane. A Fernian aasimar embodies the benevolent role of fire, the force that preserves life and holds darkness at bay. People who recognize such aasimar see them as blessed, and typically assume they will be benevolent beings.",
"{@race Tieflings} are touched by the malevolent aspects of a plane. The Fernian tiefling reflects the destructive and chaotic aspects of fire, and it’s widely believed that fires can spontaneously start in their presence. When recognized, tieflings are seen as being cursed and dangerous.",
"{@race Genasi|EEPC} aren’t innately fiendish or celestial; they’re purely elemental. While quite rare, when recognized, a genasi is generally understood to be neutral in nature —a remarkable mutation, but not something to be feared or celebrated."
]
},
{
"type": "entries",
"name": "The Silver Flame",
"page": "79",
"entries": [
"The Silver Flame is the most common source of aasimar in Eberron. Some believe that Tira Miron was an aasimar of the Silver Flame; it’s likewise possible that all Keepers of the Silver Flame become aasimar when they assume their post. Most followers of the Flame have heard stories of champions with rainbow wings, and they will place their trust in you once your true nature is revealed.",
{
"type": "entries",
"name": "Apperance",
"entries": [
"Typically, Flame aasimar appear entirely human until they reveal their rainbow-feathered wings. However, some Flame aasimar manifest other couatl traits, like having rainbow feathers instead of hair or serpentine eyes. There are rumors that there’s an entire race of serpentpeople—the Shulassakar—devoted to the Silver Flame. The manifestations of a Flame aasimar’s energy are either silverywhite or prismatic."
]
},
{
"type": "entries",
"name": "Guide",
"entries": [
"Typically, your guide is a couatl—one of the beings who first brought the Flame into existence. Another option is that you are in touch with the Voice of the Flame itself, the ascended spirit of Tira Miron. The primary purpose of the Flame is to protect the innocent from supernatural threats. Is this what your guide encourages you to do? Or do you have a greater purpose?"
]
},
{
"type": "entries",
"name": "Background",
"entries": [
"If the church leaders are aware of a Flame aasimar, they are typically embraced by the church, and you could take the {@background acolyte} or {@background soldier} background to reflect this—choosing soldier if you’re primarily a templar, acolyte if you’re a friar. On the other hand, your spiritual guide could have reached out to you in spite of your having no prior ties to the faith; {@background folk hero}, {@background urchin}, or even {@background criminal} could work for this story."
]
},
{
"type": "entries",
"name": "Subrace",
"entries": [
"Flame aasimar use the {@race aasimar (protector)|VGM|protector} aasimar subrace, manifesting rainbow-feathered wings reminiscent of the couatl. An aasimar corrupted by the Shadow in the Flame could shift to the {@race aasimar|VGM|fallen} aasimar subrace."
]
}
]
},
{
"type": "entries",
"name": "Sovereigns and Six",
"entries": [
"Host aasimar are chosen by a particular Sovereign, or at least, by a celestial devoted to that Sovereign. As a Host aasimar, you are encouraged to act as an avatar of that Sovereign, embodying their virtues and inspiring the faithful. If you’re an aasimar of Dol Arrah, be the most virtuous warrior possible. If you’re an aasimar of Aureon, acquire knowledge and use it to guide others and strengthen civilization. Followers of the Host generally show respect to Sovereign aasimar, and may ask you for assistance.",
"Aasimar of the Dark Six are exceptionally rare, and may be better represented by tiefling statistics.",
{
"type": "entries",
"name": "Apperance",
"entries": [
"Host aasimar typically appear fully human, usually conforming to the common image of the archetype the Sovereign embodies—the sturdy blacksmith for Onatar, the wise sage for Aureon, the weathered farmer for Arawai. Energy manifestations are typically golden light."
]
},
{
"type": "entries",
"name": "Guide",
"entries": [
"Your guide is a celestial devoted to the same Sovereign as you—typically an angel of Irian or Syrania. They will encourage you to embody the virtues of the Sovereign you represent. Do they have any deeper purpose for you?"
]
},
{
"type": "entries",
"name": "Background",
"entries": [
"Host aasimar are chosen, not born, and they’re usually chosen because they already embody the necessary virtues of the Sovereign. Common backgrounds might be that of a {@background guild artisan} for Onatar or Kol Korran, {@background soldier} or {@background variant noble (knight)||knight} for Dol Dorn or Dol Arrah, {@background sage} for Aureon, {@background outlander} for Balinor, and {@background criminal} or {@background charlatan} for Olladra (though with a virtuous heart!)"
]
},
{
"type": "entries",
"name": "Subrace",
"entries": [
"A Host aasimar might use a variety of subraces. {@race aasimar (protector)|VGM|Protector} aasimar is a common option, but {@race aasimar (scourge)|VGM|scourge} aasimar is valid as well. An elf aasimar devoted to the Host could use the {@race aasimar (court)|ExploringEberron|Court aasimar} subrace provided in chapter 6, while an aasimar tied to Onatar could even use the {@race aasimar (fernian)|ExploringEberron|Fernian} variant."
]
}
]
},
{
"type": "entries",
"name": "The Undying Court",
"entries": [
"You have been chosen by one of the ascendant councilors of the Undying Court—one of your deathless elven ancestors—and imbued with a fraction of their power. You serve as their hands and eyes in the world beyond Aerenal, while proving your worth to ascend to the Court yourself.",
{
"type": "entries",
"name": "Apperance",
"entries": [
"As an aasimar of the Undying Court, you physically resemble an Aereni elf. Most Aereni aasimar appear like normal elves, with luminous eyes and a general aura of health. However, you could have a desiccated appearance, similar to a mummy—even though you are still fully alive and healthy. Your energy manifestations are typically blue or violet."
]
},
{
"type": "entries",
"name": "Guide",
"entries": [
"Your spirit guide is one of the deathless councilors of the Undying Court, quite possibly one of your own distant ancestors. Do they want you to serve the general interests of Aerenal and the Undying Court, or have they recruited you as their personal agent? Do they want you to help in a struggle with a deathless rival, in pursuit of the Draconic Prophecy, or in a conflict over corruption within the court itself?",
"Elves don’t dream, but your ancestor can speak to you when you trance. Your ancestor was once mortal themselves, and your relationship may be more direct and personal than the typical relationship between aasimar and guide."
]
},
{
"type": "entries",
"name": "Background",
"entries": [
"If you are a recognized agent of the Undying Court (or a member of the undead-fighting Deathguard), you could take the {@background acolyte} or {@background soldier} background, with its feature reflecting the authority you wield as an envoy of the Court. If you’re a covert agent, you might be a {@background variant criminal (spy)||spy} or {@background charlatan}. The {@background hermit} background is a good choice if you were cloistered for many years before you were chosen by your guide, who revealed a great secret to you."
]
},
{
"type": "entries",
"name": "Subrace",
"entries": [
"As an Aereni aasimar, use the {@race aasimar (court)|ExploringEberron|Court aasimar} subrace presented in chapter 6 to reflect your elf nature."
]
}
]
},
{
"type": "inset",
"name": "Nonhuman Aasimar",
"entries": [
"Aasimar aren’t limited to humanity. Flame aasimar appear among the Ghaash’kala orcs of the Demon Wastes, and Host aasimar could be born from any of the myriad followers of the Sovereigns. How does this work with a race whose traits assume human ancestry? As far as appearance, where an aasimar is described as “appearing human,” you could instead say that they appear to be an orc, hobgoblin, or any other race. When it comes to racial traits, however, your nonhuman aasimar won’t have any of the mechanical traits associated with your heritage. You can say that your aasimar appears to be a dwarf, but they won’t have resistance to poison or the Stonecunning trait.",
"If it’s important to you that your aasimar character feels like a member of another race including those racial traits, you can work with your DM to develop a subrace reflecting your heritage, much like the Court aasimar uses the subrace to give an aasimar core elf traits such as the ability to trance. But nothing comes for free; if you’re gaining traits tied to another race, others need to be removed to balance their power. On the other hand, if you’re satisfied with cosmetic changes—while you look like a dwarf, you’re not actually resistant to poison—it’s easy to use any subrace to represent aasimar of other races."
]
}
]
}
]
}
]
},
{
"type": "section",
"name": "Chapter 4: Uncharted Domains",
"page": "81",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Dela could feel the mind flayer’s hatred, inflaming the anger of the crowd around her. His thoughts washed over her as he made his announcement to the gathered monsters. {@i Outsiders came to Graywall, scheming to steal an ancient treasure from our governor’s palace. These arrogant easterners have been taken into custody, and within the hour they’ll fight their first match in the arena. Who will stand as the champions of Graywall? Who will spill the blood of the East?}",
"The crowd around Dela roared as one. The minotaur in front of her raised his axe—made on a Karrnathi forge, from the look of it—and bellowed his righteous fury. Dela was glad for the illusion that made those around her see her as an orc; this was a bad moment to be the only human in the crowd.",
"A sudden sense of calm silenced the mind flayer’s rage. It was Gentle; the kalashtar’s telepathic projection momentarily shielded Dela from the governor’s wider projection. {@i Do not fear, Dela. We’ll save them.}"
]
},
"The nations of Galifar have been detailed in many books, from {@i Five Nations} to {@i Sharn: City of Towers}, with relatively little attention given to other areas. This chapter delves into four regions and cultures that have never been explored in depth: Droaam, a nation of creatures most humans consider to be monsters; the goblinoid Heirs of Dhakaan, keepers of an ancient legacy; the dwarves of the Mror Holds, caught in a conflict with the terrifying daelkyr; and the denizens of the Thunder Sea.",
{
"type": "section",
"name": "Droaam",
"entries": [
"Of all the new nations to rise from the Last War, Droaam is both the youngest and most exotic. It is an alliance of creatures often seen as monsters, founded by villains who stepped out of storybook tales. Denied recognition under the Treaty of Thronehold, Droaam remains an enigma. How did this nation come to be, and what could draw adventurers to it?",
{
"type": "entries",
"name": "Droaamish History",
"entries": [
"For the last millennium, children of the Five Nations have known the fate awaiting the naughty: they’ll be sent to the Barrens, where ogres will use them for footstools until the trolls eat them for dinner.",
"When Galifar was established, the province of Breland was granted dominion over all lands south of the Byeshk Mountains and west of the Seawall, extending to the waters of the Thunder Sea. This bold claim considerably extended the territory held by the preceding nation of Wroat—but it was nothing more than a claim. The Brelish people had no need of the lands to the west, nor did they want them. The Barrens—their name for everything west of the Graywall Mountains—were known to hold foul swamps and barren plains, an untamed region filled with all manner of deadly monsters. Explorers to Breland’s newly acquired territory soon confirmed these tales. The plains were filled with goblins and hungry gnolls. The mountains were home to harpies whose songs could lead the unwary into deep chasms, where trolls slept on piles of bones. The Barrens had nothing the Brelish believed worth fighting for, and so it was left alone. Occasionally, questing knights or bold templars would cross the Graywall to battle giants and slay ogres, but the region was largely ignored.",
"Over centuries, the Brelish slowly expanded west toward the Graywall. Castle Arakhain became a favored royal residence in the eighth century, bringing new prosperity to Ardev and Shavalant. However, the ensuing wave of western settlers was met by fierce raiders crossing the gap between the Graywall Mountains and Silver Lake. Bloodied settlers brought back tales of bellowing minotaurs, orcs, ogres, and goblins lurking in every shadow. An attack at Castle Arakhain led to the brief Westward War, the might of Galifar driving the raiders back across the Graywall and obliterating many of the marauding bands. The fortress Orcbone was established as the gate between the people of Breland and the monsters of the Barrens, and the king founded the Westwind Riders to patrol the border. The Riders held the line throughout the ninth century, and Brelish settlers even staked claims along the Graywall. This period peaked with the founding of the fortress-town of Stubborn in the foothills (now known as Stonejaw). Then the Last War changed everything.",
{
"type": "entries",
"name": "An Ancient Land",
"entries": [
"The land known as the Barrens is far older than Galifar or Wroat. While less fertile than the fields of Breland or Aundair, this region holds rich mineral deposits. Some believe it was the original homeland of the goblinoids, a theory supported by a significant number of Dhakaani ruins along and below the mountain ranges, as well as below the Great Crag itself. In the Graywall Mountains, a set of thousand-foot statues commemorate the six kings who came together to form the ancient Empire of Dhakaan. But while this region may have once been important to the dar, it was utterly devastated in their war against the daelkyr, compounded by the return of forces long held at bay by the empire. Vicious gnolls swarmed south from the Towering Wood. Fierce orcs emerged from the western swamp. Trolls and ogres came down from the mountains. Those dar that remained were infected with daelkyr curses; instead of standing together against the invaders, they turned on each other, and centuries of chaos and bloodshed followed. By the time it was done, all that remained of Dhakaan was ruins. Hobgoblins and bugbears had been eradicated in the region, and goblins were scattered and divided.",
"The region was dominated by anarchy from then on—some believe this merely follows the natural instincts of the region’s inhabitants, while others point to the lingering influence of the daelkyr. There were a few bastions of civilization—the Venomous Demesne, the hidden village of Lost—but the people of these communities had no interest in expanding their culture; they were either fortified, hidden from the outside world, or both. Across the rest of the Barrens, history was marked by the rise and fall of countless mighty chibs. Chib is a Goblin term sometimes translated as “chieftain,” but it literally means “boss” or “big person”—and in the Barrens, the chib was often just the biggest creature around. Typically a band would form around an ogre, ettin, or troll—a creature powerful enough to assert their will over goblins, kobolds, or lesser creatures of their own kind. But while powerful, these creatures lacked the ambition or drive to build anything that could last. Occasionally a more intelligent leader—a minotaur warlord, a charismatic oni—would build a greater force, perhaps even establish a dynasty that would last a generation or two before being overwhelmed by the relentless, brutal tide."
]
},
{
"type": "entries",
"name": "The War Begins",
"page": "82",
"entries": [
"As the Last War began, the harpies held the Byeshk Mountains, where their flights endlessly feuded. Cazhaak Draal was in the hands of the medusas that claimed it centuries earlier. Wise creatures knew to avoid the Watching Woods, home to worgs and worse. In the plains, the strongest leader was the minotaur warlord Rhesh Toraa; around her keep, countless minor chibs fought one another more frequently than they struck the settlers.",
"The first days of the Last War led to a reduction of forces in the west of Breland; while it was a violent, unstable region, there were few settlers across the Graywall needing protection. Not all of the Westwind Riders were Brelish, and with Wroaan’s coronation, soldiers returned to serve their home nations, and Wroaan needed all the troops she could muster. She reduced the Westwind Riders to a minimal force—enough to patrol between the fortresses of Orcbone and Stubborn, but little more.",
"Many Aundairians had been part of the Westwind Riders, and on receiving their reports, Spy Master ir’Galanatyr saw an opportunity. The Royal Eyes of Aundair worked with Rhesh Toraa and other chibs in the Barrens, providing equipment and training to support attacks against Graywall settlers and raids across the gap. With forces tied up to the east, it was up to the commanders of Orcbone and Stubborn to protect the west. But ultimately, the provocateurs from Aundair and Karrnath found the Barrens raiders undisciplined and impossible to unify, never posing the dire threat Breland’s enemies had hoped for."
]
},
{
"type": "entries",
"name": "The Daughters Arrive",
"entries": [
"The fortress-town of Stubborn survived decades of raids and skirmishes, as the chibs of the Barrens had no patience for sieges and no weapons for breaking strong walls. Many lesser settlements and claims were overrun and lost, but Stubborn repelled countless attacks by goblins and minotaurs. However, it was utterly unprepared for the force that struck it in the last decade of the war. A typical band of raiders might include a single troll or a handful of ogres, but in 986 YK, the soldiers of Stubborn found themselves facing phalanxes of armored trolls fighting with deadly skill, and squads of ogres acting with discipline and coordination. Stubborn’s defenders leapt off the walls in pursuit of harpies’ songs, and the walls were shattered by hurled stones. Survivors were herded into the plains to face the leaders of the army; this was the first recorded encounter with the assembled Daughters of Sora Kell, three enigmatic hags discussed in depth later in this chapter.",
"“Tell your rulers there’s a new power in the west,” Sora Katra told the people of Stubborn. “What you’ve called the Barrens, we now name Droaam. The land beyond the Graywall and below the Byeshk belongs to our people. Withdraw yours quickly and respect our claim; next time, there will be no survivors.”",
"Once news of the fall of Stubborn reached Orcbone, the Westwind Riders traveled west in full force. But Sora Katra was true to her word; there were no survivors, nor any records of the last battle of the Westward Riders. A retaliatory strike from Droaam—merely a fraction of the forces at Stubborn— inflicted terrible damage on Orcbone itself. King Boranel swiftly deployed all the soldiers he could spare to this new front, reinforcing and fortifying Orcbone. In 987 YK, he formally ordered all Brelish citizens to withdraw from the lands west of Graywall, but he refused to acknowledge the sovereignty of the Daughters, and over the next decade, clashes continued."
]
},
{
"type": "entries",
"name": "Building A Nation",
"entries": [
"To the people to the east of the Graywall Mountains, it seemed that the Daughters of Sora Kell appeared out of nowhere—and it felt much the same to the chibs of the Barrens. But evidence suggests that it was the culmination of years, or even decades, of planning. How long did it take to train the trolls and ogres now known as Maenya’s Fist? How did the Daughters acquire the armor and weapons wielded by this force? Some say that Sora Maenya assembled her troops in a forgotten Dhakaani fortress deep below the Byeshk Mountains, and that she oversaw the forging of their weapons in this ancient foundry. Sora Maenya calls the soldiers of Maenya’s Fist her children, and some scholars believe this might be literally true; both her war trolls and skullcrusher ogres are smarter and more capable than their common cousins. But how long would such an endeavor take? Melian Mit Davandi of the Library of Korranberg has advanced the theory that demiplanes may have been involved—that Maenya’s lair in Khyber could exist outside of the normal flow of time, allowing the schemes of the Daughters to be both a recent development and the work of generations. Sora Teraza approached the Queen of Stone and the lords of the Venomous Demesne in 985 YK, and the Daughters brokered the services of fully half of the Znir Pact mercenaries in this time. No one knows just how long the Daughters spent in preparation—but 986 YK is when they made their presence known.",
"Leading up to the attack on Stubborn, the Daughters spoke with—and dominated—the greatest powers of the Barrens. The chibs of the plains only understood force, and the Daughters displayed it; the scattered bands of raiders were forced to submit, and those who refused to bow to the Daughters of Sora Kell were executed in gruesome ways.",
"In 987 YK the Daughters of Sora Kell summoned the region’s most powerful leaders to the ruins now known as the Great Crag. There, Sora Katra presented the blueprint for the new nation, appointing warlords and specifying their responsibilities and regions. Work began on the greatest cities of this new nation: Graywall, the Great Crag, and the port city of Vralkek. The old fortress of Stubborn was repurposed and renamed Stonejaw. While some of the raider bands were left to follow their old ways, many were absorbed into the new nation. Thousands of goblins and kobolds were freed from their oppressive chibs and given opportunities in the new cities. This new order was maintained by gnoll peacekeepers of the Znir Pact. When that proved insufficient—when a chib refused to release their captive subjects or defied the Daughters— Maenya’s Fist would descend to destroy them. The message was simple: Change was coming. You could find your place in Droaam, or you could choose obliteration.",
"The Daughters’ ambitious plans were strengthened by an alliance with House Tharashk. For Tharashk, this provided access to the rich mineral resources of Droaam and the services of monstrous mercenaries, which opened an entirely new path for the house. For the Daughters, it tied them to a force with a legitimate voice and influence in the East. Tharashk agents convinced the Twelve to open up trade to Droaam—at least to the new city of Graywall. The house helped to organize laborers and build the new cities. Through Tharashk, the denizens of Droaam began to appear throughout the Five Nations, though tensions continued in the vicinity of Orcbone. Gargoyles and harpy couriers found a niche in Sharn. Ogre laborers could be found in Fairhaven and Wroat. In Sharn, the Gargoyle replaced the Bat in the Race of Eight Winds. Today, many citizens of the Five Nations are still uncomfortable around these creatures, but their presence is slowly becoming less remarkable."
]
},
{
"type": "entries",
"name": "The Present Situation",
"page": "83",
"entries": [
"The Daughters of Sora Kell sent representatives to Thronehold for the treaty negotiations, demanding to be recognized as a sovereign nation. This petition was denied. In practice, Droaam its territory. But legally, the land is still part of Breland. It’s debatable whether the Droaamites are legally invaders or rebels defying the Brelish crown, but either way, they aren’t considered citizens of Breland and aren’t entitled to the protections of the Code of Galifar. However, their standing outside the law makes them a haven for war criminals, dissidents, deserters, and others who can find no place in the Five Nations.",
"Most of the leaders of the Five Nations are convinced that Droaam won’t last—that it’s unstable, that these monsters will turn on each other any day now. They might be right; the Daughters have already had to crush a number of rebellious warlords and lesser chibs. But after eleven years, Droaam is stronger than ever. Its new cities are expanding. Dragonmarked houses are exploring their opportunities in the region. One important question still remains unanswered: What do the Daughters of Sora Kell want? Will they attack Breland in force if their demands aren’t soon met? Or is there some grander scheme, tied to the prophetic visions of Sora Teraza?"
]
}
]
},
{
"type": "entries",
"name": "What Defines Droaam?",
"entries": [
"While all citizens of Droaam serve the Daughters of Sora Kell, each region is independently governed by a warlord in the name of the Daughters, and beneath them, chibs rule local communities. All citizens are expected to serve their nation when called upon, and to do whatever is asked of them. In exchange for loyalty and service, they receive sustenance, shelter, and pride—driven in part by the knowledge that they are defying the arrogant nations of the east. The people of Droaam are encouraged to believe that they are part of something glorious, something that has yet to be fully formed. “Today may be difficult, and tomorrow may be harder still. But look what we’ve done in one decade, and imagine what we’ll achieve in the next!”",
"Within Droaam, some citizens have concrete, defined jobs— miners, masons, soldiers. Others are part of a general labor pool and may change jobs daily. This is especially true in the great cities, which are constantly expanding. However, Droaam isn’t yet a highly organized bureaucracy, and it’s easy to slip through the cracks if you choose to. Within the major cities, many citizens pursue their own businesses. Those who appear to be indolent or who cause trouble are swept up by a press gang, but people displaying industry and contributing to their city are largely ignored. Ultimately, Droaam is still a frontier; the nation is only ten years old, its cities are still being built, and there’s much change yet to come.",
"While many outsiders may think Droaam’s system sounds oppressive, most of its citizens are sincerely committed to their new nation. Their lives before the Daughters were brutal and ugly. Now they have all the grist—ground meat made of troll flesh—that they can eat, a roof and a bed in the local hall, and most of all, a sense of purpose. A goblin may spend their day in the mines, but they know they’re building a great city, not just serving the crude whims of a crass ogre chief. Additionally, many citizens are truly in awe of the Daughters of Sora Kell, a careful balance between fear and wonder—the practical fear of Sora Maenya and her Fist, and the dreams inspired by the words of Sora Katra. The people of Droaam know that the Daughters of Sora Kell are legends, that they possess untold powers, and that Sora Teraza knows what the future holds. Most truly believe that Droaam has a grand destiny, that they’ll defy the expectations of the world, and that together, they’ll build something glorious.",
{
"type": "entries",
"name": "Language",
"entries": [
"Droaam has several exotic languages, from the chattering of the Znir Pact gnolls to the medusas that communicate with each other through the hissing and weaving of their snakes. However, this region was once dominated by the Empire of Dhakaan and Goblin has long been the common language of trade. Almost every Droaamite speaks, or at least understands, Goblin.",
"When using stat blocks for a Droaamish creature, you should generally substitute Goblin in place of Giant or Orc. The ogres and trolls of Droaam have no ties to Xen’drik, where the Giant language was spoken. The Orc language was largely eliminated from common use thousands of years ago, and it’s nearly extinct in Khorvaire today, though there could be a community of Gaa’ran orcs that still speak it.",
"Common is used as a trade language, and in modern times, many creatures speak it in addition to Goblin. Even before the arrival of the Daughters, the people of the eastern Barrens often knew a little Common from interacting with Brelish settlers and the Westwind Riders. Today, the Daughters are encouraging the spread of Common, and have even begun providing regular classes in the language in Graywall and the Great Crag, as understanding Common is useful for commerce and for creatures who could serve as Tharashk mercenaries. Ultimately, it’s up to the DM to decide if a particular creature should speak Common—and if so, just how much it speaks. It’s possible that an NPC may only know a few specific phrases in Common, or that a player character will have to make a Charisma ({@skill Performance}) check to convey their meaning to a creature that understands little of the language.",
"Literacy is common in the more civilized regions of Droaam. Medusas, tieflings, and changelings are generally literate, as is anyone who works as a merchant or envoy. But at the moment, much of the general populace is illiterate, in contrast to the Five Nations, where education has long been considered a basic right.",
"While Droaamites speak Goblin, they aren’t dar like the Dhakaani discussed later in this chapter; they have no interest in {@i muut} or {@i atcha}, and don’t use many other words integral to Dhakaani culture. Notably, they don’t use the terms {@i chaat’oor} or {@i gath’dar} to refer to humans and their kin. Instead, they use {@i aravaat}—easterner—to refer to people of the Five Nations, and more generally, to refer to humans, halflings, dwarves, elves, and similar species. Most Droaamites don’t bother to learn the names of the different nations of Khorvaire. The West is the Shadow Marches, home to Tharashk and the former home of Sora Katra. The North is the Towering Wood, former home of Sora Maenya. Everything else is the East, and that’s all most people really care to know about it."
]
},
{
"type": "entries",
"name": "Political Structure",
"entries": [
"The nation of Droaam, which has only existed for eleven years, has a general structure established, but it’s constantly evolving. The Daughters may implement new ideas or institute new offices tomorrow, and a rebellious warlord could be crushed and replaced on a moment’s notice. As it stands, Droaam has been split into {@i lheshat}—a Goblin term meaning “domain of a warlord.” Each lheshat is governed by a warlord who answers directly to the Daughters; each is charged with maintaining a military force that can serve the Daughters.",
"For now, each warlord has the power to rule their domain and organize their own army as they see fit. There is no standardized system for either bureaucrats or soldiers; in the former Barrens, the most powerful local official is still called the chib, though they may no longer be the largest or most physically menacing creature in the community. In the cities where multiple species live side by side, the common populace is divided between soldiers, skilled laborers, and the general labor force; these are organized by and under the direct authority of the local chib. Such cities have a grist mill (discussed later in this section) and a series of barracks, providing food and shared shelter for all workers. You won’t own property unless you have valuable skills or an impressive position, but you can find free food and shelter in any city— though as the cities are still expanding to meet capacity, in many places, that shelter is a bedroll in a tent. Katra’s vision is that all creatures of Droaam would work together, part of the greater whole. Ideally, a laborer who works hard should have no fear of abuse—foremen shouldn’t beat (or eat) their crews on a whim, an improvement over life in the Barrens. Katra wants the workers to be respected for their efforts, much as the golin’dar are treated with respect among the Kech Dhakaan. But while the Daughters promote this ideal, it doesn’t always work out in practice; there are still lheshat that treat laborers cruelly. Even where workers are treated well, it’s balanced by the understanding that anyone who challenges the Daughters or the warlord will be crushed without mercy.",
"In any given lheshat, the warlord governs their domain and the chibs beneath them lead each community. But there are three forces that operate outside this system, working directly for the Daughters and wielding authority throughout the land:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
"The agents of {@b Katra’s Voice} are envoys and entertainers, diplomats and mediators. Their task is to maintain morale and lines of communication, and to help resolve disputes before they get out of hand. Most of the agents of Katra’s Voice are changelings, but medusas, tieflings, and even harpies can be found in this role. Many focus on their role as entertainers, sharing stories with the common folk and painting tales of the bright future that lies ahead. Others are focused more on mediation and the administration of justice, especially if there is unrest between the chib and laborers.",
"A few elite soldiers of {@b Maenya’s Fist} usually accompany an emissary of Katra’s Voice; if the Voice can’t soothe troubles, the Fist will end them. These armored trolls and ogres are deadly and utterly devoted to the Daughters; a single war troll can crush a band of insubordinate minotaurs.",
"The agents of {@b Teraza’s Eye} are sages, versed in the region’s history and diverse customs. They survey ancient ruins and identify manifest zones and planar conjunctions. They often offer unsolicited advice to local warlords. Though the smallest of the three branches, some believe that those Eyes that are seen are merely the tip of the ankheg—that Teraza is served by changelings and other hidden agents who carry news of all developments back to the Daughters."
]
},
"These names are the titles both of the organization and its officers; an agent acting on official business simply says, “I am Teraza’s Eye, and you will tell me what transpired here.”"
]
},
{
"type": "entries",
"name": "Law and Order",
"page": "84",
"entries": [
"Droaam isn’t bound by the Code of Galifar, and there is no uniform code of justice. Justice is thus entirely in the hands of the local chib, unless Katra’s Voice overrides them. Every chib maintains their own force of guards. In a small village, this might be a handful of Gaa’aram orcs, but in a large city like Graywall, the guards are a versatile and significant force: orcs, minotaurs, and ogres with support from harpies and gargoyles. Any major community also has a garrison of Znir gnolls. These mercenaries serve as peacekeepers when needed, but they serve the Daughters directly, not the chib; in part, they are present to deter a chib from turning against the Daughters.",
"Ultimately, Droaam is a wild frontier. For the most part, the law is simple: don’t mess with the chib or anything that belongs to the Daughters. The guards don’t care about random street brawls or bar fights. They don’t care if someone stole your purse. They aren’t interested in what laws a fugitive may have broken in some other land. However, they do care about significant damage to buildings, or about any situation that could result in the death of multiple laborers—anything that threatens the overall productivity of the community. So player characters can get away with a great deal in Droaam, as long as they are careful. The local guards won’t interfere when a Sentinel Marshal arrests a war criminal hiding out in Graywall—but they also won’t interfere when three trolls the criminal hired attack the marshal in return. First and foremost, the guards protect the town and the chib; personal rights and property mean little in Droaam for lesser citizens. If you want justice, you usually have to enact it yourself.",
"In most communities, a chib punishes serious crimes with immediate execution. For lesser crimes, a victim is branded and either severely beaten, maimed, or given trial by combat; most large cities have an arena that serves this purpose (though people can also be gladiators by choice). Those that survive their punishment are freed.",
"There is one recourse for those who seek justice: Katra’s Voice includes magistrates who have the power to administer justice. Magistrates travel between smaller communities, while larger ones, like Graywall, have a resident magistrate. The current fashion is that magistrates are medusas. If a magistrate believes a case has merit, she orders the chib to deal with it—but if she considers the complaint to be frivolous, she petrifies the plaintiff. As a result, very few people take the risk of seeking justice—but it’s a comfort to the laborers to know that they could.",
"Graywall has a sizable foreign quarter, the Calabas. Xor’chylic, the illithid warlord of Graywall, has granted Kundran Torrn of House Tharashk the right to prosecute crimes committed in the Calabas; this means that in that quarter, much of the Code of Galifar holds sway. This system could be applied to other communities that have a sizable eastern population.",
"A few basic principles to keep in mind when considering law and order in Droaam: while the local guards generally don’t interfere in casual street fights, deadly violence isn’t as common as outsiders think. There’s an unspoken rule that larger creatures have the right of way; the goblins know to vacate the path of a troll. There are, of course, exceptions; {@i everyone} clears a path for a medusa. Beyond this, most of the Droaamites living in the large cities want to be part of Katra’s plan. The troll knows that the little goblins, annoying though they might be, are supposed to be her little brothers. She’ll give a little brother a smack if he pushes her—he needs to know better—but she won’t go out of her way to kill him, and she won’t eat him. If you antagonize a troll, it may slash you with a claw; but if you immediately show contrition, the conflict ends there. Conversely, if a group of easterners start picking fights, the Droaamites feel no such obligation to these outsiders; even if the guards don’t interfere, other citizens might, and a wise human keeps a low profile in a city of monsters."
]
},
{
"type": "entries",
"name": "Cruel World",
"page": "85",
"entries": [
"Mercy and compassion are alien concepts in Droaam, neither expected nor offered. There’s little difference between justice and revenge, and if you want either, you’ll likely have to seize it. The world is split into predators and prey—and it’s always better to be the predator. Surviving to the end of a day is a victory, and having shelter and food should be celebrated, not taken for granted. The people of Droaam are steadfast allies to those they count as friends, and fight to protect the things they love. But they care nothing about the fate of strangers: if protecting a friend means causing suffering to a stranger, so be it.",
"Bear this in mind when creating characters from Droaam. If you are cruel to strangers, it’s because you believe the world to be a cruel place. You may pursue noble goals and be the most reliable friend anyone could wish for, but you were born in a harsh world, and it’s the only life you’ve known.",
"This cruel world is changing. The Daughters dangle the dream of a better world; Katra urges Droaamites to think of all of their comrades as family. Serve the Daughters and you’ll have food and shelter. But that’s all balanced by the fact that if you challenge them, they will crush you without mercy. And to most Droaamites, that’s a perfectly reasonable arrangement."
]
},
{
"type": "entries",
"name": "The Economy",
"entries": [
"Droaam has no established currency; the standard reward for daily labor is sustenance and shelter. Most Droaamites rely on barter for goods, skilled labor, or luxuries. However, most merchants in major cities accept the coins of the East, as well as two secondary “currencies.” Miners often trade using slivers, small chunks of precious metal or gemstone shards. It’s also common to barter and gamble with bounty-marked teeth. The Daughters of Sora Kell (through the chibs) offer a bounty on certain dangerous animals, paid by the tooth. A Goblin symbol identifying the animal it’s from is carved on each tooth, but most merchants won’t accept teeth unless they personally recognize the tooth—so you can’t just carve “wyvern” on wolf teeth. While the DM could treat bounty-marked teeth as another form of coinage—”the old goblin offers three displacer beast teeth, worth 10 silver”—adventurers who kill a dangerous monstrosity might wonder what the bounty is for their teeth. The DM could roll on the Individual Treasure tables in chapter 7 of the Dungeon Master’s Guide to determine the bounty offered for a creature of any CR. However, the tooth currency is based on the value the Daughters have placed on each bounty, and not every creature has a golden mouth. Some dangerous creatures might have a high value while others are worthless. The bounty is a way to encourage the elimination of threats, and if a creature doesn’t threaten the people of Droaam—or is perhaps even an ally—there won’t be a bounty on its teeth.",
"While bartering can be more time-consuming than dealing in coins, it’s also an opportunity to introduce interesting adventure hooks. Perhaps a goblin merchant can’t make change for a platinum piece, but she offers a scrap of vellum in exchange; it looks like a piece of a map, and she says it came from below the city. Dhakaani relics, odd remnants of the daelkyr war, an object pawned by a Brelish deserter—any of these could be worth little to the one offering it, but priceless to those who receive it.",
"Droaam’s main exports—brokered through House Tharashk— are byeshk and other ores from the mountains, Eberron shards from the plains, and the mercenary services of its people. But it’s also the source of unsavory goods that are often illegal in the Five Nations. Poison is a simple example, but there are other more exotic substances. Dragon’s blood is described in chapter 4 of {@book Eberron: Rising from the Last War|ERLW}. Courage is a stimulant that grants a user advantage against saving throws to avoid being frightened; however, long-term use causes paranoia and can leave someone in a state of catatonic terror. Blood gin is a necrotic narcotic, distilled from berries from a Mabaran manifest zone that are fermented in the blood of someone who died by violence; it induces euphoria while replaying the final moments of the victim’s life, but frequent users can suffer dreadful nightmares. These are just a few examples, and Droaam is home to many unnatural goods that can’t be found anywhere else. It’s a source of organs and hides from exotic creatures, which may be critical components for creating a magic item; if you need the eyes of a luecrotta, the Graywall marketplace may be your best chance. The markets of Droaam also receive the spoils from bandits and odds and ends from deserters, war criminals, and renegades who come from the Five Nations. All in all, you never know what you might find in a goblin market!",
"In describing goods from Droaam, consider the vast range of styles and quality that can be found throughout the region, some of which are described on the Droaamish Artisanship table. The Barrens raiders had no smiths and fought with simple weapons of wood and stone, or with equipment supplied by Aundair or Karrnath. However, the Daughters have been working to improve the situation, and gnoll and medusa artisans can be found working in many of the more diverse cities. And the Venomous Demesne is a mystically advanced society; while they lack the industrial capacity of House Cannith, they’re skilled in producing magecrafted treasures beyond those of the Five Nations. Most magic items used by Droaamites come from the demesne.",
{
"type": "table",
"caption": "Droaamish Artisanship",
"colLabels": [
"{@dice d8}",
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"col-1 text-center"
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{
"type": "cell",
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},
"{@b Barrens Primitive.} The work of ogres and orcs, primitive and with no consistent style. Materials are stone, wood, and bone."
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"{@b Znir Gnoll.} Created by the artisans of the Znir Pact. Ugly to human eyes, but functional and very reliable. Excellent use of wood and leather; limited metalworking. "
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"{@b Cazhaak Draal.} Made by skilled medusa artisans. More elegant than Znir or Barrens work, with smooth curves and engraved patterns. Reasonable metalwork, but they also work with stonewood, an exceptionally hard wood from the Stonelands."
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"{@b Maenya’s Fist.} Crafted for the elite soldiers of Sora Maenya. These include heavy armor and metal weapons. The metalwork is excellent; the style is brutalist in form, intended to intimidate."
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"{@b Venomous Demesne.} Magecrafted with superior arcane science. Fine metals and ceramics are common, and tools have colorful materials and enamels. Even simple items may have common magical properties."
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"{@b Aravaat.} Objects from the East—generally the Five Nations. These may be supplies given to Barrens raiders during the Last War, or brought in by traders or brigands in recent years."
],
[
{
"type": "cell",
"roll": {
"exact": 7
}
},
"{@b Patchwork.} Useful things scavenged and pieced together, a common practice among Droaamites—especially gnolls. A Dhakaani axe head could be on a haft of Znir design, or a suit of armor could be made from pieces of three different suits. "
],
[
{
"type": "cell",
"roll": {
"exact": 8
}
},
"{@b Ancient Dhakaan.} Recovered from one of the Dhakaani ruins of the region. These goods are extremely ancient and may be well worn, but remain functional."
]
]
}
]
},
{
"type": "entries",
"name": "Religion",
"page": "86",
"entries": [
"Droaam is a tapestry of many cultures with diverse beliefs. The minotaurs revere a being known as the Horned Prince, but each clan has its own private name for their patron. The harpies say they sing with the Fury’s voice, but believe the Fury was Eberron’s cry of pain when she gave birth to the world. The changelings of Lost believe themselves to be the chosen people of the Traveler. The gnolls of the Znir Pact refuse to bow to any god or fiend, while the warlock lords of the Venomous Demesne believe that there is no difference between gods or fiends; there are only powers that can be bound or bargained with.",
"Despite this vast diversity, there is broad acknowledgment of the Dark Six throughout the region. While each different subculture has its own favored deities and personal twists, most people know the basic principles of the Cazhaak Creed—an interpretation of the Sovereigns and Six codified by the medusas of Cazhaak Draal. Every multicultural city in Droaam has a host of shrines and idols tied to the lesser paths, but the true temple is one of the Shadow, most likely tended by a medusa priest.",
"The Cazhaak Creed acknowledges that the Sovereigns exist, but portrays them as tyrants who make demands of their worshipers while giving nothing. By contrast, the Dark Six support freedom and fair exchange. Under the creed, the Shadow is the patron of all those considered “monsters” by the people of the East. Aureon and the Nine hoarded their power, whereas the Shadow gave its children wondrous gifts: the medusa’s gaze, the troll’s regeneration, the ogre’s strength. As such, the Shadow is the deity most generally invoked by those seeking divine guidance or intervention.",
"Overall, the Cazhaak Creed assigns the same values to the Dark Six as does the Pyrinean Creed of the Five Nations, but it sees these concepts as virtues. The Shadow is the Sovereign of ambition and helps you find {@i your} path to power, even if that means stepping on others on the way. The Fury is the Sovereign of instinct and if you embrace your emotions, she’ll guide you through them; she’s also the Sovereign of revenge, which is merely the other side of justice’s coin. The Mockery shows the path to victory in battle, even if that requires you to embrace treachery or fear; in Droaam, courage and honor take a back seat to victory and survival. The Devourer wields the power of the wilds; he winnows out the weak, but those who survive his tests grow strong. Priests of the Keeper perform funerary rites, which vary by species—from the medusas that petrify their infirm so they never die, to the trolls and ogres that eat their dead. The priests also act as healers, for disease and infection are tools of the Keeper, and a priest can remove them for a price. The Keeper is the Sovereign of wealth and greed, and his priests are always willing to help a petitioner propose a bargain. The Traveler is rarely worshiped directly by any but the changelings, but it is always acknowledged.",
"All these are echoed in Droaam in many minor ways. For example, revels are ecstatic celebrations devoted to the Fury, where participants are encouraged to abandon all restraint and embrace their emotions. In battle, many Droaamites dedicate a kill to the Keeper, hoping to earn favor by adding souls to the Sovereign’s hoard; likewise, it’s customary to sacrifice part of an unexpected windfall to the Keeper so he doesn’t grow jealous.",
"Droaamites are very indulgent of the beliefs of others, despite (or because of) the many different faiths and practices. The Znir gnolls despise demons, but don’t interfere with the practices of the minotaurs or tieflings. Harpies don’t argue with medusas over the nature of the Fury; they know the true answer, and that’s sufficient. Everybody generally honors the Shadow, even if that means different things to different people. This principle generally applies to easterners as well. Droaamites think worshiping the Sovereign Host is foolish, but aren’t upset if you invoke Aureon, and don’t care what kalashtar or elves believe.",
"There’s one exception to the religious tolerance of Droaam— the Church of the Silver Flame. The Church considers it their mission to defend the innocent from supernatural threats, and many of the inhabitants of Droaam are considered “supernatural threats.” The Silver Flame has led many raids and quests into the Barrens, and the Dark Pack won’t soon forget the Lycanthropic Purge. Anyone who openly wears symbols of the Silver Flame receives, at best, a hostile reaction from most Droaamites, and it’s wise to never wander off alone."
]
},
{
"type": "entries",
"name": "Cuisine",
"entries": [
"Why did it take so long for the people of the Barrens to build great cities? In part, this was because they couldn’t feed the population of such a city. Many of Droaam’s inhabitants are carnivorous, and those who aren’t lacked the discipline for the large-scale agriculture required to feed large populations like those found today in Graywall or the Great Crag. This simple issue of food kept the population of the Barrens in check.",
"While the Daughters of Sora Kell enforce their rule with Katra’s Voice and Maenya’s Fist, they also buy loyalty with food. The Daughters of Sora Kell promise that anyone who serves them will have shelter and sustenance. They have lived up to their promise, providing a seemingly endless supply of food. The staple is a ground meat called grist, served either as stew, pie, or sausage. Grist is tough and sour, but it is filling, and the “grist mills” have a seemingly endless supply of it. Few of the people of Droaam know or care where grist comes from, but visitors might be more squeamish—for grist is made of troll meat, ground and processed for consumption. The Daughters of Sora Kell hold the secrets to processing grist, which isn’t eaten anywhere else in Khorvaire. On its own, troll meat is highly toxic and carcinogenic, but the Daughters have devised a magical mixture of herbs and spices that’s blended with the ground meat and makes it edible.",
"Every major town has a “grist mill”—a public cafeteria serving grist. Grist mills include stables filled with trolls; some are kept as punishment, while others were bred for this purpose. Their flesh is slowly cut away, always leaving time for the creature to safely regenerate—though the pain of this process is still agonizing. The form of grist served in a mill changes daily—stew, sausage, meat broth—but the substance remains the same, and most easterners find it sour and unpleasant. The one saving grace of grist is that it’s free. So, enjoy a bowl of grist stew— there’s plenty more where it came from!",
"For those with slivers or teeth to spare, there are many more options. Meat is a staple of Droaamish cuisine, and most like it nearly raw; in fact, many of the lesser giants prefer to eat their meals live. Some food can be downright dangerous for humans; for example, trolls like to chew dried carrion crawler tentacles, which have a dramatic numbing effect on most creatures. Some dishes are served with a tiny living ooze, which Droaamites believe aids with digestion. Wherever you go, the cuisine reflects the exotic beasts of the region. Steamed chuul is much beloved on the coastlines, while spicy displacer beast is popular inland."
]
},
{
"type": "entries",
"name": "Wide Monster",
"page": "87",
"entries": [
"It’s commonly said that Eberron is “wide magic, not high magic.” The civilization of the Five Nations is based on the application of low-level arcane magic, which is deployed to solve the problems of society—communication, entertainment, warfare. In Droaam, however, the Daughters of Sora Kell are building a civilization based not on wide magic, but wide monster— finding civic applications for the supernatural gifts of their diverse citizenry. The medusa’s gaze is a terrifying weapon, but petrification can also be used to preserve the critically injured or sick until they can be properly cared for. Using gargoyles as couriers and harpies as town criers are fairly obvious applications of their natural gifts, while the creation of grist is a more exotic application of troll regeneration. When creating an adventure in Droaam, think about ways in which monstrous gifts could be used in unexpected and useful ways to advance civilization. When you have a hammer, every problem looks like a nail. But what happens when your tool is a medusa or a gargoyle? Here are a few applications to bear in mind.",
{
"type": "entries",
"name": "Harpy Song",
"entries": [
"The people of the East know of the harpy as a monster whose voice can lure innocents to their death. But a gifted “songbird” can produce a far wider range of effects than just the irresistible lure. The song of a talented harpy can inspire hope or despair, instill joy or bring tears to the eyes of listeners. Harpies call the start of each work shift, drawing workers to their tasks. Every grist mill has a songbird whose magical voice soothes weary workers at the end of a shift. As harpies can project with supernatural volume, songbirds also call out the hour and serve as town criers, relaying important news across a community."
]
},
{
"type": "entries",
"name": "Medicine",
"entries": [
"The chirugeons of Droaam employ methods that are more gruesome than those of House Jorasco, but these techniques are nonetheless effective. Broodworms are a form of maggot whose secretions help to both anesthetize a patient and cleanse infected wounds; tiny gelatinous cubes are also used as an unusual anesthetic. While it’s not yet in wide use, the Daughters have been experimenting with troll’s blood, a salve with remarkable healing properties that may in fact be exactly what it proclaims to be. Droaam is a harsh land, and most of the time when people suffer the answer is “suck it up,” but the Daughters have pledged to make a better world in days to come. If they manage to perfect and mass-produce {@i troll’s blood}, it could revolutionize public health."
]
},
{
"type": "entries",
"name": "Brute Force",
"entries": [
"With its many ogres and giants, Droaam has raw strength in great supply. Many tasks that would require specialized equipment or beasts of burden in the Five Nations are simply performed by a large and powerful humanoid."
]
}
]
}
]
},
{
"type": "entries",
"name": "The Denizens of Droaam",
"entries": [
"The population of Droaam is staggeringly diverse. In addition to the sentient creatures that are part of this culture, the region is home to a remarkable number of monstrosities and exotic beasts. In part, this is due to the ancient influence of the daelkyr and the more modern experiments of Mordain the Fleshweaver. There are a considerable number of manifest zones in the area, along with passages to Khyber. But most of all, this has been a frontier for thousands of years. The central region of Khorvaire has long been home to powerful civilizations, and over time, its people actively worked to eliminate dangerous threats. Some monsters were exterminated, while others were driven away— and Droaam is one of the places they were driven to. There may have been a time when trolls and manticores roamed freely across all of Khorvaire; now, Droaam is the land of monsters.",
"So Droaam is a place where you can meet three impossible things before breakfast—and one of them may be the one serving you breakfast. While there are enclaves—such as Cazhaak Draal and the Venomous Demesne—that are largely populated by a single species, most of the great cities of Droaam are diverse communities hosting all manner of monsters. It’s important to recognize just how varied the inhabitants of Droaam can be. There are significant differences in basic biology, psychology, and intellect. Ogres, trolls, hill giants, and ettins possess great physical power but are not as intelligent as humans, and Droaam’s other citizens know to express things in ways they can understand and not antagonize them unnecessarily. Gargoyles are elementals and don’t eat or drink; if you want to make a kind gesture to a gargoyle, you don’t offer it a drink, you present it with a riddle.",
"Here’s an overview of the most common sentient creatures in Droaam and the roles they play in society.",
{
"entries": [
{
"type": "entries",
"name": "Changelings",
"entries": [
"The changelings who leave their city of Lost often work directly for the Daughters. Most use their skills as part of Katra’s Voice, serving as entertainers, mediators, and bards; others gather information as Teraza’s Eyes. Unless they have reason not to, the changelings of Lost wear their true faces; however, they use their shapeshifting aesthetically, creating exotic or ever-changing patterns across their skin. Skindancing is a changeling art that blends physical motion with transformation, and it can be a remarkable experience."
]
},
{
"type": "entries",
"name": "Gargoyles",
"entries": [
"Since the rise of the Daughters, gargoyles have been deployed across Droaam; they are also favorite recruits of House Tharashk. Civilian gargoyles serve as messengers and couriers, while most warlords also have a unit of combatready gargoyles that serve as scouts and rapid response. As elementals, gargoyles don’t eat, sleep, or drink, and they can remain motionless for months or years. While gargoyles have traditionally been depicted as cruel predators, the fact is that they love the {@i thrill} of hunting. They yearn for challenge, and love riddles and puzzles almost as much as hunting prey."
]
},
{
"type": "entries",
"name": "Giants",
"entries": [
"The mountains of Droaam are home to ettins and hill giants, both of which are native to Khorvaire. Ettins are distantly related to orcs, while the hill giants of Khorvaire are a form of ogre; while they use the same stat block as the devolved hill giants of Xen’drik, they aren’t actually related. In the Barrens of the past, giants would come down from the mountains and dominate groups of goblins and kobolds. In Droaam today, they have primarily been drawn into heavy labor, as well as providing raw power to the armies of Droaam. Giants are not especially bright; as long as they are fed well (which requires a lot of food!) and celebrated for their efforts, they are generally content to serve their purpose.",
"Vralkek is also home to a small contingent of giants from Xen’drik that found a home in this land of monsters. Most serve the fire giant Gorodan Ashlord, or at least acknowledge him as their spokesman to the Daughters of Sora Kell."
]
},
{
"type": "entries",
"name": "Gnolls",
"entries": [
"The gnolls of Droaam are described in more detail later in this section, and playable racial traits are presented in chapter 6. Every major city has a garrison of gnoll soldiers, who protect the interests of the Daughters. These gnolls aren’t part of Maenya’s Fist, and generally serve as peacekeepers rather than being used in punitive actions. Some warlords hire additional gnolls to serve their own personal agendas. While almost all gnolls in Droaam serve as mercenaries with the Znir Pact, there are always those whose services aren’t currently contracted. Idle gnolls often work as hunters, selling fresh game to the local markets; grist is sustaining, but there are many creatures who prefer other meat when they can get it."
]
},
{
"type": "entries",
"name": "Goblins and Kobolds",
"entries": [
"Both goblins and kobolds were once oppressed underclasses within the Barrens, dominated by almost every other species in the plains. Over time, they developed their own shared culture that’s entirely different from the cultures of either species elsewhere in Khorvaire; when someone says “goblin” in Droaam, it’s understood that they mean “goblins or kobolds.” Most goblins and kobolds feel a close kinship and look out for each other. They learned long ago to value cunning over strength; the heroes of their tales are quick and clever. They are patient and enduring, and tolerate endless suffering while waiting for an opportunity to present itself.",
"Those goblins who serve the Daughters of Sora Kell lead far better lives than their ancestors in the Barrens, and they are among the most numerous inhabitants of the large cities—and the most devoted supporters of the Daughters of Sora Kell. Most are especially excited about Kethelrax the Cunning, the kobold warlord; they believe that this marks the beginning of a new age where goblins will be recognized and rewarded for their work. However, there are still goblins in the domains of some warlords—notably Turakbar’s Fist—who live miserable, short lives. While most goblins are content to focus on their work, some seek to help their oppressed kin or take petty vengeance on ogres and giants for the vast suffering inflicted on their people."
]
},
{
"type": "entries",
"name": "Harpies",
"entries": [
"The harpies of the Byeshk Mountains claim to be the children of the Fury, and they take joy in flight and song. They are wild and passionate, embracing love and hate alike with reckless abandon. Those harpies who left the mountains to “sing Katra’s song” have embraced her vision and are thrilled to be building a nation with their voices. They are generally more intelligent than the standard harpy in the {@book Monster Manual|MM} and have more control of their supernatural voices, being capable of inspiring a range of emotions. Harpies call the hour and summon workers; they also help with crowd control, serve as town criers, and entertain the people.",
"In representing a harpy character or interacting with one, highlight their passion. Harpies {@i love} what they do; if they don’t, they won’t do it. Singing isn’t merely a magical tool; it’s a joyful act, a communion with the Fury and a work of art woven together. Whether singing weary goblins to sleep in a grist mill or acting as a courier in Sharn, harpies embrace life with absolute zeal. But harpies hate just as strongly as they love—and there are harpies who hate the Daughters and the entire idea of Droaam.",
{
"type": "inset",
"name": "Harpy Songbirds",
"entries": [
"The harpies who work with the Daughters of Sora Kell are more intelligent than their cousins, and have learned to use their remarkable voices—which they can amplify up to three times as loud as normal—for more than just luring enemies.",
"A typical harpy songbird has an Intelligence of 10 (+0), a Wisdom of 12 (+1), and a Charisma of 14 (+2), along with the skills Performance +6 and Persuasion +4. A remarkable songbird might be able to cast spells from the bard spell list.",
"The Byeshk harpies are also capable hunters renowned for their skills as archers; most harpies in Droaam are proficient with light armor and bows."
]
}
]
},
{
"type": "entries",
"name": "Humans",
"entries": [
"Most humans living in Droaam are easterners— brigands or renegades evading the law, or merchants seeking opportunities. However, a few are natives, serving Droaam as part of the Venomous Demesne. While the demesne’s nobles are tieflings, humans are a significant part of the population, and Demesne humans can be found serving as magewrights in other cities. The humans of the Venomous Demesne have little in common with the people of the East and feel no kinship to the Five Nations."
]
},
{
"type": "entries",
"name": "Medusas",
"entries": [
"There are relatively few medusas in Droaam, but their intelligence and mystical power makes them a vital part of this growing nation. Medusa architects direct construction in the blended cities, laying the foundations of what this nation will become. Medusas who choose to serve as Voices of Katra are often called upon to resolve disputes and enforce justice, for who dares challenge the ruling of a medusa? Cazhaak Draal is also the seat of the most organized religious tradition in Droaam—the worship of the Dark Six—and most powerful priests of the Six are medusas. Compared to many denizens of the region, medusas tend to be calm and rational; however, they expect to be treated with respect and aren’t above a few harsh lessons to make a point.",
"The medusas of Droaam are capable of receiving visual impressions through their serpent mane, and can close their primary eyes to prevent any threat of petrification. Medusa magewrights can also master a ritual—the Medusa’s Kiss—that undoes the effects of medusa petrification, allowing this power to be used in a number of useful ways (such as preserving the life of a creature about to die). Medusas can control the movements of their serpents, and the medusas of Cazhaak Draal have developed a simple sign language called Serpentine that uses the movements of the serpents to convey messages. Other species can learn to understand Serpentine as an exotic language, but there’s no way to speak it without a mane of living serpents."
]
},
{
"type": "entries",
"name": "Minotaurs",
"entries": [
"The minotaur clans of Droaam are spread across the plains. They are fierce barbarians and warriors who dominated goblins, kobolds, orcs, and other creatures in the days of the Barrens, and to this day, it is these clans that often lead raids into Droaam. However, this fierce aggression has prevented the minotaurs from becoming a major power, due to the long, destructive feuds between the clans themselves.",
"The minotaurs believe that they are the chosen warriors of a being commonly known as the Horned Prince, and they hone their skills in battle so they may join the Prince after death. Each clan has their own private name for the Prince and their own beliefs about the conduct he expects of his followers. In most cases, the Horned Prince seems to be an analogue to the overlord Rak Tulkhesh, desiring only bloodshed. However, the Red Hooves worship He Who Walks Behind, who is much like the Mockery; they focus on the use of terror and in deceiving their enemies. The Blade Breakers worship One Horn, who rewards strength and courage—much like Dol Dorn. The Dawn Harvest was a clan whose version of the Prince—the Dawn Gorer—encouraged followers to fight with honor and to defend the weak, two traits rarely seen in Droaam. The Dawn Harvest was destroyed by Maenya’s Fist after refusing to accept Rhesh Turakbar as the warlord of their region; a few members of the clan survived and are now scattered across Droaam.",
"Minotaurs are fierce and brave, but they generally lack patience and discipline; they are terrifying raiders, but most have trouble with large-scale tactics and operations."
]
},
{
"type": "entries",
"name": "Ogres",
"entries": [
"Ogres are more common than their giant cousins, but fill much the same role in society. Physically powerful but somewhat dimwitted, they pursue simple pleasures: food, drink, and crushing small creatures that annoy them. The warlords charm them with harpy song and fill them with grist, then set them to work lifting heavy things and smashing things that need to be smashed. They’re often recruited in local “brute squads” and serve as basic shock troopers in the armies of Droaam. Ogres fall below human standards on Intelligence, Wisdom, and Charisma; not only do they struggle with rational thought, they’re impulsive and relatively weak-willed, and in many ways can be treated as mighty children. While physically powerful, they’re easily swayed by strong personalities and compelling stories. They are very emotional—though they can shift between emotions rapidly—and love stories and songs, even if stories need to be kept simple. It’s not uncommon for an ogre to develop a deep attachment to its favorite harpy or changeling storyteller.",
{
"type": "inset",
"name": "Skullcrusher Ogres",
"entries": [
"The skullcrusher ogres of Maenya’s Fist are a different subspecies from common ogres. They are devoted to their duties and don’t socialize with other creatures.",
"A typical skullcrusher ogre has a Dexterity of 12 (+1), an Intelligence of 10 (+0), and a Wisdom of 10 (+0). They are proficient with heavy armor and martial weapons, and typically wear plate armor. Skullcrushers are well trained and act with military discipline."
]
}
]
},
{
"type": "entries",
"name": "Oni",
"entries": [
"The origins of the oni are a mystery. Some people believe oni are the offspring of hags and giants, and that some are children or grandchildren of the Daughters themselves. Other stories claim there’s a kingdom of oni in Khyber, likely a demiplane, and that the oni of the surface world are criminals banished from this wondrous realm. While rare, their intelligence and power make them valuable to the Daughters of Sora Kell. The oni Tzaryen Rrac is a trusted warlord, while other oni serve as commanders in Maenya’s Fist, inquisitors in Katra’s Voice, or administrators throughout the realm.",
"Oni are cunning and curious. Some serve the Daughters in exchange for treasure, others for arcane lore, while some are simply content with the power they hold as agents of the hags. You could tie their broader goals to their true origin—if the oni are exiles from a hidden kingdom, they might be building power to reclaim that kingdom. If they are the children of the Daughters, they could be competing with one another to impress their parent, and generally engaging in sibling rivalry."
]
},
{
"type": "entries",
"name": "Orcs",
"entries": [
"Over countless generations of life in the Barrens, the orcs of the region developed two distinct cultures. The larger of the two are the {@i Gaa’aram}—Children of Wrath. The Gaa’aram embraced the chaotic, raiding lifestyle of the Barrens. Where the goblins and kobolds were often forced into service by more powerful creatures, the Gaa’aram voluntarily rallied around the most powerful leaders and served as fierce warriors. To an orc of the Gaa’aram, who you fight for is less important than the fact that you fight and fight well. As such, Gaa’aram orcs were often encountered as raiders; they’re the reason for the name of the Orcbone fortress that guards the Gap of Graywall. Gaa’aram orcs can be found in all of the diverse cities, and they’re usually passionate supporters both of Droaam and their local warlords.",
"In the days before Droaam, few people of the Five Nations had even heard of the smaller of the two cultures, the {@i Gaa’ran}— Children of Sacrifice. The Gaa’ran orcs are pacifists and farmers—one of the only cultures to farm in the open Barrens. They believe that violence stains the soul—that those whose souls are pure pass beyond Dolurrh, but that killing another forever destroys a piece of your soul. The Gaa’ran held firm to their beliefs even in the face of torture and death, and over time it became common for the Barrens chibs to allow Gaa’ran settlements to stand—with the understanding that the local raiders would regularly show up and take their produce. While this was a harsh life, the Gaa’ran have prospered under the Daughters of Sora Kell. Though grist is the primary source of sustenance in Droaam, the Daughters recognize the value of agriculture, and Gaa’ran tribes have been given resources and placed in charge of a number of agricultural projects.",
"The Gaa’aram and Gaa’ran are both local cultures with no direct ties to other orcs of Eberron. Gaa’aram orcs are among those monstrous mercenaries House Tharashk has recruited in Droaam. The Gaa’ran have a talent for primal magic that suggests they were once tied to the Gatekeepers of the Shadow Marches, but they are not Gatekeepers and don’t fight aberrations; their interest lies solely in cultivation."
]
},
{
"type": "entries",
"name": "Shifters",
"entries": [
"There are a significant number of shifters among the humanoid population of Droaam. In the former Barrens, shifters were largely mixed together with the Gaa’aram orcs, much the same way that the goblins and kobolds of Droaam have formed a collective culture. These orcs call shifters {@i taarka’va}— wolf brothers. Pairings between shifter and orc can produce offspring, but the resulting half-orcs are almost always sterile.",
"Another group of shifters are found in the Watching Woods. They call themselves {@i Ur’haakar}—First Panthers. These shifters shun civilization and take pride in their primal connection. Experts at stealth, they possess both Hunter rangers and Living Weapon monks. A few of the Ur’haakar have joined the Dark Pack and left the woods to serve the Daughters and Droaam, but most of the panthers prefer their isolation and consider the lycanthropes of the Dark Pack to be corrupted shifters."
]
},
{
"type": "entries",
"name": "Tieflings",
"entries": [
"The Venomous Demesne lies in the west of Droaam, hidden by powerful illusions. It was founded by tiefling refugees from the ancient Sarlonan kingdom of Ohr Kaluun, and its four ruling families possess great knowledge and vast arcane power. Tiefling wizards and warlocks can be found serving as Katra’s Voice or Teraza’s Eye. The people of the Venomous Demesne— including a significant human population—look down on both the inhabitants of Droaam and the Five Nations, but they value their alliance with the Daughters of Sora Kell and are willing to suffer some indignities for this cause."
]
},
{
"type": "entries",
"name": "Trolls",
"entries": [
"In the Barrens, trolls often established themselves as chibs. A clever troll would gather a band of Gaa’aram orcs and dominate (and occasionally eat) a pack of goblins and kobolds, ruling a tiny fiefdom with strength and fear. This arrangement still persists in places, especially around Turakbar’s Fist. Elsewhere, trolls have been drawn into the greater society of Droaam, serving in the military or performing heavy labor; those trolls who refuse to cooperate are “sent to work at the grist mills.” Given this, most trolls aren’t too disruptive to society. However, trolls expect to be treated with respect by smaller creatures—if you’re killed after you insult a troll, it’s considered an unusual form of suicide, not a fault on the part of the troll.",
"Trolls are proud of their strength, and enjoy engaging in tests of strength, like tug of war or lifting, with other trolls or ogres. While they generally dismiss smaller creatures, a troll is impressed by anyone that performs remarkable feats of strength; they generally respond better to intimidation than to diplomacy.",
{
"type": "inset",
"name": "War Trolls",
"entries": [
"Like the skullcrusher ogres, the war trolls of Maenya’s Fist are a unique subspecies that may be the result of magebreeding. They are utterly devoted to Sora Maenya and to Droaam.",
"A typical war troll has a Strength of 22 (+6), a Dexterity of 14 (+2), an Intelligence of 10 (+0), and a Wisdom of 12 (+1). They are proficient with heavy armor and martial weapons, and typically wear plate armor; a war troll could be granted additional features to reflect its considerable skill."
]
}
]
},
{
"type": "entries",
"name": "Worgs and Lycanthropes",
"entries": [
"In the wake of the Lycanthropic Purge, many lycanthropes fled to Droaam. Most congregated in the Watching Wood under the leadership of the werewolf Zaeurl. However, there are a few independent lycanthropes scattered across the region. At the end of the Purge, the power of the curse of lycanthropy was weakened, and most of these survivors couldn’t spread the curse to others; they could only pass it to their offspring. Keen to avoid any chance of further persecution, many of these renegade lycanthropes spent their lives solely in animal form. Even today, most members of the Dark Pack are born in animal form and consider it their true form. The natural lycanthropes of Droaam have the ability to speak in beast form, as worgs do, though this gift isn’t passed on to creatures they afflict with lycanthropy.",
"In time, Zaeurl forged an alliance between the renegade lycanthropes and the native worgs of the Watching Wood, and this bond—the Dark Pack—remains strong to this day. However, just as there are a small number of lycanthropes with no ties to the Pack, there are worg packs scattered across Droaam. Worgs would often ally with Barrens chibs, and gnolls of the Barrakas clan often form bonds to worg companions. In general, the people of Droaam are quite comfortable with the presence of large predators, and it’s polite to say {@i ta kuur}—You speak?—to a beast you’ve never met before.",
"In recent years, the potency of the lycanthropic curse has returned. Under the rules of fifth edition, all lycanthropes can spread the curse, but the Daughters and Zaeurl both wish to avoid spreading lycanthropy—at least for the moment. The Dark Pack follows strict instructions—{@i don’t bite unless you intend to kill.} As with trolls, most town guards understand this rule; if your friend picks a fight with a werewolf, sorry, it has to kill them after biting them; that’s just a matter of public safety. Sora Katra is studying the curse of lycanthropy and may develop ways to prevent accidental contagion … or instead, she might develop a program of carefully managed infection to create a new corps of lycanthrope soldiers."
]
},
{
"type": "entries",
"name": "Others",
"entries": [
"These are the common species of Droaam, but there are many more that could appear. Mordain the Fleshweaver unleashes strange things into the world. Manifest zones can create monstrosities. And in general, the creatures of Droaam haven’t been subject to the expansion of a great nation and their subsequent extermination, unlike other regions. There may be a colony of yetis in the mountains. A lamia may rule over an ancient Dhakaani ruin. There may not be a large community of manticores, but you could easily find one living in Graywall. The Daughters of Sora Kell find a place for every creature."
]
}
]
}
]
},
{
"type": "entries",
"name": "The Daughters of Sora Kell",
"page": "90",
"entries": [
"The destruction of Stubborn and the declaration of Droaam came as a terrible shock to the people of the Five Nations. This wasn’t the work of an upstart prince or an ogre chieftain. Both Sora Katra and Sora Maenya were known from countless tales—mostly terrifying ones in which things don’t end well for the heroes. To most people, the Daughters were legends, figures used to scare unruly children. The Daughters were the reason you were afraid of the darkness as a child; Sora Maenya could be lurking in the shadows, waiting to add your skull to her collection. Most people of the Five Nations know nothing of the daelkyr or of the Dreaming Dark, but they know the Daughters of Sora Kell. This is one reason the Five Nations have refused to acknowledge Droaam; at the end of the day, they can’t believe that it is real, and they hope that maybe they’ll wake up tomorrow and realize it was all just a bad dream.",
"In principle, the Daughters of Sora Kell are hags. Sora Katra is a green hag, cunning and charismatic. Sora Maenya is an annis hag, possessed of tremendous strength and hunger. And Sora Teraza is a dusk hag, who sees the tapestry of the future laid out before her. However, calling Sora Katra a green hag is like calling a legendary bard a “human.” It’s a foundation—a basic archetype to begin with. But all of the Daughters possess powers far beyond what’s normal for hags of their type. Their mother was Sora Kell, one of thirteen immortal night hags said to have been created by Eberron and Khyber at the dawn of time. Each had a different father; in some stories these were fiends, in others, giants. Regardless, they possess inherited power, which has only increased over centuries of schemes and adventures. While the Daughters are usually spoken of together, each is a legend in her own right; they each have their own goals and distinct personality, and each one can offer different hooks for story or adventure.",
{
"type": "entries",
"name": "Sora Katra, the Voice of Droaam",
"entries": [
"The stories of Sora Katra are many and varied, for she’s a gifted shapeshifter who seems to love meddling in the lives of heroes. She’s the old woman at the inn whose idle comment sows doubt in lovers’ hearts. She’s the tinker who gives the farmboy the magic sword that helps him become king—the same blade he uses to kill himself in the final act. It’s only through a wink to the audience or a hint to the reader that Katra’s true identity is revealed. In some ways, this fictive role overlaps with that of the Traveler, but the gifts of the Traveler bring chaos, while those of Sora Katra inevitably bring {@i tragedy.}",
"However, Sora Katra isn’t always the villain in tales. When she acts openly, she often poses a challenge that tests the hero’s wits or resolve. In most of these tales, the champion fails the challenge—which is, to be fair, usually weighted against them—and disaster ensues. But in those rare cases where the protagonist remains true to their ideals or outwits the hag, she always holds true to her promises. It’s this penchant for testing resolve and punishing failings that gave birth to the popular tale that if a child makes a promise and breaks their word, Sora Katra will come in the night and take a finger from them.",
"Sora Katra is known as a schemer. In many stories she’s found weaving curses on her loom—plotting misery and misfortunes to release into the world. In the tale {@i The Sleeping Prince}, she curses the Prince of Wroat three days after his birth. In the end of the story, the Woodcutter’s Daughter kills the giant in the King’s Forest and gives Katra his tongue, and when the curse is lifted, the Woodcutter’s Daughter marries the prince. Scholars have long debated Katra’s motives in the tale. Is it that she couldn’t kill the giant, and was setting a scheme in motion that would lead to his downfall? Or was it actually her goal from the start to elevate the Woodcutter’s Daughter— did she create the obstacle in order to give her chosen hero a chance to rise? While this is a positive spin, there’s no question that Katra’s actions always bring misfortune to {@i someone}— especially those who fail to measure up to her challenges.",
"Sora Katra is a brilliant orator. In the stories, she usually uses her words to sow doubt or discord, but she is equally capable of binding people together and weaving dreams of glory. In Droaam, she is the voice of the Daughters, and her speeches have drawn a dozen different species together, and made raiders and brigands believe that they are part of something greater and grander than they ever imagined. In part, this is about playing on the peoples’ anger and fear of the easterners. But she also has a knack for simply knowing what people want—such as the ambitions of her warlords—and using that to her advantage. Combined with the guidance of Teraza, she foresees problems and invariably finds someone to take the fall for things that cannot be avoided. In some ways, this is the central mystery of Droaam: Why found a nation to begin with? And why seek to be recognized by the Treaty of Thronehold, when Teraza most likely knew the effort would fail? One possibility is that the entire nation is just a stepping-stone toward her true goal—just as the prince in {@i The Sleeping Prince} was a tool that ultimately elevated the Woodcutter’s Daughter. It’s possible Droaam is another of her tests—but who’s being tested, and what happens if they fail? What about the criminal organization Daask? Is this just a diversion for Katra, or is Daask advancing a mysterious agenda?",
"In her natural form, the Mistress of the Mires is a green hag, with green skin and dark green hair. However, she loves illusion and rarely remains in her true form. If she has no reason to remain in a particular form, she often shifts in mid-speech. She delights in forms with a personal impact on the people she’s dealing with—taking the face of a dead lover or a betrayed friend. She possesses abilities like a powerful bard, both the ability to inspire and to perform powerful enchantments and illusions.",
"Sora Katra loves challenging heroes, which makes it easy to tie her to a story. Perhaps Droaam itself has been created to test the player characters—she’s spent a decade and built a nation to force the characters to make a difficult decision. If you want to create a connection between Katra and a character, is the character the archetypal Sleeping Prince—who Katra torments, seemingly without reason—or are they the Woodcutter’s Daughter, who may be challenged but has a chance to come out ahead in the end? Consider also the tale of the farmer who became a king. Katra might give a character an artifact, seemingly for no reason; can they use it wisely, or will it lead them to despair? While a connection to Katra could develop during play, you could establish a tie to the Mistress of the Mires in a character’s backstory. Perhaps Katra cursed the character’s family because of something their parents did; is there something the character can do to lift the curse? Or perhaps the character unwittingly did a favor for a disguised Katra back when they were a child, and she promised to repay this act of kindness; when and how will the character call in this favor?"
]
},
{
"type": "entries",
"name": "Sora Maenya, the fist of Droaam",
"page": "91",
"entries": [
"Sora Maenya is often depicted as a monster, said to wander the Towering Wood. She is known for her strength and her endless appetite; it’s commonly said that she can crush a giant with her bare hands, then eat the whole thing and still be hungry. Stories often depict her through her absence, as an unstoppable force that punishes arrogance or cruelty. The shepherd warns the foolish farmers not to settle in the forbidden meadow; later, he returns to find their bones picked clean and stacked near the hearth, but without their skulls. There’s no need to say who it was or to show the battle. The tale notes the missing skulls, and everyone knows that Maenya keeps the skulls of her victims, binding their souls to the bone and using them as lanterns.",
"Maenya greatly enjoys games and challenges, and she may spare someone who shows spirit. While she doesn’t lay out schemes as complex as does Sora Katra, there are many tales of Maenya wandering the woods in disguise and tricking travelers into unwise contests. Her endless appetite reflects a broad love of life; it’s not simply that she’s hungry, it’s that she loves to eat. She fights for the sheer joy that comes in crushing an enemy, and in the folk song {@i Edar’s Last Jig}, she dances until her partner dies of exhaustion. She seems to have a sense of humor, albeit a morbid one; she may spare someone who makes her laugh, or let someone live because it amuses her to do so. There are stories where a hero beats her in a seemingly impossible contest through cunning and courage; when defeated, she honors any promise she has made. However, a victor would be wise not to gloat; in the tales, this is a sure path to an unexpected end.",
"Sora Maenya is the general of Droaam’s armies, the iron fist that crushes any rebellion. The core of her power is Maenya’s Fist, an elite corps of war trolls and skullcrusher ogres. Everything about the Fist is shrouded in mystery. Some say Maenya bred and trained them in a buried Dhakaani fortress; others say that Maenya herself forged the imposing plate armor that they wear. Whatever the truth, the members of the Fist are fanatically devoted to Maenya. While Droaam has yet to assemble an army combining the full force of its warlords, thus far, Maenya has shown herself to be a brilliant and unorthodox strategist, one not to be underestimated.",
"In her natural form, Sora Maenya is an annis hag—a towering, powerful figure. She can assume smaller forms, but rarely seeks to play psychological games with her shapeshifting as Katra does. She appears in many tales as a hungry woman— tall and thin, with ragged clothing and long black hair, seeking shelter and food. While her primary power is her martial might, she does have supernatural gifts; the most infamous is her soulbinding. And perhaps she also has other necromantic skills that haven’t been revealed in the tales …",
"While she’s known for her immense strength, Sora Maenya isn’t just a brute; there are stories in which she actually trains a hero, either teaching them to fight or granting them unnatural strength. While it would be an unusual path, a monk or barbarian could attribute their class features to early training with Sora Maenya. The question is whether they knew her identity when she taught them; was she the Reaver of the Woods, or did she teach them in an assumed form? If a character is from the Eldeen Reaches, might they have met Sora Maenya as a child? Perhaps they ran away from home, and Maenya devoured their village while they were away. Or maybe they made an unwise bargain—asking Sora Maenya to kill a childhood rival, which she did; now the character owes her a debt, and someday she’ll come to collect. Or perhaps it’s the other way around; perhaps as a child, the character defeated Maenya at a game, and it’s she who owes the character a favor."
]
},
{
"type": "inset",
"name": "Trapped in a Tale",
"entries": [
"One thing that makes the Daughters interesting is that they aren’t simply mundane tyrants or warlords. They’re legends, and have matched wits with countless heroes. One way to reflect this is to provide them with powers that aren’t easily represented or replicated by the standard rules of play. For example, when a character is negotiating with Sora Katra, the DM might ask the player, “Tell me a time in your childhood when you broke a promise.” Sora Katra might then bring that story up: “I watched you through your window that night, warrior. I chose not to take your finger then, for I’d had my fill that evening. But why should I trust you today, when you broke your word to your childhood friend?”",
"There’s no saving throw against this and no mechanical effect. It simply demonstrates that Katra has powers and influence that can’t be measured or fully defined. Perhaps she’s using some form of telepathy and the whole thing’s a con. Or perhaps she was there that night. The point is that she’s not just a powerful bard; no one knows exactly what she can do. Likewise with Teraza’s visions, or the idea that Katra can weave curses on her loom—like eldritch machines, the limit on these abilities is whatever the story needs them to be.",
"In many ways, the Daughters feel like characters pulled out of faerie tales, and the DM could draw inspiration from elements of Thelanis from chapter 5 (such as curses). But the Daughters are natives of Eberron, not archfey from Thelanis. As such, the Daughters are extremely powerful and long-lived, but they’re ultimately mortal; they should be very difficult to kill, but they can die. In addition, archfey largely cannot change, and continue to play out the same story indefinitely. The Daughters are part of Eberron, and as shown by Droaam itself, they may have their preferred themes, but they can create entirely new stories."
]
},
{
"type": "entries",
"name": "Sora Teraza, the Dream of Droaam",
"page": "92",
"entries": [
"Sora Teraza is the most enigmatic of the Daughters of Sora Kell. She’s known to be blind, yet she’s perfectly aware of her surroundings; it’s not that she can see, she simply {@i knows} where everything is. In some tales, it’s said that she knows when every individual will die; in other stories, she herself chooses when each person will die. It’s also said that she has a library in which she keeps books documenting the lives of remarkable people— books that contain the souls of those heroes, and that she appears to collect the soul when that champion is near death.",
"Sora Teraza is a dusk hag. While she can change her shape, she rarely does so; she wears an old, tattered robe and hides her face beneath a deep hood. She rarely speaks, other than to issue cryptic pronouncements. When she’s not with her sisters, she spends her time tending her library in the Great Crag, or in meditation. Teraza is certainly the most gifted oracle of the age. This may be connected to the Draconic Prophecy, or it may be that she perceives the future in a different way. Certainly, Teraza is never depicted as having to seek her answers; it seems she just knows them. Given this unerring knowledge, it would seem like it should be impossible for the Daughters to ever fail; she can reveal the plans of their enemies and the location of any treasure they might seek. But Teraza doesn’t always share her knowledge, act in the best interests of her sisters, or even her own interests. Why not? The simplest answer is that she is unhinged; any mind could be broken by the burden of such knowledge. A more complicated possibility is that she is trapped by her own knowledge—that she already knows what she is going to do, and doesn’t actually have any real free will. Or perhaps her knowledge isn’t as absolute as it appears: she has the potential to know anything, but some things simply evade her sight.",
"Regardless, Sora Teraza certainly can, and sometimes does, warn her sisters about possible threats, such as treacherous warlords or approaching player characters, and directs them to the best path to ensure victory. But she can also remain silent, or only offer information later than others consider helpful. For example, she could reveal that there’s an Aundairian war criminal—a wizard of tremendous skill, who Sora Katra would surely have a use for—hiding out in Graywall. But she might provide this information a year after his arrival, and only a day before he plans to depart—leaving Katra with just 24 hours to mobilize agents to try and capture the wizard. Will these agents compete with the player characters, or will they be the player characters? Teraza might also provide a character with a mysterious piece of information—via {@spell dream} or {@spell sending}—that could be very useful, even if it could hurt her sisters. This doesn’t mean she is betraying her sisters; it is simply that she does what she must do, when she must do it. While Sora Teraza’s knowledge is potentially limitless, in practice, it’s a tool to drive an interesting story, not to derail it."
]
}
]
},
{
"type": "entries",
"name": "Why Go to Droaam?",
"entries": [
"Droaam is a wild frontier filled with monsters. It stands outside the laws of the Five Nations. The common races of the East are outsiders here, and unloved. Why would sensible adventurers ever go to this dangerous place? The simplest answer is that it provides opportunities for stories you can’t tell anywhere else, precisely because it is beyond the laws of the Five Nations. It’s a place where you can interact with creatures that are found nowhere else in Khorvaire, a chance to explore what these creatures can do with their supernatural gifts when they aren’t just eating adventurers or sitting on piles of gold. It’s an opportunity to make bargains you couldn’t make anywhere else, and to find adventures that don’t exist elsewhere.",
{
"type": "entries",
"name": "Patrons",
"entries": [
"The Daughters of Sora Kell could serve as a group patron for a party of adventurers, as described in {@book Eberron: Rising from the Last War|ERLW}. The party could be agents of Daask, which is considered a criminal organization outside of Droaam. But the Daughters are heads of state, and the characters could also be legitimate envoys of the nation—even if Droaam isn’t currently recognized as a legitimate nation. This is a great opportunity for players to create a team of monstrous characters. While some creatures don’t easily translate to low-level play—there’s no simple way to make a 1st-level war troll—it’s easy to play orcs, shifters, changelings, goblins, kobolds, and minotaurs. In addition, chapter 6 presents new racial traits for creating gnoll characters. In creating a monstrous character, consider if you’re from one of the new blended cities or from an old enclave; is your first loyalty to the Daughters of Sora Kell, or to your personal warlord? Do you aspire to become a warlord yourself?",
"As agents of Droaam, adventurers could be sent on personal missions for the Daughters: perhaps investigating a mystery that threatens to cause an uprising, dealing with a rebellious warlord, or recovering an important artifact from a Dhakaani ruin. Or they could act as envoys in the wider world, whether negotiating with possible allies or simply acting as goodwill ambassadors showing people that the nation of monsters need not be feared."
]
},
{
"type": "entries",
"name": "Peculiar Needs",
"page": "93",
"entries": [
"There are many unusual items that can only be found in Droaam—perhaps an artificer needs basilisk eyes to complete their latest invention. Droaam is also the only source of a number of strange alchemical concoctions, such as dragon’s blood and blood gin; it’s also possible that a character from the Five Nations is sent to Droaam not to obtain dragon’s blood, but to find out exactly who’s creating it and how. Droaam is also a place where you can openly interact with powerful priests of the Dark Six; if the adventurers need the help of a high-level cleric of the Keeper, Graywall may be the closest and quickest option."
]
},
{
"type": "entries",
"name": "Peering Into The Past",
"entries": [
"Droaam contains a significant number of Dhakaani ruins, as yet untouched by the greedy hands of Morgrave explorers. In some cases, these ruins remain unspoiled because they’re haunted, infested with twisted aberrations, or claimed by wild monstrosities or other monsters, such as the medusas living in Cazhaak Draal. Both Graywall and the Great Crag are built atop Dhakaani ruins, and whether adventurers are searching for lost artifacts of the dar or terrifying tools of the daelkyr, there could be legendary treasures hidden in the depths.",
"The daelkyr Orlaask was active in this region, and there are passages to its demiplane prison beneath Cazhaak Draal and Suthar Draal. Dyrrn the Corruptor was also involved in ancient battles in this region. According to some accounts, it was here that Dyrrn released the contagious curse known as the Kapaa’vola (discussed later in this chapter), and this is why the region’s goblins are so different from the Darguuls and the Kech Dhakaan; could the key to undoing the curse be found here?"
]
},
{
"type": "entries",
"name": "Politics",
"entries": [
"Breland is worried that Droaam is preparing for a major assault on its western border. Other nations—especially Aundair—might encourage such an action. The Daughters of Sora Kell could repeat their request for recognition; the Eberron novel {@i The Queen of Stone} covers such a summit. Meanwhile, all of the dragonmarked houses are interested in possible business opportunities in Droaam. Any of these interests could take a party of adventurers to Droaam, whether they are acting as spies or working openly as envoys."
]
},
{
"type": "entries",
"name": "Pursuit",
"entries": [
"Droaam—and Graywall in particular—is a common destination for dissidents, deserters, brigands, and war criminals. It’s a growing city that stands outside the laws of the Five Nations. While it’s a city of monsters, it has a thriving foreign quarter, home to a major enclave of House Tharashk and a growing number of dragonmarked outposts. It’s the perfect place to hide out, and a group of adventurers could be hired to retrieve someone from Droaam, or have a more personal stake in things.",
"A villain whose scheme goes afoul in Sharn could flee to Graywall; how badly do the characters want revenge? Or the adventurers could learn the location of someone who plays a role in the more distant past: an old enemy from the Last War, someone responsible for the death of comrades-in-arms or the destruction of their home village. Are they seeking an Aundairian war mage responsible for countless civilian deaths, or a Brelish noble who tried to assassinate King Boranel? Alternatively, the characters could find that an old friend is hiding out in Graywall, but they are being targeted by a powerful enemy; can the adventurers reach them in time to help?"
]
}
]
},
{
"type": "entries",
"name": "The Gnolls of the Znir Pact",
"entries": [
"There have always been gnoll clans in the Barrens, though the Dhakaani goblins ruthlessly exterminated gnolls in imperial territories, driving them back into the wilds. But their story starts long before. In the dawn of time, Eberron was the domain of the fiendish overlords. This was an age of chaos, as the overlords constantly clashed with one another. {@creature Rak Tulkesh|ERLW}, the Rage of War, commanded armies of fiends, while the Wild Heart raised hordes of ravenous beasts. In the struggles between the two, the Wild Heart bred dire hyenas with the ability to consume the immortal essences of the Zakya warriors of Rak Tulkhesh. But the Wild Heart failed to anticipate how consuming fiends would affect its creations. Twisted from within by the immortal essence of the demons they’d devoured, the hyenas were warped into something entirely new, something that was neither beast nor demon: and so the first gnolls were born.",
"Formed from both War and the Wild, gnolls were recruited and bred by both Rak Tulkhesh and the Wild Heart. As foot soldiers of the overlords, they fought against orcs and other early humanoids, as well as battling the gnoll clans of other overlords. Even after the overlords were defeated and bound by the Silver Flame, gnolls continued to be their pawns. The fiendish spark burned within them, and when they weren’t directly serving the Lords of Dust, most engaged in vicious acts of brutality. The Rage of War seeks endless battle, and when there is no greater conflict, it delights in setting its minions against one another. For countless generations, gnolls fought troll, ogre, and other gnolls seeking blood for their hungry idols.",
"Then, centuries ago, two gnolls from rival clans faced one another on a battlefield soaked in the blood of their kin—then questioned the path that had led them there. The two urged others to deny the voice that called for endless war, to refuse to chase death in the service of a fiend. Two became four, then eight, until entire clans heeded the call. Clan leaders dragged their idols to the place now known as {@i Znir}—a word that simply means “stone”—and there, they shattered the images of the fiends they once served. Together, the gathered hunters, shamans, and warriors swore an oath: They might be many clans, but from this day forward, they would be one pack. They would allow no one—not chib, god, or demon—to hold dominion over them.",
"This was easier said than done. Fighting the fiendish influence within was challenging enough, but the Barrens were a chaotic tapestry of battling forces. The leaders of the newly forged Znir Pact had no desire to rule over other creatures, but even just holding territory could invite attack. And so they developed the path that has carried them forward to this day: the road of the mercenary. The gnolls would claim no territory beyond the lands around Znir. They would fight for any who would pay a fair price. But if anyone sought to enslave a gnoll, or to strike against Znir itself, they would face the wrath of all of the united clans. This was a lesson that had to be taught many times, but after a century or so, the point was made. To those who paid them, the gnolls were as reliable as stone. Those who betrayed them or who picked a fight would fall before the might of the full Pact.",
"Some scholars of the Five Nations find it strange that the Znir Pact never took the path of conquest. There was no parallel to the united force of the Pact within the region, and they could have defeated the various chibs and warlords they served. But the gnolls have never had a desire to rule other creatures; they love the hunt and the thrill of battle. The path of the Pact allows them to do what comes naturally—to stalk and kill, to fight endless battles—but they do so together. They choose the paths they follow and the battles they fight. One could look at the Pact and say that they serve many masters. But the Znir gnoll would respond that they serve only themselves: that they choose who they fight for, they set the terms of their service.",
{
"type": "entries",
"name": "Znir Clans",
"page": "94",
"entries": [
"The Znir gnolls include a dozen different clans, each of which holds distinct traditions. Once the clans were devoted to different faces of the overlords, but when they shattered their statues, each clan chose one of the moons. All gnolls skillfully hunt and fight, but the Barrakas are known to be the finest trackers of the Pact; the Aryth, the deadliest archers; the Olarune, the strongest warriors and most forceful in the vanguard. Typically, mercenary units are comprised of gnolls of a single clan, assigned based on the nature of the task that lies ahead, and contracts are usually negotiated for a period based on cycles of the clan’s moon.",
"The clans maintain distinct territories within the Znir region, but all gnolls are welcome around the hearth of any clan; the Znir take pains to crush any tension that arises between the clans. Shamans and leaders from each clan maintain a council at the Znir, around the broken idols. Here they mediate disputes, assign contracts to clans, and allocate funds and equipment. The Eyre clan has honed their skills as smiths and tanners, and they craft much of the equipment used by the Znir gnolls—though there is still a strong tradition of scavenging among the Znir, and warriors often claim trophies from fallen foes."
]
},
{
"type": "entries",
"name": "The Demon Within",
"entries": [
"The Znir defied the overlords when they shattered their statues, but there’s still a spark of a fiend in the blood of each gnoll. Znir simply refuse to allow the demon within to hold dominion over them. Young gnolls learn how to resist this influence—to channel the strength of the fiend without giving it power over them. For most gnolls, this is a matter of discipline; Znir gnolls are known for remaining calm in the face of provocation, and having learned to fight their own demons, they aren’t easily manipulated by mortals. However, some gnolls learn to draw on their unnatural heritage and to channel this power in useful ways. Znir gnolls have their own equivalents of rangers and barbarians; the ranger’s primal magic draws on the Wild Heart, while the barbarian channels the fury of the Rage of War. Znir shamans are similar to warlocks, typically following the path of the Fiend. However, in all of these examples, the Znir don’t serve the dark power. Rather, they can be seen as stealing their strength from it; learning to draw on it without giving anything in return.",
"In their determination not to let fiendish forces hold dominion over their people, the Znir gnolls have also developed their own techniques for fighting supernatural threats. Champions trained to face fiends and undead are known as {@i hwyri}—Gnoll for “warden”—and wield powers similar to those of paladins in other lands. However, hwyri don’t worship any divine power. Their abilities come from training and understanding of the demon within; they aren’t crusaders, they’re mercenary demon hunters. Most hwyri come from the Vult clan, and in a land that shuns the Silver Flame, these gnolls can be the best hope for people facing fiendish threats. There has been some tension between the Vult and the lycanthropes of the Dark Pack; the Vult shamans suspect that the Pack is vulnerable to the influence of the Wild Heart.",
"So as a gnoll, there is a spark of demonic influence within you. The Znir learn to control this at an early age. But how does it manifest in you? Do you suppress it completely, or do you channel it in some way—possibly reflected by your class abilities? Are you a hwyri who seeks to fight supernatural threats, or are you not concerned with such things?",
{
"type": "inset",
"name": "The Myrnaxe",
"entries": [
"As mercenaries in a land of monsters, the Znir gnolls prepare to face a wide range of exotic opponents. With this in mind, the Eyre clan produces a weapon they call the {@i myrnaxe}, named for the smith who created it. A myrnaxe has a sturdy wooden haft with a curved axeblade on one end and a long spearhead on the other. Functionally, a myrnaxe is a battleaxe, but it can be used to inflict either slashing damage (with the axe blade) or piercing damage (with the spear). It’s common for each head to be made of a different metal, so the spearhead might be silver while the axe blade is made of byeshk—thus maximizing its versatility against multiple foes.",
"The Znir consider the myrnaxe a signature weapon of their pact and don’t sell them to outsiders. The only way to acquire a myrnaxe is to be given one or to take it from a fallen foe."
]
}
]
},
{
"type": "entries",
"name": "Gnoll vs. Gnoll",
"page": "95",
"entries": [
"Droaam is a small place, and the Znir serve any who will pay a fair price. This inevitably leads to conflict between Znir gnolls fighting for two opposing sides. In such situations, Znir fight one another with all their skill, but they strike to wound, not kill. A gnoll wounded by another gnoll immediately withdraws from battle, no matter how superficial the wound. While some clients take umbrage at this—“You can still fight! Get back out there!”—this is an absolute rule of all Znir contracts, and gnolls who defy this are punished by the united clans."
]
},
{
"type": "entries",
"name": "Mercenary Service",
"entries": [
"While Droaam has risen around them, the Znir Pact continues as it always has. They don’t work for shelter and grist, and expect to be paid for their service. This is perfectly acceptable to the Daughters of Sora Kell, who have placed a full half of the Pact forces on extended retainer. Most large communities have a Znir garrison employed by the Daughters. These troops are present to protect the region from brigands or invaders, and to help maintain order. But they serve the Daughters, not the local chib; it’s understood that if the chib or their warlord turns against the Daughters, the local Znir will act against them. The remainder of the Pact serves other masters, and many warlords of chibs employ Znir gnolls as bodyguards, enforcers, or hunters.",
"The Znir take their contracts seriously. If the client breaks the terms of the agreement, the contract immediately ends; but as long as terms are met, Znir will face any danger and never betray a client. They have earned this reputation over the course of centuries, and this gives them a place much like the Sentinel Marshals of House Deneith in Khorvaire; everyone knows that the word of the Znir is as unbreakable as stone.",
"House Tharashk has begun brokering the services of Znir gnolls within the Five Nations, but the Pact leaders are cautious about this arrangement. Within Droaam, Znir customs are known and respected, and the Znir can unite against anyone who defies them. The Znir recognize that they don’t hold such power over the rulers of the Five Nations, and are concerned about serving so far from their stones. In addition to those who serve through House Tharashk or Daask, a number of Znir have been sent east to study the Five Nations, gathering knowledge of its people and customs so the Znir council can determine how to engage with the wider world. This scouting role is a reasonable path for a gnoll player character; it’s their job to travel the world beyond and learn its ways, and to make friends and allies."
]
},
{
"type": "entries",
"name": "What Defines the Znir?",
"entries": [
"Here are some common characteristics of gnolls—some of them biological, others cultural—that can help make a Znir character come alive.",
{
"type": "entries",
"name": "Physical Apperance",
"entries": [
"A typical gnoll stands over seven feet in height, but this is belied by their hunched posture. Males and females are similar in appearance, and other species have difficulty telling them apart. Gnolls have thick fur over their bodies; depending on clan, this can be uniform in color, or broken up with spots or stripes. Their eyes are yellow or green, and gleam with reflected light. While these are common traits, the fiendish heritage of the gnoll sometimes manifests itself in its appearance. An unusual gnoll could have glowing red eyes, fur with stripes that glow like flames, or other unusual traits. Typically these don’t grant special abilities, though you could attribute a class ability or feat to such a mutation."
]
},
{
"type": "entries",
"name": "Bone Eaters",
"entries": [
"Gnolls possess powerful jaws, as reflected by their bite attack. They can chew through and digest bone, and dislike letting food go to waste. When feral gnolls raid a village, they consume even the bones of their victims. Znir gnolls won’t eat their fallen foes if they’re in the company of creatures who are uncomfortable with such behavior. But they often eat a small piece of any creature they slay—even if it’s just a finger—to form a bond with the victim. The Znir believe that those you kill wait for you in the realm of death, and honoring them ensures that they won’t be hungry when you travel to that land."
]
},
{
"type": "entries",
"name": "Pack Instincts",
"entries": [
"Gnolls have very strong pack instincts. They instinctively work together in combat, and think nothing of placing themselves in harm’s way to protect their kin. Znir gnolls won’t deceive members of their pack; if there are problems, they call them out directly. If a gnoll character adopts a group of adventurers as their temporary pack, these things apply to the other characters—but the gnoll will be surprised and angry if their non-gnoll packmates don’t show them the same respect."
]
},
{
"type": "entries",
"name": "Casual Aggression",
"entries": [
"Gnolls often seem very aggressive to other creatures. However, gnolls themselves don’t consider casual intimidation to be a hostile act; it’s just a way to establish a place in the hierarchy of the pack, largely ignored once that hierarchy is established. This manifests in how gnolls make demands rather than requests, and use active statements rather than passive queries."
]
},
{
"type": "entries",
"name": "Cunning Hunters",
"entries": [
"Gnolls are strong and aggressive by nature. But both the Znir gnolls and their uncivilized kin are cunning hunters rather than simple brutes. Gnolls work together as a pack, always searching for weaknesses in enemies and supporting injured allies. Znir goals won’t break their word, but they don’t hold to any idea of honorable conduct on the battlefield; they are ruthless and efficient, and see nothing wrong with ambushing or tricking a superior foe. Some gnolls have a supernatural knack for mimicry (which could be represented by the use of {@spell minor illusion} or the {@feat Actor} feat) and use this gift to draw enemies into danger."
]
},
{
"type": "entries",
"name": "Working Relationships",
"entries": [
"Droaam is a diverse region, and the Znir gnolls have always been prepared to work for any master. They don’t judge people by appearance or by their beliefs; just as they put up with demon-worshiping minotaurs in Droaam, a Znir hwyri can work alongside a templar of the Silver Flame or a warforged paladin of Dol Arrah. They may not like the people they are working with, and they may think that the beliefs of their companions are vile or foolish. But they place duty before such personal concerns, and won’t insult allies or pick fights with them."
]
},
{
"type": "entries",
"name": "Communication",
"entries": [
"The Gnoll language is unique, with a range of pitches that are difficult for humans to hear, let along duplicate. At first, it sounds much like the vocalizations of hyenas, with whining and chattering “laughter.” It’s possible for non-gnolls to learn Gnoll, but it’s a difficult feat. When stealth isn’t necessary, the Znir are often quite vocal in battle; they generally coordinate actions and confirm positions with short bursts in Gnoll. Each Znir gnoll has a whoop, a unique call it uses as a sort of verbal signature; while these are extremely short, they convey both personal identity and clan loyalty. These are used to coordinate in the field, and it’s common for a gnoll to whoop when entering a friendly location, as a simple way of identifying itself and giving allies an opportunity to respond.",
"Body language and posture—usually slumped—are an important part of gnoll communication; for example, when a gnoll feels threatened or angry, its thick crest of fur down the spine rises up. The Znir dislike written communication, though they use it for contracts."
]
}
]
}
]
}
]
},
{
"type": "section",
"name": "The Heirs of Dhakaan",
"page": "96",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"{@i Raat shi anaa:} the story continues. In the distant past, six mighty kings rose to power. Each sought to do their duty to their people: to bring them prosperity and security, to defeat all who would threaten them. Time and again, the six kings clashed on the field of battle, but the kings were matched in cunning and their warriors were equals in courage and skill. No victory could be won, and no compromise could be found. Jhazaal Dhakaan called the six kings together, and none could resist her summons. She brought them to a field soaked with blood and strewn with blunted blades.",
"Jhazaal Dhakaan sang the song of the dar, reminding the kings that they were all one people. She sang the song of muut, of the duty all dar share. She sang the song of atcha, of the glory awaiting the people, of the heroes of the past and of those yet to come. With her words, she wove a dream, and she gave that dream to the six kings and to all who followed them. It was with this song that the Empire of Dhakaan was born, and it is this dream that guides us still.",
"Our empire was so grand that even the spirits grew jealous. The Lords of Madness crawled out of the shadows. They made monsters of our children and sought to break our people with terror. But no power could stand against the champions of Dhakaan. Our heroes blinded the Lord of Eyes and cut the roots of the Rotting Queen. They fought the great Corruptor and brought him down, but even as he fell, he whispered to the hero who defeated him. His foul words lingered, clinging to the champions, and they drowned out Jhazaal’s song. As the whispers spread, those who heard them forgot the ways of muut and atcha. They forgot the glorious dream. They forgot what it meant to be dar. The duur’kala and the chot’uul came together, but there was no easy answer; only time would still the poisoned words. Our greatest leaders each took one of the treasures of our people and bore them down into the depths, into ancient fortresses that neither enemy nor poisoned word could penetrate. And there we remained, waiting for the echoes of that ancient curse to die, waiting to restore the dream of the people.",
"Now that time is upon us. We have risen from our vaults and returned to a world that has been twisted by madness. Chaat’oor—defilers—have built foul cities on our foundations. The so-called “goblins” who remain have forgotten their glory and what it means to be dar. We must unite the Keepers of Dhakaan. We must reclaim our ancient treasures and crown the Emperor Yet to Come. And under their banner, we shall cleanse this land and restore our tarnished dream.",
"{@i Raat shan gath’kal dor:} the story stops but never ends."
]
},
{
"type": "entries",
"name": "Goblin History",
"page": "97",
"entries": [
"Little is known of the origins of the goblinoid species. Aereni records describe warring goblinoids on Khorvaire around forty thousand years ago, when the elves settled on Aerenal. But recent studies suggest that the goblinoids themselves appeared quite suddenly around this time. It’s commonly believed that the goblinoids evolved in vast caverns below the surface, but some modern scholars hold competing theories. Kel Kador of the Library of Korranberg believes that the goblinoid subspecies were magebred from a common ancestor, and that this goblin progenitor might still be found underground. Hass Holan of Morgrave University has advanced a more exotic theory—that the goblinoids may have emerged from a demiplane within Khyber, from a warlike realm that has yet to be found. The goblins themselves have little interest in the origins of the {@i dar}—a Goblin word meaning “the people.” For them, the history of Dhakaan is the history of the dar. The two are considered synonymous, and regardless of their origins, the Dhakaani culture emerged approximately sixteen thousand years ago.",
"The legend that opens this section deals with the roots of the Empire of Dhakaan, when six hobgoblin kings fought over ancient Khorvaire. Jhazaal Dhakaan was the greatest duur’kala bard of the age and the artifacts she crafted are testament to her remarkable power; the warhorn {@i Ghaal’duur} in chapter 7 is one of her creations. If the legend is to be believed, Jhazaal Dhakaan performed a feat of epic magic. She crafted the dream of an empire and bound the goblinoids of the time to this dream. This {@i Uul Dhakaan}—Dream of Dhakaan—gave the ancient goblins oneness of culture and purpose, uniting them under Jhazaal Dhakaan as the first {@i marhu}—emperor of Dhakaan. The Dhakaani empire spread across Khorvaire, pushing the dwarves back into the depths of Khyber and driving the dragonborn into the eastern jungles. The Dhakaani repelled Tairnadal colonists, and drove orcs, gnolls, and other minor cultures into the wild frontiers.",
"The golden age of Dhakaan lasted over five millennia, with goblins ruling over the lands that would later be claimed by Galifar. As the legend suggests, this prosperous era ended with the Xoriat incursion, when the daelkyr led armies of aberrations into Khorvaire. The daelkyr destroyed Dhakaani cities and transformed goblinoids into aberrations, such as dolgaunts and dolgrims. After a long and bitter struggle, Dhakaani champions turned the tide. The orc Gatekeeper druids bound the daelkyr in Khyber, but it was Dhakaani warriors who scattered their armies and hunted down the beasts that survived. But as legend tells, the daelkyr achieved victory even in defeat. Dyrrn the Corruptor created a psychic contagion that severed goblinoids from the Uul Dhakaan, and further encouraged chaotic behavior and irrational beliefs. Leaders among the {@i duur’kala}—dirge singers looked to for wisdom and guidance—identified the threat but couldn’t find a way to stop it; isolation was the only answer. Determined to preserve their culture, Dhakaani forces sealed themselves in subterranean fortresses, vowing to return only after the {@i Kapaa’vola}—the Treacherous Whisper—had faded. These armies called themselves the {@i Kech Dhakaan}, Keepers of the Empire— a term still used today to encompass all Dhakaani clans.",
"On the surface, the remnants of the empire fragmented and collapsed. As far as the Kech Dhakaan are concerned, the history of the Empire of Dhakaan came to an end the moment Dyrrn the Corruptor unleashed the Kapaa’vola. But in truth, the empire lingered for centuries after the Keepers left; the wider world doesn’t even know the term Kapaa’vola, and history books consider the fall of Dhakaan to be a long and ugly affair. Dyrrn’s curse caused paranoia and wild beliefs to flourish, further driving the survivors apart. The discipline and knowledge of Dhakaan were lost, and the traditions of the daashor—artificers of Dhakaan— and the duur’kala were forgotten. New religions and cults emerged. Some tribes embraced the Dark Six, while others revered a wider pantheon. Under Dhakaan, the goblinoid subspecies were united; in the wake of the Kapaa’vola, the strong dominated the weak. Some tribes developed unusual and complex traditions, while others were cruel and feral. When human explorers found these warring tribes living in the ruins of grand cities, many assumed that the goblinoids had claimed the remnants of a human civilization they destroyed. This false narrative was used to justify countless atrocities. Humanity slowly displaced the goblinoids, seizing the lands that once belonged to Dhakaan. Goblins were often subjugated, while bugbears and hobgoblins were driven into the wilds or the upper levels of Khyber. In time scholars learned the truth—that the foundations they’d built upon were goblin cities, not human. But few people cared; in their eyes, the goblinoids were merely savages, children of the Dark Six, dangerous and cruel. It was in this time that the terms {@i goblin, bugbear,} and {@i hobgoblin} took root, even among the former dar themselves.",
"The oppression of goblins persisted for more than a thousand years, while bugbears and hobgoblins remained hostile forces in the fringes, dwelling in the wild lands ignored by humanity. When Galifar Wynarn began his conquest of the Five Nations, he promised freedom to any goblin who fought under his banner, Goblin soldiers played a vital role in the war that followed, and Galifar remained true to his word. Despite this freedom, goblins were still often treated with prejudice and suspicion, and denied education and other tools for success. Even today, goblins can be found in every major city of the Five Nations, but an overwhelming number live in poverty.",
"In the shadow of Galifar, goblinoid cultures continued to develop and evolve. The most widespread were the Ghaal’dar tribes of the Seawall Mountains. While they remained severed from the Uul Dhakaan and knew nothing of the hidden Keepers, the Ghaal’dar recovered scraps of their ancient history. The hobgoblins pursued {@i muut} and {@i atcha}—their duty to their people and their personal honor—though they knew these only as abstract concepts. They honed their anger against the {@i chaat’oor}–the non-native defilers—who had stolen their ancient lands. Some of the Ghaal’dar tribes served as mercenaries during the Last War, learning more about the chaat’oor in the process.",
"And then in 969 YK, chieftain Haruuc of the Rhukaan Taash led the uprising that claimed the lands of southern Cyre and founded the nation known as Darguun. Little did he know that other eyes were watching. Khesh’dar scouts and spies had been gathering information on the world above since the beginning of the Last War. The founding of Darguun made it even easier for the Silent Folk to move within the world. The duur’kala of the Kech Dhakaan concluded that the Kapaa’vola had faded; these Ghaal’dar might be victims of the daelkyr curse, but associating with them posed no threat to the Uul Dhakaan. And so, over the last two decades, the Keepers of Dhakaan have emerged from their vaults and returned to the world above.",
{
"type": "inset",
"name": "The Two Meanings of Ghaal'dar",
"entries": [
"{@i Ghaal’dar} is the Goblin word for “mighty people.” It has always been the Dhakaani term for the hobgoblins, just as the goblins are {@i golin’dar} (“quick people”) and the bugbears are {@i guul’dar} (“strong people”). When used in lowercase— ghaal’dar—it refers to a hobgoblin of the Kech Dhakaan. However, when capitalized—Ghaal’dar—it’s the name of the federation of hobgoblin-dominated tribes that dominate modern Darguun. The Ghaal’dar tribes are not Dhakaani; they mimic some of their customs and are proud of their imperial history, but they were twisted by the Kapaa’vola and differ from the dar in many important ways.",
"Likewise, {@i dar} means “people.” While common in the Goblin language, within this book, it’s generally used to refer to the Dhakaani goblinoids who were unaffected by the Kapaa’vola. Today, the Ghaal’dar and other Darguuls have largely adopted the human words for their kind—goblin, hobgoblin, and bugbear. Dar—the golin’dar, ghaal’dar, and guul’dar—are the original goblinoids who resisted daelkyr corruption."
]
},
{
"type": "entries",
"name": "The Uul Dhakaan",
"page": "98",
"entries": [
"To unite the Six Kings, Jhazaal Dhakaan created a dream they could share—a vision that bound them all together. However, this isn’t just a metaphor. When mortals sleep, their spirits touch Dal Quor and create temporary dreamscapes. Jhazaal Dhakaan bound the spirits of the dar together, creating a vast, permanent dreamscape within Dal Quor—a vision of the ideal empire. With the spirit of every dar tied to this place, when one of them sleeps, they dream of the empire and their place within it.",
"The Uul Dhakaan isn’t oppressive. Each dreaming dar has their own unique dreams within the Uul, and just like normal dreams, these are a place to process recent events and experiences. But the Uul Dhakaan provides a foundation that shapes and flavors those dreams, teaching and inspiring even while allowing the dar to process their own experiences. The Uul Dhakaan also retains the memories of all those who have gone before. While dreaming in the Uul Dhakaan, a warrior could experience a battle against the daelkyr that occurred thousands of years ago, fighting alongside one of the greatest heroes of that age. A smith could forge a blade alongside a legendary daashor. These things aren’t real; both the hero and the smith are dreams, pieced together through memory. And as with any dream, the dreamer likely won’t remember most of it after they wake up. But it remains in their subconscious as a source of inspiration and instinct. The dar {@i know} what the empire could and should be. They {@i know} the role they are supposed to play, the meaning of muut and atcha. And they {@i feel} the connection to the dar around them, understanding they all share that common vision. As discussed in the next section, this reinforces the other aspects of the Dhakaani psyche, strengthens their martial discipline, and underlies their adherence to caste roles.",
"The Uul Dhakaan is a dream, and for most dar, it’s nothing more than that. It’s not something they discuss with outsiders, nor something they give much thought to from day to day; dreaming of the empire is just a part of life. But there are a few people within each kech who deal with the Uul Dhakaan in a more concrete fashion:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Chot'uul",
"entry": "The “dream watchers” are an order of monks who monitor the Uul Dhakaan and protect it from corruption. In addition to specialized training and mental discipline, the chot’uul employ tools to retain their full consciousness and memories while dreaming, even allowing them to bring prized possessions into the dream. These {@i uul’kur} and {@i kra’uul} items are described in more detail in chapter 7. The chot’uul protect the Uul Dhakaan from quori manipulation, the corruption of the daelkyr, and other spiritual threats."
},
{
"type": "item",
"name": "Duur'kala",
"entry": "A dirge singer’s training often includes time within the Uul Dhakaan. An {@i uul’kur} allows the novice duur’kala to experience historical events within the dream or to study with the memory-shades of duur’kala masters."
},
{
"type": "item",
"name": "Uul'kala",
"entry": "The “dream singers” are dirge singers who specialize in walking in dreams. The deep vaults of the Kech Dhakaan are spread across Khorvaire, and the uul’kala act as their ambassadors and emissaries, maintaining communication between each kech and planning strategies. This serves a similar role to the {@item speaking stone|ERLW|speaking stones} of House Sivis, for a duur’kala equipped with an {@i uul’kur} can report back to superiors in their dreams. While useful, this practice isn’t as widespread as the speaking stones of the Five Nations. {@i Uul’kur} are a limited resource, and even with one, it takes skill to navigate within the dream. There are kech vaults that lost their last uul’kala over the centuries in isolation, and as a result, that clan’s fate remains unknown to the present day."
}
]
},
"The Uul Dhakaan serves as a foundation for the Dhakaani psyche, reinforcing their beliefs and traditions. But it’s not an oppressive force, and for most Dhakaani, it’s simply a source of instinct and inspiration. In creating a Dhakaani character, consider whether the Uul Dhakaan holds any special importance for you.",
{
"type": "inset",
"name": "Adventuring in the Uul Dhakaan",
"entries": [
"The Uul Dhakaan is a stable region within Dal Quor. Dar are naturally drawn to it when they sleep, but it’s possible for other creatures to stumble on it by accident, or even to seek it out. Chot’uul monks guard the dream, along with guardians formed by the dream itself, but this security isn’t absolute.",
"There are many reasons adventurers might seek out the Uul Dhakaan. It holds the memories of the Dhakaani Empire, and could contain secrets about a weakness of daelkyr or locations of ancient relics. The King’s Citadel might try to infiltrate the dream to learn more about the plans of the Kech Dhakaan. A Dhakaani character might need the help of other adventurers to repair some sort of disruption or corruption within the dream; are the chot’uul unable to see it, or have they themselves been corrupted? Again, while it is a repository of knowledge, the Uul Dhakaan is a dream, not designed for maximum efficiency or ease of use. Elements shift and change. You can revisit an ancient battlefield, but you’ll have to find that battlefield, or find a way to call it up from the collective well of memories. The uul’kala and chot’uul are trained to find their way around the dreamempire, but such travel isn’t always quick or easy.",
"At the DM’s discretion, a character that serves as an uul’kala or a chot’uul might possess rituals that allow them to draw allies into a dream, each maintaining full consciousness within the Uul. Otherwise, dream adventures will require tools like the {@i uul’kur} presented in chapter 6.",
"So far, the quori have largely ignored the Uul Dhakaan. If anything, the stability of the dream-empire supports the overall goals of the Dreaming Dark, and the chot’uul are always watching for outside forces manipulating the dream. However, a campaign could explore a quori attempt to subvert the Uul, or consider the consequences of an alliance between the uul’kala and the Dreaming Dark. The Uul Dhakaan was formed in the current age of the Dreaming Dark; the Dhakaani know nothing of the quori belief in the Turning of the Age, and no one knows what will happen to the Uul Dhakaan when this occurs."
]
}
]
},
{
"type": "entries",
"name": "Who Knows About the Dhakaani?",
"page": "99",
"entries": [
"When humans first came to Khorvaire, they knew nothing of the fallen goblin empire. What does the typical citizen of the Five Nations know today? Can a Brelish soldier tell the difference between a Ghaal’dar mercenary and a Dhakaani duur’kala? For that matter, what do the Ghaal’dar hobgoblins know about the Heirs of Dhakaan?",
"Anyone who has received the common education of the Five Nations knows that there was a goblin empire that fell before humans arrived on Khorvaire. Recalling the name “Dhakaan” requires a successful DC 10 Intelligence (History) check. With a DC 15 check, a character also knows broad details— the territory controlled by the empire, the timeline of its rise and fall, the role of the subspecies, and its clashes with other cultures. A DC 20 check provides very detailed information: the importance of muut and atcha, the names of specific rulers, perhaps even the knowledge of the Kapaa’vola and the belief that some clans fled from this threat. Goblinoids of Darguun are more broadly familiar with their history, and would certainly know the name of the Empire of Dhakaan, know about the duur’kala and the Silent Clans, and understand the idea of muut and atcha, even if they don’t experience these concepts in the same way as the dar. Darguuls must still make a history check to recall the names of specific heroes or events tied to the empire, but generally receive advantage on such checks.",
"So this is what people know about the fallen empire— but what about the Kech Dhakaan and its many clans? Do people know the origin and goals of the Keepers? This is more complicated, as the Kech Dhakaan have chosen to hide in plain sight. Before Darguun, goblinoid tribes and clans were scattered across the wilds of Khorvaire. When Haruuc established his nation, many unknown tribes stepped out of the shadows to take a place in his court. This was a perfect opportunity for the Kech Dhakaan and its Silent Clans. Two of these clans, the Kech Volaar and the Kech Shaarat have both revealed themselves to the Darguuls; but they have concealed their age, their power, and their resources. The Ghaal’dar know the Kech Volaar as an isolated clan of scholars with talented duur’kala. They know the Kech Shaarat as proud and deadly warriors. But the Ghaal’dar don’t know that these clans have a direct tie to the ancient empire, that they possess powerful Dhakaani relics and daashor artificers, or that these clans are preparing to choose a new emperor of their own. Likewise, the Ghaal’dar don’t know anything about the Uul Dhakaan, and they don’t understand the fundamental differences between the modern goblins and the ancient dar. And because the Kech Dhakaan hide their true numbers and capabilities, the Ghaal’dar don’t realize just how powerful these clans are; most of the Ghaal’dar tribes believe that the kech are small and somewhat backward, out of touch with modern life.",
"If the Darguuls know little about the Kech Dhakaan, the people of the Five Nations know even less. When traveling abroad, the Heirs of Dhakaan generally take advantage of the broad ignorance of goblin culture, allowing people to assume that they’re Darguul mercenaries. They won’t hide their names or distinctive equipment, but it’s a rare human who recognizes Dhakaani designs. Generally, the only way someone knows details about the Kech Dhakaan is if they’ve had personal experience with them."
]
}
]
},
{
"type": "entries",
"name": "What Defines the Dhakaani?",
"entries": [
"To understand the Dhakaani, one must know the factors that shape them—biological, cultural, and supernatural. Some of these factors apply to all goblinoids, while others were weakened or destroyed by the Kapaa’vola, and apply solely to the Kech Dhakaan. As with any race or culture, these are generalized traits, and any individual dar could stray radically from this foundation. But it’s a place to begin when creating a Dhakaani player character or NPC.",
{
"type": "entries",
"name": "Biology",
"entries": [
"At a glance, the goblinoid subspecies are as different from one another as humans and halflings. The subspecies can’t interbreed and have different lifespans. But a primal connection binds the dar together, with scent, body language, and other subtle factors uniting them; at an instinctual level, they feel more comfortable around goblinoids than they do with other humanoids.",
{
"type": "entries",
"name": "Born Underground",
"entries": [
"Goblinoid civilization began in the caverns of Khyber, and the Kech Dhakaan have lived in subterranean vaults for countless generations. They are comfortable in close and barren environments, and may find vast open spaces to be disorienting."
]
},
{
"type": "entries",
"name": "Living in Darkness",
"entries": [
"Tied to their subterranean origins, the dar are used to living by the dim light of luminescent fungi or with no light at all. While absolute darkness impairs their darkvision, it’s still possible to see and operate under those conditions, and many goblin tunnels have no light whatsoever. As a result, the dar have no inherent fear of darkness. They generally prefer to be active in times of dim light when their night-blind enemies are disadvantaged but the goblins can see freely, and Dhakaani communities come alive as night falls."
]
},
{
"type": "entries",
"name": "Lawfully Inclined",
"entries": [
"At a primal level, the dar seek structure and hierarchy. They prefer to work in groups and to have a clear plan of action, and tend toward lawful alignments. This doesn’t mean that they feel any compulsion to follow the laws humans impose; rather, they are more inclined to work with others and to respect authority within their own communities. This basic instinct strengthens both the cultural drive of muut and the impact of the Uul Dhakaan."
]
},
{
"type": "entries",
"name": "Inherently Rational",
"entries": [
"The minds of dar are inherently pragmatic and rational. They have trouble engaging with entirely abstract concepts or things that cannot be proven. They prefer history to fiction; while the duur’kala inspire troops with stories, these are tales of things that actually happened. As a result, divine spellcasters are rare among the dar, as they struggle with the transcendental faith required to channel divine magic. While this could be considered a cultural trait, it’s tied to the underlying psyche of the dar; they take well to structure and discipline, but struggle with pure faith. The Kapaa’vola weakened this trait within the wider goblinoid population, and there are priests of the Sovereigns and Six among the Ghaal’dar hobgoblins, but even there, priests, paladins, and divine magic are less common than among humans and their kin."
]
},
{
"type": "entries",
"name": "Body Language",
"entries": [
"The pointed ears of the dar are more flexible than human ears, and are an important part of the body language of the dar. Hobgoblins have especially expressive ears, and it’s common for hobgoblin soldiers to use their ears to signal allies when silence is required, the same way a human soldier would use hand gestures. Two quick flicks of the ear is a common signal to allies to {@i be on guard}. Consider the ears of a dar in describing its mood."
]
}
]
},
{
"type": "entries",
"name": "Muut and Atcha",
"page": "100",
"entries": [
"Dhakaani society revolves around the concepts of {@i muut} and {@i atcha}. Muut is typically translated as “duty,” though it can also be seen as “the honor of the empire”—something everyone must work to maintain. Muut is what is expected of you, what you owe to your comrades. Dhakaani don’t expect thanks for doing something that has to be done; rather, they are disgusted by those who shirk their responsibilities. The closest dar equivalent to “thank you” is {@i ta muut,} which simply means, “You do your duty.”",
"By contrast, atcha refers to “personal honor” or “glory,” an opportunity to exceed what is required of you. No dar is content to simply do what is expected; the quest for atcha is a powerful driving force that urges dar to chase their full potential. In battle, the exhortation {@i paatcha} means, “This is a chance to gain honor!”",
"The Ghaal’dar have adopted the concepts of muut and atcha, but merely as abstract concepts. For the dar, muut and atcha are the driving poles of daily life. Every dar {@i knows} muut; they know what is expected and what they owe to the empire. They feel a deep bond to their fellow dar, and know that in pursuing muut, they serve the common good. At the same time, they yearn to attain atcha—to exceed expectations, to do deeds that will be remembered by those who follow you. The deep role of muut and atcha is shaped both by childhood training, by daily life, and further by the Uul Dhakaan. So while Dhakaani have personal desires and ambitions, muut should always come first.",
"The Dhakaani idea of “honor in victory” is quite different from that of Dol Arrah and the people of the Five Nations. The Dhakaani prize victory and efficiency, both on and off the battlefield. Atcha comes from standing your ground against seemingly impossible odds and from displaying skill and discipline. There is honor in using cunning to defeat a superior foe, so guerilla warfare, ambushing a foe, and even assassination are acceptable tactics, if this is what muut requires. Dar must be ready to die for the empire—but when possible, it’s always better to kill for the empire. Muut demands that dar honor their debts and keep their promises; but ultimately, muut only binds dar to dar, and some feel no shame in lying to the chaat’oor who have stolen their lands and pillaged their tombs."
]
},
{
"type": "entries",
"name": "Dar United",
"entries": [
"The culture of the Kech Dhakaan is relentlessly martial. The Keepers are armies who have been keeping the dream of the empire alive for thousands of years. There is no place for indolence or waste among the Dhakaani; surviving countless generations in the deep vaults required strict discipline. The young are assigned roles based on their subspecies and their aptitudes, and progress is based on performance. Now that the Dhakaani have returned to the surface, resources are more plentiful and life is less austere. However, thousands of years of strict tradition remain in place.",
"Within the Kech Dhakaan, all of the dar subspecies are celebrated for their strengths and what they have to offer the empire. This is reinforced both by the principle of muut and by the Uul Dhakaan. While different subspecies fill different roles in their community, it’s important to note that among the Dhakaani, {@i all} roles are respected. Among the surface-dwelling Darguuls, goblins are often oppressed and dismissed, forced into menial tasks—by contrast, the Dhakaani are grateful for the service of the golin’dar, whether they are skilled crafters or menial workers. The goblin who cleans the latrines is serving the demands of muut as fully as a formidable hobgoblin warlord. The ghaal’dar lead because they are natural leaders. The guul’dar use their strength for the greater good. These things are simply {@i understood}, and the ghaal’dar don’t have to use force to enforce their rule.",
"Stemming from this sense of unity, dar avoid killing other dar whenever they can. The Kech Dhakaan have different views on the future course of the empire, and each kech hopes to fill the throne. But they recognize that they are few against a world, and can’t afford to carelessly spill the blood of other dar. This principle doesn’t apply to the modern goblinoids of Darguun, the “bugbears” and “hobgoblins.” Physically, these creatures are dar, but they don’t know the Uul Dhakaan, and they don’t understand muut as the dar do. The leaders of the Kech Shaarat believe that while it may be possible to use the Darguuls, ultimately, they are not dar and must be treated as enemies. Some of the Kech Volaar are searching for a way to reconcile to these lost kin, expanding the Uul Dhakaan, undoing the damage of the Kapaa’vola and restoring its victims to the fold. Others among the Volaar argue that coexistence should be considered, that the isolationism of the empire must be reconsidered in the face of the widespread, powerful nations of the modern age. But compromise has never been a virtue of the Dhakaani, and what happens next will depend on the Emperor Yet to Come.",
"While the principle of muut calls for individual sacrifice for the good of the empire, the dar generally have no great empathy for other species, and they are willing to take harsh action to secure the prosperity of their people. The Dhakaani don’t subjugate other species—but not because of compassion. Rather, they consider it inefficient to try to force their values and traditions on creatures who have no concept of muut and who don’t share the Uul Dhakaan. Thus, Dhakaani tradition has always been to drive enemies out of their territories, or if such exile is impossible, to kill them. They are fine with coexistence—as long as the enemy exists over there, and as long as the dar don’t need more land."
]
},
{
"type": "entries",
"name": "Clan Before Family",
"entries": [
"Family lines are of minimal importance among the Keepers. Rank must be earned, not inherited from a parent, and family names are only used within a clan. In a formal situation, the full clan name is used with no article (“Dhaaka of Kech Volaar”). Leaders often use the surname Dhakaan as a way of indicating that the empire itself is their family; thus, Tuura Dhakaan of Kech Volaar and Ruus Dhakaan of Kech Shaarat aren’t actually related, it’s a formal affectation.",
"Depending on their purpose in the wider world, it’s common for dar to use a “traveling name” among {@i gath’dar}—a general term for non-Dhakaani, without the pejorative tone of chaat’oor. The Kech Volaar and Kech Shaarat have both revealed their presence (though while posing as Darguul clans) and their names are used freely; other clans may or may not choose to operate openly."
]
},
{
"type": "entries",
"name": "Fashion and Art",
"entries": [
"The dar are soldiers. Most wear common uniforms, which have diverged slightly across clans, but the core designs are similar. Dhakaani uniforms and armor are durable and functional, designed to be worn comfortably for extended periods. Officers often sport hornlike protrusions on their helmets or shoulder plates that indicate rank. Many dar also wear an armored mask that covers the lower face; for lower-ranking soldiers, the design of the mask is usually tied to the clan, while for officers, it may evoke an honored ancestor or an imposing beast.",
"Many dar make use of tattoos or scarification. Kech symbols are a common marking, but some—notably the Kech Volaar— take this further, with an ongoing series of tattoos that reflect the bearer’s life and accomplishments.",
"Dhakaani art, like the rest of their culture, is practical and functional. Dar aren’t fond of abstraction, and their art is primarily instructional (depicting an ideal to strive toward) or commemorative (preserving the deeds of heroes). Dar art can be realistic—faithfully representing historical figures—or symbolic—depicting Dhaakani ideals in simple and iconic ways.",
"Dar clothing and art is generally designed to be viewed in dark subterranean tunnels, where darkvision conveys color in shades of gray. As a result, color combinations can seem quite odd to human eyes, but this is because they aren’t chosen for their color, but for how they appear in the dark."
]
},
{
"type": "entries",
"name": "Cuisine",
"page": "101",
"entries": [
"The Kech Dhakaan began as armies, and further had limited resources in the deep vaults; as a result, their food focuses on practical nutrition, and waste is unacceptable. Dhakaani cuisine is simple, hearty, and very portable once prepared. Food tends to be thick and chewy, with sour and bitter flavors central to the dar palate, and strong spices sometimes used to mask undesirable tastes. On the surface, a grain known as {@i noon} is a primary source of sustenance. In the subterranean vaults, a fungus called {@i suur} fills this role. Surface-dwelling dar enjoy lizards and snakes—sources of both eggs and meat—while in the depths, blind cave fish and insects are common sources of protein.",
"Suur and noon are usually eaten in the form of starchy balls. Other Dhakaani meals are typically boiled or steamed in flavored liquids, such as eggs boiled in broth. In addition to being used for seasoning, pickling is a crucial form of preservation. Dehydrated meats, especially chewy lizard and fish jerky, are also common staples.",
"While sweet foods are rare within the kech, the golin’dar have a noted sweet tooth. Traveling goblins often indulge in sweets and desserts while traveling with gath’dar. However, dar are often lactose intolerant, and as a result, might avoid many gath’dar foods."
]
},
{
"type": "entries",
"name": "Traditions and Equipment",
"entries": [
"Dhakaani daashor are the finest weaponsmiths on Khorvaire, their skill at metallurgy outstripping even House Cannith. Their traditions blend mundane skill and transmutation to create and manipulate remarkable alloys, including adamantine, mithral, and byeshk, and Dhakaani champions often wield weapons forged from such material. Dhakaani equipment is designed for durability and efficiency, rarely gaudy or bejeweled. Likewise, armor is tough and flexible—often with the properties of {@item mithral armor||mithral} or {@item adamantine armor}—but not dramatic in style.",
"Dhakaani magic items are either created by the daashor (who specialize in armor and weapons) or by gifted duur’kala. Dhakaani magic rarely focuses on evocation effects, and they have no tradition of elemental binding. While the Dhakaani lack the wide-scale production capacity of House Cannith, they’ve had thousands of years to build supplies. Elite units are often equipped with uncommon magic items, such as {@item adamantine armor}, {@item cloak of protection||cloaks of protection}, {@item gauntlets of ogre power}, and {@i vola’khesh} (described in chapter 7). Shaarat’khesh assassins may use {@item hat of disguise||hats of disguise}, {@item bag of holding||bags of holding}, or {@item cloak of elvenkind||cloaks of elvenkind}—though not by that name!—and sometimes more powerful weapons, such as {@item dagger of venom||daggers of venom} or {@i Keeper’s fangs} (also in chapter 7). So while the Dhakaani dar are relatively few in number compared to the people of the Five Nations, they’re not only disciplined and highly skilled, but also well equipped.",
"When the empire was at its height, the daashor and duur’kala could create grand artifacts and eldritch machines, such as {@i Ghaal’duur} and the {@i grieving tree} presented in chapter 7. The creation of such artifacts was never trivial, and relied on remarkable talents, knowledge lost during the daelkyr incursion, and the use of rare substances and planar conjunctions. As such, while it’s possible for the Dhakaani to create new artifacts, they are primarily concerned with recovering and reclaiming ancient treasures forged in the past. The Kech Dhakaan are deeply concerned about how many of their treasures have been claimed by chaat’oor, and react with anger toward other species carrying Dhakaani relics."
]
}
]
},
{
"type": "entries",
"name": "The Kech Dhakaan",
"entries": [
"As the Kapaa’vola spread and the Empire of Dhakaan quickly unraveled, many of its greatest leaders sealed their followers in deep vaults. Each of these units took responsibility for preserving one of the pillars of the empire. Together, they called themselves the {@i Kech Dhakaan}—the Keepers of the Empire. The name of each individual clan was given based on their chosen ideal; thus the Kech Volaar are Keepers of the Word, and the Kech Shaarat are Keepers of the Sword. Uul’kala helped to coordinate this effort and to maintain communication between the isolated vaults over time, but there are kech vaults that never had uul’kala, and others who lost their uul’kala over time.",
"Chapter 4 of {@book Eberron: Rising from the Last War|ERLW} includes general information about the Heirs of Dhakaan, campaign hooks, and possible NPCs. This section expands on the clans named in that chapter, including descriptions of some Keeper clans that are known or active. This isn’t intended to be a complete list, and DMs should feel free to add additional kech—whether they have been in communication with the others or have been in isolation—or to remove kech from this list if they don’t fit the story of a campaign.",
"Of these clans, both the Kech Shaarat and the Kech Volaar have made their presence known in Darguun. But while the Darguuls have heard of these clans, they don’t fully understand their origins. The other clans are currently obscure and mysterious, though dramatic action could quickly bring them fame—or infamy.",
{
"type": "entries",
"name": "The Ketch Draal: \"Keepers of the City\"",
"page": "102",
"entries": [
"While the Dhakaani are renowned for their weaponcraft, it may be surpassed by their skill with fortifications and civic engineering. Many of the greatest cities of the Five Nations are built on Dhakaani foundations, and ruins of other Dhakaani fortresses still linger after many thousands of years. These techniques are the treasure guarded by the Kech Draal, and Draal daashor specialize in the transmutation effects and the shaping of earth and stone. Every kech has its architects, just as the Draal have their soldiers and their duur’kala—but stonework and mining are the pride of the Kech Draal.",
"The Kech Draal have little interest in filling the throne of the Emperor Yet to Come. While they look forward to building the next empire, they have no interest in competing with the other Keepers; they seek only the realization of the dream. They have not yet made their presence felt in the world, and it is up to the DM where their deep vault lies. It’s possible that they are beneath Wroat or Korth, secretly dwelling below the deepest foundations of a modern capital.",
"The golin’dar play a more central role in the Kech Draal than in many clans. While the clan is formally led by the dirge singer Kuula Dhakaan and the warlord Druun Dhakaan, the ghaal’dar consult with a golin’dar council on all major decisions. The golin’dar Taala is the senior voice on this council, respected for her wisdom and skill.",
"The neutrality of the Kech Draal can make them a good choice for a Dhakaani character, as they can find a welcome with any of the Keepers. A Draal character might be gathering information about the world, seeking lost treasure, or even just eager to survey the styles of architecture that have developed over the past millennia."
]
},
{
"type": "entries",
"name": "The Kech Ghaalrac: \"Clan of Heroes\"",
"entries": [
"When the kech sages identified the threat posed by the Kapaa’vola, some chose retreat—hiding in the deep vaults and waiting for the curse to pass. One of their leaders, Khaas Dhakaan, had no interest in hiding. Gathering the greatest heroes of the age—Dhakaani champions, Khesh’dar assassins, Gatekeeper orcs—Khaas led his army into the depths of Khyber, and into the demiplane that served as the prison of Dyrrn the Corruptor. Khaas swore to end the Treacherous Whisper and to recover artifacts stolen by Dyrrn and its minions—artifacts that Khaas believed could restore the splintering empire.",
"Khaas and his champions were never heard from again, neither in the waking world or in the Uul Dhakaan, and it was assumed that they were lost. In truth, they were trapped within Dyrrn’s demiplane, fighting an endless struggle against the minions of the daelkyr. Time moves strangely in Dyrrn’s realm, and by the reckoning of the Ghaalrac, it has been less than three centuries since they set out on their mission. Trapped in a realm of madness, the Ghaalrac have blended Dhakaani and Gatekeeper techniques with the symbionts of the daelkyr, with results that others might find horrifying. They have crafted powerful living weapons and artifacts, along with magebred champions with unnatural powers—armored bugbears with the regenerative abilities of trolls, goblin assassins with the ability to slip through space. They have found ways to bind aberrations to their will, and have forced beholders and grells to serve them.",
"The descendants of the Gatekeeper orcs that ventured into Khyber with the Kech Ghaalrac remain to this day, having found their own place in the clan’s caste system as specialists in druidic magic. However, the traditions carried by these onceGatekeepers vary greatly from their surface counterparts, in part because they’ve been cut off from the natural world. While still driven by the goal of fighting aberrations, after hundreds of years in an alien land, the orcs of the Kech Ghaalrac would seem similarly alien to other Gatekeepers.",
"Now, after centuries of struggle in Khyber, the Kech Ghaalrac have returned. The current leader—who also uses the name Khaas—possesses what the Ghaalrac call {@i Ur’taash}, the “First Crown.” It’s said that this was the final creation of Jhazaal Dhakaan, forged to unite the empire; it protects his mind, allows him to communicate with Ghaalrac squads across great distances, and possesses powerful coercive abilities. Khaas claims to have torn this crown from Dyrrn’s grip as he dealt a mortal blow to the Corruptor. He believes that it is the Ghaalrac who broke the power of the Treacherous Whisper, and that only they can restore the Empire of Dhakaan.",
"Khaas and the other leaders of the Kech Ghaalrac carry the names of heroes of ancient Dhakaan: Torrm of the Gatekeepers, the master assassin known only as Khesh, the mighty guul’dar Korrga. The original heroes are long dead, but these dar claim to be their descendants and carry their ancient weapons. They possess tremendous power, and they intend to use it. But there are many questions about the Kech Ghaalrac. Are they truly what they claim to be, or have they been corrupted by Dyrrn and turned into tools of the daelkyr, whether they realize it or not? They aren’t part of the Uul Dhakaan as experienced by the other Keepers, but they have their own version of the dream that sustained them through the long war, and believe that it is the other clans who have lost sight of the dream. The other Keepers will know nothing of the Kech Ghaalrac until the Clan of Heroes reveals itself; will they support Khaas Dhakaan of their own volition, or be compelled by the power of {@i Ur’taash}? Or will the Heirs of Dhakaan oppose these transformed heroes?",
"The Kech Ghaalrac can appear anywhere that suits the needs of the campaign. When they appear, it should be dramatic. One option is for them to seize the Gathering Stone, House Deneith’s fortress in Darguun; this strikes a dramatic blow against chaat’oor and gives the Ghaalrac an opportunity to bend Darguuls to their will. Khaas Dhakaan believes that dar and Darguul alike are all flawed—but that all can be redeemed by the power of Ur’taash.",
"The Kech Ghaalrac is an unlikely origin for a player character; their story works best when people don’t know if they have been corrupted or are righteous, despite their unnatural tools and techniques. However, a Dhakaani character from another kech could be determined to uncover the truth about the Kech Ghaalrac. Or a character could be the distant descendant of one of the Ghaalrac heroes, seeking to learn the final fate of their ancestor and to recover a prized relic from the Ghaalrac champion who carries it."
]
},
{
"type": "entries",
"name": "The Kech Hashraac: \"The Keepers of Thunder\"",
"entries": [
"Siege warfare and combat engineering are the specialties of the Kech Hashraac. The Dhakaani don’t employ siege staffs or evokers, and the Hashraac has spent generations developing new weapons to dominate the battlefield. If the DM wishes to add the conventional firearms and cannons presented in the {@book Dungeon Master’s Guide|DMG} to a campaign, the Kech Hashraac could have developed these weapons during their long isolation. Alternatively, the Hashraac could specialize in the enhanced artillery described in chapter 1, alchemical explosives, or an entirely new form of weapon.",
"The Kech Hashraac have yet to reveal their presence to the world at large. While few in number, the force they command could be vital in any conflict that lies ahead. Will they support another kech claiming the imperial throne, or will they pursue it themselves? The warlord Duul Hashraac leads the clan; he is noteworthy both for being a daashor as opposed to a common warrior, and for using his clan name instead of “Dhakaan” as his sobriquet. Duul is proud of what his people have achieved; whether he seeks the throne or serves as kingmaker, he believes the Kech Hashraac hold the keys to Dhakaani victory.",
"The Kech Hashraac are a logical choice for a Dhakaani Artillerist artificer; the artificer’s magic can be tied to the tools the DM chooses to provide to these Keepers. A Hashraac player character could be dispatched to study the battle magic of the Five Nations, to seek out rare components needed for new weapons, or to investigate the Mournland and the theory that the Mourning was caused by battle magic. Alternatively, a Hashraac artificer could have left the clan to pursue their own unorthodox weapons research, hoping to return in triumph once they have perfected their techniques."
]
},
{
"type": "entries",
"name": "The Kech Nasaar: \"Keepers of Night\"",
"page": "103",
"entries": [
"Long ago, interaction with the Aereni line of Vol led to the dirge singer Iraala becoming the first dar vampire. She shared this gift with her lover, the warlord Muurat. In the centuries that passed, the two were placed in charge of the covert operations of the empire. Spying and assassination remained the domain of the Khesh’dar, but the Kech Nasaar served both as internal security and as commandos specializing in guerilla tactics and psychological warfare. It was the Kech Nasaar who first recognized the threat of the Kapaa’vola, and set the Keeper seclusion in motion.",
"Over their long seclusion, the Kech Nasaar have continued to study unconventional paths of warfare. Nasaar duur’kala often train in the techniques of the bardic College of Whispers, while elite soldiers of the Kech Nasaar might be {@class ranger||Gloom Stalker rangers|gloom stalker|XGE}. Under the leadership of Iraala and Muurat, the Nasaar have also explored the arts of necromancy, though it’s up to the DM to decide just how far they’ve continued down this path. Do they have squads of vampire commandos? Have they developed entirely new forms of undead? Given their penchant for psychological warfare, Nasaar agents could sow terror and confusion by raising the bones of soldiers who died in the Last War, making it seem like the vengeful dead yearned to continue the battle. Or perhaps the Nasaar have developed techniques allowing them to seize control of undead raised by other necromancers—a technique that could cause untold chaos in Karrnath.",
"Iraala and Muurat continue to lead the clan, giving a direct tie to the ancient empire. The edict of a long-dead emperor asserted that no dead creature could wear the imperial crown; while the services of the Nasaar were valued, the dead are severed from the Uul Dhakaan and cannot draw on the wisdom of the past or see Jhazaal’s dream. The Nasaar could have fallen into true darkness in their isolation, and now seek to seize power for themselves. On the other hand, despite being cut off from the Uul Dhakaan, Iraala and Muurat remember the actual glory of the fallen empire, and could be the truest devotees of the concepts of muut and atcha, placing the needs of the empire above their personal ambitions. As in ancient times, they might seek to guide the living emperor, and to ensure the Dhakaani Empire follows the proper course.",
"A player character from the Kech Nasaar could follow unusual paths. A Nasaar dar might be gathering information for the clan, or they could be tasked to monitor the activities of the other Keepers, especially the Kech Ghaalrac and Kech Shaarat. Iraala may have hidden artifacts across Khorvaire before the fall; a Nasaar character could seek to recover these in her service, or could have gone rogue to pursue one of these treasures."
]
},
{
"type": "entries",
"name": "The Kech Ruuska: \"Keepers of the Tiger\"",
"entries": [
"Beasts served many important roles in the Empire of Dhakaan. The Ruuska dar fill much the same role that House Vadalis does for the Five Nations: tending and training the many beasts of the empire, while always searching for—or creating—new beasts to fill a need. {@i Ruuska} is the Goblin word for “tiger,” and tigers and dire tigers are often used as cavalry in the vanguard of Dhakaani armies. But the Kech Ruuska breed all manner of beasts, from fierce guardians to clever messengers and simple livestock.",
"Just as there are soldiers in every kech, there are tenders in every vault who maintain the beasts of that vault. However, the Kech Ruuska specialize in breeding and training them, producing the finest Beast Master rangers, and keeping the widest range of exotic creatures in their arsenals. The Ruuska also work with magebreeding and may have produced entirely new beasts or monstrosities previously unknown on the surface. While the Ruuska don’t have a spiritual bond to the natural world, they might have developed a form of druid—a Moon druid serving as a specialist in assuming animal forms and controlling beasts. The Ruuska have also experimented with lycanthropy. It’s up to the DM to decide if they were able to control and weaponize the curse, if their efforts ultimately came to nothing, or if lycanthropy has spread throughout the Ruuska—a secret they are concealing from the other clans.",
"The Kech Ruuska are led by the Beast Master warlord Lhaar Dhakaan and the duur’kala Oruul. The Kech Shaarat are putting considerable pressure on the Ruuska to support their claim to the crown. It remains to be seen if Lhaar bows to these threats, or whether the Ruuska seek an alliance that lets them turn the tables on the powerful Shaarat.",
"The Kech Ruuska are a good option for a Dhakaani ranger. The clan can also be an interesting way to add new or exotic beasts or monstrosities into the world, and could be an intriguing foil for a storyline involving House Vadalis."
]
},
{
"type": "entries",
"name": "The Kech Shaarat: \"Keepers of the Sword\"",
"entries": [
"The Kech Shaarat are the largest of the Keeper clans. Founded by the Warlord of the South in the final days of the empire, the Shaarat possess an artifact known as Skai Shaarat—the Great Blade—a sword handed down from warlord to warlord since the days of the Six Kings. While they lack the exotic specialties of the other clans, the Kech Shaarat excel at war. The deep vault of the Kech Shaarat is tied to a demiplane in Khyber known as the Ironlands. This provided them with access to resources and space denied to the other clans, including the byeshk ore the Dhakaani prize for their weapons (as presented in chapter 7), while also keeping them on a constant war footing. Of all the Keepers, the Kech Shaarat have the finest Forge Adept artificers (a new specialization presented in chapter 6), as well as talented Battle Smiths—though the Dhakaani don’t generally employ constructs, these artificers have created innovative steel defenders. On the other hand, the Kech Shaarat have not emphasized the role of the duur’kala as much as other clans, and have a weaker bardic tradition.",
"The Kech Shaarat have emerged into the open and are the most active of the Dhakaani tribes. The warlord Ruus Dhakaan (no relation to the Kech Ruuska, though his name does mean “Tiger”) has reclaimed several ancient Dhakaani fortresses in the Seawall Mountains, and is working to refortify these ruins. In the course of this expansion, the Kech Shaarat have already absorbed a lesser clan—the Kech Nozhii, who maintained the treasury of the empire—which has expanded their resources. They are actively pressuring the Kech Ruuska to submit to an alliance acknowledging Ruus as the Emperor Yet to Come, and Shaarat warriors have a bitter rivalry with the Kech Volaar.",
"Ruus has sent representatives to Rhukaan Draal and pledged to support Lhesh Haruuc, but this is a ruse designed to bide time and to take the measure of an enemy. Ruus hasn’t revealed the true nature of his people or the full scale of his forces to the Ghaal’dar, and most Darguuls believe the Kech Shaarat are a Ghaal’dar clan with strange traditions. House Deneith is keen to gain the services of these mysterious warriors, but Ruus Dhakaan refuses to have any dealings with the chaat’oor. Ruus Dhakaan is a brilliant strategist and charismatic leader. He earned {@i Skai Shaarat} with his courage and skill, and should never be underestimated. While he’s determined to claim the imperial throne, he’s also concerned with muut and the good of the empire; he will pressure other Keepers to support his claim, but won’t butcher his own kind. However, he’s ruthless when it comes to dealing with chaat’oor, and doubts whether the modern “goblins” can be redeemed. They may be close enough to dar that they could be worthy servants, but he’s considering whether it’s simpler to slaughter the Darguuls once the dar are united.",
"The Kech Shaarat are the most aggressive of the clans, and this is an interesting option for an entire party of dar adventurers. A lone Shaarat dar could be an exile from the clan or a spy evaluating the strengths and fighting styles of the chaat’oor. One option is for a Shaarat player character to have challenged Ruus and been defeated; now they seek an ancient artifact that would allow them to face Ruus again and claim leadership over the clan."
]
},
{
"type": "entries",
"name": "The Kech Uul: \"Keepers of the Dream\"",
"page": "104",
"entries": [
"The Kech Uul are a small clan. Their vault is a fortified monastery hidden deep in Khyber. This is the seat of the chot’uul, the monks who watch over the Uul Dhakaan and protect the dreams of the empire. This clan also has the largest number of uul’kala bards, and knows the most about how to produce dream keys and dreambound objects.",
"The Kech Uul have yet to return to the surface of Khorvaire. Its people spend much of their time within the Uul Dhakaan itself, using drugs and meditation to enter the dream even while waking. The monks of the Kech Uul are devoted to protecting the dream from outside influences, but they’re also experts in navigating the dream itself; if a Dhakaani dreamer is searching for a particular memory or wishes to speak with the dreamvestige of an ancient hero, a Kech Uul monk can be an invaluable guide. Likewise, the uul’kala of the Dream Keepers are the backbone of long-distance communication between clans; the uul’kala maintain message stations at various points within the dream, and can pass a message from one dreamer to another.",
"There are several ways that the Kech Uul could fit into a campaign. They can serve as a neutral resource supporting all clans, maintaining communication and offering guidance through the dream. However, it could be that they’re not what they seem. The Kech Uul have always worked to protect Jhazaal’s dream from outside influences, but it’s possible the clan has been partially or fully replaced by quori imposters, who plan to influence the Emperor Yet to Come to serve the ends of the Dreaming Dark. Or perhaps the Kech Uul was destroyed long ago by the daelkyr or another threat; the Dream Keepers continue to serve their function, but they’re actually long dead, and the chot’uul encountered in the Uul are simply dream-vestiges, memories lingering in Dal Quor.",
"The name of the Kech Uul’s current leader is unknown outside the clan. Uul dar often wear masks or veils; they do not seek atcha, and desire only to help others achieve Jhazaal’s dream.",
"A player character tied to the Uul dar could be an uul’kala, a bard (likely of the College of Glamour) pursuing a dream-vision or searching for dream-related artifacts. An exotic possibility is that the character believes it’s possible to bring other species into the Uul Dhakaan, allowing for a peaceful union; if this is the case, is this goal supported by the clan elders, or is the character an eccentric renegade? Alternatively, any dar character could have a mentor from the Uul dar, who visits them in their dreams offering guidance and inspiration."
]
},
{
"type": "entries",
"name": "The Kech Volaar: \"Keepers of the Word\"",
"entries": [
"The Kech Volaar believe that knowledge is power. Their deep vault holds scrolls and tablets recording thousands of years of imperial history. While they have strong warriors and a proud martial tradition, the Volaar value the song over the blade and have the strongest duur’kala of any clan.",
"While the Volaar weaponsmiths aren’t a match for those of the Kech Shaarat, the clan leaders recognize the value of arcane magic over pure mundane might. The Volaar have long worked to push the limits of duur’kala magic, and to master the techniques that created wonders such as the Uul Dhakaan and the greatest artifacts of the old empire. The Volaar have experimented with warlocks—working with supernatural patrons under carefully controlled conditions—and sought to cultivate sorcerers when they have appeared among the dar populace. Since their return to the surface, the Kech Volaar are working both to recover the greatest artifacts and treasures of the empire, and to study the arcane techniques of the modern gath’dar. Where the Kech Shaarat believe that Dhakaani might can sweep aside any enemy, the Volaar recognize the arcane power wielded by the Five Nations and the dragonmarked houses, and are doing everything they can to study and master this unfamiliar science.",
"Perhaps because of this, the Kech Volaar are also the most conciliatory of the Keeper clans. They are the most willing to interact with the gath’dar, both because they recognize the need to understand these possible enemies, and in the hopes that some form of coexistence may be possible. Like the Kech Uul, Volaar leader Tuura Dhakaan wonders if the Uul Dhakaan can expand to incorporate other creatures—if the empire can unite gath’dar as it does the dar.",
"Despite these hopes, the Kech Volaar are devoted to the dar above all else. They are the Keepers of History, and they know the sacrifices their ancestors had to make and the bitter wars against the chaat’or and the {@i taarn} (elves). They are wise and willing to seek all paths to prosperity, but will never surrender the dream of the eternal empire.",
"Tuura Dhakaan has revealed herself to the world, and has sent representatives to the court of Lhesh Haruuc. Like the Kech Shaarat, the Volaar have concealed their true history and power. Volaar duur’kala often travel among the Ghaal’dar sharing stories, helping to educate them about their glorious past and the traditions of muut and atcha; this ties to Tuura’s hopes that the “goblins” can be redeemed and drawn back to their past glory. Tuura is determined to claim the throne of the Emperor Yet to Come; she hopes to find the strength needed to compel the Kech Shaarat through reclaiming powerful artifacts and building allies.",
"The Kech Volaar are one of the most active Dhakaani clans. Adventurers could encounter Volaar reclaimers across Khorvaire as they search for Dhakaani relics. A Volaar wizard or artificer could be struggling to master the techniques of the gath’dar, while a duur’kala could be an envoy sent to recover an ancient treasure or to seek allies among the outsiders."
]
},
{
"type": "entries",
"name": "The Khesh'dar",
"page": "105",
"entries": [
"Under Dhakaani tradition, the golin’dar—goblins—are traditionally laborers and artisans. While the guul’dar and ghaal’dar train for war, the golin’dar maintain the hearth. But there is a force that stands outside this tradition, lurking in the shadows of the Dhakaani Empire. These are the {@i Khesh’dar}— the Silent Folk—golin’dar who use their speed and cunning as spies, scouts, and assassins.",
"While the Khesh’dar are part of the Uul Dhakaan, they have always remained separate from its traditions. They have always served the emperor and their warlords, but they do so in their own time. Their refuges have always been hidden, even before the Kapaa’vola. The ascetic Khesh’dar aren’t compelled by money or power; they choose when to offer aid, and set a fair price on their services. The Khesh’dar take no sides in disputes between clans, and they do not seek to rule; in the present day they serve both the Kech Shaarat and the Kech Volaar. However, they don’t accept missions that they see as threatening the empire itself; as a result, they rarely accept a charge to kill a warlord or a duur’kala.",
"Because of this long tradition of secrecy, even the warlords of the Kech Dhakaan don’t know where the vaults of the Khesh’dar are located, or just how many of the Silent Folk are out there. Goblins are spread throughout Khorvaire and most of the great cities of the Five Nations have significant goblin populations, and this provides an easy opportunity for the Khesh’dar to move freely throughout the modern world without drawing attention. The Khesh’dar have been active throughout the last century, spying on the chaat’oor and building up resources and safe houses across the Five Nations. They’ve recruited many eyes among the modern city goblins and the goblins of Darguun, though these contacts rarely understand exactly who they are dealing with. The Khesh’dar likewise have spies and agents among the golin’dar of every Keeper clan, ensuring that there are few secrets hidden from the Silent Folk.",
"The Khesh’dar are split into two primary traditions. The Taarka’khesh (“Silent Wolves”) are swift scouts, experts in wilderness reconnaissance and targeted strikes. The Taarka’khesh typically rely on worg cavalry; many develop an unusual primal bond with their worg companions, and the golin’dar view the worgs as partners, not beasts. Though worgs don’t have an innate tie to the Uul Dhakaan, the Beast Master rangers of the Taarka’khesh can summon their worg companions to them while dreaming.",
"The second Khesh’dar tradition is that of the Shaarat’khesh (“Silent Blades”), spies and assassins trained to operate within cities. Both usually operate covertly, disguised to blend in with the local goblin population. However, each order has a distinctive half-mask that is worn over the lower face during formal interactions.",
"It’s up to the DM to decide just how widespread the Khesh’dar are. They may have a single deep vault and only a few hundred operatives, or it could be that they are the largest of the Dhakaani clans, with outposts hidden across Khorvaire. They may have been building networks for thousands of years, simply waiting for the Keepers to rise before putting these resources to use. But are they truly content to serve any emperor? Or do the Khesh’dar have a hidden agenda of their own? Is it possible that they’re tied to the Lords of Dust … or even to the dragons of the Chamber?",
"The Khesh’dar could serve as an espionage agency patron for a group of golin’dar adventurers. More likely, a single character could be an undercover operative of the Khesh’dar, either pursuing a deep, long-term mission or simply gathering intelligence while waiting for specific orders. It’s not unusual for the Khesh’dar to seek to cultivate useful allies among the gath’dar. It would be unusual for one of the Khesh’dar to explain their traditions to an outsider, but it’s not impossible that a Khesh’dar could form a bond to a gath’dar comrade over the course of their adventures."
]
},
{
"type": "entries",
"name": "Dhakaani NPCs",
"entries": [
"Members of the Kech Dhakaan can be found across the world, seeking information, relics, and pursuing the goals of their people. They can be deadly foes—or unexpected allies against a common foe. While most of the characters on the Dhakaani NPCs table aren’t spies, they won’t volunteer information about their people or background unless they come to know and trust someone; generally, they allow others to believe that they’re from an obscure Darguun clan.",
{
"type": "table",
"caption": "Dhakaani NPCs",
"colLabels": [
"{@dice d8}",
"NPC"
],
"colStyles": [
"col-1 text-center"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"{@b Khaar} is a guul’dar barbarian of the Kech Ghaalrac. He’s stalking a cult of the Dragon Below that serves Dyrrn the Corruptor, intending to kill them and take their symbionts for himself. He could be an ally if the adventurers are already fighting the cult, or he might expose a cult they weren’t yet aware of."
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"{@b Hezhaal} is a ghaal’dar duur’kala of the Kech Nasaar. The young dirge singer is an unexpected ally for adventurers battling the Emerald Claw, and is interested in destroying their “monstrous” undead. She’s a skilled necromancer herself, and is studying the techniques of the gath’dar; she’s particularly interested in the Odakyr Rites used to create Karrnathi undead."
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"{@b Jhoraash} is a golin’dar artillerist. While exiled from the Kech Hashraac for his reckless experiments, he is devoted to his clan and Dhakaan. He’s determined to create a weapon so wondrous the Hashraac will take him back. He always has a dangerous device to test, and could prove a serious threat to adventurers without even meaning to."
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"{@b Haara} is a guul’dar hunter of the Kech Ruuska. She can be found in the wild, putting the latest generation of magebred beasts through their paces. Is she hunting a monstrosity that attacks the adventurers, or are the heroes themselves her prey? It’s possible that Haara is a lycanthrope—the result of Ruuska experiments with the curse. She is fierce and joyful, and respects both skilled hunters and druids."
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"{@b Ulaash} is a ghaal’dar blademaster of the Kech Shaarat. He’s joined the Deathsgate Guild to test the skills of chaat’oor warriors; he may challenge martial adventurers to a duel. He respects those who show courage and skill."
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"{@b Doovol} is a young golin’dar monk of the Kech Uul, who hides her face behind a veil. She appears to an adventurer in their dreams, and offers advice and useful information. What’s her bond to the adventurer? Does she believe they can be brought into the Uul Dhakaan? Or is she simply a disguise for a manipulative quori?"
],
[
{
"type": "cell",
"roll": {
"exact": 7
}
},
"{@b Ketaal} is a ghaal’dar daashor of the Kech Volaar, a student of both wizardry and artifice. He has joined the Wayfinder Foundation, which provides him an opportunity to study both gath’dar magic and the secrets of the ancient giants. He’s a brilliant scholar and valued member of the Foundation, even while he’s gathering information for the Kech Volaar."
],
[
{
"type": "cell",
"roll": {
"exact": 8
}
},
"{@b Duum} (“Drum”) is an old golin’dar storyteller, named for her deep, powerful voice. She can be found among the goblins of a major city, sharing tales of the ancient empire and collecting news and rumors. While she has no desire to engage in violence, she’s a deadly assassin of the Shaarat’khesh."
]
]
}
]
}
]
},
{
"type": "entries",
"name": "The Emperor Yet to Come",
"page": "106",
"entries": [
"For the Kech Dhakaan emerging from their vaults, the modern world is a waking nightmare. Modern goblinoids are hollow mockeries of the true dar. Foul chaat’oor hold the lands of the empire and pillage the treasures of the People. But the dar still have their dream. They know what the world should be, and know that together, somehow, they can defy the chaat’oor and restore the eternal empire. However, a long path lies ahead. The dar are badly outnumbered, and can’t take on all of the Five Nations in open combat. They don’t yet understand the enemy or know what they’re capable of. The Kech Volaar, in particular, realize the power of the wide magic of the Five Nations and the dragonmarked houses, and recognize they need to know more. There’s also the question of whether there’s any hope for the modern goblinoids. Can they be instilled with Dhakaani values? Or are they no better than chaat’oor?",
"Only a new emperor can make this decision. But the last emperor was lost to the Kapaa’vola before the Kech Dhakaan descended into the depths, and no single kech has the power to create a new emperor. The duur’kala speak of the Emperor Yet To Come, with the belief that once all the Keepers rise, a single emperor will somehow win universal acclaim, uniting them all against the chaat’oor. But whether they be lhesh, duur’kala, or daashor, it’s unclear what will bring this to pass.",
"The Kech Uul believe that when a single dar has the support of the majority, the Uul Dhakaan will reveal them—that the emperor will be proclaimed and crowned within the universal dream. But even if true, what will trigger this? The Kech Shaarat believe that power will determine the emperor. They have already absorbed the Kech Nozhii and are pressuring the Kech Ruuska, using a combination of force and fear to convince the smaller clans that the path to victory lies through uniting under a single clan. The Kech Shaarat would prefer not to kill other dar, but Ruus Dhakaan is willing to take steps to prove his power and right to lead, and Shaarat and Volaar agents have clashed in the field.",
"Tuura Dhakaan of the Kech Volaar is following a different path as she pursues the crown. She seeks to recover lost artifacts, reminding the dar of their glory while also amassing powerful tools. There are a few she is especially keen to find: {@i Ur’taash}, the First Crown; {@i Guulen}, the Rod of Kings; and {@i Ghaal’duur}, the horn of Jhazaal Dhakaan. {@i Ur’taash} is currently in the possession of the Khesh Ghaalrac, though its authenticity is in question. The whereabouts of {@i Guulen} and {@i Ghaal’duur} remain unknown. Beyond this, Tuura is evaluating the modern world, working to see if others could be useful allies. So while the Kech Shaarat remain convinced that this conflict is solely based on dominance within the dar, the Kech Volaar believe that knowledge of the modern world is vital to any long-term success.",
"Other Keepers may devise their own paths to winning allies or the throne, and there may be Keeper clans that have yet to be revealed. For now, the Kech Dhakaan are focused on gathering information and competing among themselves. Once they unite behind a single leader, they’ll have to decide how to deal with the Darguuls, the dragonmarked houses, and the Five Nations."
]
},
{
"type": "entries",
"name": "Playing Dhakaani Characters",
"page": "107",
"entries": [
"There are a few factors to consider when creating a dar character. This section examines questions about the story— What’s your clan? What’s your background? In addition, chapter 6 presents three new racial options for Dhakaani player characters, along with two new class archetypes associated with the Dhakaani: the Forge Adept artificer specialist, and the bardic College of the Dirge Singer.",
{
"type": "entries",
"name": "Starting at 1st Level",
"entries": [
"The Dhakaani are among the most effective and elite forces on Khorvaire. They possess excellent training and techniques, exceptional discipline, and masterful equipment. If you’re in a campaign where characters are starting at a higher level, this isn’t an issue. But what if you’re starting at level 1? Dhakaani fighters are often Battle Master or Samurai fighters in {@item adamantine armor}, but you don’t gain your archetype until you’ve been adventuring outside your kech for several levels. Here are four ideas of how to explain the inconsistency:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Disorientation",
"entry": "You don’t have your traditional equipment, and it takes you a little time to get used to working with this inferior gear. You’re not used to working with chaat’oor; they don’t respond to your obvious cues, and their behavior constantly confuses you. The wide sky above is extremely disorienting, as you’ve spent much of your life underground. And worst of all is the {@i smell}. It’s going to take you a few adventures to get your groove back."
},
{
"type": "item",
"name": "Injury",
"entry": "You’ve suffered a significant physical or psychological injury and it’s going to take you a while to recover. Frankly, after everything you’ve been through, it’s impressive that you’re even capable of functioning as well as you do. Is it a mundane injury, or something more exotic? Maybe you were possessed by a quori for a few years and you’re still reclaiming your identity. Or perhaps you were struck by shards of an exploding dragonshard; once you’re fully recovered, might those same slivers explain some of your unusual class abilities?"
},
{
"type": "item",
"name": "Working Undercover",
"entry": "Most clans don’t want the world to know their full history and capabilities. You would rather be mistaken for a Darguul or city goblin, and are keeping a low profile. You don’t have {@i adamantine armor} because it would raise questions, and you intentionally conceal your full capabilities until you trust your fellow adventurers enough to reveal your true talents."
},
{
"type": "item",
"name": "Personal Growth",
"entry": "All of your training up to this point has set you on this path; your past life experience readied you for the new skills you’re learning today. You underwent endless training while in your kech, but the pieces didn’t click into place until you spent time fighting in the field. One month of adventuring didn’t trump a decade of intense training, but it helped to trigger it."
}
]
},
"Ultimately, this is all about creating a story to carry you through your first few adventures. It doesn’t have to be a flawless explanation, just use your imagination and keep adventuring; soon, you’ll reach level 3!"
]
},
{
"type": "entries",
"name": "Clan and Purpose",
"entries": [
"The dar went into hiding thousands of years ago to avoid the Kapaa’vola. They have only recently emerged from those deep vaults and reclaimed fortresses on the surface. As a dar character, you were surely born in one of the deep vaults and indoctrinated into the traditions of your clan. Consider the following questions about your character’s origins:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Which clan are you tied to?",
"entry": "Are you one of the Kech Volaar, or are you a hermit from the Kech Uul? Consider the list of clans from the previous section and see which works best for the story you want to tell."
},
{
"type": "item",
"name": "What was your role within your clan?",
"entry": "The Dhakaani are armies, working with limited resources and absolute focus. Everyone had a function to perform, likely reflected by your background and your class. What training did you receive, and what was the purpose of that training? Were you a soldier? Were you being prepared for a military specialty (possibly reflected by your choice of archetype)? If you’re a bard, were you trained to inspire troops on the battlefield or were you primarily a diplomatic envoy? You wouldn’t have been pushed into a role unless you showed an aptitude for it—but did you like the role you were given, or was it a path you had to follow?"
},
{
"type": "item",
"name": "Why have you left your clan?",
"entry": "Despite the demands of muut and the shaping influence of the Uul Dhakaan, every dar is a unique individual with their own passions and drives. Ultimately, what do you most care about? Do you believe in the dream of the Dhakaani Empire? Do you want to become the next emperor, or do you simply want to help your people thrive? Have you rejected the bond of muut and turned your back on the empire? Or are you seeking atcha and chasing a personal story—a quest for vengeance against the defiling chaat’oor, or completing the ancient vow of an ancestor? The Dhakaani Departures table suggests some reasons a dar might leave their clan."
}
]
},
{
"type": "table",
"caption": "Dhakaani Departures",
"colLabels": [
"{@dice d8}",
"Reason for Leaving"
],
"colStyles": [
"col-1 text-center"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"You were exiled for betraying your clan. Was this a crime of passion or a calculated decision?"
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"Your clan assigned you a particular role, but you want to follow a different path. What is it? Do you hope you can return to your clan once you prove you’re on the right path?"
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"You’ve had a dream-vision of an ancestor’s unfinished quest and you’re determined to see it through. Does this involve the daelkyr? The Tairnadal elves? A lost artifact?"
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"You’ve been sent into the world to gather information on the gath’dar. Is there a particular nation or region you’re supposed to learn about?"
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"You’re supposed to find a lost Dhakaani artifact and return it to your clan leader. What is the artifact? Do you have any leads?"
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"You’re an envoy for your leader. Are you supposed to pursue a particular alliance—perhaps with a nation or a dragonmarked house? Or are you simply looking for any valuable allies?"
],
[
{
"type": "cell",
"roll": {
"exact": 7
}
},
"You’re supposed to deliver a message to an undercover operative in a distant land. They’ll give you further instructions."
],
[
{
"type": "cell",
"roll": {
"exact": 8
}
},
"You need to overthrow your clan leader. Is this driven by personal vengeance? Or do you feel your leader has betrayed the clan, or been subverted by outside forces? Whatever the reason, you’ll need to find powerful allies and hone your skills before you return."
]
]
}
]
},
{
"type": "entries",
"name": "Background",
"page": "108",
"entries": [
"Your clan and character motivations often suggest a logical choice for your background. However, certain background features don’t make much sense for a Dhakaani character. Soldier is a logical background for a dar fighter, but your Military Rank feature is unrecognized outside your clan. Likewise, it makes sense for a golin’dar from the Kech Draal to have the skills of a guild artisan, but you don’t have membership in any guild known in the Five Nations.",
"Your background can be used to reflect your current mission as opposed to your basic training. If you’re operating undercover, you might have been taught the skills of a charlatan and set up with a solid False Identity, even if you’re a plainspoken soldier at heart. As a Shaarat’khesh monk, the urchin background can reflect your training and familiarity with cities, even though you were never an abandoned child. As one of the Kech Uul, the hermit background could represent your long isolation in Jhazaal’s dream—and your Discovery could be a revelation you found in the dream, whether it concerns the future of the empire or something of even greater import.",
"Chapter 6 includes two variant background features for use with Dhakaani characters of any background. In addition, the Dhakaani Trinkets table below suggests simple items that your character might carry from their past; your DM might let you select one of these as your trinket, or to substitute it for another small item from your background equipment. What’s its story? Why do you carry it today?",
{
"type": "table",
"caption": "Dhakaani Trinkets",
"colLabels": [
"{@dice d12}",
"Item"
],
"colStyles": [
"col-1 text-center"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"A large, well-worn copper coin. One side bears the profile of a stern female hobgoblin, the other shows six intertwined crowns."
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"The hilt of an ancient dagger. The pommel is inscribed with the word “chot” and the image of an eye."
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"A collar of black leather with adamantine spikes, sized to fit the neck of a large creature."
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"A miniature set of sturdy mason’s tools designed for the use of a small creature. The tools are in perfect condition; an enchantment repels the effects of age and minor damage."
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"A brass hair pin in the shape of a sword, nicked and worn with age."
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"A black leather mask designed to cover the lower face of a small humanoid, depicting the mouth of a snarling wolf."
],
[
{
"type": "cell",
"roll": {
"exact": 7
}
},
"A mithral armband in the shape of a serpent; the snake’s short fangs pierce the skin of its wearer."
],
[
{
"type": "cell",
"roll": {
"exact": 8
}
},
"An eight-sided bone die inscribed with Goblin numerals."
],
[
{
"type": "cell",
"roll": {
"exact": 9
}
},
"A small, well-worn adamantine flask. If you pour any sort of dairy product into it, it immediately evaporates."
],
[
{
"type": "cell",
"roll": {
"exact": 10
}
},
"A rusted iron coin. The word muut is inscribed on one side, and atcha on the other."
],
[
{
"type": "cell",
"roll": {
"exact": 11
}
},
"A worg’s tooth dipped in bronze."
],
[
{
"type": "cell",
"roll": {
"exact": 12
}
},
"A pair of nearly indestructible socks, woven from a clever form of adamantine mesh."
]
]
}
]
},
{
"type": "entries",
"name": "Class",
"entries": [
"Some classes and archetypes are common among Dhakaani dar, while others aren’t as likely. Here are some suggestions of interesting characters you might play for each class.",
{
"type": "entries",
"name": "Artificer",
"entries": [
"The Kech Dhakaan call their artificers daashor. The talent of artifice is rare, and some of the greatest secrets of the past were lost to the Kapaa’vola. Dhakaani artificers typically focus on the creation of arms and armor, taking the Forge Adept archetype, provided in chapter 6, or the Battle Smith archetype. Artillerist artificers are generally only found in the Kech Hashraac. The Kech Volaar are actively seeking to unlock the arcane traditions of the Five Nations and the dragonmarked houses, and a Volaar artificer could follow any archetype with the idea that you are blazing new trails through your work. While the most legendary daashor were male ghaal’dar, there are no gender or race restrictions for this role, and golin’dar often show a talent for artifice."
]
},
{
"type": "entries",
"name": "Barbarian",
"entries": [
"It’s unusual for ghaal’dar to follow the path of the barbarian, and unheard of for golin’dar. However, the guul’dar— bugbears—are taught that their strength is the strength of the empire, and guul’dar warriors typically serve as the terrifying vanguard of a Dhakaani army. This path can be represented by the barbarian, but with an important story difference—guul’dar barbarians aren’t savages, and they don’t surrender to unthinking rage. Instead, guul’dar “rage” is a cultivated surge of adrenaline and combat awareness, not unlike the Fighting Spirit of the Samurai fighter. The Path of the Totem Warrior is the common choice for guul’dar barbarians; the choice of totem doesn’t reflect a primal spirit, but rather specialized combat training. If your DM approves of this concept, you might even be able to replace the 10th-level Spirit Walker feature with the Intimidating Presence of the Berserker barbarian, as it’s difficult to explain how commune with nature is tied to your military training."
]
},
{
"type": "entries",
"name": "Bard",
"entries": [
"Bards play a central role in Dhakaani culture, serving as spiritual leaders and taking the role that priests fill in many other cultures. However, Dhakaani bards inspire and guide the people using tales of the past and the dream of the future, as opposed to priests seeking the favor of divine forces. Bards are also found as diplomats, civic leaders, and healers, and are the primary spellcasters in Dhakaani society. The most common bards are the {@i duur’kala} (dirge singers); as a duur’kala, you’ll likely want to follow the College of the Dirge Singer included in chapter 6, or perhaps the College of Lore. The duur’kala of the Kech Nasaar may choose the College of Whispers, while the uul’kala dream singers may follow the College of Glamour. Most clans have a strongly ingrained tradition that only female ghaal’dar can serve as duur’kala. However, player characters are exceptional, and it’s always possible to defy this tradition."
]
},
{
"type": "entries",
"name": "Fighter",
"entries": [
"The Dhakaani are a martial culture, and this is their greatest strength. Dhakaani combat techniques have been honed over thousands of years, blended with the natural instincts and exceptional discipline of the Dhakaani soldier. Both the Champion and Battle Master archetypes are appropriate for all Dhakaani fighters. The Samurai archetype is primarily found with the Kech Shaarat, and is a ghaal’dar variation of the guul’dar barbarian technique. Cavaliers are tied to the tiger cavalry, and are especially common in the Kech Ruuska. Within most clans, fighter training is reserved for male ghaal’dar. However, player characters can certainly challenge this stereotype."
]
},
{
"type": "entries",
"name": "Monk",
"entries": [
"Monks are rare among the Kech Dhakaan, but not unknown. The most widespread monastic tradition is the {@i shaarat’dor} (literally, “No Sword”) technique of the Khesh’dar. Practitioners can focus on the physical art by following the Way of the Open Hand, or they can blend this with the Shaarat’khesh arts of stealth by choosing the Way of Shadow. The Khesh’dar are exclusively golin’dar, but an exceptional character of another race might be taken in by the Silent Folk. The other established monastic tradition is that of the chot’uul (Dream Watchers). Most of the chot’uul blend mental and martial discipline, and typically follow the {@class monk||Kensei|kensei|XGE} path. Others learn how to manipulate reality as one might shape a dream; these chot’uul might follow the Way of the Four Elements. Most chot’uul are part of the reclusive Kech Uul, but most kech vaults have a small, dedicated group of dream guardians."
]
},
{
"type": "entries",
"name": "Ranger",
"entries": [
"The golin’dar of the Taarka’khesh are legendary scouts and skirmishers, the most common rangers among the Dhakaani. However, guul’dar and ghaal’dar may also train as skirmishers. Typically, the cavalry are Beast Master rangers, working with worgs or tigers. Skirmishers are often {@class ranger||Hunters|hunter} or {@class ranger||Gloom Stalkers|gloom stalker|XGE}."
]
},
{
"type": "entries",
"name": "Rogue",
"entries": [
"Typically, the Kech Dhakaan face their foes in open combat. The arts of the rogue are the domain of the Khesh’dar goblins, who operate in the shadows of the empire. While the Shaarat’khesh are best known for their assassins, specialists can be found following almost any archetype. The Silent Folk train and can dispatch Thieves when necessary. Arcane Tricksters have adapted a form of the duur’kala’s magic. And if you’re using {@book Xanathar’s Guide to Everything|XGE}, Inquisitive rogues are the top spies of the Khesh’dar, while a handful of Masterminds serve as expert strategists. It’s entirely possible to run a campaign around a team of Shaarat’khesh rogues with different specialties, with the Khesh’dar serving as an espionage patron. Outside of the Khesh’dar, the Kech Nasaar are the only clan that regularly trains ghaal’dar spies and assassins."
]
},
{
"type": "entries",
"name": "Sorcerer, Warlock, Wizard",
"entries": [
"At the height of the Empire of Dhakaan, the only common spellcasters were artificers and bards. Focused on martial discipline, the Dhakaani never unlocked the secrets of wizardry or embraced eldritch bargains—but today, the Kech Volaar are actively trying to bridge this gap in their arsenal. As a Volaar wizard, you can follow any path; the key is that you are likely a trailblazer and your accomplishments and discoveries may be very important to your people. There is no established tradition of sorcery among the Dhakaani, but the Volaar are likewise seeking out any dar who show signs of sorcerous potential. The clan has even been experimenting with warlocks, actively seeking out arcane patrons and attempted controlled studies. So as a Volaar warlock, you might be the first dar to work with this particular patron, and your superiors are eager to see how it turns out.",
"There are a few other options for arcane spellcasters. Depending on the path the DM decides to take with the Kech Hashraac, they could be training Evokers; like the Volaar wizards, this would reflect cutting-edge research. The Kech Nasaar have been studying necromancy for a long time and may have developed Necromancer wizards. The Nasaar are more willing than most to dally with sinister powers, and it’s likewise possible that they’ve had a tradition of warlocks."
]
},
{
"type": "entries",
"name": "Cleric, Druid, Paladin",
"entries": [
"The general mindset of the dar is ill-suited to the abstract concept of faith, whether in higher powers or the world itself. They believe in the past. They believe in their leaders. But they don’t believe that there are cosmic powers or prophecies that control fate. It is possible to play a Dhakaani paladin who draws their divine power from their absolute devotion to the empire, or a cleric who channels power from the Uul Dhakaan. But this was always intended as an intentional gap in the capabilities of the Dhakaani: they have far greater martial skill than most of the cultures of Khorvaire, but they simply don’t have access to divine magic."
]
}
]
},
{
"type": "entries",
"name": "Race",
"page": "109",
"entries": [
"Chapter 6 presents new racial traits for Dhakaani goblinoids. If you’re playing a dar, your racial traits are determined by whether you’re a golin’dar (goblin), ghaal’dar (hobgoblin), or guul’dar (bugbear). The terms goblin, hobgoblin, and bugbear are part of the Common tongue, introduced by human settlers. While most modern goblinoids have adopted these terms themselves, the dar maintain the old ways.",
"{@book Eberron: Rising from the Last War|ERLW} provided racial traits for goblins, hobgoblins, and bugbears, but those represent the modern goblinoids, denizens of Darguun and Droaam whose ancestors were touched by the Kapaa’vola of Dyrrn the Corruptor. While the goblinoids of the Kech Dhakaan—the {@i dar}—are physically identical to their modern cousins, there are some important differences. The dar are bound together both by the philosophy of muut and atcha and by the spiritual connection of the Uul Dhakaan. Their lives are shaped by a relentless martial culture and a rigid caste system. As one of the dar, you know your place in society and have undergone intense training to hone your natural strengths. The racial traits in chapter 6 reflect that training, but if you were raised outside of Dhakaani society, you should instead use the standard goblinoid traits."
]
}
]
}
]
},
{
"type": "section",
"name": "Goblin Glossary",
"columns": "3",
"page": "110",
"entries": [
"This glossary contains definitions of common Goblin words and phrases used in previous sections, as well as additional terms that players and DMs may enjoy using to add flavor to their roleplay.",
{
"entries": [
{
"type": "entries",
"name": "Numbers",
"entries": [
{
"type": "entries",
"name": "ur",
"entries": [
"\"First.\""
]
},
{
"type": "entries",
"name": "ga",
"entries": [
"\"One,\" primary."
]
},
{
"type": "entries",
"name": "ka",
"entries": [
"\"Two,\" a pair."
]
},
{
"type": "entries",
"name": "kaga",
"entries": [
"\"Three,\" two and one."
]
},
{
"type": "entries",
"name": "aath",
"entries": [
"\"Four.\" See also {@i aath} in General."
]
},
{
"type": "entries",
"name": "kaas",
"entries": [
"\"Five.\" See also {@i kaas} in Parts of Speech and General."
]
},
{
"type": "entries",
"name": "kron",
"entries": [
"\"Six.\""
]
},
{
"type": "entries",
"name": "hirot",
"entries": [
"\"Seven.\""
]
},
{
"type": "entries",
"name": "kaath",
"entries": [
"\"Eight.\""
]
},
{
"type": "entries",
"name": "gath'mokaas",
"entries": [
"\"Nine.\""
]
},
{
"type": "entries",
"name": "mokaas",
"entries": [
"\"Ten.\""
]
}
]
},
{
"type": "entries",
"name": "Parts of Speech",
"entries": [
{
"type": "entries",
"name": "te",
"entries": [
"\"He/him,\" masculine pronoun."
]
},
{
"type": "entries",
"name": "nu",
"entries": [
"\"She/her,\" feminine pronoun."
]
},
{
"type": "entries",
"name": "mu",
"entries": [
"\"They/them,\" neutral pronoun."
]
},
{
"type": "entries",
"name": "ya",
"entries": [
"\"I/me,\" first person singular."
]
},
{
"type": "entries",
"name": "kaas",
"entries": [
"\"We/us,\" first person plural. See also {@i kaas} in Numbers and General."
]
},
{
"type": "entries",
"name": "ta",
"entries": [
"\"You,\" second person singular."
]
},
{
"type": "entries",
"name": "taan",
"entries": [
"\"You all,\" second person plural."
]
},
{
"type": "entries",
"name": "mi",
"entries": [
"\"One,\" indefinite pronoun, generic you."
]
},
{
"type": "entries",
"name": "gath-",
"entries": [
"\"Not,\" \"without,\" negative prefix; for example, {@i gath'kal}—without end."
]
},
{
"type": "entries",
"name": "pa-",
"entries": [
"Prefix indicating something given."
]
},
{
"type": "entries",
"name": "-mo",
"entries": [
"Suffix indicating intensity."
]
}
]
},
{
"type": "entries",
"name": "Commands",
"entries": [
{
"type": "entries",
"name": "aazat",
"entries": [
"\"Hold position!\""
]
},
{
"type": "entries",
"name": "aisi itaa",
"entries": [
"\"Forwoard ranks attack!\""
]
},
{
"type": "entries",
"name": "irii",
"entries": [
"\"Cover me!\""
]
},
{
"type": "entries",
"name": "iroo",
"entries": [
"\"Loose arrows!\""
]
},
{
"type": "entries",
"name": "irzat",
"entries": [
"\"Cease fire!\""
]
},
{
"type": "entries",
"name": "itaa",
"entries": [
"\"Attack!\""
]
},
{
"type": "entries",
"name": "kaasi itaa",
"entries": [
"\"Rear ranks close!\""
]
},
{
"type": "entries",
"name": "romath",
"entries": [
"\"Form up!\""
]
},
{
"type": "entries",
"name": "shaash",
"entries": [
"\"Come together!\""
]
},
{
"type": "entries",
"name": "skiir",
"entries": [
"\"Run!\""
]
},
{
"type": "entries",
"name": "toh",
"entries": [
"\"Beware!\""
]
}
]
},
{
"type": "entries",
"name": "Common Phrases",
"entries": [
{
"type": "entries",
"name": "atta so?",
"entries": [
"\"What's that?\""
]
},
{
"type": "entries",
"name": "ban",
"entries": [
"\"Sure,\" \"your funeral,\" noncommital agreement."
]
},
{
"type": "entries",
"name": "chaat'oor",
"entries": [
"\"Defiler,\" prejorative term for species not native to Khorvaire, especially humans. Compare to {@i gath'dar}."
]
},
{
"type": "entries",
"name": "cho",
"entries": [
"\"Yes,\" \"okay,\" aknowledgement of a statement, implied agreement."
]
},
{
"type": "entries",
"name": "gath'dar",
"entries": [
"\"Not dar,\" a general term for any humanoid that's not dar. Compare to {@i chaat'oor}."
]
},
{
"type": "entries",
"name": "khaavolaar!",
"entries": [
"\"Blood of the word!\" A curse of frustration or amazement."
]
},
{
"type": "entries",
"name": "maabet!",
"entries": [
"An anchient curse whose meaning has never been translated into Common."
]
},
{
"type": "entries",
"name": "marhu orr!",
"entries": [
"\"Emperor's ears!\" An exclamation of surprise."
]
},
{
"type": "entries",
"name": "mazo",
"entries": [
"\"Absolutely,\" \"yes,\" emphatic agreement; used when discussing plans or acknowledging orders."
]
},
{
"type": "entries",
"name": "saa",
"entries": [
"\"Hello,\" casual greeting."
]
},
{
"type": "entries",
"name": "saa'atcha",
"entries": [
"\"It's an honor to meet you,\" formal greeting."
]
},
{
"type": "entries",
"name": "ta muut",
"entries": [
"\"You have honor,\" \"you do your duty.\" The most common form of thanks in Dhakaani culture, it acknowledges that the deed has been performed correctly without any connotation of debt on the part of the speaker. Contrast with {@i Ya panozhii kita atcha.}"
]
},
{
"type": "entries",
"name": "taat",
"entries": [
"A derogatory, insulting term for someone of lesser status than the speaker."
]
},
{
"type": "entries",
"name": "ya panoshii kita atcha",
"entries": [
"\"I owe a debt to your honor,\" an expression of profound indebtedness; this has a deep meaning and is never said lightly. Compare with {@i ta muut}."
]
}
]
},
{
"type": "entries",
"name": "Military Ranks",
"entries": [
{
"type": "entries",
"name": "marhu",
"entries": [
"\"Emperor,\" supreme leader; a position first held by the duur'kala Jhazaal Dhakaan."
]
},
{
"type": "entries",
"name": "lhesh",
"entries": [
"\"High warlord,\" general. In Dhakaani culture, a lhesh is the term for someone with the rank of general, given command of a significant portion of the empire's armies fora set time. In the modern day, Lhesh Haruuc Shaarat'kor has adopted the term as the title of the ruler of Darguun."
]
},
{
"type": "entries",
"name": "lhevket",
"entries": [
"\"Elder warlord,\" colonel."
]
},
{
"type": "entries",
"name": "ihevk'rhu",
"entries": [
"\"Skilled warlord,\" captain."
]
},
{
"type": "entries",
"name": "lhevk",
"entries": [
"\"Warlord,\" lietenant."
]
},
{
"type": "entries",
"name": "lhurusk",
"entries": [
"\"War leader,\" sergeant."
]
},
{
"type": "entries",
"name": "thradaask",
"entries": [
"\"Shock trooper,\" private; most often guul'dar."
]
},
{
"type": "entries",
"name": "olhirot",
"entries": [
"\"Spear-bearer,\" private."
]
},
{
"type": "entries",
"name": "rhu",
"entries": [
"Prefix or suffix indicating higher status, experience, or prestige than others of that rank."
]
}
]
},
{
"type": "entries",
"name": "General Terms",
"entries": [
{
"type": "entries",
"name": "aath",
"entries": [
"\"Corner,\" \"wall.\" See also {@i aath} in Numbers."
]
},
{
"type": "entries",
"name": "aram",
"entries": [
"\"Wrath,\" \"righteous anger.\""
]
},
{
"type": "entries",
"name": "atcha",
"entries": [
"The Dhakaani concept of personal honor, which must be earned and carefully protected. Compare with {@i muut.}"
]
},
{
"type": "entries",
"name": "atchot",
"entries": [
"Look someone in the eye."
]
},
{
"type": "entries",
"name": "ban'na",
"entries": [
"\"I don't care,\" \"none of your business.\" A Lhazaar explorer once asked the native goblins what their exotic yellow fruit was called; a misunderstanding lead to the word \"banana\" being adopted into common. Literally \"not mine, your funeral.\""
]
},
{
"type": "entries",
"name": "batuuvk",
"entries": [
"\"Marketplace.\""
]
},
{
"type": "entries",
"name": "calabas",
"entries": [
"\"Kennel.\""
]
},
{
"type": "entries",
"name": "chib",
"entries": [
"\"Boss,\" \"big person.\" For non-dar, this can refer to any larger humanoid."
]
},
{
"type": "entries",
"name": "chit guulen pamuut ran",
"entries": [
"\"There is strength in honoring a sacrifice.\""
]
},
{
"type": "entries",
"name": "chot",
"entries": [
"\"Eye.\""
]
},
{
"type": "entries",
"name": "chot'uul",
"entries": [
"\"Dream watcher,\" a monastic order that monitors and protects the Uul Dhakaan, or a member of that order."
]
},
{
"type": "entries",
"name": "daashor",
"entries": [
"A dar artificer. The techniques of the daashor were previously believed to have been lost with the fall of the Dhakaani Empire, but have been preserved among the Kech Dhakaan."
]
},
{
"type": "entries",
"name": "daask",
"entries": [
"\"Soldier.\""
]
},
{
"type": "entries",
"name": "dar",
"entries": [
"\"People,\" the collective term for the hobgoblins, bugbear, and goblin races of Dhakaan."
]
},
{
"type": "entries",
"name": "dor",
"entries": [
"\"Never,\" eternal negation. This follows the negated term; \"gan dor\" means \"never eat.\""
]
},
{
"type": "entries",
"name": "doovol",
"entries": [
"\"Truth.\""
]
},
{
"type": "entries",
"name": "draal",
"entries": [
"\"City.\""
]
},
{
"type": "entries",
"name": "draguus",
"entries": [
"\"Dragon.\""
]
},
{
"type": "entries",
"name": "duum",
"entries": [
"A large goblin drum with a deep voice, typically played with short thick rods of brass or heavy wood."
]
},
{
"type": "entries",
"name": "duur",
"entries": [
"\"Dirge,\" \"sorrow,\" can also mean \"song of the past.\""
]
},
{
"type": "entries",
"name": "dur'kala",
"entries": [
"\"Dirge singer.\" Duur'kala preserve the history and kowledge of past ages, and their music is the most common form of magic among the Dhakaani. As the magic manifests mostly in females, duur'kala are often called {@i gaanu duur,} \"daughters of the dirge,\" and elders are referred to as {@i niianu duur,} \"mothers of the dirge.\""
]
},
{
"type": "entries",
"name": "Duur'shaarat",
"entries": [
"\"Blade of Sorrows,\" the modern dar name for the ruins of the hobgoblin metropolis that now form the foundations of the city of Sharn. Compare with {@i Ja'shaarat.}"
]
},
{
"type": "entries",
"name": "gaa'ma",
"entries": [
"\"Wax baby,\" a pejorative term for changelings."
]
},
{
"type": "entries",
"name": "gaanu",
"entries": [
"\"Daughter.\""
]
},
{
"type": "entries",
"name": "gaanu duur",
"entries": [
"\"Daughter of the Dirge,\" an alternate title for duur'kala."
]
},
{
"type": "entries",
"name": "gaa'taat",
"entries": [
"\"Less than a child,\" an insult."
]
},
{
"type": "entries",
"name": "gaate",
"entries": [
"\"Son.\""
]
},
{
"type": "entries",
"name": "gan",
"entries": [
"\"Eat.\""
]
},
{
"type": "entries",
"name": "gantii",
"entries": [
"\"Hungry.\""
]
},
{
"type": "entries",
"name": "gath'atcha",
"entries": [
"\"Without honor.\" This can be said as a means of showing contrition, but is a serious insult when said of someone else."
]
},
{
"type": "entries",
"name": "ghaal",
"entries": [
"\"Mighty,\" with specific connotations of prowess in battle."
]
},
{
"type": "entries",
"name": "ghaal'dar",
"entries": [
"\"Mighty people,\" the ancient name for the hobgoblin species; also the name of the confederacy of goblin clans dominating the nation of Darguun."
]
},
{
"type": "entries",
"name": "Ghaal'duur",
"entries": [
"\"Mighty Dirge,\" a powerful horn fashioned by Jhazaal Dhakaan."
]
},
{
"type": "entries",
"name": "golin",
"entries": [
"\"Quick,\" typically referring to speed, but can also mean intelligence."
]
},
{
"type": "entries",
"name": "golin'dar",
"entries": [
"\"Quick people,\" the ancient name for the goblin species."
]
},
{
"type": "entries",
"name": "guul",
"entries": [
"\"Strong.\""
]
},
{
"type": "entries",
"name": "guul'dar",
"entries": [
"\"Strong people,\" the ancient name for the bugbear species."
]
},
{
"type": "entries",
"name": "guulen",
"entries": [
"\"Strength.\" The name of a legendary artifact also know as the {@i Rod of Kings}."
]
},
{
"type": "entries",
"name": "haakar",
"entries": [
"\"Panther.\""
]
},
{
"type": "entries",
"name": "ja",
"entries": [
"\"Bright.\""
]
},
{
"type": "entries",
"name": "Ja'shaarat",
"entries": [
"\"Bright Blade,\" the ancient name of the hobgoblin metropolis on the Dagger River that later served as the foundation of the city of Sharn. Compare to {@i Duur'shaarat.}"
]
},
{
"type": "entries",
"name": "Jhazaal Dhakaan",
"entries": [
"The greates duur'kala in history, she united the Six Kings to found the Empire of Dhakaan and become the first marhu. She created the Uul Dhakaan and crafted {@i Ghaal'duur} and other legendary artifacts."
]
},
{
"type": "entries",
"name": "kaas",
"entries": [
"\"Hand.\" See also {@i kaas} in Numbers and Parts of Speech."
]
},
{
"type": "entries",
"name": "kaan",
"entries": [
"\"Helmet,\" or more loosely, any head covering."
]
},
{
"type": "entries",
"name": "kaana",
"entries": [
"A signal of urgency. Emphasized by repetition—{@i kaana kaana.}"
]
},
{
"type": "entries",
"name": "kala",
"entries": [
"\"Singer.\""
]
},
{
"type": "entries",
"name": "kapa",
"entries": [
"\"BEtrayal,\" \"treachery.\""
]
},
{
"type": "entries",
"name": "Kapaa'vola",
"entries": [
"\"The Treacherous Word.\" Created by the daelkyr Dyrrn the Corrupter, this devastating curse severed the surface dar from the Uul Dhakaan and caused irrational behavior."
]
},
{
"type": "entries",
"name": "karda",
"entries": [
"\"Throne.\""
]
},
{
"type": "entries",
"name": "kech",
"entries": [
"\"Bearer,\" \"clan.\""
]
},
{
"type": "entries",
"name": "Kech Dhakaan",
"entries": [
"\"Keepers of Dhakaan,\" also translated as \"Hiers of Dhakaan,\" the collective title for the dar clans that fled from the Kapaa'vola and maintained Dhakaani traditions."
]
},
{
"type": "entries",
"name": "khaar",
"entries": [
"\"Blood.\""
]
},
{
"type": "entries",
"name": "khaar draguus",
"entries": [
"\"Blood of the dragon,\" an ancient Dhakaani term for the lava pools used to forge weapons and armor, now beneath the modern city of Sharn."
]
},
{
"type": "entries",
"name": "khesh",
"entries": [
"\"Silent.\""
]
},
{
"type": "entries",
"name": "Khesh'dar",
"entries": [
"\"The Silent Folk,\" a clan of golin'dar scouts and assassins. By ancient tradition, the Kesh'dar have always lived apart from the dar of the empire and serve no single clan, instead acting as impartial mercenaries."
]
},
{
"type": "entries",
"name": "kiirin",
"entries": [
"A traditional Dhakaani stringed instrument."
]
},
{
"type": "entries",
"name": "kor",
"entries": [
"\"Blood red,\" \"scarlet.\""
]
},
{
"type": "entries",
"name": "korluat",
"entries": [
"A highly alcoholic beverage; literally, \"hero's blood.\""
]
},
{
"type": "entries",
"name": "kraat",
"entries": [
"\"Smithy,\" \"forge.\""
]
},
{
"type": "entries",
"name": "kra'uul",
"entries": [
"\"Dream forged,\" items that accompany their bearer into the Uul Dhakaan."
]
},
{
"type": "entries",
"name": "kron rhukaan",
"entries": [
"\"Six Kings,\" the six ghaal'dar warlords who joined with Jhazaal Dhakaan to found the Empire of Dhakaan."
]
},
{
"type": "entries",
"name": "kron rhukaan'kor!",
"entries": [
"\"Blood of Six Kings!\" An oath of sincerity, or an expletive."
]
},
{
"type": "entries",
"name": "kur",
"entries": [
"\"Key.\""
]
},
{
"type": "entries",
"name": "kurar",
"entries": [
"\"Death.\""
]
},
{
"type": "entries",
"name": "kurr",
"entries": [
"\"Speak.\""
]
},
{
"type": "entries",
"name": "lhesh shaarat",
"entries": [
"\"Warlord's blade,\" a Dhakaani weapon suitable only for the greatest warriors, finely made and imbued with powerful enchantments. The mere act of drawing a warlor'ds blade is a claim to power."
]
},
{
"type": "entries",
"name": "lheshat",
"entries": [
"Kingdom; literally, \"the reach of a warlord's power.\""
]
},
{
"type": "entries",
"name": "marhuat",
"entries": [
"An empire; literally, \"the reach of an emperor's power.\""
]
},
{
"type": "entries",
"name": "mor",
"entries": [
"\"Life.\""
]
},
{
"type": "entries",
"name": "morguur",
"entries": [
"\"Lifespan.\""
]
},
{
"type": "entries",
"name": "mur",
"entries": [
"\"Horn.\""
]
},
{
"type": "entries",
"name": "muut",
"entries": [
"The Dhakaani concept of duty, something owed to the empire and your comrades. Compare with {@i atcha.}"
]
},
{
"type": "entries",
"name": "na",
"entries": [
"Something that belongs to someone else. Can be applied as a suffix as emphasis; for example, {@i kur'na} means\"Not my key.\""
]
},
{
"type": "entries",
"name": "nasaar",
"entries": [
"\"Night.\""
]
},
{
"type": "entries",
"name": "niianu",
"entries": [
"\"Mother,\" {@i nunu} is a diminutive form."
]
},
{
"type": "entries",
"name": "niianu duur",
"entries": [
"\"Mother of the Dirge,\" an alernate title for a senior {@i duur'kala)."
]
},
{
"type": "entries",
"name": "noon",
"entries": [
"A startchy grain, often pressed into compact balls. Noon was a stable of the traditional Dhakaani diet, though the clans turned to suur during their long isolation."
]
},
{
"type": "entries",
"name": "nozhil",
"entries": [
"\"Debt.\""
]
},
{
"type": "entries",
"name": "orces",
"entries": [
"\"Orc.\""
]
},
{
"type": "entries",
"name": "paal",
"entries": [
"\"Spell.\""
]
},
{
"type": "entries",
"name": "paaldaask",
"entries": [
"A spellcaster; literally, \"spell warrior.\""
]
},
{
"type": "entries",
"name": "paatcha!",
"entries": [
"Literally, to offer honor. Typically spoken as a compliment, or delivered as an imperative to troops facing peril."
]
},
{
"type": "entries",
"name": "piir",
"entries": [
"General term indicating possession."
]
},
{
"type": "entries",
"name": "piiroto",
"entries": [
"\"My stuff,\" one's belonging."
]
},
{
"type": "entries",
"name": "poltaa",
"entries": [
"\"Thought.\""
]
},
{
"type": "entries",
"name": "raat",
"entries": [
"\"Story.\""
]
},
{
"type": "entries",
"name": "raat shan gath'kal dor",
"entries": [
"\"The story stops but never ends,\" the traditional closing of Dhakaani legends."
]
},
{
"type": "entries",
"name": "raat shi anaa",
"entries": [
"\"The story continues,\" the traditional opening to Dhakaani legends."
]
},
{
"type": "entries",
"name": "ran",
"entries": [
"\"Sacrifice.\""
]
},
{
"type": "entries",
"name": "rhukaan",
"entries": [
"Crown; literally, \"high status head covering.\""
]
},
{
"type": "entries",
"name": "roo",
"entries": [
"\"Friendly stranger.\" Someone unknown to the speaker, but not obviously an enemy."
]
},
{
"type": "entries",
"name": "ruuska",
"entries": [
"\"Tiger.\" Often used as battle mounts by Dhakaani cavalry."
]
},
{
"type": "entries",
"name": "ruuska'te",
"entries": [
"\"Tiger man,\" a term of endearment for a fierce man (feminine: {@i ruuska'nu). See also {@i taaka'nu.}"
]
},
{
"type": "entries",
"name": "sar",
"entries": [
"\"Little.\""
]
},
{
"type": "entries",
"name": "sehn",
"entries": [
"\"Riders.\""
]
},
{
"type": "entries",
"name": "shaarat",
"entries": [
"\"Blade.\""
]
},
{
"type": "entries",
"name": "Shaarat'khesh",
"entries": [
"An order within the Khesh'dar, golin'dar specialising in espionage and assination; literally, \"Silent Blades.\""
]
},
{
"type": "entries",
"name": "shaat'aar",
"entries": [
"A small sweet bun filled with honey cream, much loved by golin'dar."
]
},
{
"type": "entries",
"name": "shava",
"entries": [
"\"Sword brother,\" a solemn bond between dar warriors. Accepting the status of shava is a formal bond that carries significant responsibilities and expectations, trusting one another with their lives, and committing to resolve the affairs of a fallen sword brother."
]
},
{
"type": "entries",
"name": "shi anaa",
"entries": [
"To continue; literally, \"to begin again.\""
]
},
{
"type": "entries",
"name": "shii marhu polto huuntad ka ruuska atchot",
"entries": [
"\"Even an emperor must think twice when looking a tiger in the eye,\" a Dhakaani proverb."
]
},
{
"type": "entries",
"name": "shiftaa",
"entries": [
"Shifters."
]
},
{
"type": "entries",
"name": "skai",
"entries": [
"\"Great.\""
]
},
{
"type": "entries",
"name": "dkiir",
"entries": [
"\"Run.\""
]
},
{
"type": "entries",
"name": "skuurz'taat",
"entries": [
"\"Pathetic drunkard.\""
]
},
{
"type": "entries",
"name": "sora",
"entries": [
"\"Grandmother,\" a term of respect for an elder, even if unrelated to you."
]
},
{
"type": "entries",
"name": "suur",
"entries": [
"A fungus, stable of Dhakaani diet while the clans were deep underground, usually eaten in the form of starchy balls."
]
},
{
"type": "entries",
"name": "taarn",
"entries": [
"Elves."
]
},
{
"type": "entries",
"name": "taarka",
"entries": [
"\"Wolf,\" can also refer to hounds or worgs."
]
},
{
"type": "entries",
"name": "Taarka'khesh",
"entries": [
"An order within the Khesh'dar, golin'dar specializing in wilderness reconnaissance; literally, \"Silent Wolves.\""
]
},
{
"type": "entries",
"name": "taarka'nu",
"entries": [
"\"Wolf woman,\" a term of endearment for a fierce woman (masculine {@i taarka'te}). See also {@i ruuska'te}."
]
},
{
"type": "entries",
"name": "taash",
"entries": [
"\"Razor.\""
]
},
{
"type": "entries",
"name": "tohiish",
"entries": [
"\"Dangerous.\""
]
},
{
"type": "entries",
"name": "tuuv",
"entries": [
"\"Buy,\" \"Own.\""
]
},
{
"type": "entries",
"name": "uul",
"entries": [
"\"Dream.\""
]
},
{
"type": "entries",
"name": "Uul Dhakaan",
"entries": [
"The shared dreamscape of the dar."
]
},
{
"type": "entries",
"name": "uul'kala",
"entries": [
"\"Dream singer,\" a dirge singer who specializes in walking in dream."
]
},
{
"type": "entries",
"name": "uul'kur",
"entries": [
"\"Dream key,\" a token that allows its bearer to remember its dreams in the Uul Dhakaan, and even share with others."
]
},
{
"type": "entries",
"name": "vanon",
"entries": [
"\"Dusk.\""
]
},
{
"type": "entries",
"name": "volar",
"entries": [
"\"Word,\" more broadly, lore or recorded knowledge."
]
},
{
"type": "entries",
"name": "vus",
"entries": [
"\"Fire.\""
]
},
{
"type": "entries",
"name": "vusrii",
"entries": [
"\"Burn.\""
]
}
]
}
]
}
]
},
{
"type": "section",
"name": "The Mror Holds",
"page": "112",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Tol kollan! Some say our ancestors came from a place of ice, but we all know that’s nonsense. Our ancestors were the mountains themselves. The dragons were jealous of their mighty stature, so they cast a spell that put them all to sleep, and that’s where the mountains come from. We dwarves? We’re the sweat from their brow. Don’t believe me? Go take a look at the Face of Mror! No one could carve something like that, my friend; that’s the mountain’s original face. As for the others, well, they just went to sleep face down. That’s the tale I had from my father, and you wouldn’t want to call him a liar!"
]
},
"Despite their long lives, the Mror dwarves are surprisingly unconcerned with recording the past. They care deeply about family. They cling to property, whether it’s land or more portable possessions. They’re fierce in protecting the things that they care about. But as the bard Kessler said, “The Mror care deeply about their stories, but facts just get in the way.” Mror talespinners have an endless supply of stories about the mighty deeds of clan heroes, but when it comes to specific dates or verifiable facts, things often get muddy. Records of debts, marriages, adoptions—these things are written down by Sivis scribes. But general history is largely trusted to the passed-down tales of the spinners, and they make history {@i interesting}. A particular story could be placed in three different centuries by three different clans, and the villain of one tale could be the hero in the neighboring holdfast.",
{
"type": "entries",
"name": "Mror History",
"entries": [
"Dwarves aren’t native to Khorvaire, but no one knows exactly how or when they arrived. Most spinners concur that the dwarves came from a land of ice and frost, though as seen in the epigraph opening this section, not all stories agree. While that’s enough for the Mror, other scholars continue to debate where they might have originated and how they traveled to Khorvaire. The most popular theory is that the first dwarves came from the Frostfell, traveling by way of a demiplane passage through Khyber. Proponents of this idea believe that there may be an undiscovered dwarven civilization—or ruins of it—waiting to be found in the Frostfell. A second popular theory is that the dwarves originated in the Tashana Tundra of Sarlona, sailing to Khorvaire and landing in the Lhazaar Principalities millennia before human settlers. However, the modern Akiak dwarves have little cultural overlap with the Mror, and there’s no evidence that they ever built ships. The most exotic story is that the dwarves of Sarlona and Khorvaire both came from Risia, and that there may still be a grand hidden civilization deep in the Risian ice. While origin stories vary from clan to clan, the talespinners all agree on the broad eras of Mror history that followed.",
{
"type": "entries",
"name": "Sol Udar: The Realm Below",
"entries": [
"Wherever the dwarves came from, they sunk their roots into the soil of Khorvaire. Dhakaani dirge singers sing of battles between dwarf and dar that took place in vast halls below the earth. Dhakaani records—which are more accurate than those of the dwarves—show that the Dhakaani encountered dwarves late in the golden age of the Dhakaani Empire and drove them east, eventually reaching a stalemate. The ancient dwarves lacked the numbers or resources to threaten Dhakaan, but they established a line below the Ironroot Mountains and held it against countless onslaughts. The dar had no need of the territory, and in time, decided the effort of conquest wasn’t worth the rewards. This was the origin of what the dwarves call {@i Sol Udar}, the Realm Below."
]
},
{
"type": "entries",
"name": "Mallanok: The Exile",
"page": "113",
"entries": [
"The next major era in Mror history was {@i Mallanok}, the Exile. At some point—whether years or centuries later is unclear—a group of dwarven warriors were exiled from the Realm Below, and found a new home in the mountains above, along with their families and followers. The reason for the Exile depends on who you ask. Mroranon talespinners say King Mror of Sol Udar couldn’t decide which of his thirteen heirs should inherit his throne, so he pushed these heroes out onto the mountain to prove themselves worthy of his kingdom. The Soldorak say that King Mror was a weak tyrant, and he exiled the thirteen heroes because he feared an uprising. Professor Melian Mit Davandi of Korranberg has advanced the theory that the ancient dwarves may have exiled criminals to the surface world instead of maintaining prisons, and the founders of the Mror Holds were a broad assortment of criminals and undesirables. The truth is buried beneath the weight of thousands of years and may never be known."
]
},
{
"type": "entries",
"name": "Dul Krok: Bloody Stones",
"entries": [
"The Exile was followed by {@i Dul Krok}, Bloody Stones. When humanity came to Khorvaire, the Ironroot Mountains were divided between thirteen powerful clans of dwarves. These mountain dwarves were proud and warlike, but they were mired in feuds—and these ancient conflicts kept them from substantially advancing their culture or their influence in the world. Even as humans spread across the land, the dwarves continued to devote their energy and resources to their own ongoing vendettas. While they were unquestionably fierce warriors and made fine weapons, their deep division prevented any progress. The Ironroot dwarves weren’t the only dwarves on Khorvaire; some had spread east into what’s now the Lhazaar Principalities. It was largely these Lhazaar dwarves who integrated with humanity, spreading west with them, though there were also a few Mror who left their feuds behind to help build the foundations of the new kingdoms."
]
},
{
"type": "entries",
"name": "Bal Dulor: The Great Sorrow",
"entries": [
"As the Five Nations took form, humanity largely shunned the Ironroot Mountains and left the dwarves to their feuding. Following the rise of the united kingdom of Galifar, Prince Karrn finally made a concerted effort to pacify the mountain dwarves. This time is known as {@i Bal Dulor}, the Great Sorrow. The soldiers of Galifar were disciplined and took advantage of the existing feuds, isolating the clans or pitting them against one another. The central fortresses of the holds were impregnable, but Galifar held the surrounding lands; the compromise that followed left the dwarves as lords of their territories, but as subjects of Galifar, forced to pay tribute and taxes."
]
},
{
"type": "inset",
"name": "Ironroot or Hoarfrost?",
"entries": [
"The Mror Holds occupy the mountainous region that separates Karrnath from the Lhazaar Principalities. The Mror dwarves occupy this entire region, and they call it {@i tra Mroreln}, the Iron Roots. When humans first came to Khorvaire and settled the Lhazaar Principalities, they called the foreboding range to the west the Hoarfrost Mountains.",
"Today, the Mror and most others refer to the entire region as the Ironroot Mountains. However, the people of the Lhazaar Principalities still call them the Hoarfrost, and some people use this term to refer to the mountains east of Mirror Lake."
]
},
{
"type": "entries",
"name": "Korran Hal: Korran's Blessing",
"entries": [
"While the Great Sorrow was a source of deep shame to the dwarves, it brought a forced end to their violent feuds and forced them to raise the funds to pay their tribute. Warriors became miners, and the Ironroot Mountains proved to be an astonishingly rich source of mineral wealth. Mror talespinners say that the Sovereign Onatar had his forge in the mountains, and that Kol Korran kept his hoard beneath it; other scholars have speculated that there could be a more unsavory supernatural force at work, an overlord tied to greed bound beneath the peaks. Whatever the truth, this led to the period known as {@i Korran Hal}, Korran’s Blessing. Even with the taxes owed to Galifar, the Mror prospered and built a thriving society. While the ancient feuds were never forgotten, violence was no longer their first answer. The bearers of the Dragonmark of Warding, Clan Kundarak, were drawn into the Twelve and became House Kundarak. Working closely with House Sivis, Kundarak parleyed its wealth and the power of its dragonmark to establish the Banking Guild, and the influence of Kundarak helped to drive a further wave of cultural advancement."
]
},
{
"type": "entries",
"name": "Tra Halor: the Revelation",
"entries": [
"As the dwarves expanded their mines and fortress holds, they’d occasionally find tunnels and outposts that seemed to be tied to Sol Udar—outposts that appeared to have been abandoned many thousands of years ago. The dwarves continued to dig deeper toward the Realm Below, and this led to a wave of breakthroughs in the early tenth century, an event broadly known as {@i tra Halor}, the Revelation. Miners and masons found evidence of a vast, wondrous subterranean empire, with enormous city-halls below all of the modern holds. Early explorers found finely crafted treasures, along with evidence of even deeper mines and fortresses. It was clear that these cities had been built by dwarves, and it speaks to Mror character that rather than pondering the fate of the builders of this abandoned realm, the dwarves simply embraced this as a miraculous stroke of fortune and proof of their collective destiny."
]
},
{
"type": "entries",
"name": "Mror Solu: The Realms of Iron",
"entries": [
"By this time, the Last War was underway. For the last decade, Karrnath had been steadily raising taxes and demanding troop levies. But the dwarves were conquered long ago by {@i Galifar}, whereas Karrnath was just a piece of that broken kingdom. Inspired by Sol Udar and recognizing how far their people had come since the Great Sorrow, the lords of the holds convened in {@i Mror Aulan}, the Iron Council. The lords of the Iron Council affirmed their union and declared the sovereignty of {@i Mror Solu}— the Realms of Iron—a name which even the Mror themselves usually translate into Common as the Mror Holds. It’s worth noting that in calling themselves the Mror, dwarves aren’t professing fealty to Clan Mroranon or the ancient king of Sol Udar; rather, they’re simply calling themselves “the Ironfolk.”"
]
},
{
"type": "entries",
"name": "Dol Udar: The War Below",
"page": "114",
"entries": [
"The time that followed was initially known as {@i Aul Aur}, the Age of Gold. While Karrnath engaged in retaliatory actions during the Last War, it was struggling with famine and against its neighbors, and lacked the power to stop the rebellion. The dwarves expanded and explored Sol Udar, reclaiming wondrous relics and facilities. But soon they learned what had become of the ancient dwarves of the Realm Below, and why the kingdom had never reached up to the exiles. The ancient dwarves had been wiped out thousands of years ago by the daelkyr, for Sol Udar abutted on the demiplane prison of Dyrrn the Corruptor, one of the mightiest of the daelkyr. The first explorers found curious tools formed from flesh and bone—and then they discovered the creatures that made them. Dolgrim hordes rose from the depths. Entire colonies were lost and consumed by illithid corruption. While the Five Nations fought the Last War, the Mror fell into {@i Dol Udar}, the War Below, discussed in more detail later in “The Realm Below” section.",
"Today, the Mror Holds are in a stalemate against the aberrations below, and remain balanced between the Age of Gold and the War Below. Even with their current holdings, the dwarves continue to draw vast wealth from their mines. Clans take pride in the treasures reclaimed from the depths, and Mror artificers continue to learn from studying ancient artifacts. Though the dwarves are few in number, their economic power and strong fortifications have deterred any Karrnathi retribution, and no one challenged their recognition under the Treaty of Thronehold. The dwarves are proud and prosperous—and yet, old feuds linger. The Realm Below remains both a glorious lure and a deadly threat. And tensions are further exacerbated by the other treasures recovered from the depths—tools made not by dwarves, but by the daelkyr."
]
}
]
},
{
"type": "entries",
"name": "What Defines the Mror?",
"entries": [
"Dwarves aren’t human. In creating a Mror character, it can help to reflect on the ways dwarves differ from humans. Clan plays a significant role in Mror culture; especially in the wake of rediscovering the Realm Below, a Mroranon dwarf is quite different from a Soldorak dwarf. But there are a few common things that can be borne in mind for any Mror character.",
{
"type": "entries",
"name": "Biology",
"entries": [
"While the dwarves of the Realm Below may have spent their entire lives below the surface, the Mror dwarves were born on the surface of the Ironroot Mountains. Mror dwarves appreciate sunlight and color, and their buildings typically have windows, but dwarves don’t need light. Absolute darkness impairs their darkvision, but this is merely inconvenient, not unbearable, and many mine tunnels and stretches of the Realm Below have no light sources.",
"Resulting from this, the circadian rhythms of dwarves are more flexible than those of humans. While it’s important to maintain a regular schedule, day and night have little meaning for the Mror. Mror communities are active at all hours, and major Mror businesses are continuously open. “Nightlife” isn’t a concept in Mror society, and entertainment can likewise be found at all hours, so traveling Mror are often frustrated by the limited opportunities in human communities."
]
},
{
"type": "entries",
"name": "The War Below",
"entries": [
"Characters from the Five Nations are shaped by the Last War, and similarly, Mror are shaped by Dol Udar, the War Below. Currently, this conflict is simmering, but there has been no victory and the threat remains. When the war was at its height, all Mror lived in daily fear of aberrant attacks and society’s resources were devoted to the war effort. The Mror Holds are smaller than the Five Nations, and the impact of the conflict was intense. All civilians engaged in combat drills in preparation for dolgrim assault, and everyone was expected to contribute to the war effort—repairing or producing arms and armor, maintaining fortifications, or fighting. For the Mror, this is the source of the Weapon Training and Tool Proficiency racial features. For example, if you are proficient in brewer’s tools, you may have been involved in creating supplies for the soldiers.",
"In creating a Mror character or NPC, consider how the war affected you and how this is reflected by your class and proficiencies. A few questions to consider …",
{
"type": "list",
"items": [
"Did you fight on the front lines, battling aberrations in the depths? If so, what’s the most terrifying thing you saw in the conflict? Are you scarred by your experiences, or does nothing scare you anymore?",
"If you didn’t fight in the Realm Below, did you serve on any civilian support brigades? Did you spend your childhood sharpening axes and repairing armor? Were you kept out of the conflict by family connections, or did you refuse to serve?",
"Who or what did you lose to the conflict? Did you have a stake in a colony or mine that had to be abandoned? Do you have a sibling or lover lost in the depths—and if so, are you sure that they’re dead, or could they be prisoners of Dyrrn?",
"Do you dream of delving deeper into the depths, or would you rather see the Realm Below sealed away forever?"
]
}
]
},
{
"type": "entries",
"name": "Family First",
"entries": [
"The Mror Holds are a feudal society, comprised of holds, spires, and families. There are twelve active holds, each governed by a ruling clan, which gives its name to the hold— so Droranathhold is ruled by Clan Droranath. Each hold is then broken up into smaller territories known as spires, each ruled by a clan; there are ancient ties of kinship and marriage between clans and the ruling clan. Within a spire, families maintain tenant relationships with the local clan. Land is held by a clan or family, and most businesses are family businesses. Families are long established, and the creation of a new family is an extremely rare event.",
"The Mror engage with their history through stories, and clans and families are the characters in those stories. Typically, a Mror tale refers to heroes and villains solely by their family names. So in {@i Mroranon and the Troll King}, it doesn’t matter exactly when the story took place or which specific Mroranon it was; it’s a story about {@i Mroranon}. In one tale, he is a heroic youth, and in another, she is a battle-scarred veteran, and yet they’re depicted as the same Mroranon. And in both cases, all Mroranon dwarves should strive to live up to that example. Where the Tairnadal elves seek to emulate specific ancestors, Mror dwarves view their family as a greater whole. Your family is a direct extension of your identity; it’s only natural that you’d help a family member in need, and betraying a family member is like stabbing yourself in the hand. This drives feuds and alliances; if you’re wronged by a Hronnath dwarf, the blame lies with Clan Hronnath, not simply the individual. To draw another comparison to the elves, the Aereni preserve their ancestors as deathless undead. In contrast, the Mror don’t feel that need to preserve individuals; you preserve your family by living up to its character and by adding to its story. The Mror also aren’t as particular about precisely following the traditions of ancestors, as shown by the clans that are embracing symbionts; what you do is less important than how you do it, the values you stand for, and the lines you refuse to cross.",
"This doesn’t mean that Mror don’t take personal responsibility for their actions or feel pride in their personal deeds. The deeds of living dwarves are generally acknowledged by name, but when they take their place in history, their names are unlikely to be remembered. Instead, every dwarf hopes that their grand deed
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