Bakery News & Eberron Q&A!

What can I say? I enjoy my poutine.

You might be wondering where I’ve been for the last few weeks. Well, Calgary, for one… I had a fine time sampling poutine, playing games and acquiring fine dice bags at the Calgary Expo. Beyond that, I’ve been very busy. I have a number of projects in the works at the moment – my level for Paizo’s Emerald Spire superdungeon, a new expansion for Gloom, ongoing work on Codex, and two entirely new games—and as a result I’ve had to take a little time off from Dragonmarks and Six Questions. But they will return!

Before I get to the questions, a few other bits of news:

  • Gloom was featured in this week’s episode of The Escapist’s The Wishlist!
  • I’m an Industry Insider Guest of Honor at Gen Con 2013. I’ll be bringing all sorts of things to playtest to the convention, though at the moment I haven’t figured out my gaming schedule. If you’re going to GC, watch this space for more news!
  • I’m also scheduled to be a guest at GenreCon in October. What can I say – I can’t stay away from Canada!

Now on with the questions! First, two in a similar vein…

Since the inception of D&D Next, do you feel Eberron will still have prominence in this new system? Will it still be playable?

Currently WotC hasn’t decided what they are going to do for Eberron support in D&D Next. It’s been said that they will at least convert the races and perhaps the artificer. If you want to see more support, the best thing to do is to let WotC know it. Post on forums! Ask Customer Service if it will be supported! If it’s clear there is an audience that wants support, then it’s more likely that the support will come to pass.

 

With 4E not receiving a lot of support and D&D Next still some time away, is Eberron sticking with the D&D system, or able to branch as it’s own?

Eberron is the property of Hasbro and Wizards of the Coast, so legally I can’t create new content for it on my own, in any system. I hope that Eberron will be supported in D&D Next and that I will be a part of that, but since it’s currently unknown I’m also developing a new setting, under the working title (and only a working title) Codex. That’s an ongoing, long-term project and I don’t want to discuss it in detail until I have a clear path to release, so expect to hear more about it later in the year.

 

I was wondering what people called ‘The Last War’ before it ended, and when they started using that name.  I know IRL a very small number of people called WWI ‘the first world war’ when it was just starting, but there were a bunch of other names used at the time.

For most of the people of the Five Nations, it was simply known as “the war.” However, if they were talking about it to a Riedran or Aereni, they’d generally refer to it as “The War of Succession” or “The Succession War.” Cyrans would be more likely to call it “The Insurrection” or “The Traitor’s War.”
Is there any story behind who first called it ‘The Last War’?

I don’t think it’s been stated in canon. I believe that the term is first formally used in the preamble of the Treaty of Thronehold, which essentially states that all signatories have seen the horrors wrought in this grievous conflict, and vow to make this the last time that these nations shall take arms against one another – the last war that Khorvaire will know. The Treaty of Thronehold is as well-known across the Five Nations as the Gettysburg Address is in the USA, and everyone knows the preamble. The Brelish claim that it was Boranel who coined the phrase; the Thranes insist it was Keeper Jaela; and so on.

 

If we corelate the Last War to WWI, what would be your take on WWII?

While there are many keystones in WWI that relate to the Last War, the end of the war is much closer to that of WWII: the appearance of a weapon that completely changes the face of modern warfare. While few nations believe the peace will last, and all are jockeying for power, no nation would dare to start a new war until the mystery of the Mourning is revealed. How could Aundair dare to employ wide-scale war magics in the field when it’s possible the widespread use of such magics is what destroyed Cyre? How can they dare attack another nation until they are certain that nation hasn’t harnessed the power of the Mourning? Beyond this, there is the fact that if any nation COULD harness the power of the Mourning and weaponize it, who would dare to challenge them? Until you answer the question of the Mourning, it’s impossible to define the shape of the Next War. Will it be fought with almost no magic to prevent another war? Will it be much like the Last War, once it is revealed that the Mourning was a fluke? Or will the Mourning be weaponized, making the new conflict take a completely different form from the last?

 

What does Eberron look like a thousand years after the era of the printed setting?

What will it look like? A warped wasteland enshrouded by dead-gray mists. Of course, the way things are going it will look like that in just five years.

 

The “facts” about Eberron are “just what is believed.” How far from those “facts” has the truth gotten in your games? And what drove that departure?

I always tell people not to be bound by canon, and to use the books as inspiration rather than limitation. So, how does MY version of Eberron vary from canon? It would take a lot of time to compile an exhaustive list, but here’s a few things.

  • In 4E, I limit many key magical rituals to characters with Dragonmarks; this helps explain why the dragonmarked houses have the economic power that they do, because they are the only source of these critical magics.
  • Related to this, I’ve always put a lot of restrictions on resurrection magic. Casual resurrection simply doesn’t work for most people, and resurrection spells are often dangerous—you might just bring in random hostile ghosts, or get the wrong spirit in the body, etc. I want resurrection to be one of the rare and impressive magics that people are still amazed by, not a reliable service you can purchase from Jorasco. Reliable resurrection is something that would have a tremendous impact on a society, and I don’t feel that Eberron has that taken into account.
  • I’ve always emphasized the idea that dragonshards are an integral part of any sort of industrial magic, from the creation of magic items to common spells. In 4E this is easily accomplished by saying that residuum is processed dragonshards. The point is to emphasize the importance of dragonshards to modern civilization, which helps people understand the power of House Tharashk and the importance of dragonshard-rich regions such as Q’barra and Xen’drik.
  • I hold to the 3E canon idea that Dragonmarks are bound by bloodline. I might allow a PC to have a dragonmark that doesn’t belong, but if I did it would be a historic, campaign-defining event.
  • I never added Baator to the cosmology, as was done in 4th Edition. I like the existing balance of the cosmology and didn’t see a need to change it. With that said, I like the version of Baator I developed for DDI, in which it is a demiplane (so it doesn’t contradict the original material) and in which Asmodeus’ rise to power only occurred around the Mourning—playing up the idea that the Mourning had reverberations across the planes. This also presents the devils of Baator as an entirely new force in the world. Rather than saying that they’ve always been around and figuring out how they have interacted with the Lords of Dust, Quori, etc, this presents them as an entirely new planar faction that is a concern and potential threat to all the long-term power players.
  • I have a very different vision of Thrane than that presented in The Forge of War, but I’ve spoken about this at some length elsewhere.
  • Likewise, I have a very different vision of the Blood of Vol: the tone and practices of the faith, its history in Karrnath, etc. Again, I’ve written about this at length elsewhere. Looking to the “Why,” the point to me is that a successful religion offers some form of comfort to its followers. It is a way to make sense of the universe. The Blood of Vol is a very GRIM religion, but it is nonetheless a faith that seeks to answer questions (first and foremost, what benevolent god would allow death and suffering to exist?) and build strong communities; it is a faith that ultimately seeks to destroy death and create a paradise on Eberron.
  • I’ve done more with sahuagin civilization than has been covered in canon; this is hinted at in The Shattered Land, and comes out a little in the Xen’drik sourcebooks.
  • I don’t use subraces, and don’t feel obliged to find a place for every new monster or race that comes along. I COULD if I wanted, but I generally see no reason to do so. I feel that intelligent races should have a history and sense of place in the world, so I don’t want to add new ones in without good reason.

I could probably go on for pages. As you can see, most of these aren’t huge changes; they’re just little things. But the short form is I do what makes sense to me for the stories I want to run.

 

What if the kalashtar rebellion fuels up quori hatred & empowers Il-Lashtavar preventing a change in Dal Quor?

Quori don’t experience emotion the way most mortals do. They aren’t mercurial beings. They don’t go from love to hate in a single day, or even a year. Like most immortals, they are incarnations of ideas; a tsucora quori is an incarnation of fear, a du’ulora an embodiment of fury, and so on. Essentially, a quori who hates can never STOP hating, or hate any more than it already does; hatred is its nature. The kalashtar quori are an anomaly that must be eradicated so they can be returned to the fold—so the rebellious spirit can be eradicated and restored to its proper nature. So first off, the actions of the kalashtar haven’t actually created MORE hatred among the quori; the quori hate exactly as much as they always have, according to their nature. Mortal dreams can affect Dal Quor—but the quori are part of Dal Quor, and their emotions don’t influence it.

With that said, this is largely while the Adaran kalashtar don’t advocate violence. They believe that the turn of the age will occur; it is inevitable. By meditating on il-Yannah they help strengthen her vision and move towards that new age. But they don’t feel a need to try to hurry the change—and certainly not by a spread of violence and hatred.

If anything will empower il-Lashtavar, it’s not the spread of hatred among the quori that will do it… it’s the spread of hatred through humanity and other mortal dreamers.

 

My plans for TableTop Day!

We’re just a few days away from International TableTop Day. Games are afoot! Afeet! Whatever! I’ve learned a number of new games this month - Agents of SMERSHUnexploded Cow, Emperor’s New Clothes, Deadwood Studios – and I hope I’ll learn a few new ones this weekend. Of course, I also plan on playing one of MY games…

Atlas Games and I put this set of cards together to say “Thank you” to TableTop for introducing new people to so many games that we love. It’s going to be available at as a free promo at TableTop Day events that are receiving support from Geek & Sundry. If you go to the Event Locator, if the event has a star, then they should have this promo set… though, of course, supplies are very limited and it’s up to the event managers to decide how to distribute the cards.

This TableTop set includes Stories and Guests, two types of cards that aren’t found in the standard Gloom deck. Guests appear in the expansions Unwelcome Guests and Unpleasant Dreams, while stories are found in Cthulhu Gloom. The pack includes rules for using the cards, but I wanted to show you how they work. With that in mind, I invited Molly Lewis and The Doubleclicks over to play a game with the TableTop cards. I’ll be posting the video highlights of the game soon, so you can be prepared when you get your hands on your very own Gloomy Wil!

The Doubleclicks are awesome, but the real star of the show is the photobombing Mister Pants.

Meanwhile, if you live in Portland, you’ve got a few chances to play Gloom with me on TableTop Day. I’ll be at Rainy Day Games from 2-3 PM, and then I’ll be at Things From Another World on Broadway at 3:30 PM. I hope I’ll see you there. And if not, have a Gloomy and Awesome TableTop Day!

Check back tomorrow to see the video!

Dragonmarks 3/27: Khyber and Archivists

At the moment, most of my attention is focused on Gloom. With TableTop Day and the special promo release approaching, I’ve been working on a variety of support; you’ll be seeing a number of Gloom videos and articles over the next few weeks. However, I recently answered these two questions and figured I’d share them with you. The Archivist question is a fairly obscure topic, but there’s some interesting story potential even if you don’t use the Archivist class. As always, these answers are my personal opinion and may contradict canon sources.

Check back tomorrow for more Gloom news!

Of all the lands across Eberron, the one that I find most mysterious is the vast underground realm of Khyber. I have read about the Underdark of Forgotten Realms and the Darklands of Pathfinder. There is not much detail about the realms. Nothing about its terrain, lifeforms, other denizens etc. Will these be addressed in upcoming future?

Khyber is a fundamentally different place than the Underdark. Here’s a quote from the Eye on Eberron article “The Inner Sun”:

Walk through the typical cave, and you’ll find what you expect to find: slick rock, stalagmites and stalac­tites, molds and insects. But there is more to Khyber than mundane matter. The proper passage in Khyber can take you to the Abyss, or to the furnaces of Fernia. The Vale of the Inner Sun is a similar place, a pocket of space loosely connected to the material world. The heart of the vale is only about a hundred miles in diameter, but it’s possible that the entire place is larger than Khorvaire.

Khyber isn’t just a set of caves; it is a different layer of reality. What you find going through one passage to Khyber may be completely different from what I find down a different tunnel just a dozen miles away. In the Forgotten Realms, the Underdark is a country that happens to be under the map. Khyber has a few of those—the lost kingdom of the dwarves destroyed by the Daelkyr, the realm of the Umbragen, the home of the Kech Ghaalrac—but you could still take a fork in the road and find something entirely different.

In other words, there’s not a lot of information about the terrain and lifeforms found in Khyber because there’s an almost endless array of it. You can find the realms of the Daelkyr and their aberrant hordes. You can find the Umbragen drow. You can find devious Derro in the ruins of Noldrunhold, or the Vale of the Inner Sun. The catch is that you can’t walk from the Vale of the Inner Sun TO Noldrunhold without passing back through Eberron; the two are on different planar layers.

Essentially, as opposed to being one more country, Khyber is a sandbox that can contain whatever the story calls for. The Vale of the Inner Sun in Dragon 414 is an example of one of the realms of Khyber… but you can make one that’s entirely different.

Will there be more information released about Khyber? I’d love to write a supplement containing a number of different layers of Khyber, and expanding on the Daelkyr, the Umbragen, the lost empire, and other Khyberians we’ve already discussed. However, at the moment I’m not aware of any plans for future Eberron support, so I wouldn’t get your hopes up.

I’m sorry if this question is out of left field, but it’s always been kinda difficult for me and my game groups to answer in a way that satisfies and I would welcome your opinion. How do Archivists (from Heroes of Horror) fit in? Archivists seem to treat divine magic the way that wizards and artificers treat arcane magic: they approach it like a science. Yet I’ve read in some of your previous posts that in Eberron, the fact that divine magic can’t be treated like science is what makes it distinct.

If you’re not familiar with the Archivist class, you can find it online here.

In introducing Archivists to an Eberron campaign, I think that the first question you need to ask is whether the class is in fact employing divine magic. It is the case that I see arcane magic as being driven by a scientific approach to the manipulation of magical force, while divine magic is driven by faith and, theoretically, some element of divine intervention. As such, if an archivist is truly capable of casting divine spells without faith, I would argue that it’s not a divine class; rather, it is an arcane class that is duplicating the effects of divine spells through arcane means. I’d actually consider their spells to be arcane for any purpose that distinguishes between arcane and divine, even though they are duplicating the effect of divine spells.

With that said, I think it’s quite possible to use the archivist as a divine class. Just looking at the description of the class itself…

While most archivists are religious, it is fundamentally their way to put more stock in the power of the divine than in the divine itself… Some hunt down the secrets of ages past to exalt the greater glory of their deity, while others seek only to safeguard sacred lore from falling into the wrong hands. Still others see very little connection between their personal devotion and the work they do, aside from perceiving their continued success as evidence of their god’s favor.

So per the class description, most archivists are devout; they simply approach the working of divine miracles in a scholarly way as opposed to fervent supplication.

I think there’s a very obvious path for the divine archivist. Aureon is the Sovereign of Law and Lore. He is the patron god of wizards, who teaches the value of science and its ability to shape reality. Now take this and add it to the syncretistic approach of the Sovereign Host, whose followers maintain that ALL religions are simply worshipping the Sovereigns by different names. Many faiths are quite obviously doing that, such as the giants of Xen’drik. In the past, I’ve suggested that when new cleric spells are added by new supplements, rather than making them instantly available, DMs should find a way to introduce them organically into the campaign—so in exploring the Grand Temple of Ourelon in Xen’drik, an enormous prayerbook written by giants may reveal a new way to invoke Aureon that leads to the new spell. Which brings us to the Archivist: A divine scholar who studies other cultures and delves into ruins in search of new ways to reach the Sovereigns. It could well be that a new prayer CAN’T be instantly accessed by a traditional priest; rather, the Archivist identifies it, copies it, masters it, and then finds a way to translate it into a ritual that modern priests can use. So I could see the Archivists of Aureon being a highly respected order of priests.

The same approach could apply to the Silver Flame; an Archivist of the Silver Flame could study serpent cults, fight alongside the Ghaash’kala, and venture into the ruins of Khalesh to find the ways in which other cultures have drawn on the power of the Silver Flame, and translate those rituals into a form that works for the modern church. In so doing they further understanding of the Flame and its mission; they could also be charged to catalog the Overlords of the First Age and other fiends bound by the Flame.

While such an Archivist is trained to perform their rituals in an academic manner, they are still driven by a core of faith, and it’s that belief that allows them to recognize and master the key elements of a new ritual. As I said, I think such Archivists would be treated with respect and awe by others who share their religion; they are expanding our understanding of the faith.

The reason I’d take this approach is that it plays to the idea of the Archivist as explorer. This isn’t work you can do from a library. You must find the ruins of other cultures that shared your faith, or interact with other cultures that practice your religion through a different lens. If you stay at home, you can only touch the gods in the ways you already know; the Archivist ventures out into the world to learn new ways to reach the divine. It’s not “scientific” in a way that defies faith; it’s a quest to broaden the concept of what can be accomplished with faith. It ties to the idea that the core religions have been practiced by many different cultures, and that each one may have different techniques. I think it’s a great idea for an adventurer. But to me, the Archivist is still driven by his faith, and the idea that we can always learn more about the divine.

If you’re fixed on the idea of the Archivist as a faithless individual who approaches magic from a purely abstract and scientific place, as I said I’d make that character and his magic arcane instead of divine. I’d also make it an entirely new thing, not an established order; it represents a new, entirely modern approach to magical theory that isn’t reflected by society as it stands. Both the Arcane Congress and the Twelve would be likely sponsors, depending on whether the character is affiliated with the dragonmarked houses or the Five Nations. Both the Arcane Congress and the Twelve have considerable resources and are striving to expand the potential of arcane science. Of course, the Twelve will ultimately put these discoveries to industrial use, while the Arcane Congress will use them to support Aundair and the rest of the Five Nations… but finding a way for arcanists to reproduce divine effects would certainly strengthen Aundair and weaken Thrane.

If you go with the Twelve, House Sivis is actually the house that immediately comes to my mind. Phiarlan is certainly about chronicling history, but Sivis is the one that is looking at the power of the word, and which would be most inclined to look to a prayer as a linguistic tool that channels magical energy.

What kinds of interactions would an archivist provoke from clerics and druids?

A divine Archivist such as I’ve described above would be respected by clerics, because they are seeking to expand understanding of the faith, not to undermine it. An arcane Archivist—a faithless individual seeking to pillage the blessings of the divine for secular use—would likely receive a very negative reaction from people of faith. Divine magic is a blessing; for you to try and harness it purely for personal gain is deeply offensive.

As for druids, it will definitely depend on the sect. I wouldn’t expect any druidic sect to be thrilled by a faithless scholar trying to learn their secrets… and the Ashbound in particular would likely have a very violent response to the idea.

Would any other houses employ them as an alternative to other divine casters? How might this affect Jorasco and their business?

Personally, I don’t see Archivists as being an alternative to divine casters. First off, ALL PC classes are rare. You don’t generally hire a cleric; you hire an adept or magewright. And I’d consider an Archivist to be far rarer than a cleric. Again, as I see it, at the core of the thing an Archivist is an explorer; an Archivist who just goes to work at a Jorasco house of healing is abandoning his quest for knowledge. How is a person who gives up so easily for a little gold going to have the drive to become an Archivist in the first place? I think it’s more likely that the arcane Archivist would work for the Twelve, seeking to break down the barrier between the arcane and the divine so that magewrights can learn healing magic and work for the houses.

As far as how it would impact Jorasco’s business, bear in mind that most of Jorasco’s business actually involves mundane treatment. Adventurers aside, people don’t generally go to a Jorasco house for Cure Light Wounds or even Cure Disease (which is available but expensive); they go to be treated by experts in the Heal skill. The spells and rituals are available through dragonshard focuses or house adepts, when needed. If some archivist sought to set up a new secular healing service, it would be as though someone started selling airships than don’t require the Mark of Storms, and would likely be treated the same way. The houses have the power they have because they are monopolies. If this new business truly looks like it could pose a threat—as opposed to being one single healing house in a continent filled with Jorasco houses—they could attack it in any number of ways, from spreading slander and scandalous rumors to employing Thuranni assassins to take out the Archivist.

Given the strict control of arcane magic in Riedra, would archivists be viewed in the same light?

Unless they are acting in the service of the Inspired, absolutely.

 In a recent thread on the WoTC site you said that the Silver Flame is not a god, and in these posts you mentioned that while not being an impersonal force it is not an anthropocentric deity. I think (but may be wrong) that Faiths of Eberron said that the SF is a god. I was wondering if this is one of those aspects, as the mourning, left for the DM to decide, and that thus the SF can or cannot be a god created by the sacrifice of the Couatls depending on each DM. Otherwise, if it is not a god, could it be a force that is ultimately serving a good deity, perhaps a major one that is not even from the Sovereign Host but a benign more powerful being?

EVERYTHING in Eberron is left for the DM to decide. “Canon” is simply inspiration. With the Mourning, we don’t even GIVE you an answer… but you can always change anything you’d like. What you have hear is an example of that. Faiths of Eberron is technically a canon source. However, I disagree with a number of key elements of its depiction of the Silver Flame, and run things differently at my table. It’s always up to you to do what you want to do. So moving on, let me explain why I do what I do.

The Silver Flame is fundamentally different from the deities of the Sovereign Host. The followers of the Host assert that their deities are omnipresent and shape all things. Any time a smith picks up a hammer, Onatar is with him. Any time a soldier draws a sword, the Three Faces of War are watching. How do you KNOW Onatar is with the smith? Because he produced good work. So essentially, the Sovereigns are omnipresent, but there is no concrete PROOF of their existence; it’s a matter of faith.

The existence of the Silver Flame isn’t a matter of faith. We know with absolutely certainty that it exists, because if it didn’t the Overlords would be rampaging across the world. The SIlver Flame is an energy field that holds fiends at bay. It was created by the sacrifice of the Couatl, and according to the articles of the faith, strengthened ever since then by noble mortal souls. Mortal champions of the faith can draw on the power of the Flame to perform divine magic. Essentially, this is like a Jedi Knight and the Force. There’s no question as to whether the Force exists; it’s just a matter of whether you are personally capable of touching it and harnessing its power. And similarly, the Force isn’t something that acts on its own; it empowers the Jedi Knights to serve as champions, but it can’t stop the Jedi from being hunted down or from falling to the dark side. It can guide and it can strengthen… but it can’t MAKE anything happen on its own.

Beyond this is the question of what it even “wants”. Because it’s not an anthropomorphic entity. It’s not one being; it’s the souls of hundreds of thousands of beings merged together. They are united by basic beliefs – defend the innocent from harm – but they aren’t ONE MIND. This is the idea of the Voices of the Silver Flame. You can’t have a conversation with the Silver Flame, because the Silver Flame isn’t an individual entity. So a Voice of the Flame is a soul that doesn’t merge with the Flame as fully as most; instead it retains enough identity that it CAN directly interact and guide the faithful on some level. Tira is the Voice to the modern church; in my opinion, every branch of the faithful – from the Ghaash’kala to the Khaleshites – have their own voices. But Tira ISN’T the Silver Flame; she’s like an ambassador. She’s not infallible. She’s not even divine. She’s a mortal soul who gave up her life to defend the innocent from evil. Essentially, she’s a saint. It’s Tira who whispers in your conscience, and Tira who answers commune. But she’s not a god. She can’t affect reality on her own. She can only offer guidance.

Which comes to your next question: “could it be a force that is ultimately serving a good deity?” The Silver Flame can’t serve anything, because that implies that it is capable of independent action. The Silver Flame is a resource. It’s a wall that stands between us and cosmic horror, and a well that virtuous people can learn to draw from. But again, it’s like the Jedi: the Force is the tool that the Knight uses to do good, but if there are no Knights, it can’t act on its own.

Tied to this is the point that Tira Miron was herself a paladin of Dol Arrah. In dedicating herself to the Silver Flame, she wasn’t breaking some sort of vow to Dol Arrah. The existence of the Silver Flame doesn’t in any way contradict or oppose the existence of Dol Arrah; it’s simply operating on a different level. Trust me, the priests of Dol Arrah do say that the Silver Flame is simply a manifestation of Dol Arrah’s divine light; the priests of the Silver Flame simply take the view that the Flame is a concrete force while Dol Arrah is an abstract one. Generally, followers of Dol Arrah and the Silver Flame work well together; the followers of the Flame are simply more pragmatic, if you will.

This ties to my second disagreement with Faiths of Eberron: The idea that the struggle against evil can be “won.” I’ve discussed this before, but to sum up: as I see it, the Silver Flame is a concrete, real force that protects us from darkness and grants its champions the strength to carry on that fight in the present day. There will always be evil; even if you completely eliminated it, all it takes is one new person thinking an evil thought to bring it back into the world. Unlike the Blood of Vol – whose followers think Death can be destroyed – the followers of the Flame don’t fight because they believe the battle can be WON; they fight because it is by fighting that they make the world a better place. Perhaps we can reach a world where no one need fear evil, where no one is endangered by it – but we will always need those who remain vigilant for new dangers, and who are prepared to fight them. Looking again to the Jedi, the Empire can be defeated… but that doesn’t mean that there will NEVER BE EVIL AGAIN, it just means that for the moment the universe is a better place.

TableTop Gloom is here!

Atlas Games and I have really enjoyed TableTop and the focus it’s brought to games we love. We had this crazy idea for a mini-expansion… and as it turned out, it coincided perfectly with International TableTop Day! TableTop Gloom is a mini-expansion that adds nine cards to your deck. This includes two new Guests – Wil Wheaton and Felicia Day – and two Stories. I’m especially excited about this; I developed Stories for Cthulhu Gloom, and at the moment there aren’t any Stories designed for the classic game. Now there are two! I’m working on a video with a few special guests to show how Guests and Stories work, so look for that in the future!

To be clear, TableTop Gloom is not for sale. Limited quantities will be available at locations that are taking part in International TableTop Day, and it’s going to be up to the event runners to decide how to distribute them. So if you want a set, check the event locator at the TableTop Day site and find an event near you! For my part, I will be celebrating TableTop Day with a few hands of Gloom at Rainy Day Games; I’m planning to be there between 2 PM – 4 PM. I hope to see you there!

Fantasy Roundtable: Travel by Montage

In today’s adventure, the intrepid band of heroes has a long trek to reach their destination. The vast forest is infamous as a haven for bandits and ruffians, shunned by the wise… but it’s the only path to the ruined temple of the Holy MacGuffin. The fact of the matter is that the adventurers are far too skilled and accomplished for a typical band of brigands to pose any sort of threat. Having a random battle would simply waste time without adding any real tension, and compared to the story you have in mind, fighting bandits is a pretty dull story. You could take the red line approach, just cutting from point A to point B with a few sentences of description, explaining just how creepy the forest is and that the bandits are smart enough to avoid the party. But at the same time, the forest is really creepy, and the presence of the bandits is a well established part of the setting; you want them to feel like they’ve taken a significant journey. What do you do?

It’s possible for the journey to be the adventure. The Hobbit is a story about a group of adventurers delving into a dragon’s lair… but the bulk of the story is about the journey to the dungeon. Mechanically, bandits can’t pose a threat to the adventurers. Well, what if they can? What if they come back to life whenever they are killed—and the only way to stop them is to find and destroy the artifact or power source that’s empowering them? Or perhaps it’s a moral dilemma: the “bandits” are actually Robin Hood-style heroes robbing from the rich to raise money for some vital cause, like buying medicine to bring an end to a local plague? The adventurers are, in fact, incredibly rich by local standards; are they willing to help in some way, or do they slaughter the last, best hope of the stricken locals?

This sort of thing can be a lot of fun. The En Route series from Atlas Games presents a host of little scenarios designed to fit into the spaces between the major parts of an adventure—challenges that aren’t simply combat encounters, but interesting stories on their own. However, playing through such a scene takes time, and if the core adventure has a strong story, you may not want to water it down with a side scene. So you don’t have time to make a bandit encounter actually interesting; you don’t want to waste time on a pointless fight; but you also don’t want to just gloss over the journey. What do you do?

What I’ve been doing lately is using a travel montage. Come up with a few interesting things that could happen on the journey and put one of these situations in the hands of each player, giving each character their own spotlight moment. So if I’ve got an elf wizard, a dwarf fighter, a halfling thief, and a human priest, I might say:

  • Halfling thief: “Tell me how you help the group avoid a bandit attack on the first day.”
  • Elf wizard: “There are constant storms in this region. By the second day your clothes are drenched, and the bridge across the local river has been washed away. How does your magic help the party get across the river?”
  • Dwarf fighter: “This forest is older than human civilization. You’re sure you hear the howls of ghosts on the wind, and see things moving in the shadows. You’re a brave man… what’s the one thing that actually scares you on the journey?”
  • Human priest: “Tell me about the dream you have on the last night.”

The point of this approach is to give each character a chance to be in the spotlight for a moment, and to encourage the players to think about what makes the journey interesting for them. Sure, any of the characters could figure out how to cross a river, but this time, it was the wizard who figured it out… now tell me how. Depending what the players come up with, you could incorporate their answers into the later adventure. Perhaps the priest’s dream will turn out to be prophetic, or the thing that frightened the dwarf will return in some way. Perhaps the thief avoided the bandits because he actually knew the bandit leader from his first guild… in which case, that character could turn up again later in a more interesting role. Alternately, the players might just make jokes out of the scenarios; the one thing that actually scares the dwarf is watching the halfling eat, or the snores of the priest. There’s nothing wrong with this. The whole point is to let the players have a chance to tell the story they want; if they want to laugh, this is a great opportunity for that.

What’s your favorite approach for making travel interesting when it’s not a central part of the adventure? What’s worked well for you?

Dragonmarks 3/4: The Lords of Dust

I’m pulling a few answers from other weeks, and I’ll continue to do so as time allows so this can be a comprehensive source for all of my Q&A discussions of the Lords of Dust and the Overlords. So check back in a few days and I may have expanded it! As always, these answers are just my opinions and may contradict canon sources… though to the best of my knowledge, I’ve written most of the canon sources on the Lords of Dust!

There are a number of decent sources of information on the Lords of Dust. I recommend the Eberron Campaign Guide (4E) and Dragon 337. With that said, let me try to clarify some of the common points of confusion right away.

The Lords of Dust is an alliance of fiends—mostly rakshasa, as they are the most common native fiends of Eberron—who serve the interests of the fiendish overlords of the Age of Demons. There were originally approximately thirty of these overlords. Their power was equivalent of that of gods in most other settings. Most exerted influence over a region akin to a large modern nation, but some had more subtle influence reaching across the entire world. Overlords are part of the very fabric of reality, and they cannot be destroyed any more that you can destroy death or treachery. They can only be bound, and that only with the guidance of the Prophecy. The only known force capable of binding them is the Silver Flame, which was created by the sacrifice of the Couatl host, a sacrifice that created an immortal force of light to contain the immortal force of darkness.

The overlords of the Age of Demons are the most powerful entities that exist in the setting. An individual overlord is equivalent in power to il-Lashtavar (the force behind the Dreaming Dark) or the entire Undying Court. A question worth asking is, if they are so incredibly powerful and had hordes of demons on top of it, how did the war of the Age of Demons last so long? It lasted for centuries… why didn’t the overlords just win?

There’s a few answers. The first is that it wasn’t a “war” in the sense we think of it. Some of the overlords—like Rak Tulkhesh and Katashka—fielded armies that could be fought in a traditional battle. Some sought to directly control and enslave dragons, titans, and other creatures. But with many of them, the “war” was simply existence. They are immortal. Their fiendish servants are immortal. They don’t NEED to conquer you. They just do what they do. A battle against Tul Oreshka is a battle against madness; having more soldiers doesn’t help you win a fight. The Voice in the Darkness “wins” when you succumb to madness; she doesn’t need to occupy your city if she occupies your mind.

Got that? Now add to this the fact that for the most part, the overlords were neither friends nor allies. They are not human in any sense of the word: they are primal entities who shape reality by virtue of existing. Far from being friends, many of them actually fought one another; when you are an incarnation of strife or discord, that’s kind of what you do. One of the main reasons they were finally defeated is because their opponents were able to target them individually or use their existing rivalries against them. And bear in mind that absolute immortality and nigh-omnipotence breeds a lot of overconfidence.

After they were bound, their surviving servants eventually recovered and began laying plans to free their masters. Eventually this brought them in conflict with one another. The Lords of Dust aren’t a monolithic force; they are more like the United Nations, with each member of the Council of Ashtakala representing the interests of a different overlord. They don’t all share resources, and three different Lords of Dust may all have personal agents in the same court. The purpose of the Council is at best to exchange favors and at worst to try to keep the Lords from interfering with one another’s plans accidentally (key word: accidentally. Intentional interference happens). The Wyrmbreaker calls the council together and explains that he’s going to be doing something that involves a group of heroes and will probably kill the Queen of Aundair. The Shadowsword explains that he has plans involving Aurala, but based on his insights into the Prophecy, perhaps Durastoran could achieve the same results with the death of Kaius III—and he’d be happy to lend some agents to that cause. Perhaps the Wyrmbreaker agrees, perhaps he doesn’t, perhaps he agrees but still plans to see to it that Aurala dies.

The next thing is to understand what it takes to release an overlord. It’s nothing so simple as breaking a seal or melting a ring. The conditions for the release of an overlord are different for each one, and involve a long-term manipulation of the Prophecy. In the case of the Aurala death above, we’re not just talking about Aurala’s death; it would be trivial for one of the Lords of Dust to make that happen. Instead, it’s that a particular hero (the son of a particular person, herself the daughter of a particular person, born in particular circumstances) must kill a beloved ruler on a particular day with a particular weapon, and must do so believing they are serving a greater good but in fact be wrong. So the Lord of Dust not only can’t kill the ruler, they actually have to make sure that the person who does the killing doesn’t know why they are doing it. Some of the overlords’ release conditions have nothing to do with one another; others are actually overlapping or contradictory, so actions cannot be taken to free one without directly screwing with another. This can result in Lords of Dust helping heroes. The problem is, if a Lord of Dust is helping you, you can be certain it’s somehow benefiting them.

If an Overlord is released, it generally won’t return at full power. It will take time for its power to grow.  Bel Shalor was released, and wreaked havoc in Thrane for almost a year before he was finally bound again by the sacrifice of Tira Miron. It wasn’t the end of the world; it was simply a year of utter terror for the people of Thrane. Of course it’s possible that Bel Shalor intended this all along as a way of infecting the Silver Flame, and thus his release wasn’t as devastating as it could be. But generally, the immediate release of an Overlord will affect an area of a few miles, spreading out until it encompasses a nation or more. The impact will also greatly depend on WHICH Overlord is released. An incarnation of madness or war will cause immediate violence or insanity. An elemental force like Dral Khatuur would cause a new ice age. But an incarnation of tyranny or betrayal may have a very subtle effect that takes years to really be noticed. It’s entirely possible that the Mourning was caused by the release of an Overlord, and that there are continuing effects that people simply haven’t identified. Essentially, the effect of an Overlord’s release is up to the DM. It could have instantly apocalyptic effects, or it could be a slow cancer that eats away at the region over time.

Tied to this, I once had a PC warlock in my campaign who was actually a willing agent of an overlord. The idea behind his character was that it was inevitable that an overlord would eventually be released… but his overlord would at least keep society intact in a form that people could live in, as opposed to dissolving it into chaos, war, or ice. Life in the domain of his overlord might be endless tyranny and oppression and tears of blood, but it’s far better than what you’d get from Tul Oreshka or Rak Tulkhesh. He didn’t LIKE the future he believed was coming, but he believed that ONE of them had to get out eventually, and his was the best option.

So bearing all that in mind…

Is there a list of all the rajahs already published somewhere? With the rajahs theme, location and where to find the full writeup?

I’ve never done it. However, Lord Gore at the WotC forums put together this list, which may be the most comprehensive around; I’ve updated it with Overlords mentioned since it was written.

  1. Bel Shalor, the Shadow in the Flame (Tamor Hills, Khorvaire) ECG page 29
  2. Dral Khatuur, the Heart of Winter (Frostfell) female overlord Druid 25/Sorcerer 15/Frost MageFb 10 Death, ColdFb, WinterFb unpublished
  3. Eldrantulku the Oathbreaker (unknown) NE male overlord rogue 15/sorcerer 15/mindbenderCAr 10 CorruptionBoVD, Trickery Dragon 337 pages 63, 69-70
  4. Katashka the Gatekeeper (Lair of the Keeper, Khorvaire) LE male overlord cleric 8/wizard 8/true necromancerLM 14 Deathbound, UndeathECS DoE page 36, Dragon 337 page 70, ECG page 30
  5. Rak Tulkhesh, the Rage of War (Khorvaire) NE male overlord fighter 15/blackguard 10/cleric 15 Destruction, War; Dragon 337 pages 65, 70; ECG page 31
  6. Ran Iishiv the Unmaker (Korrandar, Sarlona) SoS page 12
  7. Sakinnirot the Scar that Abides (Stormreach, Xen’drik) CoS page 156
  8. Shudra the Fleshrender (Mel-Aqat, Xen’drik) PGtE page 155, TFoW page 127
  9. Sul Khatesh the Keeper of Secrets (Arcanix, Khorvaire) LE female overlord wizard 36/archmage 4 Knowledge, Magic CoS 89, Dragon 337 pages 60, 68; ECG pg 31
  10. Tiamat, the Daughter of Khyber (Pit of Five Sorrows, Argonnessen) DoE page 9
  11. Tul Oreshka, the Truth in the Darkness (unknown) CE female overlord bard 20/wizard 10/loremaster 10 Madness, ShadowECS Dragon 337 pages 64, 70
  12. Masvirik the Cold Sun (Haka’Torvhak, Q’Barra); Dungeon 185 (DDI)
  13. Unnamed (Krertok Peninsula, Sarlona) SoS page 12
  14. Unnamed (Sustrai Mor, Sarlona) SoS page 91
  15. Unnamed (Tempest’s Isle, Lhazaar Principalities) PGtE page 99 possibly a rajah
  16. Yad-Raghesh (The Vale of the Fallen Rajah, Argonnessen) colossal two-headed overlord DoE page 50 “dead”
  17. The Spinner of Shadows (Xen’drik), DDO

I believe that Sul Khatesh is the only one that’s received a complete 3.5 writeup, in Dragon 337. I’ll also note that I prefer the term overlord to rajah. “Rajah” tends to get subsumed into “rakshasa rajah”—and while the overlords rule the rakshasa, they are not themselves rakshasa.

For you, how many overlords do exist? There is 17 listed, that’s all? There is a couple more? 17 more? A hundred more?

According to the Eberron Campaign Guide (page 30), “approximately thirty fiendish overlords are bound in Khyber.”

How big is the area of influence of an overlord?

Thirty overlords once held dominion over all of Eberron. A fully empowered overlord can easily hold dominion over an entire nation. However, it will take time for a released overlord to regain its full power. Its immediate dominion would cover a few miles, and would then quickly grow until it covered an entire nation or more.

If Katashka is made free, how long until the effects(pests, deaths, undead hordes) are sensed in the Talenta Plains? And Q’barra? Or Xen’drik/Sarlona?

That’s entirely up to you. You could decide that Katashka’s influence spreads quickly and that within days wights are crawling out of cemeteries across the world. Or you could decide that his power is growing slowly and won’t expand exponentially until Mabar’s next coterminous phase.

What if more than one overlord is released. Would they ally or make war on one another?

It entirely depends on what overlords they are. The Voice in the Darkness doesn’t do alliances. The Oathbreaker will, but there’s no question that any alliance with him will end in betrayal. And in some cases there’s no real basis for alliance—Rak Tulkhesh wants endless war, while Dral Khatuur simply wants to freeze everything in her reach. Some might fight, but such a feud might be even worse for mortals in the disputed territory than an alliance.

Are the overlords friendly to each other enough to releasing some or all of the other still bound ones? If Bel Shalor breaks his bonds, he will stride to Aundair and try to release Sul Khatesh, or he will just make sure she never gets free?

First, Bel Shalor can’t stride to Aundair and release Sul Khatesh. For Sul Khatesh to be released, the conditions of her Prophecy must be met. It doesn’t matter how much raw power Bel Shalor brings to bear; releasing an overlord is delicate work. Now, would he TRY to? Possibly. Bel Shalor in particular is a devious force, and has clearly learned a thing or two from his imprisonment. He might well see the value in releasing as many of the other overlords as possible, where Tul Oreshka just wouldn’t bother. On the other hand, there are certainly rivalries and some overlords might work against one another. It’s been noted that Dral Khatuur has no love for any of the others, and as a result she doesn’t have representatives on the Council of Ashtakala.

How common is the knowledge about how their prison works or where each of of then is between the overlords? Does every overlord know how to break free? Or how to break other free?

Extremely uncommon, no, and no. The secrets are all held in the Prophecy. It likely took thousands of years of study before any rakshasa figured out the secrets of releasing their master, and there may well be ones whose release conditions have never been identified. One thing to bear in mind is that the Prophecy is a living thing that constantly shifts as the future becomes the present. So Rak Tulkhesh can be released if X, Y, and Z happen. If you remove Z from the equation—by destroying the person who was supposed to have a child or the sword that child was supposed to use—the universe will simply recalculate and find a new way to solve for Z; and all the scholars who knew the original answer will have to keep studying until they figure it out. This is what the Chamber does: seek to identify paths that will release Overlords and eliminate them, while the Lords of Dust find paths that will release them. It’s a never ending conflict, even though it rarely comes to a demon and a dragon fighting one another.

What should the response of the Argonessen dragons be if an overlord is released?

Rebinding an overlord is just as difficult as releasing one, and in the same way, brute force is no answer. Bel Shalor wreaked havoc for a year in Thrane before Tira defeated him. Do you think Argonnessen just didn’t know or care? They knew; they simply had no path to rebind him, so they stayed far away. They may well have helped Tira without her knowing it. Just as it doesn’t help Sul Khatesh to have a rakshasa kill Queen Aurala, it doesn’t help Argonnessen if an army of dragons defeats Bel Shalor; he’d just reform tomorrow. So Argonnessen would get to work trying to find an answer to the problem, and trying to isolate themselves from the impact of the release. But brute force—even all the magic of Argonnessen—is no answer to the release of an overlord.

Of course it’s possible they would take action to contain the impact of a release. If the Rage of War gets out and transformed the Five Nations into a raving army of bloodthirty reavers, the dragons might sink their boats before they can reach Argonnessen. But this won’t stop Rak Tulkhesh.

And what about Aerenal? Are they safe against one overlord? Two? How long could take to the free overlord to crack the island defenses?

The Undying Court is essentially an artificial overlord. As such, it would be able to stave off the hostile influence of another overlord for a time, but as noted above, it would also depend on the form that influence takes. Tul Oreshka drives mortals mad. Rak Tulkhesh drives them to war. Aerenal could keep Rak Tulkhesh from infecting the elves, but they can’t stop him from flinging hordes of reavers at the island. And if you had an alliance of overlords, who knows?

Realizing that the bonds of the Daelkyr have to be maintained, and with the chaos brought by one or more released overlords, is safe to assume that sooner or later they would falter, and the mad gods would spill in Eberron again. How could they interact with the acting overlord(s)?

Daelkyr are small potatoes next to overlords. Bear in mind that the daelkyr aren’t even the toughest things in Xoriat; they’re just the toughest things that have any interest in other planes. Beyond that it depends on the overlord in question. The Voice in the Darkness might welcome the daelkyr. Rak Tulkhesh doesn’t care who’s fighting as long as someone is. An overlord who actually wants to exert dominion over mortals and have some semblance of civilization—an incarnation of Tyranny, for example—would need to deal with the daelkyr to keep them from wrecking that. But many overlords might just incorporate the daelkyr into their plans.

And Sarlona? What would be the Dreaming Dark response to an age of demons again?

Pretty much any free Overlord will mess things up for the Dreaming Dark. However, the Dreaming Dark has never been noted as having expert knowledge of the Prophecy, which means a) they don’t have lots of warning about it and b) they don’t really know what to do to deal with it. And remember, fiends don’t dream. Again, the Dreaming Dark was active when Bel Shalor spent a year free in Thrane. Most likely they would keep their distance while studying the situation and trying not to panic about it. They might provide aid to whoever proves to have a chance to bind it. But a Riedran army won’t help. Thought they may not know that—so if you WANT them to, you could have them panic and do something dramatic, simply so it can fail awesomely. Heck, a confrontation between the Dreaming Dark and an overlord might be just what it takes to push Dal Quor into the next age… which could be the best thing that could possibly happen, if the next age of Dal Quor is one of light.

If a Lord of Dust was killed, would the death be for good (akin to killing a demon in the Abyss) or would it reform somewhere?

In Eberron, immortal spirits cannot be destroyed. Unless they are bound, they will always reform. This is true of every immortal from rakshasa to devils to quori. Depending on the type of immortal, it may not retain its memories after death and reincarnation. This is true of quori, and it’s why the Dreaming Dark seeks to exterminate the Kalashtar quori – so they can be reintegrated and reborn as part of il-Lashtavar. With rakshasa, weaker ones generally lose memories, while strong ones (such as the Council of Ashtakala) will generally reform with memories intact. Now, there are ways to ensure that you destroy the memories, and ways to delay that reincarnation, and the key there is to know your Prophecy. Kill the Wyrmbreaker with normal steel on a Tuesday and he’ll be back by Thursday. But if the Son of Seven Sorrows kills him with a silver sword forged in the tears of the Keeper under the light of a new moon, he might be dead for a year and a day. Which is to say, a DM should always feel free to come up with interesting circumstances under which it is possible to effectively kill a fiend.

Are there angelic or good aligned counterparts to the overlords?

If you mean “Is there an incarnate force that’s called something like ‘The Cuteness of Kittens’?” No, there isn’t. If you mean “Is there any sort of native celestials on Eberron,” there WERE: the couatl. They were never as powerful as the Overlords, and were more on par with the rakshasa… and they sacrificed themselves to create the Silver Flame. On some level you could say that the Silver Flame is the good counterpart to the Overlords, which is why it can bind them; it’s simply less concrete and more abstract.

Why is this? Look to the progenitor myth. Khyber killed Siberys and was in turn imprisoned by Eberron. The Overlords are Khyber’s children, and like Khyber, are forces of evil that cannot be vanquished, only bound. Eberron doesn’t produce incarnate spirits like the Overlords: her children are mortal. So Eberron DID create a thing that embodies the cuteness of kittens: she created kittens. Meanwhile, Siberys would be the source of native celestials, and he did create some, like the couatl – but they were created from the blood of Siberys after his defeat, and thus lack the power of the victorious Khyber.

From a purely practical worldbuilding standpoint, there’s a simple reason for this. Eberron is designed to be a world that needs heroes. All the powerful forces of good are limited. Jaela Daran is a child whose power is limited beyond Flamekeep. Oalian doesn’t leave the Greenheart. When evil rises, the world needs you; there is no ultimate good force that can step in and solve the problem for you. The Silver Flame can empower you to solve the problem, but it can’t solve the problem for you.

Is there not even a single surviving Couatl?

I believe we have a few places in canon where there are still couatl who were left behind to watch over things. And there are of course the Shulassakar, the feathered yuan-ti. Beyond this, the fact that the couatl are gone from the word doesn’t mean that they can’t play a role–it means that they need your help to do it. Tira Miron was aided by a couatl, but it didn’t help her in corporeal form; it empowered her and advised her spiritually. In D&D 3.5 this is called divine channeling; I don’t know if 4E ever did a version of it. Essentially, it’s a form of possession that doesn’t actually control the person being possessed, instead granting them additional powers. The premise is that this isn’t something just anyone can do; Tira’s faith and courage made it possible, and it’s what defines her as the Voice of the Silver Flame — her ability to hear the Flame when others did not. So the couatl CAN affect the world, but only through the medium of heroes. Which comes back to that basic premise of Eberron: there are no forces of good that can solve the problem alone. They need you.

On the other hand, the Silver Flame preaches that it will one day cleanse the world from all evil, and naturally that involves the lords of dust, which entails that they are not truly invincible.

This idea comes from Faiths of Eberron. I didn’t work on that book, and I don’t agree with the idea. To me, the key of the Silver Flame is that you don’t fight because you think the battle can be won: you fight because it is that battle which makes the world a better place. There’s no end condition: it is an eternal struggle. There will always be a need for champions. There will always be a need for courage and sacrifice. Evil can’t be permanently vanquished, because good and evil are choices people make. You can’t eliminate lying from the world, because every time someone speaks they have the choice to lie. You can teach that person the value of honesty. You can encourage them to tell the truth. But if you truly eliminated their capacity to lie, you have taken away their free will, and how is that a good thing? This is the lesson of the Overlords. They will always be there, just as the potential for war, death, and treachery will always be there. Through our actions, we hold them at bay, both physically and in the human heart. Through courage and virtue, we show people the proper path and inspire them to be better than they are, to ignore the tempting whispers of evil. And when a noble soul dies their spirit joins the Flame, where it continues to hold evil at bay and strengthen those who fight it.

In several tales heroes tend to be inspired by higher noble powers and realize that they are still fragile and prone to temptation (this is well reflected by Eberron’s handle of alignments), and just as the lords of dust embody several aspects of evil (war…), there ought to be embodiments of goodness.

The Silver Flame is a positive source of spiritual power. It is a source of inspiration. But unlike the Overlords, it cannot act alone: it needs to act through champions. Again, this is part of what defines it as good; it cannot enforce its nature on others, but rather they must choose it. Rak Tulkhesh makes people fight. Katashka revels in death. There is no entity that forces you to be good; there are simply powers that can strengthen you if you choose to be good, just as it was Tira’s courage and virtue that allowed the couatl to empower her.

In my eyes, the fact that virtuous behavior is a choice is what makes it truly virtuous. If it is enforced–whether by a supernatural agency or a mortal power–it loses its meaning. The followers of the Silver Flame don’t do what they do because they expect to win and utterly eliminate all evil forever; they follow the precepts of the Flame because doing so is what makes the world a better place.

This is in marked contrast to the Blood of Vol, many of whose followers believe that they can some day eliminate the concept of death from the world; one can well ask what that would actually mean, and if in so doing they would also eliminate new birth. But that’s another topic. Meanwhile, you might want to consider the following…

Could the place of an Overlord be usurped, or could a person rise to become an overlord? For example, if Erandis Vol decided that her destiny was to achieve actual dominion over death, could she rise to become the embodiment of the concept of death, or failing that, usurp the place of Katashka as the gatekeeper of death?

Anything is possible. We have said that there are members of the Lords of Dust who don’t want to free their Overlord masters, but rather to usurp their power. If it’s possible for a rakshasa to do it, than it’s presumably possible for a human to do it; you’ve just got an interim step of becoming an entity of incarnate spirit like a rakshasa. With that said, you don’t have to usurp the power of an Overlord to become an embodiment of a concept. Erandis Vol wishes to become the Queen of Death (and bear in mind, she’s been working at it for thousands of years and has a unique spiritual basis for being able to do it–the Mark of Death–so clearly this isn’t a casual thing). However, I don’t think this requires her to displace Katashka. The Overlords embody horrible things. That doesn’t mean they govern them. Katashka embodies our fears of death and the horror of the undead. He can enslave the spirits of the dead and bind them to his service in the mortal world. But as he is part of this world, he doesn’t govern the fate of the dead in the worlds beyond. Rak Tulkhesh gains strength from strife, and when free he can create strife. But again, he only has dominion over the rage of war… he has nothing to do with a just conflict.

So the question you have to ask, is do you want to become an Overlord… a finite entity who can be bound and whose dominion is limited… or do you want to become a Sovereign, whose power is unbound and touches all it inspires? The Sovereign Host maintains that Dol Dorn and Dol Arrah can be found any time a blade is drawn, and that Onatar is there in every forge. Tied to the previous answer, the Sovereigns don’t take incarnate form; they inspire and act through mortal vessels. When you create something new, Onatar (or the Traveler) is with you. When you fight, Dol Dorn is with you. And, of course, when you choose to do evil in war, the Mockery is with you. But even the Mockery isn’t finite in the way an Overlord is.

People have sought to become Sovereigns before. The founder of the Library of Korranberg sought to displace Aureon as lord of knowledge. According to the draconic faith of Thir (as discussed in Dragons of Eberron), this is possible; when a new being takes on the mantle of a Sovereign, the previous one ascends to greater realms. Myths suggest that the first Sovereigns were ascended dragons who fought the Overlords in the first age. So there’s mythical precedent for it; it’s just a question of what it takes, and what it actually means if you succeed, since Sovereigns don’t manifest after ascension.

Is there any connection between Katashka the Gatekeeper and other prominent undead-themed entities (eg Vol and her followers).

Not according to canon. However, you could always decide that Katashka is connected to all negatively empowered undead, whether they know it or not… and that Vol, Kaius, and other influential undead are all secretly pawns in the Overlord’s plans. This certainly seems like a fine approach for starting with the Emerald Claw as a heroic tier threat, moving to Vol herself in paragon, and then bringing Katashka in as the true epic threat. For those wanting to know a little more about Katashka, check out Dragon 337 or this Eberron Expanded article.

Any idea what Overlord you would place under Sharn? Some of the details of Fallen (the improvement of which was a major goal of a paladin in one of my games) seems to imply something malign is buried below the city.

By canon, the spiritual force of evil in Sharn isn’t tied to an Overlord; it’s tied to the fact that it’s a dumping ground for Syrania where fallen angels… AKA Radiant Idols… are left to rot. My novel The Son of Khyber specifically addresses the idea of a malign spiritual force tied to Fallen. With that said, you could decide that the reason Sharn is such a great place for dumping angels – aside from being a manifest zone – is due to the presence of an Overlord.

Why could Siberys be killed, but Khyber only imprisoned? Or could Khyber be killed by (only) Eberron or an alive Siberys?

Assuming you take the myth at face value, there’s a few reasons. First, Khyber employed treachery, taking Siberys by surprise. Second, because that is what Khyber is: destruction. Treachery. Corruption. Evil. Eberron, on the other hand, is Life. Destruction isn’t in her nature. So she deals with Khyber by imprisoning him through creation–by building the world around Khyber, creating a living prison to hold her sibling at bay. One point I’ll make is that despite the power of Khyber’s children, their number is limited. They may never die, but if there are thirty overlords today, there will never be thirty-one tomorrow. Eberron’s children may be mortal, but they have the power of creation, and that’s something Khyber lacks. So again, Eberron didn’t create an immortal, stagnant overlord called the Cuteness of Kittens; she created kittens, and new kittens are born every day.

Of course, the progenitors and the myth are symbols as much as anything else. The triumph of Khyber explains why evil can exist in the world. Destruction cannot defeat creation, which is why Khyber can never escape Eberron; however, it can corrupt creation, as made manifest in the Age of Demons. The defeat of the demons shows that mortal life can choose a better path – that virtue can hold evil at bay – but as noted above, it can never be defeated eternally.

Meanwhile, it’s worth noting that the Ring of Siberys is the primary source of arcane energy; as such, even in death Siberys gives people the tools to change the world. They must decide whether to use them wisely.

Do you consider the DDO semi-released Overlord, The Spinner of Shadows, a good example of the demonstration of Overlord power? For non-DDO players, she is imprisoned by the Silver Flame magic, and is basically invulnerable, have some powerful poison that infects you on contact, and can summon an infinite number of demons and spiders to do her bidding. The objective of the quest is recovering parts of the Silver Flame magic that was “eaten” by some magically-altered spiders specifically to counter it, and redo the wards. If you lure her too close to the flame wards, she is weakened enough to run in fear for a few seconds.

There’s no such thing as a reasonable display of overlord power. You say yourself that she’s “semi-released.” So anything could be a reasonable display of power based on the conditions of that release. Rak Tulkhesh could turn an entire country into sociopathic killers. But if he’s “semi-released”, maybe he can only do that to things he can touch through an avatar. In other words, sure, I think this is a perfectly reasonable way to use an overlord in a form that it can be tangibly interacted with in an MMORPG. And I really appreciate DDO’s efforts to work with the existing mythology of the overlords when they could just call the Spinner Lolth and do anything they wanted. But it’s not like you need to use this as a guideline for the release of a different overlord, because it really can take whatever form fits your story.

Gloomy News 2/28: TableTop Game Day and BGG!

While I’ve done a lot of posts about Eberron, I’ve made another game you might be familiar with… a thing called Gloom. Over the next few weeks I’m going to write a little about Gloom, so if you have any questions on Gloomy subjects, now is the time (and this is the place) to ask!

First, the big news: March 30th is International TableTop Day. Geek & Sundry is encouraging gamers around the world to get out and play some games. To help with the festivities, Atlas Games and I put together a nine-card expansion… TableTop Gloom! Now you can share Anne’s agony when she Bumped The Board! TableTop Gloom includes two Stories and two Guests. Stories are one of my favorite elements of Cthulhu Gloom, and I’m glad to have a few to use with standard Gloom. So while you heap misfortune on your family, you’ll also have the chance to see who can claim the TableTop Trophy of Awesome and who will end up on The Loser’s Couch! TableTop Gloom won’t be for sale; it’s a promotional item that will be sent with other support to stores hosting TableTop Day events. So if you want a copy, find a place where you can play some games!

In other news, when I passed through Chicago a few weeks ago, I played a little Gloom at an excellent game store called Cat and Mouse Games. While I was there, I had an opportunity to talk to Beth Heile of Board Game Geek, and the interview has just been posted at BGG!

 

Dragonmarks 2/26: Teleportation, Warforged, Paladins and More!

It’s a very busy time for me right now. I just got back from Portland Comic Con, Gamestorm is coming up, and I’ve got a lot of irons in the fire. I’m itching to start talking about Codex, and in the future Codex discussions will be interspersed with Dragonmarks. However, I’ve still got a few things I want to finish up first, so for this week, it’s more Eberron questions. As always, all answers are my personal opinion and may contradict canon sources!

This week we have a few different topics: warforged, paladins of Aerenal, Overlords of the Age of Demons, teleportation, and more. First up: WARFORGED AND HOUSE CANNITH.

How do you see Warforged evolving and where do you see their race going in the future?

First off, I’ll point out that warforged are capable of physically evolving. The Reforged and Warforged Juggernaut prestige classes both involve a physical transformation; the warforged juggernaut actually grows heavier armor and spikes. Warforged are fundamentally magical entities, and they are living constructs; there’s more to this than just being sentient. So I think it’s quite possible that if you jumped forward a hundred years, you’d find a vast range of unique warforged who have adapted to different environments and circumstances.

With that said, the greatest obstacle in their evolution as a race and their future is their inability to procreate. The Lord of Blades is trying to address this by seizing control of a creation forge and finding a way to make it work. In The Dreaming Dark novels, Lei’s parents explore a different solution to the issue of warforged procreation. Following the previous path, perhaps some warforged could evolve the ability to procreate. However, if any of these come to pass, how will the rest of the world react? The threat of the warforged is limited because of their numbers. If the Lord of Blades is found to be producing new warforged, will nations or houses band together to stop him?

If Cannith permanently split into West/East/South, can you see them becoming “Corporations”, or what would happen?

If they permanently split, I think they would logically seek to become separate houses individually recognized by the Twelve; after all, Thuranni and Phiarlan have paved the way for this. The only question I see is if one of them would instead choose to ally directly with a nation as opposed to becoming a smaller house… if Jorlanna would ally with Aundair, for example. There’s also the question if any would keep the Cannith name. In the case of Phiarlan, the larger house kept the original name, and I suspect the same would hold true here.

Next up: TELEPORTATION AND HOUSE ORIEN.

House Orien controls teleportation in Khorvaire, but it is unclear what you are actually paying for. The Campaign setting says that teleportation is 10 gp per mile.  But they left the service description out of the book.  From reading the rest of the Eberron Campaign Setting (ECS) and having a little knowledge about some of the novels I believe the mode of transportation is a teleportation circle.  Is that true?

It depends what you’re playing, and exposes the challenge of multisystem design.

Eberron was designed for the third edition of Dungeons & Dragons. The premise was that magic of up to third level was fairly well integrated into society. Higher-level magic – such as teleportation – was not. It’s possible to pay Orien for teleportation, but what you are paying for is to have an heir with the Siberys Mark of Passage transport you using the once-per-day power of his mark. Looking to random locations where I know this is discussed, it’s called out on page 11 of Secrets of Xen’drik—which includes the percentage chance of finding such an heir on any given day in Khorvaire’s largest cities—and page 67 of City of Stormreach, which suggests that a teleporter comes to Stormreach about once every three days. So it’s a service that exists, but it’s not reliable; per SoX you could be waiting in Korth ten days before a teleporter shows up. With this in mind, I’ll note that the idea of charging “by the mile” makes no sense at all. It doesn’t make that much difference to the teleporter whether you’re going five miles or a thousand, and you’re using his daily charge either way; so the idea that you could pay ten gp to teleport ten miles is just silly. Any sort of teleportation is going to cost thousands. It’s a service that only the very wealthy can afford, and even they can’t always get it.

By contrast, Secrets of Sarlona reveals that Riedra is a nation that does have institutionalized teleportation circles and goes into detail about them. This was always intended to be a concrete difference between Riedra and Khorvaire, a reflection of the supernatural power of the Inspired and a contributing factor to the unity of their culture.

Then Fourth Edition comes along.

In 4E, Linked Portal is a level 8 ritual that allows the user to access a network of circles, described in the ritual as being at “most major temples, important wizards’ guilds, and large cities.” We address this on page 45 of the 4E Eberron Campaign Guide, stating that House Orien maintains Khorvaire’s network of linked portals and heirs perform the ritual for travelers. I show this system at work in The Fading Dream.

With that said, I don’t particularly LIKE this system. It’s too institutional and advanced for 998 YK Khorvaire as presented in Eberron, and makes airships and lightning rail travel largely obsolete. As such, unless I’m running a 4E campaign, I would ignore it completely and keep teleportation as a rare and expensive service.

If it is a circle does it function just like the teleportation circle spell or did you have a few tweaks you were planning on? If they use circles, where are they? Which leads me to another question – how frequent would the guild houses be; every outpost or town? If that is true, how are they operated?  The way I understand the teleportation circle spell is that it can teleport you anywhere.  From reading the ECS I get the impression that the House of Orien uses a connected network of circles to jump from point to point.   Which is more correct?

By default 3.5 rules, there is no circle service at all: you hitch a ride with an individual teleporter with a Siberys mark. By 4E rules, it’s not using teleportation circle, it’s using linked portal. As such it only provides direct transportation between portals. The ECG says “House Orien maintains an extensive network of permanent teleportation circles in cities throughout the Five Nations. Outside the Five Nations, circles are less widespread, limited to the larger cities and national capitals.”

Again, while it’s there to accommodate 4E rules, this system doesn’t fit my personal vision of Eberron in 998 YK. It makes travel to remote locations too quick and casual; I’d rather that a trip to Stormreach be significant as opposed to a quick stop down at the Orien enclave.

Who operates the circle? Is it a high level mage or is any house member capable of operating them? The last teleport question, how does the house member know where the traveler wants to go?  If I understand the spell correctly the caster can travel anywhere as long as they are familiar with the location.

If we’re talking circles, then we’re talking 4E’s linked portals. Which means you tell the house member the destination city and they take you to the portal. It’s not as flexible as a 3.5 teleportation circle spell.

Next topic: PALADINS AND THE DEATHLESS.

One of the tasks that was trusted to me by the GM was creating a Paladin from Aerenal.   We felt that some of the standard Paladin abilities just didn’t fit.  So I changed a couple of things. We dropped turn undead.  We felt the undying and undead were too closely related for the purpose of what the ability did.  So we turned to Pathfinder and borrowed the Channel Positive Energy ability.  It allows the Paladin to heal injuries or deal damage to negative energy undead.   We both thought that fit the flavor of Aerenal much better.

While you didn’t ask this as a question, allow me to address it. if this is something you’re doing for ALL paladins in order to give paladins a more distinct role from clerics—which I’d argue is the goal of the Pathfinder shift—bravo. However, if you’re saying that you’d specifically change the ability for paladins of the Undying Court because they work closely with the Deathless, I have to disagree. The Deathguard—which most of the paladins of the Undying Court are part of—is specifically charged with seeking out and destroying negative energy undead, and Turn Undead is obviously a potent tool in that war. As for the deathless, it allows them to “rebuke” deathless. But what does this actually MEAN? When you rebuke undead, they are either awed (and leave you alone) or controlled. That’s the mechanical effect, but what’s the in-game explanation? To me, it’s a matter of the deathless voluntarily recognizing and respecting the authority of the paladin. It is no different from a police officer flashing his badge and demanding that people either stand aside (awed), or commandeering civilian resources to deal with a crime (controlled). If you portray the deathless as fighting against it and being forced to comply against its will, it seems highly inappropriate… so don’t. Portray the deathless as choosing to alter its behavior of its own free will because of the paladin/cleric’s display of divine authority. The Paladin is the agent of the entire Undying Court; if the paladin is high enough level, that gives them enough clout to ask a favor of an individual deathless.

With that said, if the power is abused for trivial purposes, it is just like a cop commandeering your car and then using it to buy donuts. He could DO it, but if you report it to his superiors, he’ll get in trouble for doing it. A paladin who abuses his authority—rebuking without good reason—should suffer the same sort of disciplinary action from the mortal authorities of the Court.

And bear in mind, any positively aligned cleric/paladin can rebuke deathless. A paladin of the Silver Flame or Path of Light can do it. If you follow my interpretation, this is because the Deathless recognizes them as agents of a benevolent divine force and chooses to work with them; it’s interagency cooperation in the name of greater good. If you take a forced-into-slavery approach and take the power away from Aereni paladins, you have the strange situation of Kalashtar paladins being able to command deathless when the Deathguard can’t.

Where I am struggling though is the spells.   With the background of all the arcana in Aerenal should the Aerenal paladin have access to arcane magic instead of divine?  

A lot of people focus on Aerenal’s arcane achievements. In 4E people sometimes ask if Aereni elves should have a bonus to Intelligence instead of Wisdom. But bear in mind that while Aerenal is relatively advanced in matters of arcane magic, its greatest achievement by far is divine. Aerenal has created a god. The Undying Court is the only active, sentient force in the setting that wields full divine power. It’s equivalent to the Silver Flame, but you can actually go and talk to the beings that are a part of it. And an Aereni paladin is a direct agent of than conscious, active divine force. Frankly, no one has a better justification for wielding divine magic than an Aereni paladin, called by the Court to act as its hand in the world. If you want to reflect the tradition of the arcane, multiclass as wizard. You could even use something like the Silver Pyromancer PrC from the Silver Flame. But I see no reason to take away an Aereni paladin’s divine spellcasting ability; if anything, I’d expand it.

Turning from the divine to the demonic, it’s time for OVERLORDS AND THE UNDEAD.

Is there a list of all the rajah already published somewhere? With the rajah’s theme, location and where to find the full writeup?

I’ve never done it. However, Lord Gore at the WotC forums put together this list, which may be the most comprehensive around.

  1. Bel Shalor the Shadow in the Flame (Tamor Hills, Khorvaire) ECG page 29
  2. Dral Khatuur the Heart of Winter (Frostfell) female overlord Druid 25/Sorcerer 15/Frost MageFb 10 Death, ColdFb, WinterFb unpublished
  3. Eldrantulku the Oathbreaker (unknown) NE male overlord rogue 15/sorcerer 15/mindbenderCAr 10 CorruptionBoVD, Trickery Dr 337 pages 63, 69-70
  4. Katashka the Gatekeeper (Lair of the Keeper, Khorvaire) LE male overlord cleric 8/wizard 8/true necromancerLM 14 Deathbound, UndeathECS DoE page 36, Dr 337 page 70, ECG page 30
  5. Rak Tulkhesh the Rage of War (Khorvaire) NE male overlord fighter 15/blackguard 10/cleric 15 Destruction, War Dr 337 pages 65, 70; ECG page 31
  6. Ran Iishiv the Unmaker (Korrandar, Sarlona) SoS page 12
  7. Sakinnirot the Scar that Abides (Stormreach, Xen’drik) CoS page 156
  8. Shudra the Fleshrender (Mel-Aqat, Xen’drik) PGtE page 155, TFoW page 127
  9. Sul Khatesh the Keeper of Secrets (Arcanix, Khorvaire) LE female overlord wizard 36/archmage 4 Knowledge, Magic CoS 89, Dr 337 pages 60, 68; ECG page 31
  10. Tiamat the Daughter of Khyber (Pit of Five Sorrows, Argonnessen) DoE page 9
  11. Tul Oreshka the Truth in the Darkness (unknown) CE female overlord bard 20/wizard 10/loremaster 10 Madness, ShadowECS Dr 337 pages 64, 70
  12. Unnamed (Krertok Peninsula, Sarlona) SoS page 12
  13. Unnamed (Sustrai Mor, Sarlona) SoS page 91
  14. Unnamed (Tempest’s Isle, Lhazaar Principalities) PGtE page 99 possibly a rajah
  15. Yad-Raghesh (The Vale of the Fallen Rajah, Argonnessen) colossal two-headed overlord DoE page 50 “dead”

I believe that Sul Khatesh is the only one that’s received a complete 3.5 writeup, in Dragon 337. I’ll also note that I prefer the term Overlord. “Rajah” tends to get subsumed into “rakshasa rajah”—and while the Overlords rule the rakshasa, they are not themselves rakshasa.

Is there any connection between Katashka the Gatekeeper and other prominent undead-themed entities (eg Vol and her followers).

Not according to canon. However, you could always decide that Katashka is connected to all negatively empowered undead, whether they know it or not… and that Vol, Kaius, and other influential undead are all secretly pawns in the Overlord’s plans. This certainly seems like a fine approach for starting with the Emerald Claw as a heroic tier threat, moving to Vol herself in paragon, and then bringing Katashka in as the true epic threat. For those wanting to know a little more about Katashka, check out Dragon 337 or this Eberron Expanded article.

I just read the original ECS and it gave the impression that the Blood of Vol worship/idolize undead, when I recall that this has been clarified as not true in later books; what is going on with the Blood of Vol?

I’m not sure exactly what the question is here. You are absolutely correct that I consider the depiction of the Blood of Vol in the original ECS to be flawed. They don’t idolize undead; however, many or their martyrs and champions ARE undead, which can cause others to think this. Later books give a more rounded view of the Seekers. Here’s a quick description I wrote a little while ago…

The Blood of Vol is based on the question “What just god would allow suffering and death?” – with the conclusion “None, so the gods must be our enemies.” It’s tied to the fact that the people of Eberron KNOW what the afterlife is like, and it’s not pretty. The Elven religions seek to avoid going to Dolurrh; the Silver Flame believes its people join with the Flame; and the Vassals say “Well, we go to Dolurrh, but you just don’t understand what it really is.” The Seekers say “You’re kidding yourself. Dolurrh is extinction. But we have the divine spark within us. We can become gods – and even if we can’t, we will spit in the face of death.”

What I really need to do is to get all these Q&As organized into a master list by subject. Until then, take a look at this Q&A – there’s a lot about the BoV there.

And finally, a little RANDOM STUFF.

I’m sorry if this has been asked before, but you said the scale of Khorvaire was incorrect. How so?

I feel that the Five Nations should be on the scale of France and England; by the original maps, they’re on the same scale as Russia and China. It’s a question of travel time between nations, the logical impact an army traveling on foot can have, and similar things.

Apart from some druids, are there people that consider magic as dangerous or evil? What if its use did caused the mourning?

If it caused the Mourning, then you might want to listen to the Ashbound and Children of Winter or there might be another Mourning soon. I don’t believe we’ve specifically described any antimagic groups in canon, but I’m sure there are some out there.

 

Portland Comic Con

I’m going to be hanging out at Wizard World’s Portland Comic Con this weekend. I have a number of scheduled sessions, and I also have a table in the main hall. My talks are as follows:

EBERRON AND BEYOND

Saturday @ 2 PM, Room B119

It’s Eberron Q&A: The Live Edition. Anything you want to know about? Come ask. I’ll also be discussing Project Codex and other things that I’m working on.

DEVELOPING FANTASY WORLDS

Saturday @ 5 PM, Room B119

It’s what I do. Let’s talk about it.

BASICS OF GAME DESIGN

Sunday @ 2:30 PM, Room B119

I think I’m going to be joined by James Ernest, evil genius and founder of Cheapass Games. Between us we’ve made card games, board games, RPGs, MMORPGs, LARPs, pennywhistles… well, OK, no pennywhistles. Still, we’ve worked on a vast assortment of games, and this is a chance to talk about some of the underlying principles.

… AND THEN THERE’S THAT TABLE.

This isn’t a talk; I’ve just got a table assigned to me in the hall. I figured that I’ll hang out there most of the day on Saturday when I’m not giving a talk. I’ll probably be there Friday from 3 to 6, and Sunday morning. What will I do there? That depends on you. Talk about games? Play Gloom or Cthulhu Fluxx? I could do any of these things. If you think you’ll be there, let me know in the comments so I know if it’s worth hanging out!

AND THERE’S CONCERTS!

If you’re in Portland for cons and general geekery, I recommend going to the concert at Backspace at 8 PM on Friday night. Portland superstars The Doubleclicks will be joined by Kirby Krackle and Klopfenpop. It’s a nerdstravaganza!

Dragonmarks 2/20: Demons and Deathless!

I’d planned on talking about Codex this week, but for a number of reasons I’m holding back on that for another week. However, if you’re going to be at Wizard World Portland Comic Con this weekend, I’ll be discussing it at my Eberron & Beyond talk, Saturday at 2 PM.

Today I’m just going to pull some questions out of the Eberron mailbag. As always, these are just my opinions, and some contradict canon material. So there!

Are the demons of the planes connected to the fiends of Khyber? Is a balor from Fernia Khyber-spawned?

Yes and no. The progenitor wyrms created all of the planes, and some show the influence of one progenitor over the others. So a balor from Fernia is Khyber-spawned in the sense that it was created by the progenitor wyrm Khyber… but it has no innate connection to the physical Khyber found in the material plane.

Tied to this is the fact that fiends embody specific concepts. Fernia is fire. Benevolent outsiders from Fernia embody the positive aspects of fire: its light drives away the darkness; its warmth keeps us alive; it purifies wounds and drives off dangerous predators; it gives the heat that fuels the forge. Fiends of Fernia embody the negative aspects of fire. Chaotic fiends embody the terrifying destructive force of it, the uncontrollable flames that consume homes and cities. Lawful fiends embody the terrible uses fire can be put to—fire as a weapon of war or torture, harnessed as an intentional engine of destruction.

A balor of Fernia and a balor of Khyber have the same game statistics. But they represent different things. They will have very different personalities and goals, and I would personally have them be physically distinct from one another. The balor of Fernia is an embodiment of wild fire, and should be flame incarnate. The fiends of Khyber are more generally spirits of terror and pure malevolent evil; a Khyberian balor will wield fire, but it will be less fiery in its appearance, and interested in a broader range of goals; it will also owe fealty to one of the overlords of the Age of Demons, which will further determine its theme and behavior.

I have a follow up. Say that the aforementioned Balor of Fernia found its way to Eberron. Through a portal or summoning ritual or whatever. Would said Balor fall in line with one of the Overlords and its agents, or would the fiery Balor have its own agenda.

A Fernian balor embodies the terrifying chaotic destructive power of fire. As such, it might be tricked into serving the ends of an Overlord, but its prime interest will be laying waste to cities and otherwise spreading fire and fear. The key point here is that extraplanar spirits embody ideas, and that determines their goals and purpose. If there is an Overlord that offers them the opportunity to pursue their ends or help them in other ways (protection or vengeance from enemies, for example) they might ally. But there’s no innate all-Balors-must-serve-Overlord-Bob thing going on.

One of the most detailed sources on the Lords of Dust is the article Eternal Evil, written back when Dragon was a print magazine. This includes bios of six members of the Council of Ashtakala. One is a Fernian pit fiend who serves the Truth in the Darkness, and another is a Mabaran succubus allied with the Oathbreaker.

It has been confirmed that dinosaurs roam the Talenta Plains, but in one of the adventure books I believe, there was a mention of a Swordtooth (Tyrannosaurus) in Khorvaire. Are dinosaurs present in Qbarra? If so, how are they different from their cousins in Xendrik?

I don’t think that it has ever been stated in any canon source. But my opinion is that Q’barra is a cradle for reptilian life on Khorvaire. The lizardfolk domesticated dinosaurs long before the Talentans did, and it may well have been the expansionist dragonborn who brought domesticated dinosaurs to the Talenta Plains. If you haven’t read it, I’d advise you to check out my Explore Q’barra article, which discusses the reptilian cultures of Q’barra in more detail.

At the core, I don’t think there are any fundamental differences between dinosaurs of Xen’drik and Q’barra. However, Q’barra was once the domain of the demon overlord known as Masvirik, AKA the Cold Sun. Masvirik has the power to corrupt and influence reptilian creatures, as seen in the Poison Dusk humanoids and the corrupted dragon Rhashaak. As reptilian creatures, dinosaurs could certainly be touched by the Cold Sun. I would expect such tainted dinosaurs to have half-fiend traits. If you refer to the Explore Q’Barra articles I wrote for DDI, I could also see dinosaurs being used as dusk shard vessels. So you might have a swordtooth possessed by an ancient demon!

Given the history of elves and giant magic, would giants have also had a number of Deathless or did the elves do that alone?

There’s a few conflicting versions of this in canon material. This is MY opinion on the matter.

The elves didn’t learn how to create deathless from the giants. On the contrary, Aeren’s death was the primary spark that led to all three of the elves’ traditions. Aeren led the elves out of Xen’drik and died in the process. The elves had lost their savior, and also had time to reflect on how many of their greatest heroes had been lost in battle against the giants. While no one can know with certainty the final fate of the dead, what is know is that souls go to Dolurrh and appear to fade away – that the dead are truly lost. The elves swore that their next heroes would not be lost so easily… but the settlers of Aerenal came from many different cultures, and they split along cultural lines.

  • The warrior progenitors of the Tairnadal tradition chose to preserve the spirits of their heroes by becoming their avatars in the world; the dead heroes live on through their descendants.
  • The founders of the Undying Court sought to ensure that their greatest heroes simply never died. However, their techniques rely on positive energy: the devotion freely given by those who worship the Court, and by the massive manifest zones to Irian that exist on Aerenal.
  • The flaw with both of the preceding approaches is that they depend on living elves. If no elves embody a Tairnadal ancestor, it will be lost. If no one worshipped the Undying Court, its power would fade. The line of Vol was determined to give their heroes the power to survive at any cost; even if the last living elf dies, Erandis Vol will still exist. They drew on the techniques of the Qabalrin elves and developed the foundation of modern necromancy.

We’ve never described the giants as having a religious culture like that of the Undying Court, which serves as a source of positive energy. It could be done with the existence of a powerful manifest zone, but I don’t really see it. Deathless is the most passive form of undeath, and the giants of Xen’drik were anything but passive. What I’ve suggested elsewhere is that the titans cheated death by becoming Vestiges… so an entirely different path.

Is there religious intrigue in Eberron? Factions of the SF attempting to split or vying for power? Jealousy of the SH?

In a word? Yes.

To go into more detail, there’s intrigue within and between all of the faiths of Eberron, from the Silver Flame to the Path of Light. The Sovereign Host is broken into more sects than you can shake an Octogram at. The Silver Flame already has defined intrigue between the core faith, the Pure Flame, the Whispering Flame, the Stormreach separatists, factions loyal to different cardinals and more… and that’s not even bringing the Ghaash’kala, Shulassakar, or Cold Sun Federation into the equation. The Blood of Vol has intrigue between those who believe in the core principles of the faith, and groups loyal to Erandis or who only see the faith as a path to power. Within the Path of Light you have the passive traditionalists of the Adaran path and those who advocate aggressive action. And that’s just what we’ve seen so far; there’s certainly room to add more intrigue if you want it.

Do you consider Khorvaire’s economy to be industrial or post-industrial?

I’d say it’s an industrial society moving towards a post-industrial economy. You have the magewright as the driving force of the magical economy, but the future lies in the new ideas of the Twelve and the Arcane Congress. Of course, Khorvaire has an economy unlike our world in that there are a great deal of monopolies. The Dragonmarked Houses have proprietary control of many vital tools; it doesn’t matter how smart you are, you can’t make a warforged without a creation forge. Of course, it could be that brilliant innovators—such as PC artificers or wizards—could find some way to break one or more of those monopolies.

What are the things hanging from the belt of the Lord of Blades on the 4E Eberron Campaign Guide?

Only Wayne Reynolds knows for sure. However, if I had to come up with an answer, I’d say that they are the schema-keys of Cannith artificers he’s killed.

What would an Eberron-inspired arcane lighthouse look like for you?

It entirely depends on who’s making it. Generally speaking, it would simply be a very large everburning lantern – a beacon of cold flame with amplifying lenses. The Aereni elves would be more likely to tap ambient positive energy, creating something more graceful and without any “flame”. Thrane might do something similar tapping the power of the Silver Flame, in which case it would have religious trappings, while one built during the war in Karrnath by Blood of Vol engineers might be empowered by bound ghosts.