Dragonmarks: Firearms in Eberron

There are a few questions I’ve been asked time and again over the years, and one of those came up again just recently: How do firearms fit into Eberron? There’s a number of different gunpowder related classes and rules out in the world; Unearthed Arcana even included a version of the artificer with a Gunsmith archetype. So, how do firearms fit into the setting?

The short and simple answer is they don’t. From the very beginning, Eberron was designed as a setting where arcane magic was the foundation of civilization. The core idea is that in Eberron people wouldn’t pursue the development of firearms and gunpowder, because they have a different tool for creating explosions and hurting people at a distance… so they’d refine that magical tool instead of pursuing something entirely different.

But… isn’t another core principle of Eberron If it exists in D&D, there’s a place for it in Eberron? So: there’s a gunslinger class and I’ve got a player who really wants to use it… what do I do with it?

In any situation like this, the most critical question is: WHY do you want to add this thing into Eberron? What is the story you are trying to tell, and do you need to change the world to tell it? Does your story absolutely require the existence of some form of gunpowder analogue… or could you take the same basic idea and reflavor it to work using magical principles instead of gunpowder?

The Wandslinger

The basic principle of Eberron is that people are finding ways to solve the problems we’ve solved with technology by using magic. Instead of using telegraphs or cell phones, they have speaking stones and sending. Thus, the idea that’s most in keeping with the setting is to develop a magical analogue to the firearm. Wands, staves, and rods are tools that can hold and channel mystical power. In third edition, it wasn’t feasible to use wands as personal sidearms; they were too expensive and also entirely disposable, and it was hard to imagine a unit of soldiers equipped with such a tool. But we took steps towards this by introducing the eternal wand, which had fewer restrictions on who could use it and which recharged every day. While statistics were never presented for it, in my novels I also presented the idea of the siege staff, Khorvaire’s answer to artillery. The idea’s simple: if a wand holds a little power and a staff can hold greater power, then a staff made from a tree trunk could hold greater power still, dramatically amplifying the range and radius of a spell effect to fill the same role as cannons in our world.

The later editions of D&D have made casual combat magic easier to use. In fifth edition, a wand is an arcane focus that costs a fraction of the price of a longbow. Such a wand has no inherent power of its own; it channels the power of a spellcaster. Meanwhile, the Magic Initiate feat establishes the idea that you don’t need to be a wizard or warlock to know a cantrip or two. So in the Wayfinder’s Guide to Eberron we embrace this idea and suggest that over the course of the Last War the nations began training elite arcaneers—essentially, soldiers who gain the Magic Initiate feat and can perform simple combat magic. Because NPCs don’t need to follow exactly the same rules as player characters, I suggest that wandslingers typically only know offensive cantrips (spells that require an attack roll or saving throw), and further that the typical wandslinger needs an arcane focus to perform their magic. Essentially, for a player character a wand is an optional tool; for a wandslinger, it’s a requirement. This is intended both to emphasize that player characters are remarkable, but also to establish that in this world arcane focuses are important tools—that there’s a form of science at work here, and that the “wand technology” is significant.

There’s a few issues with arcane focuses replacing firearms. One of the obvious ones is range: a fire bolt has a range of 120 feet, while a bow can hit an enemy up to 600 feet away; don’t we need a solution that can match that? There’s also the issue that only spellcasters can use the wand, so wouldn’t we have an answer that anyone can use? Addressing the second point first, we do have a solution anyone can use: a bow or crossbow. And anyone CAN learn to use a wand… if they put in the time. Again, the core idea of Eberron is that the magic used by a magewright or a wandslinger is a form of science. Different people may have a special aptitude to different types of spells, just as in our world some people have a talent for a certain type of instrument while others just aren’t very musical. But anyone CAN learn to play an instrument… and in Eberron, anyone could learn to use a wand. On the other hand, they could also put that time and energy into mastering another skill. So Aundair’s elite infantry may be made up of wandslingers, who have the equivalent of Magic Initiate; while Thrane’s elite archers have the equivalent of the Sharpshooter feat, reflecting their specialized training.

So: a basic principle of Eberron’s widespread magic is that many magical tools do have a living component. A siege staff requires a trained person to operate it. And this is why crossbows and arbalests DO still have a place in the world. But remember that here too, these tools can be enhanced by magic. If an Aereni ship uses an arbalest, the bolts could easily be explosive; we’ve also mentioned livewood bolts bound to a dryad, allowing the dryad to manifest on the ship struck by the bolt. Rather than saying “An arbalest is inferior to a cannon, they’d have to have developed cannons,” consider the ways that you could magically enhance an arbalest to match the capabilities of a cannon… even if, like the livewood arbalest, the actual results are very different.

Still, there’s a few valid points. Range is a significant limitation for the battlefield wandslinger. And another thing that bothers me is that in fifth edition there’s no difference between the arcane focuses. Wand, staff, orb… it’s a purely cosmetic choice with no practical effect. Given the idea that these things are tools, I wanted the choice of focus to matter. The Wayfinder’s Guide to Eberron includes one set of rules. Here’s a summary of what I’m playing with now. The staff rules are new and largely untested, which is why they aren’t in the WGtE, but you could try them out if your players and DMs agree.

  • A wand, crystal, or orb is used in one hand. This has no inherent impact unless you’re using a special focus (imbued wood, orb of shielding, etc).
  • A rod can be used with one or two hands. If it is used with two hands, the range of any offensive cantrip you cast is increased by 50%. Using a two handed arcane focus meets the somatic requirements of a spell.
  • A staff requires two hands. When casting an offensive cantrip, the standard range is the listed range for the cantrip, but the staff provides a long range equal to four times the listed range: so when using a staff, fire bolt has a standard range of 120 feet and a long range of 480 feet. When casting an offensive cantrip beyond normal range, you have disadvantage on the attack roll and the target has advantage on the saving throw. Using a two handed arcane focus meets the somatic requirements of a spell.

The goal here is to present the wand as a sidearm—short range, easily concealable—with the staff as the analogue to the rifle. A team of Aundairian arcaneers equipped with staves can’t quite match the range of Aundairian archers, but they can come close… and of course the staff doesn’t require ammunition and the damage scales with the user’s skill. Note that these rules specifically apply to “offensive cantrips”—cantrips requiring an attack roll or saving throw. The staff increases the range of fire bolt, but it doesn’t quadruple the range of message.

The basic principle here is simple: rather than say “A cantrip is inferior to a gun, so people would develop guns,” consider how magic might evolve to fill the same niche. We need to kill someone from farther away? Let’s see if we can increase the range of the spell by making a longer wand (IE, a staff). Want a silencer? Perhaps you can buy a ring that goes around the end of a wand or staff and reduces the obvious discharge. Explore magical solutions. With that said, bear in mind that part of presenting magic as a form of science is that magic has the same limitations as science, one of which is that progress comes slowly. Within current lore the idea is that the techniques of the wandslinger only developed over the last thirty years. People are actively working to improve these things and to make better focus items.

So, the first question is whether it’s possible to just reflavor whatever class or element is calling for guns to use a magical alternative. Currently I’m running a campaign in Q’barra that has the flavor of a fantasy western, and so far, I’ve been very happy with how the wandslinging rules fill the gap for firearms. The sheriff relies on sword and bow; the warlock’s a fancy wandslinger with a brace of imbued-wood wands; the innkeeper has a rod behind the bar in case of trouble.

Goblin Gunslingers

So: I would just reflavor a gunslinger class to use wands. But perhaps that doesn’t work. Maybe the mechanics don’t make sense with a wand, or maybe the DM or player really, really wants something that functions more like an actual gunpowder weapon.

There’s a place for everything in Eberron; you just have to find it. If I had a player who really, really wanted to be a gunslinger, I wouldn’t solve this problem by giving firearms to House Cannith or the Five Nations. The core idea is that the Five Nations solve their problems by using arcane magic, not technology. But… what about a society that DOESN’T possess arcane magic? An advanced, militaristic civilization already renowned for its metallurgy and smithing techniques—a civilization that is thus perfecting the mundane arts of war? Those of you who know the setting well may already have guessed who I’m talking about: the goblinoid Heirs of Dhakaan.

Now: I’m not suggesting that the goblins of Darguun—the Ghaal’dar—have guns. And I’m not saying that the Dhakaani had firearms when they fought the Daelkyr. The Heirs of Dhakaan have been in subterranean isolation for thousands of years, and I’m suggesting that some of their clans may have developed this technology during that time. The Kech Volaar study arcane magic, and thus they wouldn’t have firearms. The Kech Sharaat pride themselves on their mastery of melee combat. So I’d introduce the Kech Hashrach, a clan that has developed firearms and artillery. I’d want them to be as surprising and as threatening to Darguun as to the Five Nations, and present this as an entirely alien form of technology—a path of science others haven’t explored at all. Essentially, in clashing with the Kech Hashrach there would be a chance to explore the conflict between magic and technology. So going back to the player character who wants to be a gunslinger, I’d figure out a way that they could have acquired their tools from the Kech Hashrach. Could they have been a slave who learned the ways of the gun before escaping? Would the player be interested in having ties to the clan—in having somehow earned their respect and been inducted into the Kech? Or might they simply have befriended an old goblin sharpshooter who taught them her secrets? Essentially, I’m fine with a single player character having an exotic weapon, but I’d play up the idea that it IS exotic… and that the Cannith artificer doesn’t get why you’re messing around with dangerous explosives when the basic arcane formulas for pyrotechnic magic are well established and quite safe.

Elemental Weapons

If you don’t like the Dhakaani, there’s another path that we’ve mentioned but never fully explored: Elemental weapons. The gnomes of Zilargo are noted for their skill with alchemy and for elemental binding, and we specifically call out that they provided Breland with “elemental weaponry” during the Last War… but we’ve never explained exactly what this is. One possibility is to play up the alchemical side and explore explosive technology. Another is to focus more on the idea of bound elementals; but this would be a way to create a fire-based weapon that’s distinct from a wand.

I don’t have time to explore this concept in detail here, but it’s a path that would allow you to create a sidearm or form of artillery that isn’t based on direct spellcasting, while still engaging with in-world lore. And I could certainly imagine interesting ways to make it distinct from mundane firearms. Imagine a form of canon that fires globes containing small fire elementals; when the weapon strikes, it doesn’t just explode, it unleashes the fire elemental in the midst of your enemies.

Giving this to the Zil and Breland is also another way to differentiate between nations and to shift the power dynamic from the houses. Aundair might have the finest wandslingers, and House Cannith might be the primary source for arcane weapons of mass destruction. But the Zil could be providing Breland with a form of weaponry none of the other nations use… and the Kech Hashach could be emerging from the depths of Khyber with yet another form of unfamiliar weaponry.

So: I personally focus on using magic in place of firearms, but here’s a few alternatives to consider. Have you used firearms in your Eberron? Have you tried out the wandslinger? Share your thoughts below!

Q&A

What class would you use as a wandslinger?

Anyone who can cast an offensive arcane cantrip COULD be a wandslinger. It’s largely a question of style. Your wizard can cast fire bolt. Does he take pride in this? Does he carry a fine wand of Fernian ash on his hip, or a battleworn rod over his shoulder? Or is he a scholar who KNOWS the words to produce fire, but prefers only to use them as a last resort? Essentially: does the character use offensive cantrips? If so, do they use an arcane focus more often than not? If so, do they take some pride in this? If so, that character’s a wandslinger. It doesn’t matter if they’re a sorcerer, wizard, warlock, bard, or just anyone who’s taken Magic Initiate. And again, with NPCs they generally aren’t any class at all; the ONLY magic a typical arcaneer knows is the battle magic they channel through their foci.

Now, there is something I always wanted to ask Keith ever since he first talked about wandslingers, how common were they in the Last War? And how common are they in post-war Khorvaire? Could you be mugged by a thug with a wand in a dark alley?

The short answer is “They’re as rare or as common as you want them to be in your story.” In my Eberron Aundair fielded the first elite arcaneer units in the last 30 years of the war, and they’ve become more common since then. Today I think wand use is common in Aundair, rare in Thrane, and uncommon everywhere else—which is to say, everyone is familiar with the concept of it, people know a wandslinger when they see one, but the city watch are still using crossbows. In my Q’barra campaign, the sheriff uses a bow, but when the slick Tharashk operatives showed up in town, two of them were wandslingers… and again, the innkeeper keeps a rod over the bar. Essentially, wandslinging is definitely new… but sure, you could be mugged by a thug with a wand. But again: in your campaign, it’s as common as you want it to be.

Dragon Con 2018

I’m doing my best to stay busy. In addition to releasing the Wayfinder’s Guide to Eberron, I’ve recently posted articles about The Aurum and The City of Silver and Bone, and contributed to the Sharn adventure Curtain Call. But wait, there’s more! This weekend I’m going to be at Dragon Con 2018 in Atlanta, talking about a diverse range of topics. If you see me around, feel free to say hello! I always love meeting people and I love to talk about the things I create, so please don’t be shy.

I’m participating in a total of six panels this year. Here’s the list.

FRIDAY, AUGUST 31

Board Game Design (11:30 AM, Westin Augusta 1-2)

How does one design a board game? Our experts talk about designing a board game from start to finish. Find out how a designer goes from creating the game on paper to getting it on the shelf! (Keith Baker, Bill Fawcett, Thomas Michael Gofton)

SATURDAY, SEPTEMBER 1

Advanced Game Mastery (2:30 PM, Westin Augusta 1-2)

Here we talk next-level tips & tricks for gamemasters. We talk about enhancing roleplay, speeding up combat, and enhancing the experience overall. A great panel for both beginners and veterans! (Keith Baker, Brianne Marie, Jason Massey)

SUNDAY, SEPTEMBER 2

Kill, Stab, Squash! Character Death in the Campaign! (1 PM, Westin Augusta 1-2)

We talk about character death in the campaign. How do different people handle it? How often should it be present in a campaign? Is there such a thing as a game that’s too lethal—or not lethal enough? (Keith Baker, Jason Buhlman, Kenneth Hite)

Ultimate Game Mastery (4 PM, Westin Augusta 1-2)

Here we talk about the great games we have played and how to bring that epic-ness to your own table. (Keith Baker)

The Investigative Game (5:30 PM, Westin Augusta 1-2)

How do you set up a mystery? How do you create clues for players to follow? What about investigative characters? Can investigative games exist in a magical universe like D&D? Find out! (Keith Baker, Kenneth Hite)

Eberron Returns! (7:00 PM, Westin Augusta 1-2)

Join the originator of the famed Eberron setting to talk about its return to the world of Dungeons & Dragons. (Keith Baker)

If you’re going to Dragon Con, I hope to see you at some of these! If you have any questions, post them below.

Dragonmarks: The City of Silver and Bone

The fourth edition of Dungeons & Dragons introduced the concept of the Feyspires: cities that drift between the Faerie Court of Thelanis and the material world. Legends say that the giants of Xen’drik pillaged one of these mystical cities, stealing its treasures and taking its people as slaves. According to these tales, the elves of Eberron are descended from these fallen fey. And it’s said that the ruins of the citadel remain somewhere in the wilds of Xen’drik. But these events occurred many tens of thousands of years ago, and the elves themselves know nothing about their distant ancestors. All that we know is the name of the fallen feyspire: Shae Tirias Tolai, the City of Silver and Bone.

So: the ruins of an ancient mystical city are lost in Xen’drik. But what will explorers find if they discover this shattered feyspire? What WAS the City of Silver and Bone? As with anything in Eberron, the answer is ultimately up to you. But here’s one possibility… an option that sheds new light on a few of the mysteries of the elves.

Study the lore of ancient cultures, and you’ll find a recurring story of a city that stands on the edge of life and death. A shade is drawn to Dolurrh, but along the way it passes through a wondrous city of silver and bone, a city with tapestries of fine glamerweave and bone fountains filled with blood. The librarians of this final city record the tales of the ghosts, a last record before their memories are lost in Dolurrh. The artists work with creative shades, offering a last chance to complete unfinished works. And then there are the necromancers who make darker bargains, offering a chance to return to the world of the living… but at a terrible cost.

This was Shae Tirias Tolai: the city at the crossroads, the repository of final thoughts and the last chance for the fallen to find a way back to the world. And its existence answers a number of questions that have lingered for some time.

  • The Qabalrin. It’s said that the Qabalrin were an elven nation of mighty necromancers who were feared by the giants, and who pioneered many techniques of necromancy. Stories say that there are ancient Qablarin vampires hidden in deep crypts, mighty undead that have been slumbering for tens of thousands of years. But the question has always remained: where did these elves come from? How did they learn these grand secrets of necromancy, this magic that rivaled the giants? If the tales are true, the first Qabalrin were fugitive citizens of Shae Tirias Tolai, survivors who used their necromantic knowledge to found a new realm in the mortal world.
  • Elven Necromancy. Likewise, the distant tie to Tirias Tolai explains the elven penchant for necromancy, both positive and negative. The Aereni and the line of Vol know nothing about their ancient ancestors, but memories still linger in their blood… and this may explain how the elves came to form two of the most remarkable necromantic traditions in Eberron.

But… it’s said that the giants feared the Qabalrin. How could that be, if they defeated Shae Tirias Tolai? Well, the story is that the titans of old took Shae Tirias Tolai by surprise, using treachery and careful preparation to catch the people of this city unaware. Beyond that, the inhabitants of the City of Silver and Bone weren’t warlike by nature. They dealt peacefully with the shades; they never expected an attack and weren’t prepared for battle. The Qabalrin, on the other hand, turned all their knowledge and power into weapons. They also rooted themselves in the mortal world. The original inhabitants of the City of Silver and Bone WEREN’T arch-liches or vampires; they simply knew the secrets of creating such things. In destroying the Silver City, the giants forced the survivors down a dark path.

So what lies in the ruins of the City of Silver and Bone? The first thing to bear in mind is that it is at its heart an imaginary city. It is literally ripped out of a faerie tale, and its structures and elements don’t have to conform to any sort of natural logic. It was always a gothic citadel that blended beauty and luxury with morbid reminders of death. Its people have been taken and it has been bound to the material world, but in a strange sense the city itself is still alive. Its story has simply evolved to encompass its downfall. Envision every story of a haunted castle or mansion and project it here. It is a city that was built using bones as its base—bones of dragons, giants, and all manner of lesser creature. Bone blends with marble and silver, with pools of fresh blood (which by all logic should have coagulated tens of thousands of years ago). Imagine a place of gothic beauty, and now add the aftermath of a terrible battle. Glamerweave tapestries display the tales of forgotten heroes, but the cloth is torn and tattered. The sounds of battle can still be heard as echoes. The spirit of every giant that fell in that ancient battle remain bound here, along with the angry shades of doomed eladrin and other innocent shades who were trapped in transition. Explorers may be overwhelmed by visions of that terrible final conflict, or assaulted by spirits who seek vengeance or a final release. An important point is that these spirits don’t have consecutive memory: for the most part, they are still trapped in the moment of their demise, still fighting their final battles and yearning for revenge on a nation that’s now dust.

Within this concept, it’s up to the DM to decide what wonders remain. Perhaps the library remains intact, holding the secrets of thousands of ancient champions (including dragons, giants, orcs, eladrin, and many others). Maybe there’s a vault of demiliches of dozens of different species, dragon-skulls who still remember the battles against the Overlords. The mightiest artifacts would have been taken by the giants, but there could be many lesser treasures that were beneath their notice… or deep vaults (such as that ossuary of demiliches) where even the giants feared to tread. Ultimately, it’s still important to bear in mind that it’s NOT simply the ruins of a mortal city; explorers are stepping into the story of a haunted ruin, clinging to its tragic loss. Another question to consider is whether the archfey of the city still remains, and if so in what form.

Strangely, this could be another way to explore the Raven Queen in Eberron. Perhaps the ruins of Shae Tirias Tolai still linger between Eberron, Thelanis, and Dolurrh. The Raven Queen is the archfey of the city that stands between life and death. The Shadar-Kai are all that remain of her beautiful children, and the memories she captures are what preserve her existence. If you take this route, the ruins would be revealed to be a gateway to Dolurrh. The question is whether the Raven Queen has accepted her fate and embraced her new story… or whether the player characters could undo the damage that has been done and somehow restore the City of Silver and Bone, allowing it to serve once again as a friendly waystation on the journey into oblivion.

Story Hooks

People exploring Xen’drik could simply stumble onto the ruins of Shae Tirias Tolai. The Curse of the Traveler makes the geography of Xen’drik unreliable; explorerers could discover the ruins once and never find their way back to the shattered city. But they could also be drawn to the haunted city. Consider the following ideas.

  • The party discovers a trinket from Shae Tirias Tolai. It could be carried by an enemy, found in a villain’s hoard, or simply discovered in a flea market or the trash heaps of Sharn. The trinket yearns to be returned to the City of Silver and Bone, and whoever holds it will have visions of the ancient city and its final battle. The trinket serves as a compass, and the party that carries it can ignore the Traveler’s Curse. Will they follow where it leads? A table of possible trinkets is included at the end of this article.
  • The Order of the Emerald Claw is searching for Shae Tirias Tolai. There are secrets in the City of Silver and Bone that are critical to the plans of the Queen of the Dead. Perhaps she can raise an army of lingering giant ghosts and bind them to her will. Possibly a crumbling dragon demilich knows the secret of restoring her lost mark. Whatever power she seeks, the PCs must find a way to reach Tirias Tolai before the Queen of the Dead… or if they arrive too late, to turn the lingering ghosts of the city against the Emerald Claw.
  • When a previously unknown undead force (Acererak? A Qablarin arch-vampire? A sinister being directly channeling the power of Mabar and Dolurrh?) threatens the world, the key to understanding this villain may lie in Shae Tirias Tolai. It could be held in a crumbling scroll in the library, found on a tattered tapestry, or contained in the cracked skull of an ancient demilich.
  • Someone who has been raised from the dead finds that they hear whispers, and are haunted by nightmares when they sleep or trance. Even though they have returned from death, a piece of their spirit has been trapped in Shae Tirias Tolai… and unless it can be released, their soul will eventually be torn from their body and pulled down into the haunted city. Play this a horror movie: the player character returned from the dead, but they came back incomplete and that hole in their soul is growing; if they can’t find the city they see in their visions, they will either die again or become some sort of undead monster.
  • Consider a variation of the Eye of Vecna. The giants couldn’t destroy the archfey of Shae Tirias Tolai, but they took pieces of the archfey and scattered them across the world. Each of these pieces grants great power, but the pieces yearn to be reunited and to return to the fallen feyspire. The spirit may not be evil in the traditional sense, but all mortals are as dust to it, and all that it cares about is its restoration and the restoration of its citadel. One possibility is that the sentience of the archfey doesn’t communicate directly with those who bear the pieces… but that they all know that ultimate power awaits in the haunted city.

These are just a few ideas. The point is that the City of Silver and Bone can serve many roles. It could be a haunted dungeon that adventurers stumble into once while exploring Xen’drik. It could the the ultimate capstone in the plans of the Emerald Claw. Or it could be a mystery that develops over time, a slow burn tied to the visions of a resurrected hero or the whispers of a powerful artifact.

Here’s a few ideas for trinkets tied to Shae Tirias Tolai. Even if the adventurers never go to the City of Silver and Bone, one of these trinkets could add interesting color to a story.

If you have questions or ideas tied to the City of Silver and Bone, share them below! Thanks as always to my Patreon supporters, who keep this website going. I’ll be at DragonCon, and I’ll post my schedule tomorrow!

Dragonmarks: The Aurum

Khorvaire is shaped by two powerful forces. The power of the aristocracy rests on land and tradition. The dragonmarked houses have used their gifts to carve out economic monopolies. How can a common person challenge these forces? If you don’t possess noble blood or a dragonmark, are you ultimately doomed to serve one of these forces?

The Aurum is a fraternal order that began in the Mror Holds; over the last century it’s spread across the Five Nations. Members of the Aurum are drawn from different religions, nations, races, and social classes. However, the order is highly selective in those that it allows to join. Notably, despite a general image as being a society of the wealthy and powerful, the Aurum rarely admits members of major noble families or dragonmarked heirs. Founder Anton Soldorak maintains that members of the Aurum must earn their place in the world, not simply stumble into it.

The Aurum is split into four levels, called concords. New members are admitted to the Copper Concord. While many believe that membership in the Aurum requires wealth, what the recruiters actually look for is influence and potential. To gain membership in the Copper Concord—the lowest level of the Aurum—you need to possess influence that will make you useful to other members. You could be a soldier, a member of the city watch, a prosperous merchant, a renowned actor, a respected sage in Morgrave, a member of a powerful criminal organization, a successful barrister… it’s a matter of impressing a patron with your talent, your influence, and most of all, your potential. Do you have skills or connections that will benefit the society? Or could you, with a little help? To move up in the ranks, you have to prove your talents and increase your influence. Members of the Gold Concord aren’t just actors, soldiers, or criminals; they’re crimelords, superstars, and generals. Members of the upper concords ARE invariably wealthy… but they’ve gained that wealth through their influence.

So what does the Aurum do? It’s a social club, with a hall in every major city in the Five Nations. It’s a philanthropic organization that supports local communities and arts. It’s a place where people with different political and religious beliefs can set those differences aside and talk; according to Soldorak, many of the most important negotiations of the Last War took place around a golden table. But ultimately, at the end of the day, it’s an organization that exists to increase the wealth and power of its members. Members of the Aurum are encouraged to assist one another and to exchange favors. Individually, Aurum concordians may not have the power of royalty or dragonmarked barons, but acting together they can accomplish great things.

So: the Aurum isn’t a SECRET society. It’s private, certainly; outsiders aren’t allowed into the halls. But even if the existence of the Aurum isn’t a secret, there are a host of conspiracy theories and stories about its hidden rituals and secret agendas. The most dramatic rumors speak of a cabal hidden within this cabal… a Shadow Cabinet of the most powerful individuals in Khorvaire. According to these stories, these concordians aren’t content to merely increase their own power; they are actively using the resources of the Aurum to undermine the Dragonmarked Houses and the old nobility of Galifar. On the surface this could seem to be a noble act. But the members of the Shadow Cabinet aren’t idealists working for the common good; they are simply determined to remove all obstacles to their personal power.

At its base, the Aurum is a society of wealthy and influential people. While the Aurum works together for the common good of its members, it’s not a tight-knit conspiracy like the Lords of Dust or the Dreaming Dark; it’s mainly a way to further justify the power of a few very powerful individuals. As such, there’s a few primary ways to use the Aurum.

  • As an enemy. Need a powerful foe for the players… who’s not TOO powerful? An Aurum concordian has power and influence, but can be driven by entirely selfish or eccentric goals. They aren’t trying to conquer the world; they’re trying to drive down property values in High Walls so they can buy a block of tenements on the cheap. If an Aurum concordian wants the Orb of Dol Azur it probably ISN’T because they’ll use it to kill everyone in Sharn; it’s just that they need it to complete their collection. Kaspar Gutman, the “Fat Man” of The Maltese Falcon, would definitely be in the Aurum if he lived in Eberron.
  • As an ally. All the things that make a concordian a useful enemy also make them good patrons for player characters. They have wealth, influence, and they’re generally not attached to any massive agenda; they’re driven either to increase their own wealth and influence, or simply to pursue their own interests. A concordian could be an eccentric collector seeking a rare artifact, an inventor who needs a priceless component only produced by House Cannith and reserved for the use of its heirs, or a ruthless criminal who’s going to draw the PCs into a web of intrigue. But again, they aren’t tied to any nation, any faith, or any vast and ancient force; they’re just people with money and things they want.
  • As an organization. An ambitious player character could be an aspiring member of the Aurum. Someone with the Criminal background could take the Aurum as their “criminal connection”—it’s not exactly a criminal organization, but it has criminal members and a great deal of shady influence. The Noble background couldreflect a character with a hereditary path into the Aurum… though again, Aurum membership must be earned. While members of the society will treat you with respect if you’re the child of a Platinum Concordian, and while that connection will get you past a lot of obstacles, you’ll have to prove yourself before you can wear the rings of a concordian.
  • The Shadow Cabinet. Part of the appeal of the Aurum is that it’s a society of individuals without a deep agenda. But what if there IS a group of shadowy masterminds pulling the strings from deep within, using the resources of its influential members to shatter the status quo? This storyline can be more compelling if players have already become entangled with the society in another way… if what appeared to be a club of eccentric and self-centered people are now revealed to be evil masterminds.

What’s my connection to the Aurum?

In the novel The City of Towers, the protagonist Daine has previously worked as a bodyguard for Alina Lorridan Lyrris, an Aurum concordian with great wealth and questionable morality. Daine doesn’t like or trust Alina, but when he and his companions are down on their luck, Alina is willing to offer them work. With the approval of the DM, any character could have a connection to an Aurum concordian. The first three tables establish a past connection to a member of the Aurum, while the DM can use the fourth table to determine the concordian’s current agenda.

Thanks as always to my Patreon backers, who keep this website going! And if you’re not up to date on Eberron in fifth edition, check out the Wayfinder’s Guide to Eberron and Curtain Call!

Q&A

What kind of economic sectors are not monopolized enough by Dragonmarked Houses (and the feudal nobility) to justify an Aurum concordian’s wealth?

First off, even within the fields monopolized by the houses, not everyone works directly for the house. Most people within a field are licensed by the house. They may receive training from the house; they pay a percentage to the house; they agree to meet house standards or follow certain practices (thus, standardized pricing for a longsword); and in exchange they can use the house seal. The Aurum includes many people whose businesses are licensed by a house. The most beloved singer in Sharn, from the list above, is surely licensed and booked by Phiarlan or Thuranni; but they aren’t necessarily an heir of the house, which means they will always be an outsider.

Beyond that, the house monopolies themselves aren’t absolute. Cannith dominates manufacturing, but they don’t control fashion or construction. Property management and real estate are options in places where the feudal monarchy has sold off land (which is certainly the case in parts of Breland and other nations). The houses have no role in the military, in religion, in crime, or in civic administration (examples of all those being given above). Anton Soldorak derives his wealth from mines, as do many concordians from the Mror Holds. Though by the principles of the Aurum, to rise to the upper concords you’d have to do more than inherit a mine; it’s Soldorak’s business accumen that turned those mines into an empire and founded the largest mint in Khorvaire.

So is the Shadow Cabinet a real thing, or not?

I think it is, but ultimately that’s up to each DM. The important thing is that even if it is real, most members of the Aurum itself don’t know about it. They may be tools of its schemes, and they might even support it if they did know about it, but it’s a secret society within a semi-secret society.

What’s Keith Up To?

I’ve been traveling ever since the release of the Wayfinders Guide to Eberron and I’m only just getting caught up on things. Here’s of a few of the things I’m doing…
Beyond that, of course, I’m dealing with all the challenges of everyday life (the pipes burst in my kitchen sink!) and playing in and running a few Eberron games (I’m hoping my envoy didn’t cause the Mourning by killing someone on the dance floor in Metrol, but I won’t know for certain until the next adventure).
All this has slowed down my production speed on the website. I’m working on an article about common magic, as requested by the Inner Circle patrons. But that’s a big thing and it’s going to take a while to really get it right. In the meantime, I want to publish more SHORT posts on the site. Rather than doing two long posts each month, I’d like to be posting a few short posts each week.
So, what is it you’d like to see? I’m looking at topics that can be covered in no more than four paragraphs and don’t require a lot of cross referencing. So I could answer a single interesting question, or a might post a table like Why Do You Need 200 GP or Falling in Sharn.
If you’ve got some short-answer questions or hook requests, post them below! And if you’ll be at DragonCon, Rose City Comic Con, or Level Eater, make sure to say hello!

GenCon 2018

I’m getting ready for GenCon, and I hope I’ll see some of you there. Here’s what I’m up to.

ILLIMAT AND TWOGETHER STUDIOS

I’ll be at Booth 2667 for much of the convention. This is where my company, Twogether Studios, will be demonstrating our game Illimat. This is a neo-classic card game we created in conjunction with the band The Decemberists; it’s familiar and mysterious at the same time. And if you’re an Eberron player, you can check out this article about using Illimat in Eberron! We’ll be doing demos all weekend, but we also have a special promotion. Each day, the first 25 people to purchase an Illimat product receive a copy of the limited edition Rusalka Luminary, pictured above! This is ONLY at Booth 2667. We’ll also be demoing my game Action Cats at Booth 1552, and you can buy either game at either location, but you can only get the Rusalka at Booth 2667.

EBERRON EVENTS

There’s two Eberron events on the GenCon Schedule.

Exploring Eberron with Keith Baker (Friday, 11 AM – Noon; Lucas Oil Mtg Rm 4)

The D&D setting of Eberron is a world of magic, pulp adventure, and noir intrigue. It’s been fifteen years since the Fantasy Setting Search that produced Eberron: join setting creator Keith Baker for a discussion of how Eberron came to be and how the world has evolved over the years! 

Inkwell Society Live! (Friday, 9 PM – 11 PM; Westin Grand Blrm I & II)

Within the seedy underbelly of Eberron metropolis, Sharn, the Inkwell Society follows the path of broken, beleaguered level zeroes who would kill for a little class, but when their rise collides with the Dream Lily cartels, they find the streets they roam are anything but home. Don’t miss DM Ruty Rutenberg unfold the next installment of the Inkwell Society LIVE at Gen Con 2018!

Both of these events have limited space, so if you’re interested, get your tickets now!

SIGNING

I’ll be doing a single signing session: Thursday from 3 PM4 PM at Booth 2667. 

WRITER’S SYMPOSIUM

I’m participating in the GenCon Writer’s Symposium this year. It’s a great program, and I’m doing four different session.

  • Convincing Aliens (Thursday, 11 AM – Noon; Marriott – Atlanta Room)
  • Finding Inspiration (Thursday, 4 PM – 5 PM; Marriott – Ballroom 1)
  • Dealing With Imposter Syndrome (Friday, 10 AM – 11 AM; Marriott – Atlanta Room)
  • When Fantasy Jumps The Shark (Friday, 3 PM – 4 PM; Marritott – Austin Room)

Most of these are already sold out, but there’s always the chance that there will be empty seats!

Whether we play a hand of Illimat or talk about Eberron, I hope to see you at GenCon!

Wayfinder’s Guide to Eberron FAQ

The Wayfinder’s Guide to Eberron was released on Monday, and a number of questions have already come up. Are warforged transformers? Where’s the artificer? Can you get a print version? Let’s look at a few of those issues.

GENERAL QUESTIONS

Is the Wayfinder’s Guide official content?

The WGtE is a 176 page book. It explores the general themes of the setting, with a tighter focus on Khorvaire and Sharn. This includes character ideas, story hooks, and optional rules that help capture the flavor of the setting. This is my take on Eberron, but is being considered official content.

The WGtE also includes rules for races and dragonmarks, which I developed with Ruty Rutenberg over the last year. These are the rules *I* use, but we want them to receive a wider round of feedback before they are finalized for the Adventurer’s League. So this material isn’t currently legal for the AL. The WGtE is a living document. If these mechanics change, it will be updated both in D&D Beyond and on the DM’s Guild, so you won’t have to buy a revised version of this content. This is why the WGtE currently isn’t available in print: we want to make sure that it IS final before you commit to a print version. But in getting it now you have a chance to play Eberron as *I’M* playing it.

Where’s the artificer? 

It’s coming. The artificer is already in development at WotC, so it was kept separate. A revised version of the artificer will be out soon in Unearthed Arcana, and Mike Mearls has said that this artificer will be added to the WGtE (which will be a free update for anyone who owns the book.

What is in WGtE for non-5e DMs who already have everything else ever written about Eberron?

The primary goal of the Wayfinder’s Guide is to give someone who knows nothing about the setting enough of a feel for the world to create a character or a story in it. It doesn’t focus on history or geography; it’s not an encyclopedia, it’s a guide to the flavor. It needs to serve the purpose of introducing someone who knows absolutely nothing to the world—but I also wanted it to be filled with inspiration for people who already know everything about it.

With this in mind, there’s generally less focus on exhaustive detail and more emphasis on what does this mean for YOU? It’s aimed both at players and DMs; it doesn’t reveal big secrets (such as, say, which rulers are vampires) but the ideas for what makes an Aundairian feel Aundairian are just as relevant when you’re making NPCs or setting a story in Fairhaven as they are for PCs. There’s ideas and optional rules that deal with capturing the FLAVOR of a pulp or noir story that aren’t in any of the existing Eberron sourcebooks.

As an example of this focus, here’s the entry on the Blood of Vol. In looking at the religions, I’m leaving out the deep details (what’s the church hierarchy like? What’s the history of it?) and focusing on if you follow this faith, what does that actually MEAN? How do you express your beliefs? 

Likewise, the section on Sharn doesn’t provide the district-by-district breakdown of Sharn: City of Towers… because you can get that by buying Sharn: City of Towers, which is available on the DM’s Guild and still entirely accurate aside from the mechanics. So instead it provides ideas for what could bring characters to Sharn or keep them there. One of my favorite elements of the book is the Starting Points: three districts (Callestan, University, and Clifftop) that could be used as a starting point and ongoing hub for a campaign, with each one exploring a different style of story you can tell in Sharn.

Beyond this, the WGtE also explores a few new ideas that arise from the mechanics of 5E: specifically the introduction of wandslingers. If you read this blog you may have already encountered wandslingers, but this refines the idea and provides a variety of arcane focuses to work with.

If you own every Eberron book, you don’t NEED to buy the WGtE. But my goal was to make it interesting and inspiring for even the most experienced Eberron DM.

Has the timeline been advanced for 5e? What year is it considered to be now? Has any lore changed substantially?

I didn’t advance the timeline in the WGtE. 998 YK is a critical moment in time, and moving the timeline forward would require me to make a lot of decisions that could contradict things people have done in their own campaigns. It’s possible that the timeline could be advanced in the future, but I didn’t feel that it was necessary.

The WGtE has already been updated twice, but I don’t know what’s changed.

The current changes have been quite minor, but I’ll keep a running log of changes at the end of this post.

A spellshard is “1 gp per page”. I don’t see in the 5e rulebook how many pages per spell each spell is. I seem to remember 3e being 1 page per level of spell with 0-level spells taking up one page. Should we default to that rule?

Sure, that seems reasonable.

RACES

The Kalashtar ability score improvement reads “Your Wisdom and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1.” A number of dragonmarks also use this wording, which is different from Half-elves in the PHB which says “two other ability scores of your choice increase by 1.” So could a kalashtar increase the Wisdom score by an additional point, or is the RAI for them to pick another ability besides CHA or WIS?

That is correct. A kalashtar could have +2 Wisdom, +1 Charisma; +1 Wisdom, +2 Charisma; or +1 Wisdom, +1 Charisma, +1 Intelligence (or any other ability). The use of “one ability score” as opposed to “one other ability score” was a deliberate decision to give those races and marks additional flexibility.

I have a question about the Shifters and the Kalashtar. Are they available to other races? Are there, for example, Elven Shifters and Orcish Kalashtars?

Shifters aren’t a human hybrid; they are a unique race. The lived on Eberron before humanity ever arrived. If they are based on any race, it would probably be orcs; they both have a primal nature and strong presence on the west coast of Khorvaire. However, if that’s the case, neither race is aware of it. Shifters are shifters.

Meanwhile, the kalashtar were created by a concrete event: the merging of a group of quori spirits with a group of Adaran monks. Adar is an isolated human-dominant nation. You could suggest that a character is a NEW kalashtar created from a later bond—a different quori exile. But if you want to create a dwarf kalashtar or orc kalashtar you run into the question of why they lose biological abilities of the core race. Why don’t they have darkvision? Why isn’t the dwarf kalashtar resistant to poison? And if you add those abilities, what do you take away to maintain balance? So the idea is possible, but it’s not a simple shift.

DRAGONMARKS

Can a dragonmark be obtained by a Variant Human? And does it still only replace the Ability Score Increase?

NO. “Dragonmarked Human” is a type of variant human, and you can’t take it in addition to the variant human presented in the PHB.

Is there a particular reason that the Mark of Hospitality gets Friends and not the ability to use Purify Food and Drink as a ritual?

The first draft included both, but halflings have very little design space in their subrace; compare to the Ghostwise (one-way, 30′ telepathic communication). I chose to drop purify food and drink because it rarely comes into play for PCs, and can (ironically) spoil some interesting scenarios… it’s hard to have a cool poison plot if PCs routinely purify their meals. Conversely, friends is something you want to be careful about using, but CAN be useful in any social situation. Tied to that, I like it as really broadening the concept of “hospitality.” What we’ve established about Ghallanda is that they aren’t just about food; they’re about making connections, knowing the community, etc. What’s the stereotype of the perfect bartender? They’re easy to talk to. That’s the purpose of the friends cantrip. Everyone KNOWS Ghallanda heirs have a magical ability to set people at ease. As long as they use it in a friendly manner—getting you to talk about your problems—it’s NOT going to cause anger. If you abuse it—using it to trick someone—they’ll be angry. But if you’re just talking to a friend and you turn on the charm, that’s what they EXPECT from you; you’re Ghallanda.

So essentially, I felt they couldn’t have both and that friends did more to expand the role of the house… while purify food and water could be an ability attached to a focus item. Just like…

Concerning the Mark of Scribing, where exactly did the concept of the Arcane Mark go? 

It went to the scribe’s pen, a common dragonmark focus item. This comes back to the core idea that focus items are a critical part of many house services. This is a critical point for many of the changes to the mark. Jorasco can cast lesser restoration. You can have a Shadow focus that grants disguise self, and it should be about half the cost of a standard hat of disguise. Essentially, don’t get too bogged down in the concrete powers of the actual mark; the IDEA of the Mark is the key, and its full powers can manifest as class abilities or through focus items.

WARFORGED

The races of Eberron received a development pass from WotC design and have been released as Unearthed Arcana content. Because of this, I’m not the final authority on how they work. I’ll share my OPINIONS, but Sage Advice is the final authority here.

Are warforged humanoids? constructs? both?

Under 5E rules, warforged are  humanoids.

So is the intent that ALL spells work normally on warforged PCs (other than, maybe, unique plot-device anti-warforged spells) including Antilife Shell & Horrid Wilting?

That is correct. Warforged are immune to disease and sleep, and resistant to poison, but otherwise they are treated like other creatures.

From a story/setting perspective, how does magical healing work for warforged?

While warforged are made from wood and metal, the idea is that the magic that suffuses them magic them functionally living creatures. Some of their mass IS organic; we’ve always send that the fibers you can see under their plating are an organic rootlike material. Beyond that, the idea is that their lifeforce is essentially tied to their material form and as they regain energy the body heals. This is tied to the fact that just like other characters, a warforged heals all damage at the end of a long rest. In my mind, this literally involves the body being mystically restored to “factory standard.” You can add cosmetic flavor to this—you can have your warforged hammering out dents in his armor—but the key point is that warforged heal like other creatures.

Warforged Integrated Protection

I would be interested in your thought process in creating the warforged integrated armor.

The warforged went through many different variations and iterations. The original 3.5 warforged set their AC at character creation with a feat and couldn’t change it going forward. The UA warforged wore armor like any other character and just received a +1 bonus to AC. With 5E, we wanted to keep the idea that armor is a part of warforged, while also allowing some degree of flexibility for a character whose capabilities change over time. We tried a version with AC tied to subrace and a version where you set AC at first level, like the 3.5 version. The final version was developed in conjunction with the WotC design team, and led us to the current version where warforged can shift their armor type at the end of a long rest. While this may seem odd, it’s always been part of the idea that warforged are LIVING creatures and can physically evolve; the reforged and warforged juggernaut were 3.5 prestige classes that embraced this concept. This just extends that idea… which is also a better match for the 5E healing model. Essentially, when a warforged completes a long rest it’s able to restore any damage its sustained. If it can do that, it’s not too much of a stretch to imagine it shifting its plating.

In terms of the capabilities of integrated protection, the original Unearthed Arcana warforged had a flat +1 to AC. The WGtE warforged generally start off with an AC equivalent to the best armor a character with the appropriate proficiencies can buy. Composite plating gives a first-level warforged AC 15, the same as half-plate; heavy plating is the same as plate armor. The warforged is ahead because starting characters can’t afford those armors, but the gap closes as other character get access to better armor. At level 5, heavy plating gives you AC 19, the same as +1 plate armor. Conversely, the original UA warforged could get +1 plate armor and have its +1 inherent AC on top of that. As is, warforged are ahead of the curve, but up until the highest levels other characters CAN match their AC with the right equipment. It’s also the case that the warforged takes an opportunity cost in that they gain no benefit from armor—so they don’t get the secondary benefits another character can receive from magical armor.

Does the Warforged Heavy Plating Integrated Protection work with the Fighter’s Defense Fighting Style? Unclear on if (armor) means you’re “wearing armor” or not.

The intent is while you are using darkwood core you are not considered to be wearing armor for purposes of game effects such as Unarmored Defense, while you are considered to be wearing armor when you’re using one of the plating modes. However, as written Integrated Protection doesn’t allow you to benefit from the Defense Fighting Style. This won’t be changed until people have a chance to provide feedback on the race mechanics as they stand.

Composite Plating and Heavy Plating both say “Armored” but do they count as medium and heavy armor respectively? Specifically does a warforged Barbarian in Heavy Plating mode lack access to the benefits of rage?

As written, the current version simply specifies that plating counts as armor, not that it counts specifically as heavy or medium armor. So in this version, a warforged barbarian can rage while in the heavy plating mode… though they will have to acquire the heavy armor proficiency before they can use heavy plating.

Can a warforged using the (unarmored) mode wear a magical suit of armor and get the benefits of it? 

No. Darkwood core leaves you as “unarmored” for purposes of any feature that interacts with being armored or unarmored. But that has no effect on the core Integrated Protection statement “You gain no benefit from wearing armor.” As a warforged, you don’t use armor; instead, you have warforged components.

Is it possible to enchant a warforged’s integrated plating? Would the Integrated Protection of a warforged be considered a “nonmagical object that is a suit of armor” for Forge Clerics?

No on both counts. In 5E, the idea is that a warforged is essentially a suit of magic armor. You can’t add additional enchantments to it. Instead, the strength of its enchantments inherently increases over time—which is reflected by warforged getting to add their proficiency bonus to their AC. So a warforged Forge cleric couldn’t enchant their body, but they could still enchant a weapon.

When a warforged is using the darkwood core (unarmored) mode and have light armor proficiency, can they choose whether they are considered to be armored or unarmored?

No. You are always considered to be unarmored when using darkwood core, and always considered to be armored when using plating.

If I’m playing a warforged barbarian, do I get to add my Constitution to my Integrated Protection? What about a warforged monk? 

No and no. Integrated Protection and Unarmored Defense are two separate features that set your AC, and the Sage Advice ruling on this is that you pick one—you don’t combine them. If you have your Integrated Protection mode set to darkwood core, you are considered to be unarmored and can thus use Unarmored Defense—but you’re always either using one or the other to determine your AC.

Is composite plating necessarily metal? Are warforged druids stuck with darkwood core?

I put this one to Jeremy Crawford, and he said that warforged druids CAN use composite plating. “It’s their body.”

Warforged Integrated Tool

An envoy warforged has an integrated tool that’s part of its body, and gains expertise with that tool. In the PHB, tool proficiencies provided by backgrounds include vehicles. So can I have a warforged with a built-in wagon? 

All things require the approval of the DM. If your DM WANTS to let you have a warforged with a built in boat, that’s great. But the design intent is that this applies to the specifically identified tools listed on page 154 of the Player’s Handbook. This does not include mounts and vehicles, which are detailed on the following page (“vehicles” are on 154, but not detailed). So again, if you and your DM agree, go for it. But it is not the design intent.

Tinker’s tools weigh ten pounds! Can an envoy have a built in tinker’s tools? Or a full dragonchess set? 

Certainly. The intention is that your warforged has a functioning version of this tool. This doesn’t mean that it in any way resembles the tools a human would use to perform the same task. A warforged with an integrated herbalism kit could literally have a garden built into its back, and pull out the herbs it needs when it needs them. Most important, consider that warforged are inherently magical creatures. They CAN physically alter their bodies (as shown by healing and integrated protection) and as shown by the spell prestidigitation it’s possible to create small, temporary objects through magic. So an integrated tool could be fully functional at all times—a warforged with smith’s tools has a hand that can function as a hammer. But it’s just as valid to say that the warforged does either perform a minor transformation to produce these tools or that it literally produces a temporary tool. Your integrated thieves tools could be lockpick fingers, but you could also study a lock and manufacture a key to fit it. Essentially, the FUNCTIONAL EFFECT is that the warforged always has a working version of this tool—but it’s up to you to decide exactly what that looks like.

Do you think an Envoy Warforged equipped with a disguise kit would also be able to disguise their voice? 

Sure—in the same way that a human with a disguise kit or an elf with a disguise kit could disguise their voice. They don’t have a special automatic success at doing it, but I’d consider it to be part of the ability check. If you want to have perfect Terminator style mimicry, you can get the Actor feat.

That’s all for the moment: post further questions below!

CHANGE LOG

  • 7/23/17. Page numbering corrected on appendix pages.
  • 7/24/17. Introduction text adjusted, kalashtar added to table of contents.

The Wayfinder’s Guide To Eberron

Eberron was born sixteen years ago. It’s been eight years since I’ve been able to write new material, and in that time I’ve worked on many things… Illimat. Action Cats. Even another roleplaying game, Phoenix: Dawn CommandBut in all that time, my heart’s still been in Eberron. And now Eberron has come to fifth edition.

The Wayfinder’s Guide to Eberron is now available on the DM’s Guild. It’s a PDF product, and it’s treated as Unearthed Arcana material. This is Eberron as I’m playing it at my table. The goal is of the book is to give you everything you need to start running Eberron at your table… but also to test these ideas and get your feedback on them. It’s a 170 page book, and the bulk of it is about the world. But it’s also a living document, and the mechanical material—races, dragonmarks—will evolve over time. This is one reason it’s not currently available as print on demand; the PDF will be updated as we gather feedback on the material.

So what is the Wayfinder’s Guide to EberronI’ll start by telling you what it’s not, and that’s a rehash of either the Eberron Campaign Setting or the Eberron Campaign Guide. Both of those books are available on the DM’s Guild, and it seemed foolish to lead off with a book that simply repackages information many of you already have. The WGtE isn’t an encyclopedia. It doesn’t delve deeply into history or geography. Instead it talks about the themes of Eberron, the things that define the setting, and how these can affect your game. How can you capture the feel of pulp adventure or neo-noir intrigue? What impact could the Last War have on your character or your campaign?

The Wayfinder’s Guide includes the following things. 

  • New versions of changelings, kalashtar, shifters, and warforged, along with information and ideas about how the common races fit into Eberron. If you’re a Mror dwarf, why did you leave the Holds? if you’re a Zil gnome, what schemes are you caught up in?
  • An overview of Khorvaire with a focus on ideas for characters and NPCs from each nation.
  • Rules for dragonmarks, the mystical sigils that play an important role in the setting. This includes greater dragonmarks and aberrant dragonmarks.
  • A selection of unique magic items, including dragonshards, warforged component items, and new arcane focuses for your wandslinger.
  • An overview of Sharn, City of Towers with a focus on getting you started with your character or your story. This includes a host of interesting background hooks and story ideas, along with three separate starting points for different styles of campaign… including the gritty Callestan campaign I’m running at home!

The Wayfinder’s Guide is written for both players and DMs. It doesn’t give away any of the deep secrets of the world, but it’s designed to serve as an inspiration both for creating characters and adventures… and I’ll just say that there’s a lot of ideas squeezed into those 170 pages.

What Happens Next?

Eberron has been unlocked for the DM’s Guild. I’m currently working on the Morgrave’s Miscellany with guild adept & Inkwell Society creator Ruty Rutenberg (who collaborated on the dragonmarks and races for the WG). The Miscellany will delve into a range of subjects that didn’t make it into the Wayfinder’s Guide, including Siberys Dragonmarks and some classic Eberron archetypes. Beyond that, there’s a host of topics I’ve been wanting to explore for years now: the Planes of Eberron, Droaam, Darguun, Eberron Underwater, and more. I’ll get to all of these things and more; it’s a question of when. I’ve posted a poll here, on my Patreon site; you don’t have to be a patron to vote on it. Let me know what you want to see first!

In addition to writing new material for Eberron, I want to get back to another project that’s been on a back burner for a long time. Back in 2009—before the age of Kickstarter and Patreon—I bootstrapped something I called Have Dice Will TravelI roamed around the world running an Eberron game for interesting groups of people. I wrote about a few of my adventures for The Escapist, but lack of funding and a creative collaborators caused it to fizzle out. Now with crowdfunding, new support for Eberron, and my partnership with Jenn Ellis and our company Twogether Studios, we’re exploring different ways to bring back Have Dice Will Travel.

We don’t yet know exactly what form this will take. A travel/D&D podcast? A book? Both? What we do know is that we want to capture the diverse people around the world who play RPGs and tell their stories. If you want to make sure you get the latest news, join the Twogether Studios mailing list. And if you feel that you have a particularly interesting gaming group or town we might want to visit on our tour, follow this link and tell us about it!

That’s all for now. Thank you for joining me in this return to Eberron. I look forward to seeing what all of you do with the world!

Druids in Eberron

A druid draws their power from Eberron. All natural life—from the druid, to the wolf, to the tree—is connected, all part of Eberron. The druid can use this connection to assume the form of other natural creatures, to manipulate the weather and other natural phenomena, to influence plants and animals.

With that said, what does it mean to be a druid? To most of the people in Eberron, the word “druid” conjures an image of mysterious sects conducting rituals in the deep wilds, of Ashbound avengers and Wardens of the Wood. Such druidic orders certainly exist, but a critical point is that not all of their members are druids.

In Eberron, the classes used by player characters reflect a remarkable degree of talent and potential. Most priests of the Silver Flame aren’t clerics or paladins. The same holds true with the members of druidic sects. Consider a few tiers of mystical talent.

  • Many of those who follow the Eldeen traditions are hunters, farmers, or initiates in the mysteries who have yet to unlock mystical powers. A hunter might be proficient in Survival and Stealth. An Initiate would likely be proficient with Survival and Nature, and perhaps Medicine, Insight, or Persuasion—useful skills for advising a community and helping to resolve disputes. These people are competent and devoted, but they don’t have all the talents of player characters.
  • Player characters and champions of a sect may have classes, but they won’t all be druids. Rangers play an important role in all of the Eldeen sects. Barbarians can be found in many of them, and there are Greensinger bards and warlocks. It’s a druidic tradition, but not restricted to druids.
  • Other NPCs fall between these two extremes. An initiate might know a few cantrips, spells, or rituals—druidcraft, speak with animals—without having the full scope of a true druid. You might meet an initiate with the Wild Shape ability… but who can only use it to assume a narrow range of shapes (local birds, for example).

So: you can follow one of the druidic traditions without having any levels in the druid class. Conversely, you can have druid as your class without being tied to any of these traditions.

What is the Druidic Language? 

What I’m suggesting here is that druids aren’t all bound by common traditions, and that you can take level in the druid character class without sharing any traditional druidic beliefs. But if that’s the case, what’s the Druidic language? How is it that a Talenta maskweaver and a shifter weretouched master—two people with absolutely no cultural overlap—somehow know this secret language unknown to the rest of the world? And furthermore, once it’s that widespread, why don’t MORE people know it? Shouldn’t rangers in the Wardens of the Wood learn to speak Druidic?

There’s two ways to approach this. One is to treat Druidic as a mundane language—exotic, certainly, but as a mundane language that anyone could learn. If I were to do this, I’d definitely make it available to anyone in an Eldeen sect regardless of class. But it still raises the question of why a Qaltiar drow druid in Xen’drik—someone whose culture has never had any contact with Khorvaire—would share a language with both the Talenta Maskweaver and the Warden of the Woods.

A second option is to say that Druidic is a fundamentally magical language. It’s not some sort of secret code: it is literally the language of Eberron. If you embrace this idea, you can extend this to say that the ability to perform druidic magic is integrally tied to knowledge of the Druidic language—that the two are one and the same. Think of Druidic as the source code of the natural world; when you perform a druid spell with verbal components, you are simply speaking in Druidic. Depending on YOUR beliefs, you might see this as petitioning the spirits for aid or you could see it as simply operating the “machinery” of nature. But the idea remains that the Druidic language is the tool used to perform magic. All druids understand it because mastering it is a fundamental part of what it means to be a druid. Even if you’re a hermit who learned your druidic abilities by listening to the wind, when you meet another druid you’ll find you both speak the same language—the language you learned from the wind. The idea here is that while Druidic can be considered to be a language for purposes of spells like comprehend languages—which is to say, magic can reveal its meaning—only someone who can cast spells from the druid spell list can fully learn the language.

With THAT in mind, I’d probably drop Druidic from some of my variant “druid-who’s-not-a-druid” ideas… allowing them to learn another language in its place. And I might allow another character (a Nature cleric casting themselves as a variant druid, a spellcasting ranger or Greensinger bard with spells that can be found on the druid spell list) to learn Druidic. Here again, the point isn’t that they learn it like any other language; it’s that knowledge of the language is an inherent part of their connection to druidic magic.

Druidic Traditions

The broad idea of druids as a servants of nature, tied to ancient traditions and serving as spiritual guides and protectors—can be seen across Khorvaire. It’s most obvious in the Eldeen Reaches, where every major community has a druidic advisor. The Gatekeeper tradition of the Shadow Marches is older still, and Gatekeeper initiates and wardens have been protecting Eberron from unnatural forces for thousands of years. Halfling druids guide the nomadic tribes of the Talenta Plains. The Tairnadal elves worship the spirits of the past, but there are warrior druids among their ranks; the Valenar capital of Taer Valaestas is protecting by a living wall of thorns.

How do these traditions map to 5E? If you’re a Warden of the Woods, should you take the Circle of the Land or Circle of the Moon? Personally, I prefer to avoid concrete restrictions. In particular, Land druids focus on spellcasting while Moon druids enhance their shapeshifting talents. To me, this can easily reflect the aptitude of an individual. Most Wardens of the Wood may be Land druids… but if your WotW shifter Wolf excels at shapeshifting and prefers to be in lupine form, I have no problem with her being a Moon druid and a Warden. In the descriptions below I suggest common classes, but there’s nothing to prevent you from making an uncommon character.

The Wardens of the Wood

Common Classes: Cleric (Nature), Druid (Land), Ranger (Hunter, Beast Master)

The Wardens of the Wood are the largest of the sects of the Eldeen Reaches, with thousands of active members. The primary purpose of the Wardens is to protect the innocent: which includes protecting the people of the region from the dangers of the wild, but simultaneously protecting the innocent creatures of wood and wild from dangers posed by civilization. The Wardens ensure that the dangers of the Towering Wood don’t spill out into the farmlands of the Eldeen Reaches, while also dealing with brigands and poachers. The Wardens work with the farmers of the Reaches, and every Eldeen village has a Warden advisor who helps ensure that the farmers are working with the land instead of harming it, and who seeks to peacefully resolve disputes within their village or with other communities.

The Wardens serve as the militia of the Eldeen Reaches. While they are the largest sect, most of their members are hunters or advisors. Among the druids, the Circle of Land is the most common path; however, druids with a knack for shapeshifting might take the Circle of the Moon, and those who guard the deep woods may follow the Circle of the Shepherd.

As a Warden, one question is why you’ve left your community behind. The Wardens act to protect the wild from the world and vice versa; how are your adventures advancing that goal?

The Ashbound

Common Classes: Barbarian (Beast Totem, Berserker, Storm Herald); Druid (Moon, Shepherd)

Where the Wardens of the Wood believe that nature and civilization must be kept in balance, the Ashbound believe that they are at war—and the Ashbound are the champions of nature. Ashbound seek to defend the natural world from the depredations of civilization. In frontier regions, this often involves guerilla strikes against encroaching settlements or making brutal examples of poachers. However, the Ashbound also see arcane magic as a dangerous and corrupting force. Ashbound have made strikes against the holdings of dragonmarked houses and released bound elementals, often causing chaos in the process.

Barbarians are common among the Ashbound. This doesn’t reflect savagery; it’s about drawing on the fury of the natural world, which may manifest through the Storm Herald archetype. Ashbound druids are warriors, and many follow the Moon Circle so they can fight with tooth and claw.

While the Ashbound believe that arcane magic is a corrupting force and that divine spellcasters are little better (clearly bargaining with alien forces that have no place in the natural world), it’s still possible to play a moderate Ashbound as a PC. You want to emphasize the reason you are out in the world—to stop the Mourning from spreading, to find allies to bring down the dragonmarked houses. If your party is serving this greater cause, you can overlook the actions of the party wizard—but you’d still want to encourage them to limit the use of unnatural magic, using it only when absolutely required.

The Children of Winter

Common Classes: Barbarian (Zealot), Druid (Spores, Twilight), Ranger (Gloom Stalker, Monster Slayer)

The Children of Winter see death, disease, and decay as part of the natural order. They believe that if the natural order is bent too far the world will retaliate with a terrible cleansing fury (the metaphorical “Winter” of their name)… and many in the sect believe that the Mourning is the first stage of that destruction. On the positive side, the Children of Winter despise undead as creatures that defy the cycle of life and death, and many of the are dedicated to hunting down and destroying undead. On the darker side, some believe that the benefits of civilization also defy the natural order, allowing the weak and infirm to survive when they’d never survive in the wilds. They see disease as an important tool that weeds out the weak and may spread disease in large cities or towns; but they may also push other situations that force conflict and ensure the survival of the fittest. However, not all Children approve of these methods. Likewise, some extremists among the Children believe that the apocalyptic Winter has already begun and should be welcomed, and that great cities should be torn down; while others fervently believe that the Mourning is a warning and that there is still time to stop this cataclysm. Such Children seek to contain contaminated regions, such as the Mournland and the Gloaming.

The Children of Winter are a small sect, but have a high percentage of elite individuals. They are comfortable in darkness, thus leading some to following the path of the Gloom Stalker ranger or the Twilight Druid. Monster Slayer rangers specialize in hunting down the undead. The Spore druid is a good match for the Children who embrace decay and disease, and its temporary ability to create a spore zombie (for one hour) is acceptable within the sect, but Children wouldn’t cast animate dead. 

As a Child of Winter PC, you are trying to protect the world from the coming apocalypse. You do this by fighting undead, by investigating the Mourning, and when possible by pushing situations that test the weak. You may  oppose extremists among the sect engaging in actions you believe are unjustified. While death is part of the natural cycle, you’re still able to heal your allies. You oppose using magical healing to sustain creatures who could never survive in the wild. But healing the fighter after he chooses to battle a pack of vampires—an unnatural situation he could have easily avoided—is entirely justified.

The Gatekeepers

Common Classes: Barbarian (Ancestral Guardian, Beast Totem); Druid (Land, Shepherd); Ranger (Horizon Walker, Monster Slayer)

The primary mission of the Gatekeepers is to protect the natural world from unnatural forces. They are best known for fighting aberrations, but they are equally concerned about fiends and other things that do not belong in the natural world.  The Gatekeepers have their roots in the Shadow Marches, and there are many in the Shadow Marches who support the “Old Ways”; but they have a presence across Khorvaire, often in the shadow of House Tharashk. Gatekeepers are constantly vigilant for extraplanar incursions, and also work to maintain existing seals that hold the Daelkyr in Khyber.

While Land and Shepherd are sound circles for Gatekeeper Druids, the Circle of the Moon is entirely appropriate for Gatekeepers who prefer to fight with tooth and claw. It’s believed that ancient Gatekeepers created the first horrid animals, and it’s thought that some Gatekeepers could assume horrid forms. The ranks of the Gatekeepers include passionate barbarians and more strategic rangers; the Horizon Walker is an especially appropriate path for Gatekeeper rangers.

As a Gatekeeper PC, are you simply keeping an eye out for trouble or do you have a particular task in hand? You might be pursuing a particular threat—a Cult of the Dragon Below, a Daelkyr agent. Or you could be protecting something: a location or an artifact that needs to be kept safe.

The Greensingers

Common Classes: Bard (Glamour); Druid (Dreams); Ranger (Horizon Walker); Warlock (Archfey)

The Greensingers believe that the magic of the fey compliments and enhances nature, and they encourage close ties between Thelanis and Eberron. They work to improve relations between mortals and the fey, teaching people how to safely interact with the fey and serving as ambassadors to the faerie realms. While the bards and druids draw the most attention, many Greensingers are simply people who learn the stories of the fey and follow their traditions, seeking to live in harmony with their fey neighbors.

Any path that touches the Fey has a place among the Greensingers. The Dream druid is the archetypal Greensinger, but their ranks include quite a few bards and a handful of warlocks. One critical point is that while the Greensingers are united by core principles, many Greensingers are aligned with a particular archfey—a patron who has ties to their region—and they may work to advance the specific agenda of their patron in the world. This can lead to feuds between Greensingers working for different archfey. This is expected and understood, though Greensingers will try not to kill rivals in the sect. This also leads to the image of Greensingers as a source of mischief and chaos; their actions are unpredictable, as they serve the agendas of different fey.

In creating a Greensinger druid, you should decide if you follow the general principles of the sect or if you have a tie to a specific archfey. If so, work with your DM to work out the story of your patron and the role they might play in the campaign.

Siyal Marrain

Common Classes: Cleric (Nature), Druid (Land, Shepherd)

The Siyal Marrain are the druids of the Tairnadal, descended from heroes who unleashed the force of nature against the giants of Xen’drik. The Siyal Marrain see nature as a tool and a weapon, and don’t have the same sort of devotion to the natural world found among the Eldeen sects. Members of this order care for and protect the famed horses of the Tairnadal; legends say that the first of these Valenar warhorses were druids trapped in wild shape by a giant’s curse, and that this is the source of their remarkable abilities. Aside from this, the Siyal Marrain are warriors who ride with warbands and use their powers in battle.

The Siyal Marrain revere their ancestors, just like other Tairnadal; their patron ancestors were druid heroes. With this in mind, when a Siyal Shepherd druid conjures their beast totem, it could actually manifest as an aspect of a Tairnadal hero as opposed to being a purely primal beast spirit. Meanwhile, a Nature cleric is a path for a Siyal who’s more focused on direct combat—relying on armor as opposed to shapeshifting. Rangers and other classes aren’t listed as the Siyal aren’t a broad tradition like the Eldeen sects; being one of the Siyal Marrain means being a primary spellcaster.

As with any Tairnadal elf, in creating a Siyal druid you should work with your DM to develop the story of your patron ancestor and to consider your relationship with Tairnadal culture. Why aren’t you serving with a warband or protecting the herds? Is your career as an adventurer driven by the actions of your ancestor?

Talenta Maskweavers

Common Classes: Druid (Dreams, Moon, Shepherd)

The halflings of the Talenta Plains believe that the world around them is filled with spirits—spirits of nature, spirits of their ancestors, and more. A number of details of this tradition can be found in this article. A maskweaver guides their tribe and serves as an intermediary for the spirits: part medium, part ambassador. They help warriors forge bonds to their mounts, and as the name implies, they help to create the masks that serve as important tools when dealing with the spirits.

Like the Greensingers, the Talenta druids often deal with the fey. Unlike their Eldeen counterparts, the maskweavers see no distinction between fey, purely natural spirits, or the ghosts of their ancestors. As far as the druid is concerned, all of these things are part of the spirit world, and all should be treated with respect. Talenta druids may also show respect for the Sovereigns Balinor and Arawai; however, they generally assert that these Sovereigns were Talenta heroes—that Balinor was a legendary hunter—and revere them in the same way as the other spirits.

The three common classes described above reflect different paths. The Moon druid focuses on working with dinosaurs, and excels at assuming dinosaur shapes. The Shepherd deals first and foremost with natural and ancestral spirits. Generally their totems reflect common beasts of the Plains: the Bear is the Hammertail (ankylosaurus), the Eagle is the Glidewing (pteranodon), and the Wolf is the Clawfoot Raptor. However, a druid devoted to heroes of the past—or Arawai and Balinor—could conjure spectral traces of those heroes as their totems. Meanwhile, the Dreams druid focuses on the fey spirits and manifest zones. This is specifically a druidic tradition (though it could apply to a Nature cleric). There are many barbarians and rangers in the Plains, and a few Archfey warlocks; while these champions may respect the spirits, only the druids perform the duties of the maskweavers.

Druids That Aren’t Druids

Mechanically, a druid is primarily defined by spellcasting abilities, limited armor, and Wild Shape. Here’s a few quick ideas for characters that use the druid class withoutbeing spiritual devotees of nature.

Changeling Menagerie

Normally, a changeling can only assume humanoid forms. But a changeling who devotes themselves to the art of shapeshifting can transcend this limitation, mastering the ability to assume a wide array of shapes. At its core, a menagerie is a Moon druid focused on their shapeshifting powers.

You could play this as a character in touch with primal forces, in which case you could speak Druidic and cast any spells on the druid list. however, if you want to play the character as a master-of-shapes without delving into the primal connection, you could swap Druidic for a standard language and focus on spells that fit either shapeshifting abilities or changeling powers. Barkskin, darkvisionjump, longstrider, meld into stonepoison spray, resistance, and similar spells could all tie to shapeshifting mastery. Charm person, guidance, hold person, and the like could reflect enhanced psychic abilities. And healing spells, enhance abilityprotection from energy and such could reflect an ability to alter the forms of others; I could see cure wounds being a sort of disturbing thing where you touch someone and scar over their wounds using your own body tissue.

Vadalis Monarch

The Mark of Handling gives a character a mystical connection to the natural world. But this gift isn’t something the heir earns; it is their birthright. A Vadalis heir could present druidic magic as a symptom of their dominion over nature. The same connection that lets you influence the behavior of animals could allow you to assume their forms… or even to control a wider range of creatures with charm person and hold person.

A Vadalis monarch could function as a normal druid and could even potentially understand Druidic, but I’d play up the flavor that this is a power of your mark and something you demand as opposed to a petition to spirits or natural forces.

Weretouched Master

Shifters are well suited to primal paths and to being traditional druids or rangers, and shifters can be found in most of the Eldeen sects. However, you could play a shifter druid as an expert in shapeshifting as opposed to being a servant of nature. As with the changeling menagerie, I’d make this a Moon druid and encourage spells that reflect control of shape. A shifter might not take charm person or hold person, but even without druidic faith, speak with animals, animal friendship, and similar spells could be justified as being a manifestation of the shifter’s lycanthropic heritage.

These are just a few ideas, but hopefully you understand the concept! If you have questions post them below. As always, thank you to my Patreon supporters, who make it possible for me to spend time on this site.

Q&A

What exactly is the difference between a Nature cleric and a druid? Does a follower of the Sovereign Host have to be a cleric? Could I play a Warden of the Woods as a Nature cleric? 

Well, let’s look at the concrete mechanical differences between the two.

  • A Nature cleric can wear any sort of armor, including heavy armor. A druid isn’t proficient with heavy armor, and the PHB states that “druids will not wear armor or use shields made of metal.”
  • Wild Shape is an important element of the druid. A Nature cleric doesn’t shapeshift.
  • A Nature cleric has a different selection of combat spells. Sacred flame has a better range than any druid cantrip, and guiding bolt is a strong, long range attack; by contrast, the druid can unleash a thunderwave or lash enemies with a thorn whip.
  • Generally speaking, the druid is more of a close range combatant. As noted above, most of their battle magic is relatively close range, and Wild Shape generally drives them towards melee combat.
  • A Nature cleric doesn’t know Druidic.

It’s certainly simple to say that as a general rule, priests of the Sovereign Host are clerics and spellcasters in the Eldeen Reaches are druids. However, I always believe in putting story first. If someone wants to play a priest of Balinor who excels at assuming the forms of wild beasts, I see no reason not to make that character a druid. Likewise, if someone wants to be a Warden of the Wood but doesnt’ want to deal with shapechaning, I’m fine with making them a Nature Cleric. The main issue to me is Druidic. If I feel the character IS essentially a druid from the story side, I’d let them swap out one of their current languages for druidic. On the other hand, I’m fine with the idea that the typical priest of Arawai doesn’t speak Druidic. Per my idea above, Druidic is something you learn as part of directly engaging with the natural world… while a typical Sovereign priest reaches out to a deity, not to the world itself.

In my Q’barra campaign, I had a player who really liked the idea of being a Greensinger druid, but who had no interest in shapeshifting and preferred being able to use long-ranged magic in combat. So we made her character a Nature cleric instead of a druid. I allowed her to swap a language for Druidic. Beyond this: She had heavy armor proficiency, but wearing heavy armor really didn’t fit the image of the character. We agreed that she had received a gift from her Archfey patron: mystical tattoos across her body. She had an amulet, and when she wore the amulet the tattoos hardened her skin and protected her… essentially, barkskin. While active, the tattoos shimmered and glowed slightly—not providing useful illumination, but giving her disadvantage on Stealth checks (just like wearing heavy armor). The net result of this was to give her the AC that her class proficiencies allowed, while still having limitations (Stealth penalty, obvious to observers, it could be “removed” by taking away the amulet). Now, YOUR DM might not be willing to go that far, and that’s entirely reasonable. I’m a fan of this sort of reskinning to fit an interesting story—but it does add complexity and potentially balance questions, and it’s always up to each DM to decide what they’re comfortable with.

Why use the existing archetypes instead of making new archetypes for the Eldeen sects? 

The Eberron IP belongs to Wizards of the Coast, and legally you can’t post new Eberron material. So I’m looking at the best match within existing material. The Horizon Walker ranger is a solid option for a Gatekeeper, and the Twilight druid is a good match for the Children of Winter. If Eberron is unlocked for 5E I might explore archetypes that are more directly tied to the concepts of a particular tradition, but it’s currently not an option.

Phoenix, Starter Kit, and Stackup.org!

Phoenix: Dawn Command is a roleplaying game I developed with co-designer Dan Garrison and produced with my company Twogether Studios. Phoenix blends fantasy, action and suspense. Your world is besieged by a host of supernatural threats collectively known as the Dread. Hungry ghosts howl with the wind. Skinchangers prowl in the woods. Dead warriors are rising to prey on the living, and entire cities have be destroyed by a chant that drives those that hear it mad. As a Phoenix, you have died and returned to life imbued with the power you need to face the Dread. And when you die—and you will—you can return stronger than before… but only up to seven times.

Phoenix uses cards instead of dice. It encourages collaborative storytelling, and it’s a game where both failure and sacrifice are on the table. It’s a game where you could hurl yourself down the mouth of an undead giant to cut it apart from the inside: you might not survive, but you’ll go out with a bang.

I could tell you more about how it plays… but it would be easier for me to show you! Phoenix was featured on the current season of Starter Kit, a web series with an emphasis on learning to play. Over the course of six episodes, I guide a wing of Phoenixes through a dangerous mission and you get to see exactly what Phoenix is all about.

Starter Kit is on Geek & Sundry’s Project Alpha network. From now until the end of August 2018, you can get a 60-day subscription to Alpha free if you use the code PHOENIX while signing up. So if you’d like to what Phoenix is all about, join me and awesome cast Jason Charles Miller, Kelly Lynne, Havana Mahoney, and Alexis Torres on Starter Kit!

What’s that? You’ve watched Starter Kit and you want to get a copy of Phoenix of your very own? If your local game store doesn’t have a copy, you can get it from our website or on Amazon. In addition, at the moment, for every copy of Phoenix we sell, we’re donating a copy to StackUp.org—a charity providing games and support to veterans and active duty soldiers. Originally we set this to end on July 5th—when the final episode of Starter Kit airs—but we’re extending it through July 12th.

That’s it! If you’d like to see what Phoenix is all about, check out Starter Kit; if you get a copy before July 12th, we’ll send one to StackUp! And if you’d like to know more about Phoenix, this post provides more details, and this post specifically exploring the card mechanic!